Sunspot Cards
The WARP Sunspot Cards

Sunspot Cards

Corona card (Art by Jack Reda)Sunspots (also known as Coronas) are essentially reverse-flares. Whereas a flare is an area of increase stellar energy, a sunspot is an area of decreased stellar energy. These Sunspot cards would have two parts, like Flares do - one which has its effect when the holder is playing the alien named, and one which affects the player who isn't the alien named. But unlike Flares, Sunspots would be bad. The "super" Sunspots would diminish the power, and the "wild" Sunspots would cause some other disadvantage relating to the power.

Put all the Sunspots into the deck that correspond to the players' powers, and 10 total Sunspots, just like the number of Flares you'd normally put in. You can put the normal number of Flares in as well, or leave them out and just play with the Sunspots.

When a Sunspot enters your hand, it starts affecting you as soon as the current encounter is over. At that time, you place it face up in front of you so that all players know that you are being affected by it. The card is still part of your hand, and may be drawn in consolation, discarded when you're out of encounter cards, etc. A Card Zap can be used to cancel the effect of a Sunspot and discard it. When another player blindly draws from your hand, pick up the Sunspot and mix up your cards.

If a Sunspot leaves your hand in the middle of an encounter, it stops having its effect on you as soon as the current effect is complete. For example, if a player is collecting four cards of compensation from you, and they take a Sunspot as the second card, you are still subject to its effect until he is finished drawing compensation.

If you have more than one Sunspot, they all affect you.

P: Your ships returning from the an encounter must all go to the same colony.
U: When using your power, you may not have more than 10 total ships in the encounter, nor fewer than one.

P: Your ships count as half value for attack totals when you are an ally. U: Your ships count as 0 toward your attack totals when you're a main player.

P: You get one less reward as a defensive ally. U: When you pillage, your opponent may set aside a number of cards from his hand up to the number of ships he had in the encounter. However, he must leave you at least as many cards to pillage as you had ships in the encounter (up to the number of cards he has). The set-aside cards are not subject to your pillaging.

P: When you are the offensive player your allies get defensive rewards instead of the colony. U: Choose only half the ships, rounded up.

P: Wherever you share a planet with another player or players, you equalize the ships. Any ships you have that exceed any other player's are sent to the Warp. U: If the cards are equal, yours becomes 00.

P: You must ally if invited. U: You power is mandatory while you have this Sunspot, and you may only play Attack cards with your power.

P: Exchange this Sunspot for one your opponent has in play. U: Pass this Sunspot to your opponent instead of switching powers.

P: Any other player can choose to attack you for their second encounter, regardless of destiny. U: When calling for divine intervention, you only draw two cards from the deck.

P: When you draw cards from the deck for any reason, draw only half of them (rounded down) and a number of tokens equal to the rest you are entitled to. Each Regroup phase, discard one token and draw one card until you have no tokens left. If you have to discard or lose your entire hand, discard the tokens as well. U: Your opponent may play the same card after you time travel, but he must tell you he's doing this before you select your card.

P: Your defensive allies collect 1 fewer reward. U: You may not place more than one citadel on a planet. If you use the citadels of a planet that has more than one, you must discard one after the encounter even if you win.

P: When you play your last encounter card in an encounter, you don't discard it. It goes back into your hand for you to play again, unless it goes to another player's hand (via Filch, etc.) U: As a main player, after resolution, your opponent may make you take on his card instead of discarding it.

P: Whenever you play a non-encounter card, place another card from your hand (other than this one) face down on your power sheet if you have one. These cards are still subject to compensation and other effects, but you cannot play them. If you have no cards in your hand (or lose this Sunspot), pick up all the cards on your power sheet. U: When you put a card in cold storage, do not draw a card from the deck to replace it. You may not place this card in cold storage.

P: Whenever you get into a deal situation, you lose one additional ship to the Warp, regardless of whether a deal is made. U: You smash one fewer ship.

P: You play two encounter cards face down, your opponent chooses one randomly for you to play. U: You must discard both cards after the encounter.

P: The defensive player you select may request that someone else be the defensive player. If they accept, the former defensive player may give one card from his hand to the new defensive player, and he is automatically invited to ally against you. U: The offensive player may guess a color before destiny is flipped. If the color he picked comes up, you don't get to dictate the color.

P: If the Plague is played on any other player, it affects you as well. U: You must have at least four ships on the colony you spread from.

