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Home Brew Powers-- a dedicated thread

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Eh...Velcro and Gloop are certainly similar, but their mechanics are a bit different. Velcro can only do his thing when he wins an encounter, and only with two planets at a time. Gloop does his thing with any number of planets every time he's the defense and can get a defensive boost by doing so. Anyway...

POLARIZE [O:TG] Reverses Offense And Defense

You have the power to invert. As a main player or ally, before encounter cards are revealed, you may use this power to send two of your ships to the warp. (These ships must be in the encounter if possible.) In return, the offensive player becomes the defensive player and vice versa. The cone is re-pointed at any planet from which the original offense sent ships from (any home planet, if the only ship sent was sent from the warp). The original offensive player’s ships land on the planet. The original defense chooses how many ships from the originally targeted planet to send into the cone (one to four as usual). Allies remain allied with the same main player; so offensive allies become defensive and vice versa. The encounter is concluded as normal. If the defense (the original offense) wins, they are eligible for a second encounter as normal.

History: With an electromagnetic field that reverses itself multiple times a year, the Polarizes have learned how to control the electromagnetic force. While their skills don’t work too well in a battle situation, they can wreak havoc on a sensitive hyperspace gate, causing traversing ships to end up going the wrong way. This confusion will certainly be enough for the Polarizes to step up behind everyone and lead the universe.

Wild: You may take offensive rewards as a defensive ally, or defensive rewards as an offensive ally. You may not use this flare to win the game.

Super: You may sacrifice ships not involved in the encounter to use your power.

This is an Expert and Rules power.

Comments: It's a bit clunky in that a lot of gruntwork has to be done when it's used. But he has to put three or more ships in an encounter if he wants to both use his power and get anything out of it, so it won't be used too much. It's intended to be powerful but infrequently used.

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KLINGON [M:TG] Used Artifacts Increase Total

You have the power of honour. Whenever another player uses an artifact, use this power to add a token to this sheet. If you are the chosen target of the artifact, you gain two extra tokens (for a total of three gained at once).

When you are a main player, use this power to add all tokens on this sheet to your total.

History: For centuries, the Klingon Empire has been a race of honour-bound warriors, adept at fighting and remorseless in combat. Every breach of honour, including spying and sabotage, will only propel their anger to new heights.

Wild: If another player uses an artifact against you, you may send two of their ships (of their choice) to the warp.

Super: You may use your power for every flare played as well as artifacts.

This is a Beginner and Combat power.

Comments: Trekkies rejoice! This guy gets stronger the more artifacts get used, so you'll really need to think twice before playing one, especially if you plan to knock him with it. Like a different flavour of Vulch.

MOMENTUM [O:TG] Always Has Second Encounter

You have the power of inertia. If you have an unsuccessful first encounter, or you are otherwise ineligible for a second encounter, you may use this power to have a second encounter regardless. If you have no encounter cards in your hand, draw eight cards from the deck. If you have decided to draw a new Tech after your first encounter, you may draw a Tech and proceed with your second encounter.

In addition, when this power is used, add 10 to your total in the second encounter.

History: The last race in the cosmos to invent inertial dampeners, the massive Momentums are both an immovable object and an unstoppable force. While it may take a while to get moving, once they’re up to speed, they won’t – and can’t – quit until they’re done.

Wild: You may have a second encounter if you are out of encounter cards. When it comes time to play an encounter card, draw a card from the deck and play it. If it is not an encounter card, it is treated as an Attack 00.

Super: You may use your power to have a third encounter. You add 20 to your total in your third encounter instead of 10.

This is an Advanced and Rules power.

Comments: A more digestible Machine. He only gets two encounters, but it's harder to beat him the second time round if he lost the first time. Plus he can get a Tech and attack in the same motion.

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These two powers came about when I decided to challenge myself to make two aliens that had a simple premise but complex mechanisms.

TRIGONOMETRY [O:TG] Becomes Third Main Player

You have the power to triangulate. If you are not a main player or ally, before encounter cards have been selected, you may use this power to enter the encounter as a third main player. Send one to four ships to a location beside the hyperspace gate and play an encounter card as usual. All three encounter cards are revealed at the same time. If you do not win the encounter (that is, you place second or third), your ships go to the warp and the two other main players are resolved as normal. If you win the encounter and the offense beat the defense, you establish a colony on the attacked planet instead of the offense (which goes to the warp). If you win and the defense beat the offense, the offense and defense go to the warp and you collect defensive rewards. If there is a tie between players, the defense wins it. If there is a tie between you and the offense, you win it. If any one player plays a negotiate card, he collects compensation twice (once from each opponent). If two players play negotiate cards and the third does not, the two losers each collect compensation from the winner. (The two losers are considered to be tied.) If all three players play negotiate cards, they have two minutes to reach a deal.

