Berserker --------- May Challenge Everyone - Never Compromises Power You have the power to go berserk! When you are the offensive player in a challenge you may challenge any or all of the players on a planet in the defender's home system. You decide which of the defending players will represent his side with his Alien Power, hand, etc.. Players directly challenged may not ally in any way. In addition, any time you play a Compromise card, it is treated like an Attack 15 card. If changed by Edicts or Alien Powers your cards will be treated like normal Compromise cards. Contract -------- Can Make Pre-Challenge Deal Power You have the power to barter. Whenever you are one of the two players in a challenge you may, at your option, initiate a one-minute "deal" after the Cone is placed with the Offensive player's tokens on it, before allies are invited. Failure to work out a deal results in both sides losing as many tokens as they have in the challenge. These lost tokens may not come from those already in the challenge, if possible. If no deal is reached, the challenge continues normally. Success in working out the pre-challenge deal ends the challenge, and the offensive player may continue if he has a second challenge coming. Phoenix ------- Shuffles Deck And Destiny Pile Power You have the power to reset. When you are one of the two players in a challenge, before allies are invited, you may discard your entire hand and shuffle it, the deck, and the discard pile together and then deal back a hand to yourself equal in number to the one you just discarded. Also, immediately after you reveal your own color in teh Destiny Pile, you may shuffle it. Mercenary --------- Collects Bonus As Ally - Changes Sides Power You have the power to profit. When you are a victorious ally you will have one minute to demand additional gains for yourself from the player you allied with. You may ask for anything allowed under a "deal". If you cannot agree on fair payment, you may take once(sp) card from his hand for each token you committed as an ally. Also, when you are an ally in any challenge, after all Allies are committed but before challenge cards are played, you may ask the player opposing your side if he wishes you to join him (i.e., switch sides). If he accepts you may reposition your tokens on the cone and fight with him. You are not, however, entitled to demand additional gains from him as explained above. DO NOT USE IN A 2-PLAYER GAME Gods ---- Plays Other Players' Challenge Card Power You have the power to intervene. When you are not involved in a challenge as a player or an ally, you may take the hand of one of the two players and play a challenge card for him as he would normally play challenge cards (i.e., you get the benefit of his power if it affects the playing or use of challenge cards). DO NOT USE IN A 2-PLAYER GAME. DO NOT USE IF ON AN OPPONENT OF LASER OR IN A GAME WITH THE DOPPLEGANGER. Vampire ------- Uses Eliminated Tokens Power You have the power to convert. When you win as one of the two players in a challenge, do not send the eliminated opposing tokens to the Warp. Instead, invert them and place them on your bases. These are now your tokens until Mobius Tubes are played and your "converted" tokens return to their rightful owners. As a winning ally, in addition to the normal gains of winning, you may also convert any one token in that challenge.