.pl 136i .PH "" .AL .LI General Rules .BL .LI You MAY Cosmic Zap yourself to use the Wild Flare of a Super you hold. (2-5) .LI You MAY play "play at any time" edicts even when there is a lien on your hand. (3-3) .LI Destiny pile significates system attacked; not necessarily player (You may never challenge another player in neither of your systems) (3-4) (Quote it) (Zed: So if by Overtime you have 5 bases in one system and all the moons in that system as well, you must pass.) In two player games, both players may attack anywhere they have a legitimate challenge. (4-5) .LI Allies can communicate generally, but specifics are improper. (4-14) .LI A challenge begins with the release of a token from the warp. (4-15) .LI A flare can be played multiple times during one challenge unless otherwise specified. (4-15) .LI The offensive player MAY continue a challenge with no tokens, if he were, say, tortured out by the Wrack. (4-16) .LI Yes, you MAY "cycle" Immediate moons, ie, attack it with tokens removed from it for the attack, and gain its effect again. (4-16) .LI The value of the tokens in the cone is not restricted; their number is. (But Macron STILL can't bring more than one.) (4-17 #25) .LI Information you've acquired about someone's hand for example can't be sold except as a side-deal during a deal. (4-17 #29) .LI Power loss is immediate upon loss of third base, before the tokens even go to the warp. (4-16 #27) .LI Players should not be considered under obligation to remind others to use their mandatory powers (eg Assassin, Vulch). (5-10) (Zed: But should with Macron, Virus, etc.) .LI "All Flares are voluntary regardless of the underlying power." (5-11) .LI There is no limit to the number of times an edict can be played during a challenge. A player can play and discard an edict, the Vuulch may pick it up and play it, the Vulch's opponent, the Insect may pick it up, etc. (6-8) .LE .LI Rules Concerning Powers .VL 15 .LI "AMOEBA" Yes, the Amoeba can ooze entirely out of the cone (which means he's attacking with zero tokens added to the total; with zero tokens at risk; and if he wins, zero tokens will occupy, so that despite having had a successful challenge, he wouldn't gain a base.) (5-6) .LI "ANTI-MATTER" Yes, the Anti-Matter and his opponent ADD Lucre to their totals (4-3). .LI "ARISTOCRAT" .LI "ASSASSIN" .LI "ASSESSOR" .DL .LI When against the Boomerang, the Boomerang challenge precedes the offensive Assessor's tax deal. (4-5) .LI If you have no tokens on bases, you need not pay the Assessor, since it specifies "from base." (4-15) .LE .LI "AURA" .DL .LI Does NOT reveal the Miser's hoard. (Aura specifies regular hand.) (4-15) .LI No, the wild Aura may NOT "shuffle the deck as often as he likes in order to get a card he likes on top." He must shuffle, THEN reverse. (4-16 #19) .LE .LI "BOOMERANG" When against Assessor, Boomerang challenge precedes Assessor's tax deal. (4-5) .LI "BULLY" Can't force co-occupancy of a moon. (2-5) .LI "BUTLER" .DL .LI DOES count as "any other player" when flipping for the Dictator. (4-16) .LI CAN position the cone where the deadbeat offender already has a base; so long as a legitimate challenge can be made there (ie so long as there is another player there if it is the offender's home system, or there are tokens of the player whose system it is there). (5-8) .LE .LI "CALCULATOR" .DL .LI Calculator power precedes Wild Calculator, Excise Moon, etc., due to the "revealed as" wording. (But Wild Calculator-Excise conflicts are resolved by the conflict resolution rules, based on the position of the players). (4-5) .LI Against Deuce, Calculation is performed on Deuce's first card, and his side card is figured in afterwards. (5-8) Insect w/ Wild Calculator vs. Calculator: Whether the Insect's Calculation by power or by flare occurs first depends upon the order in which he plays them. (6-6) .LE .LI "CHANGELING" Yes, the Changeling's change is "permanent." (ie does not revert at challenge's end) (3-4) .LI "CHRONOS" .DL .LI Chronos's