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ANCIENTS Infinity Keeps Own Flares You have the power of Eon. You need not discard some Wild Flares you play. You may instead keep them to use in a future challenge. The following Flares are "Use once and discard": Aristocrat, Darwin, Demon, Disease, Dragon, Fate, Filth, Immigrant, Insect, Magnet, Praw, Replicant, Serpent, Vacuum, Vampire, Void, Wabbit. Other Flares can also be restricted as mentioned upon them. HISTORY: Eons ago, an alien power dominated the universe during an old Cosmic Encounter. After millennia of rule, they retired to the West End. Out of nostalgia for their history, they have returned to reconquer the universe only to find it once again at war. While the Ancient Ones recognize some old foes, they are also met with new ones, and even though the rules of war have changed, their retention of the Old Ways will surely mean their ultimate victory. FLARE Infinity Wild: You may keep any one Flare you play for use in another challenge unless it was zapped. Infinity Super: You may keep all non-Challenge Cards you play for use in another challenge. PULSAR Infinity Con: Flares Ancients plays that he can keep are instead set aside. They return to his hand when he gets a new hand. They do not count in terms of the number of cards he receives. Infinity Pro: No Wild Flare for you is "Use once and discard". Eon/Avalon: Power MAYFAIR Plays By Different Rules You have the power of Musser. You play by the rules as described for the Mayfair version of the game. You may occupy an empty planet in your home system upon drawing your color in destiny, though it counts as a challenge. Other players who play a Flare upon you must discard it. You keep Flares you play normally but may discard them if you wish after use. As main player, you may spend 2 Lucre per Flare from the unused Flare deck and 3 Lucre per discard of a card from your hand. You have no limit to the number of cards from the Challenge Deck you may buy. If you have tokens on moons in your system, they count for keeping your power. You may still cycle moons. Use Only In A Game With Lucre Flare Wild: At the start of your turn you may discard your hand, including this Flare, and draw 7 new cards. Continue your turn. Super: At the start of your turn collect 1 Lucre for each home base you have, including moons. Pulsar Con: Mayfair must discard any Flare he plays. Mayfair cannot cycle moons. Super: All other players must discard any Flare they play. All other players cannot cycle moons. Experience Rating: Expert Commentary: This is a resource power created by me. As much as I'm used to Mayfair's one-shot Flares, I still enjoy a good Eon game. Ancients reflects Cosmic's Eon past. Even in Eon, though, some Flares were one-shots. They were the ones that gave or remove bases. They're too powerful to keep since bases are what you need to win. Such Flares in Mayfair also have to be one-shots. A few Flares not having to do with bases are also one-shots because admittedly they would be too powerful if kept. However, there are still a number of good, useful, and powerful Flares Ancients can keep, as it should be for Ancients to be a worthwhile power. If Ancients ends up monopolizing the game because of them, so be it. This is not a guarantee to happen. Ancients has to get the right combination of Flares which is not so easy to do. Instead, Ancients is mainly a powerhouse, though every time I've played the power I hardly ever got a Flare. Guaranteed I won't be dealt one at game set-up. This power was an early creation for me after Mayfair came out. Flares of powers created afterwards that need to be one-shot will have "This is a use once and discard Flare for Ancients" printed on them. This is not an inconvenience for me. There is no need for bookkeeping. The text fits on the cards when printed out. Gerald Katz
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