STOWAWAY Phase 8
Leave Token On The Cone
You have the power to stow away. If you have more than one token on
the cone, regardless if your side won or lost the challenge, you may
leave one token on the cone, immune to Assessor or losing token
effects. It remains there for the next challenge and is automatically
involved. If you're to be the offensive player, you may place 4
additional tokens on the cone; otherwise, it counts as being an ally.
You may only place additional tokens onto the cone, immune to
Assessor, by normal means of placing tokens onto the cone, including
the opposing side. However, if you are determined to be the defensive
player or another player's Moon challenge, this stowaway token would
not count towards the challenge total, being an ally, or go to the
warp or other effects if the side it is on loses the challenge. The
token remains on the cone for the next challenge. A Cosmic Zap can
prevent you from stowing away a token but cannot remove a token
already left on the cone.
History: Always looking for a free ride, the Stowaways leech onto
others to provide for their space exploration. Cosmic dominance would
allow them free range to everywhere.
FLARE
Infinity
Wild: When another player is to remove tokens from the warp, he can't
unless he cannot move any of his tokens not in the warp. This is a
"Use once and discard" Flare for Ancients.
Phase 8
Super: If you only have your stowaway token on the cone, it remains
there as a stowaway. If you were to get a base, you may place a token
on that base from another of your bases.
PULSAR
Phase 8
Con: As main player, Stowaway's token has no affect on the challenge
but will remain on the cone for the next challenge.
Phase 6, 7, 8
Super: As defensive player, your stowaway token counts towards the
challenge for whatever side it is on, subject to normal effects. If
your stowaway is an offensive ally token for another player's Moon
challenge, take defensive ally rewards for it if that player wins.
Eon/Avalon:
Power
No Changes
FLARE
Wild: Prevent a player from taken a token out of the warp at the start
of his challenge.
Super: If you only have your stowaway token on the cone and your side
won the challenge; it remains there as a stowaway. If you were to get
a base, you may place a token on that base from another of your bases.
Pulsar
No Changes
Experience Rating: Expert
Cosmic Monopoly
Long version only. Power as is.
Commentary: This is a resource power from Jack Reda's web site. The
power is from the site. The History, Flare, and Pulsar are mine. I
did alter the power a bit. The original power only allowed Stowaway
to be used if he won the challenge as offensive main player. I feel
that makes the power almost useless. It is not strong enough to be an
offensive player power only. If you win your first challenge, you
either have to risk a second one and perhaps not win and thus don't
get to use your power or use your power and don't take your second
challenge. If you lose your first challenge, you don't get to use
your power at all. In addition, on the off chance you do get to use
your power, you are always at the mercy to the player on your left,
barring Queue or Timegash.
However, I did like the concept of the power and tried to arrange it
so that the player could use it in any challenge. I also decided to
clarify definitively that use of the power is immune to Assessor. The
player pays the tax for putting tokens on the cone, but once he stows
away, he has not stopped using it until he has no more tokens on it.
I was concerned that my Bermuda power would be in conflict, but the
game mechanics of that power really only delays the Stowaway effect.
Stowaway/Parasite is a super combo while other ally only powers become
a bit stronger. Stowaway/Demon is also a super combo, though you have
to work it a bit. Stowaway/UFO and Stowaway/Ventriloquist make things
interesting. Stowaway/Vampire and Stowaway/Fungus can be fun.
Gerald Katz
Don't forget to tip the Buter!


|