Setup StringsDict begin /SetEv1n1 (Encounter V1#1) def end (LIBERATOR) Optional SetEv1n1 (Returns Tokens From Warp) (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. ) () (Do not use in a two-player game. ) (2) {} Power (AUCTIONEER) Optional SetEv1n1 (Auctions Off Cards) (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 \252in Lucre\272 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. ) () (Use only in a game with Lucre! Do not use in a two-player game. ) (L2) {} Power (CRAVEN) Optional SetEv1n1 (May Retreat From A Challenge) (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. ) () () () {} Power (GEMINI) Optional SetEv1n1 (Attacks Two Adjacent Planets) (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 \ \(or, if two adjacent planets are empty, both may be attacked\). ) () () () {} Power (GHOST) Optional SetEv1n1 (ALLIES WITH SELF FROM WARP) (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 \252dead\272 \ tokens may not ally against your \252living\272 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. ) () () () {} Power (INDUSTRIALIST) Mandatory SetEv1n1 (Accumulates Challenge Cards) (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 \252stack\272 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. ) () () () {} Power (MIMIC) Optional SetEv1n1 (Copies Other Player's Actions) (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. ) () () () {} Power (SCAVENGER) Optional SetEv1n1 (Chooses Rewards and Consolation) (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. ) () () () {} Power (TRAITOR) Optional SetEv1n1 (Allies Against Self) (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. ) () (Do not use in a game with the Delegator. ) () {} Power (WEED) Mandatory SetEv1n1 (Grows Extra Tokens) (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. ) () (Do not use in a six-player game. \ Do not use in a game with the Plant. ) () {} Power (WRETCH) Mandatory SetEv1n1 (Causes Overkill) (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. ) () () () {} Power StringsDict begin /SetEv1n2 (Encounter V1#2) def end (MODERATOR) Optional SetEv1n2 (Moderates Others' Challenges) (power of moderation) (When you are not a main player in a challenge, \ before challenge cards are revealed, you may announce \252moderation\272. You \ then play an Attack Card. After all three challenge cards are revealed, \ if either main player played a Compromise Card no moderation occurs. If \ both main players played Attack Cards, then the player who played the \ \252moderate\272 card \(i.e. the card with the middle value\) wins. The number of \ tokens is ignored. If you play the moderate card, or if your card matches \ either or both of the other cards, you decide the winner. If the two Attack \ Cards played by the main players match each other, but are different from \ yours, the challenge is concluded normally. Regardless of the outcome, the \ card you played is discarded.) () (Do not use in a two-player game.) (2) {} Power (CHAMELEON) Both SetEv1n2 (Acquires New Powers) (power of transformation) (At the start of your challenge, \ you may draw a new power, at random, from those not in the game, and add it \ to your own. You can never have more powers to use in any one turn than you \ started the game with. At the beginning of each turn, you must decide which \ of the powers you have to select from are activated this turn. The others \ are turned face down, and cannot be used until you activate them in a later \ turn. ) () () () {} Power (SPONGE) Mandatory SetEv1n2 (Coexists With Others' Tokens) (power to absorb) (When your bases in your home system are \ occupied by opponents in a successful challenge, your tokens do not go to \ the Warp but instead remain on the planet with the attackers. Conversely, \ when you establish a new base, defending tokens there are not sent to the \ Warp but coexist with you. ) () (Do not use in a game with the Filth.) () {} Power (ZAPPER) Optional SetEv1n2 (Nullifies Others' Powers) (power of nullification) (You start the game with one \ \252zap point\272. As a main player or ally, when you win a challenge or deal, \ you lose a point; when you lose a challenge or fail to deal, you get a \ point. You can spend your points to Zap another player's power\(s\), one \ point per Zap. If you are Cosmic Zapped you still keep the points you \ were going to spend. ) () () () {} Power StringsDict begin /SetEv1n3 (Encounter V1#3) def end (BATTERY) Mandatory SetEv1n3 (Adds Bases To Total) (power of reserves) (As a main player in a challenge, you add the \ number of bases \(including home bases\) that you own and the number that each \ of your allies owns to your total in the challenge.) () () () {} Power (CENSOR) Optional SetEv1n3 (Bans A Card Class) (power to ban) (Whenever you are a main player or an ally in a challenge, \ before cards are played, you may call out one class of cards \(Edicts, Flares, \ Kickers, Attack Cards or Compromise Cards\) that neither main player may use for \ the remainder of the challenge. If you ban Attack or Compromise Cards and \ your opponent's only remaining challenge card\(s\) are Attack or Compromise Cards \ he may use this/these card\(s\) by showing you that he has no other challenge \ cards of the