#Ev1n6 Encounter V1#6 ; ; These are Nick Sauer's adaptations of powers from Encounter Magazine ; Volume 1, Number 6. ; ; None have been playtested. Use at your own risk. ; ; Version 0.1 - November 19, 1991 ; ; ; The two sets of powers from James Collier, from Georgetown, Ontario ; and Bryan Bowe, from Acton, MA were not used, but are listed below. ; ; Renegade was replaced by Traitor (Encounter V1#1). ; Swashbuckler effects are too similar to Isolated System Hex. ; Vapor is the Wild Federalist (Encounter V1#5). ; ; Abyss was too weak. ; Creator required extra equipment and could probably be made workable. ; Fiend was a more powerful version of Prophet. ; ; ; The next two powers are from Mark Gilston, from Johnson City, NY. ; ; Carver has the same effect as the Wild Gemini (Encounter V1#1). ; Gorgon was replaced by the Spider (Encounter V1#5). ; Jonah is Changeling and Wild Insect combination. ; Lunatic was replaced by Lunacy system hex. ; FEINT [O:Ev1n6] Challenges One Of Two Bases You have the power to mislead. As the main offensive player in a challenge, you may point the cone between two adjacent planets where you may make a legal challenge. The defensive player must defend each of the attacked bases with the tokens on the base and a separate challenge card. If the defensive player has only one challenge card left it is as if he is out of challenge cards. Allies may join either side of either or both challenges but, may only commit a maximum of four tokens total to both challenges. Allies tokens should be put on the right or left side of the cone to clearly show which challenge each set of tokens is involved in. After both possible challenge outcomes are revealed, you choose which of the two is to be considered the actual challenge. The defender must discard both of his challenge cards. If you make a challenge in your own system you may challenge two seperate defenders provided they are on adjacent planets. Wild: As a main player you do not have to point the cone until after alliances have been made. Super: The two planets you attack need not be adjacent. ; ; Power language was cleaned up. ; LYCANTHROPE [O:Ev1n6:M] Exchanges Moons You have the power of lunar change. Whenever you occupy a moon, before it takes effect, you may draw another moon, look at it, and place it face down beneath the moon you are occupying. On any subsequent challenge while you occupy the moon, you may flip it over, discarding the top moon and occupying the one underneath. Once this moon has been flipped you may repeat the process. If you vacate a moon with another underneath, the top moon is discarded and the bottom moon is now treated as if it were the original and had never been occupied. Restriction: Use only in a game with moons! Wild: You may replace any moon in the game for a new randomly drawn moon. Any tokens currently occupying the moon must return to bases. Super: You may change a moon occupied by another player to one randomly drawn from the unused moons. You may do this, once per challenge, instead of changing your own moon. ; ; The following power is from Dr. Robert Destro, Willingboro, NJ. ; ; Dog was replaced by Duplicator (Encounter V1#4). ; Dummy name was changed to Ventriloquist. ; Quiz. Why would anyone want to play this power? ; King was replaced by the Collector (Encounter V1#4). ; Underground was replaced by Guerilla (Matt Stone Powers). ; VENTRILOQUIST [O:Ev1n6:2] Speaks For Other Players You have the power of ventriloquism. On each challenge in which you are not a main player, you may select another player as your dummy. For the rest of the challenge your dummy can not speak on his own behalf, instead, you speak for him. You invite others to ally with him, accept or decline when he is invited to ally with others, negotiate deals for him (although you can not force him to accept a deal with you), etc. You may also announce that your dummy is playing a Kicker, Flare, or Edict and, if he has it, he must play it. He may also play his own cards, but you explain any that require explanation. Your dummy determines the number of tokens that he puts in the cone and decides which bases to move tokens to/from. He may speak on his own behalf if it is directly related to his power. Restriction: Do not use in a two-player game. Do not use in a game with Silencer. Wild: If you are not one of the players in a deal situation, you may speak for one player and accept or decline the deal proposed by the other player(s). Super: You may use your power as a main player. ; ; Wild is Matt Stone's. ; ; ; The next four powers are from the White Plains Encounter Group, from White ; Plains, NY. ; ; Advisor was replaced by Ventriloquist. ; Aesthete was replaced by Spider (Encounter V1#5). ; Cancer was replaced by Cannibal (Encounter V1#5). ; Cat was replaced by Feint. ; Filth is the Filth. ; Garbage Collector is too similar to Doppleganger. ; Gestalt is the Will. ; Godfather is the Pacifist. ; Lawyer was replaced by Lawyer (Encounter V1#5). ; Leech was replaced by Leech (Encounter v2#1). ; Lokinglas can probably be made workable. ; Lunatik name was changed to Sentinel. ; Manipulator is a weak version of the Butler. ; Mole is the Wild Federalist (Encounter V1#5). ; Nose name was changed to Jammer. ; Quantas name was changed to Quantum. ; Sobsister is the Ethic. ; Spawn was far too powerful. ; Spirit is the Wild Witch. ; Traitor is the Wild Skeptic. ; Warlord can probably be made workable. ; JAMMER [M:Ev1n6] Temporarily Reduces Hand You