Eon Powers
The WARP Eon Powers

Eon Powers




AMOEBA [O:0] UNLIMITED TOKEN MOVEMENT Eon

You have the power to ooze. After you and your opponent play challenge cards face down, but before they are revealed, you may increase or decrease the number of your tokens in the challenge. You may remove some or all to your bases, or you may add as many more as you want to your side in the challenge from any of your bases (as long as you have some in the challenge to start with).

History: Spawned on a totally liquid world, Amoebas are highly conscious of vibrations. Quick to withdraw from danger, they are equally able to ooze menacingly into combat when confronted with the proper turbulences. Amoebas pity those who are less able to respond to circumstance and will be sensitive Cosmic masters.

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

Wild: As a main player you may ooze your tokens into or out of a challenge (just as the Amoeba can) except you do so after allies are in but before cards are played.

Super: You may ooze in or out of a challenge, before cards are revealed, even as an ally.



ANTI-MATTER [M:2] LOWER TOTAL WINS Eon

You have the power of negation. If both you and your opponent play Attack cards in a challenge, instead of your total being "card plus your tokens", it is card minus your tokens (including allies). Your opponent's total is figured normally except that allied tokens on his side are subtracted from his total. The player with the lower total wins.

History: Spewed forth from a white hole, the worlds of Anti-Matter careen through space negating whatever they encounter. Opposed to the very existence of gross mass, the Anti-Matter is dedicated to reducing all opposition to less than nothing.

Timing:
Phase 8 - Reveal cards

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

Wild: When you are a main player or an ally and another player tries to use a Wild Flare card, you may prevent him from doing so. Use this against only one Flare per challenge.

Super: On each challenge you may prevent one player from using a Super Flare card, stopping him when he tries to use it.



ARISTOCRAT [M:9] PICKS HAND AND DRAWS EXTRA FLARES Eon

You have the power of privilege. Before play begins, you are not dealt a random hand. Instead, you look through the deck and select your own choice of seven cards. You do this after Flare cards have been added to the deck, and before cards are dealt to other players. You may not select the Aristocrat Flare as part of your opening hand. Also whenever you are a main player in a challenge, before challenge cards are played, pick a Flare from the top of the unused Flare deck. After you have drawn your first Flare in this manner, whenever you must pick another, you must first set aside a Flare from your hand - if you have one. The set aside Flare is placed in a pile (not the normal discard pile) and you may not draw it again.

History: Beginning life with every advantage, the Aristocrats expect deference and respect from others. Drawing on a storehouse of great wealth from their feudal planet-estates, they now turn their majestic gaze upon the squabbling villeins of space.

Timing:
Setup
Play at any time

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

Wild: You may look through the deck and select one card from it for your hand, then discard this Flare.

Super: If you run out of challenge cards and must draw a new hand, instead of drawing the top cards in the deck, you may look through the current deck and select any seven cards.



ASSASSIN [M:3:2] REMOVES OTHERS' TOKENS Eon

You have the power to execute. Whenever any other player's color comes up in the destiny pile, you remove one token of that color from any base to the Warp. You select which token to execute. If the Dictator is in the game, it determines what color comes up.

History: After being subjected to colonial domination for thousands of years, a hive of Assassins rose up on an outpost planet in a forgotten empire. Devoted to terrorism and adept at choosing the most isolated and vulnerable as their victims, they mercilessly cleansed their sector of its overlords. Now, however, imperialists themselves, they learn new uses for their old talents.

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

Timing:
Phase 2 - Destiny

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: If, as defensive player, you lose to an attack, you may throw all offensive tokens (plus their allies) into the Warp. In spite of winning, offensive players and their allies don't get a base.

Super: On each of your challenges you may replace the token you execute with one of your own tokens, from the Warp.



ASSESSOR [M:3] TAXES USE OF CONE Eon

You have the power to tax. Whenever any other player puts token(s) into the cone, he places an additional "tax" token on your star disc from one of his bases. However, if in a challenge one of the two players already has another's tax tokens on his star, before tokens are put in the cone he has one minute to make a deal (see rules) with his opponent. This "tax deal" must include trading his opponent at least one tax token (of any color). If a deal is agreed to, the challenge ends; but if not, it continues normally. (A player regaining his own taxes in a deal puts them on his bases again. Any he gets of other colors he puts on his star to use for future deals.) If you lose your power, taxes may not be collected but tax deals may continue.

History: The misshapen Assessors excel only in persistence to their duties. Exempting no one, their dream of Imperial levies will not be abated.

Timing:
Phase 3 - Point Cone

Notes: This is a Rules type power.

Wild: As a main player, tokens lost to your attack are imprisoned on your star disc. You may ransom them to their owners at the start of their turns by suggesting a deal which includes the tokens (see rules on deals). Imprisoned tokens go to the Warp once this card is not in the hand of the owner of their star-prison.

Super: You may double your tax, i.e., all players must put 2 tokens onto your star disc in order to use the cone.



AURA [M:3] MAKES OTHERS REVEAL HANDS Eon

You have the power of honesty. All other players must keep their regular hand of cards face up, in full view. When a player is one of the two players in a challenge and must play a challenge card, he then takes up his hand, selects a card to play, etc. Once the challenge is concluded, he must again reveal his hand. Edicts may be played directly from the revealed hand.

History: Radiating its presence upon all who cross its path, an intelligent star instills openness and honesty wherever it shimmers. The vast power of the Aura cannot be resisted by other life forms as they open their hearts and minds to one another.

Timing:
Play at any time

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

Wild: You may shuffle, reverse, and fan the deck so all players see what cards are coming up next. All cards must be taken from the new top of the deck. The revealed deck stays face up until all its cards are gone.

Super: Whenever a main player chooses not to invite you to ally, you may take his hand, play one of his challenge cards for him in that challenge, and return his cards. Players are still subject to powers, Edicts, and Flares.



BOOMERANG [M:7] CHALLENGES CHALLENGER Eon

You have the power to return. Whenever you are the defensive player, you immediately challenge the offensive player first, anywhere on his home system. All rules for a normal challenge apply. After your challenge is completed, the other player's challenge resumes.

History: Not long after popping, baby Boomerangs learn to toss twigs, shards of bark, even dried fruit peels (if properly shaped) in widening circles of flight. As they ripen this develops into an all-consuming game. When fully mature, they cannot resist the example of all the heavens and sally forth into happy orbits, barely perturbed by the presence of others.

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

Wild: Whenever any of your tokens should be lost to the Warp, you may keep them. (Return them to bases if necessary.)

Super: After completing your Boomerang challenge, play passes to the left of the player who was about to challenge you.



BULLY [O:7] SELECTS LOSING TOKENS Eon

You have the power to intimidate. If you win as a main player and both players have revealed Attack Cards in a challenge, you may select which tokens the other player must lose. He loses the same total as he had in the challenge; however, you can take his tokens from anywhere. When you are the offensive player and do not select tokens from the defensive planet, those tokens remain and they and offensive tokens co-occupy the planet. When you are the defensive player any offensive tokens in the cone which you do not select return to bases after you have removed other tokens to the Warp.

History: Habitually cruel to those who show signs of weakness, the Bully exploits any opportunity to run roughshod over its opponents. The false courage that is the hallmark of the Bully strikes terror into the less aggressive races of the Universe, and many flee rather than risk a confrontation. If none stand in its way, the Bully seeks to trample its way to Cosmic dominance.

Timing:
Phase 8 - Reveal cards

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

Wild: Whenever any other player reveals a Compromise Card in a challenge, that player must either immediately give you a base on a planet (your choice) where he or she has a token or must lose two tokens to the warp (the player's choice). Under Emotion Control, you are considered to have revealed a Compromise Card.

Super: You may use your power on players allied with your opponent - selecting which tokens of theirs are lost to the Warp from your successful attack.



BUTLER [M:6:L] GETS LUCRE FOR TASKS Eon (Lucre)

You have the power to wait upon. You flip the destiny pile, hand out cards, position the cone, perform all other manually demeaning chores for the offensive player after he signals the start of his challenge. Unless he gives you a tip of one Lucre, you may perform one of the following as you wish: position the cone on any planet or moon in the defensive player's system where a legal challenge may be made, or select the offensive player's tokens from anywhere you wish (you may take only as many as he specifies). If the offensive player does tip you, you must obey his wishes with regard to your chores for the rest of the challenge. You must perform certain functions gratis such as passing out cards that a player is entitled to. You may look at any of these cards which are purchased with Lucre. You must be courteous, and a tip of one lucre is all that you may collect per challenge.

History: "To serve is to live." The motto of the house of Butt guides its family as they build for their true inner hope: to turn the Cosmic tables and rule forever.

Restriction: Use only in a game with Lucre!

