QUITTER Interphase
Leaves The Game
You have the power to quit. At the end of your turn, you may quit the
game. When you quit you must discard your hand. All other players
with tokens in your system must return them to bases. Your color is
ignored in the destiny pile but will be reshuffled in when
applicable. No other player may benefit in any way from your tokens.
All your tokens are returned to your home system including from
Fungus, Vampire, and Void. Your tokens and home system are out of
play. Other players may not affect them in any way. After one round
of play when it would have normally been your turn, you reenter the
game. You get a new hand. You also establish a number of foreign
bases equal to the least number of foreign bases another player has,
not counting moons. You may establish these bases anywhere. Play
then resumes starting with your turn. You do not have to quit if you
do not want to. You can only be zapped when attempting to quit, not
reentering the game. When you are not in the game, you may not
interfere in any way.
HISTORY: The Quitters are always more than willing to join in fun and
games, but when they realize they are in last place with no hope to
win, they leave in disgust complaining about the unfairness of it
all. However, they soon forget what they didn't like, miss the
activity they were in, and return. As hard as everyone tries, no one
can spot the Quitters until it's too late. The best they can do is
placate them and hope the Quitters don't rub it in should they win.
FLARE
Phase 8
Wild: As an ally, you may quit the challenge after cards are
revealed. Return your tokens to bases.
Interphase
Super: Play this card when you quit. Upon your return, you will
establish a number of foreign bases equal to the player who has the
most foreign bases not counting moons.
PULSAR
Interphase
Con: Play this card just before Quitter's turn. He may only quit the
game at this time, not after his turn.
Interphase
Pro: Play this card when you quit the game. You may keep any cards in
your hand, including this one. They are added to your new hand when
you return to the game.
Eon/Avalon:
Power
No Changes
Flare
Super: Play this card when you quit. Upon your return, you will
establish a number of foreign bases equal to the player who has the
most foreign bases not counting moons. Keep this card only. It is
added to your new hand upon your return to the game.
Pulsar
No Changes
Experience Rating: Expert
Cosmic Monopoly
Long version only. You can only quit at the end of your turn after
you pay debt, if applicable. When you quit, properties you purchased
that you still at least partially own are returned to the bank and can
be purchased normally. If they have buildings they are returned to
the bank. Other players' cosmic tokens go to their cosmic pool. If
you share a property another player had purchased, those who share
that property retain their share. All your cosmic tokens go to your
pool, including from Jail. Your Monopoly token is removed from the
board. Your money is returned to the bank. When you return to the
game, your Monopoly token starts on GO. You get $1500 denominated as
in game set up. Starting with the unowned properties, gain for free a
number of properties of your choice equal to the number of properties
of the least number of properties owned by another player, including
shared properties. You may only gain a number of Monopolies equal the
least number of Monopolies any other player has. Do not take an
unowned property that would cause you to exceed this amount. If there
are not enough unowned properties to equal the least amount of
properties owned by other players, then and only then can you choose
to share properties with other players. Once these properties have
been determined, place all your tokens from your cosmic pool among
these properties without any normally applicable consequence upon the
act of placement. If another player "wins" the game when everyone
else who was in the game goes bankrupt while you were out of the game
due to quitting, the player does win and the game is over.
Commentary: This is a rules power created by me. In many games I find
myself with a crappy hand, no foreign bases, and 12 or so tokens in
the warp. Meanwhile, everyone else has two or three foreign bases,
few if any tokens in the warp, and are playing Edicts, Flares, and
high Attack Cards all over the place. While I'm having fun for the
game's sake, I'm just miserable and I want the game to be over with so
a new one can start. For this reason I created Quitter. I wanted a
power that let's you start over and help you catch up to everyone
else.
Understand that for most if not all the game you are at one less power
than everyone else. However, if you find you never need to use
Quitter, then that means despite the one less power, you are still a
force to be reckoned with! You might even use Quitter once, but
that's all. I had the power in a game and only used it once, but I
ended up winning the game. The power gave me a big boost.
Be careful when you use the power. It might not pay to quit if upon
your return someone else has 0 foreign bases. Then again, you may
really need to get back all your tokens, and you can't seem to find a
Mobius Tubes or Warp Break. If playing with Lucre, on your return,
you get an amount of Lucre equal to what you started the game with.
It doesn't hurt to get rid of one or two of other players' bases in
the process of using the power either.
Now for some boasting. I remember playing a game, long before I
created Quitter, where I was at 12 or so tokens in the warp, no
foreign bases, and a crappy hand I just could not get rid of.
Everyone else was at two or three bases and few tokens in the warp. I
saw the situation and realized I was in big trouble. Nevertheless, I
carried on. About 15 or 20 minutes later in the game, I took another
look at the game situation. I had no tokens in the warp, 3 foreign
bases, and several Edicts and Flares in my hand. Everyone else? Many
tokens in the warp, at most one foreign base, and were almost always
playing low Attack Cards or Compromises. How the game turned around
for me I don't know, but I wasn't going to complain. I even ended up
winning the game. Still, I would have been happy had I the Quitter
power when I was down on my luck.
However, in another game I was playing in a game with Matt Stone's set
(which doesn't have Quitter). I had only 3 home bases, no foreign
bases, and 10 tokens in the warp. Everyone else had 2 or 3 foreign
bases, at least 4 home bases, and at most 3 tokens in the warp. I
never recovered from this by the time the game was won, but I was
wishing like crazy I had the Quitter power. Having one less power in
the game is a disadvantage, but don't underestimate the power of
Quitter. When your situation is hopeless, Quitter will get you back
in the game. The ability to "start over" is a significant
advantage.
Gerald Katz
Don't forget to tip the Butler!


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