opposite type in has hand. He does not have to show you the \ banned card\(s\).) () () () {} Power (VISA) Optional SetEv1n3 (Sends Bases Home) (power to send home) (As a main player in a challenge, before challenge \ cards are revealed, you may return one of your opponent's bases to his home \ system. All of his tokens on that base are moved to a planet on his home \ system where he has no tokens. Players with five home bases are not affected \ by your power.) () () () {} Power (MARTYR) Optional SetEv1n3 (Sacrifices Tokens To Play Extra Challenge Cards) (power to sacrifice) (As a main player in a challenge, before cards are \ played, you may choose to sacrifice \(remove to the warp\) any or all of your \ tokens involved in the challenge. For each token sacrificed, you may play \ an additional attack card to be added to your total in the challenge.) () () () {} Power (MEDUSA) Mandatory SetEv1n3 (Eliminates Opponent's Challenges) (power of paralysis) (If you lose a challenge as a main player, your \ opponent must lose his next challenge. If your opponent is the offensive \ main player and, he defeats you on his first challenge he cannot take his \ second challenge. If your opponent defeats you outside of his normal turn \ he is paralyzed once for each such victory against you. At the start of his \ turn, if he has been paralyzed only once, he begins his turn normally. \ However, if it is possible for him to make a second challenge that turn he \ cannot. If he is unable to make a second challenge on that turn, then he \ still retains that one paralysis. At the start of his turn, if a player has \ been paralyzed twice he loses his entire turn. Until his turn has been \ skipped, such a player cannot be paralyzed again. A player may Cosmic Zap \ you at what would have been the start of his second challenge and, thus, \ regain his second challenge. Similarly, a player may Cosmic Zap you at what \ would have been the start of his turn and, start his turn normally. However, \ he could not take a second challenge unless he zapped you again at what \ would have been the start of his second challenge. In both cases, the \ retained paralysis is lost by that player when he zaps you.) () () () {} Power (SATELLITE) Optional SetEv1n3 (Moves Cards Around Table) (power to orbit) (As a main player in a challenge, you may declare that \ all players must pass their highest \(or lowest\) attack card clockwise or \ counter-clockwise. A player without attack cards must pass a compromise \ card. A player without challenge cards must pass a kicker or \(if he has \ no kickers\) an Edict. A player with only Flares must pass one. A player \ with no hand does not participate in the \252orbit\272.) () (Do not use in a two-player game.) (2) {} Power StringsDict begin /SetEv1n4 (Encounter V1#4) def end (COLLECTOR) Mandatory SetEv1n4 (Taxes Use Of Edicts) (power to tax edicts) (Whenever another player plays an Edict, he \ must pay you a Lucre. If he cannot pay you, he may not play the Edict. A \ player need not pay you in order to Cosmic Zap this power.) () (Use only in a game with Lucre!) (L) {} Power (COUNT) Mandatory SetEv1n4 (Totals Attack Cards) (power to count) (Keep a running total of the sum of the values of \ all Attack Cards played. When the total passes a multiple of 25, take the top \ card from the deck. When it passes a multiple of 200, take a base on any \ system.) () (Do not use in a game with Plant or Insect. ) () {} Power (DEBTOR) Optional SetEv1n4 (Spends Lucre On Account) (power to owe) (Once you are out of Lucre you may write IOU's. \ As a main player, immediately after the defensive player is determined, you may borrow \ up to 4 Lucre from your opponent, to spend in that challenge, in exchange for \ one IOU for each Lucre so borrowed. Whenever you need to pay Lucre to \ another player, write out an IOU for each Lucre you should pay him. If \ your opponent in a challenge holds IOU's written on previous challenges, \ he may demand a card of his choice from your regular hand to destroy six \ IOU's or a base to destroy 15. You must accept the terms. Whenever you \ acquire Lucre, you must use it to immediately buy back IOU's. If you have \ no outstanding IOU's you may keep it.) () (Use only in a game with Lucre! Do not use in a two-player game.) (L) {} Power (DUPLICATOR) Optional SetEv1n4 (Repeats Challenges) (power to copy) (If you are not a main player or an ally in a challenge \ won by the defender, you may repeat the challenge. You replace the original \ attacker, placing the same number of tokens in the cone as he had in the \ original challenge. Allies must ally again on the same sides with the same \ number of tokens. \(If they have fewer tokens available during the Duplicator \ challenge, they must commit as many as they have.