victims' kickers are put aside with their challenge card, and returned with the challenge card at the challenge's end. (4-6) (5-8) .LI Against Deuce, only the Deuce's first card is put aside. The second may be picked up and played again as the first or second card. (4-10) .LI Yes, the Visionary can tell Chronos what to play the second time around. (4-16) .LI The Wild Chronos affects only the first PHYSICAL flip of the disc, so if someone flips his own color and passes and flips again, the Chronos can't affect that flip. (4-17 #21) .LE .LI "CLONE" .LI "CRYSTAL" .DL .LI The Crystal can force the Macron to bring 1-4 tokens. (4-14) .LI A challenge cancelled by the Super Crystal's arrangements does not count as one of a player's two challenges. (5-8) .LI "The Crystal acts on each player as or after he or she enters the cone (it's option) and affects the Wild Doppleganger players similarly (as to number)" (5-11) .LE .LI "DELEGATOR" Involved in challenge, includes as ally. (5-8) .LI "DEMON" .DL .LI If Victory Boon is played after an attack with the Wild Demon, only the defensive player picked is rewarded. (2-5) .LI No, the Wild Demon never lets you pick yourself as the defensive player. (4-11) .LE .LI "DEUCE" .DL .LI Against Chronos, only the first card is set aside. The second may be picked up and played again as the first or second card. (4-10) (5-8) .LI The Laser selects only the first card. (4-14) (5-8) .LI The Deuce's Kicker affects only one card. The other is then added to the kicked first card. (4-17 #23) .LI When the Deuce only has one challenge card, and thus must draw a new hand, the one challenge card is discarded with the rest. (5-7) .LI The Sorcerer may not switch the side card. It must be an attack (if possible) if the Loser has called an upset. The Oracle may NOT look at it. The Visionary MAY perceive it. .LI Against Calculator, the Deuce's side card "is figured in after the totals (including Calculation) are arrived at."(5-8) .LI Witch's curses affect the side card as appropriate (eg All your attack cards are worth 2.) (5-8) .LI If a player's turn ends due to lack of challenge cards, he MAY use the Wild Deuce to take another challenge, at the beginning of which he discards his old cards and takes a new hand. (5-8) .LE .LI "DICTATOR" .DL .LI Yes, the Dictator may force a player to attack where he already has a base, so long as there is another player there to defend; any other player if it's the Dictator's victim's home system; or the player whose system it's in if it's any other system. (4-5) .LI Yes, the Butler counts as "any other player" even when flipping FOR the Dictator. (4-16) .LE .LI "DIPLOMAT" .LI "DISEASE" .LI "DOPPLEGANGER" .DL .LI House rule suggestion: If you want to let Doppleganger keep Flares/Kickers normally, make super Can buy 2 cards for 1 lucre (4 card maximum) (3-4) .LI May keep Kickers. (4-3) .LI If Doppleganger's defensive victim runs out of challenge cards, he must draw a new hand; the Doppleganger may not force the card he rejects back upon him to prevent him from doing so. If his offensive victim runs out of challenge cards, that victim's turn ends, and Doppleganger discards those cards. (5-8) .LI When Silenced, the Doppleganger is required to draw from the deck, unless another player offers and he accepts. (5-11) .LI The Crystal affects the Wild Doppleganger normally. (5-11) .LE .LI "DRAGON" You do not receive an extra 4 Lucre for becoming the Dragon later in the game than the beginning. (3-4) .LI "EMPATH" .LI "ETHIC" Stellar Gas stops Ethic's consolation. (4-14) .LI "EXTORTIONIST" .DL .LI The Extortionist may never profit from another player's Wild Filching. Either he catches him and all the cards go back, or he doesn't, and thus can't extort. (4-11) .LI The Miser's Hoard, but not his regular hand is immune. (5-6) .LE .LI "FILCH" .DL .LI The Negator may negate another's decision to catch him Wild Filching, as can the Silencer silence another player trying to catch him. The Extortionist can't profit from another's