History: Obsessed to a ridiculous degree with the number three, the Trigonometries have done things in triples with religious devotion and mathematical precision. When they launched their first trio of explorers away from their trinary system, they were appalled to discover that cosmic affairs were conducted in pairs. Greatly offended, they now seek to order the universe to move to what they call a more agreeable system.

Wild: During your regroup phases, you may retrieve one, two, or three ships as necessary to bring your total ship count outside the warp to a multiple of three.

Super: You may use your power after encounter cards have been revealed, immediately revealing your encounter card once you send your ships.

This is an Expert and Rules power.

Comments: There are a few powers that can fire up a three-way deal, but this guy takes it a step further. Basically, he becomes a main player that fits between the offense and defense. Anything that affects "both" main players would affect him as well (such as Oracle, Mirror, and Calculator - which would cause the lower card to reduce both higher ones). And why the name Trigonometry? Well, just like Trig, everyone will hate him. :P

EJECT [b:TG] Ships Split Into Two

Game Setup: Take a second set of ships and use them to create twenty (or sixteen, in the four-planet variant) joined ships. Each ship is composed of a top ship (your system colour) and a bottom ship (the unused colour). These ships are placed on your home planets as usual.

You have the power to split up. Whenever a joined ship is about to be sent to the warp, removed from the game, or captured by a player, use this power to lose only the bottom of the joined ship. The top does not move and continues to act as one ship.

During any player’s regroup, once a ship is retrieved from the warp, you may use this power to join any or all of your half-ships. The joined ship must end up on either planet the half-ships were on.

In an encounter, both joined ships and half-ships count as one. However, before encounter cards are revealed, you may use this power to split up any or all of your joined ships. If your side wins the encounter, they rejoin during resolution.

History: A mammal-avian symbiote, the Ejects use their furry half to guard their possessions while their feathered half gathers food and information. This two-for-one philosophy has carried over into ship designs that can work as effectively when halved as when they are connected. With the skills to work both independently and together, they are sure that the paw and claw will rule the cosmos.

Wild: When you launch ships in an encounter, you may send twice the amount you are usually allowed.

Super: You may choose which half-ship to lose instead of always losing the bottom half. If a joinable pair is formed in the warp or another player’s possession after using this flare, they immediately rejoin.

This is an Expert and Rules power.

Comments: It's a bit hard to explain, but it'll probably make more sense one it's actually played with. Basically, he can either give his ships an "extra life", or he can double their value. Really useful against Shadow and Hate, since they'll have to aim twice to pick off a "single" ship.

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Here's another one from the new powers pile:

SET [O] Uses group of challenge cards as one card
You have the power to meld. You may, whenever you use cards from your hand, count any group of attack cards that are either consecutive or of the same value as a single attack card with a value equal to the sum of those cards.
History: Born from the decaying remnants of discontinued collectible card games, the Set know that only cosmic power will make them truly complete.
Wild: You may discard any cards in your hand which match the top card in the discard pile.
Super: You may play multiple compromise cards in a challenge as if they were a single compromise card along with a kicker with a multiplier of the number of compromise cards.
Comments: The Set is a strong straight combat power with some odd twists. The need to make sets means you really want lots of extra cards.  A nice use of the power is to make card deals, filling a run or making another player's set of 6s into a good attack card.  On the down side, you need to beware of having your runs ruined by consolation.

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That is a neat, not too complicated idea.  One thing I'd like to see is a more detailed explanation of how it works.  Does he play all the cards face down at once or what?  I think the simplest solution would be to play one card first.  Then -- either before reveal or after, I'd say before -- he would have to declare his power to play more cards.

This would be useful for two reasons: 1) We now know when and how he is zapped.  2) If his card is affected by another power such as Filch, there is now a clear "main card" that would be affected.  You might also add a caveat of "all additional cards played using your power are not affected by other alien powers" so that aliens like Sorceror and Laser don't create rules debates such as, "Are all the cards switched or just the main one?"

