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Power Of The Day -- Tunneler

by Hadsil <forumite@[EMAIL PROTECTED] > Apr 30, 2008 at 11:06 PM

TUNNELER					Set-Up, Infinity

Defends Two Systems

You have the power to burrow.  Start the game with an empty planet hex
to your left or right.  (With the Terrorist or Mummy, these are
planets 6 through 10.) Whenever you should lose tokens directly from a
base in your primary system to the warp, they go to the corresponding
base on the other system instead.  (Tokens go from the middle base to
the middle, the far left to the far left, etc.) Once on the second
system, they can be attacked as if they were on a base in your primary
system.  Tokens lost from these bases go to the warp.  To lose your
power, you must have fewer than 3 home bases on the two systems
combined.  If you lose your power, bases on the second system still
count for other players who have them, but no new challenges can be
made there.  If you get this power card after play has begun, place an
additional hex to your left or right.

FLARE

Infinity
Wild: Tokens that you should lose to the warp from a planet base may
instead go to any other corresponding planet base that you have in any
system.

Infinity
Super: Tokens that you should lose to the warp in your second system
return to your first.

PULSAR

Infinity
Con: If the Tunneler player causes you to lose tokens in his primary
system for any reason, you instead place them on the corresponding
base in his second system.

Interphase
Pro: Place another empty hex system to your left or right.  These
count as home bases 11 through 15.  Tokens lost from bases 6 through
10 go to the corresponding bases in this system.  Tokens lost from
this system go to the warp.

Eon/Avalon:

No Changes

Experience Rating: Novice

Cosmic Monopoly

Long version only.  Cosmic tokens from your properties that are to go
to Jail go to your cosmic pool.  When your Monopoly token is to go to
Jail, you may instead place it on any property you own.

Commentary: This is a resource power from Matt Stone's set.  This is a
nice power.  It allows you to keep some of your tokens in play longer
than normal.  The power is stronger in multi-power games since
Tunneler allows you to keep your other power(s) longer as well despite
losing a few home bases.  I don't recall how Matt Stone plays it, but
I would allow the second system to have its own Moons.

If you lose the Pulsar Card after placing the additional hex, treat
bases in that hex according to the power in regards to bases 6 through
10 and had lost your power.  However, I would not object if Tunneler
gets to keep the third system regardless, treating it as part of its
power.  The Schizoid Pro Pulsar gives the Schizoid player an
additional winning condition even if the Pulsar card is later lost, so
there is precedent by me for a Pulsar to give something to last the
entire game regardless of continued use.

If Terrorist or Mummy uses any planets in the second system, any bombs/
tombs there are only considered "used up" if Tunneler is permanently
removed from play, such as through Wild Reincarnator.  If the power is
simply not in use because of lack of home bases Terrorist and Mummy
are simply out of luck.  Perhaps it's best for Terrorist/Mummy not to
involve the second system, despite giving everyone 5 "freebies".
Perhaps there should be an errata to the power not to use in games
with Reverse Hexes, if only to keep things simple.

Gerald Katz
Don't forget to tip the Butler!




 1 Posts in Topic:
Power Of The Day -- Tunneler
Hadsil <forumite@[EMAI  2008-04-30 23:06:37 

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tan12V112 Tue May 13 8:37:20 CDT 2008.