Usage Guide to the Cosmic Encounter PostScript Files version 1.1 (June, 1991) Copyright (C) 1991, Ken Cox, kcc@wucs1.wustl.edu Distributed as freeware ------------------------------------------------------------ This file contains for each of the PostScript files (except font.ps) a guide to the use of the file to generate Cosmic Encounter materials. ------------------------------------------------------------ GENERAL NOTES Most of the files require that you generate some PostScript code in order to use them. Don't panic! The files have been set up so that all you have to do is select the routines that you want and provide the correct arguments. The file "PS_intro" tells you all that you will need to know about PostScript syntax. If your operating system supports it, a convenient way to use the files is to generate a new file containing the code you write. The required header files and your code can then be concatenated and sent to the printer. This also applies to the file font.ps, which defines some fonts that are used by several of the other headers. font.ps must be prepended to these other headers before they can be used. If your system supports it, the concatenation can be done when you send the file to the printer. For example, say that you wanted nine Kicker 20's (as a joke, I would hope). You could create a file named, say, "kickers" which contains the following code (explained below): Setup 9 20 Kicker Finished You could then print this (under UNIX) by the command cat font.ps cards.ps kickers | lpr -Papple The "cat" command concatenates the files font.ps, cards.ps, and kickers, then the result of the concatenation is "piped" to the lpr command which sends the concatenation to the "apple" printer (your printer may be named differently). If your operating system does not support such concatenation when you print files, you will have to concatenate them by hand, possibly with an editor. ------------------------------------------------------------ PRINT OPTIONS There are a number of variables in the files that control the printing. You can change the values of the variables to get different effects. The general form is /Variable value def where the value is of the appropriate type. Boolean variables have the values true and false, numeric variables have numbers, etc. Options fall into two broad classes -- compile-time and run-time. "Compile-time" variables are used when the header is read and routines are being defined; the routines cannot then be changed. "Run-time" variables are used only when the routines are actually called; you can change the values of these variables during printing, and the effects will show up in the material being printed. Beginning with version 1.1 of the files, most variables in header files are run-time. The only exceptions are variables that produce major formatting changes -- for example, the SixPerPage variable in powers.ps which determines whether three or six power cards are printed per page. Variables in stand-alone files, such as lucre.ps, are compile-time. Such files are complete by themselves; there is thus no need for on-the-fly modifications. To change a compile-time variable, edit the header file and change the definition. This technique can also be used to set the initial values of run-time variables. Redefinitions of run-time variables may be intermixed with uses of the routines. As an example, if you wanted to print some Attack cards in the "original" (Eon-like) format, then print some Compromise in the newer format, you could use the sequence /OriginalCards true def 5 10 Attack /OriginalCards false def 4 Compromise The behavior of the various options is described below. ------------------------------------------------------------ BACK.PS Description: back.ps prints pages filled with patterns that can be used for the backs of cards, Moons, and so on. Preparation: Concatenate font.ps on the beginning of back.ps before use. Be sure the resulting file begins with the characters %!. Print Options: StellarNumber RUN-TIME Integer variable, used to seed the random number generator before creating a background. This variable may be set to any integer value; each choice produces a different, repeatable background. Usage: Eight page backs are provided in back.ps. To generate a background, use "N Procedure", where N is the number of copies of the page to be generated and Procedure is the name of the routine generating the desired background. The following routines are supplied: StellarPage starry sky DestinyPage starry sky with DESTINY written across it MoonPage "lunar craters" DiamondPage small black diamonds QuestionPage question marks SquarePage checkerboard DiamondPage diagonal stripes HazardPage wide grey diagonal stripes For example, to print 6 copies of the StellarPage, you would add the following line to the end of the file: 6 StellarPage ------------------------------------------------------------ CARDS.PS Description: cards.ps prints the Cosmic Encounter deck. Nine cards, each 2.25 inches by 3.5 inches, are printed on each page. Preparation: Concatenate font.ps on the beginning of cards.ps before use. Be sure the resulting file begins with the characters %!. Print Options: OriginalCards RUN-TIME Boolean variable, used to choose between "standard" cards (very close to the Eon deck) and a style that I developed when the question of copyright was a bit hazy; the latter style differs mostly in artwork. Value true produces the original cards. DoInColor RUN-TIME Boolean variable, used to determine if the printer should use color commands. Black and white printers should interpret the color commands properly; this variable is provided in case they don't. Value true uses color commands. WhiteOnBlack RUN-TIME Boolean variable, used to determine if Kickers and Flares will be printed with white letters on black or vice versa. Value true produces white on black. GraphicIndex RUN-TIME Boolean variable, used to determine if Edicts, Flares, and Prisoner Rulings will be printed with a small circle or square for the index with a (user-supplied) graphic in the index. Value true attempts to print the graphic. Note: GraphicIndex is automatically set to false if OriginalCards is false. IndexByName RUN-TIME Boolean variable, used to determine if Edicts, Flares, and Rulings with a graphic index will have the name printed as the index if the user does not supply a routine. What this means is that if GraphicIndex is true AND IndexByName is true AND the graphics routine provided by the user is { }, the code will print the name in the index graphic; for example, with Flares the Alien name will be printed in the circle. Note that if the names are very long, they may not fit inside the index graphic. OneShotFlares RUN-TIME Boolean variable, used in the printing of Flares. If true, the string "ONE-SHOT FLARE" will be printed in small type at the bottom of the Flare; if false, the string is omitted. DestinyFilled RUN-TIME Boolean variable, used to determine if the circles on Destiny cards will be filled (with either color or a gray approximation, depending on the printer). Value true causes the circle to be filled. ShowRestrictions RUN-TIME Boolean variable, used to determine if the Flare cards will include small iconic representations of restrictions (for example, "use only with Lucre" is represented by a small bag of Lucre). Value true causes the icons to be printed. ShowOrigin RUN-TIME Boolean variable, used to determine if the "origin" of cards will be printed. Value true causes the card origin (a string) to be printed in the lower-right corner of the cards. OriginString RUN-TIME String, printed if ShowOrigin is true. One character will definitely fit on all cards; more than one may or may not, depending on the card type and the other text on the cards. Utility Routines: The utility routine DefineOrigin can be used to set the origin. It has one argument, the string to be used; for example (m) DefineOrigin or () DefineOrigin If the string is not empty (as in the first example), ShowOrigin is automatically set to true; if it is empty, ShowOrigin is set to false. The utility routine AttackResizeFonts can be used to rescale the size of the large numbers printed on the Attack cards (to permit larger numbers to fit, for example). It has one argument, the scaling factor relative to the normal font size. For example, 0.9 AttackResizeFonts will resize the fonts to 90% of normal size; all Attack cards printed after the above is called will have the smaller numbers. To restore the size to normal, use 1 AttackResizeFonts Usage: Nineteen routines are provided in cards.ps, each producing a different type of card. To produce cards, add appropriate code to the end of cards.ps (after concatenating font.ps). The following routines are provided: Attack Compromise Kicker AddKicker Edict Flare ColorDestiny BiColorDestiny WildDestiny ReversedColorDestiny ReversedBiColorDestiny ReversedWildDestiny CaptureColorDestiny CaptureBiColorDestiny CaptureWildDestiny SpecialDestiny Hazard Ruling Hex These routines and their arguments are discussed below. To create a printable file, begin with the line "Setup". Then add the PostScript code to generate the cards you want (using the above routines), and finally add the line "Finished". Attack Usage: N V Attack Print N (positive integer) Attack cards having value V. V can be any number (including 0, negative, or reals); there's only room for three characters. Example: To print 6 Attack 12's and 3 Attack -1's, 6 12 Attack 3 -1 Attack Print options: OriginalCards if true prints Eon-style cards; if false, additional artwork depicting "flying saucers" attacking a base, with the number of saucers depending on the value. Compromise Usage: N Compromise Print N (positive integer) Compromise cards. Example: To print 9 Compromise cards, 9 