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Subject: My Homebrews - Improved Versions rss

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In an effort to continue to improve my alien powers, I decided to start a new thread. First of all, many thanks to all that contributed in the previous thread. I have edited the descriptions trying to improve and simplify the text. Most powers remain basically the same, but closer to the FFG style and (hopefully) clearer. I have playtested many of these powers.

What is new:

* Inclusion of a few different aliens
* Removed the more complicated/complex aliens.
* Some aliens have been simplified.
* Descriptions improved and closer to the FFG style.
* Modifications and better balance from playtesting.
* Some aliens have been renamed.

I will also upload models for some of the aliens in this thread. Anyone interested, can find them here.
All feedback is appreciated.

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PART 1
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ABYSS - Repositions The Hyperspace Gate

You have the power to Deflect. After the hyperspace gate is aimed, you may use this power to discard one attack card ranging from 01 to 06. You may then move the hyperspace gate that listed value to planets leftwards or rightwards. This power may force the encounter to take place in a different system and may cause another player to become the main defensive player. You cannot move an encounter if it results in the main player attacking himself.
As Any Player Optional Launch

Wild: As a main player or ally, after alliances are formed, you may move the hyperspace gate to an adjacent planet in the same system.
Main Player Or Ally Only Alliance

Super: You may discard one attack card ranging from 01 to 08 to move the hyperspace gate.
As Any Player Launch

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AEGIS – Rewards Alliances

You have the power of Sponsorship. As a main player, after alliances are formed, use this power to offer one reward to all players that ally with you and receive one reward for each player that allied with you.

As an ally, after alliances are formed, use this power to offer two rewards to the player you’re allying with and receive one reward.
Main Player or Ally Only Mandatory Alliance

Wild: As an ally, after alliances are formed, receive one reward.
Ally Only Alliance

Super: As a main player, after alliances are formed, you may also offer one reward to all opposing allies that decide to return their ships to any of their colonies.
Main Player Only Alliance

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AMMUNITION - Salvages Reinforcements

You have the power to Reprocess. At the end of any encounter, you may use this power to pick up one reinforcement card played by any player (including yourself) and put it back in your hand. The reinforcement card goes directly to your hand instead of being discarded.

History: The sentient ordnance known as the Ammunition have always been regarded as subservient and mere tools by the allies who employ them. The Ammunition do not trouble themselves with feelings of inadequacy, but turn their minds toward the tasks at hand. The greater scheme is clear to them: the relentless destruction of their enemies. And in the end, the Ammunition alone realize that in truth, they have no allies.
As Any Player Optional Resolution

Wild: You may use this card as if it was a reinforcement card worth + 10. Discard this flare to use it.
Main Player Or Ally Only Reveal

Super: Any reinforcement cards played by you are worth double their normal value.
Main Player Or Ally Only Reveal

Power tweaked and alien history by The Warp

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DROID – Upgrades Ships

Game Setup: Place one unused set of ships on this sheet.

You have the power to Upgrade. As a main player, after winning an encounter use this power to upgrade your ships, replacing all your ships in the encounter with ships from this sheet. As a main player or ally, each upgraded ship adds 3 to your side’s total.

If you replace all ships, you may initiate a new cycle and re-upgrade your ships. Each subsequent upgrade adds two to a ship’s combat value.
Main Player Only Mandatory Resolution

Wild: As a main player, after winning an encounter, you retrieve a number of your ships from the warp up to the same number you had in the encounter.
Main Player Only Resolution

Super: When using your power you may, additionally, upgrade two of your ships not involved in the encounter.
Main Player Only Resolution

Example:

Player A is yellow and places the orange ships on his alien sheet.
Player A uses his power and replaces his yellow ships with orange ships.
Each orange ship is now worth 3 for combat purposes.
When/If Player A replaces all ships (all yellow ships on his alien sheet) he initiates a new cycle.
When using his power he now replaces his orange ships with yellow ships.
Each yellow ship is now worth 5 for combat purposes. And so on…


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ARCHITECT - Builds Worlds

Game Setup: Place one unused set of planets on this sheet.

You have the power to Build Worlds. As the offense, after the hyperspace gate is aimed, you may use this power to place one planet from this sheet in the targeted system (mono-colored side up). These planets are under construction and cannot be attacked or affected by any means.

If there is at least one planet under construction in the targeted system you may use this power to place a new one or to finish construction. You finish construction by flipping the planet and placing up to four of your ships on it. These planets are now part of the system where they were built.

When using your power receive two rewards.
Offense Only Optional Launch

Wild: At the start of any regroup phase, you may immediately occupy a vacant planet in any system with up to four of your ships. Discard this flare to use it.
As Any Player Regroup

Super: When using your power receive two additional rewards.
Offense Only Launch

Many thanks to Jhamin for his suggestions.

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PART 2
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ARCHRIVAL - Wins If Others Lose Power (Alternate Win)

You have the power of Rivalry. As the offense, after you draw from the destiny deck, use this power to encounter any alien of your choice. The alien that you decide to encounter immediately loses two ships of his or her choice to the warp. You cannot target foreign colonies except those in your home system.

At the start of any turn, if at least two other players have lost their power, you immediately win the game. You may still win the game via the normal method.
Offense Only Mandatory Destiny

Wild: At the start of any regroup phase, you may immediately get one extra encounter against any player that owns at least one colony in your home system, Afterwards, play resumes from where it left off. Discard this flare to use it.
As Any Player Regroup

Super: At the start of any turn, you may discard one reinforcement card from your hand to make one player of your choice lose the listed value of ships of his or her choice to the warp.
As Any Player Start Turn

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ARSENAL - Stores Attack Cards (Alternate Win)

You have the power of Arms Race. At the start of any regroup phase you may use this power to place one attack card of 20 or less from your hand, facedown on this sheet. Cards on this sheet are not considered part of your hand. If zapped, any card that you’re trying to store is discarded.

