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Gaming > Cosmic Encounter > Power Of The Da...
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Power Of The Day -- Vulch

by Hadsil <forumite@[EMAIL PROTECTED] > May 19, 2008 at 11:18 AM

VULCH					Phase 9

Collects Discarded Edicts

You have the power to salvage.  Whenever any other player plays or
discards an edict, you must pick it up and place it in your hand.
After you play one, you must discard it.  If you collect a new hand
due to running out of Challenge Cards, you may keep any Edicts in your
hand, but you must reveal them to the other players.  Then you take
seven new cards.

HISTORY: Originally developing as a structured, bureaucratic race,
only the Vulches who were most able to grasp new op****tunities rose to
the top.  Over millions of years, this inbred scavenging talent
flourished and spread throughout the race.  Now, Vulches are prepared
to use the discarded refuse of others to achieve their goal of Cosmic
supremacy.

FLARE

Phase 9
Wild: If you win a challenge or make a deal as a main player, your
opponent starts giving you his hand, one card at a time.  Discard each
in turn until you get a card you want to keep.  You put that one in
your hand, and your opponent keeps what's left, if any.

Phase 9
Super: You may pick up all Flare Cards discarded by other players
during this challenge, discarding this one instead.

PULSAR

Interphase, Phase 3
Con: When Vulch gets a new hand, he may not keep his Edicts.  He may
still play the Keeper Edict as normal.

Phase 9
Pro: After playing an Edict, put it face down in front of you instead
of discarding it.  It does not count as part of your hand.  You may
look at them at any time.  You may play such Edicts again in future
challenges.  Then they get discarded.

Eon/Avalon:

Power

No Changes

Flare

Super: (Not discarded)

Pulsar

No Changes

Experience Rating: Advanced

Cosmic Monopoly

When another player gets a Chance or Community Chest card, when it is
returned to the stack you may take it if you want.  When you land on
Chance or Community Chest, if you have at least one of the appropriate
cards, you must play one instead of drawing from the stack.

Commentary: This is a resource power.  This is a terrific power.
While Flares get most of the publicity, Edicts are valuable in their
own right.  Some are obviously more powerful than others, but all have
their worth.  Vulch is a keeper.

Players who have Mesmer/Vulch do so at their own risk :-).  Perhaps no
other super combo breeds such emotional energy that players want to
scream like crazy - more so than Silencer/Schizoid.  More so than
Machine/Clone.    After invoking the Pro Pulsar, if you then lose the
card, Edicts previously placed face down in front of you are still
available for your use.

The icon of the power can be confusing for people accustomed to Eon
version.  Under Eon, or perhaps it was just how we played years ago,
at any time an Edict got discarded Vulch took it.  Under Mayfair,
Edicts and Flares played are technically not put in the discard pile
yet; rather, they are left on the table to be shown they have been
used.  They are physically discarded in phase 9 in the "discard played
cards" phase.  That is when Vulch is supposed to collect the Edicts.
I much prefer regarding Vulch as having an infinity icon, though that
allows Insect and Vulch to have an infinite loop.

Gerald Katz
Don't forget to tip the Butler!
 




 1 Posts in Topic:
Power Of The Day -- Vulch
Hadsil <forumite@[EMAI  2008-05-19 11:18:52 

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tan12V112 Thu Jul 24 7:12:49 CDT 2008.