Compromise Print options: OriginalCards if true prints Eon-style cards; if false, additional artwork depicting three Aliens playing Cosmic Encounter is printed. Kicker Usage: N V Kicker Print N (positive integer) multiplicative Kicker cards of value V. V is any number, with a three-character limit. Example: To print 3 Kicker 2's, 3 2 Kicker Print options: OriginalCards if true prints Eon-style cards; if false, the card index is replaced with "X value" (instead of just value) and the card text reads "TIMES" "value" "MULTIPLIES EFFECT" "OF CHALLENGE CARD". WhiteOnBlack if true prints the Kickers in white letters on a black background; if false, in black on white. AddKicker Usage: N V Kicker Print N (positive integer) additive Kicker cards of value V. V is any number, with a three-character limit. Example: To print 2 additive Kicker 5's, 2 5 AddKicker Print options: OriginalCards if true prints cards that look like a multiplicative kicker, except the index is "+ value"; if false, the card index is still "+ value" and the card text reads "PLUS" "value" "ADDS TO EFFECT" "OF CHALLENGE CARD". WhiteOnBlack if true prints the Kickers in white letters on a black background; if false, in black on white. Edict Usage: N Title Bold Rest Icon Edict Print N (positive integer) Edicts; each Edict has the title Title. The description starts with Bold in bold font, and continues with Rest in roman font. The Title is an array of strings. Bold is a single string which starts the Edict description. Rest is a single string completing the description. A single space is printed between Bold and Rest. Icon is an executable routine that draws an icon in the upper left corner. This routine draws within a circle of radius 13, with the origin of the drawing at the circle's center. The routine { } may be used; it draws no icon. Example: 1 [ (TIME) (PRESSURE) ] (Speed up deal.) [ (Players have ten seconds to complete a deal.\r\rPlay anytime during \ the deal.) { 0 0 moveto 0 0 13 30 90 arc closepath fill } Edict Note: Do not worry if you have no idea at all what "0 0 moveto..." means. This is PostScript to draw a simple icon in the Edict circle; if you don't speak PostScript, you can use an empty routine { } anyplace where an executable is required. Print options: OriginalCards if true prints Eon-style Edicts; if false, some minor changes to positioning are made. GraphicIndex if true draws a circle in the upper left corner of the card and renders the supplied icon in the circle. If false, the icon is ignored and an E is printed for the index. IndexByName if true AND GraphicIndex is true AND the Icon you provide is { }, will print the Title in the circle. Flare Usage: Name Power RestrictIcons Wild Super Icon Flare Print one Flare, for the alien Name. Power is an array of at most two strings, indicating the power of/to description. The PostScript strings PT, PO, PV, and PW are pre-defined as (respectively) "Power to", "Power of", "Power over", and "Power". RestrictIcons is a string containing character encodings of the use/timing restrictions of the alien: 2 Do not use in a two-player game A UOW (use only with) Asteroids D UOW Special Destiny F UOW Flares H UOW Hazards K UOW Kickers L UOW Lucre M UOW Moons N UOW Multiple powers ("N"-power game) P UOW Prisoners T UOW Technology s Start of game 8 any time (infinity) a move Asteroids h draw Hazard l collect Lucre b Buy tokens t Technology phase r Rescue/Raise token f Flip destiny g Gather tokens p Point cone x prisoner eXchange q buy cards (so sue me, I ran out of letters) i Invite allies u invite offensive allies v invite defensive allies j allies Join k play Kicker c play Challenge card e Expose cards o determine and implement Outcome d Discard cards n interphase (begin Next challenge) - range marker (an arrow); for example for a power that can be used between the flip of destiny and the revealing of cards, use the sequence f-e Wild and Super are each a string giving the Flare effects. Icon is an executable routine that draws an icon in the upper left corner. This routine draws within a circle of radius 23, with the origin of the drawing at the circle's center. The routine { } may be used; it draws no icon. Example: (AUCTIONEER) [ PT (Auction) ] (L) (Between challenges, you may auction a base on any planet where you have \ one. You may not prevent any player from participating in the auction. \ High bidder pays you in Lucre, then puts one of his tokens from any planet \ onto the base. Use once and discard.) (When you auction, take the top card of the deck and put it in your hand. \ Then select any card from your hand and auction it. If no one bids on the \ card, you may keep it or discard it.) { } Flare Print options: OriginalCards if true prints Eon-style Flares; if false, some minor changes to positioning are made. GraphicIndex if true draws a circle in the upper left corner of the card and renders the supplied icon