At the start of any turn, if the sum of attack cards on this sheet equals or exceeds the number of players x 25, you immediately win the game. You may still win the game via the normal method.
As Any Player Optional Regroup

Wild: At the start of any turn, if the sum of attack cards in your hand is equal or inferior to 20, you may discard this flare to discard your hand and immediately receive a new one.
As Any Player Start Turn

Super: As a main player, after winning an encounter you may draw one card from the deck. If it's a positive attack add it to your alien sheet. If it's any other card add it to your hand or give it to a player of your choice.
Main Player Only Resolution

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BANISH - Bans Digits

You have the power to Ban. As a main player, before encounter cards are selected, you may use this power to ban one digit (0 to 9). If your opponent reveals an encounter card whose value contains the banned digit, that card becomes an attack 00.
Main Player Only Optional Planning

Wild: As a main player, before cards are selected, you may name a specific encounter card (e.g. N, 10, 20), if your opponent has at least one matching card in his hand, he must discard it.
Main Player Only Planning

Super: As a main player, before cards are selected, you may also ban all opposing players from using any reinforcements, artifacts or flares during the rest of the current encounter.
Main Player Only Planning

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BARRAGE - Adds Ships in Home System to Total

You have the power to Bombard. As a main player, after you reveal an attack card, use this power to add or subtract one to your total for each of your ships in your home system.
Main Player Only Mandatory Reveal

Wild: As a main player, after cards are revealed, add or subtract one to your total for each of your ships in any adjacent planets.
Main Player Only Reveal

Super: You may use your power as an ally.
Ally Only Reveal

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BROODLING – Produces Ships

You have the power to Spawn. At the start of any turn, place one token (Brood Ship) on each of your home or foreign colonies consisting of at least four normal ships. Each Brood Ship adds 1 to your side’s total but you can only move them when using your power. Brood Ships are not entitled to compensation or rewards and are removed from game when sent to the warp or captured.

As the offense or ally, you may use this power to launch or ally with any number of Brood Ships in addition to at least one of your normal ships.
Offense Or Ally Only Optional Launch Alliance

Wild: At the start of any turn, you may retrieve one of your ships from the warp for each of your home colonies consisting of four or more ships.
As Any Player Start Turn

Super: At the start of any turn you may place one Brood Ship on each of your colonies consisting of at least three normal ships.
As Any Player Start Turn

Comment: Based on the concept of Cedric Chin’s Breed and Christopher Oliveira’s Queen. I really liked their idea but felt that the power(s) could be improved.

 
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PART 3

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DEARTH - Reduces The Deck

You have the power of Scarcity. As a main player, after the hyperspace gate is aimed, you may use this power to take ten cards from the cosmic deck and place up to two of them facedown on this sheet. These cards are now considered out of the game. The remaining cards are returned to the top of the cosmic deck in any order of your choice.
Main Player Only Optional Launch

Wild: At the start of your turn you may force all players to discard one card of a type of your choice (e.g. Attack, Artifact, etc.). You may then look at all the discarded cards and keep one of them. Discard all the remaining cards.
Offense Only Start Turn

Super: When using your power you may remove up to two additional cards from your hand and place them on your alien sheet.
Main Player Only Launch

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FRACTURE – Uses Attacks As Rifts

You have the power to Rift. At the start of any turn, you may use this power to play one or more attack cards ranging from 01 to 06 as if they were rift cards of their listed value.

Whenever another player takes a card ranging from 01 to 06 from your hand, force that player to lose its listed value of ships of his or her choice to the warp. The card is then discarded.

History: Living breaches in the fabric of spacetime, the Fractures were fashioned to interlink the worlds of their creators. Turning their native expertise to military tactics, they ejected their makers from the cosmos. Able to salvage any fleet from the brink of destruction or lure the most formidable foe into the depths of the warp, the Fractures now seek to make themselves coterminous with all of reality.
As Any Player Optional Start Turn

Wild: At the start of any turn, you may play one attack card ranging from 01 to 06 as if it was a rift card of its listed value.
As Any Player Start Turn

Super: As a main player, before cards are selected, you may send up to two opposing ships to the warp and retrieve up to two of your ships from the warp, placing them directly on your side of the encounter (even exceeding the normal maximum of four).
Main Player Only Planning

Power description and history improved by Darth Thulhu.

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FRANTIC – Uses Negotiates As Kickers

You have the power of Critical Damage. As a main player, before cards are selected you may use this power to use one negotiate card from your hand as if it was a X2 kicker. Negotiate cards used as kickers are then discarded.
Main Player Only Optional Planning

Wild: As a main player, after cards are revealed, you may discard any amount of negotiate cards as if each was a reinforcement card worth +1.
Main Player Only Reveal

Super: As a main player, before cards are selected, you may demand one negotiate card from the opposing main player. If your opponent cannot comply he or she loses 2 ships of his or her choice.
Main Player Only Planning

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HARBINGER – Uses Cards As Any Card

You have the power of Prophecy. Whenever your color is drawn from the destiny deck use this power to add one token to this sheet.

Whenever you wish to play or before you reveal a card, you may discard one token from this sheet to use any of your cards as if it was any existing card of your choice (e.g. Cosmic Zap, Attack 40) except flares and the hand zap.
As Any Player Mandatory Destiny

Wild: When not a main player, before cards are selected, you may use this flare to replace one of the main players and play an encounter card from your hand. Give this flare to the Harbinger after use (or discard it, if the Harbinger isn’t playing).
Not Main Player Planning

Super: You may add one token to your alien sheet whenever a wild is drawn from the destiny deck.
As Any Player Destiny

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HYPERION - Destroy Ships By Outnumbering

You have the power of Onslaught. As the offense, before cards are selected, if the ships on your side outnumber the ships on the opposite side, use this power to send all opposing ships to the warp.