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

Wild: You may secretly take a token from any other player's base and put it into the Warp, once per challenge without showing this card. However, if you get caught in the act, the token is not lost and you replace the token, pay a Lucre, if you have any, to the player who caught you and discard this card. You may not take a Zombie token.

Super: You may demand a tip of two Lucre instead of one.



CALCULATOR [O:2] REDUCES HIGHER ATTACK CARD Eon

You have the power to equalize. When you are one of the two players in a challenge, once cards are played down but before they are revealed, you may declare "equalize". If you do so and both cards are revealed as Attack cards, the value of the higher one is reduced by the value of the lower one. (Thus if a 15 and an 8 are played, the 15 becomes worth only 7, but the 8 is still worth 8.) The challenge is then concluded normally.

History: Defenseless on a jungle world, the order of Calculators grew adroit at ensnaring their powerful but bungling competitors. Now adept at turning strength back against itself, they study the prospects of galactic empire, trusting that other grosser beings will not also grow calculating.

Timing:
Phase 7 - Play cards

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

Wild: As a main player, once challenge cards are played, call "odd" or "even". When the cards are revealed, if their total is as you predicted, your opponent's card value is now reduced by the value of your card. If you were wrong, your card is reduced by the value of his.

Super: You may use your power to equalize as an ally in a challenge.



CHANGELING [M:3:2] CHANGES POWER WITH OPPONENT Eon

You have the power to change form. When you are one of the two players in a challenge, you take your opponent's Alien Power Card and give him yours. You do this as soon as the defensive player is determined. The challenge is now carried out. The Changeling power may be used only once per challenge. When you change into an Alien, you get all facets of his power; e.g. the Miser's Hoard, the Warrior's Points, the Schizoid's Terms.

History: The childlike Changelings love play, and gleefully anticipate new experiences. Recently they have developed the unsettling ability to shed their psyches in exchange for those of others. Their standard greeting of "I just don't seem to be myself today" provokes panic in many a passing acquaintance as the Changelings leapfrog about the Cosmos.

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

Notes: The recommended experience level for this power is Novice. This is a Meta type power.

Wild: You may pass this card to the player on your left, and draw a card at random from his regular hand. This Flare may be used only once per challenge.

Super: When you must change powers, you may change powers with any player in the game.

Pro: When you change powers, switch seats instead. You each get the other player's hand, power(s), tokens, system hex, etc. You keep this card for your new hand.

Con: As main player against Changeling, you may have Changeling switch powers with another player instead.



CHRONOS [O:0] CAN REPLAY CHALLENGE Eon

You have the power of time travel. After you and your opponent reveal challenge cards, you may avoid the outcome and gain a second chance by calling out, "time travel". In this case, you pick up the card you played and return it to your hand. Your opponent leaves the card he played face down and to one side (unless he shows you that it is his last challenge card). Now, you both play the challenge again starting from the point at which you selected cards to play. You both can use any cards in your hands, and this time the outcome is final. When the challenge is over, your opponent takes back the card that was set aside.

History: Unique among life forms, the Chronos has forever been able to pierce the veil of time and control its own past. Now, the elite of the race grows tired of a world where minor rivalries lead to constant paradoxes and time-quakes and has set out to redesign the Universe. That this involves altering reality comes as past history to the Chronos.

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

Wild: On each challenge you may cancel the first flip of the destiny pile and cause the next disc to be turned up.

Super: Once any other player has won the game, you get one immediate challenge (as if starting your turn) in which you can try to win the game. If you do so, your win counts instead; but if you fail, his win is verified.



CLONE [O:0] KEEPS OWN CHALLENGE CARD Eon

You have the power to replicate. You need not discard any challenge card that you play. Instead, if you wish, you may keep it.

History: A prolific species on a slowly cooling globe, the Clones traditionally selected the best of their race to represent them in territorial struggles. But as the gene pool thinned, one clan developed techniques to artificially duplicate their champion before battle. Thus, always rejuvenated, they came to dominate their world during the geologic crisis and emerged from it anxious to carry their new knowledge into a Cosmic competition.

Timing:
Phase 9 - Discard cards

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: You need not discard any Edict you play; instead you may retain it (even if the Vulch is playing) and play it again on another challenge.

Super: Collect up to double the usual number of consolation cards, if your opponent has sufficient cards.



CRYSTAL [O:1:2] TELLS ALLIES NUMBER TO COMMIT Eon

You have the power of arrangement. Whenever you are a player or an ally in a challenge, you may determine how many tokens each other ally brings (up to 4). They may refuse to ally at all, but if they come in with one or more tokens, you can alter how many each must commit to any number from one to four.

History: Arranged in orderly, three-dimensional lattices, Crystals tend to dominate the arrangement of their local environment. They know that with a few suggestive seeding hints they can bring the entire Universe into the most efficient energy packing: Crystalline order.

Restriction: Do not use in a two player game.

Timing:
Phase 6 - Allies accept

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

Wild: Between challenges you may rearrange your tokens among your bases as you wish.

Super: As a main player, before the cone is pointed, you may try to reach a public, binding arrangement with your opponent involving anything except giving bases or cards (e.g. future alliance commitments). If an arrangement is reached, the challenge is canceled and another disc is turned up; if not, the challenge continues.



DELEGATOR [O:7:2] ASSIGNS MAIN PLAYERS Eon

You have the power to delegate. When you are involved in a challenge, once allies are committed, but before cards are played, you may delegate an offensive ally to be offensive player and/or a defensive ally to be defensive player in the challenge. Displaced main players are now allies. The delegates use their own powers, if appropriate, and play from their own hands. If the offense wins or deals it counts as a successful challenge for the original offensive player. If a delegate deals, the original main player will return to bases with other allies. Consolation is collected by the delegated player. After the outcome of a challenge is determined, play returns to the original offensive player or passes to the left, as appropriate.

History: Long accustomed to sharing power in their small city-states, the Delegators have learned keen sensitivity to group dynamics. From a mere twitch or eager gaze they can recognize leaders among their allies. And the slightest quiver will surely betray the weak among their enemies.

Restriction: Do not use in a two player game.

Timing:
Phase 6 - Allies accept

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

Wild: When challenged on a base occupied by tokens of another player (except the offensive player), you may delegate that player as the defensive player. You are then not involved in that challenge as a main player.

Super: When required to lose token(s) to the Warp for any reason other than as the result of challenge cards played in a challenge, you may delegate the loss to another player or parts of the loss to several other players. They then lose their required share of tokens to the Warp.



DEMON [O:3:2] MAY REPLACE OFFENSIVE PLAYER Eon

You have the power to possess. Once the offensive player plays a challenge card, but before he reveals it, if you are not involved as a player or an ally, you may "possess" his tokens. Your "victim" returns his token(s) to his bases (his power can't be used during the rest of the challenge), and you put an equal number of yours into the offensive section of the cone. The outcome is now determined with you as the offensive player, revealing the challenge card your victim played. When the challenge is over, play reverts to the possessed victim. (Your win or loss counts as his in determining if he may continue his turn.)

History: Hailing from deep within the core of a molten planet, a race of Demons was exiled from their original galaxy for unprincipled opportunism. Knowing their mere presence saps others' will to win, they now seek Cosmic vengeance.

Restriction: Do not use in a two-player game, or with Chronos.

Timing:
Phase 7 - Play cards

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

Wild: As offensive player you may challenge all tokens on the defensive planet. You pick one player who has token(s) there to be defensive player. All tokens there count toward the defensive player's total, and will go to the Warp if you win, but no defensive allies are permitted.

Super: At any appropriate time, you may force any player to use his power, even if he does not wish to do so.



DEUCE [M:3] PLAYS 2 CHALLENGE CARDS Eon

You have the power two. Whenever you must play a challenge card, you play an extra one to the side. Once totals have been determined for both sides, you reveal the extra card. If both cards you revealed are Attacks, add the extra card to your total. If either is a Compromise Card, you have played a Compromise. Discard a Compromise if played; if not, the higher Attack. Keep the other card. Whenever you have only one challenge card left in your hand and must play one, you proceed as if you were out of challenge cards.

History: Twin suns and a double moon have endowed the ambidextrous Deuce with twice the strength of its opponents. Cleverly concealing his real value behind an amiable mask, the duplicitous Deuce sees Universal control within reach.

Timing:
Phase 7 - Play cards

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

Wild: At the end of your turn, you may make 1 extra challenge.

Super: You may discard both your challenge card and your extra card, after they are revealed in a challenge.



DICTATOR [O:1:2] CONTROLS DESTINY PILE Eon

You have the power to command. Whenever any other player picks up from the destiny pile, upon your order the color that comes up changes to any other one you wish, so long as that player can make a legitimate challenge there. He must then make a challenge in the system of that color.

