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Power Of The Day -- Twins

by Hadsil <forumite@[EMAIL PROTECTED] > May 1, 2008 at 01:39 PM

TWINS				Infinity

Keeps Lost Tokens

You have the power of replacement doubles.  When you lose tokens to
the warp, instead, flip them over.  If they were on a planet, they
remain, else they return to other bases.  These flipped tokens count
as your tokens in every way.  When flipped tokens must go to the warp,
they then do so reflipped.  The act of flipping can affect things like
Terrorist's bombs.  Also, anything that can release tokens from the
warp can reflip flipped tokens.  Glue's power can't do this, but
tokens glued to the warp are not flipped and remain in the same
condition upon leaving the warp.  When applicable, losing unflipped
tokens go directly into the Void.

HISTORY: Aliens do a double take when they see their enemy whom they
just sent to the warp alive and well as if nothing has happened.  The
Twins are determined to never leave.

FLARE

Interphase
Wild: You may retrieve all your tokens from the warp, Void, Fungus,
etc. and return them to bases.

Infinity
Super: You may reflip all your flipped tokens immune to effects like
Terrorist's bombs.

PULSAR

Infinity
Con: When Twins flips his tokens on a base, he must return them to
other of his bases.  He may do this for such tokens should he be
losing his third home base.

Infinity
Pro: When flipped tokens go to the warp, reflip them instead.
However, if applicable, they cannot remain on the base.  You must
return them to other of your bases.  You may do this upon losing your
third home base.

Eon/Avalon:

No Changes

Experience Rating: Novice

Cosmic Monopoly

Long version only.  Power as is.  Upon losing as defensive player, the
offensive player gets ownership of the property as normal, but your
flipped cosmic tokens remain on the property and you retain your
ownership share should you still have cosmic tokens on the property.

Commentary: This is a resource power created by me.  One day I felt
like creating a power that was similar to Zombie yet significantly
different, hence Twins.  It is not impossible to remove Twins from a
planet base, just more difficult to do so.  The Twins player has
effectively 40 tokens, but it is still vulnerable to Fungus, Vampire,
Void, etc.  However, that vulnerability is no reason to overlook
Twins.  It is a powerhouse.

The ability to hold on to bases is very strong.  Consolation cards are
still collected despite any flipping.  Twins/Filth is a super combo.
Twins/Gorgon is a strong combo. Twins/Clone is an amusing concept
combo.

After play of the Pro Pulsar upon losing the third home base, Twins
player may then invoke the card to enable use of the power, though of
course he's no longer able to use the Pro effect until he regains a
third home base.

Gerald Katz
Don't forget to tip the Butler!




 1 Posts in Topic:
Power Of The Day -- Twins
Hadsil <forumite@[EMAI  2008-05-01 13:39:43 

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tan12V112 Fri May 16 1:09:53 CDT 2008.