Powers from Washington Univeristy
The WARP Powers from Washington Univeristy

Powers from Washington Univeristy


History:
One of the earliest compilation of homegrown powers was developed at Washington University. Some of them eventually found their way into the Mayfair edition of CE. Here they are in their raw form.


ARBITER		[O:W]	IMPLEMENTS DEALS
You have the power to settle. Whenever two other players make a deal,
you may determine certain of the terms. If a player gains a base in the
deal, you select where the base is gained; you must select a planet where
the player's opponent has a base and the player does not. If a player gets
cards from his opponent, the players only determine the number of cards
to be transferred; you take the opponent's hand and select the specific
cards. You may not interfere with Diplomat three-player deals.

History: Shortly after they achieved a technological society, a "limited"
nuclear exchanged caused by disagreement over the terms of a treaty
destroyed eleven-twelfths of the Arbiter race. The survivors rebuilt their
culture, adopting the absolute policy that all agreements, no matter how
trivial, must be monitored and enforced by a neutral third party. The
Arbiters are now determined to apply the same system to the Cosmos, thus
ending war forever -- even if they must crush all opposition to do so.

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

Wild:Whenever you deal, give this card to your opponent. He must either
give you a base, or return this card and one other (drawn at random) from
his hand. This completes the deal. This card may not be used in Diplomat
three-player deals.

Super: Whenever two other players deal, you dictate all the terms. Both
players must get something (cards, Lucre, or a base) in the deal. If the
players accept the deal, implement it as usual; if they refuse, they both
lose three tokens to the Warp.

AUCTIONEER	[M:W]	AUCTIONS CARD FOR LUCRE
You have the power to auction. Before each challenge in which you are
an offensive player, take the top card of the deck, place it face up
in front of you, and auction it for Lucre. All bids must be at least one
Lucre, and you cannot prevent any of the other players from participating;
however, you cannot bid. The high bidder pays you and takes the card for
his hand. If no one bids, you may take the card for your own hand or
discard it.

History: A resource crunch on their home worlds led to fierce competition
among Auctioneers for the remaining materials. Those Auctioneers who
controlled the dwindling supplies enriched themselves from the desperate
struggles of their fellows. Contact with other races alleviated the
shortages, but the Auctioneers remain quick to exploit the need of
others to enrich themselves.

Restriction: Use only in a game with Lucre!

Wild:Between challenges, you may auction a base on any planet where
you have one. You may not prevent any player from participating in the
auction. High bidder pays you in Lucre, then puts one of his tokens
from any planet onto the base. Use once and discard.

Super: When you auction, take the top card of the deck and put it in
your hand. Then select any card from your hand and auction it. If no one
bids on the card, you may keep it or discard it.

BLARE		[M:W]	DROWNS OUT OPPONENT
You have the power of loudness. As a main player, you invite allies
first. Your opponent may not invite any player that you invite, even if
that player refuses to ally with you. You are also immune to Silencing.

History: Geological and meteorological activity on the Blare homeworld
creates a continuous noisy background, both of sound and in the
electromagnetic spectrum. The Blares have developed powerful communications
equipment to compensate, and use their abilities to seize the initiative
in Cosmic conflicts.

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

Wild:You are immune to Silencing. If neither the Silencer nor the Blare
are in the game, you may exchange this Flare for one drawn at random
from the deck of unused Flares; this Flare is removed from play.

Super: You may completely drown out your opponent, preventing him from
inviting any allies (even if you don't invite any).

BONIFACE	[M:W]	CHARGES RENT FOR BASES

You have the power to rent. At the beginning of each of your turns, you
charge each other player with a base in your system a rent of one Lucre.
This is on a per-player basis, so a player with 7 tokens on 3 of your
planets still pays only one Lucre. If the player cannot or will not pay,
he must remove all his tokens from your planets and return them to other
bases, or to the Warp if he has no bases.

History: The avian Boniface are intensely territorial; for one Boniface
to visit to visit another requires hours of elaborate ritual dance. The
Boniface require more straightforward tariffs from alien intruders. The
highest goal of the Boniface is a Cosmos stripped of the infringing presence
of other races.

Restriction: Use only in a game with Lucre!

Wild:As losing defensive player, you may demand a "landing fee" of
one Lucre from the offensive player. If he does not pay, you still
lose the challenge but all the offensive tokens must return to bases.

Super: Your rental fee is one Lucre per token, so a player with 7
tokens on 3 of your planets pays a rental of seven Lucre. A player may
pay only part of the rent and remove some of the tokens to bases outside
your system (for example, a player with seven bases could pay you three
Lucre and remove four of his tokens.)

BRUMMAGEM	[O:W]	CREATES COUNTERFEIT LUCRE
You have the power to counterfeit. Whenever you pay Lucre to another
player, you may mark an equal number of pieces of paper. Take the real
Lucre in one hand and the counterfeits in the other; the other player
chooses a hand and receives the contents. Any player who receives
counterfeits can attempt to pass them in the same way, but in all such
attempts one hand must contain only real Lucre, and the other hand must
contain an equal amount of Lucre (possibly a mix of real and counterfeit
Lucre). No player may pass you counterfeits, nor do they count toward
the total in a challenge, nor may they be paid to the box. Counterfeits
can only be used to buy cards or tokens if the Dragon is in the game;
the buyer may then attempt to pass counterfeits to the Dragon.

History: The Brummagem have always valued appearance over substance.
This led to unfortunate effects when the barter-using Brummagem were
introduced to currency. Little suspecting the havoc they wreak on the
galactic economy, the Brummagem innocently work toward the day when the
Imperial crown (cubic zirconia in a gold-tone setting) will rest firmly
on their cephalothoraxes.

Restriction: Use only in a game with Lucre!

Wild:If you receive any counterfeit Lucre, you may exchange it for
real Lucre from the box.

Super: Whenever you successfully pass counterfeit Lucre, take one
Lucre from the box for yourself.

BUREAUCRAT	[M:W]	MAKES EVERYONE FOLLOW RULES
You have the power of red tape. All players other than yourself must
exactly follow all procedural rules for challenges and the use of any
Powers, Flares, and Edicts. For example, the offensive player must put
tokens in the Cone before pointing it; allies must wait for both players
to issue invitations before accepting, then must accept in the correct
order; if someone uses the Emotion Control Edict, he must play it after
cards are exposed; if one main player is the Filch, he must wait for his
opponent to put the card on the discard pile before taking it; and so on.
Each time you catch anyone violating a procedural rule, you may take any
one of his tokens that is not in the challenge and put it in the Warp. If
there is disagreement about whether a rule has been violated, all players
vote; you break ties.

History: The Bureaucrats were unified by an emperor-priest who imposed
a system of regulations governing all aspects of behavior. The system was
amazingly successful, resulting in worldwide peace and prosperity. Now
the Bureaucrats seek to bring these benefits to (and impose their rules
on) the entire Cosmos.

Wild:You may place this Flare face up in front of you. Each player must
then ask your permission before beginning his turn. If a player asks
permission, you must grant it; but if he fails to ask, you can make him
lose his turn.

Super: If you are a main player and catch your opponent violating a
procedural rule, he immediately loses the challenge. If you are offensive
player and he violates a rule before you point the Cone, you may establish
a base on any of his planets with one to four of your tokens, sending up
to four of his tokens on that planet to the Warp.

BUSHWHACKER	[M:W]	KEEPS TARGET SECRET
You have the power to ambush. As offensive player, take a destiny disc
but keep it hidden. Write down the planet you will attack, then put tokens
in the Cone but do not point it. You may invite any players (including
your opponent) as an ally; defensive allies are not permitted. After allies
accept, each player plays a Challenge card (and Kicker). You then reveal
the target planet. Players other than your opponent return cards to their
hands; if your opponent allied with you, he returns his tokens to bases
other than the target planet (if he has no such bases, he may put them on
the target). The cards are then revealed and the challenge resolved.
Other players may not use powers that can only be used as a main player
before cards are revealed (Laser, Oracle, Visionary, etc.), nor may anyone
change the color of the destiny disc.

History: The Bushwhackers capture prey by dropping on it from a concealed
location. Their troops specialize in sudden, unexpected attacks that
leave their opponents scrambling to mount a defense and prevent the
hapless victims from organizing allies.

Restriction: Do not use in a two-player game; not suggested for a
three-player game.

Wild:As offensive player, you may make all other players (except Oracle)
play challenge cards before you flip the disc. After the color is
determined, players other than your opponent return cards to hand.

Super: After you reveal your target, all players other than your opponent
who played cards discard them.

