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ASSASSIN Phase 2 Removes Others' Tokens You have the power to execute. Whenever any other player's color comes up in the destiny pile, you must send one token of that color from any base into the warp. You select which token to execute. You assassinate a token of the player whose color was turned up, even if that player does not end up being challenged because of the Will or some other effect. On a wild destiny card, you may assassinate any color token of your choice regardless of whom the offensive player chooses to attack. HISTORY: After being subjected to colonial domination for thousands of years, a hive of Assassins rose up on an outpost planet in a forgotten empire. Devoted to terrorism and adept at choosing the most isolated and vulnerable as their victims, they mercilessly cleansed their sector of its overlords. Having become imperialists themselves, however, they learn new uses for their old talents. FLARE Phase 8 Wild: When you lose as defensive player, you may send all offensive tokens, including allies' into the warp. In this case, the offensive player and his allies do not get bases, and all tokens in the challenge, both offensive and defensive, go into the warp. Phase 2 Super: As the offensive player, you may execute three opposing tokens instead of one. PULSAR Phase 2 Con: Assassin, through his power, cannot make you lose a base unless there's no alternative. Phase 2 Pro: When you assassinate, you also take a random card from the player's hand and discard it. Eon/Avalon: Power No Changes Flare Super: You execute two tokens. Pulsar No Changes Experience Rating: Novice Commentary: This is a resource power. During college I often played the original Illuminati card game. The playing group adopted a policy I started - everyone is entitled to one good group. That means that I wouldn't oppose any player trying to acquire their first "powerful" group. It didn't matter if it was the Cocaine Smugglers, Mafia, or Big Media. (The only exceptions were IRS and Orbital Mind Controllers.) Afterwards all groups were fair game for opposition. In Cosmic Encounter it is understood that everyone has a power. Just as you want a really good one, so too do others. While I'm happy if I have Pacifist, Zombie, or Virus, I don't particularly mind that someone else has Fungus, Warpish, or Anti-Matter. However, there are a number of powers I do mind other players having. Assassin is my stereotypical example of these powers, which I call "annoying". Annoying powers are those that frustrate other players. They usually have abilities that are arbitrary, meaning they don't break an established rule. They are given a new ability created specifically for them. When such powers are in the game, I will usually target them for removal. I will use the Wild Reincarnator Flare if I have to. I will oppose them in challenges as an ally as feasible. When I'm the offensive player attacking the defender of an annoying power, I will go after his third home base instead of attacking where he already lost a base as I and players in general normally would do in "friendly" games. Now, let's suppose at game set-up I'm given a choice of powers. In that choice, I could either select an annoying power or some other power. Unless that other power is a powerhouse like Pacifist or Virus, I will take the annoying power. As much as I target them for removal, I relish in having them for myself. I will gleefully play Assassin when given the choice. I just love playing Butler or Schizoid. I never make deals for tokens when playing Assessor. Annoying powers are terrific. Gerald Katz
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