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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 >> C

[.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.

C

 
[ .PNG ] CALCULATOR . . . Power to Equalize
  Wild: As a main player, once challenge cards are played, call "odd" or "even". When the cards are revealed, if their total is as you predicted, your opponent's card value is now reduced by the value of your card. If you were wrong, your card is reduced by the value of his.

[ .PNG ] CANCELLER . . . Power to Cancel
  Wild: While you hold this card, your turn is limited to one challenge.

[ .PNG ] CANCER . . . Power to Infect
  Wild: If you win your first challenge against a planet base, instead of drawing from Destiny for your second challenge, you may attack one of the adjacent planets.

[ .PNG ] CANDIDATE . . . Power to Campaign
  Wild: Whenever a vote is taken, you may offer one other player anything possible under normal deal conditions to vote the way you want him to. You make the initial offer, and the player may make one counter offer, which you must accept or reject.

[ .PNG ] CANNIBAL . . . Power to Devour
  Wild: When your color is actually flipped in the destiny pile, each of your tokens may "Cannibalize" another player's tokens from a base that you share with him. Remove one of his tokens from that base to the warp for each token you have on the base. Discard after use.

[ .PNG ] CAPACITOR . . . Power to Store and Release
  Wild: As a main player, if both sides play Attack cards, you may draw one card from the deck for every 5 point difference in the final totals.

[ .PNG ] CAPITALIST . . . Power of Income
  Wild: As a winning defensive ally, you may choose to take any combination of cards, tokens from the warp, or Lucre as defensive rewards.

[ .PNG ] CARD SHARK . . . Power to Count Cards
  Wild: Force all players who have one to play a challenge card. High card gets them all. In the case of a tie, all players keep their cards. Discard after use.

[ .PNG ] CARVER . . . Power to Slice
  Wild: As a main player in a challenge, you may halve the value of the tokens on your opponent's side before calculating his total. For rewards or consolation tokens have full value.

[ .PNG ] CENSOR . . . Power to Ban
  Wild: You may hold a "book burning." Force all players to discard all cards of any one category (Attack cards, Compromise cards, Edicts, Flares, Kickers, Reinforcements, or Hazard Cards/Safeties). Discard after use.

[ .PNG ] CENSUS . . . Power of Population Control
  Wild: You may ask one of the main players in a challenge how many Edicts, Flares, Kickers, Reinforcements, Safeties, Attack cards, or Compromise cards he has. He must tell you.

[ .PNG ] CHANGELING . . .Power to Change Form
  Wild: You may pass this card to the player on your left, and draw a card at random from his regular hand. This Flare may be used only once per challenge.

[ .PNG ] CHEAPSKATE . . . Power to Borrow Lucre
  Wild: If you are required to involuntarily return all of your Lucre to the box, you may discard this card instead.

[ .PNG ] CHOSEN . . . Power of Fate
  Wild: Collect all power cards in the game. Shuffle them and redeal so that each player ends up with the same number he started with. Discard after use.

[ .PNG ] CHRONOS . . . Power of Time Travel
  Wild: On each challenge, you may cancel the first flip of the destiny pile and cause the next disc to be turned up.

[ .PNG ] CLONE . . . Power to Replicate
  Wild: Collect up to double the usual number of consolation cards, if your opponent has sufficient cards.

[ .PNG ] COLLECTOR . . . Power to Tax Edicts
  Wild: You need not pay taxes or fees of Lucre or tokens.

[ .PNG ] COLONIST . . . Power to Reinforce
  Wild: If you collect defensive rewards or consolation in a system other than your own, all of your tokens on planet bases in that system count towards the number of cards or tokens from the warp that you may take.

[ .PNG ] COLOSSUS . . . Power of Extra Power
  Wild: Force all players (including yourself) to exchange one Alien Power card for a new one taken at random. Discard after use.

[ .PNG ] COMMANDO . . . Power to Rescue
  Wild: Free all tokens from the Warp. Players return them to bases. Discard after use.

[ .PNG ] COMPACTOR . . . Power to Compress
  Wild: If you have more than one of any Attack card you play, you may discard them all after the challenge.

[ .PNG ] CONJURER . . . Power to Resurrect
  Wild: When this card enters your hand, discard a Flare (other than this one, unless you have no other), an Edict, and an Attack card (if possible), and retrieve up to 5 of your tokens from the Warp to bases.

[ .PNG ] CONNOISSEUR . . . Power of Refinement
  Wild: You may discard one of your alien power cards and draw 2 new ones at random. Choose one of them to replace the one you discarded. Discard after use.

[ .PNG ] CONSCRIPTOR . . . Power to Draft
  Wild: As the offensive player in a challenge, after cards are down, you may draft all of any one player's tokens from the defensive base to be your allies if that player is not already allied on the defensive side in the challenge or the defensive player in the challenge.

[ .PNG ] CONSPIRATOR . . . Power of Conspiracy
  Wild: While this card is in your hand, you must attempt to ally in every challenge in which you are invited.

[ .PNG ] CONTROLLER . . . Power to Weaken
  Wild: You may take a card at random from each other player's regular hand and discard it along with this card.

[ .PNG ] CONVICT . . . Power in Prison
  Wild: If you have tokens on at least one other player's star disc, you may count it as one base towards your win.

[ .PNG ] COP . . . Power to be Bribed
  Wild: You may discard all of your Compromise cards and take a Lucre from the box for each. Discard after use.

[ .PNG ] COUCH POTATO . . . Power of Remote Control
  Wild: You may "change channels" causing all powers, hands, and Lucre to shift one position to the right or left. This card may be used only once per turn.

[ .PNG ] COUNT . . . Power of Numbers
  Wild: If the sum of the Attack cards in your regular hand is greater than 50, you may take a base anywhere. Discard after use.

[ .PNG ] COUNTERFEITER . . . Power to Print Lucre
  Wild: When this card enters your hand, return all of your Lucre to the box.

[ .PNG ] CRAMDEN . . . Power on the Moon
  Wild: Draw a Flare from the Flare deck for each moon you occupy. While you occupy a moon, you may use the wild Flare associated with it. If you land on a moon after this card is in your hand, draw a Flare for it. If the moon is secret, you may keep the Flare secret and reveal it independently.

[ .PNG ] CRIPPLE . . . Power to Handicap
  Wild: While this card is in your hand, you may not use your power(s).

[ .PNG ] CRYSTAL . . . Power of Arrangement
  Wild: Between challenges, you may rearrange your tokens among your bases as you wish.
 
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Page Updated: April 6, 2001