BUSYBODY	[O:W]	CAN REPLACE A CHALLENGE CARD
You have the power to interfere. In any challenge in which you are not a
main player or an ally, you may look at either player's challenge card
after it is played and before it is revealed. You may then trade that card
for one from your hand. If you trade the card and the player wins the
challenge or makes a deal, you receive a reward of one card from the deck
or one token from the Warp for every token the player had in the challenge.
If you trade and the player loses the challenge or fails to deal, you lose
the same number of tokens to the Warp as he does; he selects which of your
tokens are lost.

History: The Busybodies evolved from social insects; in addition to having
absolutely no concept of privacy, they take the notion of "pitching in" to
extremes. If a Busybody sees someone involved in a task, it will drop
whatever it is doing and lend a pedicel. The Busybodies' goal is to obtain
a position of dominance from which they can interfere with the affairs of
the entire Cosmos.

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

Wild:On any challenge in which you are not a main player, after cards are
played but before they are revealed you may play one Attack card from your
hand on top of either player's card. If that card is also an Attack card,
your card is added to it; if it is a Compromise card, your card has no
effect. In any case, your card is discarded.

Super: If you interfere with a player and he loses, you do not lose any
tokens.

CAPACITOR	[M:W]	SAVES EXCESS POWER
You have the power to store and release. You begin with a charge of zero.
As a main player before cards are played, call either "store" or "release"
(if you fail to indicate which, "store" is assumed). When you store, you
add the difference between your total and your opponent's to your charge.
If either player plays a Compromise, treat that player's total as zero
for the calculation. If your total is less than your opponent's, you add
a negative number to your charge, which can become negative. When you
release, your charge is added to your total and your charge is then set
to zero. If you lose your power, your charge is set to zero.

History: Inhabitants of a gas giant whose turbulent atmosphere produces
immense lightning bolts, the Capacitors store and release electrical
energy as a natural part of their life processes. They have become adept
at utilizing other forms of power, saving their strength for massive
blows designed to crush all opposition. The Capacitors dream of the day
when all Cosmic power will be theirs.

Wild:As a main player, if both sides play Attack cards, you may draw one
card from the deck for every ten points (or fraction thereof) that the
final totals differ. Thus if the totals differ by 7, you may draw one
card; if they differ by 22, you may draw three.

Super: When you release, you may retain your charge; that is, you do not
have to set your charge to zero.

CHAMELEON	[M:W]	CHANGES COLOR
You have the power of camouflage. Whenever you are defensive player on a
planet where another player has a base (even the offensive player), you
may designate the tokens of one such player as being the defensive tokens.
Your own tokens are uninvolved in the challenge. Conduct the challenge
normally, using the designated tokens as defensive tokens and playing
Challenge cards from your hand. If you lose, the designated tokens go to
the Warp. You receive consolation for lost designated tokens; if you fail
to deal, you lose three of your own tokens to the Warp. The player who
owns the designated tokens may, if invited, ally with either side; also,
he uses any of his powers that always function (e.g, Macron or Zombie),
but not powers that are usable only as a main player (e.g., Oracle or
Virus).  The Silencer cannot prevent you from designating defensive tokens.

History: The ancestors of the Chameleons survived on their savage world
by developing the ability to imitate the appearance of other species. By
mingling with the imitated species, then quickly running, the Chameleons
re-directed attacks onto others. The Chameleons use this ability quite
effectively at the Cosmic level.

Wild:Whenever the destiny disc is determined to be your color, if the
offensive player already has a base in your system you may change the
color of the disc to the offensive player's color.

Super: When you designate another player's tokens to defend, if that player
has any powers that are used only when he is a main player, you may use any
or all such powers during the challenge.

CHILL		[O:W]	HALTS TOKEN MOVEMENT
You have the power to freeze. In any challenge immediately after the
destiny color is determined you may freeze any or all planets (except
the Gas Giant) where you have a base. When you freeze a planet, no
player -- including yourself -- may remove tokens from that planet for
the remainder of the challenge except to put them in the Warp. If you
freeze all of the offensive player's bases, he is permitted to place one
token in the Cone from any base. Frozen planets are immune to the Wild
and Super Filth; if the Filth lands on a planet, other tokens go to
other bases at the end of the challenge.

History: Spawned in a Helium II sea on an orphan planet floating in
interstellar space, the Chills live at temperatures near absolute zero.
They have recently embarked on a program of planetary engineering to
create new, delightfully brisk summer homes for their race.

Wild:Once per challenge, you may forbid one player from removing any
tokens from one planet (other than the Gas Giant) where you have a base.

Super: You may remove your own tokens from frozen planets normally.

CLUCK		[O:W]	CAN RUN FROM CHALLENGE
You have the power to chicken out. As a main player in a planet challenge,
after cards are played but before they are exposed, you may say "I'm afraid
I'll lose." If you say this and either you or your opponent plays an Attack
card, the challenge is resolved normally except (whether you win or lose)
the tokens you have in the challenge return to bases. If you win as
offensive player, you do not land on the planet; if you win as defensive
player, your tokens leave the planet for other bases; if you lose, your
tokens go to other bases instead of the Warp. If you have no other bases,
your tokens go to the Warp (even if you won the challenge). The challenge
is resolved normally for your opponent and all allies. If you and your
opponent both play Compromise cards, the deal is conducted normally.

History: The incredible violence of the Cluck homeworld inculcated a
hyperdeveloped sense of self-preservation in the race. Whenever the Cluck
enter into battle, they do so with extensive plans for escape readied.
These plans sometimes misfire, leading to an embarrassing retreat from a
sure victory. In these cases, the Cluck simply recite their motto, "He
who fights and runs away, lives!" and prepare their escape from the next
Cosmic conflict.

Wild:As a losing defensive main player, your tokens go to other bases
instead of the Warp. If you have no other bases, they go to the Warp. In
either case you are entitled to consolation if appropriate.

Super: You may chicken out after cards are exposed.

CONQUISTADOR	[M:W]	LOOTS TREASURIES
You have the power to loot. Whenever you win a challenge as offensive 
player and the defensive player loses a home base as a result, you 
receive one-half of that player's Lucre (round up).

History: Organized into thousands of small clans, the Conquistadors
have spent millenia raiding one another for gold, cattle, husbands, and
other valuables. When the Conquistadors seize a planet from a Cosmic
adversary, the first thing they do is steal everything of value.

Restriction: Use only in a game with Lucre!

Wild:As a main player in a challenge, before cards are played you may
buy one card from the deck using Lucre taken from your opponent's
treasury.

Super: When you loot, you also receive one-half (round up) of your
opponent's cards, drawn at random. If your opponent is entitled to
consolation, he draws it first; if you still have this card, you take
half of the cards that are then in his hand.

DENOUEMENT	[M:W]	PLAYER OF HIGHER CARD GETS BOTH
You have the power of aftermath. As a main player in a challenge, if you
and your opponent both play Attack cards the player of the higher card
gets both cards after the challenge is resolved. The cards are discarded
if they are the same. Only the card's face value matters; ignore Kickers,
the Calculator, Four-Forty Moon, etc. Your power supercedes that of the
Clone and Filch, except when the cards are the same. Your power applies
only to the Deuce's first card and to the first cards played when the
Prolong extends the challenge.

History: Thousands of years of inter-pack warfare left the Denouement
expert at recovery and rebuilding, although naturally the stronger of the
opponents was at an advantage. Now the Denouement sally into Cosmic
battly, confident that when the dust clears they will be revealed as the
ultimate winners.

Wild:Between challenges, you may call "showdown". All players with cards
in their regular hands must select one and play it face down. The cards are
revealed, and the player of the highest-valued Attack card takes all the
cards. If no one plays an Attack card or if there is a tie, each player
keeps his own card. No Powers, Flares, or Edicts (except FlareZap) may be
used in the showdown.

Super: Your power applies only to yourself; if your opponent plays a
higher-valued Attack card, both cards are discarded.

DISPATCHER	[M:W]	CONTROLS RETURN TO BASES
You have the power to direct. Whenever tokens must be moved to other
bases (due to return from the Cone, rescue from the Warp, use of powers
such as the Zombie, use of Flares such as the Wild Filth, or for any other
reason), you determine to which base(s) they go. You can only add tokens
to existing bases.

History: The Dispatchers have a space-based economy in which thousands of
ships continually ferry passengers and cargo among their planets. As a
result, they have become masters of traffic direction. The Dispatchers are
often irritated by the movements of aliens, who thoughtlessly disrupt the
Dispatcher's carefully-planned traffic with war fleets. The Dispatcher goal
is to extend their system to the Cosmos, ensuring that no one will move
without permission.