As the defense, before cards are selected, if the ships on your side outnumber the ships on the opposite side, use this power to send all but one opposing ships from each player to the warp.
Main Player Only Mandatory Planning

Wild: As a main player, after cards are selected but before they are revealed, you and all allies on your side may place further ships on your side of the encounter, up to the maximum allowed either by the rules (4) or by the powers involved.
Main Player Only Planning

Super: You may use your power as an ally.
Ally Only Planning

 
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PART 4
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HINDRANCE – Punishes Use of Special Cards

You have the power to Hamper. When another player uses an artifact, reinforcement or flare you may use this power to force that player to lose one ship of his or her choice to the warp.

When you use an artifact, reinforcement or flare you may use this power to receive one reward.

History: Abducting and dislodging the minds of countless life forms, the Hindrances created complex forecasting models of behavior patterns. Armed with profound understanding of their foe’s nature, they wait until the time is right to disturb their most elaborate strategies.
As Any Player Optional Any Phase

Wild: You may send three of your ships to the warp to cancel the effect of any flare. The targeted flare is then discarded.
As Any Player Any Phase

Super: When another player uses an artifact, reinforcement or flare you may force that player to lose one ship of your choice to the warp.
As Any Player Any Phase

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MEGALOMANIAC – Wins By Stacking Ships (Alternate Win)

Game setup: Place 12 tokens on this sheet (10 if playing with four planets per player).

You have the power of Ambition. At the start of any turn, use this power to remove one token from this sheet for each of your stacks of ships that is the highest of all in a system. When a Mobius Tubes is used, you must be the first to reposition your ships among your colonies.

If there are no more tokens on this sheet, you immediately win the game. You may still win the game via the normal method.

History: The barren home worlds of this obsessive and diligent race of architects and engineers developed into an absurd tangle of titanic architecture and worthless monuments. Now they began to sketch their plans for the Cosmos.
As Any Player Mandatory Start Turn

Wild: Whenever your color is drawn from the destiny deck, you may retrieve one ship from the warp for each of your home colonies.
As Any Player Destiny

Super: At the start of any regroup phase you may move one of your ships between any of your colonies.
As Any Player Regroup

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MYSTIC - Emulates Artifacts

You have the power to Channel. Add one token to this sheet after an encounter in which you were a main player or ally.

At any time, you may use this power to discard two tokens from this sheet to emulate the effect of any artifact (except hand zap) respecting its correct timing. Emulated artifacts are subject to card zap and other effects that affect artifacts (e.g. wild void) but cannot be stolen or acquired by other players.
As Any Player Optional Any Phase

Wild: You may use this flare as if it was any artifact (except hand zap), respecting its correct timing. Afterwards, give this flare to the Mystic. If the Mystic is not playing, discard this flare to use it.
As Any Player Any Phase

Super: At the start of any regroup phase, you may send two of your ships to the warp and add one cosmic token to your alien sheet.
As Any Player Regroup

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NECROPHAGE – Benefits From Dead Ships

You have the power to Consume. As a main player or ally, after you win an encounter, add one token to this sheet for each opposing ship sent to the warp as a result of the encounter. Also, add one token to this sheet for each ship, from another player, sent to the warp as a result of any artifact or flare played by you.

At the start of any turn, you may use this power to discard 12 tokens to establish a colony on any planet of any system with up to four of your ships.
At the start of any turn, you may use this power to discard 6 tokens to free all your ships from the warp.

As Any Player Optional Start Turn

Wild: Wild: At the start of any turn, if there are more than 25 ships in the warp, you may establish a colony on any planet of any system with one of your ships. Afterwards, give this flare to the Necrophage. If the Necrophage is not playing, discard this flare to use it.
As Any Player Start Turn

Super: As a main player or ally, after encounter cards are revealed, you may discard any number of tokens from your alien sheet. Add 2 to any side's total for each discarded token.
Main Player or Ally Only Reveal

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OBLITERATOR - Affects Adjacent Planets

You have the power of Mass Destruction. As a main player, when you win an encounter, you may use this power to send to the warp one ship of any player from all planets adjacent to the planet where the encounter occurred. When using your power, you choose which ships are lost. You may choose to leave some planets unaffected.

History: The Obliterators engage war with such furious and destructive tactics that the trail of destruction puts at stake all nearby planets.
Main Player Only Optional Resolution

Wild: At the start of any regroup phase you may sacrifice one of your ships to warp to send one ship of your choice, of any player in any system, to the warp.
As Any Player Regroup

Super: As a main player, when you win an encounter, you may send to the warp one ship from any player from each planet of the system where the encounter occurred. You choose which ships are lost and you may choose to leave some planets unaffected.
Main Player Only Resolution

 
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PART 5
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OVERLORD - Forces Alliances

You have the power of Authority. As a main player, before allies are invited, you may use this power to discard one negotiate card from your hand to force one player, except the opposing main player, to ally with a side of your choice. This player must commit with four ships or the maximum possible if constrained by his or her alien power or other effects.