\) After this challenge, the \ normal order of play resumes. Results of this challenge are in addition to \ the results of the original challenge.) () (Do not use in a two-player game. Do not use in a game with Gemini.) (2) {} Power (GOLEM) Optional SetEv1n4 (Adds Moons) (power over moons) (At the start of each of your turns, you may add \ a moon to your system from those not in the game. You may then occupy it in \ addition to your normal challenges.) () (Use only in a game with moons!) (M) {} Power (MIRROR) Optional SetEv1n4 (Reverses Digits of Attack Cards) (power to invert) (As a main player in a challenge, after you and your \ opponent have played challenge cards face down, you may call out \252reverse\272. \ The digits of any Attack cards played are now reversed. For example, a 15 \ would become a 51, a 20 would become an 02, etc. Single digit cards are \ treated as if there were a 0 in front. A 4 would become a 04 and thus would \ become a 40 when reversed. Totals are figured normally with the values of \ the Attack cards being the reverse numbers.) () (Do not use in a game with Oracle.) () {} Power (MYSTIC) Both SetEv1n4 (Asks For Edicts And Flares) (power to see) (Whenever another player obtains an Edict or Flare, he \ must show it to you. As a main player in a challenge, you may ask your \ opponent for a specific Edict or Flare. If he has it in his regular hand, \ he must give it to you. If you forget what has been shown to you, you \ cannot ask to see the cards again.) () (Use only in a game with Flares! Do not use in a two-player game.) (F) {} Power (SUPERHERO) Mandatory SetEv1n4 (Chooses Own Power) (power of powers) (At the start of the game, after all other powers are \ determined, you may choose any power that is not in the game to use \(so \ long as it does not conflict with any power that is already in the game\). \ For determining a super Flare, your power is still considered to be the \ Superhero.) () () () {} Power (WIMP) Optional SetEv1n4 (Buys Off Attacker) (power to save yourself) (You start the game with 4 extra Lucre. If, as the \ defensive player in a challenge, you believe that you can not win, you may buy \ off your attacker. Pay him a Lucre for each of his tokens on the cone. He \ must take them back to bases and play passes. If you don't have enough Lucre \ to buy him off and you lose the challenge, collect 1 Lucre from the box for \ each of your tokens lost to the warp as a result of the attack. You do not \ collect Lucre if you fail to deal.) () (Use only in a game with Lucre!) (L) {} Power (COMPUTER) Optional SetEv1n4 (Processes Players' Hands) (power to process) (As a main player, at the beginning \ of the challenge, you may make all other players give you \ their regular hands which you may look at and then must seperate into two \ piles of challenge and non-challenge cards. Both stacks are then placed face \ down and shuffled seperately. Starting with yourself, deal out whichever stack \ you prefer and continue dealing until you run out of cards. Begin dealing with \ the other stack from where you left off with the first one. Play then \ continues.) () (Do not use in a two-player game. ) (2) {} Power (CONSPIRATOR) Optional SetEv1n4 (Selects Secret Ally) (power of conspiracy) (As a main player in a challenge, before allies are \ called for you may write down in secret the name of one player other than your \ opponent to be your \252secret\272 ally. Before cards are played you reveal who your \ secret ally is. If he is allied with you, then all of his tokens on the cone \ are considered to be worth double and you may count his Lucre \(if available\) \ as part of your challenge total. If he is allied against you, then his tokens \ do not count \(but do remain on the cone\) in the challenge, and you may randomly \ take one card from his regular hand. You may use this card in the \ challenge, if appropriate. If your secret ally did not ally at all, then \ there is no effect on the challenge or that player.) () (Do not use in a four-player \(or less\) game.) () {} Power (DEVIL) Optional SetEv1n4 (Offers Guarantee Of Future Victory) (power of evil) (After a player has gained his second foreign base, you may \ offer to guarantee a future victory sometime before the end of his next turn. \ He may refuse your offer by paying you two Lucre, otherwise he must accept. \ If he accepts, you can declare him the winner in a challenge after allies are \ committed but before cards are played. Your declaration is the official result \ of that challenge. If you allow him to win a challenge, you get a base on one \ of his home planets. If for some reason you do not or cannot fulfill your \ guarantee, you must give your opponent all of your Lucre or a base in your \ home system if you have no Lucre. You may be zapped when making the offer or \ attempting to fulfill it, but in the later case you can still fulfill the \ offer in a later challenge. Once you fulfill your offer \(or fail to do so\) \ you may offer the same player a similar guarantee the next time he gains a \ foreign base.) () (Use only in a game with Lucre! \ Do not use in a two-player game. \ Do not use in a game with Wrack.) (L2) {} Power (LUNATIC) Mandatory SetEv1n4 (Doubles Attack Total When Occupying Moon) (power of the moon) (Whenever you are a main player in a challenge, and you \ occupy a moon in the system where the challenge is occuring, your attack total \ \(card plus tokens\) is doubled.) () (Use only in a game with moons!) (M) {} Power (NECROMANCER) Mandatory SetEv1n4 (Revives Others' Tokens From Warp) (power to revive life) (As a main player in a challenge, after allies have \ committed, you may take other players' tokens from the Warp and use