Wild:Whenever any player rescues a token from the Warp at the start of his
challenge, you may designate to which base the token goes. This overrides
the Dispatcher's power.

Super: When you are defensive player, your opponent and his allies choose
only how many tokens they will commit; you select the tokens from their
bases.

DOLE		[O:W]	REDISTRIBUTES LUCRE
You have the power of welfare. In any challenge in which you are neither
a main player nor an ally, after cards are played and before they are
revealed you may take the Lucre of the two main players and divide it
equally between them. If the total amount of Lucre is odd, you keep the
one extra Lucre for yourself.

History: Shortly after the Doles developed intelligence, their planetary
system passed through a dust cloud. The resulting drop in sunlight caused
hundreds of generations of unstable weather and famine. Only those Dole
herds that pooled their resources for the common good survived. Now the
Doles seek to convince the rest of the Cosmos of the value of sharing.

Restriction: Use only in a game with Lucre!

Wild:As a main player in a challenge, if your opponent has more Lucre
than you do you may take one Lucre from him for yourself before cards
are played.

Super: When you re-distribute Lucre, first take one Lucre for
yourself. Divide the remaining Lucre evenly, and if the remaining
amount is odd take another Lucre for yourself.

ENTROPY		[M:W]	GETS POINTS FOR EVERY LOSS
You have the power of inevitability. You start with zero points. For each
token that enters the Warp or is eradicated, and for each card that is
put on the discard pile, you receive one point. In each challenge where
you are a main player, add your points divided by ten (round up) to your
total. If you lose your power, you keep your points but do not get more
points or add points to your total. You get points for tokens even if they
are Healed (but not Zombie or Wild Boomerang tokens), and points for cards
even if they are Filched or Scrounged.

History: Viewed by most races as an insensate law of nature, Entropy is
actually an intelligent noncorporeal race that draws energy from every
act. Growing stronger with each passing minute, Entropy knows that it will
be the ultimate victor -- even if only in the heat death of the Cosmos.

Wild:As a main player in a challenge, you may disorder your opponent's
tokens by redistributing them among his bases before the Cone is pointed.
You must leave at least one token on each of the player's bases. After
the challenge is completed, if you still have this card you must give it
to your opponent.

Super: You receive two points for every lost token and discarded card.
These extra points are retained if you lose your Super power.

FINANCIER	[O:W]	LOANS LUCRE
You have the power to loan. Between challenges, any player may request
a loan. You propose terms for the loan, which must include interest of
at least one Lucre. You may also include a time limit by which the loan
must be repayed. If the player accepts, you loan him the Lucre from the
box. The total amount you loan before any challenge cannot exceed five
Lucre, but this can be divided among several loans. When the player repays
the loan, the principal goes to the box and you receive the interest. If
you impose a time limit on the loan and the player fails to pay by that
limit, you may put one of his tokens in the Warp at the start of each
challenge while he is in arrears. A player with outstanding loans cannot
win the game (Schizoid cannot change this condition). If you lose your
power, you cannot make loans, penalize late loans, or receive interest,
but players with loans still cannot win.

History: Unique among lifeforms in having invented the adjustable-rate
mortgage before the wheel, the Financiers are well-positioned to supply
the Cosmos with capital. The Financiers are always eager to make loans,
knowing that less-disciplined lifeforms will inevitably overextend
themselves and become easy prey for a hostile takeover.

Restriction: Use only in a game with Lucre!

Wild:You may borrow five Lucre from the box at the start of each
challenge. You must repay the Lucre at the end of the challenge; if
you cannot repay in full, lose five tokens to the Warp.

Super: You may "call in" a loan at any time. If the player cannot or
will not pay the entire loan, you may put one of his tokens in the Warp
for each Lucre he has borrowed. The loan is then considered paid.

FLEECE		[O:W]	PLAYS THE "PIGEON DROP"
You have the power to swindle. Before beginning each of your challenges,
you may take one Lucre from your Star Disc, one from the box, and one from
any other player's Star Disc and set them to one side. Whichever of the
two of you (you and the player from whom you took the Lucre) first wins a
challenge receives the three Lucre. You may have several such swindles in
operation simultaneously, including more than one with each player.  The
set-aside Lucre does not count toward totals, nor may it be spent.

History: The Fleece engage in a unique form of government called
"democracy", which rewards the most convincing liars with power. All
members of the Fleece admire skilled liars and practice minor deceptions
on each other. In their dealings with aliens, the Fleece have found a
variant of the pigeon drop quite profitable. Surprisingly, other races
remain gullible, and when a Fleece says "Pardon me sir and/or madam, is
this your wallet?" generally fall for the swindle.

Restriction: Use only in a game with Lucre!

Wild:Before playing cards in a challenge, you may call "penny match".
If both you and your opponent play Attack cards, total the face values
of the two cards (ignoring Calculator, etc.). If the total is even, you
receive one Lucre from your opponent; if it is odd, you pay him one
Lucre.

Super: When you set up a swindle, take one Lucre from your opponent and
one from the box. Do not include any of your own Lucre.

FUGUE		[M:W]	SWITCHES AMONG SEVERAL POWERS
You have the power of multiple personalities. After powers are distributed,
randomly select and stack 5 unused powers. If you draw any powers requiring
special setup (Schizoid, Miser, Aristocrat, Terrorist, etc.), replace them
with other powers drawn randomly. In each challenge where you are a main
player (before beginning the challenge as offensive player, or when you are
determined to be the defensive player) you switch personalities. Move the
top power in the stack to the bottom and play the challenge using the new
top power. You continue to use the top power until the next challenge
in which you are a main player. If your power is copied, the copier
uses the top power in your stack. If one of your stacked powers is the
Changeling, you swap the Fugue power and stack when you use the Changeling.
If you temporarily lose use of this power, keep the stack but do not use
any powers. You use the Super Flare for the Fugue power, but the Wild
Flare for powers in your stack, even when they are on top of the stack.

History: Contact with aliens destroyed the Fugue belief that they were
unique and special in the universe. Now, stress causes the Fugue to change
personalities in a desperate attempt to cope. The Fugue's greatest dream
is to shatter the Cosmos that has so injured them, and from its shards
re-build a more congenial home for their race.

Wild:You may discard any of your powers and draw a new one at random
from the unused powers. Use this Flare once and discard.

Super: You may change personalities at the start of each challenge, whether
you are a main player or not. When you choose to change personalities,
select any power in your stack that differs from the top one. You may
change personalities only once per challenge.

GLUTTON		[O:W]	TAKES DOUBLE CARDS
You have the power of excess. After the initial deal, whenever you are
entitled to cards from the deck or other player's hands, you may take
twice as many as you are entitled to; this includes when you draw a new
hand, at which time you get fourteen cards. If the Extortionist is in
the game, he extorts based on the total number you take. In a multi-power
game where you are the Mutant, you may fill out your hand to fourteen
cards when you use your Mutant power.

History: Immense lifeforms floating in a sea of liquid proteins, the
Glutton's entire existence is a continuous process of feeding and
growth. Given the opportunity, the Gluttons will surely expand to fill
the Cosmos.

Wild:When you must discard your hand and draw a new one, you may draw
fourteen cards. You must discard this card, even if you use the Keeper.

Super: When you are entitled to rescue tokens from the Warp, you may
rescue twice as many as you are entitled to.

GROVEL		[O:W]	BEGS OPPONENT TO RECONSIDER
You have the power to plead. As a main player in a challenge, you may
beg your opponent to modify his actions immediately after he takes them.
You may ask him: to point the Cone at a different planet in your system;
to not use a Flare; to not use an optional Power; to not invite allies;
to not play a Kicker; to play a different Challenge card; and, if he wins
the challenge, to allow the tokens you lost in the challenge to return
to other bases instead of going to the Warp. If he agrees to your request,
you may not plead again during the challenge. If he refuses your request,
put one of his tokens into the Warp from a base; you may plead later in
the challenge on a different subject (and if he refuses again, you put
another token in the Warp and may plead on a different subject, and so on).

History: Overawed by the vast powers of other Aliens, the Grovels adopted
an attitude of excessive, even subservient, politeness. When attacked,
they beg their opponents to show mercy. When their requests are met, the
Grovels are placated; but when refused, they strike out violently and
increase their demands.

Wild:When you are not a main player, if the offensive player does not
invite you to ally, you may show him this Flare and ask him to invite
you. If he still refuses, put one of the tokens he has in the Cone into
the Warp.

Super: You may plead as often as you want in a challenge, but may not
plead twice about the same subject.

