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player415151

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    Granada, Granada, Spain
  1. BEATLE MERGES ATTACK CARDS You have the power to Cumulate. At the end of each player's turn, after encounter cards are discarded, you may use your power to retrieve one or both encounter cards from the discard pile, in case they're Attack cards. To retrieve 1 card, discard Attack cards from your hand for the same or higher total value, then draw as many additional cards as you discarded minus 1 (so, after the merge, you have as many cards as you had before). Example: you may discard an Attack 04, 06 and 08 to retrieve an Attack 15 and then draw 2 additional cards. Beatles are known for their restless activity. If they were the only living creatures in the universe, it would only take 1 or 2 eons for them to gather all the matter in the universe. This supermassive ball would eventually collapse and generate a black hole such that could only lead to a second Big Bang. Or so I'm told. Fortunately they can be stopped. ANY PLAYER. OPTIONAL RESOLUTION WILD As a main player, before selecting cards, you may discard 2 Negotiate cards to draw 1 card from cosmic or reward decks. Show it to the rest of players. If it is another Negotiate card you must keep all 3. As a main player. Planning SUPER You may discard a Negotiate as if it was an Attack 10 when retrieving cards from the discard pile. Any player. Resolution
  2. HOLOGRAM DEPLOYS DECOYS You have the power of Holography. As a main player, before encounter cards are selected, you may use this power to create holograms. First, announce aloud which encounter card you are going to play ("Attack 15"), then place 3 encounter cards, face down, in front of you. One must be the real one, the other 2 are just holograms regardless of their value. Your opponent must then play one encounter card from his hand at a time, face up, in front of one of your cards. That card is then revealed. If it is the real card then both of them are used in the encounter which proceeds as usual. If it's not, both are discarded and he tries again. Once the real card is unveiled, the rest of holograms (if any) return to your hand. You cannot use this power if have less than 3 encounter cards. Billions of holograms approach our system!… Or is it only one? MAIN PLAYER ONLY. OPTIONAL PLANNING WILD You may play any card from your hand as a perfect copy of a card played by another player (it will become the same Artifact, Flare, Reinforment, Kicker, Attack,..). Discard it at the end of turn. Any player. All SUPER As a main player, during your launch phase you may create holographic ships for the encounter which will triple the number of ships actually played. Those virtual ships don't count for compensations. Main player only. Launch.
  3. POLLEN BLOCK OPPONENT'S CARDS You have the power of Fertility. As a main player, before encounter cards are selected, use this power to pollinate your opponent by placing a token in front of him. Pollen tokens are cumulative. Then use this power to choose and block as many random cards in your opponent's hand as tokens he has in front of him. Place those cards apart so it's clear they can't be used. If your opponent has no encounter cards left to play then the fertilization process is over and your opponent blooms: add to your hand the remaining cards in his hand, take his blocked cards and choose one of them to be his encounter card. Finally, remove all his pollen tokens. Once the encounter is over return blocked cards to their owner's hand. Pollens are one of the most intriguing creatures across the universe. They breed massively yet their civilization considers no ritual or need of engagement between their specimens. MAIN PLAYER ONLY. MANDATORY PLANNING WILD As a main player or ally, before selecting cards, you may block 1 random card in your opponent's hand. This card cannot be used until the turn is over. Main player or ally. Planning SUPER As a main player, before selecting cards, you may block 1 additional card in your opponent's hand. Main player only. Planning
