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  Power Of The Day -- Soldier         


Author: Hadsil
Date: Mar 31, 2008 10:02

SOLDIER Phase 2

Takes Over Planets Via Moons

You have the power to invade. Whenever destiny is flipped, if you
occupy a moon in the system of that color, you may move all of your
tokens from one moon there to any planet in the same system. In a
game with the Dictator, he determines the destiny color. For a Wild
Cone or Special Destiny, the system attacked determines the color.

Use Only In A Game With Moons

FLARE

Interphase
Wild: If you occupy a moon in a system, you may move all of your
tokens from that moon onto another moon in that system.

Phase 2
Super: You may leave a token on the moon when you invade.

PULSAR

Phase 2
Con: Play this card as soon as it enters your hand. Soldier must have
4 tokens on a moon to invade.
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  Power Of The Day -- Sniveler         


Author: Hadsil
Date: Mar 30, 2008 11:57

SNIVELER Infinity

Catches Up When Behind

You have the power to whine. As a main player, whenever you have the
most tokens in the warp, have the fewest bases of any player, or lack
a Challenge Card you need, you may "whine" about it. If you...
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  Power Of The Day -- Smokey         


Author: Hadsil
Date: Mar 29, 2008 10:23

SMOKEY Set-Up, Phase 8

Sets Attack Limit

You have the power to be bribed. At the start of the game, declare an
attack limit (similar to a speed limit). You are to enforce the law
but can be bought off. If another player reveals an Attack Card above
your limit, he must pay you 2 Lucre. If he can not pay you, you may
take a card at random from his regular hand. If you reveal a card
above your limit, you must pay your opponent 1 Lucre. If you can't
pay, he may take a card at random from your regular hand. All
payments are made simultaneously after the conclusion of the
challenge.

Use Only In A Game With Lucre

FLARE

Interphase
Wild: You may discard all of your Compromise Cards and take 1 Lucre
from the bank for each.

Phase 8
Super: You don't need to pay to play a card above the limit.

PULSAR
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  Power Of The Day -- Slider         


Author: Hadsil
Date: Mar 28, 2008 15:24

SLIDER Phase 2

Moves Tokens Around

You have the power of movement. Each time that your color is actually
flipped in the destiny pile, you may do one of the following:
Rearrange all of your tokens on bases as you wish; Move all of your
tokens from one planet base to another planet base in the same system;
Move all of your tokens from a moon to an unoccupied moon in the same
system; Move all of your tokens from the warp to bases; Move all of
your tokens from the Praw to the Warp; Move all of your tokens from
one other player's star to the Praw (or the Warp if no Praw); Move all
of your tokens in any form of captivity (in the Void, under the
Fungus, in control of the Vampire etc.) to one other player's star.

History: The Sliders have created a gateway to travel to several
dimensions of the same universe. Though frequently in trouble with
the different natives they find, they soon slide away to safety

FLARE

Interphase
Wild: You may have all players pass their powers, hands, and Lucre to
the left or right. Ancients discards this card before passing.
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  Power Of The Day -- Skeptic         


Author: Hadsil
Date: Mar 27, 2008 17:45

SKEPTIC Phase 6

Doubles Risk Of Challenges

You have the power to doubt. As a main player or ally in a challenge,
before cards are played you may tell the main player opposing your
side: "I doubt that you will win." If he agrees and is offensive
player, he ends his turn and all tokens in the cone return to bases.
If he agrees and is defensive player, all offensive tokens in the cone
establish a base on the planet as if they had won (but defending
tokens already there remain) and defending allies return to bases. If
he disagrees or "double doubts" you, cards are played. If one side
loses or a deal is not made, the number of tokens normally lost by
either of you is doubled.

HISTORY: During growth, one colony of marine Skeptics achieved the
size and organization necessary for neuronic activity. Proliferating
into super-rationality, they doubt the brash claims of others and see
no reality but their own.

FLARE
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  Power Of The Day -- Siren         


Author: Hadsil
Date: Mar 26, 2008 13:40

SIREN Phase 2, 8

Entices Challengers

You have the power to lure. Unless a wild Destiny Card is flipped,
you may lure the offensive player to your system. You immediately
become the defensive player in the challenge and your opponent must
point the cone to a planet in your system. The challenge then
proceeds normally, but if you win the challenge, you establish a base
in the offensive player's system, on a planet of your choice. You may
use your power to lure even when your system's color is revealed.

HISTORY: Born on a planet of beauty and illusion, the Siren entices
unsuspecting travelers into her traps. Seduced by her call, the
luckless guests are totally unaware of the destruction awaiting them.

Do Not Use With Dictator

FLARE

Infinity
Wild: As another player is about to make a random draw, you get the
items (rewards, consolation, etc.). He then draws as normal.
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  Power Of The Day -- Silencer         


Author: Hadsil
Date: Mar 25, 2008 12:08

SILENCER Infinity

Stops Communication By 1 Player

You have the power to isolate. Once during each challenge you may
silence any one player as he attempts to communicate by calling out
"silence." He now may not speak, gesture, or communicate in any way
until the end of the challenge. He may play tokens and cards normally
if their meaning is clear, but he cannot explain them. He may not
solicit allies or make deals. Mandatory powers must still be used.
Optional powers are allowed if the player can simply perform the
action without speaking or communicating otherwise and without
requiring any other player to take action. In most cases, this is
clear, but ambiguous cases are listed in the rulebook under the
Silencer.

HISTORY: Expanding outward with all matter since the dawn of creation,
the Silencers have long dwelt in a state of pure meditation. Aghast
at the sudden proliferation of jabbering life forms, they feel a holy
duty to bring the blessings of quietude to all other species.

FLARE
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  Power Of The Day -- Sidon         


Author: Hadsil
Date: Mar 24, 2008 11:13

SIDON Set-Up, Phase 2

Defensive System Determines Power

You have the power of change. At the start of the game, draw one alien
power card for each player in the game. Assign one power card to each
system. On each challenge, you have the use of the power assigned to
the defensive system.

History: Early in Sidon evolution there was a philosophical schism.
Unable to decide which path to take, they chose all of them and
allowed their quest for domination to determine the correct course.

FLARE

Interphase
Wild: All players vote on whether or not to change powers. You decide
ties. If the final vote is "yes", all players discard their power
cards and randomly draw new ones from the unused powers.

Phase 2
Super: You may use any one of the assigned powers this challenge, not
necessarily the one assigned to the defensive system.

PULSAR
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  Power Of The Day -- Sharpton         


Author: Hadsil
Date: Mar 23, 2008 11:59

SHARPTON Phase 8

Lowers Players' Values

You have the power of demagoguery. As a main player or ally, if your
side loses the challenge, your tokens do not go to the warp. Instead,
place them on the opposing main player's star. Whenever a player is
involved in the challenge, the number of your tokens on his star is
subtracted from his side's challenge total. If the player is on the
losing side, your tokens on his star are returned to your bases.

History: The Sharptons were once subjugated by an alien race and lived
in hardship. Having finally won their freedom, they find all other
life forms oppressive and seek to destroy them. They scream and yell
in protest against imagined injustices committed by others. Denying
their own oppression, their enemies have no choice but to cave in to
their demands.

FLARE

Phase 8
Wild: As main player or ally, the number of tokens you have in the
challenge is subtracted from the opposing side's total.
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  Power Of The Day -- Server         


Author: Hadsil
Date: Mar 22, 2008 12:04

SERVER Interphase

Challenge Phase Doesn't Exist

You have the power to go off-line. At the start of each challenge
secretly roll a 10-sided die. The challenge phase that corresponds to
the number rolled will no longer exist for that challenge. No power...
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