Forced allies are not entitled to colonies or rewards, if their side wins, this ally’s ships are returned to previously owned colonies.
Main Player Only Optional Alliance

Wild:As a main player, after alliances are formed, you may discard any card to force one ally to switch sides.
Main Player Only Alliance

Super: You may use your power, without having to discard a negotiate card.
Main Player Only Alliance

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OVERSEER – Forces Encounters Against Foreign Colonies

You have the power to Purge. Whenever any other player draws his own color from the destiny deck, you may use this power to force that player to have an encounter in his or her home system (if possible) against a foreign colony of your choice.
As Any Player Optional Destiny

Wild: At the start of your turn, if any of your home planets contains eight or more ships from other players, you may remove three ships of your choice from this planet to the warp.
Offense Only Start Turn

Super: You may use your power, when any other player draws a special destiny or a wild destiny card from the destiny deck.
As Any Player Destiny

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PARANOID – Worsens Opponent’s Hands

You have the power to Panic. As a main player, after you lose an encounter but after compensation (if any) is collected, you may use this power to give cards of your choice from your hand to the opposing main player, up to the same number of ships that he or she had in the encounter.

When you fail to make a deal, you may use this power to give cards from your hand to your opponent, up to the same number of ships that he or she had in the encounter.
Main Player Only Optional Resolution

History: When facing defeat in the battlefield, the Paranoids uproar in mass hysteria, surrendering all of their riches to the victors. Cosmic conquerors that wage war against them are never sure if the glory of victory overrides the burden of dominating and governing this demented and psychotic race.

Wild: As a main player, after you lose an encounter in which you revealed an attack card, you may discard a number of cards up to the same number of ships that you had in the encounter.
Main Player Only Resolution

Super: At the start of any other player’s turn, if that player has at least a colony in your home system you may force him or her to discard one non-encounter card of his or her choice.
Not Offense Start Turn

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PHOBOS – Vacates Planets

You have the power of Fear. As the offense, after the hyperspace gate is aimed, use this power to force all ships from the opposing main player on the targeted planet to be relocated to other colonies of his or her choice. If the player has no other colonies, the ships go to the warp.

As the defense, use this power to force the opposing main player to place only one ship in the hyperspace gate when attacking you in any of your home or foreign colonies.
Main Player Only Mandatory Launch

Wild: As a main player, after alliances are formed, you may force one opposing ally to withdraw from the encounter.
Main Player Only Alliance

Super: As the offense, after the hyperspace gate is aimed, all ships from the opposing main player on the targeted planet are sent to the warp.
Offense Only Launch

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PRODIGY – Uses Selected Cards

You have the power of Virtue. At the start of any turn, if you have four or less cards in your hand, you may use this power to discard all cards and draw a new hand.
As Any Player Optional Start Turn

History: Having achieved an unimaginable level of development and mastering domains that other races cannot begin to understand, the Prodigies spawn valuable resources from where others only see void.

Wild: At the start of any turn, you may discard one card from your hand.
As Any Player Start Turn

Super: At the start of any turn, if you have six or less cards, you may discard your entire hand, except this flare and draw a new eight cards hand.
As Any Player Start Turn


 
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PART 6
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PROFITEER – Can Switch Cards After Reveal

You have the power of Profiteering. As a main player, if both players reveal attack cards and their combined listed value (ignoring modifiers) is greater than or equal to 20, you may use this power to switch the revealed attacks cards.

In addition, you may use this power to make any negotiate card revealed by you, have the same effect of a crooked deal.
Main Player Only Optional Reveal

History: With major interests in the arms industry, controlling a network of intergalactic lobbies, pressure groups, and crooked politicians, the Profiteers only need one thing to fuel their business, war.

Wild: As a main player, before cards are selected, you may force your opponent to discard one card of any type, except encounter cards. You may look through these cards and add one of them to your hand.
Main Player Only Planning

Super: You may use your power to switch cards if the revealed attack cards combined listed value (ignoring modifiers) is greater than or equal to 15.
Main Player Only Reveal

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RESISTANCE - Demands Card or Loss of Colony

You have the power to Withstand. As a main player, after losing an encounter in which you played an attack card, you may use this power to demand one non-encounter card from the opposing main player. If your opponent refuses or is unable to comply, he or she must abandon a home or foreign colony, sending his or her ships to any of their other colonies.

After a deal is made, you may use this power to discard any attack card from your hand to cancel the deal. The dealing players suffer the penalties for a failed deal.
Main Player Only Optional Resolution

Wild: At the start of your turn, you may you may immediately re-establish a colony on one of your home planets with one of your ships. Your ship coexists with any ships already on the planet.
Offense Only Start Turn

Super: At the start of any other player’s turn, you may send one of your ships to the warp to force that player to lose 3 ships of his or her choice to the warp.
Not Offense Start Turn

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ROGUE – Discards For Extra Ships

You have the power to Recruit. As a main player, you may use this power to discard any card from your hand and ally with yourself with up to 4 extra ships. These extra ships are entitled to rewards.

In addition, when invited to ally by both main players, you may use this power to ally with both sides of the encounter.
As Any Player Optional Alliance

Wild: When not a main player, you may discard any attack card to ally with the main defensive player, as if you had been invited.
Not Main Player Alliance

Super: When you ally with another player you may discard one card of your choice from your hand or draw one card from the deck for each ship you use to ally
Not Main Player Alliance

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SLAYER – Causes Subsequent Ship Loss

You have the power of Carnage. At the start of any other player's turn, if you have at least one colony in that players' home system you may use this power to slay. That player loses a number of ships of his or her choice equal to the number of ships of your most numerous colony in his or her home system.
Not Offense Optional Start Turn

History: An ancient race of bloodthirsty warriors, this harsh breed is accountable for the extinction of countless civilizations. The Slayers are not satisfied with mere victories in the battlefield, for this militaristic society, true glory means complete annihilation of their foes.

