UFO Phase 6, Infinity
Shares Tokens With Other Players
You have the power to abduct. As offensive player or ally, take one
token on the defensive base (it does not have to be the defensive
player) and put it on your star. At the beginning of each of your
turns, wherever you share bases with players whose tokens you have
taken, you must return them to among those bases but flip them over to
designate their new status as hybrid tokens. These hybrid tokens are
to be considered as your tokens in every way for the rest of the
game. However, those tokens still count as regular tokens for their
original owners. Therefore, you both get to use the tokens in every
way tokens are used. Use the timing conflict rule with the Insect vs.
Loser clarification when it becomes necessary to determine who may
move and get the use of a token first. For purposes of play, that
token then only counts for that particular player, such as getting
defensive rewards as a winning defensive ally for example, but it
still counts as occupying a base for both players. If you lose the
use of your power, you do not get the use of these hybrid tokens, but
you do regain their use when you get your power back. You keep any
tokens still held on your star. If a token should have a special
characteristic because of another power, that token only has that
characteristic when that other power is used.
HISTORY: Many an Alien claim to have been kidnapped by flying saucers
and subjected to horrible experiments. While their friends laugh at
such a preposterous story, those experiments prove fruitful in the
birth of new life.
FLARE
Interphase
Wild: All players take a random card from the regular hand of the
player on their right. If you get to keep this Flare for some reason,
return it to your hand before cards are drawn.
Infinity
Super: You may convert any 4 of your hybrid tokens to become only your
tokens for the rest of the game.
PULSAR
Phase 6
Con: UFO may not abduct your token if another player's token is
available.
Infinity
Pro: All timing conflicts for using hybrid tokens favor you, even if
Queue is in the game. If a hybrid token gives a player a privilege,
such as defensive rewards, you gain the privilege as well for each
such token.
Eon/Avalon:
Power
No Changes
Flare
Super: You may abduct two tokens at a time.
Pulsar
No Changes
Experience Rating: Expert
Cosmic Monopoly
At game set-up select another player=92s Monopoly token as a hybrid
token. On your turn, you may move that player=92s Monopoly token for
movement instead of your own after you roll dice for movement. In
case of doubles, you do not have to move the same token when you go
again. When moving the other player=92s Monopoly=92s token, only you
encounter the space. That player=92s Monopoly token counts as your
token in every way until the end of your turn. When either your
normal Monopoly token or the hybrid token lands on the same space as
another player=92s Monopoly token, that other token then becomes your
new hybrid token. In case of this happening when you roll doubles,
encounter the space first then when rolling again the other token
counts as the hybrid token.
Commentary: This is a resource power created by me. In simplest
terms, the UFO player can use other players' tokens as his own while
those players can still use them. Here's an example: Let's say UFO
has hybrid tokens with Macron. Neither player is a main player and
Macron sits left of the offensive player. Allies are called for.
Both Macron and UFO want to ally defensively. Macron selects his
tokens. Of his tokens, he happens to choose two hybrid tokens (using
my Macron version). UFO then chooses tokens, three of which happen to
be hybrid tokens. He could have removed hybrid tokens such that
Macron would lose a base but chose not to since those hybrid tokens
counted as a base for UFO as well. UFO had earlier shared the base
with Macron but his regular tokens were removed by some method.
When the challenge is resolved, all of Macron's tokens are worth 3.
UFO's tokens are only worth one each, despite using Macron-hybrid
tokens because UFO is not Macron. The defense wins. Macron gets
rewards for his tokens; UFO gets rewards for his tokens. Each player
only gets the reward for the tokens individually put in the challenge,
regardless of hybrid status. Macron does not collect rewards for the
hybrid tokens UFO put in and vice-versa.
When tokens are returned to bases, Macron has to be careful. If he
returns his hybrid tokens where UFO does not share a base with him
either by his own tokens or other hybrid tokens, he would be giving
UFO a free base. UFO has the same problem if he returns his hybrid
tokens to where he has only his tokens and not sharing the base with
Macron. Therefore, both players return the hybrid tokens to planets
where they are sharing the base with each other.
If another player can specifically choose UFO's tokens for some
reason, he may choose a hybrid token. Because I personally find the
effect of UFO to be quite powerful, to have UFO abduct based on the
destiny pile as Assassin executes would be too powerful. Limiting
abductions to when UFO is offensive player or offensive ally only is
enough. He won't get as many tokens as Assassin executes, but unlike
Vampire, UFO has the use of them for the rest of the game. I also did
not want UFO to be obnoxiously annoying like Eon Assessor. I
therefore made sure UFO has to release tokens into play and not just
hoard them on his star. In compensation to these limitations, I allow
UFO to keep tokens on his star should he lose his power. Though it is
not specifically mentioned, UFO without his power with tokens on his
star could release them as part of a deal.
UFO is less complicated than this posting appears to make it :-).
Gerald Katz
Don't forget to tip the Butler!


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