Grants Other Players’ Wishes
You have the power to Grant Wishes. At the start of every encounter, add two tokens to this sheet. As the defense, after encounter cards are revealed, use this power to add 1 to either side's total for each token on this sheet.
At any time except during your turn, any other player may make a wish – to retrieve his or her ships from the warp, draw cards from the cosmic and/or reward deck and then discard the same number, or increase either side’s total in the current encounter – up to the number of tokens on this sheet. Use this power to grant the wish. If there are more tokens than the number of ships available to retrieve or cards available to draw, the excess tokens are wasted. Afterwards, discard all tokens from this sheet and establish a colony in that player’s system with up to four of your ships taken from anywhere in the game. Each player is limited to three wishes per game.
Besought throughout the known galaxies, Genies make dreams come true. Rare indeed is the Genie who refuses to grant a wish; rarer still, the one who does not exact her fee.
Wild: When another player expresses a wish for the top card of the discard pile or the reward deck discard pile, you may give it to that player and collect up to three rewards. You may use this flare even if the player’s wish was coerced, sarcastic, etc.
Super: You may use your power to add your tokens to either side's total even as the offense or an ally.
I didn't set out to rewrite Eon's old Force power, but once this thing started taking shape I did step back and say hmm, maybe that's a way to solve some of Force's issues.
Anyway, nobody likes a power that the other players have to let you use. Genie attempts to solve that problem by making the temptation to make a wish grow until it is practically irresistible after awhile — especially considering that you can wish for adding to your encounter total after cards have been revealed. Inevitably somebody ends up with a crapload of ships in the warp and waits agonizingly for Mobius Tubes; it's hard to imagine that player not begging Genie for help, especially if Genie is not in the lead.
An offensive player who draws Genie's color should be very tempted to make a wish so they don't have to face that stack of tokens as a giant reinforcement in the encounter. Get 14 ships out of the warp and remove Genie's "+14 reinforcement"? That's hard to say no to.
I think a smart Genie will use his weaker cards early in the game, letting himself fall a little behind on colonies while he purges his low attacks and negotiates, collecting compensation whenever possible. (Losing ships is not terribly painful, since the power lets you pull your own ships out of the warp when you establish your colony; so when you're losing on purpose you've got two advantages most other players don't have.) In this way, other players will be even more tempted to make wishes, since Genie is behind anyway. Later, Genie plays the better cards he has been hoarding to surge ahead on colonies in the late game.
Be gregarious and courteous. Appear to enjoy helping everyone. Take your time. Don't be aggressive early on. Always make suggestions on how you can help. Try to appear disinterested about keeping/losing your tokens, but never miss an opportunity to subtly sell your services.
Remember that the other players will generally have ongoing anxiety about their opponents making a wish, and use this to your advantage. They will worry about somebody else beating them to your big stack of tokens, and worry about the benefits their opponents might earn.
I love the thought of Wild Genie sneaking into the deck when Genie's not in the game, giving you the chance to point to a crappy discard, say "don'tcha wish ya had one of those in your hand?", and trick your victim into sarcastically agreeing!