them to \ supplement your forces. These tokens are in addition to any normal allies \ you or your opponent receives. You may not revive tokens belonging to you \ or your opponent, although you may use tokens belonging to his allies, and \ you may not take more than 4 tokens of any one player. The owners of the \ tokens you revive gain rewards or the base if you win. If you lose or must \ deal, revived tokens return to the Warp.) () () () {} Power StringsDict begin /SetEv1n5 (Encounter V1#5) def end (BOOKIE) Optional SetEv1n5 (Allows Bets On Challenge Outcome) (power to place bets) (In each challenge, just before cards are revealed, you \ may announce that you are taking bets on the challenge outcome. Any player \ wishing to bet gives you a Lucre \(which you keep\) and says which side he is \ betting on. After all bets are in, if one side has fewer bets placed on it \ then that side is the dark horse. Resolve the challenge normally. Any player \ who bet on the winner gets 3 Lucre from the box if the winner was the dark \ horse, 2 Lucre if not. If a deal is reached, all betting players get one Lucre \ from the box. There is no gain for any other result. A player need not bet \ on the side he has tokens involved in. You may bet only if no one else does, \ by putting one Lucre in the box and announcing the side you bet on. You get \ two Lucre if that side wins or one if it deals.) () (Use only in a game with Lucre!) (L) {} Power (ENTREPREUNEUR) Optional SetEv1n5 (Invests In Challenges) (power to invest) (In any challenge, after cards are played but before they \ are revealed you may place some of your Lucre in one end of the cone. You may \ put into the cone 1 Lucre if you are involved in the challenge or up to 3 Lucre \ if you are not. This Lucre adds to the total of the side it is committed to in \ the challenge. You do not have to be invited to invest, and you do not have to \ invest in the side you have tokens on. If the side you invest in wins or \ deals, take the Lucre back and take an equal amount from the box. Otherwise \ the invested Lucre goes to the box.) () (Use only in a game with Lucre!) (L) {} Power (FEDERALIST) Mandatory SetEv1n5 (Allies Play Challenge Cards) (power of representation) (Whenever you are a main player, all allies \ involved in the challenge each play a challenge card. If any allies lack \ challenge cards, then they do not play a card if they are an offensive ally \ or they discard any remaining cards and draw a new hand if they are a defensive \ ally. After all allies have played cards, you then look at the cards that you \ and your allies \ played and choose one to represent your side. Without looking you choose one \ card from those played by your opponent and his allies to represent his side. \ Cards not chosen are returned to the original owners hands, and the \ challenge is concluded normally using the cards chosen. Your opponent may \ look at the card chosen for his side and use powers or flares on it if \ appropriate. ) () (Do not use in a two-player game. \ Do not use in a game with Insect or Oracle.) (2) {} Power (KRYPTON) Optional SetEv1n5 (Uses Flares As Super Flares) (power super) (You may use the Super Flare ability of any Flare you hold, \ if either of the following conditions exist. First, if the Super Flare \ explanation is self-contained \(i.e. it can be used without using that alien's \ normal power\) you may use the Super ability as stated. Second, if the Super \ ability is an extension of that aliens normal power to different circumstances \ \(e.g. as an ally, against different players, at a different time of the \ challenge\) you may use that alien power in the alternate manner, but not in \ the normal way the power is used. You cannot use a Flare's Wild and Super \ powers both during the same challenge.) () (Use only in a game with Flares!) (F) {} Power (SPIDER) Mandatory SetEv1n5 (Entangles Others' Tokens) (power to entangle) (Whenever other players share tokens on a base with \ your tokens, the other players' tokens on that base are entangled. Entangled \ tokens cannot be removed from that base without your permission. Entangled \ tokens do not go to the warp. Instead, they are \ placed just outside the planet they were on, and are treated as if they are \ not there. They may only be placed in the warp if you permit them to go, \ if you lose your power, or if you vacate that base. A Mobius Tubes or a Warp \ Break will not free tokens from you. Entangled tokens on any base are no \ longer entangled when the last of your tokens are removed from that base.) () (Do not use in a game with the Gas Giant reverse planet hex. \ Do not use in a game with Filth. ) () {} Power (TORTOISE) Optional SetEv1n5 (Removes Own System From Game) (power to hibernate) (You may raise a barrier around your system, shown by \ seperating your hex from the central hex. While you hibernate behind the \ barrier, play continues in every way as if your system and all in it were not \ in the game. You keep your power while hibernating. Any of your tokens \ which return from the warp while you are hibernating can only be returned to \ external bases. If you do not have any external bases the tokens stay in the \ warp. You can still participate in challenges