Power Of The Day -- New Cards
- From: Hadsil <forumite@xxxxxxxxxxx>
- Date: 2 May 2007 22:08:29 -0700
EDICT Infinity
PULSAR ZAP
You may nullify the effect of any Pulsar Card, including enabling a
player to use his power. The Pulsar Card gets discarded.
Challenge Rating: Expert
EDICT Infinity
REALITY CHECK
You may benefit from the effect of any Super Flare instead of the Wild
unless the Super Flare is power specific.
Challenge Rating: Expert
Commentary: There is a way to determine whether a Super Flare effect
can be used with Reality Check. Assume the wording for the Super
Flare is instead the wording for the Wild Flare. If it makes logical
sense that you, personally, can invoke the effect as described, then
the Super Flare works with Reality Check. Otherwise, it does not.
For example, Super Warrior allows you to use your power as an ally.
Virus player can use it with Reality Check to have his side's Attack
Card get multiplied by the number of tokens on his side. Super
Phantom allows Phantom to add his ghost tokens as an ally in a
challenge. Virus has no ghost tokens, so he can't use Reality Check
with Super Phantom.
EDICT Interphase
INSANITY
All players must use all Powers, Edicts, Flares, and Moons as possible
this challenge.
Challenge Rating: Expert
Commentary: I got this Edict from Matt Stone's set. There is an
errata to it such that you must play your Edicts and Flares as soon as
they can be played. For example, suppose as offensive player you have
a Cosmic Zap in phase 1. You want to use it against Anti-Matter in
case you have to challenge him. However, in phase 2 Assassin removes
a token. You have to Cosmic Zap Assassin. This is to avoid the case
where you don't wind up facing Anti-Matter and for some reason no
other power was used because a player wasn't a main player, or an
ally, or whatever. You could have zapped Assassin but didn't and
still have the card, where as Insanity said you should have zapped
Assassin. On the other hand, if you have a Flare Zap and no one
played any Flares, you are not in the wrong. If you happen to play a
Flare first, you do not have to Flare Zap yourself. In short, you are
not forced to play Zap cards on yourself. You are forced to Unzap
another player's Zap card if you happen to have that Edict.
EDICT Infinity
FLARE SAVER
You need not discard any one Flare that you play. You may keep it to
use in another challenge, even if it was zapped.
Challenge Rating: Novice
EDICT Infinity
SUPER SAVER
If a Flare gets discarded that is of your power, you may take it and
put it in your hand.
Challenge Rating: Novice
EDICT Infinity
RUBBER
You may reflect any Edict or Wild Flare, as possible, played upon you
back onto the player as if you played that card on that player.
Challenge Rating: Expert
Commentary: When I did a play test for More CE, this was the Wild
Mirror Flare. I'm sure it was changed because not every Edict or
Flare can be reflected back. There is no fast rule to determine what
can and cannot be reflected. You'll have to use common sense.
However, I allow all Zaps to be reflected. For example, if you use
Rubber against a Cosmic Zap, you may nullify that player's power even
if the power isn't being used at the time. The power can't be used
for the rest of the challenge. If you use Rubber against Flare Zap,
that player must discard a Flare from his hand if he has one. When
reflecting Finder Edict, you can name a different card to find in that
player's hand. If someone Cosmic Zaps Mesmer, Mesmer cannot change an
Edict he has into Rubber just as he couldn't change an Edict into an
Unzap.
EDICT Infinity
LUCRE ZAP
You may stop a player from spending Lucre as soon as he attempts to
spend some, unless he has no choice. He may not spend any Lucre for
the rest of the challenge.
Challenge Rating: Expert
Commentary: "He has no choice" is mainly to allow the player to play
cards when Expense War Comet is in effect, but any similar forced
payment suffices as well. For Eon/Avalon Lucre rules, this Edict can
be used to prevent someone from adding his Lucre to his challenge
total.
EDICT Infinity
SUPER COSMIC ZAP
Nullify all powers of one player as soon as he attempts to use any one
of his powers. Do not use during game set-up.
Challenge Rating: Advanced
Commentary: Use only in multi-power games. Powers cannot be used for
the rest of the challenge.
EDICT Infinity
DEVOLUTION
You may use the Wild Flare instead of the Super when you play a Flare
that is of your power.
Challenge Rating: Advanced
Commentary: Some Flares have better Wild effects than Super.
EDICT Interphase
PLAYER ZAP
You may have any one player lose his turn. He does not get a token
out of the warp or collect Lucre.
