SILENCER Infinity
Stops Communication By 1 Player
You have the power to isolate. Once during each challenge you may
silence any one player as he attempts to communicate by calling out
"silence." He now may not speak, gesture, or communicate in any way
until the end of the challenge. He may play tokens and cards normally
if their meaning is clear, but he cannot explain them. He may not
solicit allies or make deals. Mandatory powers must still be used.
Optional powers are allowed if the player can simply perform the
action without speaking or communicating otherwise and without
requiring any other player to take action. In most cases, this is
clear, but ambiguous cases are listed in the rulebook under the
Silencer.
HISTORY: Expanding outward with all matter since the dawn of creation,
the Silencers have long dwelt in a state of pure meditation. Aghast
at the sudden proliferation of jabbering life forms, they feel a holy
duty to bring the blessings of quietude to all other species.
FLARE
Phase 6
Wild: You may prevent another player from allying.
Infinity
Super: Silence every player in the game (including yourself) instead
of just one.
PULSAR
Infinity
Con: Silencer cannot silence you.
Interphase
Pro: At the start of your turn, silence a player. He is considered
silenced until the start of your next turn or you lose this card. You
cannot silence a player in this way again until you have silenced
another. You still have your power as normal.
Eon/Avalon:
No Changes
Note: Eon Wild Flare allowed its player to prevent his opponent from
using his power. Wild Cripple does that now. If not using Cripple,
original Eon version is fine.
Experience Rating: Expert
Cosmic Monopoly
Power as is. A silenced player can still purchase property and
buildings. A silenced player is still allowed rent due to him by
other players.
Commentary: This is a rules power. What can I say? This is
Silencer! Players experienced with the game know all about Silencer.
Some players love the power in a game. Other people loathe it with a
passion as I loathe Mayfair Doppelganger. It is an extremely powerful
power, arguably the strongest in the game. If Silencer is available
for use in a particular set, and if I'm the given the option of
keeping it or passing, I keep it, period. If I have to give up
Pacifist or Butler, so be it! If a passed Pacifist or Butler goes to
another player for his option of keeping, so be it! This is not
because of Silencer being a favorite, it's because Silencer is that
darn powerful. Silencer doesn't give you the game, but it effectively
Zaps a lot of powers, Edicts, and Flares. Many powers can be used
when its player is silenced, but that's small consolation. Such a
player still cannot invite allies, make deals, or be able to play
various Edicts and Flares. "Isolation" is an understatement. If you
wanted, you can be a real jerk with the power by always silencing the
same player every challenge. My favorite super combo is Silencer/
Schizoid. Always silence the offensive player when not your turn.
Only you know how to win the game.
Gerald Katz
Don't forget to tip the Butler!


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