#Ev1n1 Encounter V1#1 ; ; These are Nick Sauer's adaptations of powers from Encounter Magazine ; Volume 1, Number 1. ; ; They have all been very thoroughly playtested, and all seem to work ; well. ; ; Version 2.0 - November 15, 1991. ; LIBERATOR [O:Ev1n1:2] Returns Tokens From Warp You have the power to escape. Once each challenge you may take exactly four tokens from the warp (including 0 to 1 of your own) and place them onto any planet. Each token is worth one vote from its owner whether the four tokens should stay or return to the warp. You break ties. Restriction: Do not use in a two-player game. Wild: Once per challenge you may look at the top four cards in the deck and hand them out to any combination of players, giving yourself 0 or 1. Each card is worth one vote from the player you give it to (who may look at it), whether to keep the cards or discard them. You break ties. Super: No vote is taken on the tokens, they automatically stay on the planet where you put them. ; ; Power is by Dr. Frederick L. Minn, from Blue Bell, Pa. ; ; Flare is by Bryan Stout, from Urbana, Il, and appeared in Encounter ; V1#4. ; ; ; Next 10 powers are by James V. Beach and James A. Rasfeld, from ; Costa Mesa, Ca. ; ; Modifications follow individual powers. ; AUCTIONEER [O:Ev1n1:L2] Auctions Off Cards You have the power of sale. Once per challenge, you may auction off another player's card as he attempts to play it. You take the card and bidding "in Lucre" begins among the other players. Play freezes until the bidding is over. The card goes to the highest bidder. The person who played the card needs only match the highest bid to keep it. The Lucre payment goes to you. If no one bids on the card, you must buy it for three Lucre (or as many as you have, up to three). Your payment goes to the box. Only challenge cards, kickers, and Edicts may be auctioned off. When challenge or kicker cards are auctioned, they are auctioned off before they are revealed and players must bid on them blind. Restriction: Use only in a game with Lucre! Do not use in a two-player game. Wild: As a main player or as an ally, you may auction off your own hand, one card at a time, until either no one bids on a card or until you decide to stop. You may, if you wish, not tell exactly what you are offering and simply announce it (face down on the table) as "an Edict" or "a challenge card". Super: If no one bids for the card, keep it (free of charge) or, after looking at the card, discard it. CRAVEN [O:Ev1n1] May Retreat From A Challenge You have the power of retreat. If you are a main player in a challenge you may, at any time before cards are revealed, end the challenge. If you are the main offensive player, you and all allies return to any of your respective bases. If you are the main defensive player, you evacuate the base and you and your allies return to any of your respective bases. The main offensive player and his allies take the base. Any challenge cards played are discarded. You may avoid the consequences of an Edict (including a Cosmic Zap) or a Flare by ending the challenge just after the card is played. Note that a Cosmic Zap will stop you from ending a challenge if played just after you tried to end it. The Edict is discarded even though you avoided its effect. If you end the challenge, you are considered to have won it even though you may have just lost a base. Also, as an ally you may pull completely out of a challenge any time before challenge cards are revealed. This will not, however, allow you to avoid the consequences of an Edict or a Flare. Wild: When someone draws consolation from your hand, you choose which cards he takes. Super: You may end the challenge just after challenge cards are revealed. If you are an ally, you may pull out of the challenge just after challenge cards are revealed. GEMINI [O:Ev1n1] Attacks Two Adjacent Planets You have the power of double attack. You may attack two bases during each of your challenges. These bases must be adjacent and must both have tokens from your opponent inhabiting them. Point the cone between the two planets and continue the challenge normally except that you may place up to double the allowed number of tokens into the cone. Allies are still limited to one to four. The defensive player adds the tokens on both planets to his total. If you win, you and your allies take both bases (or, if you wish, just one) and defensive tokens on both bases (and the cone) go to the warp. Your allies may take both bases even if you take just one. Planets which have no tokens on them may be attacked as one of two challenged home bases (or, if two adjacent planets are empty, both may be attacked). Wild: As a main player in a challenge, you may double the value of any attack card you play. You must announce that you intend to do this before cards are played. Super: You may always attack 2 bases, whether or not a player has tokens on both. The two bases must still be adjacent. ; ; Made power optional as per Matt Stone's Doubleheader. ; ; Changed Wild to Matt's Doubleheader Wild, because original was an ; improved Deuce Wild. Added last sentence to Wild to tone it down a ; little. ; GHOST [O:Ev1n1] ALLIES WITH SELF FROM WARP You have the power to steal life. If you are a main player in a challenge, your tokens in the warp may join the challenge as allies. You may place up to four of these tokens in the cone in addition to any other tokens you may already have in the cone. These "dead" tokens may not ally against your "living" tokens. If you lose the challenge, both your dead and your living tokens go to the warp. If you are the main offensive player and you win the challenge, both your dead and your living tokens take the base along with any other offensive allies. If you are the main defensive player and win the challenge, you take one reward card for each of your dead tokens involved and return the tokens to any of your bases. Once on a base, your dead tokens are considered living. If a deal situation results, return your dead tokens to the warp. Wild: If you are a main player and you lose, you may ring your lost tokens around your opponent's star disc. These tokens subtract from your opponent's totals in subsequent challenges. At the start of each challenge, remove one token from the star disc and place it in the warp. Super: If you are asked to ally, your dead may ally also with up to four tokens (giving you a possible 8 tokens involved in the challenge) or, if you wish, your dead may join the alliance alone. INDUSTRIALIST [M:Ev1n1] Accumulates Challenge Cards You have the power to