Wild: At the start of any regroup phase you may discard one negotiate card to choose one ship from any player in any system and send it to the warp.
As Any Player Start Turn

Super: When using your power, the targeted player loses a number of ships equal to the total number of ships that you have in his or her home system.
Not Offense Start Turn

Example:

Slayer has 2 foreign colonies (one with 2 ships and another with 3 ships) in Trader’s home system.
At the start of Trader’s turn, Slayer uses his power and Trader loses 3 ships of his choice.
Super Slayer would make Trader lose 5 ships.


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STALKER - Captures Ships To Win (Alternate Win)

You have the power to Capture. As a main player, after winning an encounter, use this power to choose one ship from any player in the opposing side. This ship is placed on this alien sheet instead of going to the warp. Ships on this alien sheet are no longer considered part of the game and cannot be retrieved by any effects. A player cannot be reduced to fewer ships than the number of foreign colonies needed to win the game.

At the start of any turn, if you have at least two ships of all other players on this sheet, you win the game. You may still win the game via the normal method.
Main Player Only Mandatory Resolution

Wild: As a main player, after winning an encounter, you may retrieve one of your ships from the warp for each player on the losing side.
Main Player Only Resolution

Super: As a main player, when you lose an encounter or fail to make a deal, you may switch one of your captured ships with a ship in the warp from any other player.
Main Player Only Resolution

 
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PART 7
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STASIS
Pauses Encounters

You have the power of Hypersleep. During any encounter, after alliances are formed, you may use this power to pause an encounter. All ships involved are kept in the encounter position and the hyperspace gate is removed. The ships and the planet involved are inaccessible until the encounter is unpaused and the game proceeds as if the offense had won. You may not pause an encounter if that results in any player, including you, having ships in more than one paused encounter.

At the end of your turn any paused encounters are unpaused and resolved in the same order that they where paused. Afterwards play resumes from where it left off.
As Any Player Optional Alliance

History: Evolving in a remote system, under the looming threat of a dying star, the Stasis developed a hypersleep device to sustain their great migration across the vastness of the Cosmos. Eons later, the Stasis settled once again, only to discover that the bordering races were not captivated by the concepts of diplomacy and cooperation. To secure their sector, the Stasis engineers reconverted the hypersleep device, creating a formidable weapon.

Wild: As a main player, before allies are invited, you may pause a system of your choice. Ships from that system cannot be used to ally with any side until the end of the encounter.
Main Player Only Alliance

Super: As a main player, before allies are invited, you may pause any other player of your choice, except the opposing main player. The paused player cannot ally, use his or her power or play any card during the rest of the encounter.
Main Player Only Alliance

Thanks to Kobold Curry Chef for the renaming

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SUPREMACY
Receives Researched Techs

You have the power to Progress. Whenever you establish a foreign colony, use this power to randomly draw two tech cards, redrawing any tech card that requires x ships. Select one of the tech cards and discard the other. Tech cards obtained by the use of your power are considered researched.
As Any Player Mandatory Any Phase

History: A technology-obsessed race, the somber Supremacies command an advanced army of probes that sweep entire sectors. From this network of intelligence, they monitor and assess all technological advancements, activating planetary assaults when a potential target is detected. The ever-growing pool of scientific knowledge fuels the ambition of this technocratic society.

Wild: At the start of your turn, you may randomly draw two tech cards, redrawing any tech card that requires x ships. Select one of the tech cards and discard the other. Tech cards obtained by the use of this wild are considered researched. Afterwards, give this flare to the Supremacy. If the Supremacy is not playing, discard this flare to use it.
Offense Only Start Turn

Super: At the start of your turn, you may randomly draw two tech cards, redrawing any tech card that requires x ships. Select one of the tech cards and discard the other. This tech cards is considered researched.
Offense Only Start Turn

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WARPFORGE
Captures Ships From The Warp

You have the power to Rebuild. At the start of any regroup phase you may use this power to remove one ship, from a player of your choice, from the warp and place it to this sheet. Alternatively, if you have ships on this sheet, you may use this power to send any number of these ships back to the warp and receive one reward for each.

Artifacts and other effects that release ships from the warp force ships on this sheet to return to the warp.
As Any Player Optional Regroup

History: An automated shipyard of epic proportions, designed to create the most powerful army of all cosmos. The Warpforge drains energy and matter from the warp providing an endless supply of spaceships and military hardware.

Wild: At the start of your turn you may receive one reward for each player that has at least one ship in the warp.
Offense Only Start Turn

Super: As a main player, after cards are revealed, you may add 1 to your side's total for each ship on your alien sheet.
Main Player Only Reveal

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WARPLING
Gains Colonies With Lost Ships

You have the power of Dimensions. At the start of any turn, if you have at least 10 ships (8 in a four planet-game) in the warp, use this power to immediately retrieve all your ships from the warp and establish a colony on any planet.
As Any Player Mandatory Start Turn

History: Dwelling in an eternal cycle between dimensions, the Warpling brethren grows in the depths of the warp, anxiously waiting for new worlds to overwhelm.

Wild: At the start of any turn, if you have at least 10 ships (8 in a four planet-game) in the warp, you may retrieve all your ships and establish a colony in one of your home planets.
As Any Player Start Turn

Super: At the start of any regroup phase, you may send one of your ships to the warp.
As Any Player Regroup

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ZEALOT
Destroys Colonies

Game Setup: Place two cosmic tokens on this sheet. These are your bombs.

You have the power of Fanaticism. At the start of any turn, you may use this power to place one bomb or to detonate one already placed bomb. You may place a bomb in any planet of any system. When you detonate a bomb, all ships on the targeted planet are sent to the warp and the bomb is discarded. If this power is zapped, the bomb token is discarded.

At the start of your turn, add one bomb to this sheet.