History: Grotesque creatures rejected by an old and cultured world, the Dictators pushed and clawed their way to planetary dominion. Relentless in their demands, they turn friend against friend to do their bidding. Recently they have begun to tire of toying with the weak races at home, and seek to call terms for the Universe.

Restriction: Do not use in a two player game. Do Not Use With Siren.

Timing:
Phase 2 - Destiny

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

Wild: Once the color on any disc has been determined, you may propose an alternate color. All players now vote on which it is, with one vote each. Ties are decided by you. (Votes overpower normal Dictator commands.)

Super: You may command the offensive player to challenge a specific planet in the defensive system once the disc color is determined, and if he can make a legitimate challenge there, he must.



DIPLOMAT [O:2:2] CAN NEGOTIATE 3-WAY DEALS Eon

You have the power to negotiate. Whenever an Attack Card is played in a challenge and you are not one of the two players, you can call out "negotiate". The revealed cards are discarded, and the two challenge players and you have 2 minutes to reach a 3-way deal. No player may gain more than is allowed in the rules under "Making a Deal", that is one base and cards from other dealing players. If one of you refuses, you each lose 3 tokens to the Warp.

History: A foreboding presence held in awe by other planetary life forms, the Diplomats strike only when their webs are fully spun. Then, for extricating those caught by their own rash acts, the Diplomats negotiate their terms.

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

Timing:
Phase 8 - Reveal cards

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

Wild: Once per challenge you may confront any player who has offended you (in your opinion). You both must deal (see rules) or lose 3 tokens to the Warp. Play then continues.

Super: As a main player, after alliances, instead of playing cards you may call a vote. You may buy votes with deals (see rules) which you keep only if you win. Continue as if the vote winner won the challenge (defense wins ties).



DISEASE [O:7:2] SPREADS TO OTHER PLANETS Eon

You have the power to spread. Whenever a disc other than your own color is actually flipped in the destiny pile, if you already have a base of at least 3 tokens in that system you may take one or more of those tokens and move them to any other planet in that system.

History: Long ago having decimated all life forms on their native planet, the Disease organisms seemed in danger of extinction from their very success. The advent of interstellar travel, however, gave them a vast new future. Once having secured a humble position in a new world, it is only a matter of time before they dominate it.

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

Timing:
Phase 2 - Destiny

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

Wild: Make all other players as a group discard (if possible) one: Flare, Edict, Moon, Token to Warp, Attack, Compromise, Kicker, and Alien Power (if multiple powers). If the players can't agree upon how to do so in two minutes, then each other player must discard the entire list (or as much as possible) alone. Use once and discard.

Super: You may spread if you have a base on the host system. Spread from any of your bases.



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).



DRAGON [M:6:L] RECEIVES LUCRE PAYMENTS Eon (Lucre)

You have the power of treasure. You start the game with 4 extra Lucre. Whenever another player buys cards or tokens, he pays his Lucre to you instead of to the box.

History: The overpowering greed of the once comely race of Dragons has gradually misshapen them into their present hideous form. Having turned their backs on all intelligent intercourse with others, they now seek only to increase their treasure and glory in profiting from the needs of others.

Restriction: Use only in a game with Lucre!

Timing:
Play at any time

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: You may discard cards from your hand (despite the Visionary). You pay one Lucre to the box for each card you discard in this manner. If the Dragon is in the game, pay the Lucre to the Dragon.

Super: Your Lucre counts towards the total for your side in a challenge when you are an ally.



EMPATH [M:0] MAY CHANGE ATTACK TO COMPROMISE Eon

You have the power of harmony. Whenever you are one of the two players in a challenge, if you play a Compromise Card, it changes your opponent's card into a Compromise Card.

History: Eons of overpopulation forced the highly social Empaths to cooperate in order to survive. On their lush, tropical planet, they learned the value of deference and yielding. Now, they are striving to teach harmony to all other Cosmic life forms.

Timing:
Phase 8 - Reveal cards

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

Wild: If you are a main player, you may remove one token from any base (your pick) to the Warp from each player who does not say "Sir" or "Ma'am" (whichever is appropriate) each time he speaks during that challenge.

Super: If you are a main player or an ally, and the player opposing your side reveals a Compromise Card, you may exchange it for an Attack Card from your hand. Conclude as if he revealed that Attack Card.



ETHIC [M:6:L] TAKES CONSOLATION FOR ATTACK Eon (Lucre)

You have the power of guilt. Every time you are a main player and reveal an Attack Card in a challenge and lose, you collect 4 consolation cards at random from your opponent. If he does not have 4 cards, you take the cards he does have. You may discard any of these consolation cards that you do not want. If he wishes, your opponent may pay you 2 Lucre to prevent you from taking this consolation.

History: Ascribing to a moral code of the utmost purity, the Ethic sets a universal standard of conduct. Those who would harm the Ethic find themselves curiously repentant. Knowing that they are possessed of the One True Way, the race of Ethics now seeks to convert Outsiders through moral suasion.

Restriction: Use only in a game with Lucre!

Timing:
Phase 8 - Reveal cards

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: Every time you take any new card(s) from the deck into your hand, you may feel guilty and give away some of them to other players. You may not, however, give away more than 3 cards per challenge in this way.

Super: You may refuse to take Lucre and instead claim your consolation.



EXTORTIONIST [O:6:L] GETS HALF OF ALL NEW CARDS Eon (Lucre)

You have the power to extort. Once play begins, whenever any other player would acquire cards as consolation, as rewards for a defensive alliance, as a new hand, or by exercise of power (except the Miser), Flares, or purchase, you may take at random half of them (rounded down) for your hand. A player may prevent you from extorting any cards by paying you one Lucre for every card you would have been able to take, but he must do so before you take any cards.

History: Warped by an unstable environment, the Extortionist has long been crazed by greed. Extortionists prefer wealth that has been unjustly siphoned from honest wage-earners and, now, with their hands ever extended, they hope to amass enough for the final take-over.

Restriction: Use only in a game with Lucre!

Timing:
Play at any time

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: If another player is rude enough to flip your color in the destiny pile two times in a row during a turn, that player must pay you 3 Lucre, or lose a base (that player's choice). The tokens go to the Warp.

Super: A player may not prevent you from extorting cards by paying you Lucre if you don't wish to accept the payment.



FILCH [O:2] TAKES OPPONENT'S USED CARD Eon

You have the power of theft. After you and your opponent have played challenge cards you may pick up his card, once discarded, and put it in your hand for future use.

History: Within their genteel, sophisticated tribes, the Filches have refined the art of acquisition to a high aesthetic. The most judicious and subtle thefts are memorized in legend and song. Lately they have taken to eying the depths of space and thoughtfully rippling their tentacles.

Timing:
Phase 9 - Discard cards

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: You may cheat and take your tokens from the Warp (to bases) or cards from the deck or discard pile, even when you are not entitled to them. If caught in the act, you lose one token to the Warp and return the items you were caught Filching. You don't have to reveal this card unless you are caught, but once it is revealed the deck and discards are placed next to you for easy access.

Super: You can filch any challenge card discarded by any other player.



FILTH [M:7] DRIVES OTHERS' TOKENS AWAY Eon

You have the power to reek. When you land on a planet, all other tokens on that planet must leave and go to other bases. However, your allies in a winning offensive challenge are permitted to land on any other planet in the defensive system. No player can remain on a planet where you have tokens, and a player who somehow has a base there must immediately leave. When you agree to trade bases in a deal, you and that other player must each vacate a planet for the other player to land on. Players who win an offensive attack against your tokens on a planet do not immediately gain a base, but must return their tokens to their other bases. Your losing tokens go to the Warp normally and the planet is "fumigated". On subsequent challenges players can challenge the empty planet and move tokens onto it if they win.

History: The Filth's reverence for the past leaves it unable to remove any trace of earlier events - whether yesterday's glatorp stains or last year's diseased kinzosh. Having driven all other lifeforms from their home worlds, they are slowly extending out to leave their mark - a ring around the Cosmos.

Timing:
Phase 8 - Reveal cards

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

Wild: You may declare a planet "filthy" and all tokens there are returned to other bases (or to the Warp if they have no bases). Any tokens which should land there on that challenge return to other bases. Use once and discard.

Super: When you are the offensive player and you point the cone at the defensive planet or moon, all other players' tokens there must immediately go to others of their bases (or to the Warp if none).



FORCE [O:6:L2] HELPS OTHERS Eon (Lucre)

You have the power to be with. When you are not a main player, other players may call upon you for help and offer you one or more Lucre. The other player may not specify the help he is hoping for. If you choose to aid him, take the offered Lucre and intercede in a way you believe will help him. You may: 1) alter random events, e.g. decide color of flipped disc, choose the cards taken in consolation or as rewards, etc. or 2) limit or moderately expand upon the immediate effects of powers, Edicts, Flares, moons, etc., e.g. "The Virus may not multiply allies' tokens, only add them to his total", or "The Mobius Tubes just played frees tokens from both the Warp and the Void". You may not aid a player unless called upon and no communication or haggling is allowed about your choice of aid.

