Usurper ------- Trades System Hexes Power You have the power of coup d'etat. At the beginning of your challenge, before you turn over a disc in the Destiny Pile, you may trade system hexes with any player in the game. The new color is now your own; your old color is now the other players', and play continues normally except for this change. The INSECT may trade system hexes with you before any of it's challenges. History An unwanted government in exile, seen by other races as a disaster looking for a place to happen, the USURPERS will overthrow any government judged to be better than their own. Initiative ---------- Counterattacks To Gain Base Power You have the power to counterattack. Whenever you are on the defensive side of a challenge (even as an ally) and win with an Attack card played, you may interrupt the normal sequence of events and launch one immediate challenge against the defeated Offensive player. Also, when you lose as an Offensive ally, you may launch one immediate challenge against the victorious Defender. You may release one of your tokens from the Warp for your challenge and afterwards play continues normally as if your challenge had not taken place. History Self proclaimed the greatest strategist and planner in the universe, the INITIATIVE looks forward to reversing the course of all mismanaged enemy planning. By creating his own opportunities, he plans to dominate all before him. Revolutionary ------------- Incites Pre-Challenge Revolutions Power You have the power to foment rebellion. Immediately after revealing a disc in the Destiny Pile, you may attempt a revolution in your opponent's system. He must randomly draw a challenge card from your hand. If the card is an Attach 18 or greater, he loses half his available tokens to warp (round up), plus his 2 highest Attack cards. If 10 or more, but less than 18, he loses all but one of his tokens from his largest base (his choice in a tie), plus his highest Attack card. A compromise card costs you 3 tokens to warp, other cards have no effect. The card is then discarded and play continues normally. History Young intellectuals disenchanted with the political systems of their home world, the REVOLUTIONARIES seek to spread their ideas of galactic peace, by any means necessary, to the oppressed cosmos. DO NOT USE IN 2-PLAYER GAMES.