/OneShotFlares false def Setup (LIBERATOR) [ PT (Escape) ] (2) (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. ) (No vote is taken on the tokens, they automatically stay on the \ planet where you put them. ) {} Flare (AUCTIONEER) [ PO (Sale) ] (L2) (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 \252an Edict\272 or \252a challenge \ card\272. ) (If no one bids for the card, keep it \(free of charge\) or, after \ looking at the card, discard it. ) {} Flare (CRAVEN) [ PO (Retreat) ] () (When someone draws consolation from your hand, you choose which cards \ he takes. ) (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. ) {} Flare (GEMINI) [ PO (Double Attack) ] () (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.) (You may always attack 2 bases, whether or not a player has tokens \ on both. The two bases must still be adjacent. ) {} Flare (GHOST) [ PT (Steal Life) ] () (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. ) (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. ) {} Flare (INDUSTRIALIST) [ PT (Build) ] () (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. ) (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. ) {} Flare (MIMIC) [ PO (Duplication) ] () (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. ) (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. ) {} Flare (SCAVENGER) [ PO (Recovery) ] () (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. ) (At the start of each challenge, you may take one card from \ anywhere in the the discard pile and put it in your hand. ) {} Flare (TRAITOR) [ PT (Betray) ] () (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. ) (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. ) {} Flare (WEED) [ PT (Grow) ] () (Whenever a base becomes vacant on any system, regardless of the \ reason, you may place a token on it.) (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. ) {} Flare (WRETCH) [ PO (Misery) ] () (Every time you lose tokens to the warp, take one card from the deck \ as consolation. ) (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. ) {} Flare (MODERATOR) [ PO (Moderation) ] (2) (Before challenge cards are played, you may permit the main player \ with the lesser number of cards to draw from his opponent's hand until he has \ at least as many cards as his opponent. Play only once per challenge.) (If you played the moderate card, you may take a base on the system \ of the the player that you declare to be the winner of the challenge.) {} Flare (CHAMELEON) [ PO (Transformation) ] () (If you are a main player, you may randomly draw one alien power and \ use it instead of your main power for that challenge. This power is discarded \ at the end of the challenge even if you do not use it. ) (You may pick a new power, from those not used in the game, \ instead of drawing randomly. ) {} Flare (SPONGE) [ PT (Absorb) ] () (Once per challenge you may draw one card from the deck. You may keep \ the card or discard it immediately to the discard pile.) (You cannot lose any base. If you lose all of your tokens from any \ of your bases replace those bases immediately using tokens from other bases.) {} Flare (ZAPPER) [ PO (Nullification) ] () (Once per turn you may use this card as a Cosmic Zap. An Un-Zap will \ stop your Cosmic Zap \(you do not discard this flare\), and you may not Cosmic \ Zap another player that turn.) (You lose no \252zap points\272 when you win a challenge or make a deal, and \ you get two points when you lose a challenge or fail to deal.) {} Flare (BATTERY) [ PO (Reserves) ] () (As a main player you may add the number of your bases \(including home \ bases\) to your total in the challenge.) (Each base of your own and your allies adds two to your total in the \ challenge.) {} Flare (CENSOR) [ PT (Ban) ] () (Once per challenge you may use this card to stop a player from \ playing any one card. The card is returned to his hand and a different \ card may be played instead. If the player is one of the main players, \ and the card stopped is the players last \ challenge card then he can still play it by showing all of the other players \ that it is his last challenge card.) (You call out two classes of cards that cannot be used for the \ remainder of the challenge. You cannot ban both Attack Cards and Compromise \ Cards in the same challenge.) {} Flare (VISA) [ PT (Send Home) ] () (As a main player or an ally in a challenge, you may make your \ opponent keep the challenge card he just played \ rather than discarding it.) (You may return one of your opponents bases home even if he already \ has five home bases.) {} Flare (MARTYR) [ PT (Sacrifice) ] () (As the offensive player in a challenge, before you play your card, \ you may sacrifice any or all of your tokens in the cone to the warp, drawing \ one card from the deck for each.) (You may sacrifice your allies' tokens.) {} Flare (MEDUSA) [ PO (Paralysis) ] () (If you win a challenge as a