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Power Of The Day -- Spaceballs

by Hadsil <forumite@[EMAIL PROTECTED] > Apr 2, 2008 at 03:26 PM

SPACEBALLS			Set-Up, Phase 1, Phase 3, Phase 8

Has Interfering Tokens

You have the power to suck.  At the beginning of the game, take an
unused Moon and set it by your system.  This is not treated as a Moon,
just a means to designate special tokens as to be explained.  This is
Spaceball 1, a.k.a. Mega-Maid.  On your turn, before you flip the
destiny pile, you may place two tokens on Spaceball 1 (if there are
none there already) and then place Spaceball 1 in the system of any
other player.  As long as Spaceball 1 is in their system, their home
base count (for the purpose of seeing whether they can use their power
or collect Lucre, if applicable) is reduced by 1.  When the "sucked"
player flips the destiny pile on his turn, if it is his color or the
color of the Spaceballs player, he may challenge Spaceball 1 instead
of a planet in the corresponding system.  If the "sucked" player wins
the challenge, Spaceball 1 goes back to the Spaceballs player, and the
two tokens in it go into the Warp.  Spaceball 1 may only move when two
ships of the Spaceballs player are in it.  In addition, when the
Spaceballs player makes a challenge in the "sucked" player's system,
he may add the two tokens in Spaceball 1 to his total.  However, if he
wins, they do not land on the planet, and if he loses, they are not
lost to the Warp.  If you lose your power, you cannot move Spaceball 1
or add the tokens, but you may remove tokens from Spaceball 1
normally.

History: The Spaceballs, notorious for their extravagant consumption,
appallingly careless destruction of the environment, and wicked
cunning, have run out of fresh air on their home planets. Now they
seek to cripple their Cosmic opponents by taking the very air they
breathe for their own purposes. They believe that Cosmic domination is
inevitable -- after all, evil will always beat good because, according
to their creed, good is dumb.

FLARE

Interphase
Wild: You may "raspberry jam" one of your opponents. Pick a player.
That player must now place any Flare he has face-down and cannot use
it while you hold this Flare. He may not acquire any other Flares by
any means, they are discarded, unless he is eligible to draw a new
hand (the "jammed" flare is discarded) or you lose this Flare (the
"jammed" flare returns to his hand).  You do not discard this Flare
for playing it, but it is discarded if the jammed player gets a new
hand.

Phase 1
Super: You may put tokens in and/or move Spaceball 1 before any player
flips the destiny pile on his turn.

PULSAR

Phase 1
Con: If Spaceball 1 is in your system, Spaceballs player must move it
to another system.  Otherwise, Spaceballs player cannot move Spaceball
1 into your system.

Phase 1
Pro: You may place up to 5 tokens onto Spaceball 1.  When this card is
no longer in effect, return up to 3 tokens from Spaceball 1 to bases.

Eon/Avalon:

No Changes

Experience Rating: Advanced

Cosmic Monopoly

For as long as your Monopoly token is on another player's property
(even if you share it in long version) that player cannot use his
cosmic powers.

Commentary: This is a rules power created by Rob Burns.  The History
and Flare are his. The Pulsar is mine.  The power is as Rob Burns
wrote it, but since he was referring to the Avalon game, I converted
it to Eon/Mayfair terminology.  The extra two challenge points can
make a difference in some challenges, but the power is the reducing of
home base count.  As the game progresses, strategic positioning of
Spaceball 1 is paramount.  Though a joke power, Spaceballs is
significant.  In case it is not clear, on his turn Spaceballs player
can move Spaceball 1 into any system even though he already has two
tokens on it.

Gerald Katz
Don't forget to tip the Butler!




 1 Posts in Topic:
Power Of The Day -- Spaceballs
Hadsil <forumite@[EMAI  2008-04-02 15:26:21 

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tan12V112 Fri May 16 5:41:48 CDT 2008.