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Power Of The Day -- Superhero

by Hadsil <forumite@[EMAIL PROTECTED] > Apr 15, 2008 at 04:00 PM

SUPERHERO					Phase 8

Replaces Losing Challenge Card

You have the power to rescue. When not a main player, after Challenge
Cards are revealed and a winner is determined, you may replace the
losing main player's Challenge Card with one of your own so that
player wins the challenge.

HISTORY: Faster than a speeding Edict!  More powerful than a 40 Attack
Card!  It's a Comet!  It's a Flare!  It's Superhero! A strange
creature from another planet who seeks nothing but to save the
innocent and the helpless.  Of course, the Superhero can better
protect everyone if they would all do what the Superhero wants them to
do.

FLARE

Infinity
Wild: Whenever another player loses tokens to the warp, you may have
that player keep his tokens.

Phase 8
Super: As main player, you may have any player rescue you.  If he
cannot, you may keep this card.

PULSAR

Phase 6
Con: Play this card before Superhero decides to ally.  If he does
ally, he cannot rescue but the main player on his side gets +3 or -3
to his challenge total at the player's choice.

Phase 8
Pro: If after rescuing some game effect is invoked such that the
rescued player loses the challenge, you may either rescue again or
take back your rescue card.

Eon/Avalon:

Power

No Changes

Flare

Super: Disregard reference of keeping card.  Super Flares are always
kept.

Pulsar

No Changes

Experience Rating: Advanced

Cosmic Monopoly

When another player's Monopoly token is to go to Jail, you may have
that player keep his Monopoly token on that space, including Go To
Jail.  The player does not encounter the space he is on.  His turn
ends.  When you do this, collect $50 from the bank.

Commentary: This is a combat power created by me.  Because all powers
are supposed to give an advantage to its user at the expense of
others, I wanted to create an altruistic power that provides a great
benefit to other players.  When I first created Superhero it could
only rescue the defensive player, but a play tester felt it
unnecessarily restrictive.  I changed the power to allow the rescue of
either main player.  Superhero can come to the rescue as an ally for
the main player on his side of the challenge.  This is on purpose to
give a player a worthy incentive to have the power.  Unlike Scooby, it
is harder to make someone win the challenge with a Challenge Card than
it is to make him lose a challenge.

In any event, after the rescue is made, other players can invoke
further Phase 8 eligible effects to have the original winner win
again. Keep in mind, Superhero rescues after a winner is declared.
For example, if Loser is a main player and declared an upset, the
winner loses and the loser wins as per Loser.  Once that determination
is made, then Superhero can rescue that actual loser.  For Bookie,
wage resolutions occur after Superhero makes a rescue.

The Wild Flare is simply to allow a player to be nice for the sake of
being nice.  However, it can have sinister uses.  It can be used
against Witch, Vacuum, Sting, and Grief, for example, to prevent
activation of those powers.  The Flare can be used to prevent Healer
from healing tokens to get cards or Saint sacrificing himself to get
new tokens.   It can delay Masochist from winning the game.  If a
player who is close to winning the game is in a deal situation with a
third party, that third party might flat out refuse to deal.  As
holder of the Wild Superhero, you can give thanks to that player by
saving his tokens.  If the tokens are lost on a base as a result of
losing a challenge or Terrorist's bomb, the tokens return to other of
a player's bases; otherwise, they are not moved.

Gerald Katz
Don't forget to tip the Butler!




 1 Posts in Topic:
Power Of The Day -- Superhero
Hadsil <forumite@[EMAI  2008-04-15 16:00:44 

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tan12V112 Fri May 16 7:19:40 CDT 2008.