P: You lose one additional ship if you fail to make a deal. Your opponent loses one fewer. U: If either you or your opponent plays an N, make a deal. IOW, your power is mandatory.

P: You get one fewer card of compensation. U: You only get three cards in compensation when you lose with an Attack card.

P: When another player must draw a new hand because of being out of encounter cards, you retrieve all of his discarded non-encounter cards except for Sunspots and give them back to him after he draws his new hand. U: When you use your power, retrieve one discarded card and draw one from the deck. Give them both to a player of your choice. He then looks at them and may keep one. You keep the other. If he doesn't want either one, you keep both.

P: If you lose an encounter as a main player, each of your allies draws a card at random from your hand other than this Sunspot. U: Your opponent may take your card.

P: A player who invites you to ally, may not invite any other allies, because you reek. U: Fumigation is not required when you lose as defense.

P: When you lose an encounter as a main player, each player on the other side may discard one card from their hands. U: When you use your power, you only discard one card.

P: When you are an offensive ally in another player's first challenge, that player may "adhere" to your ships and force you to ally in his second (assuming he has a second). U: Each fungoid stack used in an encounter loses one ship in it to the warp, even if you win the encounter.

P: If you win your first encounter, your opponent is automatically invited to ally against you in your second. U: Tokens discarded add or subtract 2, instead of 3.

P: When you lose an encounter as a main player, lose an additional ship to the warp. U: When encounter cards are discarded, you must reveal yours and discard it normally.

P: When you win as an offensive ally, you gain defensive rewards instead of the colony. U: You cannot win with 20 cards while holding this Sunspot.

P: You may not have a second encounter if you win your first, because you're too busy feasting (though you may still draw a tech card). U: You receive one less reward when using your power.

P: When you take compensation, your opponent may give you as many additional cards from his hand as he wants, of his choice, after you draw the cards you're entitled to. U: You only get one extra card when using your power, but you still get the two extra ships.

P: You may only play one non-encounter card per encounter. U: When you use your power, instead of calling "tens" or "ones," you call "add". All attack cards played are treated as having the value of their digits added together. So an Attack 12 is treated as an Attack 3.

P: Subtract 2 from your attack total for each player you invited to ally who didn't. U: You may give a grudge token to at most one player who didn't ally with your opponent.

P: Lose one ship to the warp when you win as a main player. The ship can come from any colony or the cone. U: The opponent loses up to half his ships, rounded down, instead of all-but-one.

P: When another player collects compensation from you, they draw twice as many cards as usual. After looking at them, they return the excess to you of their choice. U: When receiving compensation, you may only choose to collect it from a player who was on the opposing side in the encounter.

P: You may not ally with a player who was on the opposite side from you in the previous encounter. (If you weren't involved in the previous encounter, there is no restriction.) U: Players who do not discard per your power only lose two ships of your choice instead of three.

P: Any other player who plays Mobius Tubes gains cards from the deck equal to half of the number of your ships released from the Warp (rounded up). U: You get no reward for Healing one ship.

P: If a Cosmic Zap is played on your opposing main player, they automatically win the encounter. U: +3 instead of +4.

P: When you lose an encounter as a main player, place your losing ships on your power sheet (unless some power or other effect sends them elsewhere). When you win an encounter as a main player, send all your ships on your sheet to the Warp. U: When you win an encounter, and your stack didn't help you win, you must discard one card of your choice from the stack.

P: When you become the defensive player, your opponent may draw two cards from the deck. U: You may not discard and draw a new hand when your color is drawn in destiny. If you discard and draw a new hand when an invasion card is drawn, you keep this Sunspot as one of your eight cards.

P: If your opponent would lose by the number of ships he has in the encounter or less after all other effects, he may sacrifice a number of ships to increase his total by that amount so that he wins. For example, if he would lose by two, he may sacrifice two of his ships in the encounter to the Warp and win. U: You may only sacrifice up to three ships.

P: ships you send into an encounter must all come from the same planet U: Your planet ships add 15, instead of 20.

P: You are considered to have one fewer home colony for the purpose of keeping your power. U: Devoured planets do not count for the victory while holding this Sunspot.

P: A player who loses his first encounter against you may have a second. U: When you declare an upset, there is no restriction on playing Attack cards only. Either player may play a Negotiate card.

P: When you ally, the main player on the other side may draw one card randomly from your hand. This Sunspot is set aside for the drawing. U: When you ally defensively against yourself, you may only do so with fewer ships than you have on the offensive side.