History: Viewed by most races as a mystical entity, the Force is in fact a non-corporeal race of money-grubbers who value currency over enlightenment.

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

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

Wild: You may "be with" another player (except the Filth) who has just gained a planet base, by placing one of your tokens on that base along with that player. Use once and discard.

Super: You may aid a player whether called upon or not and that player must pay you one Lucre. However, you may not alter the color of the destiny pile disc in this manner.

Pro: You may exchange help with another player. You both help each other as per your power. No Lucre is exchanged.

Con: You pay Force 1 Lucre.



FUNGUS [M:7] ATTACHES TO OTHER TOKENS Eon

You have the power to adhere. Whenever you win an attack as a main player or as an ally and have tokens in the challenge, your tokens adhere to all of the tokens of your opponent(s). Your opponents' lost tokens do not go to the Warp. Instead, you stack one or more of them under at least one of your tokens which was in the challenge. Captured tokens do not have special characteristics, e.g. Macron tokens are not worth four. These Fungoid stacks are controlled by you. Each stack is considered to be one token for purposes of play, e.g. taking consolation, going into the cone, etc. But when your total force is counted in a challenge, each token in each stack counts separately as one of your tokens. Tokens lost to the Fungus are released when the Fungoid stack is in the Warp. Then, they may leave the Warp under normal conditions. If you lose your power, each stack counts as one token but they stay fixed until separated by the Warp.

History: The Fungus clings tenaciously to its basic perceptions, and now its neighbors find its teachings (and tendrils) rapidly growing upon them.

Timing:
Phase 8 - Reveal cards

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: When you win as the defensive player on your home system, you may collect all offensive tokens from the challenge and ring them around your planet system. They now count toward your total when you are the defensive player. Captured tokens do not have special characteristics. When you lose this card, announce that the lost tokens may be retrieved by their owners to their bases.

Super: Tokens adhering to yours in stacks are not released in the Warp. When you release a token those in its stack remain with it.



GAMBLER [O:2] BLUFFS ABOUT CARD Eon

You have the power to bluff. Instead of revealing your card in a challenge, you keep it face down. Now declare what it is. You may lie about it. If your opponent accepts your declaration, the challenge is concluded as if your card were revealed as what you declared. When discarding it, you may bury the card in the pile to prevent exposing it. If your opponent calls your bluff, however, you reveal the card. If you lied, you must lose to the Warp as many tokens as you had in the challenge. If you did not lie, your opponent loses as many as he had in the challenge. These lost tokens may not be tokens involved in the challenge. Conclude the challenge normally from the exposed cards.

History: Arising in an era of geologic turmoil, the Gamblers trusted only to their own audacity. The faint of heart soon perished, but the most daring rose to even greater effronteries, and now launch a contest for Cosmic stakes.

Timing:
Phase 8 - Reveal cards

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

Wild: As a main player, before cards are revealed you may call out any number as a "spread". If the 2 cards are revealed to be different from each other by that number or more, you add that "spread" number to the card you have revealed.

Super: When declaring what your card is, you can also "up the ante" by saying how many extra tokens (1-20) are at risk. The penalty for lying or calling a non-bluff is now as many extra tokens as you declared.



GRUDGE [M:1:2] PENALIZES FOR REFUSING TO ALLY Eon

You have the power of revenge. Whenever you are one of the two players in a challenge, if you invite another player as an ally and he chooses not to come to your aid, if you win the challenge (or make a deal) he loses 4 tokens to the warp. These lost tokens cannot include tokens he used to ally with the other side.

History: Suffering from a species history of almost uninterrupted betrayal and disappointment, the originally kind Grudges gradually grew cynical. Expecting no good will from others, they began to brood and resolved to wreak vengeance on all who would turn aside from their outstretched suction disc of friendship. Now adept at revenge, the Grudges gaze spitefully at a world that has denied them fellowship. They will get even! They will repay!

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

Timing:
Phase 8 - Reveal cards

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

Wild: If you are a main player and your opponent wins the challenge, his allies get nothing for the win and must take their tokens back to bases.

Super: You may take revenge (4 tokens to the Warp) from players who choose not to ally with you even if you lose the challenge (or fail to deal).



HEALER [O:3] CAN SAVE OTHERS' TOKENS FROM WARP Eon

You have the power to heal. Whenever any other player loses one or more tokens to the warp, you can return to him all tokens he just lost and earn one card from the deck. (Being healed does not prevent a player from collecting consolation, if earned.) A healed player replaces his tokens on any of his bases. During a challenge you may heal several players, drawing one card for each. You may heal tokens lost to the Void.

History: Rapid geologic activity forced extreme biological diversification on the Healer home-world. Thus acquiring vast knowledge of herbal and mutant lore, the Healers are now prized by other beings for their life-sustaining skills. Amidst loud rejoicings over returned good health, who could deny them their small fee.

Timing:
Play at any time

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: You are immune to "Cosmic Zap" Edicts.

Super: Your fee for healing another player is raised to one card from the deck per token you heal.



HURTZ [O:6:L2] LEASES GAME RESOURCES Eon (Lucre)

You have the power to lease. You may lease cards from the deck, or any powers, Flares, and moons which are not in the game. To do this, another player must request a specific item from you. You may refuse to lease the item or, if you decide to lease it, you must charge one or more Lucre. If the renting player meets your price, you select the requested card from the deck (not the discard pile) or the requested power, moon, or Flare and give it to him. You may lease at any time, but the item in all cases must be discarded at the end of the challenge, even if it is not used. Cards go to the discard pile, but powers, Flares, and moons are set aside and may not be used again in that game.

History: As galactic conditions became more perilous, the Hurtz saw the need for a stable supplier of arms to all. Their slogan is: "We'll rent anything that's still face down."

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

Timing:
Setup
Phase 10 - Interphase
Play at any time

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

Wild: For Lucre, you may lease the use of your own power (but not the card itself) to another player for the remainder of a challenge unless you've lost your power. Negotiate the lease fee (at least one Lucre) with that player. You can't use your power while it is leased, nor can the leasing player use his or hers.

Super: You may lease the same powers, flares, and moons over and over as often as you wish.



INSECT [M:2] COPIES OPPONENT'S POWER Eon

You have the power of metamorphosis. Whenever you are the offensive or defensive player, you copy your opponent's power (offensive player has the chance to use it first, then defensive). You may use his power even if he has lost the use of it.

History: The short-lived Insects rapidly adapt to match the strengths of any opponent. They know that their ability to metamorphose and copy any ecological innovation will lead to ultimate control of the Cosmos.

Restriction: Do not use in games with the Miser or Oracle.

Notes: The recommended experience level for this power is Novice. This is a Meta type power.

Wild: If you lose a challenge as a main player you may discard your hand (including this Flare) and get a new one according to normal rules.

Super: As a main player in a challenge you may use your opponent's power before or after he does, your choice.

Pro: Your opponent cannot use his power that you copy.

Con: You may use your power before or after Insect does at your discretion.



JUDGE [O:2] ASSIGNS EXTRA WIN/LOSE TERMS Eon

You have the power of fiat. When you are one of the two players in a challenge, you have one minute to tell your opponent (before cards are played) any extra gains that either the winner or the loser (but not both) will get if an Attack Card is played. These gains are limited by the rules on deals: gain one base, gain cards from opponent. Thus you may order: "The winner will get all the loser's cards, and a base on a planet where the loser has a base." The fiat is in addition to the normal outcome of the challenge, and happens once the challenge results are concluded.

History: Long ago abandoning physical bodies, the Judges periodically coalesce amidst perfect protocol to deliberate upon their destiny. The Ring of Judges, when reflecting, creates a field of power in which each creature may ponder its fate.

Wild: When you are a main player, if the totals in the challenge differ by less than 5, you may call it a draw. Allies go home and you and your opponent try to deal. If you fail, each will lose 3 tokens to the Warp.

Super: Your fiat in a challenge may include gains for both the winner and the loser.



LASER [M:0] MAKES OPPONENT PLAY BLIND Eon

You have the power to blind. After you have played a challenge card face down, you select a challenge card at random from your opponent's hand. He then must play that card.

History: Descended from an ancient sun-worshipping cult, the modern Lasers have learned to focus stellar power accurately enough to bedazzle any opposition. They are now embarked on a plan to spread confusion and fear among their enemies before stepping in to build a coherent Cosmos in their own image.

Timing:
Phase 7 - Play cards

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

Wild: If you are a main player, your opponent (except for the Oracle) must choose a challenge card and play it before he asks for allies.

