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Subject: My 8 Favorite "Rules-based" Homebrews of other people rss

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Chris O
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[_] LURKER Keeps Target Secret [_] (Formerly called Bushwhacker. By Washington University)


You have the power to Ambush. As Offense, when you are to draw destiny, use this power to cause the destiny and launch phases to occur after the planning phase.

You may invite any players (including your opponent) as an ally; though no defensive alliances are allowed. After destiny is revealed, all players who are not the defense must discard their played encounter cards, and if your opponent allied with you, his ships are sent to the warp.

The Lurkers capture prey by dropping on it from a concealed location. Their troops specialize in sudden, unexpected attacks that leave their opponents scrambling to mount a defense and prevent the hapless victims from organizing allies.

Offense Only Mandatory
Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution

Wild: As Offense, you may make the planning phase happen right before destiny is drawn; making all other players play encounter cards. After destiny is determined, players other than your opponent return their cards to their hand.
Offense Only Regroup-Destiny

Super: After using your power, after destiny is determined and all other players reveal their encounter cards you may force your opponent to discard his encounter card as well. Treat him as if he played an Attack 00.
Offense Only Destiny


What has changed?:

Well besides the name change, the wording is cleaned up, it is FFG-ified to talk about drawing destiny cards now, and the biggest change is now all other players may be forced to discard their encounter cards after playing them. This puts other players in the situation of "Do I play a good card and likely have to discard it, or do I play a trash card and chance being the actual defense and losing?"



[_] CLOWN Reverses Destiny [_] (by Gerald Katz mixed with Queue by Washington University/Mayfair)


You have the power to Fool. At the start of any other player's turn (before the offense retrieves a ship from the warp), use this power to cause the destiny phase to occur now, before the regroup phase. When the defense is determined, if it is not a wild or special destiny, you may choose to flip the main players' roles: the offense becomes the defense and the defense becomes the offense.

If the new offense has insufficient encounter cards, he or she must immediately draw a new hand. If the new defense wins the encounter, he or she may take his or her second encounter reverting back to offense. If the new offense wins, it is treated as if it was his or her first encounter as offense, and he or she gets a second encounter, with turn order leaving off from the new offense.

Laughter is the best medicine, and the Clowns excel at it. Adept at the practical joke, the Clowns easily turn the tables on everyone. As everyone laughs at the Clowns antics, some begin to wonder why they feel they just got hit in the face with a pie.

Not Main Player Mandatory
Start TurnRegroup Destiny Launch Alliance Planning Reveal Resolution

Wild: After agreeing to a deal you may choose to not fulfill your end of it with no consequences, while your opponent must still hold up their end of the deal. If the Clown player is in the game give this flare to him, otherwise discard it after using.
As Any Player Resolution

Super: After encounter cards are played, but before they are revealed, you may force allies to switch sides. All players allied to one side must switch to the other.
As Any Player Planning


What has changed?:

The power is now optional and must be used during Start Turn for balance, but is far more tactical of a power now. This gives you the ability to manipulate turn order now as a player who was about to take his Offensive turn is now the Defense, and that other player may get a second turn if he wins. This makes play now pass to an adjacent player of whom you deem Offense, giving you a large degree of control over turn order and a large degree of control over other players gaining colonies too easily.




[_] DEARTH Reduces Available Cards [_] (by Jon Gon)


You have the power of Scarcity. At the start of any encounter use this power to take five cards from either the deck, the discard pile, the rewards deck, the rewards discard pile, or to just examine your hand. After looking at the selected cards, choose one card to place on this sheet; effectively removing it from the game. If you took five cards from a deck or pile, place the rest back where you took them from in any order. If you placed a card on this sheet from your hand, draw a card from the deck to replace it.

The rugged Dearth were exiled to a planet used as a galactic landfill and were forced to survive on what they could find. Realizing this to be an effective tool of dominance, and harboring a grudge against those who would rule over them, these hardy beings now engineer the economic collapse of their foes as revenge.

As Any Player Mandatory
Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution

Wild: At the start of your turn use this flare to make all other players discard half their hand at random, rounding up. Give this card to the Dearth player if they are in the game, otherwise discard this flare after using it.
Offense Only Start Turn

Super: When using your power, you may take ten cards to look at and discard place up to two of them on this sheet.
As Any Player Start Turn


What has changed?:

The frequency of the power is now every turn, as opposed to only as the Defense. This allows for more consistent use of the power, with less cards being seen or removed at once. Over all this allows for a smoother game-play. It now gives a hand-management element as an option if you so desire.




[_] OVERLORD Controls Ship Movement [_] (Formerly Dispatcher by Washington University mixed with Shepherd by Jack Reda)


You have the power of Direction. Whenever you are not a main player, and any other player's ships are to be moved to or from colonies, use this power to dictate from which colonies these ships must be taken from, or to which ones ships must go to. The player must declare how many ships they wish to be taken from their colonies. You may not strip a player of the last ship of one of their colonies unless all their colonies have only one ship.