Challenge Rating: Advanced
Commentary: Deemed too powerful in play test, I like the concept and
have kept it in my set. You play the Edict just before someone starts
his turn. Matt Stone's set has its own version, though it is not a
Zap. It's called Bypass.
CHALLENGE CARD
I
LOSE
CHALLENGE CARD
I
WIN
Challenge Rating: Expert
Commentary: There's only one of each of these in my set. They are
Challenge Cards in every way Challenge Cards are used and mentioned.
They are also considered Attack Cards in every way Attack Cards are
used and mentioned except their value cannot change via Mirror,
Obverse, Calculator, etc. I WIN is higher than Attack 40 and I LOSE
is lower than Attack -8 for purposes such as Salt, Freak, and similar
value comparisons. Playing I WIN automatically wins you the
challenge. Since these cards are also considered Attack Cards for all
such purposes, Pacifist's Compromise does win against I WIN. Empath's
Compromise turns I WIN into a Compromise Card, as does Emotion
Control. Traitor's power has no effect. I LOSE automatically loses
you the challenge but will still win against a Compromise. Clone can
keep I WIN. I WIN and I LOSE are meaningless for Cavalry when using
his power. Deuce can use them but not at the same time. If those are
his only two Challenge Cards, it is as if he has no Challenge Cards.
Loser's upset reverses their effects. Anti-Matter has no special
effect.
EDICT Infinity
MEGA ZAP
Cause a player to discard his alien power and draw a new one as soon
as he attempts to use it. Mesmer may not use his power to change an
Edict into this one.
Challenge Rating: Advanced
Commentary: The Mesmer restriction is necessary to avoid utter chaos
as described when discussing the Mesmer power.
WILD CARD
You may play this card as any other card that already exists, except a
Pulsar. It takes on all aspects of that card. If you play this card
as a Challenge Card, you announce what it is before your opponent
reveals his card when Challenge Cards are revealed.
Challenge Rating: Expert
Commentary: This card is a null card for purposes of Plague, Wild
Disease, getting a new hand for lack of a Challenge Card, and
similar. You can make this card Rubber Edict against Plague and Wild
Disease, of course. The Wild Disease player would be subject to its
effect instead of you. You can make it Keeper Edict when getting a
new hand. However, you need not get a new hand if you plan on using
it as a Challenge Card. If for some reason you do use it before
Challenge Cards are played, then of course you proceed normally when
out of Challenge cards - get a new hand as defensive player, end turn
as offensive player. Whatever you make this card, it is played as the
card. If you make it a Flare, it can be Flare Zapped. If you make it
an Edict, Vulch can take it. If you make it a Challenge Card (usually
I WIN), Filch can take it. If silenced by Silencer, it's an
unplayable card, unless you use it to Cosmic Zap Silencer (Mega Zap
better? :-). Perhaps it's best to have an errata it cannot be taken
by Aristocrat at game set-up. Be careful of Galactica using it as
Wild Schizoid.
COSMIC ZOT
Cancel the play of any non-Challenge Card. The card returns to its
player's hand and is available to be used in another challenge.
Challenge Rating: Advanced
Commentary: This card is from Matt Stone's set. I have found it to
be very useful. The offending card can and often is used in another
challenge, but you just rather not have it played "now". For example,
you can Zot a Cosmic Zap against your Virus as main player in phase 8
but couldn't care less if that same player uses it next challenge
against Disease in phase 2.
Rules For Pulsar Cards
1. There is one Pulsar Card for each power. At game set-up, once all
powers are determined, the Pulsar Cards of the powers in the game are
shuffled into the deck. If there are secret powers, those too are put
in the deck by their owners. Unlike Flares, no extra Pulsar Cards are
put into the deck. If a power leaves the game and/or a new power
enters the game, Pulsar Cards are not replaced. If Pentaform is in
the game, only the Pentaform Pulsar Card is placed in the deck, not
its life stages. If Progenitor is in the game, the Pulsar Card of the
power of the second system is put into the deck. The main player
opposing Cripple has no restriction in regards to Pulsar Cards.
Pulsar Cards cannot be played during Sanity. During Insanity (a new
Edict) they have to be played as per Insanity, but you are not
required to use an effect that would cause you to discard it.
2. By default, when you play a Pulsar Card you do not discard it.
There are circumstances where you discard it when played (see below),
but for general purposes, you return it to your hand. If applicable,
an invoked Pulsar Card has a continuous effect until the end of the
challenge.