Super: You may make one of the 2 players play blind even if you are not a main player yourself. You pick the challenge card at random that player must play.



LLOYD [O:6:L] PROTECTS PLAYERS' TOKENS Eon (Lucre)

You have the power to insure. You may, for a fee, insure other players' tokens against loss in a challenge. If an insured player loses tokens, he does not pay your fee and replaces his lost tokens on bases. If an insured player does not lose tokens, however, he pays your fee. You may offer to insure any and all players on both sides in a challenge - main players and/or allies. You may set your fee (in Lucre) as you see fit, but you must tell prospective customers in advance what your fee is going to be. The insurance policy is only good for the challenge in which it is issued. You can insure only those tokens directly involved in the challenge, i.e. on the defensive planet or in the cone.

History: The Lloyd has been known to generations of warriors, merchants, and diplomats as the protector and helping hand in time of need. Muttering "the party of the first part heretofore known as the party of the second part, notwithstanding the aforementioned claimant..." and finishing with the sacred phrase "signhereplease", the Lloyd is rarely suspect in its own right.

Restriction: Use only in a game with Lucre!

Wild: Whenever you are required to pay Lucre to another player, you may take that Lucre from the box in order to make your payment.

Super: You may insure your tokens for a fee payable to, and negotiated with, another player of your choice.



LOSER [O:7] WINNER LOSES & LOSER WINS Eon

You have the power of upset. Before cards are played in any challenge, you may declare an upset. At the appropriate time both players must play an Attack Card, if possible. If an upset is declared, the winning side loses and the losing side wins.

History: The enigmatic Losers have proved to be quite cunning in battle. Strengths become weaknesses and weaknesses strengths as the glassy-eyed Loser shows its opponents that nice guys finish first.

Wild: Whenever this card enters your hand, immediately lose a base (tokens return to other bases). When you must discard this card, do so to another player's regular hand, not the discard pile (even if you leased it from the Hurtz).

Super: You may wait until after cards are played face down but before they are revealed to declare an upset.



MACHINE [O:2] CAN CONTINUE TURN Eon

You have the power of continuity. Your turn is not limited to two challenges. As long as you have challenge cards, you may continue as offensive player, even if you lost the previous challenge.

History: A race long lost to antiquity had the foresight to construct a mammoth Machine in the core of their planet. Pouring all their knowledge and ambition into its memory banks, they programmed it with this mandate: "Top priority... expand control, never cease ... eliminate opposition, never cease ... achieve mastery, never cease..."

Wild: As a main player you can make your opponent stack his challenge cards (Edicts and Flares aside) as he wishes. In this and subsequent challenges, he must play the cards in that order, from the top, until he gets a new hand. If his hand changes through consolation, deals, etc., he may reprogram the order, but then must adhere to the new order.

Super: At the beginning of each of your challenges, you may draw the top card in the deck instead of a token from the Warp.



MACRON [M:0] EACH TOKEN IS WORTH 4 Eon

You have the power of mass. Each of your tokens has a value of 4. You may take only one token in an offensive challenge or as an ally, but it counts as 4 towards the total. When collecting consolation or rewards, your token counts as one, just as any other player's.

History: Beginning life on a gargantuan planet, the Macrons accustomed themselves to tremendous atmospheric and gravitational forces. Power comes so naturally to them, they scoff at the fragile intelligences they crush on their way to Universal dominance.

Wild: As ally or offensive player, you may put as many tokens into the cone as you have bases (including bases in your own system).

Super: You can take up to 4 of your tokens in the cone as an ally or offensive player.



MAGNET [O:1:2] ATTRACTS OR REPELS ALLIES Eon

You have the power to attract or repel. Whenever you are the offensive or defensive player, or an ally, you may force any one player to ally with one side you specify, or prevent him from allying altogether. If you make him ally, he decides how many tokens to bring.

History: Originating on a highly ferrous planetoid, the Magnets thrived on the intense radiations generated at its poles. Soon they achieved the ability to manipulate and reverse energy fields by group induction, and are now attempting to magnetize the Universe.

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

Wild: As a main player, before cards are played, you may specify one card which cannot be played by your opponent unless he has no choice (example: Attack 20).

Super: You may force any players to ally or not to ally with the sides you specify. They decide how many tokens to bring if forced to ally.



MESMER [O:3] CAN CHANGE OWN EDICTS Eon

You have the power of mass hypnosis. When playing an Edict, you may change it to any Edict you name. It has the effect of the new Edict. If you are "zapped" you return the Edict to your hand, but may then play it normally, for what it is, if appropriate.

History: Raised in a society where grace and physical charm are equated with success, the unsightly Mesmers have as a defense developed the power to entrance all who might gaze upon them. Now, accomplished performers, the Mesmers can bedazzle a crowd into believing anything. Only long after the glow has faded do the most astute begin to wonder how much was real, and how much imagined.

Wild: After revealing cards, if yours is an Attack Card with a value of under 10, you may declare it to be a Compromise Card, and it then has the effect of one in that challenge.

Super: Once per turn you may play each Wild Flare card in your hand as if it were any Wild Flare card you name. It then has the effect of that new Flare in the challenge.



MIND [O:0] SEES OTHER PLAYERS' CARDS Eon

You have the power of knowledge. Anytime before cards are played face down in any challenge, you may look at the entire hand of one of the two players involved. If you are one of the two players, you may look at your opponent's hand.

History: Springing forth on a triple star system subject to constant energy fluxes, the Mind thrives on shifting wave pulses, ultraviolet rays, and gamma-release explosions. Extreme sensitivity to potentialities has enabled it to view with wisdom (and some skepticism) the threats of Cosmic competitors.

Wild: Once per challenge you may look at all cards in the deck (without changing their order).

Super: You may look at the hands of both main players in a challenge.



MISER [O:2] GETS SECOND HAND Eon

You have the power to hoard. At the beginning of the game you are dealt two 7-card hands. One you keep separate from your regular hand. You may play cards normally from this or your regular hand, as you choose, but the hoarded hand is not subject to loss of cards because of other powers, Edicts, or consolation. You may not add cards you get to your hoard. When either your hoard or your regular hand is out of Challenge cards, you may get a new one according to the normal rules. If you lose your power, you may no longer play out of your hoard.

History: Barely eking out subsistence on their shriveled moon, the Misers for generations secreted away their small annual surplus. But as the hoard grew, so did their greed, until now they prepare to risk their holdings for greater Cosmic booty.

Wild: You may win with one base fewer than the required number.

Super: Add one card from the deck to your hoard at the start of each of your challenges.



MUTANT [O:0] MAINTAINS 7-CARD HAND Eon

You have the power to regenerate. When you are the offensive or the defensive player and have less than 7 cards, you may fill out your hand up to a full 7 cards before playing one. To do this you draw cards one at a time, at random, from any player(s) or from the deck. You may continue until you have 7 cards.

History: Evolving on a highly radioactive and unshielded moon, the protean Mutants quickly learned to augment their silicon-based heredity. Before long they began to control and accumulate key heredity codes of other life forms, stripping opponents of their most basic defenses in a Mutant drive to transform the Universe.

Wild: If you are a main player and win or make a deal, take one card at random from the hand of your opponent and each of his allies.

Super: You may discard your hand and select a new one consisting of any 7 cards you wish in the deck (but not the discard pile). Leave the deck (minus the cards) in the same order as you found it.



NEGATOR [O:6] REVERSES DECISIONS Eon

You have the power to reverse. Once, before cards are revealed in each challenge, you may make any other player change a game action he has just taken, e.g. playing a particular card, pointing the cone at a specific target, selecting certain tokens, buying any cards, etc. The action you negate cannot be directly related to the player's exercise of his power. Once negated, the player must make a different decision affecting the same element of play and continue the play.

History: Null and Void are the twin gods of the Negators. Whenever another being attempts a positive action, Negators are driven to counteract it and deny its existence. Experiencing kinship with all that is not positive, the Negators feel that there is no way for any but their own race to control the Cosmos - and they will not be denied.

Wild: If you are a main player, once cards are revealed, you may cause one of the Attack Cards revealed in the challenge to have a negative instead of a positive value. Thus a 10 becomes a -10.

Super: You may negate twice per challenge, instead of once.



ORACLE [M:0] FORESEES OPPONENT'S CARD Eon

You have the power to foresee. When you and your opponent must play cards in a challenge, he plays his card down but you do not. Once he has revealed his, then you choose a card in your hand and play it.

History: During millenia of civilization, the ancient Oracles developed perceptiveness about the intentions of others to uncanny lengths. While reluctant to test the outer limits of their vision, they find even short-range prescience has given them the reputation of great wisdom.

Wild: As a main player, before playing cards, you may mix your hand with that of your opponent, and then each takes back the number of cards he had in his hand.

