Expansion Edicts
The WARP Expansion Edicts

Expansion Edicts


The following is a list of Edicts that are used for specific expansions (except Cosmic Dune).

Alternate Win Conditions

Paradigm Shift (Alt Win) Draw a new alternate win condition. Every one must now conclude the game using these goals instead of any previous win condition. Play between challenges

Asteroids

Strange Attractor (Asteroids) If there is an Asteroid in your system, exchange it with any other Asteroid in the game. If there is no Asteroid in your system, select any other Asteroid in the game and move it to your system. Play at the beginning of any challenge, immediately *after* Asteroids are rotated.

Bad Powers

Bad Zap (Bad) Zap ALL BAD powers in the game for the duration of the challenge. Play at any time.

Dubious Gift (Bad) Force one player to draw a BAD power. Play at the start of your turn.

Exorcism (Bad) Remove forever one bad power of any player. Play at any time.

Misery Shared (Bad) We're all in this together. Force all players to play with any bad powers you have for the duration of the challenge. Your bad power still applies to you. Play at the start of a challenge.

More Dubious Gift (Bad) Force all players except yourself to draw a bad power. Play between challenges.

Cosmic Incursion

Card Zap - Negates Cards. Play this card at any time to negate a flare or artifact card just as a player attempts to use it. The flare or artifact must then be discarded. (1)

Cosmic Zap - Stops Power. Play this card at any time to cancel one use of any alien's power, including your own. That power may not be used again during the current encounter. (1)

Finder - Search for Card. Play this card at any time. Choose another player and name a specific card, such as "Attack 40", "Clone flare", or "Plague". Look at the chosen player's hand. If the named card is in his or her hand, you may take it. (1)

Hand Zap - Draw New Hand. Play at the start of any encounter and choose a player (even yourself). That player discards his or her entire hand and draws a new hand of eight cards. No cards may be played in response to this card except cards that cancel its effect. (1)

Space Junk - Take Top Discard. Play this card at any time. Choose any player (even yourself). That player takes the top card of the discard pile and adds it to his or her hand. When several cards go into the discard pile at the same time, you may select any one of them for the targeted player to take. (1) Dreadnaughts

Fold Space (Dreadnought)Move your dreadnought to any system by paying as if you had only moved one. Play as an offensive main player.

Sling Shot (Dreadnought) Move your dreadnought to one adjacent system for free. You may then move it another system by paying if you wish. Play as an offensive main player.

Tractor Beam (Dreadnought) Prevent a player from moving their dreadnought if it is in the same system as yours. Play when they attempt to move.

Lucre

Bank Job (Lucre) Take half a player's Lucre (rounded up) and place in your own treasury. Play at any time.

Black Market (Lucre) Trade in any or all of your cards for Lucre from the bank. One Lure for challenge cards, two Lucre for non-challenge cards. They are then discarded. Play at the end of your turn.

Looters (Lucre and Rogues) The losing main player must pay you one lucre for each of your rogues in a challenge. Play after the challenge is resolved.

Lucre Zap (Lucre) You may stop a player from spending Lucre as soon as he attempts to spend some, unless he has no choice.

SNL Scandal (Lucre) Take half a player's Lucre (rounded down) and place in your own treasury. Distribute the rest, one Lucre at a time, to all players, starting with the recipient of the card and moving clockwise. Play at any time.

Moons

Lunar Tubes (mMoon) Free tokens of all players in the Warp to occupied moon bases. Any player without a moon must remain in the Warp. Play between challenges.

Moon Gloom (Moon) Force any one player to remove all tokens he/she has on moons back to bases. This does not negate any effect of a moon that took place prior to playing this card. Play at any time.

New Moon (Moon) Replace a moon with a randomly drawn moon. Any occupants of the old moon return to bases. Play at any time.

Moon Doom Hex

Summon Moon - Add a moon face down and unrevealed to your star system. Play at any time.

Freeze Moon - Tokens may not be taken from moons to the cone.

Moon Burst - Move the Moon Doom stardisk up to four spaces forward. Any moons and tokens the stardisk lands on are removed or sent to the Warp. Play at any time.

Moon Back - Move the Moon Doom stardisk up to four spaces back. Any moons and tokens the stardisk lands on are removed or sent to the Warp. Play at any time.

Moon Stop - Prevent the Moon Doom stardisk from moving. Play at any time. (2)

Moon Reverse - Moon Doom stardisk now moves in the opposite direction. Prisoners

Ruling Zap (Prisoners) Nullify the effect of any Prisoner Ruling, just as a player attempts to play it. The Ruling must be discarded. Play at any time.

Satellites and Space Stations

Missile Attack (Satellites and Space Stations) Destroy any one satellite or space station within your own system. Play at the start of your challenge.

Meteor Storm(Satellites and Space Stations) Destroy all satellites and space stations within any one system. Play at any time.

Sci-Tech

Sci-Tech Zap (Sci-Tech) Cancel the effect Tech card and force that player to discard it. Play when they attempt to use it.

Stolen Sci-Tech (Sci-Tech) Take a Tech card from any one player and place it in front of you. Play between challenges.

Theurgy

Absorb: (Theurgy) Take a Theurgy card from any one player and place it in front of you. Play between challenges.

Worm Holes

Star Gate (Worm Holes) The offensive player is transported into the other dimension. Continue the challenge in the corresponding system. Play after the destiny card is flipped. Use only in a game with worm holes.

Z-Edicts

Antidote (Z-Edicts) A serum which combats The Plague before the evil desease spreads too far.

Certificate of Merit (Z-Edicts) What promised to be a great reward is revealed as hollow and empty. Victory Boon is worthless.

Conviction (Z-Edicts) Strong beliefs override any attempt at Emotion Control.

Famine (Z-Edicts) The invaders' rape of the land causes the new Rebirth settlements to starve and fail.

Illusion (Z-Edicts) The sought-for card is just a figment in the imagination of the Finder.

Macroscope (Z-Edicts) The intimidating confusion of the Cosmos destroys Sanity.

Overload (Z-Edicts) Weak fuses cause the Force Field to collapse.

Paradox (Z-Edicts) Some say time is a cycle and events cannot be changed; thus, Timegash is useless.

Rush Hour (Z-Edicts) The mad dash of panicky tokens from the warp jams the Mobius Tubes and Warp Break while they are open.

Sieve (Z-Edicts) Cupped hands make a poor vessel; the cards of the Keeper dribble through his fingers.


See also: Edicts/Artifacts