Anyway, just a suggestion.  I quite like this alien.  It's familiar territory, playing extra cards (see Deuce and a few others), but it's a different take.  Not too shabby.  :)

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Adam said:

Does he play all the cards face down at once or what?

Glad you like it. :)

As written, cards are meant to be played at the same time, as if they were a single card. I tried to phrase it pretty generally so the power would apply to weird non-challenge uses of cards (like the Citadel's fortifications), too.

But you're right, the behavior with a Cosmic Zap isn't completely clear. I'd say that the power would need to be zapped right when multiple cards were played (and not when they're revealed), but I can see the possibility of an argument there. Sorceror I'd have ruled gets the whole lot of cards, and counts them as a single card with full value, but that's much less clear; similarly with Filch.  Laser I hadn't thought of (and it apparently never came up) -- I'd tried to avoid the issue of grouped cards for consolation by having the power apply only when using a card, but Laser blurs that issue somewhat. I can think of two ways to clarify things -- going with your idea, and modeling the card mechanics on the Deuce, or clarifying that the group of cards is considered to be a single card for all purposes (including Filch, Sorceror, Kickers, etc.). Here's an attempt at the two directions, trying to keep the power pretty general while cleaning it up:

SET [O] Plays attack cards in groups
You have the power to meld. You may, immediately after using an attack card from your hand, play extra attack cards to the side of that attack so long as all the cards (including the original card played) are either of the same value or of consecutive values. The value of the cards together is equal to the sum of all the attack cards. If, for some reason, your cards are not all consecutive or of the same value, the extra cards are returned to your hand, and their values are not added.
History: Born from the decayed remnants of discontinued collectible card games, the Set know that only cosmic power will make them truly complete.
Wild: You may discard any cards in your hand which match the top card in the discard pile.
Super: When playing a compromise card in a challenge, you may play any number of extra compromises to the side of that card. When revealed, the compromises are then treated as a single compromise card along with a kicker with a multiplier equal to the number of compromise cards.

SET [O] Plays group of attacks as one card
You have the power to meld. You may, whenever you could choose an attack card to play from your hand, instead play a stack of multiple attack cards. The cards in the stack must either be all of the same value or of consecutive values. This stack is considered to be a single card for all purposes until it is either discarded or taken into a player's hand. Any player may see how many cards are in the stack, and (if the stack is revealed) the value of each of the cards. Your power may be zapped only when you play a stack. When zapped, return the stack to your hand, then choose a replacement card.
History: Born from the decayed remnants of discontinued collectible card games, the Set know that only cosmic power will make them truly complete.
Wild: You may discard any cards in your hand which match the top card in the discard pile.
Super: Whenever you choose a compromise card to play in a challenge, you may instead play a stack of compromise cards. When resolving the challenge, treat a stack of compromises as a normal compromise card along with a kicker with a multiplier equal to the number of compromise cards. The compromises are treated as a single compromise card for all other purposes until either discarded or taken into a player's hand.

 

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For what it’s worth I think it’s a nice idea, and that the timing for the power should be after reveal. Working in a similar way to Fodder would solve many of the interactions. For example with Oracle, Sorcerer, Filch…

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Lexicon: changes terminology

You have the power to Alter Speech. Whenever another player talks about gameplay elements or reads cards, use this power to force him to speak with a different terminology. Encounters are now Challenges, Artifacts are Edicts, Ships are Tokens, Shadow is Assassin, Hacker is Violin, the Hyperspace Gate is the Cone and Negotiates are Compromises. Any time a player, other than yourself, does not use the correct terminology you may fine him three ships (tokens) of his choice to the warp for each infraction.

History: A species which as served as the linguistic and literary elite for the cosmos since time immemorial. It is said that within their words they contain the power to level entire civilizations, and thus they hold great clout with the prevailing forces in the universe. They are actually a spiteful and petty species who make rules just to entrap others and who seek out any opportunity to use their power to put others in their place.

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oops, didn't post the flare and can't edit my post:

Wild - Any time a player corrects your grammar (except for the Lexicon) you may pick any one of his ships and send it to the warp.

Super - You may instead take three random cards from a player and add them to your hand each time he does not use the correct terminology.