INFORMER	[O:W]	INFORMS ON OTHERS
You have the power to inform. In any challenge in which you are not a
main player, if you are not invited to ally by a player you may force
that player to play his cards (Kicker and Challenge cards) first. You
may then look at the cards and announce what they are; you may lie. You
may inform on only one of the players. If the Oracle is in the game, you
cannot force him to play first; however, if he does not invite you to
ally you may look at his cards after he has played them but before he
exposes them and announce their value. You may snitch on the Gambler.

History: For millenia the Informer world was ruled by a ruthless
dictatorship which controlled the populace by a system of secret police
and paid informants. This experience left the Informer race with an
inbred tendency to snitch on those who have affronted them. This habit
has proved surprisingly useful in the Informer bid for Cosmic power, as
most races will go to great lengths to avoid offense.

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

Wild:When this card enters your hand, place your entire hand face up
and play with it that way. You only pick up your hand to play cards in a
challenge and when other players draw from your hand. When you must discard
this Flare, discard it to another player's hand (even if you rented it from
the Hurtz).

Super: You may inform on a player even if he invited you to ally.

KNOT		[O:W]	ARRANGES OBLIGATIONS
You have the power to bind. You may ask for an obligation from a player
whenever you have the option to ask him to ally, to accept his offer to
ally, or to reject his opponent's offer to ally; you may ask for an
obligation from any one other player whenever you have the option to use
or refrain from using an optional power, or to refrain from making an
additional challenge on your turn. The obligation that you request is
for the same type of action. Thus, you may ask: "If I refuse alliance
with your opponent, will you refuse alliance with my opponent when I
ask you to?", or "If I don't use my Visionary power now, will you not
use your Machine power when I ask you to?"  If the player agrees and you
meet your side of the bargain, he is obliged to you. At any later time
you may remind him of the obligation, and he must behave as he promised;
he is then free of that particular obligation. You may ask for and obtain
as many obligations you want during each challenge.

History: Refusing to encumber themselves with the complexities of
contract law, the Knots have adopted a much more basic system. "I will
do this favor for you. But then, someday, I will ask you for a favor;
and when I do..."

Wild:When you deal, as part of the terms you and your opponent may
obtain obligations from one another. The obligations are limited to the
same types that the Knot can obtain.

Super: Once per challenge, you may force an obligation other than one
for the use or non-use of a power from any other player by performing the
appropriate action. For example, you may say "Because I am allying with
you, you must ally with me when I ask you to." You may still ask for as
many other obligations as you want during the challenge.

LEECH		[M:W]	TAKES FROM OPPONENTS
You have the power to drain. As a main player in a challenge, after the
challenge is resolved do any one of the following to your opponent: make
him put a token in the Warp; make him give you his highest Attack card;
make him give you a Flare; or make him give you an Edict. You choose the
penalty without looking at his hand. If you choose to make your opponent
lose a token, he selects the token. If you choose a card penalty and he
does not have a card of the appropriate type, he does not have to do
anything; but if he does have such a card, he must select one and give
it to you. Your penalty does not affect the Miser's hoard.

History: The vermiform ancestors of the Leeches combined to destroy
larger animals by draining them of blood. Their intelligent descendants
use more sophisticated techniques, but their Cosmic opponents are still
curiously weakened by each contact.

Wild:At the start of each of your turns, you may make all other players
put one token each in the Warp. Each player selects the token.

Super: When you leech, your opponent must put a token in the Warp and
give you his highest Attack card, a Flare, and an Edict. If he doesn't
have a card of a particular type, he still gives you the others.

LENS		[M:W]	CHOOSES DEFENSIVE TOKENS
You have the power to focus. As offensive player in a planet challenge,
after pointing the Cone and before inviting allies, you select which of
the defensive player's tokens on the planet will participate. You may
select any or all of the tokens, but you must select at least one. Only
those tokens which you select participate in the challenge; the rest do
not add to the defender's total, and remain on the planet whatever the
outcome (unless you are the Filth). If your opponent is the Filth, you
must select all his tokens.  The Amoeba may ooze tokens into or out of
the challenge normally; the Gas Giant player may remove tokens from
those you select but may not add any.

History: The raptorial Lens soar high over their prey, effortlessly
plucking the weak and infirm from the midst of the herds. Applying the
same techniques on a grander scale, the Lens intend to rule all that they
survey by selective removal of key opponents.

Wild:As offensive player in a planet challenge, you may exclude one of
your opponent's tokens from the challenge before cards are played. If
you exclude a token, it remains on the planet whatever the outcome of
the challenge.

Super: As main offensive player, you may prevent your opponent from
inviting allies. If your opponent is the Magnet, he may invite one ally
and force that ally to join his side.

LIMPET		[M:W]	CANNOT BE MOVED
You have the power to cling. Whenever you lose a planet challenge as
defensive player, only one of your tokens on the planet is lost to the
Warp. The others remain on the planet, or move to other bases if the
opposing tokens include the Filth's. In addition, other players cannot
use Wild Flares (such as Wild Assassin, Wild Butler, Wild Filth, and
Wild Trader) to move your tokens or send them to the Warp. Edicts,
Powers, and Super Flares affect your tokens normally.

History: The rapid rotation and giant moons of the Limpet homeworld
generate immense Coriolis and tidal forces, which in turn cause powerful
currents and winds. All life and all constructions on the Limpet world
is adapted to withstand outside forces. By clinging as strongly to their
objectives, the Limpets believe they will attain a dominant position in
the Cosmos from which they will never be dislodged.

Restriction: Do not use as a multi-power with the Filth.

Wild:When any player is entitled to cards from your hand, you may cling
to up to three cards by setting them aside. The player draws from the
remaining cards as if they were your whole hand. Return the cards to your
hand after the player draws.

Super: You also cling to your Lucre and cards. When any player tries
to take any from you, they get only one Lucre or one card. If the
Dragon is in the game, he still gets all the Lucre you spend for cards
and tokens.

LOT		[O:W]	DETERMINES NEXT PLAYER BY CHANCE
You have the power of sortilege. After each player's turn ends, you may
call "draw lots". When you do so, you first change seats with the player
to your left (you each keep your own hexes, color, powers, hand, and other
equipment). Then, the next player to take a turn is determined randomly
by any fair means of determination -- rolling dice, drawing straws,
putting all Star Discs into a bag and picking one, and so forth. You
cannot use any method that depends on the current state of the game -- for
example, you can't say "whoever has the highest Attack card goes next".
If you choose not to exercise your power, play passes to the left.

History: The Lot history is a long and depressing record of wars caused
by arguments over precedence, power, and access to resources. Peace was
only recently attained by adoption of a system where competing claims
were decided by chance. The Lots have begun a vigorous campaign to
convince the rest of the Cosmos of the justice of their system.

Restriction: Do not use with the Queue.

Wild:As defensive player in a planet challenge, you may make your
opponent (except the Will) determine the target planet randomly. Only
those planets where he can make a legal challenge are eligible targets.

Super: After you use your power, you may invalidate the result. Draw
lots again to determine the next player; this time the result is final.

MINGLE		[O:W]	MIXES CARDS WITH OPPONENT
You have the power to mix. As main player in a challenge, before cards
are played you may mix your hand with that of your opponent. Each of you
takes back at random as many cards as you originally had. These cards are
not subject to the Extortionist. If either player has no Challenge cards
after the exchange, resolve as appropriate.

History: Originating in an ionized nebula, the Mingles are vast swirling
clouds of energy and charged particles. Their Cosmic opponents are swept
up by the shifting fields and emerge dizzied and not quite sure what
just happened.

Wild:You may mix your hand with an equal number of cards from the top
of the deck. Take at random as many as you started with, then return the
rest to the top of the deck without looking at them.

Super: After mixing cards with your opponent, look at the cards and choose
the ones you want. You still receive only as many as you started with.

MURPHY		[O:W]	MAKES THINGS GO WRONG
You have the power to bollix. Once per challenge, you may alter in a
minor way, explainable as an error in application, the effects of one
player's Power or Super Flare. The alteration may only directly harm
(through loss of cards, Lucre, or tokens) the player; indirect harm (for
example, a change making it more likely that the player's side loses the
challenge) is permitted. Some examples: you may tell the Assassin to put
one of his own tokens in the Warp (but you may not tell him to take the
token of a third player); you may make the Disease spread to a planet
where he already has a base; after the Judge gives his fiat, you may
tell him that the words "winner" and "loser" are switched throughout;
when the Oracle tries to use his power, you may tell him to look at a
card drawn randomly from his opponent's hand. You may bollix a player's
use of his Super Flare (it is considered an extension of his Power).