main player, your opponent may not use \ his power for the next two challenges.) (Your opponent must lose his next challenge regardless of whether \ you win or lose the current challenge.) {} Flare (SATELLITE) [ PT (Orbit) ] (2) (Once per challenge, you may make all players pass all of the Flares \ in their hand clockwise or counter-clockwise.) (You may make all of the other players reveal their highest and lowest \ attack cards before deciding the \252orbit\272.) {} Flare (COLLECTOR) [ PT (Tax Edicts) ] (L) (You may discard any Edict\(s\) in your hand and collect two Lucre for \ each one discarded. This does not count as having played the Edict\(s\).) (Whenever another player plays an Edict, he must pay you two Lucre.) {} Flare (COUNT) [ PT (Count) ] () (If the sum of the Attack cards in your regular hand is greater than \ 50, you may take a base anywhere. Discard after use.) (You may take a base at multiples of 100.) {} Flare (DEBTOR) [ PT (Owe) ] (L) (You need not pay taxes or fees of Lucre or tokens.) (You need not accept the terms for destroying IOU's.) {} Flare (DUPLICATOR) [ PT (Copy) ] (2) (Once per challenge, you may repeat the effect of an Edict that was \ just played by another player.) (You may copy challenges that you make as the main offensive player.) {} Flare (GOLEM) [ PV (Moons) ] (M) (You may look at an unexposed moon before deciding whether to \ challenge it.) (You may add a moon to your home system on every challenge in \ which you are a main player, and occupy it if you wish.) {} Flare (MIRROR) [ PT (Invert) ] () (As a main player, once challenge cards are revealed you may use \ this card to make your challenge card match the card played by your \ opponent. Resolve the challenge as if you had played that card. ) (You may call \252reverse\272 as an ally.) {} Flare (MYSTIC) [ PT (See) ] (F) (Once per challenge, you may look through the Destiny pile.) (You may ask for both an Edict and a Flare in a challenge.) {} Flare (SUPERHERO) [ PO (Powers) ] () (You may exchange this Flare for any Flare from the unused Flare \ deck.) (You may choose a new power to replace your alien power at the end \ of each of your turns. The new power cannot conflict with any power that \ is already in the game.) {} Flare (WIMP) [ PT (Save Yourself) ] (L) (Whenever another player is supposed to draw consolation from your hand, \ you may prevent him from doing so by paying him one Lucre per card he would \ have drawn.) (You may use Lucre from the box to pay off your attacker.) {} Flare (COMPUTER) [ PT (Process) ] (2) (Once per challenge each player gives you one Attack card from their \ regular hand. If any players do not have Attack cards they give you a \ Compromise card instead \(if they have neither they do not give you anything\). \ After looking at the cards you may redistribute them as you wish \(no more \ than one card per player\). ) (You may arrange the two stacks as you wish, but must deal them out \ in the usual way.) {} Flare (CONSPIRATOR) [ PO (Conspiracy) ] () (As long as this card is in your hand, you must play Compromise \ cards whenever possible.) (You may use your secret ally's power in the challenge, if \ appropriate.) {} Flare (DEVIL) [ PO (Evil) ] (L2) (Whenever another player gains a second \(or higher\) base they must pay \ you 1 Lucre or give you a base also. ) (Your guarantee with a player remains open as long as you have this \ card and your power, not just until the end of his turn.) {} Flare (LUNATIC) [ PO (the Moon) ] (M) (As a main player in a moon challenge, your tokens are each worth two \ for that challenge \(except for taking consolation\).) (If you occupy a moon in the system where the challenge is occuring, \ your attack total is tripled.) {} Flare (NECROMANCER) [ PT (Revive Life) ] () (If you win a challenge as a main player, you may take a number of \ your own tokens out of the warp equal to the number of tokens that your \ opponent lost.) (Winning revived tokens return to the warp and do not get the base \ or rewards.) {} Flare (BOOKIE) [ PT (Place Bets) ] (L) (You may bet on challenges without the Bookie. Before cards are \ revealed pay any amount of Lucre to the box and announce the side that you \ have bet on. If the side that you bet on wins, take double the amount of \ Lucre that you placed in the box back. If they deal, \ take the original amount of Lucre that you placed in the box back.) (You may bet regardless of whether others have bet or not, and you \ receive payment in the same manner as other players \(0 to 3 Lucre, depending \ on the result\).) {} Flare (ENTREPREUNEUR) [ PT (Invest) ] (L) (Each time you buy cards from the deck, you may get 1 Lucre from the \ box for each newly purchased card that you show to the other players.) (You may invest with up to 3 Lucre if you have tokens in the \ challenge, or up to 5 Lucre if you do not.) {} Flare (FEDERALIST) [ PO (Representation) ] (2) (Whenever you must lose a group of