Trades Hands With Opponent
You have the power of Transference. As a main player, before encounter cards are selected, you may use this power to trade hands with your opponent. You each keep the new hand.
HISTORY: Originating on a Trojan Cloud in a heavily traveled star system, the crafty Traders learned to use the most valuable debris which drifted their way and discard the rest. As their numbers grew, however, they began to search out markets for their low-grade material. With a wealth of resources always at hand, they became adept merchants and soon were carefully scrutinizing all galactic transactions. Now they have begun to parlay their economic foundation into Cosmic control.
Wild: As a main player, before alliances are declared, you may draw one card at random from your opponent’s hand and add it to your hand. You must then give your opponent one card of your choice (even the card you just drew) in return.
Super: You may use your power to trade hands with any player, not just your opponent.
Commentary: This is a resource power. Another popular power from way back of Eon, Trader makes the card deck more efficient for you. Play your best cards then get rid of your garbage at another player’s expense, getting their good cards in return. It is possible your opponent has garbage as well, but you can just get rid of it the next time you are main player. Card hoarders hate you. The downside to Trader is if you have a Flare you really, really want to keep for awhile you don’t use your power. You have to judge how much that Flare is worth before you must give it up. If you can last until you need to get a new hand, like anyone else, that’s good.
Once again they changed a canon Flare. Here I object. There was no need to have changed the original Wild Trader. It was a good Flare. The old ability allowed you to switch two ships, neither your own, from different planets. However, Fantasy Flight is intent on having Flares be similar to their respective powers.
Don’t forget to tip the Butler!