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Power Of The Day -- Ancients



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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