tokens to the warp from one \ immediate cause, you only need to lose one token as a representative of the \ group. The remaining tokens stay on or return to bases.) (You may look at each of the opposing side's cards before deciding \ which to choose.) {} Flare (KRYPTON) [ PW (Super) ] (F) (You may play this card as if it were your power's Wild Flare, even if \ you still have your power.) (At the start of each of your turns you can draw a card at random \ from the unused Flares and add it to your hand.) {} Flare (SPIDER) [ PT (Entangle) ] () (If you win as a main player, take one card from your opponent's hand, \ look at it and return it to him. He places it back in his hand, but must keep \ it upside-down for as long as this card is in play. He cannot use this card \ unless he gets your permission. \(If it is his last challenge card then it is \ as if he is out of challenge cards.\) Such cards lost to other players may be \ used by the new owner normally. ) (Your power extends to planets adjacent to the planet that you occupy, \ without crossing system boundaries.) {} Flare (TORTOISE) [ PT (Hibernate) ] (2) (At the start of any challenge, you can flip over all of your tokens \ on one planet. No tokens may be moved on or off of this planet, and it \ cannot be challenged until they are flipped back. You may flip your tokens \ back at the start of any challenge, and must do so immediately when you lose \ this card. ) (You may return tokens from the warp to your system, and use your \ Lucre while you hibernate.) {} Flare (CANNIBAL) [ PT (Devour) ] (2) (Whenever your color is flipped in the destiny pile, you may remove \ to the warp one token of any other player from a base that you share with \ that player.) (You may cannibalize all planets in any one system.) {} Flare (FUZZY) [ PO (Cuteness) ] () (As a main player in a challenge, no one can ally against you.) (\252Mascot\272 tokens that end the challenge in the warp may be returned \ to your bases.) {} Flare (GLITCH) [ PO (Indecisiveness) ] () (As a main player in a challenge, you may play two challenge cards \ face down. When challenge cards are revealed, you show one of the two cards \ that you played \(your choice\). After challenge cards are revealed, including \ your first card, you may elect to use your second card instead of the first \ card you revealed. You may retain unrevealed cards at the end of the \ challenge.) (You may allow another player to take back or change a game action \ instead of yourself.) {} Flare (LAWYER) [ PT (Regulate) ] (L2) (If you pay a player who is involved in a deal two Lucre, you replace \ that player in the deal. You make the terms with the other player\(s\), and \ gain any benefits or lose three tokens to the warp if no deal is reached.) (Even if you are paid, all deals must have your approval or the \ players involved are considered to have failed to deal.) {} Flare (MERCENARY) [ PO (Risk) ] (L) (As an ally in a challenge, you may offer \(for Lucre\) to replace the \ main player you are allied with. You become the main player and he becomes \ your ally.) (If the player wins the challenge, all your tokens gain benefits as \ if you were an ally. Winning offensive tokens move onto the planet and winning \ defensive tokens gain cards from the deck or tokens from the warp.) {} Flare (FEINT) [ PT (Mislead) ] () (As a main player you do not have to point the cone until after \ alliances have been made.) (The two planets you attack need not be adjacent.) {} Flare (LYCANTHROPE) [ PO (Lunar Change) ] (M) (You may replace any moon in the game for a new randomly drawn moon. \ Any tokens currently occupying the moon must return to bases.) (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.) {} Flare (VENTRILOQUIST) [ PO (Ventriloquism) ] (2) (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\(s\).) (You may use your power as a main player.) {} Flare (JAMMER) [ PT (Disrupt) ] () (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.) (Cards lost to your disruption power are added to your hand.) {} Flare (NOMAD) [ PT (Wander) ] () (You may reverse the direction of play starting at the end of the \ current player's turn. Discard after use.) (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.) {} Flare (QUANTUM) [ PO (Probability) ] (M) (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.) (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.) {} Flare (SENTINEL) [ PT (Cohabit Moons) ] (M) (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.) (As a main player in a moon challenge, you may have allies. You may \ also act as an ally in other moon challenges.) {} Flare (BUSHWHACKER) [ PT (Ambush) ] (2) (As offensive player, you may point the cone at any base of the player \ whose color was revealed, not necessarily in his home system.) (After you reveal your target, all players other than your opponent who \ played cards discard them.) {} Flare (BUSYBODY) [ PT (Meddle) ] () (Once