3. If you have the Pulsar Card not of your power, you play the Con
effect. The purpose of the Con is to give you immunity to that
power. The power itself is not considered zapped or not in use; it
just means you cannot be affected by it. For example, if you have the
Vacuum Pulsar, Vacuum cannot choose you to lose tokens but may still
choose other players to lose tokens. If you have the Mutant Pulsar,
Mutant cannot fill his hand with your cards, but other players' hands
are still available to Mutant. In some cases, because of the power, a
direct immunity is not possible or feasible. In such a case, playing
the Con limits the power in some way. For example, if you have the
Zombie Pulsar Card, Zombie can only free your tokens from the warp as
part of a deal, but Zombie's tokens still do not go to the warp. If
you have the Virus Pulsar Card, when you oppose him in a challenge,
his allies' tokens are only added, not multiplied, but Virus' tokens
still multiply.
4. You may use the Pulsar Card not of your power to prevent the use of
that power only for the remainder of the challenge. If you do so, the
Pulsar Card is discarded. The power is considered not in use. Unzap
does not negate this effect, but the new Edict Pulsar Zap does.
Unlike a Cosmic Zap, you do not have to wait until the power is used
to invoke this effect. For example, if you have to get a new hand as
the defensive player in phase 3 against Anti-Matter, you can play the
Anti-Matter Pulsar Card to prevent the use of the Anti-Matter power
for the remainder of the challenge, even though Anti-Matter is only
used in phase 8.
5. If you have the Pulsar Card of your power, you use the Pro effect.
This makes your power stronger. For example, if Anti-Matter has his
Pulsar Card, his opponent's allies' tokens are added to his opponent's
challenge total. In some cases, it lifts a restraint from the power
description. In a few cases the power is given a new ability.
6. If you have the Pulsar Card of your power but lack three home
bases, you may still use that power only. However, you are then not
permitted to use the Pro effect. In an optional rule in multi-power
games, a player would lose the use of one power losing a third home
base, a second power losing his fourth, and so on. In such a case,
the player is permitted to declare he will lose the use of power of a
Pulsar Card he already has and invoke this ability to keep the use.
7. If you have the Pulsar Card of your power yet somehow lose the use
of your power by means other than lack of home bases, you can discard
it to keep the use of the power. For example, by discarding your
Pulsar Card, you can ignore Cosmic Zap, Power Outage, Silencer, Wild
Wrack, or similar loss of use of power but only for that particular
power. You can also discard your Pulsar Card, if you wish, to ignore
Wild Sorcerer, Wild Dealer, Mega Zap, Wild Reincarnator, Changeling,
Plant, or similar loss of power card nature. In the case of Wild
Sorcerer, your opponent does keep his power as well. Changeling and
Plant have no effect, but those powers are still considered to have
been used and owners are not considered to have lost their use by any
means. Thus, they could not discard their own Pulsar Card to override
your use of your Pulsar Card for this effect.
8. Pulsar Cards are, obviously, "non-challenge cards" for all
purposes. Pulsar Cards are a new option in Witch's list. Negator can
negate the use of a Pulsar Card. Negating the Con Negator Pulsar is
legal but highly inefficient. They are added to Wild Disease and
Plague.
9. Keep in mind that the Pro effect of Pulsar Cards can make many
Powers quite powerful. This is on purpose. If you are a player who
doesn't like Cosmic Encounter to get quite so complicated or crazy, I
don't recommend you use Pulsar Cards. If, like me, you relish Cosmic
Encounter at its most cosmic with multi-powers, moons, Lucre, comets,
basically the works, then by all means add in Pulsar Cards. You might
notice a difference, but for you it's a good difference.
10. If an effect invoked by a Con Pulsar conflicts with the effect
invoked by a Super Flare, the Super Flare takes precedence. For
example, if red is Disease, blue would play Con Disease to have him
need 5 tokens on a base to spread but red playing Super Disease only
needs 3. For that challenge, the Super Flare takes precedence, and
red Disease can spread with 3 tokens. The Con Pulsar has no effect.
However, if desired, blue can discard the Disease Pulsar card to
prevent the use of the Disease power for the challenge as described
above. Whether to do this or not is up to blue. For efficiency blue
wouldn't since he could limit Disease on later challenges, but if
Disease would get his 5th base, then preventing the use of the power
is better.
11. A player may discard his Super Flare to stop the Pulsar Card for
which another player is using the Con effect for the same power. The
Pulsar Card is discarded as well. Unzap cannot prevent this, but
Flare Zap can.
Experience Rating: Expert
Gerald Katz
Don't forget to tip the Butler!
.
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