in the circle. If false, the icon is ignored and an F is printed for the index. IndexByName if true AND GraphicIndex is true AND the Icon you provide is { }, will print the Name in the circle. WhiteOnBlack if true prints the Kickers in white letters on a black background; if false, in black on white. ShowRestrictions if true prints the restrictions as small icons in the upper right corner of the Flare; if false, they are omitted. OneShotFlares if true causes the string "ONE-SHOT FLARE" to be printed in small type at the bottom of the Flare. ColorDestiny, ReversedColorDestiny, etc. Usage: N Color ColorDestiny N Color ReversedColorDestiny N Color CaptureColorDestiny N Color1 Color2 BiColorDestiny N Color1 Color2 ReversedBiColorDestiny N Color1 Color2 CaptureBiColorDestiny N WildDestiny N ReversedWildDestiny N CaptureWildDestiny Print N Destiny cards for 1) a single color, 2) two colors simultaneously, and 3) wild color. Color, Color1, and Color2 are strings; the mapping of color names to color values is defined by the dictionary DestinyColorDict, but you may use any string without problem (unrecognized colors are rendered as white). The Reversed form prints a reverse cone challenge on the card; the Capture form prints a capture challenge on the card. Example: To print three red Destiny cards, one green reverse cone Destiny card, one blue/yellow bicolor prisoner destiny card, and two wild destiny card: 3 (red) ColorDestiny 1 (red) ReversedColorDestiny 1 (blue) (yellow) CaptureBiColorDestiny 2 WildDestiny Print options: DestinyFilled if true will fill the regions on the Destiny cards with color or grays; if false, will leave them white. DoInColor if true will use color commands to fill; if false, will use grays. SpecialDestiny Usage: N Title Description SpecialDestiny Print N Special Destiny cards, each titled Title and described by the Description. Title is an array of strings, Description is a string. Example: The Destiny Left card. 1 [ (DESTINY) (LEFT) ] (Challenge the system on your left.) SpecialDestiny Print options: None. Hazard Usage: N Title Description Hazard Print N Hazard cards, each titled Title and described by the Description. Title is an array of strings, Description is a string. The Hazard is bordered by some artwork. Example: To print one "power dies" hazard. 1 [ (YOUR) (ALIEN POWER) (DIES) ] (Replace your power with one drawn at random. In a multiple power game, \ the player to your right chooses which power is replaced.) Hazard Print options: DoInColor if true will use color commands for the artwork; if false, will use grays. Ruling Usage: N Title Bold Rest Icon Ruling Print N (positive integer) Prisoner Rulings; each Ruling has the title Title. The description starts with Bold in bold font, and continues with Rest in roman font. The Title is an array of strings. Bold is a string which starts the Ruling description. Rest is a string which finishes the description. Icon is an executable routine that draws an icon in the upper left corner. This routine draws within a square of edge 26, with the origin of the drawing at the square's center. The routine { } may be used; it draws no icon. Example: 1 [ (GENERAL) (AMNESTY) ] (Free all prisoners.) (All prisoners in all Prisons are freed to bases, or to Warp if the owner \ has no bases.\r\rPlay at the start of your challenge.) { } Ruling Print options: GraphicIndex if true draws a square in the upper left corner of the card and renders the supplied icon in the square. If false, the icon is ignored and an R is printed for the index. IndexByName if true AND GraphicIndex is true AND the Icon you provide is { }, will print the Title in the circle. Hex Usage: Title Icon hex Print one hex card, titled Title and with the Icon drawn in the hexagon. Title is an array of strings, Icon is an executable. The Icon is drawn in a black hexagon of side 1.0 in the space in which the icon is rendered (1.125 inches actually). Example: Hex card for Rings. [ (RINGS) ] { 0 0.1 translate 0 0 0.32 0 360 arc 0.8 setgray fill gsave 1.0 0.5 scale 1 setgray 1 1 4 { 0.12 mul 0.3 add 0 0 2 index 90 450 arc 0 -0.04 3 -1 roll 0.06 add 450 90 arcn closepath fill 0 -0.06 translate } for grestore 0 0 0.32 0 180 arc closepath 0.8 setgray fill } Hex Note: Again, don't panic about the PostScript. The archive PS-examples has a file with PostScript for all of the hex cards. Print options: None ------------------------------ PURE.PS Description: pure.ps is a subset of cards.ps which prints Eon-style cards. See cards.ps for full details. Preparation: See cards.ps. Print Options: The only print options are ShowOrigin and OriginString. The file otherwise produces cards which correspond to the following settings of the cards.ps options: /OriginalCards true def /DoInColor false def /WhiteOnBlack true def /GraphicIndex true def /IndexByName true def /OneShotFlares false def /DestinyFilled true def /ShowRestrictions false