QUICKLING Interphase
Takes Frequent Turns
You have the power of hyperactivity. At game start you automatically
go first. You do not have a normal turn. After each of the other
player's turns, you take a challenge. If at the start of one of your
challenges you do not have any challenge cards, discard your hand and
draw a new one. If your power is zapped, you lose your current
challenge. If you lose your power, you get a normal turn position
before the last other player to have taken a turn. In games with
lucre, you collect lucre on your first challenge of a round only.
History: The Quicklings know they will speedily conquer the cosmos.
Do Not Use With Clown
FLARE
Interphase
Wild: Make an extra challenge on your turn.
Interphase
Super: If your challenge is successful, you may take a second one.
PULSAR
Phase 2
Con: If your color is flipped in Destiny by Quickling, he must flip
again. Quickling may not choose you as the defender if the Destiny
flip gives him a choice.
Interphase
Pro: If the offensive player wins his first challenge, you may make a
challenge before he takes his second challenge. You may make a
challenge after every challenge of Machine. If you need to get a new
hand you keep this card, not counting against the number of cards you
take.
Eon/Avalon:
Power
No Changes
Flare
Wild: Use once per turn.
Pulsar
No Changes
Experience Rating: Expert
Cosmic Monopoly
You automatically go first. You do not roll again to continue your
turn if you roll doubles. After another player has taken his turn,
you may take one.
Commentary: This is a rules power created by Eric Clason and posted to
the newsgroup. Only the Pulsar is mine; everything else is his. I
did add that Quickling is automatically first at game start because I
found it fitting to the power, and it makes it easier to determine how
much Mayfair Lucre the player gets. I also added the restriction
against using it with Clown for my needs as a hypothetical power in my
set because Quickling is a worthless power with Clown in the game,
just as Machine would be.
I like this power as an alternative to Machine. Machine/Quickling
would be a supercombo. Boomerang/Quickling can be quite annoying.
Quickling will be cycling through cards often. Eric Clason comments
(see below) about how the power works with Queue in the game. I
disagree with his position. My take is that Queue does not assign
challenges to Quickling. Quickling just uses his power as normal;
after Queue assigns a player a turn and is taken, Quickling then gets
his challenge. Quickling player is bound by Queue's timing order for
everything else as normal for Queue. I find this to be simpler.
I would also say Quickling gets a challenge after someone uses Time
Gash since Time Gash does specify as if starting a turn.
Commentary from Eric Clason: In games with the Queue, the Queue
schedules the Quickling's challenges just like other players' turns,
so the Quickling might have several challenge in a row. The more
players in the game, the more powerful the Quickling is. For example:
with 4 other players in the game, for every 1 and 1 challenge turn of
another player the Quickling will get 4 challenges.
Gerald Katz
Don't forget to tip the Butler!


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