You may remove bombs back to this sheet or off the game as part of a deal.
As Any Player Optional Start Turn

History: Eons ago, after a campaign of terror, the demented and sadistic Zealots were confined to a planetary hospice. After ages of shock treatments, therapy, medication, and torture they were able to breakout, detonating the planet. Now, scattered across the Cosmos, they no longer recall neither their cause nor their foes. The sole way to ensure success is to obliterate everything in their path.

Wild: At the start of any turn, you may send to the warp all ships, from the planet with the most ships (your choice in case of tie). Afterwards, give this flare to the Zealot. If the Zealot is not playing, discard this flare to use it.
As Any Player Start Turn

Super: At the start of any turn, instead of placing or detonating one bomb, you may receive one additional bomb.
As Any Player Start Turn

-------------------------------------------------

 
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OTHER ADDITIONS
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CRASH
Wins By Breaking The Game (Alternate Win)

You have the power to Ruin. As a main player, after the hyperspace gate is aimed, use this power to ruin your opponent. This player removes from game any combination of card from his or her hand and his or her ships from any planet equal to the number of your ships in the encounter plus tokens on this sheet. If this causes your opponent to run out of encounter cards he immediately receives a new hand. Afterwards, add one token to this sheet.

At any time, if the game cannot continue due to lack of cards or if a player doesn’t have enough ships to win the game, you immediately win the game. You may still win the game via the normal method.
Main Player Only Mandatory Launch

Wild: Whenever a player receives a new hand, you may force that player to receive a six cards hand.
As Any Player Any Phase

Super: As a main player, if you’re entitled to compensation you may instead force your opponent to remove from game any combination of card from his or her hand and his or her ships from any planet equal to the due compensation.
Main Player Only Resolution

-------------------------------------------------

CRAVEN
Wins By Preserving Ships (Alternate Win)

Game Setup: Place 15 cosmic tokens on this sheet. Place 12 in the four-planet variant.

You have the power of Self-Preservation. As a main player or ally, after your side wins an encounter, you may use this power to retrieve up to three of your ships from the warp.

At the start of any turn, if you have no ships in the warp, discard one token from this sheet. If there are no more tokens on this sheet, you immediately win the game. You may still win the game via the normal method.
Main Player or Ally Only Optional Resolution

Wild: At the start of you turn, you may abandon one home colony, moving your ships to any other of your colonies, to retrieve all your ships form the warp or to discard your hand and immediately receive a new one. In the last case this flare is then added to the new hand.
Offense Only Start Turn

Super: At the start of your turn, you may retrieve all your ships from the warp.
Offense Only Start Turn

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POLITICIAN
Proposes Card Changes

You have the power to Legislate. At the start of you turn you may use this power to make a proposal. You may propose that any specific card (e.g. attack 10) will be changed to any other card (e.g. Cosmic Zap). This power cannot affect flares. Each player that wishes to vote selects an attack card with the listed value representing number of votes. Players declare if they’re voting for or against the proposal, afterwards all cards are revealed simultaneously and the votes are summed. In case of tie the proposal is approved. Attack cards used for voting are discarded except yours that returns to your hand.

Any approved proposal remains active until a new proposal is approved. Cards changed by an approved proposal are subject to any effect that affects their new status.
Offense Only Optional Start Turn

History: A race of slimy creatures with an acquired taste for expensive outfits and exceptional self-promotion skills, the Politicians rose to power in their sector by either making ludicrous promises to their foes or by debating them to death. Now, with their plans set in motion, they can start campaigning throughout the Cosmos.

Wild: After encounter cards are revealed, you may send three of your ships to the warp, to treat all attack cards played this encounter as negotiate cards. The main players must then attempt to make a deal. Afterwards, give this flare to the Politician. If the Politician is not playing, discard this flare to use it.
As Any Player Start Turn

Super: You may make a new proposal at the start of any other player’s turn.
Not Offense Start Turn

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PRAETOR
Sells Foreign Colonies

Game Setup: Use half as many ships as usual.

You have the power of Conquest. As a main player or ally, each of your ships adds 10 to your side’s total in an encounter instead of 1.

At the start of another player’s turn use this power to try to sell one of your foreign colonies, of your choice, to the player whose turn is starting. To accept your offer, the player must offer you an artifact in return. If he decides to do so, your ships on the sold colony are returned to any of your other colonies and replaced by up to four ships from the buyer.
Not Offense Mandatory Start Turn

History: The Praetors are a race of prodigious warriors, however, millennia of cosmic warfare dramatically reduced their population. To sustain their empire, they now operate on a delicate balance between conquering new worlds and selling them for large profits.

Wild: At the start of your turn you may discard one card of you choice to establish a colony in any of your home planets with up to four ships. Afterwards, give this flare to the Praetor. If the Praetor is not playing, discard this flare to use it.
Offense Only Start Turn

Super: At the start of your turn you may bring two of your unused ships to the game and place them on any of your colonies. Alternatively, you may discard this flare to return all your ships from the warp.
Offense Only Start Turn

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DEADEYE
Neutralizes Cards

You have the power to Neutralize. You may use this power to remove one of your ships not in the warp from the game to force any player to discard a card of any type as it is being played. When targeting encounter cards, you must use your power before cards are revealed.

You cannot be reduced to fewer ships than the number of foreign colonies needed to win the game.
As Any Player Optional Any Phase

Wild: As a main player, after cards are selected but before they are revealed, use this flare. Send three of your ships to the warp to force your opponent to discard his or her encounter card.
Main Player Only Reveal

Super: At the start of your turn you may bring up to two of your ships back into the game and place them in any of your colonies.
Offense Only Start Turn

-------------------------------------------------


VILLAIN
Neutralizes Colonies

Game Setup: Place an unused set of ships on this sheet. These are your minions.