def Utility Routines: DefineOrigin and AttackResizeFonts are available. See cards.ps. Usage: The following routines from cards.ps are provided: Attack Compromise Kicker Edict Flare Usage is exactly as for cards.ps. ------------------------------ CONE.PS Description: cone.ps prints a page containing the Cone, Reverse Cone, and a row of small Cones suitable for Reverse Cone stickers. Preparation: None. Print Options: None. Usage: Ready to use. Simply send to printer. ------------------------------ HEX.PS Description: hex.ps prints pages containing planet hexes. Each hex is 4.5 inches on a side; one hex is printed on each page. Preparation: Concatenate font.ps on the beginning of hex.ps before use. Be sure the resulting file begins with the characters %!. Print Options: A4Paper RUN-TIME Boolean variable, used to resize the hexes slightly so that they fit on A4 paper. If true, the hexes are scaled down to 95% of original size, i.e. 4.275 inches (10.85 cm) on an edge. RingworldSegments RUN-TIME Integer variable, used to set the number of segments in the Ringworld hex. Must be a positive multiple of two. FanNames RUN-TIME Array of (exactly) six strings, used to label the segments of the Fan in one of the Fan hexes. DoStars RUN-TIME Boolean variable, use to determine if the starry background will be printed. Setting it false turns off the stars and speeds print time considerably. Spiral "planet wakes" vanish; Space Dust is unaffected. Default value is true. Usage: Twenty-two hexes are provided in hex.ps. To generate any of the hexes, simply use the appropriate routine (no arguments). Caveat: Some of the hexes, particularly Rings and Spiral, take several minutes (or longer, depending on your printer) to print. The following routines are supplied: Name Description -------------------------------------------------- StandardHex (Eon) five planets, one sun WarpHex (Eon) the Warp PrawHex (Eon) the Warp and Praw FanHex1 (Mayfair) three variations on the Fan; peacock fan, FanHex2 six-way blade-like extensions, FanHex3 and six-way Praw GasGiantHex (Eon) Gas Giant -- giant planet SpaceDustHex (Eon) Space Dust -- no planets SixPactHex (Eon) Six Pact -- six planets RingsHex (Eon) Rings -- planet with four rings PulsarHex (Eon) Pulsar -- five pulsating planets SpiralHex (Eon) Spiral -- five planets in spiral BinaryHex (Mayfair) Binary -- two suns, six planets WorldShipsHex (Mayfair) World Ships -- five rocketing planets RosetteHex (Mayfair) Rosette -- six planets WarpishHex (Cox) Warpish -- five planets orbiting a Warp StationsHex (Cox) Stations -- one planet with six space stations LunacyHex1 (Cox) Lunacy -- one planet, five moons LunacyHex2 (Cox) Lunacy -- two planets, six moons SingularityHex (Cox) Singularity -- five planets, trumpet device IsolatedHex (Cox) Isolated -- five planets, galactic background RingworldHex (Cox) Ringworld -- ring around a sun For example, to print six standard hexes and a Warp, use StandardHex StandardHex StandardHex StandardHex StandardHex StandardHex WarpHex A more practical (and much faster) way to do this is to use the PostScript #copies variable, thus: /#copies 6 def StandardHex /#copies 1 def WarpHex A still more practical way is to print one standard hex and then use a photocopy machine. ------------------------------------------------------------ LUCRE.PS Description: lucre.ps prints pages filled with lucre -- small labeled boxes. Several variations are available. Preparation: None. Print Options: SmallLucre COMPILE-TIME Boolean variable. If true, Lucre is printed as squares 30 PostScript units (about 0.4 inches, or 1 cm) on a side, with 18x24 squares per page; each square has a Lucre symbol in the center. If false, Lucre is printed as rectangles 30 by 90 units (0.4 by 1.2 inches, or 1 by 3 cm), with 6x24 rectangles per page; each has a Lucre symbol and a value (1, 2, 5, 10). PoundLucre COMPILE-TIME Boolean variable. If true, the Lucre symbol is the pounds sterling sign (Times font). If false, the Lucre symbol is the Ifraktur (Symbol font). Both look vaguely L-shaped. Usage: Ready to use. Simply set variables and send to printer. ------------------------------------------------------------ MOONS.PS Description: moons.ps prints Moons. Each Moon is 1 inch across; 63 Moons are printed per page. Moons are automatically numbered, and include the Moon name and type (S, I, C). Preparation: None: Print Options: Mcounter RUN-TIME Integer variable indicating the number to be printed on the first Moon in the sequence. Moons are numbered consecutively, starting with whatever value Mcounter is assigned. Usage: The routine Moon prints a Moon. Moon has two arguments: the name of the Moon, provided as an array of strings, and the type of the Moon, provided as a single-character string. The name should be at most three strings long (each string is printed on a separate line). The strings Secret, Immediate, and Continuing are pre-defined