Super: You can refuse to play after your opponent reveals his card. He regains his card, all tokens in the cone go back to bases, and play passes to the next player.



PACIFIST [M:7] WINS WITH COMPROMISE CARD Eon

You have the power of peace. As a main player in a challenge, if you reveal a Compromise Card and your opponent reveals an Attack Card, you win. If you both play Compromise Cards, you attempt to make a deal, as usual.

History: A simple but ungainly race, the Pacifists long ago learned how to turn the power of an opponent against him. Always ready to demonstrate the superiority of retreat in unbalancing an aggressor, the Pacifists now seek to bring the Universe to its knees by yielding at just the right moment.

Wild: If a player wins or makes a deal on his or her first challenge, you may prevent that player from making a second challenge, ending that player's turn.

Super: If you fail to make a deal in a Compromise/Compromise situation when you have the chance to, and are thus required to lose tokens to the Warp, you lose only one and your opponent loses five.



PARASITE [O:1:2] JOINS ALLIANCE AT WILL Eon

You have the power to infest. Unless specifically prevented by the Force Field or the Magnet, you may ally (with 1 to 4 tokens) with one side in a challenge as if you had been invited, even when you were not.

History: Evolving late on their almost totally polluted world, the Parasites had to depend on the already dominant life forms for survival. But, so rapidly did they succeed in infesting their home planets, they now need unsuspecting hosts to carry them throughout the far reaches of space.

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

Wild: You may place a token on any one planet of a player who loses his power, just after he has lost it. If he regains it and loses it again, you may place another token on any planet there.

Super: You may infest with any number of tokens you want (i.e. more than four).



PHILANTHROPIST [O:0] GIVES AWAY CARDS Eon

You have the power of giving. Whenever you are a player or an ally in a challenge, before cards are played you may give one card from your hand to either the offensive or the defensive player. He must keep the card or play it.

History: Rejecting a heavy-handed, dogmatic religious background, the cynical Philanthropists have learned to parody greed itself. Knowing that the Universe cannot bring itself to reject a gift, even when it is no present, the race has grown cunning in the art of self-serving charity.

Wild: You can lend any one other player your power, gratis, for the remainder of a challenge. You cannot also use your power. He cannot use his regular power while he has yours, but gets it back at the end of the challenge.

Super: Any player to whom you give a card must play it in that challenge, if he can.



PIRATE [O:6:L2] RAIDS OTHERS' LUCRE Eon (Lucre)

You have the power to raid. During any turn when you are not a main player you may make one raid-challenge on the Lucre of either main player. To do so, announce the raid victim before cards are played, then collect up to four of your tokens and place them outside the chosen system. The main challenge is suspended during the raid, and you and the victim are now the main players (but you may not be possessed by the Demon). The victim will defend with his Lucre (not his tokens) and he may not buy cards or tokens during the raid. If you win, you get all of his Lucre, and your tokens return to bases. If you lose, your raiding tokens go to the warp. The victim may use his power, if appropriate. If, before playing cards, he offers you one-half of his Lucre (rounding up) you must accept it and return to your bases. There are no alliances, but deals are allowed. Only you may get consolation. If you lose your power during a raid, return your tokens to bases.

History: Whispering rapacious orders into their ears, a small flock of rogue traders lead their minions into the far reaches of interstellar space.

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

Wild: "Hide a treasure" of 10 Lucre, by secretly writing down a particular planet or moon. When any one else as main player lands tokens on the secret spot, that player and you split the Lucre, taken from the box. You may then hide another treasure before the destiny pile is flipped.

Super: Your victim may not use his or her power during your raid challenge.



PLANT [O:1:2] ACCUMULATES OPPONENTS' POWERS Eon

You have the power of grafting. Whenever you are the offensive or defensive player, if you have a base on another player's system and that player has not lost his power, you may use his power and he may not. To do this, you announce before challenge cards are played that you are taking over the use of his power during the challenge. You may graft only once per challenge, and at the end of that challenge his power returns to him. If you lose your own power, you may not graft any power until you get your own back.

History: A species of Plant combines the longevity of the redwood, the persistence of the weed, and the delicacy of the fern. Slowly grafting to themselves the traits of others, they can afford to quietly wait until their enemies grow tired, then spread their tendrils unopposed throughout the Cosmos.

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

Wild: If you have your own power and have a base on the system of any player who wins the game, the win is ignored and instead you win alone.

Super: As a main player you may borrow the power of any ally (yours or your opponent's) for that challenge, even if you have no base there. He loses use of his power. This borrowing takes the place of your normal grafting.



PROPHET [O:7:2] PREDICTS CHALLENGE WINNER Eon

You have the power to predict. If you are not involved as a main player or ally in a challenge, you may predict aloud before cards are played which main player (offensive or defensive) will win. A deal counts as a win. If you are correct, you gain a base anywhere. If you are not correct, the winner selects two of your tokens anywhere and removes then to the Warp.

History: Declaring themselves to be omniscient, the Prophets set forth into the promised vacuum of space to seek a new home in the interstellar wilderness. Are these Prophets false? Only the Eons will judge.

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

Wild: Before cards are played in a challenge, write down whether one or two Compromise Cards will actually be played. If your prediction is correct, each other player in the game must lose a token to the Warp. If you are wrong, pass this card to the player on your left. Use only once per challenge.

Super: You may predict after cards are played, but before they are revealed.



REINCARNATOR [M:3] USES POWERS NOT IN GAME Eon

You have the power of reincarnation. Whenever you are involved in a challenge as a player or ally and you lose (or fail to deal), you reincarnate. That is, just before the next challenge begins, you draw an Alien power card at random from the pile of those not in use and become that Alien. If it cannot be used in the game, draw another. When you lose as that Alien, discard it and draw another, etc. The Reincarnator power stays with you while you use the others. In a game with the Plant or Insect, they may copy your current incarnation, but if they lose they must reincarnate, and the Plant or Insect power is out of the game.

History: Having conquered the fear of death, the Reincarnators rejoice with the passing of each of their kind. Feeling kinship with all life forms, they know that those who die will soon be born again in an endless cycle.

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

Wild: You may make all players (including yourself) reincarnate (draw a new unused power and discard their present one) once each turn (but not during a challenge).

Super: You don't have to reincarnate when you lose or fail to deal.



SCHIZOID [M:3] CHANGES GOAL OF GAME Eon

You have the power to alter reality. At the start of the game, before cards are dealt, write down how many bases on other players' planets are needed to win. Then add one other game condition which 1) is possible for all players to meet, 2) is clear to all as it happens, and 3) does not require remembering past events (e.g. "Winner(s) must have 3 (foreign) bases and fail to make a deal."). On each challenge, the offensive player may ask you a "yes" or "no" question about the win. You must answer truthfully, aloud. When your conditions are met, you declare the winner. If you lose your power, normal win conditions prevail.

History: Long ago their system slipped into a cascading series of alternate space/times. Now the Schizoids believe that universal acceptance of their current reality will end the madness that has gripped their world for so long.

Restriction: Do not use in games with the Insect or Plant.

Wild: You can switch planet hexes (and thus colors) with any player, between challenges.

Super: You may change the terms of the win at the end of each of your turns (so long as this does not give anyone an immediate win).



SEEKER [O:1] ASKS "YES OR NO" QUESTION Eon

You have the power of truth. Whenever you are involved in a challenge as a player or as an ally, you may ask one "yes or no" question of one of the two players in the challenge. He must answer it truthfully, "yes" or "no". You may ask him the question anytime before cards are played, and he must answer it then. If it involves his intentions, he must decide then and subsequently abide by that decision.

History: Evolving during an intense struggle between more developed species, the Seekers gained ecological room only by acute sensitivity to their opponent's disposition. Always probing, they closely evaluate what is known. Lately, Seekers have turned searching eyes upon the Cosmos.

Wild: If a player invites you to ally, you may demand to see the challenge card he intends to play. If you ally with him, he must play that card, if he can.

Super: If you are a main player or an ally, you may ask any question of one of the main players, not just a "yes" or "no" question. He must answer it truthfully. This question takes the place of your normal Seeker question.



SHARK [M:4] CUTS IN ON GAME Eon

You have the power of hunger. You must sit out the game for one challenge, after which you give this power card to any player who is not currently a main player. You take over his position in the game; his hand, power(s), etc. He must now sit out one challenge and may then "cut in" on a player as you did.

History:

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



SILENCER [O:3:2] STOPS COMMUNICATION BY 1 PLAYER Eon

You have the power to isolate. Once during each challenge you may silence any one player as he attempts to communicate by calling out "silence". He now may not speak, gesture, or communicate in any way until the end of the challenge. He may play tokens and cards normally if their meaning is clear, but can not explain them. He may not solicit allies or make deals. He may exercise his power only if its use is mandatory, or it does not involve a response by another player.

