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Allen Smith
With complements to the Framingham Group, who
created this set of cards, then placed them on the
Internet, that others might benefit from their efforts.
www.allensmith.net   allen@allensmith.net
... >> Cosmic Encounter >> Flare Cards >> A

[.PNG] A BLANK 2.25"x3.5" (at 300 DPI) Grey Card.
I print this first, so I can position the card I want to print on.

A

 
[.PNG] A-BOMB . . . Power to Explode
  Wild: If the majority of tokens in your home system is not yours, send all tokens there (including your own) to the warp. Discard after use.

[.PNG] ABORIGINE . . . Wild Power
  Wild: When this card enters your hand, take the Flares corresponding to all of your power cards. Look through the discard pile, the deck, other players' hands (including the Miser's hoard, etc.), and finally the unused Flare deck. While holding this card, you may use your powers only as their Wild Flares, if the Flare is in your hand.

[.PNG] ABYSS . . . Power of Bottomlessness
  Wild: If you have tokens in the warp, you can count the warp as a planet base towards the win.

[.PNG] ALIEN . . . Foreign Power
  Wild: If you are attacked on a base that is occupied by tokens belonging to other players, you may add one point to your total for each of those tokens.

[.PNG] AMEX . . . Power of Credit
  Wild: Make all players (including yourself) pass their Lucre to the left or right. Discard after use.

[.PNG] AMOEBA . . . Power to Ooze
  Wild: As a main player, you may ooze your tokens into or out of a challenge (just as the Amoeba can) except you do so after allies are in but before cards are played.

[.PNG] ANOMALY . . . Power of Improbability
  Wild: You may discard all of your Attack cards and draw a new card from the top of the deck for each. Discard after use.

[.PNG] ANTI-MATTER . . . Power of Negation
  Wild: When you are a main player or an ally and another player tries to use a Wild Flare card, you may prevent him from doing so. Use this against only one Flare per challenge.

[.PNG] ARISTOCRAT . . . Power of Privilege
  Wild: You may look through the deck and select one card from it for your hand, then discard this Flare.

[.PNG] ASSASSIN . . . Power to Execute
  Wild: If, as the defensive player, you lose to an attack, you may throw all offensive tokens (plus their allies) into the warp. In spite of winning, offensive players and their allies don't get a base.

[.PNG] ASSESSOR . . . Power to Tax
  Wild: As a main player, tokens lost to your attack are imprisoned on your star disc. You may ransom them to their owners at the start of their turns by suggesting a deal which includes the tokens (see rules on deals). Imprisoned tokens go to the warp once this card is not in the hand of the owner of their star prison.

[.PNG] AUCTIONEER . . . Power of Sale
  Wild: On each challenge you may auction off your hand one card at a time until no one bids or you decide to stop. You may announce what each card is or its type (Edict, Flare, etc.) If you have no bidders at all on three auctions in a row, you must discard this card.

[.PNG] AUDITOR . . . Power to Monitor
  Wild: Collect all Lucre from other players. Discard after use.

[.PNG] AURA . . . Power of Honesty
  Wild: You may shuffle, reverse, and fan the deck so all players see what cards are coming up next. All cards must be taken from the new top of the deck. The revealed deck stays face up until all its cards are gone.
 
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Page Updated: April 6, 2001