Wild Filching, as, if he admits to having caught the Wild Filch, all the Wild Filch's acquisitions return to the deck. (4-11) .LI No, Wild Filch may NOT steal Lucre. (4-15) .LE .LI "FILTH" .DL .LI Wild Filth may not be used against moons; super may. (2-5) .LI When the Filth Power changes hands, everyone sharing bases with the new Filth must evacuate, of course. (5-4) .LE .LI "FORCE" May limit, but not negate powers (3-3)(quote it) .LI "FUNGUS" If the Wild Fungus is used against the Fungus, any Fungus stacks count as one for the Wild Fungus player (and the stakcs return to the Fungus if the Wild card is lost). Likewise, if the Wild Schizoid is used against the Fungus, any Fungus stacks count as one for the Wild Schizoid (and remains a stack until broken in the warp). (4-15/5-3) .LI "GAMBLER" .DL .LI The Gambler sees his opponent's card before bluffing. (4-15) .LI Yes, the Super Gambler may put more tokens at risk than he has out of the warp. (5-8) .LE .LI "GRUDGE" .LI "HEALER" .LI "HURTZ" .DL .LI When the Hurtz leases a moon, it is put in the leaser's system. Since it will go away at the end of the challenge, Immediate moons are probably more useful than others. (4-6) .LI Yes, Hurtz can advertise, but no, he may not let others look through the deck(s) or read things over before renting them. The deck is shuffled after he looks through it; he gets no special knowledge of what's coming up -- he's no Aristocrat or Wild Mind. (5-6) .LI Officially, in a single-power game, a power rented from Hurtz becomes your sole power. For example, if you were the Mutant, and rented the Reincarnator, and you lost, you'd draw a new power and keep that, discarding the Reincarnator and the Mutant. (5-6) .LE .LI "INSECT" .DL .LI "The Super Insect has total flexibility. If he wants to go first, no problem. He flashes the Flare and goes ahead. If he wants to go second, he simply waits for his opponent to go first (flashing the Flare if he is the offensive player and would normally go first) and then follows him. Even if the opponent doesn't use his power when he has the chance, the Super Insect can then go ahead and use it anyway since it is still 'before' his opponent has used his power. Finally, the Super Insect isn't forced to use the power if his opponent does and the Insect has declared he will do so afterwards. The Flare specifies he 'may' use the power and affects only the timing of his option, not his free will to decide. (Besides, it's more fun that way, and you don't get to be a Super Insect very often.)" (2-4) .LI The Wild Insect must be discarded despite the Keeper. (4-15) .LI Insect vs. Butler: defensive player performs for the offensive player (6-5) .LI Insect w/ Wild Calculator vs. Calculator: The precendence by which the Insect's use of the Power Calculator and the Flare Calculator is determined is by the order in which he plays them. (6-6) .LE .LI "JUDGE" .LI "LASER" .DL .LI When against the Miser, the Miser chooses which hand is lased. (1-3) .LI May use the Wild Magnet to have cards separated from those to be lased (3-4). .LI Selects only the first of the Decue's cards. (4-14) .LE .LI "LLOYD" .DL .LI The Wild Lloyd does NOT need money to spend money. (4-15) .LI The Wild Lloyd MAY be used to pay, for example, the Extortionist or the Ethic, whose powers aren't such that you're explicitly "required" to pay them. (At least that's what I think it means.) (5-8) .LE .LI "LOSER" .DL .LI If the Witch makes the Flare Loser into something else, it CAN be discarded. (2-3) .LI A zapped Super Loser does NOT lose a base, as the Flare Loser isn't considered to enter his hand. (4-15) .LI If an upset has been called, BOTH the Deuce's cards must be attacks, if possible. (5-8) (Zed: Likewise, I would rule that if the Witch made the Flare Loser into something else for more than one player, and it moved from one of the cursed players' hands to another's during the spell, the recipient would not be affected.) .LI If a tie occurs in an upset challenge, offense wins. (6-5) .LI If