Mayfair Edicts
The WARP Mayfair Edicts

Mayfair Edicts


The following Edicts are part of the Mayfair CE set. It may be used as a reference for the MESMER power.

Edicts from the basic set:

Cosmic Zap (3) : Stop one player from using his power for the duration of the challenge.

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Edict Zap (1) : Nullify the effect of any edict, just as a player attempts to play it. The edict must be discarded. Play at any time.

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Emotion Control (1) : Change both challenge cards played into compromises. Players must now make a deal. Play after cards are revealed.

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Finder (1) :Name a specific card in a players hand and search for it. If you find it you may keep it. Play at any time.

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Flare Zap (2) :Nullify the effect of any flare. The flare is then discarded Play at any time.

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Force Field (1) : Nullify any or all alliances. Tokens return to bases. Play before cards are played.

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Hand Zap (1) : Force any player to discard his hand just as he attempts to use it.

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Keeper (1) :When discarding your hand, you need not discard any non-challenge cards (except this one). Play when drawing new hand.

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Mobius Tubes (2) : Free all tokens from either the Warp or the Praw. Play at the start of your challenge.

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Plague (1) :Force a player to lose three tokens, 1 lucre and one of each kind of card (Including attack, compromise, kicker, reinforcement, flare, edict, prisoner ruling, safety, etc including any future additions to the deck!) Play at any time. (Note: this wording is not part of the original card).

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Rebirth (1) :Regain a base in your home system. Play at any time.

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Sanity (1) :No side cases. No powers, cards (other than challenge cards) or other modifiers may be played this challenge. Play at the start of a challenge.

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Space Junk (1) : Take the top card from the discard pile. Play at any time on yourself or another player. When several cards are discarded at once, pick any of them.

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Stellar Gas (1) : No consolation may be drawn this challenge. Play after challenge is resolved.

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Time Gash (1) : Make a challenge anywhere. After challenge, normal play resumes. Play between challenges.

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Un Zap (1) : Nullify any zap. Play at any time.

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Victory Boon (1) : Reward defensive player as though he were a defensive ally. Play after challenge is resolved.

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Warp Break (1) : Free all the tokens of ONE player from either the Warp or the Praw. Play at the start of your challenge.icon

Edicts from More Cosmic Encounter:

Breach (1) :Cancel a successful deal. The players involved must lose tokens as if they had failed to make a deal.

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Cosmic Gas (1) : No rewards may be earned this challenge. Play after challenge is resolved.

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Cosmic Zap (1) : Stop one player from using his power for the duration of the challenge.

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Destiny Zap (1) : Cancel the flip of the Destiny Pile and flip again.

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Flare Zap (1) :Nullify the effect of any flare. The flare is then discarded Play at any time.

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Kicker Zap (1) : Nullify the effect of any kicker. The kicker must be discarded. Play at any time.

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Mobius Tubes (1) : Free all tokens from either the Warp or the Praw. Play at the start of your challenge.

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New Moon (1) : (moon) Replace a moon with a randomly drawn moon. Any occupants of the old moon return to bases. Play at any time.

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Solar Wind (1) : Flip the cone. Play after destiny card is revealed.icon


See also: Edicts/Artifacts