P: Any cards you draw are placed on your power sheet instead of in your hand (you do not look at them yet). When you are out of encounter cards or need a new hand, pick up all the cards on your sheet. U: You must discard one card from your hand (other than this card) when you start your third encounter, and your fifth encounter, and your seventh, etc.

P: You may only put up to three ships into the gate (into the encounter). U: Your ships have a value of 3, instead of 4.

P: As a main player, your opponent may saw you in half - your ships count as half their normal value for attack total. U: You pick one of your opponent's cards, look at it, and return it to his hand. He plays the other one.

P: Lose an extra ship when you lose an encounter as an ally. U: You cannot win with all ships lost while holding this Sunspot.

P: When you're on the offensive side, the defending main player receives one defender reward if he wins. U: Receive 1 less reward when using your power.

P: A player who allies with you may demand one card from your hand, drawn randomly. This card is set aside for the drawing. U: You are limited to a maximum of 4 hired ships.

P: As a main player, as soon as the defensive player is determined, if your opponent has more ships in the Warp than you do, you must immediately send one of your ships to the Warp. U: When you use your power, you only draw or discard up to two cards. You may not discard this Sunspot when using your power.

P: When you draw cards from the deck, as a main player or ally, your opponent may look at the first half of them (rounded up). U: Your opponent may hide one card from you.

P: On any encounter card you play, the digit 9 is treated as a 6. And vice-versa for your opponent. U: You use your power before cards are selected, rather than after.

P: You may send only up to two ships as an ally. U: Opponents may draw compensation from your hoard.*

P: When retrieving ships from the Warp, you must put them only on foreign colonies, unless you don't have any. U: Opponent may discard down to four cards

P: You may not have more than 8 cards in your hand. Whenever you would draw to more than 8, you must first discard down to the appropriate number before drawing the cards you're entitled to. You may not discard this Sunspot to satisfy this requirement. U: You may not use your power when you have 7 cards in your hand. If you have 4-6 cards in your hand, you may only draw one per encounter. If you have fewer than 4, you may draw to 4.

P: When an encounter is resolved, if you were invited to ally with the winning side, but didn't, you lose one ship to the Warp. This is in addition to any ships you lose because they were on the losing side. U: As an ally you lose one ship to the Warp, the rest returning to colonies. As a main player, your allies lose one ship each to the Warp, the rest returning to colonies.

P: When you draw one or more cards from the deck, show the first one to all players. U: After cards are revealed in an encounter where you used your power, your opponent may exchange his played card for a different one from his hand, so long as it doesn't change the outcome of the encounter.

P: You lose two extra ships if you fail to make a deal. U: When you win with an N, you give compensation to your opponent.

P: When you ally, the player you ally with decides how many ships you send (within your usual limits). U: If only one player invites you to ally, you may not ally with the other player.

W: After any encounter where you were not a main player and there was no deal situation and no compensation earned, the loser may draw one card at random from your hand. Set this card aside for the drawing. U: When you use your power, you give two cards other than this one, the recipient looks at them and gives one back to you.

P: Each encounter, you choose a Sunspot of one of the players who has a colony in your system. You are affected by that Sunspot instead of the other player for that encounter. U: Sunspots of players you graft affect you.

P: You must predict a winner of every encounter that you are not involved in, after alliances are formed. If you are incorrect, you select one of your ships to lose to the warp. U: If your prediction is false, you lose three ships.

P: When you lose an encounter as main player, you must discard one encounter card from your hand (in addition to the one you played). S: When you lose ships, draw a Sunspot from the unused ones. Each additional time you lose ships, remove the previously drawn Sunspot from the game and draw a new one.

P: When another player draws a new hand, they may force you to draw a new hand as well. You keep this Sunspot as one of your new eight cards. Your hand draw triggered by this Sunspot does not trigger the Relic's power. U: When another player draws a new hand, and you have any ships in the Warp, you retrieve all your ships from the Warp, instead of gaining a free colony.

P: You do not invite allies while you hold this sunspot. Instead, all the players your opponent invites are automatically invited to ally with you as well. U: You may only use your power when another player retrieves at least two ships from the Warp or draws at least two cards from the deck.

P: Any reinforcements played by you are reduced by 1. Any reinforcements played on your side of the encounter are reduced by an additional 1. U: You may only play attack cards from 05 to -05 as reinforcements.

P: When a wild destiny comes up, your power malfunctions - you may not use it in the encounter. U: You may not place any tokens from your sheet onto planets until all your trap tokens are on the sheet.

