Setup StringsDict begin /SetWashU (Washington U) def /SetEv2n1 (Encounter 2.1) def end (AUCTIONEER) Mandatory SetWashU (AUCTIONS CARD 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 enriched themselves from the desperate \ struggles of their fellows. Contact with other races alleviated the \ shortages, but the Auctioneers remain quick to exploit the need of \ others to enrich themselves.) (Use only in a game with Lucre!) (L) {} Power (BUSYBODY) Optional SetEv2n1 (CAN REPLACE A CHALLENGE CARD) (power to meddle) (In any challenge in which you are not a main \ player or an ally, you may look at either player's Challenge card after it \ is played and before it is revealed. You may then trade that card for one \ from your hand. If you trade the card and the player wins the challenge or \ makes a deal, you receive a reward of one card from the deck or one token \ from the Warp for every token the player had in the challenge. If you \ trade and the player loses the challenge or fails to deal, you lose the \ same number of tokens to the Warp as he does; you select which of your \ tokens are lost.) (The Busybodies evolved from social insects; in addition to having \ absolutely no concept of privacy, they take the notion of \252pitching in\272 \ to extremes. If a Busybody sees someone involved in a task, it will drop \ whatever it is doing and lend a pedicel. The Busybodies' goal is to obtain \ a position of dominance from which they can interfere with the affairs of \ the entire Cosmos.) (Do not use in a two-player game.) (2) {} Power (FUGUE) Mandatory SetWashU (SWITCHES AMONG SEVERAL POWERS) (power of multiple personalities) (After powers are distributed, \ randomly select and stack 5 unused powers. If you draw any powers requiring \ special setup \(Schizoid, Miser, Aristocrat, Terrorist, etc.\), replace them \ with other powers drawn randomly. In each challenge where you are a main \ player \(before beginning the challenge as offensive player, or when you are \ determined to be the defensive player\) you switch personalities. Move the \ top power in the stack to the bottom and play the challenge using the new \ top power. You continue to use the top power until the next challenge \ in which you are a main player. If your power is copied, the copier \ uses the top power in your stack. If one of your stacked powers is the \ Changeling, you swap the Fugue power and stack when you use the Changeling. \ If you temporarily lose use of this power, keep the stack but do not use \ any powers. You use the Super Flare for the Fugue power, but the Wild \ Flare for powers in your stack, even when they are on top of the stack.) (Contact with aliens destroyed the Fugue belief that they were \ unique and special in the universe. Now, stress causes the Fugue to change \ personalities in a desperate attempt to cope. The Fugue's greatest dream \ is to shatter the Cosmos that has so injured them, and from its shards \ re-build a more congenial home for their race.) () () {} Power Finished