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That's hilarious!  I would love to use it myself, but none of my friends have played the old version, so the joke would be lost on them.  Great stuff though.

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Carnivore: Consumes Ships For Strength.

You have the power to Eat. As a main player or an ally, whenever you win in an encounter use this power to consume your opponents. Their ships are remoed from the game and placed on this alien sheet. In subsequent encounters, add the number of ships on this sheet to your side's total in the encounter. These ships can only be freed when a player plagues you.

History: The Carnivores discovered space travel out of necessity. Having depleted all animal life on their planet and unable to stomach salads, they cobbled together a rocket ship and took to the stars. At first unassuming and frail, the Carnivores have an endless appetite, known at times to consume whole planets, they are the scourge of the cosmos as they gain more power and hunger withe each meal. Fairly new to space travel, despite their strength they are still overly usceptible to space born illnesses.

Wild: As a main player, you may add the number of ships on your opponent's side to your total in the encounter.

Super: As a winning offensive main player you may choose to consume the planet you defeated instead of establishing a base on it. Remove it to your alien sheet and count it as a plus 10 for future encounter totals.

Antigen: Divides Opponent's Attack

You have the power to Divide. Whenever you are a main player in an encounter use this power to make your opponent divide the number on his attack card by the number of ships (his plus allies) on his side in order to compute his attack number. Your attack number is figured normally.

History: When interstellar travel was discovered the first thing it was used for was war. Tides turned in the first great war of the cosmos when The Virus appeard from the reaches of space. This appearance caused all of the other races to band together in unprecedented alliance; their greatest minds created the Antigen, a final solution to the Virus threat. Now, with that war ended eons ago, the Antigen are still around. Having slowly developed a consciousness, they now pose nearly as much threat against their creators as they do to the Virus as they share its single-minded purpose of destroying life.

Wild: When you are a main player in an encounter, before cards are played you may discard this flare to divide your opponent's hand by the number of ships he has in the encounter, randomly taking that many cards from him.

Super: You may use your power as an ally.

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I know there is already an Arachnid power but I like mine better:

 

Arachnid

 

You have the power to ensnare.  Any tokens you send to the Warp actually go to your web.  You can release as many ships as you want whenever you want from your web.  However if you lose your power all ships are freed from your web.

 

Flare:

Wild - Any ships involved in an encounter with you are bound together (by color).  These ship stacks move as if one ship.  However they still count as normal for encounter purposes.  Ships only unbind when sent to the warp.

Super - If you are the Arachnid you can take one enemy ship off a planet during your regroup phase and place it in your web.

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Arachnid is missing some kind of component, I think.    You mention being able to release ships any time you want, but outside of a deal situation, why would Arachnid want to release those ships.

I have a similar power:

SPIDER

You have the power to Entangle. As a main player, after the the encounter has been resolved, capture any 2 ships from the opposing side if you lost or 2 ships plus one for each ship you had in the encounter if you won. Captured ships are placed on your alien sheet.

As a main player, after encounter cards are revealed, you may use this power to send ships from your alien sheet to the warp to add 1 to either side of the encounter for each ship. There is no limit to the number of captured ships you may use in this manner. You may also return captured ships to their owner as part of a deal.

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I kind of left it open ended in case of future aliens that do something special based on ships not in their control.  It would be beneficial in a situation where Masochist were about to get an alternate victory.  You could return ships to them and at least buy yourself another turn.

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It could also be beneficial in a situation where someone is about to win.  Releasing potential defending ships, could be a game saver.

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Here's some homebrews I thought up and that should be fun.  I appreciate any input.  I've done some cursory searches of The Warp and didn't see any duplicate powers.

-

PRIMEVAL Wins By Regaining Power

Game Setup Place all primeval ships in the warp.

Description You have the power to Preside. At the start of a new turn, USE this power to win the game. You may
also win via the normal method.

History Banished eons ago to the cosmic warp by powerful forces unknown, the ancient Primevals have bidded
their time, waiting for open conflict and confusion to break out. Those who have studied the ruins on their
long-dead worlds warn that were they ever to regain the seat of their power, little could stop their renewed dominance.

Offensive Player Only Mandatory Start Turn Phase Expert

Wild Flare If you have your alien power, use this flare to mature one of your tech cards no matter how many ships are on it.
Then discard this flare.

Super Flare During the Launch phase, load up to five of your ships into the cone from any source, including the warp.