while hibernating if you have \ tokens on foreign bases. You can take turns while hibernating as long as you \ have tokens on external bases or tokens in the warp \(in the later case you may \ only attack with one token\). If a player turns up your color in the destiny \ pile while you are hibernating, he must flip the destiny pile again. You come \ out of hibernation if you lose your power. Other than this you may only go into \ or out of hibernation between challenges. ) () (Do not use in a two-player game.) (2) {} Power (CANNIBAL) Mandatory SetEv1n5 (Removes Shared Bases) (power to devour) (Whenever your color is flipped in the destiny pile, you \ choose one planet that you co-occupy with other players to go on an \252eating \ frenzy\272. For each of your tokens on that base, you remove another player's \ token there to the warp. You need not eat all of the same color tokens. If \ you have less tokens on the base than there are other color tokens, you eat as \ many as you can.) () (Do not use in a two-player game.) (2) {} Power (FUZZY) Mandatory SetEv1n5 (Follows Others' Tokens Around) (power of cuteness) (Whenever you share a base with another player, and one \ or more of that player's tokens leave that base, one of your tokens from that \ base may follow each of the other player's tokens wherever they go. Such \ \252mascot\272 tokens do not participate in a challenge, e.g. they are not added to \ their side's total, they do not cause you to be an ally with their side. The \ mascot tokens must follow their host until the end of the challenge, at which \ point they stay wherever their host took them.) () () () {} Power (GLITCH) Optional SetEv1n5 (Takes Back Own Action) (power of indecisiveness) (Once during each challenge you may take back \ or change one game action that you have just taken, e.g. playing a particular \ card, pointing the cone at a specific target, number of tokens committed as \ main player or ally, etc. Other players can not rescind their actions which \ were a direct result of your negated action. For example, if you played a \ Cosmic Zap and another player Un-zapped it, you could take back the Cosmic \ Zap and the Un-zap would remain played, but you could not use the Cosmic Zap \ until the next challenge.) () () () {} Power (LAWYER) Optional SetEv1n5 (Charges To Help Make Deals) (power to regulate) (Whenever other players must try to deal, they each pay \ you a Lucre. You work with them to help them come to an agreement. If a \ player can not pay you, you may forbid him from dealing \(other players involved \ must still pay you\) or you may try to deal instead of him. If you choose to \ deal, and can not successfully negotiate a deal for yourself with the other \ players involved, the player who could not pay you loses three tokens to the \ warp instead of you. If none of the players can pay you, you decide whether \ they will deal or not, and exactly what the terms of the deal will be.) () (Use only in a game with Lucre! Do not use in a two-player game.) (L2) {} Power (MERCENARY) Optional SetEv1n5 (Goes Into Combat For A Fee) (power of risk) (Whenever a player would normally put tokens in the cone, \ or whenever a player's tokens are being attacked on a planet or moon, you may \ offer to risk your own tokens instead in exchange for payment. This fee must \ be in the form of Lucre, but may include cards and/or bases. If a fee is \ agreed to, take the payment, put his tokens aside, and replace them with \ yours. You may risk tokens on both sides in a challenge in addition to any \ that you commit as an ally. If the player \ loses the challenge, your tokens go to the warp instead of his and he replaces \ his tokens on other bases. If the player wins, replace your tokens on your \ bases, and he carries out the outcome of the challenge normally. If players \ must deal, return your tokens and keep the payment.) () (Use only in a game with Lucre! ) (L) {} Power StringsDict begin /SetEv1n6 (Encounter V1#6) def end (FEINT) Optional SetEv1n6 (Challenges One Of Two Bases) (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.) () () () {} Power (LYCANTHROPE) Optional SetEv1n6 (Exchanges Moons) (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.) () (Use only in a game with moons!) (M) {} Power (VENTRILOQUIST) Optional SetEv1n6 (Speaks For Other Players) (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. ) () (Do not use in a two-player game. \ Do not use in a game with Silencer.) (2) {} Power (JAMMER) Mandatory SetEv1n6 (Temporarily Reduces Hand) (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 \252disrupted\272 away.) () () () {} Power (NOMAD) Optional SetEv1n6 (Moves Tokens On Ships) (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. ) () (Do not use in a four-player \(or less\) game.) () {} Power (QUANTUM) Optional SetEv1n6 (Tokens Jump Between Bases) (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.) () (Use only in game with moons!) (M) {} Power (SENTINEL) Mandatory SetEv1n6 (Cohabits Moons) (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.) () (Use only in a game with moons!) (M) {} Power StringsDict begin /SetEv2n1 (Encounter V2#1) def end (BUSHWHACKER) Optional SetEv2n1 (Keeps Target Secret) (power to ambush) (As