build. If you play a challenge card in a challenge and you win or make a deal, do not discard it but leave it face up before you. You now add this card to your total the next time you are a main player. If you win again, do not discard either card but keep them both face up before you. You now add both cards to your total the next time you are a main player. This process continues throughgut the game: the "stack" of challenge cards before you becoming larger each time you win. Compromise cards in the stack count as zero towards your total. If you lose the challenge, discard your stack but keep the challenge card you played that challenge. This card becomes the first card in your next stack. If you are zapped, keep your stack but do not add it to your total. Discard the challenge card you played that challenge. If you lose that challenge, also discard your stack. If you lose your power, discard your stack. Wild: As a main player, you may play as many attack cards in a challenge as you wish. Their total, however, may not exceed forty. Play all the cards at the same time, face down. After cards are revealed, discard all of the cards you played. Super: You need never discard your stack, even if you lose the challenge or fail to deal. Add each challenge card you play to your stack. MIMIC [O:Ev1n1] Copies Other Player's Actions You have the power of duplication. If you are involved in a challenge, you may copy one action of another player during that challenge. If someone takes tokens from the warp, you may take out (up to) an equal number of your tokens. If someone takes consolation from a player or rewards from the deck, you may take an equal number of cards from the same player or from the deck (respectively). If another player plays an Edict you may announce that you are playing the same Edict (but you do not actually play a card). You may do this last action only if that Edict allows you to play it immediately. If Lucre is in the game and someone takes Lucre from the box, you may take an equal number of Lucre. In all cases, the other player finishes his action before you may start to mimic it. The actions mimiced cannot be directly related to the use of a power. Wild: If someone plays a Wild Flare, you immediately play this card as if it were the same Wild Flare. He gets to use his Flare first. Use once per challenge. Super: You may mimic the use of someone's power just after that player has used it. You may not, however, mimic those powers that cannot be used with the Insect or Plant. SCAVENGER [O:Ev1n1] Chooses Rewards and Consolation You have the power of recovery. Whenever you are to take consolation cards from another player, or reward cards from the deck, you may, instead, take any or all of the cards from anywhere in the discard pile. If you do not take all the cards from the discard pile, take the remainder from the appropriate source. You may, if you wish, take some cards from the other player or from the deck before taking any from the discard pile. You may look through the discard pile at any time. Wild: If another player loses his power, you may use it. You may not use your own power if you are usini his and you must keep his power until he regains use of it again or until you lose this flare. You may not use this flare again until the player regains use of his power. Super: At the start of each challenge, you may take one card from anywhere in the the discard pile and put it in your hand. TRAITOR [O:Ev1n1] Allies Against Self You have the power to betray. If you are a main player in a challenge, you may ally against yourself with up to four tokens. Your opponent does not ask you to ally; it is your choice alone. If you are the main defensive player, you may put tokens in the offensive end of the cone. These tokens may come from any base including the one being challenged (you may not, however, evacuate the base totally). If you are the main offensive player, you may also put tokens in the defensive ring of the cone. The challenge continues normally with all offensive allies counting towards the offensive total and all defensive allies counting towards the defensive total. After the challenge is determined, the losing main player and all his allies go to the warp and the winning main player and his allies collect their applicable prizes. Restriction: Do not use in a game with the Delegator. Wild: You do not have to keep your end of a deal. If no deal is made, you do not have to put three tokens into the warp. Super: If you are uninvolved in a challenge, after challenge cards are played but before they are revealed, you may ally with both sides of the challenge. After the win is determined, your losing tokens go to the warp and your winning tokens take the base or rewards along with the winning main player and any of his other allies. WEED [M:Ev1n1] Grows Extra Tokens You have the power to grow. At the beginning of the game, take an extra set of 20 tokens and set them aside. At the start of each challenge, before the destiny pile is flipped, take one token from this extra set and place it on any of your bases. This token, though a different color, is your token to be used in any way applicable. Once you have forty tokens on the board, you have reached your maximum and may not bring in any more. A Cosmic Zap will prevent you from bringing in another token but will not effect tokens already on the board. The same is true if you lose your power. Restriction: Do not use in a six-player game. Do not use in a game with the Plant. Wild: Whenever a base becomes vacant on any system, regardless of the reason, you may place a token on it. Super: You can take one token from the warp at the start of each challenge in addition to bringing a new one in. You may do this even after you have reached your maximum. ; ; Original Wild was improved Worm Wild. Replaced Wild with Matt ; Stone's Invader power. ; WRETCH [M:Ev1n1] Causes Overkill You have the power of misery. If you are a main player and if after the challenge is determined your opponent's total is eight or more points above (or below if Anti-matter is a main player) your total, the challenge is determined as an overkill. You win instead of him. Note that you still win if your total is higher than his no matter how high it is. If Insect copies your power, either player can call an overkill. Wild: Every time you lose tokens to the warp, take one card from the deck as consolation. Super: The challenge is determined as an overkill if your opponent's total is 5 or more points above (or below if Anti-Matter is a main player) your total.