per turn, when you are not a main player, you may switch the \ regular hands of two other players who currently have cards \(they keep the \ new hands\).) (If you interfere with a player and he loses, you do not lose any \ tokens.) {} Flare (CAPACITOR) [ PT (Store and Release) ] () (As a main player, if both sides play Attack Cards, you may draw one \ card from the deck for every 10 points \(or fraction thereof\) that their \ final totals differ by. Thus if their totals differ by 7, you may draw one \ card; if they differ by 22, you may draw three.) (When you release, you do not have to decrease your charge.) {} Flare (ENTROPY) [ PO (Inevitability) ] () (As a main player in a challenge, you may disorder your opponent's tokens \ by redistributing them among his bases before the cone is pointed. You must \ leave at least one token on each of the player's bases. If you still have \ this card after the challenge is completed, you must give it to your opponent.) (You may add your points divided by 10 \(round down\) to your side's total \ as an ally.) {} Flare (GROVEL) [ PT (Plead) ] () (When you are not a main player, if the offensive player does not invite \ you to ally, you may show him this Flare and ask him to invite you. if he \ still refuses, put two of the tokens he has in the cone into the Warp.) (You may use your power to plead as an ally in a challenge.) {} Flare (KNOT) [ PT (Bind) ] (2) (You and your opponent may obtain obligations from one another as part of \ a deal. The obligations are limited to the same types that the Knot can \ obtain.) (As the offensive player, you may continue to ask for obligations until \ you get up to three each challenge.) {} Flare (LEECH) [ PT (Drain) ] () (You may take a card at random from each other player's regular hand and \ discard them along with this card.) (When you leech, your opponent must put a token in the Warp and give you \ two cards of your choice from those you could normally take. If he doesn't \ have a card of a particular type, he still gives you the other.) {} Flare (PAVLOV) [ PT (Condition) ] () (As a main player in a challenge, before cards are played, you may name \ a Challenge Card \(Compromise or specific Attack Card\). If your opponent \ reveals such a card, after the challenge is resolved he receives a reward of \ three tokens from the Warp or three cards from the deck.) (Your punishment for disobedience is two tokens from bases to the Warp; \ You select both tokens.) {} Flare (PROLONG) [ PT (Protract) ] () (You may reveal this card whenever a player gets his last base needed to \ win the game. Then, as long as you hold this Flare in your hand, the number \ of outer bases needed to win is increased by one for all players.) (You may use your power to protract even as an ally.) {} Flare (SHIELD) [ PO (Disarmament) ] () (Each challenge, you may make all other players keep their highest Attack \ Card face up in front of them. Each player returns the card to his hand only \ to play a Challenge Card or when another player must draw from his hand.) (When you call disarm, you may name any number up to the number of \ Attack Cards you have. You and your opponent must then discard that many \ Attack Cards if possible; your opponent discards his highest Attack Cards and \ you discard any Attack Cards you choose.) {} Flare (TOADY) [ PT (Kowtow) ] (2) (If any player wins the game by winning a challenge in which you were his \ ally, you share in the win. You do not share the win if the player won by \ making a deal.) (At the start of your turn, you may change lords. Announce the change \ to all players.) {} Flare (TURNCOAT) [ PT (Doublecross) ] () (As an ally in a challenge, if your side has been determined to have won \ the challenge, you may exchange one of the revealed Challenge Cards with a \ Challenge Card from your hand such that your side will now lose the challenge.) (You may use your power to doublecross as an ally in a challenge.) {} Flare (ULTIMATUM) [ PT (Threaten) ] () (If you lose as an ally in a challenge, you may draw two cards from the \ regular hand of the main player you were allied with. You must announce the \ use of this Flare before cards are played in the challenge. ) (You may use your power as an ally, threatening your side's opponent.) {} Flare (WASTREL) [ PT (Discard) ] () (At the start of your challenges, you may discard one card from your \ regular hand to the discard pile.) (You do not have to forfeit a challenge to discard your hand. You may \ discard your hand once at any point during your challenge.) {} Flare (ZERO) [ PO (Naught) ] () (Upon receiving this card, you must discard your entire hand \(except for \ this card, which you must keep\). If you are the offensive player, your turn \ ends immediately, all tokens in the cone return to bases, and play passes.) (If your opponent plays an Attack Card after you zero, he must play his \ lowest Attack Card.) {} Flare Finished