  4. This one is a bit tricky. It may need some work before it's fully functional but it's fun. INFRARED PLAYS INVISIBLE ITEMS You have the power of Invisibility. At any time and as any player, you may use your power to play invisible ships and cards.To place ships just pretend you do it. To play a card just play a facedown card from your hand and name it ("This is a Power Zap" or "This is a Kicker"). All players are forced to accept that what you say is real. Once discarded, the effects of any invisible card, are considered irreversible. As a main player, after cards are revealed, announce how many ships you placed on the cone and the value of the cards you played, but keep them face down (e.g "This is a Kicker x3" or "This is an Attack 15"). Finish the encounter as if those cards were actually played (win or lose the encounter, discard used cards, send ships to the Warp,…) However, at any time, your opponent or any player affected by your cards may discard 2 Negotiate cards to turn his infrared scan on. This will turn ALL your items at play and those still to be played visible. Place real ships and turn face up ALL your cards at play (kickers and encounter cards inclusive). From that moment on, you must play all your cards faceup. If you are found to be cheating, you must concede your opponent or any player afected by your cards, 1 colony with 1 ship in one of your planets regardless of the result of the encounter. We're surrounded by them. Thousands, millions of invaders. But nobody has seen them …yet. ANY PLAYER. OPTIONAL ALL WILD You may play any facedown card from your hand as a Kicker x1. If you do it, don't show this flare until the reveal phase. Main player. Planning SUPER Players need to discard 3 Negotiates to activate their infrared scans. Any player. All
  5. RECYCLER RECYCLES PLAYER'S CARDS Game Setup: You are dealt two separate eight-card hands. Look at them and choose one to be your "Recycling Facility". Place it facedown on this sheet. You have the power of Recycling. At the begining of every turn, use this power and offer your services to main players (first offense, then defender). They may give you 1 card from their hands to recycle. Take the card, add it to your hand if you like it, discard it otherwise and, in return, give them 1 card of your choice and of the same kind (Flare, Attack, Negotiate, …) from your recycling facility. If there's no such card available, then choose one of a different kind. When your facility runs out of cards, refill it with a new 8-card hand. As a main player you may use your facilty yourself and recycle 1 of your cards. "Environmentally friendy Alien" doesn't necessarily mean "Friendly Alien". AS ANY PLAYER. MANDATORY ALL WILD Choose a player with at least 2 cards. Force that player to accept 1 card of your choice from your hand. In return, he must show you 2 of his cards. Choose 1 and add it to your hand. Any player. All SUPER When you had to refill your facility with a new hand, you may immediately use it yourself. As main player. Start turn
  6. GAS INFLATES ATTACK CARDS You have the power to Expand (Compress). As a main player, after cards are revealed and only if both cards are an Attack, you may use this power to declare you are going to 'Expand' ('Compress') and then change your Attack card for a higher (lower) one from your hand. Your opponent may do the same. If he has not such a card he'll keep his current one. You may repeat this operation as many times as you want. At the end of the encounter you must discard ALL the cards you played. Your opponent will only discard his last played card. Gases are a far relative of Vapours, both share a common ethereal ancestor, but after moving to a more a hostile environment, they became a more aggresive specimen. MAINPLAYER ONLY. OPTIONAL REVEAL WILD As a main player or ally, after cards are revealed, you may play Negotiate cards from your hand as if they were Reinforcement +3 cards. Any player. All SUPER At the end of the encounter, you may discard all the cards you played or only the last one (your choice). Offense only. Resolution
  7. VAPOUR REMOVES ATTACK CARDS You have the power of Evaporation. As a main player, after encounter cards are played but before they're revealed, you may use this power to take both encounter cards and place them on this sheet to form your 'cloud'. The encounter proceeds without them. Players can still play Reinforcements and Kickers remain in play but apply to the player's ships. The cards in your cloud are not part of your hand and cannot be stolen, zapped… At any time that you loose your power (zapped or for few home colonies), take all the cards in your cloud, add to your hand those you like and give the rest to the rest of player as you wish. This is called condensation. After eons of research, Vapours mastered the art of storing things in the cloud. MAIN PLAYER OR ALLY. OPTIONAL REVEAL WILD At any time and as any player you may evaporate (send to the discard pile) any one card in play (Artifact, Flare, Kicker, Reinforcement,…) and prevent its effect to happen. If you evaporate one encounter card after it's revealed, its owner may replace it with another. If he or she can't, then this Flare has no effect. Once used, you must discard this Flare. Any player. All SUPER As a main player, before selecting cards, you may evaporate 1 card of any kind from your hand and place it in your cloud. Main player only. Planning