History: The Murphies are the sole practitioners of the science of
psychocausality. This unique knowledge allows them to cloud other
Aliens' minds, causing them to make small but fatal errors. The Murphies
plan to gain ultimate power through their opponent's blunders.

Wild:As main player in a challenge, after your opponent plays a
Challenge card but before it is revealed, you may tell him that he
selected the wrong card. He must return the card to his hand and play
a different Challenge card, unless he shows you it is his only one.

Super: You may bollix twice per challenge.

NEWBIE		[O:W]	BOTHERS EVERYONE WITH QUESTIONS
You have the power of innocence. Once per challenge, you may ask any
player a yes-or-no question about the rules or about the effects of any
of his powers, his special planet hex, or any Edict or Flare that you
know he has in his hand or that he has just played (if you ask about a
Flare, the question must relate to the form -- Wild or Super -- in which
he uses the Flare). The question must have an unambiguous answer that can
be determined by reference to the rules or cards. Further, it must be on
a matter that affects play -- questions about phrasing, spelling, and
Alien histories are specifically disallowed. The player must correctly
answer within ten seconds, without referring to the rules or the cards;
if he does not, you put any one of his tokens into the Warp.

History: Freshly arrived on the Cosmic scene, the Newbies are dazzled by
the complexity and variety of the Cosmos. Seeking to understand the
wonders around them, they ask surprisingly deep questions. Despite their
unfamiliarity with details, they have a firm grasp of basics -- especially
the use of the Warp.

Wild:Once per challenge, you may "accidentally forget" to use a
mandatory power -- even if another player reminds you of it.

Super: If a player does not correctly answer your question, instead of
putting a token in the Warp you may swap your Newbie power for one of
his (as per the Changeling). You may use your new power during the
remainder of the challenge, even if it has already been used.

OSTMARK		[M:W]	MAKES LUCRE WORTHLESS
You have the power of devaluation. In any challenge in which you are a
main player, Lucre is not added to either player's total. This includes
Lucre provided by third parties, such as the Patron and Super Dragon.
Lucre can still be spent normally for cards, tokens, etc.

History: Ostmark economic theorists long ago developed the perfect
economic system. Best described as a hybrid Libertarian/Socialist
arrangement with value-added taxes and trickle-down financing, the
implementation of the system quickly brought the Ostmark economy to a
point where money was no longer necessary (indeed, most of the Ostmarks
now prefer barter for everyday trade). Still convinced of the soundness
of their system, despite some minor difficulties, the Ostmarks now seek
to convert the economy of the entire Cosmos.

Restriction: Use only in a game with Lucre!

Wild:Whenever another player must pay you Lucre (including as part of
a deal), you may instead draw an equal number of cards from his hand.

Super: You may add your Lucre to your total, or make your opponent add
his Lucre to his.

PARANOID	[M:W]	GETS BONUS FOR OPPONENT'S ALLIES
You have the power to worry. As a main player, if your opponent has any
allies you add the number of his allies' tokens to your total after other
effects have been calculated. You add only the number of tokens; ignore
powers such as the Macron, Fungus, etc.

History: The Paranoids are certain that the Cosmos is out to get them.
This is, of course, true; but each time their belief is vindicated they
fight with renewed vigor, shouting their war cry of "Get them before they
get us!" The Paranoids dream of a Cosmos in which they will be safe;
that this means the total domination of all other races is just one more
thing to worry about.

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

Wild:If another player wins the game as a result of making a successful
challenge in your system, you share in the win.

Super: If your opponent has any allies, multiply your total by the number
of his allies' tokens after calculating other effects. This replaces your
normal paranoia.

PATRON		[O:W]	LENDS STRENGTH OF LUCRE
You have the power to support. In any challenge in which you are not a
main player or an ally, the main players may ask you to support them
before cards are played; you may accept either player (but not both's)
request. If you accept a player's request, your Lucre is added to his
total. If the player wins (but not if he deals), he must pay you one
Lucre after the challenge; if he has no Lucre but has cards, you may draw
one from his hand at random.

History: An aloof but generous race, the Patrons take pleasure in
assisting others -- especially when it is to their own eventual benefit.
This applies equally to their long-range goal of Patronizing the Cosmos.

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

Wild:As a main player in a challenge, your Lucre counts double (that is,
if you have three Lucre you add six to your total if you use this Flare).

Super: You may patronize without being asked; you must announce your
decision before cards are played. If the player you patronize wins, he
must pay you one Lucre.

PAVLOV		[O:W]	REWARDS OR PUNISHES OPPONENT
You have the power to condition. As main player in a challenge, before
cards are played you may give your opponent a Challenge card from your
hand. If he plays that card, any tokens he loses as a result of the
challenge outcome return to bases (if he is defensive player, they must
leave the challenged planet or Moon), and he receives an additional reward
of one tokens from the Warp or one card from the deck (his choice). If
he does not play the card, after the challenge is resolved put any one
of his tokens from a base into the Warp. These rewards and punishments
apply to any challenge outcome, including failure to deal. After the
challenge is resolved, you get back the card you gave your opponent, even
if he played it (and even if he is the Clone).

History: The small but wise Pavlovs achieved master of their home planets
by training all rival species, using a system of rewards and punishments.
They now apply their skills to their Cosmic adversaries, subtly directing
their opponent's behavior into a pattern of the Pavlov's choice.

Wild:Before cards are played in a challenge, you may name a Challenge
card (Compromise or specific Attack value). If a main player plays such
a card, after the challenge is resolved he receives a reward of one token
from the Warp or one card from the deck. 

Super: Your punishment for disobedience is two tokens from bases to Warp;
you select both tokens.

PIRANHA		[O:W]	OVERWHELMS BASES
You have the power to overwhelm. At the start of each challenge, if there
is any planet where you share a base with another player and you have
more tokens on that planet than the other player, you may take all that
player's tokens from that planet and put them in the Warp. You may only
overwhelm one opponent per challenge.

History: The small Piranha hunt in packs, killing and devouring much
larger prey by strength of numbers. In the Cosmic arena, the Piranha
maintain a peaceful demeanor to lull their opponents until they
outnumber them -- and by then, it's far too late.

Wild:As a main player in a challenge, if your side has more tokens than
your opponents, you may add the difference in token counts to your total.
Count only tokens; ignore the effects of the Macron, Fungus, etc.

Super: You may overwhelm all players on a planet who have fewer tokens
(individually) than you do.  You may only overwhelm one planet per
challenge.

PROBE		[O:W]	MAKES PROBING SORTIES
You have the power to scout. Whenever any other player flips the color
of a third player, if you have an Attack card you may make a probe
challenge against any planet in the defensive system. Put one token in
the Cone and point it. No allies are permitted, nor may Edicts, Flares,
and Kickers be used; only you and your opponent may use Powers. You and
your opponent must play Attack cards (if your opponent has no Attack
cards, he discards his hand and draws a new one). You and your opponent
then look at the cards without showing them to other players and determine
the result. If you win, your token goes to the planet; if you lose, it
goes to the Warp. Your opponent's tokens remain on the planet unless you
win and are the Filth; if your opponent is the Filth, you can only challenge
him where he has no tokens. Your card is discarded, and your opponent
retains his. The offensive player then makes his challenge. In this challenge
the defensive player must either play the same card he played against you,
or play a Compromise card; he may add a Kicker. You announce the value of
the card if (and only if) you ally with the offensive player.

History: Developing from clans of nomadic warriors, the Probe specialize
in quick sorties involving small, highly-mobile units. These attacks
are often suicidal, but aliens respect the Probe for their courage -- and
for the information about opponent's strength that the attacks reveal.

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

Wild:As a main player in a challenge, your opponent must show you his
highest Attack card before cards are played.

Super: In your probe attacks, you may use from one to four tokens.

PROLONG		[O:W]	EXTENDS CHALLENGE
You have the power to protract. When you are a main player in a challenge,
if both players reveal Attack cards you may call "extend". You and your
opponent must then, if able, play and reveal an additional Attack card.
You may continue to call "extend" as long as both players play Attack cards.
When the extension stops, challenge results are determined. Each player is
considered to have played a single card whose face value is (Kicker \*
original card) + additional cards. Calculator equalization is applied to
these values; other card-related powers (Gambler, Laser, Mutant, Oracle,
Visionary, etc.) only apply to the play of the original Attack cards and
may not be used during extension. All cards played are discarded. Players
may not draw new hands (except by using the Keeper) during extension.

History: Possessed of an overdeveloped sense of pride coupled with a love
of battle, the Prolongs are rarely willing to admit defeat or claim victory.
Their Cosmic adversaries dread confrontation with the Prolong, because
even a minor skirmish is often drawn out into a long and exhausting battle.

