SCHIZOID Set-Up, Infinity
Changes Goal Of Game
You have the power to alter reality. At the start of the game, before
cards are dealt, write down how many outer bases (at least 3) are
needed to win. Then add one other game condition which 1) is possible
for all players to meet, 2) is clear to all as it happens, 3) does not
require remembering past events (e.g. "Winner(s) must have 3 (foreign)
bases and fail to make a deal.", and 4) relates directly to the game.
On each challenge, the offensive player may ask you a "yes" or "no"
question about the win. You must answer truthfully, aloud. When your
conditions are met, you declare the winner. (If you lose your power,
normal win conditions prevail.)
HISTORY: Long ago their system slipped into a cascading series of
alternate space/times. Now the Schizoids believe that universal
acceptance of their current reality will end the madness that has
gripped their world for so long.
Do Not Use With Insect Or Plant
FLARE
Interphase
Wild: You may switch planet hexes (and thus colors) with any player.
Interphase
Super: At the end of your turn, you may change the terms of victory as
long as this does not give anyone an immediate win.
PULSAR
Infinity
Con: As offensive player, you may ask Schizoid two questions
concerning how to win the game.
Interphase
Pro: You may add on a second condition to winning the game abiding by
your power's terms. It's in effect even if you don't have this card.
You may only play this card once. If you play the Super Schizoid
Flare afterwards, you still have the second condition to work with.
Eon/Avalon:
No Changes
Experience Rating: Expert
Cosmic Monopoly
Long version only. You determine how the game is won aside from
everyone else going bankrupt. All conditions must relate to the game,
and it must be possible for all players to meet the conditions and be
obvious as it happens. It cannot rely on remembering past events or
someone being bankrupt, but it must be possible to win should someone
be bankrupt. You can have up to three conditions which together must
occur for a player to win. Each player on his turn can ask you one
yes or no question about the win which you must answer truthfully. A
player who gets to go again such as through doubles can ask another
question. When your conditions are met you announce the winner. If
you are bankrupt normal win conditions prevail.
Commentary: This is a rules power. If I had to name THE power that
best epitomizes Cosmic Encounter, it's Schizoid. Even the Wild Flare
is most Cosmic. The concept of a player determining how the game is
won is wild. I love it! This is a mighty fun power to play, even to
play against.
It's a lot of fun coming up with win conditions. Conditions I've used
include: having 4 bases and the bases have to be on the Nth planet in
the system of the Nth player to your left, having your amount of Lucre
equal the number of tokens you have in the warp, and having 3 foreign
bases and the player on your left has 3 foreign bases. (The latter was
the only condition I had where someone else won the game without the
other players knowing how to win. I probably won't use it
again. :-)
You can be lame with the power. For example, suppose "Bob" has
Schizoid. He can make the winning condition be: Have 4 foreign bases
and Bob has 4 foreign bases. Therefore, either Bob wins alone or Bob
shares the win. He can't lose the game unless he loses his power.
Anyway, there are of course many conditions to choose from. I've seen
loss of home bases be a condition. Schizoid is very close behind
Pacifist and Butler for me to keep, not for its strength but simply
for the fun I'd have. Also, out of all the super combos, Silencer/
Schizoid is my favorite. Always silence the offensive player, except
yourself. Only you will know how to win.
Gerald Katz
Don't forget to tip the Butler!


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