  8. GOSSIP GETS CLUES OF CARDS You have the power to Spread Rumors. As a main player, before cards are revealed, you may use this power to force your opponent to show his encounter card to all players except yoursef. They must keep it secret. -If it is an Attack, they must show you their CLOSEST attack card. -If it is not, they must show you their HIGHEST Attack card. -If they have no attack cards they must say it loud and clear. After listenig to all these rumors, you may swap the encounter card you played with any other one from your hand. As an ally, before cards are revealed, you may use this power to see your opponent's card and show one of your rumor-cards to your ally in the same way. He may then change his encounter card. You are allowed not to rumor at all after watching the card. Rumors, rumors. They're only rumors! MAIN PLAYER OR ALLY. OPTIONAL REVEAL WILD Choose one player and force him to tell how many cards of one kind (your choice) he has in his hand: Attack, Negotiate, Flare… Any player. All SUPER In an encounter in which you are not main player nor ally, you may see one of the encounter cards at play. You may then threaten the owner. You'll tell it unless allowed to take 1 random card from his hand. In case you finally reveal the card, you may lie. Not main player or ally. Planning
  9. I started my own thread so I guess my previous posts should be deleted by mods. Thanks.
  10. SLEEPING MENACE GETS OUT OF CONTROL You have the power to Control Yourself. As long as you have it, use this power to hide your real feelings and keep your impulses under control: shake hands and congratulate your opponents every time you lose an encounter (or fail a deal); comfort them when you win. Draw 1 card at the end of your encounters as main player as a reward for your exquisite manners. This power cannot be zapped. But… At any time, if you loose your power for having too few home colonies, you can stop pretending. There's nothing in the whole universe that could stop you because now you are OUT OF CONTROL! Once the current encounter is over: - You become the player in turn - Draw 20 additional cards (cosmic or reward decks) - Retrieve all your ships from the warp - Get the Sleeping Menace's flare no matter where it is. - Let yourself go! It took eons to tame the beasts, the undisputed fiercest creatures in the whole universe. Nobody never ever dare to awake THE SLEEPING MENACE! AS ANY PLAYER. MANDATORY ALL WILD After you regroup phase, before you draw a Destiny card, you may place a wild on top of the Destiny deck. As the offense. Destiny. SUPER Remember you cannot use this super if you've lost your power. When you draw a card at the end of your encounters, you may draw it from the Reward deck or from the hand of a player of your choice. Main player or ally. Resolution
  11. ARMY OF APPLIANCES RESTRICTS OPPONENT'S OPTIONS Due to its own nature, Appliances have several powers. In every encounter you must choose one and only one of them. If your power is zapped, lost, copied or stolen all of them are included. As a main player or ally, before encounter cards are selected, you may use this power to… You have the power to Wash. Force your opponent and his allies NOT TO PLAY any Reinforcement card. You have the power to Dry. Force your opponent NOT TO PLAY his highest/lowest (your choice) Attack card. If your opponent cannot play any encounter card because of this, your power has no effect. You have the power to Iron. Force your opponent to return all ships but one to his colonies. You have the power to Blend. Force your opponent to play a random encounter card from his hand. You have the power to Toast. Force your opponent to accept a Negotiate card played by you as an Attack 08. Appliances were created by man. They rebelled. They evolved. And they have a plan. MAIN PLAYER OR ALLY. OPTIONAL REVEAL WILD You have a new power (it can be power-zapped): You have the power to Fry: As a main player or ally, before selecting cards, you may use this power to force your opponent to discard his highest or lowest (your choice) Attack card. Main player or ally. Planning SUPER You have a new power (it can be power-zapped): You have the power to Freeze: As a main player or ally, before selecting cards, you may use this power to force your oponent to play a Negotiate card. If he has none, then your side must play a Negotiate card or lose the encounter. Main player or ally. Planning