History: Expanding outward with all matter since the dawn of creation, the Silencers have long dwelt in a state of pure meditation. Aghast at the sudden proliferation of jabbering life forms, they feel a holy duty to bring the blessings of quietude to all other species.

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

Wild: As a main player you may stop your opponent from using his power by showing him this card.

Super: You can opt to silence every player in the game (including yourself) instead of just one.



SIREN [O:7:2] ENTICES CHALLENGERS Eon

You have the power to lure. After the destiny pile is flipped by another player, you may lure the offensive player to your system. You now become the defensive player and the challenge proceeds normally. However, if you win the challenge, you establish a base on the offensive player's system.

History: Born on a planet of beauty and illusion, the Siren entices unsuspecting travelers into her traps. Seduced by her call, the luckless guests are totally unaware of the destruction awaiting them.

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

Wild: Whenever cards are drawn from the deck during play, you may name a card (e.g. 30). If that card is drawn, it must be given to you.

Super: You may offer to take all defensive allies' tokens to establish a base on the offensive player's system should you win the Siren challenge. They may choose to join you on a base or take defensive rewards if you win.



SKEPTIC [O:1] DOUBLES RISK OF CHALLENGE Eon

You have the power to doubt. As a player or ally in a challenge, before cards are played you may tell the player opposing your side: "I doubt that you will win". If he agrees and is offensive player, he ends his turn and all tokens in the cone return to bases. If he agrees and is defensive player, all offensive tokens in the cone establish a base on the planet as if they had won (but defending tokens already there remain) and defending allies return to bases. If he disagrees or "double doubts" you, cards are played. If one side loses or a deal is not made, the number of tokens normally lost by either of you is doubled.

History: During growth, one colony of marine Skeptics achieved the size and organization necessary for neuronic activity. Proliferating into super-rationality, they doubt the brash claims of others and see no reality but their own.

Wild: You can wait to put tokens into the cone until after everyone else has.

Super: When you tell a player you doubt that he will win, you also tell him how many tokens not in the challenge (1 to 20) are at risk (instead of your normal Skeptic method of determining risk). If he double doubts you and plays the challenge, the loser (or both if you fail to deal) loses that number of tokens to the Warp in addition to the tokens lost in the challenge.



SNIVELER [O:7] CATCHES UP WHEN BEHIND Eon

You have the power to whine. As a main player whenever you: have the most tokens in the Warp, the fewest bases of any player, or lack a challenge card you need, you may whine about it. If you whine about your tokens, either all other players must agree that you can take all your tokens out, or (if possible) they each must place tokens into the Warp until each matches your number there. If you whine about a base, either all other players must agree to let you have one extra base (you pick where) or they each lose one (their pick). If you whine about cards, you name what you need - "I don't have an Attack higher than a 15" (you can't lie). Either one player gives you such a card or all players discard all such cards in their hands. You may whine only once per challenge.

History: The Snivelers developed in the evolutionary shadow of a closely related but older and more gifted race. Beset by adversity at every turn, they looked to their elder brethren for succor and defense. Now grown adept at self-pity and having liquidated their generous patrons they turn their wet, envious gaze toward the heavens.

Timing:
Play at any time

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

Wild: When not a main player and not invited to ally at all, complain to one player. If that player still does not invite you, he or she may not invite any allies (previous allies return to bases).

Super: If another player wins the game and you have just one base less, the winner(s) allow you a joint win or you may challenge one who refuses. If you gain the base you and all your allies win the game. If you don't, the player(s) who won the first challenge wins.



SORCERER [O:2] CAN SWITCH PLAYED CARDS Eon

You have the power of magic. When you are one of the two players in a challenge, once cards are played down, but before they are revealed, you may transpose them so that you play the card your opponent picked, and he plays yours.

History: Over eons the clan of Sorcerers studied the cosmic flow and learned to channel these tides to their own needs. Beginning with minor alternations in the probability patterns of matter, they progressed to transportation of objects over great distances. Undaunted by an occasional backlash of fate, they even now are humming the incantations of mastery.

Restriction: Do not use in games with the Oracle or Gambler.

Wild: You may make the two main players in any challenge trade powers (and keep the new ones) before cards are played.

Super: When you are an ally in a challenge, you may switch the cards played by the main players before they are revealed so that each plays the card the other played down.



TERRORIST [M:7] BOOBY TRAPS PLANETS Eon

You have the power to booby trap. Before play begins, you may "plant bombs" - one for each player in the game. To do this, make a note of where each bomb is placed. Planets are numbered from each player's right hand side, for example: "Red planet #1, Blue planet #3" etc. The bombs may be distributed any way you wish among the different systems, or all on one system, even all on one planet. Now, whenever new tokens enter a booby trapped planet the bomb immediately explodes, and all tokens currently there and those just arriving go to the Warp. Each bomb explodes only once. If there is more than one bomb on a planet only one bomb explodes each time new tokens land there. Whenever you have no unexploded bombs in play, you may booby trap another series of planets. If you lose your power, your bombs will still explode, but you may not mine additional planets until you have regained your power.

History: Long demented by the magnetic unbalance of their own planet, the Terrorists can see no way but their own and are determined to achieve it by violence.

Wild: If you are a main player and share a base with your opponent, you declare your opponent's tokens on one such base hostage. If you lose the challenge or fail to deal, the hostage tokens immediately go to the Warp. Hostage tokens may not be removed from the base until the challenge is ended, other than as part of a deal. (Despite the Wild Filth).

Super: You may plant one additional bomb on each of your turns.



TRADER [O:0] TRADES HANDS WITH OPPONENT Eon

You have the power of transference. When you are one of the two players in a challenge, you may exchange hands with your opponent, prior to playing challenge cards. You each then keep the new hand.

History: Originating on a Trojan Cloud in a heavily traveled star system, the crafty Traders learned to use the most valuable debris which drifted their way and discard the rest. As their numbers grew, however, they began to search out markets for their low-grade material. With a wealth of resources always at hand, they became adept merchants and soon were carefully scrutinizing all galactic transactions. Now they have begun to parlay their economic foundation into Cosmic control.

Timing:
Phase 6 - Allies accept

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: On every challenge, you may take one token from the defensive planet and place it on any planet you choose, and take one token from that planet and place it on the defensive planet. But you may not move your own tokens this way.

Super: You may trade hands with any player, not just your opponent.



VACUUM [M:3] TAKES OTHER TOKENS TO WARP Eon

You have the power of catharsis. Whenever you lose tokens to the Warp, you take along an equal number of other tokens. You specify which player(s) must lose them, and how many the player must lose (he may decide from where to take the tokens you have demanded). Tokens lost to the Vacuum this way are in addition to any tokens normally lost in a challenge.

History: Suffering from severe necrophobia, the panicky Vacuum clings to others in a desperate attempt to save itself from the warp. Succeeding only in dragging innocent bystanders along, it takes solace in not going to its doom alone.

Timing:
Play at any time

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: Every time another plays an Attack Card, retrieve a token from the Warp to any of your bases.

Super: You may choose which tokens are lost to your Vacuum power.



VIRUS [M:0] MULTIPLIES IN ATTACK Eon

You have the power to multiply. When you play an Attack Card in a challenge, you multiply the number of tokens on your side (yours plus your allies') times the number on your card, instead of adding.

History: Able to multiply rapidly in the presence of other life forms, the Virus soon overwhelmed its own planets and now waits for opportunities to proliferate throughout the Universe.

Timing:
Phase 8 - Reveal cards

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

Wild: As a main player, you may square the number of tokens on your side (including allies) in the challenge to get the number of tokens to use in determining the total.

Super: Your power of multiplication applies to your side's total in a challenge even if you are only an ally.



VISIONARY [O:6] DICTATES CHALLENGE CARD Eon

You have the power of perception. As a main player in a challenge you may specify a challenge card which your opponent must play (example: "You will play an Attack six"). If your opponent does not have such a card, he may play any challenge card he wishes. If he does have the card, however, at the appropriate time(s) he must play it (unless prevented by another player).

History: Once an ancient race of wandering fortune tellers, the Visionaries have recently stirred debate among philosophers throughout the cosmos. Does the mystic sight of the Visionary merely foretell the future, or does it shape it? This intellectual debate between advocates of causationalism and free will has tended to obscure to the interpublic eye the alarming growth of the Visionary empire. As for the Visionaries themselves, they loathe logic and philosophy, preferring a more intuitive approach to the problems of Cosmic domination.

Wild: As a main player you may name a specific card. Every player must secretly show you that card if he or she has it as part of a regular hand. If a player does not have the specific card, that player shows you any card that is part of his or her regular hand. Use once per challenge before cards are played.

