SIDON Set-Up, Phase 2
Defensive System Determines Power
You have the power of change. At the start of the game, draw one alien
power card for each player in the game. Assign one power card to each
system. On each challenge, you have the use of the power assigned to
the defensive system.
History: Early in Sidon evolution there was a philosophical schism.
Unable to decide which path to take, they chose all of them and
allowed their quest for domination to determine the correct course.
FLARE
Interphase
Wild: All players vote on whether or not to change powers. You decide
ties. If the final vote is "yes", all players discard their power
cards and randomly draw new ones from the unused powers.
Phase 2
Super: You may use any one of the assigned powers this challenge, not
necessarily the one assigned to the defensive system.
PULSAR
Phase 2
Con: You decide which power Sidon uses.
Phase 2
Pro: You may use the power assigned to the system of the offensive
player as well.
Eon/Avalon:
No Changes
Experience Rating: Advanced
Cosmic Monopoly
Randomly choose 4 of the unused powers and assign one to each side of
the board. For which ever side of the board your Monopoly token is
on, that's the power you use. If your Monopoly token is on a corner
space you use both corresponding powers. When your Monopoly token
moves from one side to another, use the power from which your Monopoly
token started.
Commentary: This is a meta-power from Matt Stone's set. I like meta-
powers. If a game lasts long enough it can get boring, even if I have
Butler or Pacifist. If I play a meta-power, I have a little variety.
Sidon is another way to provide that variety. Powers with artifacts
can be used as a Sidon power. They are used normally. For example,
Schizoid's win condition and ability for offensive player to ask a
question is in effect when its system is defensive, but the game is
won normally and no question asked when not.
Gerald Katz
Don't forget to tip the Butler!


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