for use as the type. For example, the following lines each print a Moon: [ (TITAN) ] Secret Moon [ (JUPITER) (VIII) ] Immediate Moon [ (LUNA) (CITY) (SEVEN) ] (Q) Moon The type of the last Moon is "Q", whatever that might mean. To set the Moon number to anything you wish, simply re-defined Mcounter before using the Moon routine. For example, to number the above Moons 23, 24, and 76, you could use: /Mcounter 23 def [ (TITAN) ] Secret Moon [ (JUPITER) (VIII) ] Immediate Moon /Mcounter 76 def [ (LUNA) (CITY) (SEVEN) ] (Q) Moon The "JUPITER VIII" Moon will be numbered 24 by the automatic incrementing of the counter during printing. To create a printable file, begin with the line "Setup". Then add the PostScript code to generate the Moons you want. Finally add the line "Finished". ------------------------------------------------------------ POWERS.PS Description: powers.ps prints power cards. Either three or six power cards may be printed on each page. Cards printed three per page are 3.5 inches by 8 inches, and look somewhat like the Eon cards; i.e., they can be folded in half so that the front shows the alien name, a brief synopsis of the power, and (if you do the work) a line drawing of the alien, while the back gives the name, power effect, history, and use restrictions. Cards printed six per page contain only the back half of the Eon card. In addition, the source of the card (e.g., Eon Expansion 3) and whether the power is mandatory or optional (or both) is printed on the lower edge of the card. Preparation: Concatenate font.ps on the beginning of powers.ps before use. Be sure the resulting file begins with the characters %!. Print Options: SixPerPage COMPILE-TIME Boolean variable; if true, six cards are printed per page, if false three. WhiteOnBlack RUN-TIME Boolean variable; if true, cards are printed in white letters on a black background, if false in black letters on a white background. DoStars RUN-TIME Boolean variable; if true AND WhiteOnBlack is true, the card background will be filled with stars (like the Eon cards); if either is false, no stars are printed. ShowRestrictions RUN-TIME Boolean variable; if true, prints the use restrictions as small icons on the lower edge the card (the front edge if three cards are printed per page, the back edge if six cards). Usage: The Power routine has ten arguments. The first nine arguments are strings, the last is an executable. The arguments are: 1) Name The Alien name, as a string; for example, (AMOEBA) 2) Usage Whether the power is mandatory, optional, or both. The strings Mandatory, Optional, and Both have been pre-defined. 3) Origin Where the power came from. The strings Set0, Set1, ... Set9 have been predefined as "Original Set", "Expansion 1", ... "Expansion 9"; the string SetW has been predefined as "Washington U". 4) Synopsis The brief description of the power as it appears on the front of the card; for example, (UNLIMITED TOKEN MOVEMENT). 5) Tag The power to/of/over/whatever that starts the description of the effects; specifically, the description starts "You have the ", which is followed by the Tag in bold and a period. 6) Description The remainder of the power description; this will continue the paragraph begun by the Tag. 7) History The Alien history. 8) Restrictions The "do not use with" or "use only with" restrictions for the power. Do not confuse these with the icons. If the power has no restrictions, use (). 9) RestrictIcons A string representing the use/timing restrictions. The encoding is the same as for the Flare card. For example, a power that could only be used with Lucre but not in a two-player game would be represented by (2L) or (L2). Use () for no restrictions. 10) Portrait An executable which draws the Alien. Aliens are drawn in a circle of radius 100, with the origin at the circle's center. Use { } if there is no artwork. For example: (AUCTIONEER) Mandatory SetW (SELLS CARDS FOR LUCRE) (power to auction) (Before the start of each player's turn, take the top card of the deck, \ place it face up in front of you, and auction it for Lucre. All bids must \ be at least one Lucre, and you cannot prevent any of the other players \ from participating; however, you cannot bid. The high bidder pays you and \ takes the card for his hand. If no one bids, you may take the card for \ your own hand or discard it.) (A resource crunch on their home worlds led to fierce competition among \ Auctioneers for the remaining materials. Those Auctioneers who controlled \ the dwindling supplies profited from the desperate struggles of their \ fellows. Contact with other races allieviated the shortages, but the \ Auctioneers remain quick to exploit the needs of others to enrich themselves.) (Use only in a game with Lucre!) (L) { } Power To create a printable file, begin with the line "Setup". Then add the PostScript code to generate the powers you want. Finally add the line "Finished".