Wild:As a main player in a challenge, if both players reveal Attack
cards you may extend the challenge once. Each player, if able, plays and
reveals an additional Attack card. The challenge is then resolved as per
the Prolong power (if your opponent is the Prolong he may extend the
challenge).

Super: If a main player runs out of Attack cards, you may make his allies
play their Attack cards. Main players select which ally plays a card; the
extension ends if no one on a side can play an Attack card.

QUANTUM		[M:W]	TELEPORTS TOKENS
You have the power of teleportation. In any challenge, after the Cone is
pointed but before cards are played you teleport one token to or from the
planet or Moon at which the Cone points. You either take one token from
the defensive planet or Moon and put it on any other planet or Moon where
the token's owner has a base, or you take a token from any other planet
or Moon and add it to a base on the defensive planet or Moon. You may move
a token of any color, including your own, but you may not create a base.
If you remove the defensive player's last token from a planet or Moon, he
still defends with a token count of zero.

History: All animal life on the Quantum planet has the unique ability to
teleport over short distances as a defense mechanism. The Quanta have
mechanically reproduced this ability and produced a powerful weapon in
their bid for Cosmic control.

Wild:Before each challenge, you may move one token from any of your
bases to any other.

Super: You may teleport two tokens per challenge. Each token must be moved
according to the rules for teleportation, but they may be of different
colors and be moved between different planets or Moons.

QUEUE		[M:W]	SELECTS ORDER OF PLAY
You have the power to order. At the end of each player's turn, you choose
which player will next take a turn. You must give each player a turn in
each "round" of play. For example, with four players A, B, C, D, you may
choose any of them to go first -- say B; then you choose any of the
remaining three next -- say D; then one of the remaining two -- say A;
and finally C plays. You may then choose any of the four to play next,
starting a new round. If you lose your power, play passes clockwise.
Silencing does not affect the use of your power.

History: The semi-metallic Queues generate electropsychic fields which
induce them, and all within their influence, to form orderly lines. The
Queues use this knack in their attempt to place themselves at the head of
the Cosmic line.

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

Wild:Before each challenge, you may take the top seven cards of the
deck, arrange them in any order you wish, and return them to the top of
the deck.

Super: In each "round" you may give yourself two turns as offensive
player.

QUIRK		[M:W]	MAKES OTHERS ACT ODDLY
You have the power of weirdness. Assign to each other player a simple
behavioral quirk which he can perform and which does not interfere with
his ability to play. If a player objects to the assigned quirk, the
issue is resolved by a vote of all players; the objecting player breaks
ties. For example, you can require the player to begin each utterance
with the word "moo", or to touch tokens only with his left hand. If you
catch a player violating his quirk, take one of his tokens and put it in
the Warp. If this power is copied, the copier gives you a quirk but
doesn't change those of other players; if the power is transferred, the
new owner is free of his own quirk and assigns one to you.

History: Bizarre even by Cosmic standards, the mere presence of a Quirk
unnerves other races and makes them act strangely. The wily Quirks take
full advantage of their opponents' incapacities.

Wild:At the start of your turn, give this card to any other player and
name a quirk (as per the Quirk power). While the player has the card, he
must obey the quirk. If he violates the quirk, he loses one token to the
Warp but is then free of the quirk.

Super: If you catch a player violating his quirk, put any two of his
tokens into the Warp.

REVENANT	[O:W]	GRANTS HOME BASES
You have the power of rebirth. Under specific circumstances you may grant
a player (including yourself) a rebirth. The player who receives the
rebirth regains a base in his home system by placing from one to four
tokens from other bases on the planet, exactly as if the Rebirth Edict
had been used. The rebirth does not count as a challenge. You may grant
rebirths in three ways. 1) You may grant yourself a rebirth at the start
of each of your challenges. 2) As part of a deal, you may grant the
other player(s) in the deal a rebirth. 3) Any other player may, at the
start of his turn, offer you one or more Lucre to grant him a rebirth;
if you accept, the player pays you the Lucre. You must either accept or
reject the player's first offer; negotiation is not permitted.

History: Espousing a philosophy of eternal renewal and rejuvenation, the
Revenants pitch their tents throughout the Cosmos. Few aliens buy
the Revenant credo, but most are willing to pay for it.

Restriction: Use only in a game with Lucre!

Wild:Whenever you rescue tokens from the Warp as a defensive reward,
you may establish a base on any planet in your home system using all
the rescued tokens.

Super: You may grant yourself a rebirth at any time, including immediately
after losing a base which would cause you to lose your power. You must
still remove tokens from other bases to use the rebirth.

RICOCHET	[M:W]	BOUNCES WINNING TOKENS
You have the power to bounce. Whenever you are the losing defensive player
in any planet challenge in any system, you select any planet in the same
system (even one where the offensive player already has a base).  The
offensive tokens land there, instead of on the target planet. Your own
tokens still go to the Warp, and any of your tokens on the selected
planet remain. If the offensive tokens include those of the Filth, the
Filth goes to the planet you indicate and his allies go to any other
planet in the system except the planet where the challenge was made. If it
was a reverse Cone challenge, your power applies to the offensive player
and your defensive allies.

History: The Ricochets are marine molluscs whose thick shells protect them
from predators; attacking carnivores simply bounce off their impervious
casings. Ricochet defensive technology has similarly emphasized deflection
of opponents; even when they are defeated in combat, their opponent does
not always get what he expects.

Restriction: Do not use with the Gas Giant.

Wild:As losing defensive player in a planet challenge, you may bounce
your opponent's allies. Your main opponent lands on the planet; his allies
return to bases.

Super: When you use your power, you may bounce each player's tokens
separately. For each player whose tokens would land on the planet, indicate
any other planet in the system; he places his tokens on that planet.

SALT		[O:W]	FORCES DISCARD OF ATTACK CARDS
You have the power of disarmament. As main player in a challenge, if you
have an Attack card before cards are played you may call "disarm". You and
your opponent must then discard an Attack card. Your opponent discards his
highest Attack card, and you discard any of your Attack cards. If as a
result the offensive player has no more Challenge cards, his turn immediately
ends (tokens return to bases); if the defensive player has no Challenge
cards, he discards his hand and draws a new one as per the rules.  If your
opponent has no Attack cards when you call for disarmament he does nothing.

History: The peace and security of the Salt worlds was guaranteed by a
comprehensive system of treaties which eliminated all offensive weapons.
Out of necessity, the Salts re-armed when confronted with hostile aliens.
They now seek to regain their peaceful lifestyle, even if it means taking
on the weighty responsibilities of Cosmic rule.

Wild:You may make all other players keep their highest Attack card face
up in front of them at all times. They return the card to their hand only
to play cards in a challenge or when another player must draw from their
hand.

Super: When you call disarm, you may name any number up to the number of
Attack cards you have. You and your opponent must then if possible discard
that many Attack cards; your opponent discards his highest cards, and you
discard any cards you choose.

SCHISM		[M:W]	HALVES OPPOSING TOKEN COUNT
You have the power to divide. As a main player in a challenge, your
opponent's token count is divided by two (round up). The token count
includes the effects of powers (Macron, Fungus, Teela, etc.) and other
effects such as the Mini-Mac Moon.  In a multiple-power game where you
are the Anti-Matter, your opponent's token count is defined as his
tokens minus his allies' tokens.

History: The Schism society was ancient and sophisticated long before other
races were banging rocks together. Their political expertise is such that
they can exploit minor differences among their opponents, turning friend
against friend and reducing their effectiveness. The Schisms are now applying
their strategy of "divide and conquer" in the Cosmic arena.

Wild:As a main player in a challenge, if you and your opponent both play
Attack cards whose face values differ by exactly a factor of two (that
is, one is exactly half the other), you automatically win the challenge.

Super: Your opponent's token count is divided by three (round up).

SCROUNGE	[O:W]	MAY DRAW FROM DISCARD
You have the power to rag-pick. Whenever you are entitled to cards from
the deck, you may take any or all of the cards from the top of the
discard pile. You may not change the order of the cards in the discard
pile, but you may look through them before deciding how many to take.
When you must discard your hand, set it aside, draw seven new cards
from the deck and/or discard pile, then discard your old hand. If the
Extortionist is in the game, he extorts based on the total number of
cards you take; if you give him cards, mix the cards from the discard
pile with those from the deck and let him draw randomly.

History: Exhaustion of naturally-occurring resources forced the Scrounge
to turn to the slagheaps and garbage dumps of their past. The Scrounge
developed useful techniques for separating the gold from the dross. Now
they intend to rule the Cosmos, thus separating themselves from the Cosmic
offal.

