#Ev1n4 Encounter V1#4

;
; These are Nick Sauer's adaptations of powers from Encounter Magazine
; Volume 1, Number4.
;
; The first nine powers have all been playtested, with the exception of
; the Debtor.  The remaining powers have not yet been playtested.
;
; Version 1.0 - November 19, 1991.
;

;
; The next nine powers are from Matt Stone, from Framingham, MA.  The
; remainder of the Matt Stone powers found in the Non-Eon set are
; discussed seperately (Matt Stone Powers).
;
; Cheapskate name was changed to Debtor.
; Cop has a fatal logic error in the power (thanks to Mike Arms for pointing
; this out to me).
; Doubleheader was replaced by Gemini (Encounter V1#1).
; Invader was too weak and used as Wild Weed (Encounter V1#1).
; Lucretia was a too powerful version of the Pirate.
; Mentor was saved for multi-power list.
; Mimic name was changed to Duplicator. 
; Raider can probably be made workable.
; Underdog name was changed to Wimp (by Matt Stone).
; Undertaker was used as a Prisoner power.
; Vaccine was too weak and used as Wild Fuzzy (Encounter V1#5).
;
 
COLLECTOR	[M:Ev1n4:L]	Taxes Use Of Edicts

You have the 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.

Restriction: Use only in a game with Lucre!

Wild: 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).

Super: Whenever another player plays an Edict, he must pay you two Lucre.

;
; Wild is Nick Sauer's.
;

COUNT	[M:Ev1n4]	Totals Attack Cards

You have the 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.

Restriction: Do not use in a game with Plant or Insect.  

Wild: If the sum of the Attack cards in your regular hand is greater than
50, you may take a base anywhere.  Discard after use.

Super: You may take a base at multiples of 100.

;
; Changed totals to Matt Stone's updated totals in Non-Eon set.
;

DEBTOR	[O:Ev1n4:L]	Spends Lucre On Account

You have the 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.

Restriction: Use only in a game with Lucre!  Do not use in a two-player game.

Wild: You need not pay taxes or fees of Lucre or tokens.

Super: You need not accept the terms for destroying IOU's.

;
; Changed power to let it start with four Lucre.  Wild is Wild Collector.
;

DUPLICATOR	[O:Ev1n4:2]	Repeats Challenges

You have the 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.

Restriction: Do not use in a two-player game. Do not use in a game with Gemini.

Wild: Once per challenge, you may repeat the effect of an Edict that was 
just played by another player.

Super: You may copy challenges that you make as the main offensive player.

;
; Wild is Nick Sauer's modification to Matt Stone's.
;

GOLEM	[O:Ev1n4:M]	Adds Moons

You have the 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.

Restriction: Use only in a game with moons!

Wild: You may look at an unexposed moon before deciding whether to 
challenge it.

Super: 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.

MIRROR	[O:Ev1n4]	Reverses Digits of Attack Cards

You have the 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 "reverse".
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.

Restriction: Do not use in a game with Oracle.

Wild: 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. 

Super: You may call "reverse" as an ally.

;
; Wild and Super are Mike Arm's.
;

MYSTIC	[B:Ev1n4:F]	Asks For Edicts And Flares

You have the 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.

Restriction: Use only in a game with Flares!  Do not use in a two-player game.

Wild: Once per challenge, you may look through the Destiny pile.

Super: You may ask for both an Edict and a Flare in a challenge.

;
; Wild is Peeper from Encounter V1#3.
;

SUPERHERO	[M:Ev1n4]	Chooses Own Power

You have the 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.

Wild: You may exchange this Flare for any Flare from the unused Flare
deck.

Super: 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.

;
; Super is Nick Sauer's.
;

WIMP	[O:Ev1n4:L]	Buys Off Attacker

You have the 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.

Restriction: Use only in a game with Lucre!

Wild: 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.

Super: You may use Lucre from the box to pay off your attacker.

;
; Wild is Nick Sauer's.
;

;
; The next three powers are from Dr. Robert Detro, from Willingboro, NJ.
;
; God was far too powerful.
; Illuminati name was changed to Conspirator.
; Satan name was changed to Devil.
;

COMPUTER	[O:Ev1n4:2]	Processes Players' Hands

You have the 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.

Restriction: Do not use in a two-player game.  

Wild: 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). 

Super: You may arrange the two stacks as you wish, but must deal them out
in the usual way.

;
; Wild is Nick Sauer's modification to Dr. Destro's.
;

CONSPIRATOR	[O:Ev1n4]	Selects Secret Ally

You have the 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 "secret" 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.
 
Restriction: Do not use in a four-player (or less) game.

Wild: As long as this card is in your hand, you must play Compromise 
cards whenever possible.

Super: You may use your secret ally's power in the challenge, if 
appropriate.

;
; Toned power down by not allowing to look at secret ally's hand to draw a
; card (giving it the Mind's power) and, not allowing it to force the secret
; ally to lose a turn (giving it the Medusa's power).  Wild is Nick Sauer's.
;

DEVIL	[O:Ev1n4:L2]	Offers Guarantee Of Future Victory

You have the 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.

Restriction: Use only in a game with Lucre!
Do not use in a two-player game.
Do not use in a game with Wrack.

Wild: Whenever another player gains a second (or higher) base they must pay
you 1 Lucre or give you a base also. 

Super: 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.

;
; Power and Wild are Nick Sauer's modifications to Dr. Destro's.
;

;
; The next three powers are from John C. McKevitt, from Philadelphia, PA.
;
; Dracula was replaced by Enthrall (Prisoner).
; Frankenstein name was changed to Necromancer.
; Invisible Man is the Wild Doppleganger.
; Jaws can prbably be made workable.
; Mummy was too weak and used as Nebula System Hex.
; Superman physically damages game components.
; Werewolf name was changed to Lunatic.
; ET is the Zilch and Wild Plant combined.
;

LUNATIC	[M:Ev1n4:M]	Doubles Attack Total When Occupying Moon

You have the 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.

Restriction: Use only in a game with moons!

Wild: As a main player in a moon challenge, your tokens are each worth two
for that challenge (except for taking consolation).

Super: If you occupy a moon in the system where the challenge is occuring, 
your attack total is tripled.

;
; Wild and Super are Nick Sauer's.
;

NECROMANCER	[M:Ev1n4]	Revives Others' Tokens From Warp

You have the 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.

Wild: 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.

Super: Winning revived tokens return to the warp and do not get the base
or rewards.

;
; Wild is Nick Sauer's.  Super is Matt Stone's.
;

