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AUCTIONEER Phase 1 (Washington University group; rev. Rob Burns) Auctions cards for Lucre You have the power to auction. Before each challenge in which you are an offensive player, take the top card of the deck, place it face up in front of you, and auction it for Lucre. All bids must be at least two Lucre, and you cannot prevent any of the other players from participating; however, you cannot bid. The high bidder pays you and takes the card for his hand. If no one bids, you may take the card for your own hand or discard it. History: A resource crunch on their home worlds led to fierce competition among Auctioneers for the remaining materials. Those Auctioneers who controlled the dwindling supplies enriched themselves from the desperate struggles of their fellows. Contact with other races alleviated the shortages, but the Auctioneers remain quick to exploit the need of others to enrich themselves. Use Only In Games With Lucre FLARE Interphase Wild: Between challenges, you may auction a base on any planet where you have one. You may not prevent any player from participating in the auction. High bidder, at least 2 Lucre, pays you in Lucre, then puts one of his tokens from any planet onto the base. Phase 1 Super: When you auction, take the top card of the deck and put it in your hand. Then select any card from your hand and auction it. If no one bids on the card, you may keep it or discard it. PULSAR Phase 1 Con: You get first dibs on the auctioned card. You can pay Auctioneer 4 Lucre and take the card. Otherwise, it goes for auction as normal. Phase 1 Pro: If a players buys the card, take the next card from the Challenge Deck. You may keep it or discard it. Eon/Avalon: Power Minimum bid 1 Lucre Flare Wild: Minimum bid 1 Lucre Pulsar No changes Experience Rating: Advanced Commentary: This is a resource power created by the Washington University playing group circa 1990, specifically Ken Kox. The Pulsar is my creation. Everything else, including the history, is theirs adapted to Mayfair Lucre rules. Because they created the power and flare for Eon rules, they decided to have the wild flare be "use once and discard". I did not see that as necessary. If a player wants to give away a base every challenge that's his business. Rob Burns, using Eon Lucre rules, wanted the minimum bid to be 2 Lucre. I disagree that is necessary for Eon rules. He and Cedric Chin were concentrating on the cards Auctioneer gets that are not bid on. For example, other players may not want to bid 2 Lucre for "middle" cards like Attack 10 or Victory Boon, thus Auctioneer would get some decent cards. I see Auctioneer's power as getting the Lucre, and one Eon Lucre is valueable. Yes, someone else buying a Cosmic Zap or Attack 40 can sting a little, but because those cards are valueable, starting the bid at 1 Eon Lucre might generate competition among the other players to get those powerful cards. Auctioneer rolls in the dough. For Mayfair Lucre rules, 2 Lucre is the place to start since 1 Lucre is practically worthless and other Lucre powers are based on 2 Lucre. Gerald Katz
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