Note This alien starts the game without their power (all ships are in the warp). If they can regain their power by recapturing
at least three home planets and keep it for one round, they win.

-

GALACTOID Calls Bystanders to Ally.

Description You have the power to Party. As part of your regroup phase, you MAY USE this power to bring one ship of your choice in the same
system to each planet you occupy there (unless prevented by some other affect). These ships act as bystander colonies.

If you are the defense, bystander ships may not be used in this attack. Instead, USE this power to make all bystander ships
act as defensive allies. These bystander allies do not recieve defensive rewards. Bystanders defend even when the attacker
and bystander are the same player.

History Awesome, badical, space party dudes and quite possibly the funkiest assortment of creatures in the galaxy Beings from
surrounding worlds can hardly resist an invitation to get groovy with the Galactoids. However, once they arrive, it seems that no
one ever wants the party to end.

Main Player Only Optional/Mandatory Regroup and Alliance Phases Advanced

Wild Flare At the start of your turn, move all foriegn ships in your home system to any single planet that you occupy in that system.
Then discard this flare.

Super Flare You may bring a ship from any planet to be a bystander on any planets you occupy. It does not need to be from the same system.

Note The idea for this alien comes from the "Don't be a Negaton" episode of "SuperJail!". :)

SATELLITE Uses Defensive Planets

Game Setup Turn over two planets to the non-colored side. These are considered "satellites-worlds". Put four ships on each
satellite-world and four ships on each of the three planets.

Description You have the power of Satellite Defenses. When acting as the defense, an opponent must encounter an occupied satellite-world unless
they are both abandoned. Occupied satellite-worlds are not colonies and no one other than the Satellite may land on them.
If a satellite-world loses to an attack, all ships on it go to the warp (or void), and all ships that would normally land return to their
other colonies. This counts as a successful encounter for the offense.

When you get your own orders, you MAY USE your power to reoccupy an abandoned satellite-world as an unoccupied home planet. You cannot
do so without using your alien power. This counts as a successful encounter.

History Born into a star system whose tiny planets were few and far-between, the Satellites build huge defensive space stations to
suit their large population. Now that cosmic travel has allowed them to reach other worlds, many look forward to walking on soil
among nature as more than just a short vacation.

Main Player Only Optional Destiny and Launch Phase Advanced

Wild Flare As the defense during the launch phase, you determine which planet is being encountered. This may include one where
the main player already has a colony.

Super Flare You may also use your power to put a ship from the warp into an abandoned satellite-world during the regroup phase
of your turn.

Note They still lose their alien power if they have fewer than three home colonies that is, if they lose any home planet.
The power to have occupied satellite-worlds defend cannot be zapped.

SURVEYOR Gives/Takes Planets

Description You have the power to Redefine Territory. After recieving your orders, instead of having an encounter with that player, you MAY USE this
power to place any planet from your system into their system, or take a planet from their system and put it into your system. You choose
which planet. This only counts as a successful encounter if it causes you to gain a foriegn colony. All ships and special game affects
on the planet go with it.

You also MAY USE this power to move planet(s) as part of a negotiation, even when you are not one of the main players, as long as you and
the main players agree which planet(s) to give or exchange and it only involves their planets.

If you lose your alien power at any time, all planets immediately return to their original owners.

History A prestiguos and usually-peaceful confederation of alien races perportedly seeking a fair balance of terriroty amonth all
intellegent races, some have begun to suspect that the Surveyors actually seek to dominate the cosmos by redefining the cosmic boundries
in their favor.

Offense Only (Or Any Negotiation) Optional Destiny Phase Advanced

Wild Flare During the Destiny phase, use this flare to exchange tech cards in progress with another player of your choice. If you have
no tech card, you simply take theirs. If possible, the number of ships both of you have on your tech cards do not change.

Super Flare Using this power as the offense always counts as a successful encounter, whether you gained a foriegn colony or not.

Note Not sure if this should be considered Advanced or Novice.

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Hello everyone.  My roomate and I both started playing Cosmic Encounter this year and we've got a group of 6 people now addicted to it (we had to buy the expansion!).  Today while were were playing I happened to have a crappy round and lost all 20 of my ships to the warp.  Then an idea struck me...