have the power to disrupt. As a main player in a challenge, you immediately draw half (rounding down) of the cards from your opponent's regular hand. You do not look at these cards, and they cannot be used by your opponent during the remainder of the challenge. If you are the main defensive player and the offensive player runs out of challenge cards his turn ends. If you are the main offensive player and the defensive player runs out of challenge cards, he draws new cards from the deck one at a time until he draws a challenge card, which he must play. After the challenge, he retrieves the cards which you "disrupted" away. Wild: As a main player in a challenge, you may remove 3 tokens from the cone after cards are played, but before they are revealed. They are returned to bases if possible, or else go to the warp. You can not remove your own tokens. Super: Cards lost to your disruption power are added to your hand. ; ; Wild is Matt Stone's. ; NOMAD [O:Ev1n6] Moves Tokens On Ships You have the power to wander. You do not have a regular planet system. Instead, distribute your star discs amongst the other players' systems. Place five of your tokens on each star disc. The star discs are the ships of your nomad fleet. At the start of each challenge, you may move one of your ships from the system hex that it currently occupies to the next system hex to the right or left. At the end of each challenge, if you have multiple ships in one system, you may exchange tokens freely between any such ships that you still have tokens on. On a player's challenge, he may attack one of your ships if it is in the system whose color he flipped in the destiny pile. If a player successfully attacks one of your ships, your tokens go to the warp and the ship counts as a base for that player and his allies. However, you still control the ship's movement and, other players cannot transfer tokens between ships in the same system. If you lose tokens from three of your ships you lose your power and can no longer move your ships or transfer tokens between them until you recapture one of your ships. Restriction: Do not use in a four-player (or less) game. Wild: You may reverse the direction of play starting at the end of the current player's turn. Discard after use. Super: At the end of each challenge, you may freely exchange tokens between any ships that you still have tokens on and any bases you have in the system that such ships occupy. You may do this in addition to transfering tokens between ships. ; ; This is Nick Sauer's fairly heavy reworking of the original power. Wild ; is the Wild Spirit (Encounter V1#5). ; QUANTUM [O:Ev1n6:M] Tokens Jump Between Bases You have the power of probability. During a challenge, before cards are revealed, you may call out a Quantum Number. If the difference between the Quantum Number and the sum of the cards played in the challenge is between 0 and 3, you may move one token from anywhere that you have one (e.g. bases, the warp, another player's star disc) according to the table below.\r\r If the difference is the following move the token to:\r\r 0 Any location.\r 1 Any home planet.\r 2 Any unoccupied moon.\r 3 Any of your bases.\r\r In computing the difference Compromise cards are treated as Attack cards of value zero. Powers that change card value affect the difference calculation, but Kickers do not. Restriction: Use only in game with moons! Wild: Once per challenge, you may declare any one voluntary action of any player to be improbable. Then flip a coin, if the player calls it wrong he can not take that action. Super: As losing main defensive player, if the difference was between 0 and 3, you may move your tokens which would ordinarily go to the warp to another planet (if you were defending a planet) or unoccupied moon (if you were defending a moon) in the same system. This replaces whatever move you would normally have made. ; ; Cleaned up power language. ; SENTINEL [M:Ev1n6:M] Cohabits Moons You have the power to cohabit moons. As a main player in a moon challenge, if the moon you are attacking is occupied you do not challenge the occupant. Instead you move your tokens to occupy the moon with his tokens. This is considered a successful challenge. Effects of Continuous moons continue and Immediate moons take effect as if they were unoccupied. Secret moons take effect when either occupant chooses to reveal them. You may offer players who attack you on a moon the right to cohabit. If they accept, their tokens join yours and the challenge is considered successful. You may also grant cohabitation rights as part of a deal. Players attacking cohabited moons must declare which inhabitant they are attacking. If they attack and defeat a cohabitant other than yourself, you must grant them the right to cohabit. If they attack and defeat you, the remaining players must immediately engage in a moon challenge using the tokens on that moon to see who gets to stay. The effects of the disputed moon are suspended until ownership is settled. You may start the game with tokens on any moon(s) in your own system. Restriction: Use only in a game with moons! Wild: You may send any one moon to the warp. Any tokens on the moon are dislodged in the warp. The moon will reappear in the system of the next player to play a Mobius Tubes. Discard after use. Super: As a main player in a moon challenge, you may have allies. You may also act as an ally in other moon challenges. ; ; Wild is Nick Sauer's modification to the original. ;