offensive player, take a Destiny Card but \ keep it hidden. If you draw your own color, you may reveal it and draw a new \ card or you may keep it and make a challenge in your own system. Write down \ the planet you will attack \(and the color of the player if you are attacking \ in your home system\), then put tokens in the cone but do not point it. No \ allies are allowed on either side in your challenges. Each other player plays \ a Challenge Card \(Kickers must be announced normally\). You then reveal the \ target planet. There is no defensive main player until the target planet is \ revealed. Players other than your opponent return cards to their hands. You \ now play your card. Then reveal the cards and resolve the challenge. The \ defensive player may use his power normally despite having already played a \ card down in the challenge. The color of the Destiny Card cannot be changed.) (The Bushwhackers capture prey by dropping from a concealed location. \ Their troops specialize in sudden, unexpected attacks that leave their \ opponents scrambling to mount a defense and prevent the hapless victim from \ organizing allies.) (Do not use in a two-player game. Do not use in a game with \ Insect, Changeling, or Plant.) (2) {} 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 to lose.) (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.) () {} Power (CAPACITOR) Mandatory SetEv2n1 (Saves Excess Power) (power to store and release) (You begin with a charge of zero. \ As a main player, before cards are played, call \252store\272, \252release\272, or \ \252neutral\272. \(If you fail to indicate which, \252store\272 is assumed.\) When you \ store, you add the difference between your total and your opponent's to your \ charge. If either player plays a Compromise, treat that player's total as \ zero for the calculation. If your total is less than your opponent's, you \ add a negative number to your charge, which can become negative. When you \ release, you must announce how much of your charge will be used to add to \ your total. Your charge is then reduced by that amount. If your charge is \ positive when you release, you must announce a number between 1 and your \ current charge. If your charge is negative when you release, you must \ announce a number between -1 and your current charge. When you are neutral, \ your charge remains unchanged for the challenge. If you lose your power, \ your charge remains at its current value.) (Inhabitants of a gas giant whose turbulent atmosphere produces \ immense lightning bolts, the Capacitors store and release electrical energy as \ a natural part of their life processes. They have become adept at utilizing \ other forms of power, saving their strength for massive blows designed to \ crush all opposition. The Capacitors dream of the day when all Cosmic power \ will be theirs.) () () {} Power (ENTROPY) Mandatory SetEv2n1 (Gets Points for Every Loss) (power of inevitability) (You start with zero points. You \ receive one point for each token that enters the Warp or is eradicated and \ for each card that goes on the discard pile. In each challenge where you \ are a main player, add your points divided by 10 \(round down\) to your total. \ If you lose your power, you keep your points but do not get more points or \ add points to your total. You get points for tokens even if they are healed \ \(but not Zombie or Wild Boomerang tokens\) and points for cards that actually \ enter the discard pile even if they are later Filched, etc.) (Viewed by most races as an insensate law of nature, Entropy is \ actually an intelligent noncorporeal race that draws energy from every act. \ Growing stronger with each passing minute, Entropy knows that it will be the \ ultimate victor - even if only in the death of the Cosmos.) () () {} Power (GROVEL) Optional SetEv2n1 (Can Beg Opponents to Reconsider) (power to plead) (As a main player in a challenge, you may beg any \ player to modify his actions immediately after he takes them. You may ask \ him: to point the cone at a different planet in your system; not to use a card \ just played \(you may only plead about each type of card once per challenge, \ i.e. Flare, Edict, Challenge Card, etc.\); not to use an optional Alien Power; \ not to invite allies; and, if your opponent wins the challenge, to allow the \ tokens you lost in the challenge to return to other bases instead of going to \ the Warp. If he agrees to your request, you may plead once more during the \ challenge. You can no longer plead after your second request is granted. If \ a request is refused, the refusing player must put one of his tokens into the \ Warp; you may plead later in the challenge on a different subject \(and if \ refused again, that player must put another token in the Warp, and you may \ plead on a different subject, and so on\).) (Overawed by the vast powers of other Aliens, the Grovels adopted an \ attitude of excessive, even subservient, politeness. When attacked, they beg \ their opponents to show mercy. When their requests are met, the Grovels are \ placated, but when refused, they strike out violently and increase their \ demands.) () () {} Power (KNOT) Optional SetEv2n1 (Can Arrange Obligations) (power to bind) (You may ask for an obligation from a player \ whenever you have the option to ask him to ally, to accept his offer to ally, \ or to reject his opponent's offer to ally. In addition, you may ask for an \ obligation from any other player whenever you have the option to use or \ refrain from using an optional power, or to refrain from making an additional \ challenge on your turn. The obligation that you request is for the same type \ of action. For example: \252If I refuse alliance with your opponent, will you \ refuse alliance with my opponent when I ask you to?