The Overlords were first tasked with organizing livestock for other alien races. They worked in a domestic capacity, eventually taking on more and more responsibility. As time passed, the influence of the Overlords became more pronounced, until the line was blurred between who was giving the orders, and who was receiving them.

Not Main Player Mandatory
Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution

Wild: Whenever rewards are to be received, you may force any or all players to instead take ships from the Warp if they have any there as their rewards.
As Any Player Resolution

Super: When using your power, you may strip a player of his last ship of a colony.
As Any Player Start Turn-Resolution


What has changed?:

Everything! The power now controls all ships movement when not a main player, and has a more interesting name. Using Jack's history and super flare as wild, and my own super, this power now has a well-defined niche and a more round play style.





[_] GITH Uses Warp as Foreign Colony [_] (by Gerald Katz)


You have the power of Limbo. When you have any ships in the warp they count as a foreign colony.

Whenever you have at least one of your ships in the warp, and another player is to remove one or more of their ships from the warp, use this power to prevent them from doing so.

When you are the defense, and you have at least 1 ship in the warp, the offense may encounter your colony in the warp as if it were one of your home planets. If he or she wins, he or she receives a colony on any of your planets, and your ships are removed from the warp and go to your other colonies.


The Gith know that everyone winds up in the Warp. They utilize this eventuality by preparing the Warp as their headquarters for universal domination.

As Any Player Mandatory
Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution

Wild: As the defense you may force your opponent to encounter all your ships in the warp as if it were one of your home planets. If you win, free all your ships from the warp; if your opponent wins, they establish a colony on any of your planets.
Defense Only Destiny

Super: If you have 10 or more of your ships in the Warp, it now counts as two foreign colonies for you.
As Any Player Start Turn-Resolution


What has changed?:

Now the Warp counting as a base is a passive effect that cannot be zapped, and the actual "use" of your power is the capturing of ships. This gives the power a definite bite to it and a tactical usage. If people DON'T attack your colony in the Warp, you will constantly eat their ships, and if they DO attack your colony in the Warp, it may likely have a good defense and be hard to beat if you have a lot of your own ships in there, or will end up freeing all your ships if you do lose. Win-win situation!






[_] MAVERICK Turns Planets Neutral [_] (Formerly Instigator/Mutineer by Jon Gon)


You have the power to Incite Rebellion. Whenever you lose an encounter as a main player, you may use this power to incite a rebellion on any planet within the same system of the colony that was attacked, but not on the planet that was attacked. Turn that planet upside-down on its solid-colored side. That planet and all ships on it are considered neutral now and belong to no one, though it is still encountered in the normal way.

Whenever anyone encounters a neutral planet, they go against all the ships upon it. Players may ally with the neutral planet without being invited, and the Offense must draw from the deck until an encounter card is drawn. This is the encounter card revealed for the neutral planet. Compensation is paid to the discard pile and is taken from the deck.

The anarchistic Mavericks believe in nothing but absolute independence and the power of the will. By starting revolts throughout the universe and conquering tyrannical civilizations, they "liberate" many races from their smothering attachments. Cynicism, not cosmic mastery, is their aim.

Main Player Only Optional
Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution

Wild: Whenever a player's color is drawn in destiny, and a ship of that player is cohabiting any planet with you, you may send one such ship to the Warp.
As Any Player Destiny

Super: You may now play an encounter card for the rebel planet, even if you are the Offense.
As Any Player Planning


What has changed?:

Besides the name, the power was now made to be less random and more based upon player choice. This eliminates the entire fiddly need for negotiates, and then on top of that a wild draw which if you were lucky would allow for ONE rebel planet in an entire game. Now you simply can incite a rebellion any time you lose as a main player, but it doesn't give you any alternate win. What it DOES give you is tons of opportunities to bog down other players my turning their foreign colonies maverick, making them lose points, as well as stripping players of home planets and colonies. This forces players to not ally offensively as much.





[_] BLIGHT Alienates Target Player [_] (Formerly It by Matt Stone)


You have the power to Ostracize. At the start of your turn, use this power to alienate a player of your choice. Only one player may be alienated at a time, and that player cannot ever be you.

No one may voluntarily ally with nor voluntarily invite the alienated player to ally. All who are asked must attempt to ally against the alienated player. No one can make a deal with an alienated player, nor play Reinforcements on their side. Any effects of cards or powers that cause loss of something a player owns, and can legally target the alienated player, must target them.

If an alienated player wins an encounter, their opponent instead is now alienated, unless it is you.

Of all the diseases, viruses, bacteria, and plagues in the universe, one is the most feared of all. An alien race called by others as the "Blight" have proven immune yet are able carriers who purposely defile all they encounter. They view themselves as the cure of an infected universe.

