REVENANT Interphase, Phase 8
Grants Home Bases
You have the power of rebirth. Under specific circumstances you may
grant a player (including yourself) a rebirth. The player who receives
the rebirth regains a base in his home system by placing from one to
four tokens from other bases on the planet, exactly as if the Rebirth
Edict had been used. The rebirth does not count as a challenge. You
may grant rebirths in three ways. 1) You may grant yourself a rebirth
at the start of each of your challenges. 2) As part of a deal, you may
grant the other player(s) in the deal a rebirth. 3) Any other player
may, at the start of his turn, offer you one or more Lucre to grant
him a rebirth; if you accept, the player pays you the Lucre. You must
either accept or reject the player's first offer; negotiation is not
permitted.
History: The eerie Revenants are at heart a peaceful race. Though
hardships befall them, they are able to rise from the ashes of
destruction. They are willing to share their gift to others for sake
of friendship, but they have learned that true peace can only happen
if they enforce it as rulers of the universe.
Use Only In A Game With Lucre
FLARE
Interphase
Wild: Choose another player to regain a home base he had lost. He
places up to 4 tokens there from other of his bases. That player
gives you 5 Lucre.
Infinity
Super: Regain a foreign planetary base you just lost. Place tokens
there from other of your bases.
PULSAR
Interphase
Con: Any other player, including Revenant, who regains a home base
through Revenant must use up a challenge in order to do so.
Infinity
Pro: For as long as you have this card, planets where you currently
have foreign bases when you play this card also count as home bases
for all reasons. Should you lose the base but still have this card,
the planet still counts as a home planet for all reasons. New foreign
bases are not affected by this card unless it leaves your hand and
returns to it by some means.
Eon/Avalon:
Power
Player may give you 1 Lucre to regain a home base at the start of his
turn. You may accept or reject.
Flare
Wild: Player gives you 1 Lucre for gaining back a home base.
Super: At the start of another player's turn, he must give you 2 Lucre
and he gets back a home base he had lost.
Pulsar
No Changes
Experience Rating: Advanced
Cosmic Monopoly
Long version only. At the start of your turn, regain one property you
originally purchased that you lost. Place one to four tokens on it
from among your properties or pool. If another player owns it you
share the property. If the bank now owns it for some reason, you get
it back free of charge. You do not have to pay for buildings
currently on the property. On another player's turn, if he lost a
property he originally purchased, he may get it back as per your power
by paying you the purchase price. This is not a debt. A player is
not forced to benefit from this. A player may offer a number of "free
landings" on that particular property instead. You do not have to pay
rent during these free landings. If you reject the free landings he
can still pay you the purchase price.
Commentary: This is a rules power from Jack Reda's website from the
series of Edict Powers - powers created inspired by Edicts. The power
is from the site. The History, Flare, and Pulsar are mine. Revenant
is a passive power. It's useful for multi-power games to help you to
keep your other power(s) from loss due to lack of home bases, but
unless they are strong, it could be inconsequential. In single-power
games Revenant is not a strong power - a power whose power is to keep
your power. It does give you a nice option to allow for profitable
deals, and the occasional Lucre couldn't hurt. Revenant has potential
to be a good Lucre generating power, though it probably wouldn't be a
consistent income.
Also, Revenant may be originally a Ken Cox/Washington University
power, but I am not certain.
Gerald Katz
Don't forget to tip the Butler!


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