TELEPORT Phase 3
Evades Challenges
You have the power to evade. You never have to accept a challenge.
Instead, you can declare that you are "evading", and your opponent
must turn over another Destiny disk. The price for this evasion,
though, is the loss of one token to the warp. This token comes from
the planet that was to be attacked. You cannot evade from Moon
challenges.
History: "Better to be a live chicken than a dead duck" is the motto
of the Teleporters. Though others chastise this as cowardice, they
forget the aggressiveness the Teleporters used to achieve their
conquests in the first place. Through martyrdom, the Teleporters
secure their place in the cosmos and expand.
Do Not Use In Games With Clown or Will
FLARE
Infinity
Wild: If you are the target of another player's Edict or Flare, you
may place one of your tokens in the warp to cancel the effect. That
player must either play the card upon someone else or discard it.
Phase 3
Super: You do not have to place a token in the warp to evade.
PULSAR
Phase 3
Con: As offensive player, Teleport has to place two of his tokens in
the warp to evade, but he may choose these tokens from any of his
bases.
Phase 3
Pro: When you evade, the offensive player does not flip the Destiny
Pile again. The challenge ends. If it was his first challenge he may
take a second one. You may evade a Moon challenge.
Eon/Avalon:
No Changes
Experience Rating: Novice
Cosmic Monopoly
Long version only. When another player challenges your property, you
may pay 10% of the rent due, round down minimum $1, to the bank to
have that player challenge another property belonging to a third party
of the offensive player=92s choice. The Monopoly token remains on your
property. If the offensive player loses the challenge, you get the
50% penalty and the defender gets the rent due for that property.
Commentary: This is a rules power from Jack Reda's website. The Power
is from the site. The History, Restriction, Flare, and Pulsar are
mine. I added to the power for clarity that Teleport cannot evade
Moon challenges.
In a single power game, Teleport allows you to concentrate your cards
for when you are the offensive player. You don't have to be as
careful as others in balancing your defensive and offensive strength.
In multi-power games, Teleport also provides back-up for your other
powers by greatly lessening the chance you lose your third home base.
Teleport/Zombie and Teleport/Twins are powerful but not super combos
because they don't directly help you get the bases. Note that for
Teleport/Sting this would be a voluntary loss of a token; hence, you
could not use Sting. Teleport/Witch is nasty while Teleport/Witch/
Siren is outright rude it makes Mayfair Doppelganger blink. Teleport/
Boomerang is a conflict combo. Teleport/Wrack is not quite a conflict
combo.
Gerald Katz
Don't forget to tip the Butler!


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