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Power Of The Day -- Siren

by Hadsil <forumite@[EMAIL PROTECTED] > Mar 26, 2008 at 01:40 PM

SIREN					Phase 2, 8

Entices Challengers

You have the power to lure.  Unless a wild Destiny Card is flipped,
you may lure the offensive player to your system.  You immediately
become the defensive player in the challenge and your opponent must
point the cone to a planet in your system.  The challenge then
proceeds normally, but if you win the challenge, you establish a base
in the offensive player's system, on a planet of your choice.  You may
use your power to lure even when your system's color is revealed.

HISTORY: Born on a planet of beauty and illusion, the Siren entices
unsuspecting travelers into her traps.  Seduced by her call, the
luckless guests are totally unaware of the destruction awaiting them.

Do Not Use With Dictator

FLARE

Infinity
Wild: As another player is about to make a random draw, you get the
items (rewards, consolation, etc.).  He then draws as normal.

Phase 5
Super: You may offer to take all defensive allies' tokens to establish
a base in the offensive player's system should you win the Siren
challenge.  They may choose to join you on the base or take defensive
rewards if you win.

PULSAR

Phase 2
Con: As offensive player, Siren cannot lure if you flip his color in
destiny.

Phase 8
Pro: If you lured when your color was flipped in destiny and you win
the challenge, you establish two bases in the offensive player's
system.

Eon/Avalon:

Power

No Changes

Flare

Wild: When another player gets a new hand, you may name a type of card
(such as an Edict) or a specific card.  If the player draws that card,
he must give it to you.  If he draws more than one such card for a
type of card, he may give you any one he chooses.

Pulsar

No Changes

Experience Rating: Advanced

Cosmic Monopoly

Long version only.  When another player announces his attention to
challenge a player's property, you may lure him to a property you own
that is not mortgaged.  His Monopoly token remains on its current
space.  The player challenges your property.  If he wins, you lose
your ownership and he gains it.   If you win, the player pays you the
rent for that property but without the 50% penalty.  In addition,
establish a share of ownership of any property that player owns by
putting one to four cosmic tokens on it from among your properties or
pool.

Commentary: This is a rules power.  I do not like this power.  Never
had even from my Eon college days.  Yes, the additional chance to gain
a base is good, but I don't like the risk.  I suppose you can say that
I find being a defensive player undesirable.  It's part of the game,
of course, but I want to be defensive player as few times as
possible.  It isn't so much the risk of losing tokens and a base as it
is the risk of eventually losing your third home base and thus your
power(s).  Your power is a constant resource.  It's what gives you an
edge over other players.   If playing a single power game such that
Siren is your only power, I suppose it doesn't make any big difference
and might as well use the power for as long as you can when you think
you can win the Siren challenge.

Also, every player has to divide his card resources for attack and
defense.  Siren stretches your resources more than I prefer.  As the
game progresses, players have little incentive to ally with you
defensively as you gain bases.  They won't necessarily help your
opponent, but it will be difficult to get any help at all.

Siren/Boomerang and Siren/Filth are powerful combos.  The Eon version
for the Wild Flare above is an alteration of the original Eon
version.  I forget its exact text.  When I finally update my set to
Eon rules, since I have the physical Eon Siren Flare I'll be using
that.

Gerald Katz
Don't forget to tip the Butler!




 1 Posts in Topic:
Power Of The Day -- Siren
Hadsil <forumite@[EMAI  2008-03-26 13:40:09 

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tan12V112 Tue May 13 6:22:30 CDT 2008.