the Loser wins with a Compromise, he collects no consolation, as no tokens were lost. (Zed: Likewise for his opponent, I would assume.) (6-6) .LE .LI "MACHINE" .DL .LI CAN be stopped by Wild Pacifist (2-5) .LI The Machine's Timegash is only good for one challenge. (5-6) .LI When the Wild Machine makes you stack your hand, you don't have to let people see how many non-challenge cards you have if you're sufficiently dextrous. (5-8) .LI Kickers are stacked with challenge cards when you're stacking. (5-8) .LI If cards are to be drawn from a stacked hand, he may NOT shuffle in his challenge cards, but should put his non-challenge cards on either or both ends. (5-8) (Zed: He should be able to stick in his non-challenge cards; let it be drawn from, and restack.) .LE .LI "MACRON" .DL .LI Yes, the Macron IS mandatory, and can't bring more than one token into the cone. (3-3) .LI The Crystal can force the Macron to bring 1-4 tokens. (4-14) .LI Moon Boon is worth 5 to the Macron; Mini Mac Moon makes his tokens worth 2. (4-17 #25) .LE .LI "MAGNET" Wild Magnet can stop an Edict, Flare or Kicker (2-5) ..but it must be a specific one, eg Cosmic Zap (4-16 #14) and can be circumvented in its attempt to prevent a player from playing a compromise by the Wild Mesmer, as it can repel either the Wild Mesmer or the compromise, but not both. (5-11) .LI "MESMER" .DL .LI May change edicts into "play at any time" edicts and use them even when there is a lien on his hand. (3-3) .LI When a player tries to use a Wild Flare at the same time the Super Mesmer does (Zed: eg Wild Dictator) conflict resolution rules are in effect. (4-16 #15) .LI Yes, the Wild Mesmer can circumvent the Wild Magnet, which may dictate that a player can't play a compromise or that he can't play the Wild Mesmer, but not both. (5-11) .LE .LI "MIND" Mind CAN look at both the Miser's hand and his hoard in one challenge. (4-15) .LI "MISER" .DL .LI Chooses which hand Laser lases (1-3) .LI No conflict with a 6-player game if you have all the expansion sets. (3-4) .LI Mind CAN look at both the Miser's hand and his hoard in one challenge. "The hoard is not subject to loss because of other powers, but a look, yes." (4-15) .LI The Miser's hoard but not his hand is immune to the Extortionist. (5-6) .LE .LI "MUTANT" Super mutant discards the Flare Mutant when its used.(3-4) .LI "NEGATOR" .DL .LI If decider is specific in his decision, he may make a different decision, if general, he may not. (3-3) .LI If the Negator is caught Wild Filching, he may negate a player's decision to catch him. (4-11) .LI Yes, the Negator can negate another's decision to pass upon flipping his own color, and could negate the decision of a player attacking in the player's own system as to which color to attack. (4-11) .LI Do's and don'ts on Negator. (quote it) (4-15), (4-16 #11) (5-6) .LI "A 'Between challenges' event comes at the end of the previous challenge, so certainly the Negator can affect those events." (5-11) .LE .LI "ORACLE" .DL .LI The Flare Oracle, when invoked, is shuffled in, too. (4-15) .LI The Oracle does look at both his opponent's card and kicker before playing his card, but may not play a kicker after having done so. (4-16),(5-6) .LI Against Deuce, only his first card is seen. (5-8) .LE .LI "PACIFIST" .DL .LI Wild Pacifist CAN stop Machine (2-5) (6-8) .LI No, the Pacifist does NOT collect consolation when he wins with a Compromise; he loses no tokens. (5-6) .LE .LI "PARASITE" .DL .LI A player isn't considered to have lost his power due to the Wild Reincarnator, nor does a Wild Witch user ever lose his power. (4-11) .LI Yes, a person can use Flare Parasite despite losing his own power(s). (4-17 #20) .LE .LI "PHILANTHROPIST" The Philanthropist CAN give away the card the Visionary told him to play. (4-17) .LI "PIRATE" .DL .LI Pirate victims can use most challenge affecting powers (eg Mind, Chronos, Seeker), save those that would be inappropriate (ie alliance or token affecting powers (eg Virus, Anti-Matter, Macron) (1-3)(quote