#IntroS Introductory Set SALVAGI [O:IntroS] MAY TAKE USED CHALLENGE CARDS You have the power to recover. As a main player in a challenge, when you and your opponent discard Challenge cards you may take either (but not both) of the discarded cards for your own hand. History: Continuous warfare has made the Salvagi adept at recovering and restoration. Picking over the smashed remains of Cosmic war fleets, they often find perfectly usable materials which they claim as their own. Wild: Whenever any other player discards an Edict, you may take it for your own hand. Super: You may use your power when you are an ally, taking one of the Challenge cards discarded by a main player. COGNON [M:IntroS] LOOKS AT OTHER PLAYER'S CARDS You have the power of observation. At the beginning of the game after cards are dealt, you look at each other player's hand. Thereafter, whenever a player gets new cards from the Challenge deck, you look at the cards he draws. You do not look at cards transferred as consolation or part of a deal, nor may you write down any information or tell any other player what you have seen. History: Cool and aloof, the Cognon survey all other races, descrying their plans from afar. The Cognon's knowledge, coupled with their vast intelligence, puts them in a favored position for Cosmic dominance. Wild: As a main player or ally, when your side wins a challenge you may look at the hand of the losing main player. Super: Once per challenge, you may look at any player's hand. REGEN [O:IntroS] DRAWS NEW HAND IN CHALLENGE You have the power of renewal. As a main player in a challenge when cards are to be played, if you have fewer than seven cards in your hand you may discard your entire hand (playing any Edicts or Flares as appropriate) and draw a new seven-card hand from the Challenge deck. Further, if as offensive player you win your first challenge and have no Challenge cards, you may announce the fact, discard your entire hand, and draw a new one; if you do not get a Challenge card in this new hand your turn ends, but if you get a Challenge card you must make a second challenge. History: Spawned on a savage jungle planet, the Regen have developed superior powers of healing. Their battle losses are quickly recouped, and their Cosmic opponents are surprised to find themselves facing the newly-strengthened Regen. Wild: As offensive player, if you win your first challenge and have no Challenge cards, you may discard your hand (including this Flare), draw a new seven-card hand, and (if your new hand has Challenge cards) make a second challenge. Super: When you renew your hand, you may keep any Edicts and Flares you wish (including this one) and draw seven additional cards from the deck. WABBIT [M:IntroS] RESCUES ALL TOKENS FROM WARP You have the power to breed. At the start of each of your challenges, instead of rescuing a single token from the Warp you take all of your tokens out of the Warp and return them to your bases. History: The prolific Wabbits have a birthrate that makes exponential curves look slow. A single Wabbit colony is capable of filling an entire planet within days. Continuous overcrowding has encouraged the Wabbits to expand into the Cosmos, seeking ever more living space. Wild: At the start of each of your challenges, you may rescue two tokens from the Warp. Super: Immediately after any time you return tokens from the Warp, if you share a base with one or more other players and have more tokens than they have (all together), you may push all their tokens off that planet; the players return the tokens to their other bases. You may only do this on one planet per challenge. HARMONIA [O:IntroS] FORCES DEAL FROM COMPROMISE You have the power of friendship. As a main player in a challenge, before cards are played you may call "friends". If either player reveals a Compromise card, treat the situation as if both cards were Compromise cards; that is, allies go home and the main players try to deal. History: The Harmonia seek peace and friendship whereever they go, espousing a philosophy summed up by the phrase "all Aliens are co-eval spawn". This is actually a clever disguise for their secret mind-control abilities, which they use with precision in their race to Cosmic rule. Wild: If you fail to make a deal you do not lose any tokens to the Warp. Super: When you call "friends", if you reveal an Attack card and your opponent reveals a Compromise, you may elect to win the challenge instead of dealing. If you do so, your opponent draws consolation as usual. NOMAD [O:IntroS] MOVES TOKENS FREELY You have the power of mobility. As a main player in a challenge, after cards are played but before they are revealed, you may change the number of tokens you have in the challenge. As offensive player, you may add more tokens to the Cone from bases, or remove some of your tokens to bases; you are not limited to four tokens in the Cone, and you may also remove all of your tokens. As defensive player, you may move more tokens to the defensive planet or remove any or all of your tokens from the planet. After you move tokens, the challenge proceeds normally (even if you have no tokens involved). History: Savage warriors, the Nomads have learned to travel light and move at a moment's notice. Their rapid deployment of forces simultaneously enables them to overwhelm other races and to quickly shift out of hopeless situations, ensuring them of eventual Cosmic dominance. Wild: As offensive player or an ally of either side, you may put as many tokens in the Cone as you have bases (including home bases); as offensive player, you may also put no tokens in the Cone. Super: You may use your power as an ally, adding or removing tokens after the main players have played cards but before they are revealed.