\272 If the player agrees and \ you meet your side of the bargain, he is obliged to you. At any later time, \ you may remind him of the obligation and he must behave as he promised. He is \ then free of that particular obligation. You may continue to ask for \ obligations during each challenge until one is agreed upon. If no player \ agrees to one of your proposed obligations, you may stop asking for \ obligations during that challenge and take a card from the deck or token from \ the Warp. If you lose your power, existing obligations stay in effect but you \ cannot use them until you regain your power. If you are zapped when you \ remind a player of his obligation to you, that obligation is nullified.) (Refusing to encumber themselves with the complexities of contract law, \ the Knots have adopted a much more basic system. \252I will do this favor for \ you. But then, someday, I will ask you for a favor, and when I do\274\272) (Do not use in a two player game.) (2) {} Power (LEECH) Mandatory SetEv2n1 (Takes from Opponents) (power to drain) (After the resolution of a challenge in which you \ were a main player, do any one of the following to your opponent: make him put \ one of his tokens in the Warp or make him give you his highest Attack Card, a \ Compromise or a specific type of non-Challenge Card \(Flare, Edict, Kicker, \ etc.\) from his regular hand. You choose the penalty without looking at his \ hand. If you choose to make your opponent lose a token, he selects the token. \ If you choose a card penalty and he does not have a card of the appropriate \ type, he does not have to do anything. If he does have such a card, he must \ select one and give it to you.) (The vermiform ancestors of the Leeches combined to destroy larger \ animals by draining them of blood. Their intelligent decendants use more \ sophisticated techniques, but their Cosmic opponents are still curiously \ weakened by each contact.) () () {} Power (PAVLOV) Optional SetEv2n1 (Can Reward or Punish Opponent) (power to condition) (As a main player or an ally in a challenge, \ before cards are played you may give your opponent a Challenge Card from your \ hand. If he plays that card, any tokens he loses as a result of the challenge \ return to bases \(if he is defensive player, they must leave the challenged \ planet or Moon\), and he receives an additional reward of one token from the \ Warp or one card from the deck \(his choice\). If he does not play the card, \ after the challenge is resolved put any one of his tokens from a base into \ the Warp. These rewards and punishments apply to any challenge outcome, \ including failure to deal. After the challenge is resolved, you get back the \ card you gave your opponent if he did not play it.) (The small but wise Pavlovs achieved mastery of their home planets by \ training all rival species, using a system of rewards an punishments. They \ now apply their skills to their Cosmic adversaries, subtly directing their \ opponents' behavior into a pattern of the Pavlov's choice.) () () {} Power (PROLONG) Optional SetEv2n1 (Can Extend Challenge) (power to protract) (When you are a main player in a challenge, if \ both players reveal Attack Cards you may call \252extend.\272 You an your opponent \ must then play and reveal an additional Attack Card. You may continue to call \ extend as long as both main players can play Attack Cards. You may stop \ extending at any time. When the extension stops, challenge results are \ determined. Kickers multiply the value of they Attack Card that they are \ played with during the extension. Card-related powers \(Chosen, Gambler, \ Laser, Mutant, Oracle, Visionary, etc.\) are applied to each card played during \ extension. All cards played are discarded. Players cannot draw new hands \ during extension.) (Possessed of an overdeveloped sense of pride coupled with a love of \ battle, the Prolongs are rarely willing to admin defeat or claim victory. \ Their Cosmic adversaries dread confrontation with the Porlongs because even a \ minor skirmish is often drawn out into a long and exhausting battle.) (Do not use in a game with the Chronos.) () {} Power (SHIELD) Optional SetEv2n1 (Can Force Discard of Attack Card) (power of disarmament) (As main player in a challenge, if you have \ an Attack Card, before cards are played you may call \252disarm.