it) .LI Yes, he counts his Lucre in a raid. (4-3) .LI Yes, the Wild Pirate can hint. No, if he loses the card the treasure no longer exists. He may choose whether to announce that he is planting the treasure. (4-15/5-3) .LE .LI "PLANT" .LI "PROPHET" .LI "REINCARNATOR" .DL .LI One isn't considered to have lost his power due to the Wild Reincarnator. (4-11) .LI Reincarnator must lose before he gets a power. (4-16) .LI The Reincarnator represents a multiple power of sorts, his current incarnation, and his Reincarnator power. Thus, either or both powers could be zapped during one challenge. (It would take two zaps to zap both.) If the Reincarnator is zapped, it doesn't get a new power (or, if it's zapped the first time it loses, it doesn't get one.) (5-7) .LE .LI "SCHIZOID" .DL .LI May include loss of power in victory condition (Keeps itself from victory until it loses its power)(And then normal victory rules apply) (1-3) .LI If you want a minimum number of required external bases, set a house rule (3-3) .LI For discussion, see (5-6 - 5-7) (6-9) .LI When the Schizoid's terms become invalid (eg the condition was occupy 2 moons, and Vanish eradicates the moons) the game can only be won through the normal conditions upon the Schizoid's loss of his power. And "does not require memory of previous events" allows memory up to and including the beginning of the challenge, so if the condition is 4 bases and plays a Mobius Tubes, a player can win by playing a Tubes and taking his fourth base later that challenge. (5-11) .LE .LI "SEEKER" .DL .LI If someone lies to the Seeker, "tar, feather, and throw out of the game. Seeker wins immediately." (4-16) .LI It is legitimate for the Seeker to ask about, for example, "intent to win," (and his victim must answer immediately), but, it is, of course, difficult to prove or disprove "intent to win." (5-6) .LI It is also legitimate to ask "Will you win with a solo victory", and though the victim must attempt to abide by your answer, circumstances beyond your control may force you to break your word. (6-8) .LE .LI "SILENCER" .DL .LI If the Silencer is caught Wild Filching, he may silence a player who attempts to catch him. (4-11) .LI Penalty if you speak when silenced is "you are tarred, feathered and thrown out of the game." (4-17 #24) .LI When the Doppleganger is silenced, he must draw from the deck unless a player offers him cards and he accepts. (5-11) .LI The Gambler's card declaration is given despite Silencing (5-11) (Zed: And the Skeptic and Seeker are impotent) .LE .LI "SIREN" .DL .LI The Siren can lure even if her color was flipped. (4-15) .LI If more than one of the cards the Wild Siren lured is drawn, she gets all of them. (5-8) .LE .LI "SKEPTIC" .DL .LI Offensive Skeptic can't doubt in a moon challenge (as card specifies "planet") (4-5) .LI Yes, the Super Skeptic may put at risk more tokens than he has out of the warp. (5-8) .LE .LI "SNIVELER" .LI "SORCERER" .DL .LI Against Deuce, only Deuce's first card may be switched. (5-8) .LI No, the Sorcerer does NOT switch kickers. (6-6) .LE .LI "TERRORIST" .DL .LI Can NOT mine moons. (2-5) .LI A Cosmic Zap stops a Terrorist Bomb! (4-15) (Even if the terrorist is out of the game) (4-16) .LI A Cosmic Zap also stops the Terrorist from planting more bombs, for a challenge. (4-16) .LI Yes, the Terrorist can set off his own bombs. (5-8) .LE .LI "TRADER" .DL .LI Yes, with Trader vs. Vulch, the following scenario is possible: "Trader Plagues Machine. Vulch picks up Plague. Trader plays Finder on Plague, and Plagues Machine again. Vulch picks up Plague and Finder. Trader trades hands with the Vullch and Plagues Machine. Vulch picks up the Plague and the Trader finds it again. He now plagues Machine for the fourth time. Vulch picks it up, and Plagues Machine himself." (6-9) .LI Trader may only trade once per challenge. (6-9) .LE .LI "VACUUM" .DL .LI The Wild Vaccuum gets two tokens if two attack cards were played. (4-15) .LI Because power loss is immediate upon the loss of the third