PROLONG Phase 8
Can Extend Challenge
You have the power to protract. When you are a main player, if both
players reveal Attack Cards you may call "extend." You and your
opponent must then play and reveal an additional Attack Card. You may
continue to call extend as long as both main player can play Attack
Cards. All Attack Cards played add to the challenge total. You may
stop extending at any time. When the extension stops, challenge
results are determined. Kickers multiply the value of the Attack Card
that they are played with during the extension. Card related powers
(Chosen, Gambler, Laser, Mutant, Oracle, Visionary, etc.) are applied
to each card played during the extension. All cards played are
discarded. Players cannot draw new hands during the extension.
HISTORY: Possessed of an overdeveloped sense of pride coupled with a
love of battle, the Prolongs are rarely willing to admit defeat or
claim victory. Their cosmic adversaries dread confrontation with the
Prolong because even a minor skirmish is often drawn out into a long
and exhausting battle.
Do Not Use With Chronos
FLARE
Interphase
Wild: You may make a second challenge after losing the first.
Phase 8
Super: You may use your power to protract even as an ally.
PULSAR
Phase 8
Con: If Prolong continues the challenge and you are out of Attack
Cards, you may get a new hand. You keep this card for your new hand.
Phase 8
Pro: When you are out of Attack Cards, you may get a new hand to
continue the challenge. You keep this card but may only play this
card once per challenge.
Eon/Avalon:
No Changes
Experience Rating: Advanced
Cosmic Monopoly
When another player rolls dice for movement, you may pick a number
from 1 to3. The player rolls that many additional dice for his
movement. There can never be "doubles". When it is your turn to roll
dice for movement, add up all the extra dice you forced all others to
roll. You roll that many additional dice for your movement. The
count then resets to 0.
Commentary: This is a combat power. I don't like this power. I find
it inefficient. If you win the challenge right away, you don't use
your power. If you lose, then you protract. However, you gain no
advantage. You have to rely on blind luck that accumulated challenge
point differences will finally end up in your favor. Aside from
removing cards from both your hand and your opponent's, the power does
nothing. You can't even play Compromise Cards. Plus, if your
opponent is out of Attack Cards, there's nothing you can do about it.
Now, should the power have been that your opponent gets a new hand he
could get very good cards because of it. Therefore, it's not so
terrible that no new cards are gained when your opponent runs out of
Attack Cards. However, because he informed you he was out, you wanted
to continue the challenge because you're still behind. Out of luck,
you protracted for nothing. The choice to protract is no advantage.
Your opponent knows you can do it and will play his challenge cards
accordingly. Your opponent will try to win for each play of the
cards. There's no surprise value. As a similar power, Knight is much
more efficient and provides an advantage to the owning player.
For both the Con and Pro effects, the Pulsar card does not count
against the number of cards received for the new hand.
Gerald Katz
Don't forget to tip the Butler!


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