Wild:Before the start of each player's turn, you may exchange any card
from your hand for the top card of the discard pile.

Super: When you must replace your hand, you may look through the discard
pile and select any seven cards that you want. You must discard this Flare
afterward, even if you used the Keeper.

SNUFF		[O:W]	DAMPENS FLARES
You have the power to dampen. Once per challenge when any other player
tries to use a Flare you may dampen it. When you dampen a Wild Flare, the
player cannot use it for the remainder of the challenge. When you dampen
a Super Flare, the player may immediately use it in its Wild form if
appropriate; if he does not use the Wild form immediately after you dampen
the Flare, he cannot use it later in the challenge.

History: The Snuff race suffered for many years under a ruthless tyranny
which gathered all power to itself. The dictatorship was eventually
overthrown, but the Snuffs have retained an aversion to concentrations
of power. Whenever anyone attempts to wield power beyond their natural
limits, the Snuffs feel compelled to prevent them. Naturally, this
aversion to power applies only to the Snuffs' Cosmic opponents.

Restriction: Use only in a game with Flares.

Wild:You may place this Flare face up in front of you. All other players
must then place all their Flares face up in front of them. Players return
Flares to their hands only when another player draws from their hand.

Super: When you dampen a Flare, you may make the player discard it.

SPORE		[M:W]	SEIZES UNOCCUPIED PLANETS
You have the power to sprout. Whenever any planet is unoccupied at the
end of a challenge (even as a result of fumigating the Filth), you take
one of your tokens from any base and put it on the planet. You may sprout
on only one planet per challenge.

History: All members of the Spore race continually shed cells which float
through space and land on planets. The presence of other life forms
retards Spore growth, but when left alone the cells multiply rapidly and
form new Spore bases. The greatest goal of the SporeRBITER		[O:W]	
conditions in which all their scattered cells can sprout.

Wild:At the start of your turn, you may regain one home base by taking
up to four tokens from other bases and placing them on the planet. This
does not count as a challenge.

Super: You may sprout on planets that have exactly one token of any
opponent, as well as unoccupied planets. You may still only sprout once
per challenge.

SUBORN		[O:W]	CAN BRIBE ALLIES
You have the power to bribe. As a main player in a challenge, after
allies decide to commit you may offer any or all of them bribes to
change their mind (to accept an alliance that they refused, to refuse
an alliance that they accepted, or to switch sides if they were invited
by both main players). Your bribe is either one card or one Lucre. If
the player accepts, you must pay them after the challenge is resolved;
cards are drawn at random from your hand. If you cannot or will not pay
the bribe, each player who is not paid selects one of your tokens and
puts it in the Warp. These tokens are all removed from bases before you
may recover any (due to Zombie, Wild Boomerang, etc.).

History: The Suborns have a long tradition of presenting small friendship
gifts -- an attractive cup, a timepiece, a small armored division -- to
their acquaintances. By such generosity, the Suborns hope to be admired,
respected, and obeyed by their Cosmic cohorts.

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

Wild:As a main player in a challenge, when allies are invited you may give
this card to any player other than your opponent. That player must then
ally with you, unless prevented by the Force Field Edict or Magnet. He
keeps this card.

Super: You may pay for your bribes by taking cards from the deck and
Lucre from the box.

TEELA		[M:W]	ADDS DIE ROLL TO TOKENS
You have the power of luck. As a main player in a challenge, roll one
six-sided die after challenge cards are played and before they are
exposed. Add the number of pips showing on the die to your token count
before calculating other effects. The revised token count is used for
determining consolation and the effects of other powers and flares
(Schism, Vacuum, Virus, etc.). In a multi-power game in which you are
the Macron, you add the die roll to your token count, not to your number
of tokens.

History: Teelas breed by releasing germ cells into the ocean, where chance
determines which live and which die. Only the most fortunate Teela young
survive to reach maturity. This evolutionary pressure has caused the spread
of a gene for good luck throughout the Teela population. The Teelas now
audaciously compete at the Cosmic level, confident that their luck will
protect them.

Wild:Whenever you are entitled to consolation, you may roll one six-sided
die. Subtract three from the number of pips showing on the die and add the
resulting number to the amount of consolation you receive. If the amount of
consolation becomes negative, your opponent draws the corresponding number
of cards from your hand!

Super: Add two die rolls to your token count.

TOADY		[B:W]	HELPS ANOTHER TO A SHARED WIN
You have the power to fawn. At the beginning of the game, after powers
are distributed, select and announce one other player as your "lord" or
"lady". Whenever your lord is a main player: you may ally with him without
being invited; you may not ally against him, unless forced by the Magnet
(but his opponent, for example the Grudge, can still invite you); before
cards are played in the challenge, you may give your lord any cards from
your hand, or use your own Lucre to buy cards and give them to him (you
may look at them); and you may give him any or all of your Lucre before
cards are revealed. If your lord wins, you share in his win.

History: Bewildered by the complexities of the Cosmos, the Toadies have
taken refuge in a subservient relation with a more powerful Alien. Their
fawning attention is unappreciated by their chosen master, as the slight
aid the Toadies provide is more than offset by the eventual sharing of
Cosmic power.

Restriction: Do not use in a two-player game; not suggested for a
three-player game.

Wild:If any player wins the game by winning a challenge in which you were
his ally, you share in the win. You do not share the win if the player won
by making a deal.

Super: At the start of each of your turns, you may change lords. Announce
the change to all players.

TOXIN		[M:W]	POISONS PLANETS
You have the power to poison. At the start of each of your turns, you
poison any one planet other than the Gas Giant by placing an indicator
(use a chess pawn or something similar) on the planet. Any tokens other
than your own that are on that planet at the start of your next turn
are sent to the Warp; you then move the indicator to a new planet, which
is then poisoned.

History: The reptilian Toxins kill their prey using neurotoxins and
hemotoxins that they secrete from their fangs and claws. Their intimate
knowledge of poisons has led them to develop a frightening variety of
chemical, biological, and radioactive agents which they use with
ruthless efficiency in their drive to cleanse the Cosmos of other
life forms.

Wild:When any player flips your color, if that player already has a
base in your system you may take all the tokens from one such base and
put them in the Warp.

Super: You may poison two planets per turn.

ULTIMATUM	[M:W]	THREATENS DIRE CONSEQUENCES
You have the power to threaten. As a main player in a challenge, before
cards are played you say to your opponent, "If you play an Attack card
of value X or greater, I will put one of your tokens in the Warp," where
X is the value of any Attack card in your hand, or 10 if you have no
Attack cards. You may shorten the threat to "X or greater". If your
opponent does play such a card, take a token from any of his bases and
put it in the Warp.

History: Brinksmanship is an art form among the Ultimata, who have had
more than twenty close brushes with nuclear war (and three actual missile
exchanges, but no-one talks about them) in their history. The Ultimata
threaten their Cosmic opponents at every opportunity, and when defied
carry out their threat to prove they mean business.

Wild:As a main player in a challenge, if you and your opponent both
play Attack cards and yours is less than his, the value of your card is
doubled.

Super: You may use your power as an ally, threatening your side's
opponent.

USURPER		[O:W]	TAKES OVER PART OF CHALLENGE
You have the power to expropriate. If you are not a main player in a
challenge and the offensive player does not invite you as an ally, after
cards are played but before they are revealed you may substitute one or
two of your tokens for an equal number of the offensive player's tokens
in the Cone. The displaced tokens return to bases. You may do this even
if you are a defensive ally.

History: The Usurpers are ruled by an aristocracy whose rules of
succession are so complex that virtually any noble can make a claim that
he should rule. The habit of using any pretext to seize power from its
legitimate holder is deeply ingrained in the Usurpers, who are eager to
grab whatever Cosmic power they can.

Wild:Whenever any other player's power is Zapped, you may usurp and use
that power for the remainder of the challenge. If the Schizoid,
Terrorist, or any other power with secret information is Zapped, you get
to see the information when you usurp their power.

Super: You may usurp even if the offensive player invited you, and even
if you are an offensive ally (but not as a defensive ally). You may not
have more than four tokens in the Cone.

VANDAL		[O:W]	DAMAGES CHALLENGES
You have the power to vandalize. Once per challenge, you may do any one
of the following: 1) immediately after the Cone is pointed at a planet,
reposition it to point to any other planet in the same system where the
offensive player can make a challenge; 2) forbid one player from using
Lucre to purchase additional cards; 3) before cards are played, put any
one token involved in the challenge into the Warp; 4) after cards are
played but before they are revealed, make one of the players select a
different card (he need not do this if he shows you that the original
card is his only Challenge card); 5) any time before cards are revealed,
announce that five points will be deducted from one side's total.