base, the Vaccuum can't suck tokens corresponding to those he lost defending his third base. (4-17 #27) .LI Yes, the Super Vacuum CAN prevent a win if it's fast enough. (5-11) .LE .LI "VISIONARY" .DL .LI Yes, the Visionary CAN tell the Chronos what to play the second time around. (4-16) .LI "At the appropriate time(s)" means that the vision is cancelled if the victim loses the card, even due to Philanthropic gift. (4-17) .LI Against Deuce, the side card MAY be perceived. (5-8) .LE .LI "VIRUS" .LI "VOID" .DL .LI The Zombie IS exempt from the Void. (4-14) .LI Despite the fact that the Force could conceivably get a player with > 15 eradicated tokens back into the game, unless the Force acts immediately, he IS out of the game. "The bases [in the eradicated player's system] remain but have no further challenge possibilities against the Void." (5-11) (Zed: So if the Void flips this color he passes? and others don't???) .LE .LI "VULCH" .DL .LI The Wild Vulch vs. the Vulch CAN create an 'endless' loop if the Vulch offers an edict, the Wild Vulch refuses it and discards it; the Vulch picks it up; the Vulch offers an edict... One of them has to give up. (4-15) .LI The Vulch CAN pick up a rebirth and play it immediately (between challenges). (5-10) .LI .. or may play any other edict immediately upon picking it up (if it can be played) (6-8) .LI Yes, with Trader vs. Vulch, the following scenario is possible: "Trader Plagues Machine. Vulch picks up Plague. Trader plays Finder on Plague, and Plagues Machine again. Vulch picks up Plague and Finder. Trader trades hands with the Vullch and Plagues Machine. Vulch picks up the Plague and the Trader finds it again. He now plagues Machine for the fourth time. Vulch picks it up, and Plagues Machine himself." (6-9) .LE .LI "WARPISH" .DL .LI Around the warp because that's his home. (3-4) .LI Yes, Warpish gets moons. (3-4) .LE .LI "WARRIOR" .LI "WILL" .LI "WITCH" .DL .LI An alteration to the Wild Loser is binding, and if it's turned into something else, it can be discarded normally. (2-3) .LI Some dos and don'ts on (4-6), answer #20. .LI The Wild Witch holder is never considered to have lost his power. (4-11) .LI When the Super Witch loses his power, he becomes the Wild Witch, which restores his power, and makes him the Super Witch again. He can use the Flare like this every challenge. (4-15) .LI Examples of curses on (5-7) .LI When witch is zapped, all active curses cease. (5-7) .LI Witch's curses affect Deuce's side card as appropriate. (5-8) .LE .LI "WORM" .DL .LI The Wild Worm can't be used to move another's tokens. (4-11) .LI The Worm can't point the cone at a moon in his system; the power specifies planet. (4-17 #26) .LI The Worm CAN reposition the cone where his opponent already has a base (so long as the worm has a base there too). (5-7) .LE .LI "WRACK" .DL .LI If a defensive Wrack tortures the offender out of the cone, he's used up his tortures and loses, the offender doesn't get a base, having no tokens which which to occupy. It is considered a successful challenge regardless. (4-9) .LI Yes, the Wild Wrack can "turn off" a mandatory power. "It's like a ransomable zap." (4-16 #18) .LI If the defensive Wrack tortures all of the offender's challenge cards out of his hand, the offender's turn ends immediately. If this is done on the Wrack's last torture, the offender wins and occupies, but his turn still ends. (5-6) .LI The Wild Wrack automatically becomes unusable after challenge resolution, as there will be zero tokens in the cone. (5-10) (Zed: Presumably any time the defender against an Offensive Wrack ran out of challenge cards, he'd draw a new hand.) .LI No, the Wrack may not change his deal offer between tortures. (6-10) .LE .LI "ZOMBIE" .DL .LI IS exempt from the Void. (4-14) .LI DOES get consolation despite not losing tokens to the warp. (He loses tokens, just not to the Warp.) (4-16) .LI The Zombie is relatively immune to the Wild Wrack, as he loses tokens to other bases instead of the warp, so won't lose