Super: You may use your visionary power even if you are not a main player. You specify which player you are using your power against.



VOID [M:0] ERADICATES OPPONENTS' TOKENS Eon

You have the power to eradicate. When you are one of the two players in a challenge, any of your opponent's (or his allies') tokens that are lost to the warp from the attack or unwillingness to make a deal are permanently removed from the game. When a player has lost more than 15 of his original tokens through eradication, and can no longer win the game, he discards his hand and is out of the game.

History: Taught from vortexhood that no other intelligent life existed, the Voids were deeply offended to learn of alien races. They are now on a Holy campaign to cleanse the heavens of all gross, material beings.

Timing:
Phase 8 - Reveal cards

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

Wild: Once per challenge you may nullify the effect of any Edict played. The Edict is discarded, normally.

Super: You may use your power of eradication even as an ally, and if your side wins an attack, take all tokens that would be lost to the Warp out of the game.



VULCH [M:0] COLLECTS DISCARDED EDICTS Eon

You have the power to salvage. Whenever any other player plays or discards an Edict card, you pick it up and take it into your hand. (After you play one, you must discard it.) If you collect a new hand, you keep your old Edicts after revealing them. Then you take seven new cards.

History: Originally developing as a structured, bureaucratic race, only the Vulches who were most able to grasp new opportunities rose to the top. Over millions of years, this inbred scavenging talent flourished and spread throughout the race. Now, Vulches are prepared to use the discarded refuse of others to achieve their goal of Universal supremacy.

Timing:
Play at any time

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

Wild: If you win a challenge (or make a deal) as a main player, your opponent gives you his normal hand to you one card at a time. Discard each card until you get one you would like to put into your hand. At that point, keep the card and no further cards are passed.

Super: You may collect any Flares discarded by other players.



WARPISH [M:7] ADDS TOKENS IN WARP TO TOTAL Eon

You have the power of necromancy. You do not have a regular planet system. Instead, you place your Star Disc along one edge of the Warp and line your tokens up along the other 5 sides, 4 tokens to a side. These 5 Warp sides are considered your planets, and are treated as such throughout the game. All tokens (including your own) which go to the Warp add to your total as a main player in a challenge for computing the outcome as though they were part of your force. However, the tokens in the Warp are not figured in taking consolation, etc. If you gain this power after play has begun, you only add the tokens in the Warp to your total as above. If you lose this power and are set up around the Warp, your home system is still the Warp but you no longer add the Warp tokens to your total. You are immune to the Wild Schizoid.

History: Born of the slime and unpalatable scum in repulsive cheap bars of dying planets, the Warpish seeks the pall of miserable places. Now it has found comfort in the despairing ambiance of the Cosmic Warp.

Timing:
Phase 8 - Reveal cards

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

Wild: You may take two of your tokens from the Warp at the start of each of your challenges.

Super: You may prevent any player(s) from taking tokens from the Warp (unless that player has no bases whatsoever).



WARRIOR [M:3] ADDS EXPERIENCE POINTS Eon

You have the power of mastery. Each time you are one of the two players in a challenge, you accumulate one point if you win (or make a deal), or two points if you lose (or fail to deal). You keep a running total of your points throughout the game, starting at zero. Whenever you play an Attack card in a challenge, you add your present experience points to your total in the challenge.

History: Once considered ferocious but dull-witted by more "enlightened" races, the Warrior clans were bred as fighting stock for the petty squabbles of their lords. Throughout the ages, however, they have learned the value of both defeat and victory. This wisdom gives them mastery over those who would sneer at their potential.

Timing:
Phase 8 - Reveal cards

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

Wild: When you are the defensive player, immediately after the challenge is over, you may challenge that offensive player in his home system. After your challenge, the normal order of play continues where it left off.

Super: Your experience points may be added to your side's total in a challenge even if you are an ally.



WILL [O:1] NOT CONTROLLED BY DESTINY Eon

You have the power of choice. You do not pick from the destiny pile. Instead, you may challenge any other player on any planet you wish (for example, you may challenge the Virus' tokens on the Mind's planet).

History: Arising on a cold and barren asteroid, the Wills gave no thought to legal niceties in their relentless struggle to capture the faint rays of a dying star. Unfairly charged with preying upon the weak, they wish only to find locations in which they may spread their solar membranes, unopposed.

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

Timing:
Phase 2 - Destiny

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

Wild: If other players fail to make a deal and you are not involved, you dictate the deal within terms allowed by the rules.

Super: You can see any one other player's hand before deciding whom to challenge.



WITCH [O:6] CASTS SPELLS Eon

You have the power to curse. Whenever you lose tokens as a main player, you may cast a spell against all your opponents in the challenge (main player and his allies). This spell last for the next two challenges. For example, you can make all their Attack Cards worth 4 for two challenges. Each spell can affect only one of the following game operations: alien powers, token selection, token placement, cone placement, Attack Cards, Compromise Cards, alliances, consolation, Edicts, Flares, Moons, deals, and Lucre. Each type may be used only once (in any order) until you manage to cast spells which affect all types. Then you may work through the list again. If you lose your power (except to a Zap) your curse stays in effect.

History: The Witches so concentrated their anger about life's injustices that their inner rage became a force they could project against others. Now they never seem quite as happy as when an ill turn of fate releases this power and they can bewitch their enemies.

Wild: You can use your power even if you have fewer than the required number of bases.

Super: You may lift a curse which you previously made.



WORM [O:1] REPOSITIONS CONE Eon

You have the power to tunnel. When you are the offensive player, once cards are revealed you can move the cone, pointing it at any planet in the defensive player's system. Total the results as if you had originally challenged your opponent on that planet. Also, if a player challenges you on one of your home planets where you have a base, after cards are revealed you may point the cone at any other of your home planets where you also have a base, and total the results with that as the planet under challenge. When starting the game, you may arrange your tokens however you wish among your 5 planets, so long as there is at least one token on every planet.

History: The Worms learned hidden attack and surprise confrontations on the vast sandscapes of home. Now, as the first segments leave for space, who knows where they will surface.

Wild: At the start of your turn you may put tokens from bases onto one planet in your home system where you have no tokens.

Super: If challenged on a home planet where you have no tokens, you may turn the cone to any other home planet after cards are revealed.



WRACK [O:3] TORTURES OPPONENT Eon

You have the power to torture. As the offensive or defensive player, after alliances are formed, you may describe to your opponent a deal (see rules). If he refuses it you may torture him once for every token you have in the challenge. On each torture you put any one of his tokens into the warp, or one of his cards (drawn at random) into the discard pile. If at any time he accepts the deal, stop the torture and conclude the arrangement. If he never accepts, you have lost the challenge and he has won. Follow through with the outcome normally. If initially you elect not to torture, proceed with the challenge normally.

History: Sadistic to a degree unparalleled in recorded annals, the miserable Wracks haven't a decent sharn in their claydorns. After generations of bullying local flora and fauna, they now dream of intimidating the Universe.

Wild: If you are a main player, your opponent may not use his power unless he puts into the Warp as many tokens as you have in the challenge.

Super: You may stop torturing at any time before your limit is reached and continue with the challenge normally.



ZILCH [B:4:2] PREDICTS WINNER Eon

You have the power to kibitz. You get no hex, tokens, cards etc. At the start of the game you write down the player you think will win. If at the end of the game, he is a winner, you win instead. To help you mold the outcome, you may look at anything in the game at any time: hands, hidden powers, secret writings, the Deck, etc. You may tell anyone anything you like, publicly or privately, including lies. And you are not affected by any power or card except the "Cosmic Zap".

History: The Zilch have no history, as they exist outside of our concepts of time. For them, past, present, and future are the same.

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

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

Wild: You may look at any gaming components for ten seconds. Give this card to Zilch when you play it. If Zilch is not in the game, discard after use.

Super: You may change your decision about which player will win. Discard after use. This card must be played before cards are played in a challenge.



ZOMBIE [M:0] NEVER GOES TO WARP Eon

You have the power of immortality. Whenever you lose tokens and should put them in the Warp, instead you place them on any of your bases and may keep using them. In addition, you can free any player's tokens from the Warp (back to any bases he has) as part of a "deal". (See rules under Compromise Cards.)

History: Shadowy forms on a dark and murky world, Zombies prized all sources of energy. They could flourish only by careful recycling of their own kind. Living on decomposed organic matter, they abhor the needless waste of war and have developed effective techniques to make sure their numbers will not be reduced.

Timing:
Play at any time

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: You may return other players' tokens (to bases) from the Warp as part of a deal.

Super: If you are involved as a main player or an ally in a challenge, you keep all tokens that should be lost to the Warp after that challenge. Flip them over and use them as your own. They can be retrieved from you only if someone plays Mobius Tubes.

Displayed 77 powers.

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