History: Individually weak, the Vandals combine to destroy larger prey
by inflicting numerous small wounds. Their Cosmic opponents suffer
similarly; each individual act is almost unnoticeable, but the cumulative
effect can be quite painful.

Wild:You may give this Flare to any other player at the beginning of
that player's turn. That player must then either put three tokens into
the Warp or lose his turn. He keeps this Flare.

Super: You may commit two different acts of vandalism in each challenge.

W		[M:W]	DOUBLES TOKENS
You have the power to double you. In any challenge, the first token you
have in the challenge counts 1; each subsequent token counts twice as
much as the previous. Thus if you have four tokens in the challenge,
they count as 1 + 2 + 4 + 8 = 15 tokens. In a multi-power game, if you
are the Macron your first token counts 4 and each doubles thereafter
(thus three W-Macron tokens count as 4 + 8 + 16 = 28); if you are the
Fungus, each stack counts as a single W token and adhering tokens are
added to the result (three W-Fungus tokens adhering to three other tokens
count as 1 + 2 + 4 + 3 = 10).

History: Little is known about this mysterious race; even the name W is
a code assigned by other Aliens. The one clear fact is that all members
of the W receive intensive military training. A single W is no more
powerful than any other Alien, but larger groups fight with greater
efficiency and soon outstrip their opponents. The W's goals are unknown,
but their training may be significant...

Wild:As offensive player or an ally, you may put up to eight tokens in
the Cone (two if you are the Macron).

Super: As a main player or ally, your side's token count is calculated
using your power. Thus, if there are nine tokens on your side, your
token count is 511 (times four if you are the Macron, plus any tokens
adhering to Fungus). The general formula for N tokens is (2^N) -- 1.

WASTREL		[O:W]	MAY DISCARD HAND
You have the power to discard. As a main player in a challenge, you may
discard your entire hand and draw a new seven-card hand from the deck
before Challenge cards are played. If you are offensive player and have
no Challenge cards after doing so, your turn immediately ends and tokens
return to bases. If you are the defensive player, continue discarding your
hand (playing Edicts and Flares as desired) and drawing a new one as per
the rules until you get a hand with Challenge cards.

History: Evolving on a world of abundant resources in close orbit around
an energetic sun, the Wastrels never developed any concepts of frugality
or conservation. When the Wastrel home sun went supernova, a few Wastrel
colonies survived. These colonies now seek to wrest enough resources from
lesser species to support themselves in their accustomed style.

Wild:Once per challenge before cards are played, you may make either
main player discard an Attack card; if he shows you he has no Attack cards,
he does nothing. If the offensive player has no Challenge cards after he
discards, his turn ends and tokens return to bases; if the defensive player
has no Challenge cards, he draws a new hand as per the rules.

Super: When you discard your hand, you may keep any cards you want, then
draw enough cards to bring your hand to seven.

XEROGRAPH	[O:W]	COPIES OPPONENT'S CARDS
You have the power to duplicate. As main player in a challenge, you may
call "copy" before cards are played. You do not play a Challenge card;
instead, your card is the same as that of your opponent. When you copy,
your opponent (but not yourself) may play a Kicker, which is not affected
by the copying. You must have a Challenge card in your hand to use your
power.  You may copy the Oracle (his power has no effect on you); if you
copy the Deuce, you copy only his first card. If the Visionary perceives
your card and you then copy, he must play a card of the perceived value
if he can.

History: A deeply philosophical race, the Xerographs have adopted a
mystical doctrine of using only that which is necessary and sufficient.
They have applied this to all areas, including combat, where their
greatest goal is to meet the enemy with exactly the force he applies.
Naturally, for the noble goal of Cosmic rule the Xerographs are willing
to bend their principles and use excessive force at times.

Wild:When you must play Challenge cards, you may play this card face
down. Its value is the same as that of the card played by your opponent,
and after the challenge your opponent receives the card. You may not play
this card if your opponent is the Xerograph and has chosen to copy.

Super: When you copy, the value of your card is twice that of your
opponent's.

XX		[O:W]	REPLACES COMPROMISE WITH ATTACK
You have the power to doublecross. As a main player in a challenge after
cards are revealed, if you played a Compromise card you may exchange it
for any Attack card from your hand. You may not replace a Compromise if
the Visionary ordered you to play it, but no other powers (Oracle, Laser,
etc.) can prevent the replacement.

History: In their first Cosmic encounter, the unpronouncable Xx were
betrayed at the conference table. Ever since, whenever any Xx offers peace
with one chela, he takes the precaution of holding a blaster behind his
thorax in another.

Wild:As an ally, you may withdraw your tokens from the Cone to bases after
cards are played but before they are revealed.

Super: As a main player, if your opponent reveals an Attack and you reveal
a Compromise you may exchange the two cards; each player is treated as
having played the new card. This replaces your normal power.

YEAST		[B:W]	BUILDS AND USES PRESSURE
You have the power to ferment. You start with a pressure of zero, and
your pressure increases by one at the start of each challenge (yours or
any other player's). You may release pressure (spend points) as follows:
spend one point of pressure to add one point to your side in a challenge,
three points to buy a card from the deck, five points to buy a token from
the Praw to the Warp or the Warp to a base, ten points to buy a base in
your home system, and twenty to buy a base in any other player's system.
Points spent are deducted from your pressure; your pressure may not be
less than zero. You may spend as many points as you want at any time
(for example, you can spend seven points after cards are revealed to
increase your side's total by seven). You may only buy tokens and bases
between challenges, and you may not buy a base on a planet with the
Filth. If you lose your power you retain your pressure but do not increase
or release it.

History: The Yeasts are natural balloons, producing hydrogen gas by a
fermentation process and storing it in a sac. Excess hydrogen is used to
produce quick bursts of speed for attack or defense. By coupling their
natural abilities with fusion technologies, the Yeasts have magnified
their power to levels suitable for Cosmic effects.

Wild:As a main player in a challenge, you may apply pressure to your
opponent by announcing before cards are played that, if he loses or
fails to deal, he will lose one additional token to the Warp. You select
the token from any of his bases. 

Super: Your pressure increases by two points per challenge.

YOGI		[M:W]	LIFTS LUCRE AND CARDS
You have the power to levitate. In any challenge after the defensive
player is determined, you may take one Lucre or one card (drawn at
random from his regular hand) from either main player.

History: Claiming knowledge of arcane meditative practices that grant
the initiated exotic abilities including levitation, the Yogis have
opened instructional centers throughout the Cosmos. Those who receive
their lessons rarely learn to levitate, but certainly end up lighter --
if only by the weight of their tuition.

Wild:Whenever anyone flips your color, lift one of your tokens from the
Praw to the Warp or from the Warp to a base.

Super: You may take two Lucre, two cards, or one Lucre and one card from
either main player. If the player has only one Lucre or one card, you
take only that.

ZEALOT		[O:W]	CONTINUES ATTACK UNTIL WIN
You have the power of fanaticism. If you lose a challenge as offensive
player, you may continue to make challenges in the same system. You do
not flip the destiny pile before each such challenge, but you do rescue
a token. You may choose any planet in the system for each challenge. If
you use your power, you must continue to make challenges until you win,
make a deal, run out of Challenge cards or tokens, or are Zapped. Your
turn then ends, even if you are the Machine.

History: The Zealots have always had a tendency to fixate on causes,
whether political, social, religious, economic, or dietary. Once a Zealot
decides on a course of action, nothing short of total victory or total
defeat will stop him. The Zealots have now decided to rule the Cosmos...

Wild:You may make two challenges in each of your turns, even if you lose
or fail to deal in the first challenge.

Super: When you make fanatic challenges, you may draw a card from the
deck at the start of each challenge immediately after you rescue a token.

ZERO		[O:W]	ZEROES ATTACK CARDS
You have the power of nought. As a main player in a challenge, after
cards are played and before they are revealed you may call "zero". If
you do so, any Attack cards that are played become Attack 0 cards. If
either main player played an Attack card, he may discard it and play
another Attack card face down in its place, if he has one. Powers such
as the Laser, Oracle, etc. apply to the play of this second card as
well. Zeroing only affects the Deuce's first card, but he may play an
additional Attack card to replace it.

History: The Zeros are ascetics and condemn all profligate acts. Their
revulsion at excess leads them to acts of self-sacrifice so noble that
others are momentarily carried away and match their forfeitures.

Wild:When any player is entitled to draw consolation from your hand,
you may zero the amount of consolation he gets; in other words, he gets
nothing.

Super: Your opponent may not play an additional Attack card when you zero.