  12. QUANTUM SURFER HAS SIMULTANEOUS ENCOUNTERS You have the power of Ubiquity. You can be in 2 or more places at the same time. As the offense, after your regroup phase, you may use this power to have as many simultaneous encounters as you wish (provided you have enough ships and encounter cards). Draw destiny cards, choose planets, invite allies, place ships and play one encounter card simultaneously for each and every encounter. You can have more than 1 encounter in the same system if destiny cards indicate so. After all cards are revealed you can then swap the encounter cards you played as you wish. You cannot have any second encounter when you win, no matter if you use this power or not. According to the Quantum Superposition Principle, a particle does not occupy a definite state or location but it is just a blur of overlapping possibilities. It can be in 2 or more places at the same time. Quantum surfers master this principle. They're everywhere! OFFENSE ONLY. OPTIONAL WILD At any time, but only once per turn you may freely move your ships between your colonies. Any player. Any time SUPER When you use your power, after cards are revealed, you may freely reassign your ships in your encounters (and not only your cards). You cannot have more than 4 ships per encounter though. Offense only. Resolution
  13. Hi. I've been a CE fan for some years already. I think it's time to share some if my creatures. There are probably elements from other powers, but I've tried to be as original as possible and make hand management the core in their design. I'm not an english native speaker, so feel free to make any correction in the texts. Not only my mistakes, but also if you find a better or more concise way to express things. Thanks in advance. Greetings.
  14. SLEEPING MENACE GETS OUT OF CONTROL You have the power to Control Yourself. As long as you have it, use this power to hide your real feelings and keep your impulses under control: shake hands and congratulate your opponents every time you lose an encounter (or fail a deal); comfort them when you win. Draw 1 card at the end of your encounters as main player as a reward for your exquisite manners. This power cannot be zapped. But… At any time, if you loose your power for having too few home colonies, you can stop pretending. There's nothing in the whole universe that could stop you because now you are OUT OF CONTROL! Once the current encounter is over: - You become the player in turn - Draw 20 additional cards (cosmic or reward decks) - Retrieve all your ships from the warp - Get the Sleeping Menace's flare no matter where it is. - Let yourself go! It took eons to tame the beasts, the undisputed fiercest creatures in the whole universe. Nobody never ever dare to awake THE SLEEPING MENACE! AS ANY PLAYER. MANDATORY ALL WILD After you regroup phase, before you draw a Destiny card, you may place a wild on top of the Destiny deck. As the offense. Destiny. SUPER Remember you cannot use this super if you've lost your power. When you draw a card at the end of your encounters, you may draw it from the Reward deck or from the hand of a player of your choice. Main player or ally. Resolution
  15. ARMY OF APPLIANCES RESTRICTS OPPONENT'S OPTIONS Due to its own nature, Appliances have several powers. In every encounter you must choose one and only one of them. If your power is zapped, lost, copied or stolen all of them are included. As a main player or ally, before encounter cards are selected, you may use this power to… You have the power to Wash. Force your opponent and his allies NOT TO PLAY any Reinforcement card. You have the power to Dry. Force your opponent NOT TO PLAY his highest/lowest (your choice) Attack card. If your opponent cannot play any encounter card because of this, your power has no effect. You have the power to Iron. Force your opponent to return all ships but one to his colonies. You have the power to Blend. Force your opponent to play a random encounter card from his hand. You have the power to Toast. Force your opponent to accept a Negotiate card played by you as an Attack 08. Appliances were created by man. They rebelled. They evolved. And they have a plan. MAIN PLAYER OR ALLY. OPTIONAL REVEAL WILD You have a new power (it can be power-zapped): You have the power to Fry: As a main player or ally, before selecting cards, you may use this power to force your opponent to discard his highest or lowest (your choice) Attack card. Main player or ally. Planning SUPER You have a new power (it can be power-zapped): You have the power to Freeze: As a main player or ally, before selecting cards, you may use this power to force your oponent to play a Negotiate card. If he has none, then your side must play a Negotiate card or lose the encounter. Main player or ally. Planning
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