P: If a successful deal is made between any two players, you lose three ships of your choice to the Warp. U: You cannot win the game via sadism while you hold this Sunspot.*

P: While you hold this Sunspot, the number of encounter cards and non-encounter card you have in your hand is public knowledge. U: You may not ask questions about the future, only about the present.

P: You do not retrieve a ship from the Warp during your Regroup phase. U: When your own color comes up in Destiny, you must Assassinate one of your own ships.

P: A player may choose to attack you instead of the color they drew in Destiny. U: You may not lure when your own color comes up in Destiny.

P: During your Regroup phase, if another player has more ships in the Warp than you, they retrieve one and you do not. U: You may not whine about colonies.

P: If you win as a main player, and you would have lost if you and your opponent had revealed each other's cards, your opponent does not lose his ships (or the colony if he is the defensive player. U: After you switch cards, your opponent may look at the card you gave him and swap it with a Negotiate from his hand. If it is an Attack card, he may swap it with a lower Attack card from his hand.

P: When a deal situation arises and you were an ally, one of your ships in the encounter goes to the warp instead of returning home safely. U: The difference must be at least 15.

P: You may not gain a colony in your home system while you hold this Sunspot U: You may not retrieve your second-color ships from the Warp.

The Claw
P: Any other player who has a copy of a card that you play may discard it if they wish. U: Your stolen planets do not count for victory while holding this Sunspot.

P: Each time you lose a home colony, draw a Sunspot from the unused ones, which then affects you. Place the Sunspot next to the planet. Remove the Sunspot from the game when you regain a colony on that planet, or lose this Sunspot. U: You cannot win with tokens discarded while holding this Sunspot.

P: After losing an encounter as a main player, your opponent may swap hands with you. U: When you trade hands, you opponent first sets aside one card of his choice and you set aside this card. You each take back the set aside cards into your hands after the trade is complete.

P: When you win an encounter as a main player, offer your opponent a "which hand" choice, like the Trickster. If he selects the hand with the token, he may return his losing ships to other colonies. U: When you use your power, take one cosmic token in one hand, two cosmic tokens in another hand, and leave a third hand empty. Offer the choice of these three hands to your opponent. If he picks the two tokens, he wins. If he picks the empty hand, you win. If he picks the one token, conclude the encounter normally. If you are of a species that has fewer than three hands, use some equivalent method of offering a three-way choice.

P: A player who has a successful second encounter against you may have a third (or draw a tech card). U: Attack 10's are also divided by 3.

P: When you win an encounter as a main player, each player on the opposing side may discard a card from their hands. U: You may not suck down more than one ship of each other player at a time.

P: When another player gains a colony in your system through winning an encounter as offense, he may retrieve tokens from the Warp equal to the number landing on the planet and add them to the new colony. U: When you use your power, 1 ship adds, the rest, if any, multiply. So 4 ships gives Card x 3 + 1.

P: Whenever you draw cards from the deck, predict aloud what one of the cards will be. If your prediction is incorrect, show the cards to the other players. U: If your vision is wrong, place a token on this card. As a main player, subtract the number of tokens on this card from your attack total. When you have a correct vision (or lose this Sunspot), discard all tokens.

P: Ships you would lose to the Warp while holding this Sunspot are placed on your power sheet, where they may not be used at all. When you lose this Sunspot, the ships on your sheet go to the warp. U: Each time you eradicate ships, one ship of each player goes to the Warp instead.

P: You may not play Emotion Control, Force Field, Ionic Gas, or Quash unless you are a main player. U: You may not pick up more than one artifact per encounter with your power

P: When you lose with a Negotiate, you lose two additional ships to the Warp You don't get compensation for these extra ships. U: Your N's become 08's, your opponents N's become 12's

P: Subtract one from your attack total as a main player for each of your ships in the warp. U: You only add other players' ships in the warp to your total.

P: As a main player, if you don't have a colony in your opponent's system, subtract 4 from your attack total. U: You gain no tokens when you win an encounter (or make a deal).

P: Another player who draws your color in destiny may choose to attack any of your colonies. U: If you draw your own color, you must attack in your home system, unless there are no targets there.

P: A player who invites you to ally, must invite all players to ally. U: Add or subtract 2 for each foreign colony, instead of 3.

P: When you earn defensive rewards, you must take ships, not cards. U: Ships not involved in an encounter may be lost to the Warp

See also: Flares and Pulsars

Expansion by Phil Fleischmann