You have the power to Machinate.When a hazard warning is drawn from the destiny deck, you may use this power to create a minion colony, of up to four minion ships, in any planet of that system's color. While a planet has a minion colony, no colonies on such planet count as either home or foreign colonies.

Other players can encounter minion colonies when drawing their own color or a wild destiny. When minion colonies are encountered you become the defense and you may draw a card for each ship on the targeted colony. When minion ships are sent to the warp they return to this sheet instead.
As Any Player Optional Destiny

History: Tormented by severe monophobia, the eerie Villains were determined to consort with all the races across the Universe. Rejected by all, either by their grotesque appearance or by their terrible jokes, they grew bitter and resentful. Consumed by the desire of vengeance they raised an army of blind and deaf minions to storm the Cosmos.

Wild: As a main player, before encounter cards are selected, you may draw a card for each ship you have in the encounter. Afterwards, give this flare to the Villain. If the Villain is not playing, discard this flare to use it.
Main Player Only Reveal

Super: Whenever a wild is drawn from the destiny deck, you may use your power to create a minion colony on any planet of any system.
As Any Player Destiny

-------------------------------------------------

RECYCLER
Salvages New Hands

You have the power to Reprocess. At the start of any turn, you may use this power to take the top card of either the cosmic deck or reward deck discard piles and place it on this sheet.

If you have at least eight cards on this sheet, you may use this power to discard your hand and receive an eight-card hand of your choice from this sheet.

If another player needs a new hand, you may use this power to give him or her three cards of your choice from this sheet. Then, that player receives the remainder cards from the cosmic deck.

In case of Cosmic Quake, all cards on this sheet return to the respective decks.
As Any Player Optional Any Phase

Wild: As a main player, before cards are selected, if the top card of the cosmic deck's discard pile is an encounter card, you may take it and add it to your hand.
Main Player Only Planning

Super: As a main player or ally, if your side wins the encounter you may take the top card of either the cosmic deck or reward deck discard piles and place it on this sheet.
Main Player or Ally Only Resolution

-------------------------------------------------

MAGNATE
Receives Special Hands

Game Setup: Your initial hand is dealt from the reward deck

You have the power of Riches. Whenever you should receive a new hand, you may use this power to have your hand dealt from the reward deck. You may also choose to receive half your hand from each deck.
As Any Player Optional Any Phase

Wild: At the start of your turn, you may discard up to three cards from your hand and replace them by the same number of cards from either the cosmic or reward deck.
Offense Only Start Turn

Super: At the start of your turn, you may set this card aside and discard your entire hand. Afterwards, use your power and finally add this card to your hand.
Offense Only Start Turn

-------------------------------------------------

MARAUDER
Attacks The Hyperspace Gate

Game Setup: Remove one destiny card (without a hazard warning) from each color present in the game and use them to form your navigation deck.

You have the power of Piracy. At the start of any turn, you may choose any card from your navigation deck and place it on this sheet facedown. The color of the card indicates the system where your Marauder Fleet is located.

After alliances are formed, if the hyperspace gate is in the same system of your Marauder Fleet, you may use this power. The offense and all offensive allies (except you) must, if possible, send two ships to the warp directly from the gate and secretly give you one attack card and one non-encounter card from their hands. You may then add as many of these cards as you want to your hand and discard the others.
Not Offense Optional Alliance

Wild: As a main player, after the hyperspace gate is aimed, you may use this flare. The opposing main player must give one non-encounter card or lose two ships of his or her choice to the warp.
Main Player Only Launch

Super: If using your power causes the end the offense's turn, immediately establish a colony on any of the offense's home planets.
Not Offense Resolution

-------------------------------------------------

PARAGON
Always Tries To Deal

You have the power of Reputation. As a main player, after alliances are formed, you may use this power to attempt to make a deal, as if both players played negotiate cards. If you fail to make a deal, play resumes to the Planning Phase. Otherwise, the encounter ends.

When attempting to make a deal, you may offer two rewards to your opponent.
When failing to make a deal you lose two less ships than normal.
Main Player Only Optional Alliance

History: The noble Paragons are so admired and well regarded by the other alien races, that when they see the Paragon Fleet approaching they start decorating their conference rooms instead of preparing the Ion Cannons. The Paragons, in their kindness, plan on taking care of those Ion Cannons anyway.

Wild: Play after encounter cards are revealed to treat all attack played this encounter as negotiate cards. The main players must attempt to make a deal. Afterwards, give this flare to the Paragon. If the Paragon is not playing, discard this flare to use it.
As Any Player Reveal

Super: When attempting to make a deal, you may either offer a new hand to your opponent or release all of his or her ships from the warp.
Main Player Only Resolution

-------------------------------------------------

SIDEKICK
Offers Hand to Main Player

You have the power of Assistance. As an ally, before encounter cards are selected, you may use this power to draw an additional hand, the sidekick hand, and look at it. Offer the sidekick hand to the main player you are allied with. He or she cannot look at it before accepting it.

If the player accepts the sidekick hand, he or she sets aside his or her hand and uses the sidekick hand for the remainder of the encounter. At the end of the encounter, the player takes back the hand that was set aside and gives you the sidekick hand. You may then add one card from the sidekick hand to your own. Afterwards, discard the sidekick hand.

If the player decides not to use the sidekick hand, that hand is immediately discarded.
Ally Only Optional Planning

History: Evolving in a remote galaxy, the rather talentless Sidekicks developed the strange habits of wearing weird costumes, lacking presence and making obvious remarks for comic relief. The other races quickly realized that with the Sidekicks on their side they could really stand out.