The Gatekeeper

Owns the Warp

Description: You have the power of the Judgment.  When your ships are sent to the Warp, you behave as if the warp is a planet.  Any pre-existing ships on the Warp are ignored.  After entering the Warp, you proceed to defend it as you would a colony.  Any main player's ships (excluding your own) which are sent to the Warp must encounter yours.  If the opposing player wins, his ships enter the Warp as usual.  If he loses, you must choose a card at random from his hand for each ship which enters the Warp.  If you play a Negotiate, no rewards are given and it is counted as a loss.  If you both play Negotiate, then a deal is made as normal, although your opponent may not share a 'colony' with you on the Warp.

The Warp is counted as a foreign colony.  The normal regroup of one ship per encounter is still observed, but you cannot move any ships from the warp to other planets or into an alliance.  If your power is lost, any ships in the Warp are treated as normal.

History: A fabled and feared race in countless galactic folklores, the Gatekeepers were defeated in battle and sent to the Warp.  However, upon being banished there, they discovered how to gain control of the cosmic abyss and asserted it as their own dominion.

All phases, Mandatory.

Flares:

Wild: When you are sent to the Warp, you may play this Flare Card to bypass the Gatekeeper.

Super: When you defeat other players in encounters within the Warp, instead of collecting cards from them, you remove half of their ships (rounding up) involved in the encounter from play entirely.

 Creator: My name is Grant, and my roommate who helped me dream this up is Zack.  We're just college board game lovers.

I believe this power could change the dynamics of the game drastically.  Perhaps too much, but it just sounded too fun not to share anyway!  It should be noted that the major disadvantages are: 1) The Gatekeeper may be too preoccupied with using his power to remember to focus on acquiring foreign colonies, 2) The Gatekeeper loses encounter cards quickly, 3) The Gatekeeper's control over the Warp is constantly dwindling due to regroup.  The major advantages are: 1) The Gatekeeper gets a lot of cards if he is successful often, 2) Losing ships to the Warp is not entirely unfortunate, 3) The Superpower will quickly demolish everyone else 4) If The Gatekeeper has 4 foreign colonies and no ships in the Warp at any time, he has won.  During his next encounter, he can either lose ships to the Warp (which counts as a colony) or win a colony.  Even a double Negotiate will only result in The Gatekeeper waiting out the minute.

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OK, so I've had these homebrews knocking around for a while now and thought it would be worth posting them here.

 

DOGMA

Lost Cards Increase Attack Power

You have the power of Dogmatism. As a main player, when you lose an encounter where both sides played attack cards by a total of 10 or more, you may use this power to place your encounter card on your sheet instead of discarding it.

As a main player, after encounter cards are revealed, use this power to increase your side's total by half of the total of all the cards on your sheet, rounding up the final result. After you win an encounter, discard the highest card on your sheet. After any encounter where you played a Negotiate card, discard all cards on your sheet.

History: The Dogmas believe that everything they do will eventually succeed, and so their failed battle strategies are stored away in vast archives and used in later engagements. Only when a strategy achieves some modicum of success is it finally thrown away.

Wild: As a main player, you can choose to keep played attack cards instead of discarding them if you lost the encounter by a total of 5 or more. Also, at any time, by giving this card to Dogma, you can force him to discard all cards on his sheet.

Super: Your power also applies to Reinforcement cards and Morph cards. Reinforcement cards are added on to the final total and are NOT halved. Morph cards count as whatever card the opponent played, but are still halved.

 

RIVAL

More Powerful Against Previous Enemies

As a main player, when you encounter a player who has colonies in your home system and reveal an attack card, use this power to multiply the number on the attack card by the number of colonies they have in your home system. You may not play Negotiate cards when encountering players who have colonies in your home system.

History: The Rivals never forget old enemies. When they lose, they allow the shame and dishonour of their loss to fuel future conflicts against the same foe, researching new strategies and weapons specifically designed to counter their chosen adversaries.

Wild: Opponents with colonies in your home system may not play Reinforcement or Kicker cards against you.

Super: You may use your power as an ally.

 

Possibly more to come if I can find the places they're stored.

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cosmicencounteraliensur.jpg

flarequantumsurfer.jpg

 

 

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

 

PD: I'm not a native english speaker so feel free to make any correction.

 

 

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cosmicencounteralienarm.jpg

frarearmy.jpg

 

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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cosmicencounteraliensle.jpg

flaresleepingmenace.jpg

 

 

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

 

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