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HUGESMOKE
HAS SINGLE HOME PLANET
Game Setup: Stack all five of your planet tiles on top of one another. This is treated as a single planet. Place all twenty of your ships on this planet. You do not lose your power due to having too few home colonies as long as you have a colony on this planet.
You have the power of Consolidation. As the defense in your home system, before encounter cards are selected, you may use this power to remove as many of your ships from the encounter as you want, placing them on the other side of the targeted planet to signify their neutrality, as long as you leave at least one ship in the encounter.
No effect can remove a planet from your home system or remove all ships from a planet in your home system, and the Filth's power cannot be used to prevent coexistence on planets in your home system. You cannot lose this alien sheet.
As the offense, after encounter cards are revealed, use this power to add 1 to your side's total for each ship you have in the encounter.
Spawned on a single massive rock, the incorporeal Hugesmoke learned to survive by coming together as a single combined force and splitting apart at the appropriate time using their gaseous nature. Will the rest of the cosmos be ready to combat their fluid nature?
(Varies) (Mandatory) (Planning) (Reveal)
WILD: When you are the defense and the offense aims the hyperspace gate, you may re-aim the hyperspace gate to any planet where the offense can legally encounter you.
(Defense Only) (Launch)
SUPER: When you lose an encounter as the offense, you may return all of your ships to any planet in your home system where you have a colony instead of sending them to the Warp.
(As Any Player) (Any Phase)
SPHEREBUILDERS HAS CONCENTRIC HOME SYSTEM
Game Setup: Place your planet tiles in a line from closest to you to furthest away from you. Place your ships on your planets any way you wish. You do not lose your power for having too few home colonies.
You have the power of Concentric Spheres. As the defense in your home system, after encounter cards are revealed, use this power to add 2 to your side's total if the targeted planet is the one furthest away from you, 4 if it is the second-furthest planet away from you, 6 if it is the next planet, 8 if it is the next planet, or 10 if it is the planet closest to you. Additionally, add 1 to your side's total for every other player's ship on the targeted planet.
If a planet in your home system is removed from it, the other planets still retain their values - for example, if you lose the planet furthest from you, the next planet still adds 4 to your side's total when it is targeted, even though it is the planet furthest away. New planets that enter your system (like Genesis Bomb) are not part of this order at all and provide no bonus, unless they are exchanged with a planet in your home system (like Wild Leviathan), in which case they take that planet's place in the order.
When you would lose ships to the Warp for failing to make a deal, you may use this power to return those ships to the planet in your home system closest to you instead.
Their ancestors believed the distances between planets were governed by spheres and geometric solids. When they discovered their mistake, in anger they swore off the other planets in their system and instead transformed the four rings around their homeworld into spheres on which they could settle. The Spherebuilders now hope to share their mathematical elegance with the rest of the cosmos.
(Varies) (Mandatory) (Reveal) (Resolution)
WILD: When you collect compensation, you receive twice as much compensation as you normally would.
(As Any Player) (Resolution)
SUPER: When a prime number Attack card is revealed in an encounter against a non-prime number Attack card, you may add an additional 17 to the total of the side that revealed a prime number.
(As Any Player) (Reveal)
Anti-Classic Edition WILD: When you collect compensation, you receive twice as much compensation as you normally would.
(As Any Player) (Resolution)
SUPER: For the rest of this encounter, whenever a player refers to your spheres as "planets" or "rings", you may select one of that player's ships and send it to the Warp.
(As Any Player) (Any Phase)
Am I doing it right?
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Jefferson Krogh
United States San Leandro California
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I never really got to play much with the reverse hexes in the old days.
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Just a Bill
United States Norfolk Virginia
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I loved the reverse hexes. Sometimes I just wanted something different, and I appreciated the visual variety as much as the change in gameplay dynamics (althoug admittedly some systems were better done than others). Think how gorgeous they would be if done in color by FFG! But instead, I guess they will just get jammed onto alien sheets.
Thumb for the irony, RY.
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Jefferson Krogh
United States San Leandro California
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It's not completely out of the question that we'll get them, or something like them, back in a future expansion. I keep asking myself what they're going to put on the chipboard sheets next, if they're not going to keep adding player colors. Big "reverse system" things could certainly be done.
Maybe I'll need to break out my Eon set, somewhere where it's safe from destruction, and try the reverse hexes sometime...
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yeah these are pretty good renditions of Gas giant and Rings.
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Gerald Katz
United States
New York
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Cool! You found a way to fit Reverse Hexes into Fantasy Flight.
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Shemp Fill-in: Chan?
United States Fountain Valley California
Which way did I go?
Pick a card.
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It should be noted that in general, the reverse system hexes were not as powerful as the actual alien powers. If you're going to convert the systems into powers, they'll need to be made more powerful somehow, such as you did by making Hugesmoke's ships count as 2 toward attack totals on offense (but that's probably not enough).
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I wanted to tack on a more powerful bonus effect but it became clear that the bonuses I went with were so thematically perfect that I really couldn't bear to replace them with anything else.
Besides, as Peter has noted in the Facebook thread, the actual power level of aliens isn't important. The only thing that matters is making flashy powers that look cool on paper; actual strength is not a major concern.
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Just a Bill
United States Norfolk Virginia
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salty53 wrote: The only thing that matters is making flashy powers that look cool on paper to at least one person; actual strength is not a major concern. Fixed!
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