Wild: As a main player, before encounter cards are selected, you may ask an ally on your side to give you one encounter card. If he refuses, you may force him to remove his or her ships from the encounter to any of his or her colonies.
Main Player Only Planning

Super: As an ally, you may play one attack card of any value as if it was a reinforcement card.
Ally Only Reveal

-------------------------------------------------


SUBJUGATOR
Adds Ships in Subjugated Planets

You have the power to Dominate. As a main player or ally, after wining an encounter, place one token on the planet where the encounter occurred. If you cosmic zap another player, you may place one token on any of his or her home planets.

As a main player, after you reveal an attack card, you may use this power to add 1 to your total for each ship on planets with tokens.

You may add or remove tokens from planets as part of a deal
Main Player Only Optional Reveal

History: When the ferocious Subjugators conquer a new world, they imprison the surviving natives in bionic armors, crushing their free will with mind-controlling helmets. In the forthcoming battles, these new passionate recruits of the Subjugator cause will be granted the honor to serve as the vanguard.

Wild: As a main player, after you reveal an attack card, you may add 1 to your total for each ship on your home planet with the most ships.
Main Player Only Reveal

Super: At the start of your turn, each player with at least one colony in a planet with a token must tribute you with a card of their choice from their hand. If you wish you may add the tribute card(s) to your hand. If you refuse any tribute card, force that player(s) to lose one ship of your choice to the warp.
Offense Only Start Turn

-------------------------------------------------

GLITCH
Resets to Game Setup

Game Setup: Establish two foreign colonies (one if playing with four planets per player) with up to four of your ships on any planet in any system. Distribute all your remaining ships among your home planets. Send all ships from other players on your home planets to the warp. Draw two hands and choose eight of those cards to be your hand, discarding all other cards.

You have the power to Reset. At the start of your turn, you may use this power to recreate your game setup.
Offense Only Optional Start Turn

History: An unexpected error has occurred...

Wild: At the start of your turn, you may remove up to four ships from the warp and re-establish a colony in your home system. Alternatively, draw up to eight cards. In any case, afterwards, give this card to the Glitch. If the Glitch is not playing, discard this flare to use it.
Offense Only Start Turn

Super: At the start of any turn, you may use your power on another player. The player that you choose recreates your game setup in his or her own system. Discard this flare to use it.
As Any Player Start Turn

-------------------------------------------------


SMUGGLER
Delivers Cargo

Game Setup: Place one unused planet in front of your home system with 20 ships (16 in a four planet-game) of the same color on it. The planet is your freighter and the ships are cargoes.

You have the power of Contraband. At the start of any turn, you may discard any card from your hand to move your freighter one system leftwards or rightwards. Whether your freighter moves or not, remove one cargo and place it on that system's owner alien sheet. The system's owner receives one reward.

After the hyperspace gate is aimed, if it is in the same system of your freighter, all cargoes on that system's owner alien sheet return to your freighter.

At the start of any turn, if a player has four or more cargoes on his or her alien sheet you may use this power to establish a colony in any planet of that player's system. Afterwards, return four cargoes from that player's alien sheet to your freighter.

You may add cargoes to an alien sheet or return cargoes to your freighter as part of a deal.
As Any Player Optional Start Turn

History: The audacious Smugglers, evolved in a sector regulated by the harsh economic ruling of a prosperous race. The scarcity of resources of their home worlds, the constant embargos and taxes imposed by their masters, molded them into gifted contrabandists. Now, their smuggling network and underworld connections cover the entire Cosmos.

Wild: At the start of your turn you may remove two of your ships from the game to receive four rewards. A player cannot be reduced to fewer ships than the number of foreign colonies needed to win the game.
Offense Only Start Turn

Super: After the hyperspace gate is aimed, if it is in the same system of your freighter, you may use this flare. Remove two cargoes, on your freighter, from the game and avoid the return of all cargoes on that system's owner alien sheet to your freighter.
As Any Player Launch

-------------------------------------------------
 
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-- extra contents --
 
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Just a Bill
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Do you want comments in this new thread or the old one?
 
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You may comment in any of the threads, but this one will contain some corrections and changes I already made. I will eventually update the powers in the old thread, but for now many of those powers are outdated.

 
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Gerald Katz
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Archrival looks to me like Will on steroids. Will is originally from Eon. Its power is simply just being able to attack anyone anywhere regardless of destiny. For example, you can attack red's foreign colony in blue's system even though destiny flipped purple.

Broodling is like my Wabbit power but less powerful. My Wabbit power adds ships based on two per colony, but they remain yours for the rest of the game.
 
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hadsil wrote:
Archrival looks to me like Will on steroids. Will is originally from Eon. Its power is simply just being able to attack anyone anywhere regardless of destiny. For example, you can attack red's foreign colony in blue's system even though destiny flipped purple.

Yes, it is comparable to Will. In my opinion, Will’s major strength is not the ability to attack whoever he wishes, but taking out other player’s foreign colonies while gaining his own. Archrival can attack any player (e.g. red), but he can only attack red’s system or a red’s foreign colony in his home system. Unlike Will he cannot attack red's foreign colony in blue's system.

My objective was to give him the needed means, so that he could attack players in danger of losing their power. Making it work this way, also allows the pursuit of both the normal and alternate victory conditions simultaneously.

hadsil wrote:
Broodling is like my Wabbit power but less powerful. My Wabbit power adds ships based on two per colony, but they remain yours for the rest of the game.

It is similar to Wabbit, thanks for pointing it out. Note that Broodling reproduces at the start of any turn, what causes a great inflow of ships. As the offense or ally he can exceed the normal number of ships in an encounter but, whenever he uses his power, he risks the brood ships in the process. It allows different strategies, namely ship hoarding and colony strengthening or plain simple combat power.

 
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