\272 You and your \ opponent must then discard an Attack Card. Your opponent discards his highest \ Attack Card, and you discard any one of your Attack Cards. If as a result the \ offensive player has no more Challenge Cards, his turn immediately ends \ \(tokens return to bases\); if the defensive player has no Challenge Cards, he \ discards his hand and draws a new one as normal.) (The peace and security of the Salt worlds was guaranteed by a \ comprehensive system of treaties that eliminated all offensive weapons. Out \ of necessity, the Salts rearmed when confronted with hostile aliens. They now \ seek to regain their peaceful lifestyle, even if it means taking on the \ weighty responsibilities of Cosmic rule.) () () {} Power (TOADY) Both SetEv2n1 (Helps Another to a Shared Win) (power to kowtow) (At the beginning of the game, after powers are \ distributed, select and announce one other player as your \252lord\272 or \252lady\272. \ Whenever your lord is a main player, you may ally with him without being \ invited, and you may not ally against him unless forced by the Magnet \(but his \ opponent, for example the Grudge, can still invite you\). Also, before cards \ are played in the challenge, you may offer your lord any cards from your hand. \ He looks at the cards you offer and accepts or rejects them as a group. If he \ rejects the cards, you return them to your hand. Also, you may use your own \ Lucre to buy cards and give them to him \(you may look at them\), and you may \ give him any or all of your Lucre before cards are revealed. As a main player, \ if you flip your lord's color in the Destiny Pile, you may only attack another \ player's color that is in your lord's system. That player is the defensive \ player for the challenge. If you cannot make such a challenge in your lord's \ system, ignore that flip of the Destiny Pile. If your lord wins the game, \ you share in his win.) (Bewildered by the complexities of the Cosmos, the Toadies have taken \ refuge in a subservient relationship with a more powerful Alien. Their \ fawning attention is unappreciated by their chosen master, as the slight aid \ the Toadies provide is more than offset by the eventual sharing of Cosmic power.) (Do not use in a two or three player game.) (2) {} Power (TURNCOAT) Optional SetEv2n1 (Switches Compromise, Attack Cards) (power to doublecross) (As a main player in a challenge, after \ cards are revealed, if you revealed a Compromise Card you may do one of the \ following: you may exchange your Compromise Card for any Attack Card from your \ hand; you may exchange your opponent's Attack Card with a Compromise Card from \ your hand; you may exchange your opponent's Compromise Card with an Attack \ Card from your hand. No other powers \(Oracle, Laser, Visionary, etc.\) can \ prevent the replacement. Also, if you are a main player or ally in a \ challenge, if any other player discards a Compromise Card you may pick it up \ and take it into your hand.) (In their first Cosmic encounter, the unpronouncable Xx were betrayed \ at the conference table. Ever since, whenever any Xx offers peace with one \ chela, he takes the precaution of holding a blaster behind his thorax in \ another.) () () {} Power (ULTIMATUM) Optional SetEv2n1 (Threatens Dire Consequences) (power to threaten) (As a main player in a challenge, before cards \ are played you may say to your opponent, \252If you play an Attack Card of value \ X or greater, I will add X to my total\272 where X is a number between 7 and 40, \ inclusive. You may shorten the threat to \252X or greater.\272 If your opponent \ does play such a card, you add the value X to your total in the challenge.) (Brinkmanship is an art form among the Ultimata, who have had more \ than 20 close brushes with nuclear war \(and three actual missile exchanges, \ but no one talks about them\) in their history. The Ultima threaten their \ Cosmic opponents at every opportunity and, when defied, carry out their \ threats to prove they mean business.) () () {} Power (WASTREL) Optional SetEv2n1 (Can Discard Hand) (power to discard) (As the offensive player, in lieu of your \ challenge you may discard your entire hand \(including the Keeper\) and draw \ a new seven card hand from the deck. This counts as a successful challenge \ for the purpose of continuing your turn. If you draw a hand with no Challenge \ Cards, your turn ends immediately and play passes.) (Evolving on a world of abundant resources in close orbit around a \ high-energy sun, the Wastrels never developed any concepts of frugality or \ conservation. When the Wastrel home sun went supernova, a few Wastrel \ colonies survived. These colonies now seek to wrest enough resources from \ lesser species to support themselves in their accustomed style.) () () {} Power (ZERO) Optional SetEv2n1 (Can Zero Attack Cards) (power of naught) (As a main player in a challenge, after cards \ are played but before they are revealed you may call \252zero\272. If you do so, \ any Attack Cards that are played become Attack 0 cards. If either main player \ played an Attack Card, he may discard it and play another Attack Card face \ down in its pplace if he has one. Powers such as the Laser, Oracle, etc. \ apply to the play of this second card as well. Zeroing only affects the \ Deuce's first card, and he may play an additional Attack Card to replace it.) (The Zeros are ascetics and condemn all profligate acts. Their \ revulsion at excess leads them to acts of self-sacrifice so noble that others \ are momemtarily carried away and match their forfeiture.) () () {} Power Finished