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Fantasy Flight



DOPPELGANGER [M:3] BORROWS CARDS TO PLAY Eon

You have the power to haunt. You are not dealt a hand. If you must play a challenge card, you ask any other player for his highest Attack Card and a Compromise Card. He must give you both if he has them, but if he has only one, he gives you that. If he has neither (or, at your option in a 2-player game) you draw from the deck, playing the first challenge card drawn. After you play a challenge card, return the other (if you got two) to the player you borrowed it from. If you ever acquire challenge cards otherwise, discard them immediately. You may keep Edicts (subject to consolation) and play them as appropriate. If you lose your power, draw a hand.

History: Haunting its cosmic colleagues, the Doppelganger often gets the better of them. Each encounter leaves the jittery victim with the feeling that there is more to every passing shadow than meets the eye.

Timing:
Setup
Phase 7 - Play cards

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: Whenever you would normally put tokens into the cone, instead of doing so, you may secretly write down the number you want to put in, and on which side. When the outcome is being determined, reveal what you wrote, and it is counted in. Now dispose of your tokens as if that number had been in the cone.

Super: You may keep any Flares you get in your hand (subject to consolation).



DOPPELGANGER [B:MCE] Gets Opponent's Cards Mayfair

You have the power to haunt. At the start of the game, you do not receive a seven-card hand. Instead, each time you are a main player in a challenge, you may ask any one player for two cards from his hand. After seeing the cards, you may either accept them and add them to your hand or you may set them aside and examine what remains of his hand and choose any two cards from it. You must take two cards from the player unless he started with only three, meaning he had only one left to take after you set two aside; in this case, you get the one card remaining. After you have taken cards, the player gets the rest of his hand back, including cards that you set aside. The challenge then proceeds normally. As long as you are able to use your power, you never draw a new hand for lack of Challenge Cards. If you have no Challenge Card in your hand when it is time to play a card, you draw from the deck until you get a Challenge Card, discarding any other kinds of cards that you draw. If someone plays the Hand Zap Edict on you, discard your cards and draw a new hand.

History: Haunting its Cosmic colleagues, the Doppelganger often gets the better of them. Each encounter leaves the jittery victim with the feeling that there is more to every passing shadow than meets the eye.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild1: When you are not a main player, you may play the hand of a player who has a base in your system. Return his hand at the end of the challenge.

Super1: After examining a player's hand, you may take the two cards you previously rejected plus any one card from his hand.

Pro: You may keep any Challenge Card you somehow receive for later use.

Con: Doppelganger may not choose you when getting Challenge Cards.



DOPPELGANGER [M:Warp] Uses Opponent's Challenge Cards Jack Reda (Revision)

You have the power to haunt. At the start of the game, you do not receive a seven-card hand. Instead, each time you are a Main Player in a challenge, you may demand two challenge cards from any player involved in the challenge (your opponent or any allies). They decide which two to give you. After seeing the cards, you may either accept them, or you may set them aside and search through his remaining Challenge Cards and take two you like. You must take two cards from that player unless he started with only three, meaning he had only one left to take after you set two aside; in this case you get the one card remaining. After you have taken cards, the player gets the rest of his hand back, including cards that you set aside. The challenge then proceeds normally. At the end of the challenge, any cards you borrowed but did not use return to their previous owner. As long as you have use of your power, you never draw a new hand for lack of Challenge Cards. Any non-challenge cards you accumulate throughout the game may be held until played.

History: Haunting its Cosmic colleagues, the Doppelganger often gets the better of them. Each encounter leaves the jittery victim with the feeling that there is more to every passing shadow than meets the eye.

Timing:
Phase 6 - Allies accept

Notes: The recommended experience level for this power is Advanced. This is a Rules type power. Alternate version of Doppelganger.

Wild1: When you are not a main player, you may play the hand of a player who has a base in your system. Return his hand at the end of the challenge.

Super: You may take any one player’s hand and make it your own. Discard all Challenge Cards.

Con: Doppelganger may not choose you when getting Challenge Cards.



DOPPELGANGER [M:CD] Borrows Cards to Play Fantasy Flight

You have the power to Haunt. As a main player, before encounter cards are selected, use this power to discard all encounter cards in your hand (if any) and haunt one other player except your opponent. That player must give you two encounter cards of different types from his or her hand (or one if holding only one type). One of these must be the player’s highest attack card, if he or she has any. When encounter cards are to be selected, if you have fewer than two encounter cards for any reason (including being zapped), you draw from the deck until you have two, discarding all non-encounter cards drawn. After cards are revealed, return any cards received from the haunted player that are still in your hand to that player.

You ignore all consequences of lacking encounter cards, such as drawing a new hand (even for game effects such as the Usurper’s power), ending your turn, or losing the encounter due to the Laser’s power.

History: Haunting its Cosmic colleagues, the Doppelganger often gets the better of them. Each encounter leaves its jittery victim with the feeling that there is more to every passing shadow than meets the eye.

Notes: The recommended experience level for this power is Expert. This is a Combat type power.

Wild: If you are not a main player, during the alliance phase you may set your hand aside and take the hand of one player who has a colony in your system. If you take the offense's hand, he or she draws a new one. At the end of the encounter, give your hand to that player and take back the hand you set aside.

Super: When using your power, you may also force any player other than your opponent to give you any two non-encounter cards from his or her hand (or one if he or she has only one), which you keep.

Displayed 4 powers.