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BACKSTABBER . . . Power to Double Cross
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Wild: As a winning main player or ally, you may throw all other winning tokens into the warp after your win.
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BALLAST . . . Power of Gravity
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Wild: Pull all moons in the game into your home system. Discard after use.
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BANDIT . . . Power to Rob
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Wild: You may "hijack an armored car." Take all Lucre going to or from the box at one time. The player(s) get nothing for them. Discard after use.
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BANKER . . . Power to Embezzle
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Wild: You may take Lucre from the box when not entitled. If you are caught, pay the Lucre you were trying to steal to the player who caught you and discard this card.
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BARTERER . . . Power to Dicker
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Wild: On each challenge, you may give a power card (picked at random from those not in the game) to another player who has not lost the use of his power(s). If he uses this power, he must pay you a Lucre. Whether the power is used or not, it is discarded at the end of the challenge.
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BATTERY . . . Power of Reserves
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Wild: When you are a main player in a challenge, each moon you occupy counts as one ally token for your side.
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BEAST . . . Power to Feed
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Wild: At the start of your turn, you may remove up to 5 of your tokens from bases to the warp and take one Lucre from the box for each.
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BEGGAR . . . Power to Leech
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Wild: You may add your allies' Lucre in a challenge.
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BEGINNER . . . Power to Start Over
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Wild: At the end of any player's turn, you may reshuffle the destiny pile with the destiny discard pile, and cut to determine whose turn will be next (as if just beginning the game). The order of turns will start over, beginning with that player. Discard after use.
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BENEFACTOR . . . Power to Bequeath
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Wild: Give your regular hand to another player and immediately draw a new one. Discard after use. Wild: You may bet on a challenge without the Bookie. Before cards
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BLAKE . . . Power of Seven
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Wild: If your opponent in a challenge plays an Attack 7, you win the challenge. Also, if you lose a challenge by exactly seven points, you win instead.
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BLOB . . .Power to Increase Form
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Wild: Force all other players to discard their Flares. You pick them up. Discard after use.
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BOOKIE . . . Power to Place Bets
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Wild: You may bet on a challenge without the Bookie. Before cards are revealed, pay one Lucre to the box, and announce the side you are betting on. If your side wins take two Lucre back. If a deal is made, take one Lucre back.
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BOOMERANG . . . Power to Return
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Wild: Whenever any of your tokens should be lost to the warp, you may keep them. (Return them to bases if necessary).
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BRAT . . . Power to Throw a Tantrum
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Wild: Toss two tokens (your choice) from every player (including yourself) into the warp. Discard after use.
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BUILDER . . . Power to Build Bases
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Wild: You may pay eight Lucre to the box, and establish a base anywhere. Discard after use.
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BULLY . . . Power to Intimidate
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Wild: Whenever any other player reveals a compromise card in a challenge, that player must immediately give you a base on a planet (your choice) where he or she has a token or must lose two tokens to the warp (the player's choice). Under Emotion Control, you are considered to have revealed a compromise card.
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BUSHWHACKER . . . Power to Ambush
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Wild: As the offensive player you may force all other players to play a challenge card before you flip the destiny pile. After you have chosen the defensive player, all other players return their card to their hands.
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BUTLER . . . Power to Wait Upon
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Wild: You may secretly take a token from any other player's base and put it into the warp, once per challenge, without showing this card. However, if you get caught in the act, the token is not lost and you replace the token, pay a Lucre, if you have any, to the player who caught you, and discard this card. You may not take a Zombie token.
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