his power due to it. (5-8) .LE .LE .LI Edicts .VL 15 .LI "Finder:" May not be used to find a kicker that's been played down; may not be kept when it finds the Flare Clone. .LI "Victory Boon:" If played after an attack with the Wild Demon, only the defensive player picked is rewarded. (2-5) Can be played before or after consolation. (4-14) .LI "Rebirth:" As it must be played before a player's opportunity to take a token out of the warp or play a Break or Tubes, if a player has no more than one token on all his bases, he would have to vacate a base to play a Rebirth. (3-5) .LI "Stellar Gas:" Stops even the Ethic's consolation. (4-14) .LI "Sanity:" Should be played before the flip of the disc. (4-14) .LI "Timegash:" When played by Machine is still only good for one challenge. (5-6) .LI "Moon Boon:" Can be put in the cone; only counts as 1 of 4 tokens, but is still worth 5. (4-5) ..even to the Macron (4-17 #25) .LI "Big Bang:" Lucre does not precipitate it. (2-4) .LI "Mini Mac Moon:" Worth 2 even to Macron. (4-17 #25) .LI "Moonzap:" DOES overcome Vanish or Purity, but, like any other zapped discard after use moons, they are NOT discarded. Zapped secret moons are as if they are still unrevealed, zapped immediate moons have no effect until tokens again land there; zapped constant moons go into effect again at the beginning of the next challenge. (4-5) "The clear implication here [moon powers] is to continue within the SPIRIT of the instructions" (Purity DOES kill Lucre and Kickers; Moon Flare's flare comes from the flare deck, not expansion set 4) .LE .LE .SK .nf .na Special Stuff on The Schizoid The Schizoid is one of my favorite powers (much to the consternation of everyone else). House rules are not necessary to your situation, as the Power Card _plainly_ states that the winning conditions must be obvious to everyone as they happen. So unless the Aura is in the game, conditions about cards are generally not obvious; e.g., if the conditions are "have 3 external bases and 2 Edicts in your hand", this is INVALID. However, the winning conditions can be as whacko as the general restrictions allow. For another example, if everyone playing wears glasses, the winning conditions _can_ be "have two external bases and remove your glasses". MORE INVALID CONDITIONS AND WHY NOT: "Have 12 tokens in the warp and tie your shoes". The number of external bases _must_ be one of the two conditions. "Have 3 external bases and have asked the Schizoid two questions". This requires remembering an historic event. "Have 4 external bases and ooze completely out of a challenge". Only the Amoeba can fulfill the latter condition, and everyone must have the chance of winning. However, if both Amoeba and Changeling are in the game... "Have 2 external bases and think evil thoughts about the Shizoid". NOT OBVIOUS AS IT HAPPENS, no matter how probable. "Have 4 external bases and no more than 2 home bases". The Schizoid cannot meet this winning condition and keep their power, thus violating the "everybody has to be able to meet the conditions" condition. VALID CONDITIONS THAT WON'T WIN YOU ANY FRIENDS: "Have 1 external base and say something in French". "Have 2 external bases and know the winning conditions". Despite vehement protests, this is valid, as everyone asks yes-or-no questions of the Schizoid, and there are also several powers which allow for direct reading of them. It can get ugly, but it is valid. As the condition _must_ be obvious as it happens, the conditions _must_ have passed hands or be explicitly stated as the yes-or-no question (tho an argument could be made for this being "historic knowledge"). "Have 5 external bases and Zap the Schizoid". This is the default winning condition for any tougher conditions. "Have 1 external base and _be_ the Changeling". Valid only when the Changeling is in the game, obviously. Remember, if you have the number of external bases be greater than 5, the default winning conditions generally become 5-&-Zap. Mark Amidon MSCEC, East Massachusetts