Main Player Only Mandatory
Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution

Wild: You may treat this card as the Plague Artifact and may use it at any time. Give this card to the Blight player if they are in the game, otherwise discard this card after using.
As Any Player Start Turn-Resolution

Super: You now cannot be allied against, nor can anyone play reinforcements on your opponent's side when you are a main player. Any effects of cards or powers that cause loss of something a player owns cannot be used against you.
As Any Player Start Turn-Resolution


What has changed?:

Besides the dumb name it had before, the text is cleaned up a lot and is more well-defined. The super was changed as it could possibly make the one player never want to play Cosmic Encounter ever again. The wild is also modified, as is details of the story.






[_] NOMAD Has Mobile Ships and Planets [_] (by White Plains Encounter Group)


Game Setup: Place your planets in every other player's system, one per system at a time, until you run out. These are your "world-ships". Remove your color from the destiny pile.

You have the power to Wander. At the start of any encounter, you may use this power to move ships freely between your world-ships that occupy the same system, and also/or to move one of your world-ships from the system that it currently occupies to an adjacent system.

As Offense you must choose from which system you will send ships from. You may place as many extra ships into the gate as you have on world-ships in that system. As Defense you may defend with as many extra ships as you have on world-ships in that system.

Your world-ships can be encountered only if they reside in the system of the color that is drawn in destiny. Other player's colonies on your world-ships only count as foreign colonies for them if your world-ship is not in their own system.

An inquisitive yet cautious group of aliens, the Nomads quietly explore the universe around them. Traveling in their gigantic world-ships, they lament the hostility and ignorance they find in races they encounter. Cosmic dominance to the Nomads means a universe of discovery and understanding.

As Any Player Optional
Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution

Wild: You may reverse the direction of play starting at the end of the current player's turn if they lost or are ending their second encounter. Give this card to the Nomad player if they are in the game, if not, discard after use.
As Any Player Resolution

Super: Whenever you use your power you may move one of your world-ships to any system of your choice.
As Any Player Start Turn


What has changed?:

This power was heavily re-worded as it was horribly written. Now you can attack with as many ships as you have on world-ships in a single system, or defend with such. Before this change, this power was just a fancy power with nothing but an interesting defense, but had no effective way to win the game. Now you have a nerfed Amoeba, combined with a good defensive and resourceful play.
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Ken H.
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Lurker: Sounds fun. Big bluffing potential would make it challenging (for me at least) to play with a straight face. The downside is that it looks like it will really slow the game down.

Clown: Has potential, but threatens to be too annoying. You can effectively stop another player from ever getting a chance to go for his 5th colony, unless he draws your color. Also, I think the text should say after destiny is drawn and before launch (instead of before allies are invited). Otherwise, the former attacker may have actually set up the gate with ships, etc. before the power gets used. Still, it looks fun and the clown theme would be great -- I can picture the "evil alien clown" artwork.

Hmm, I think the Wild flare is a potential argument. It needs to say whether the other person is stil required to uphold his end of the bargain.

Dearth: Maybe I don't get it. This seems like a worthless ability.

Overlord: Another one with no apparent benefit to the owner, and it sounds very tedious also. Again, I might be missing something.

I like the Wild flare ability, though. It needs to be rewritten with the "one flare per turn" rule in mind. Can you affect all defensive allies, or just one?

Gith: Why would anyone ever choose to encounter your warp colony? The power is still too weak, because the ability to free ships will almost never happen. Maybe it should be anytime you are defender period (that is, on any planet).

Maverick: This one looks pretty good, possibly too good, but sounds fun regardless. I wonder if it should trigger on loss instead of when you win. Thematically, "rebellion" doesn't sound like something you would do if you were already winning.

Blight: mmm... I'm not interested in this one. The sentence about effects that "cause a loss of something" sounds like a rules nightmare, and in general the power just takes away too many decisions from the whole table.

Nomad: Pretty cool -- this is my favorite of the set. It looks like it will have some interesting choices to make. And moving somebody else's colony to a new system is something I've not seen before. Although, you probably won't get to use that ability much, because people will simply not bother attacking you.

I wonder why it's limited to 4 worldships though. Why not use the same number of planets as everybody else? Also, if it's going to use a different number of planets for some reason, it needs to specify how many ships you start with per planet.

-------

Overall, it's an interesting set. It makes me wonder what is the definition of a "rules based" power? I gather it's a catch-all category for powers that don't grant resources, and don't help you in combat.
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James Alby
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Lurker's super is weird. You have to bluff whether you plan to use the flare or not. If they play good encounter cards, you want to use it. If they play bad ones expecting you to use it, then don't. Or, you could just use it everytime and hope they always play bad encounter cards so you can beat them with decent ones, but this doesn't sound optimal.
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Alex Pseudonym
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Nomad reminds me a lot of an alien that I came up with but haven't had the chance to playtest since the Cosmic Encounter owner of my gaming group is MIA.

[_] ASTRONOMER Swaps Planets [_]

You have the power to Transpose. At the start of your turn any encounter, after destiny is drawn, you may use this power to trade a planet in the defending system with one in a different system. The planet moves to the defense's home system and vice versa. You may not chose a planet you have a colony on in this way.

Fascinated by how the stars were aligned in the sky, the Astronomers charted out the cosmos. Seeing the universe as their canvas, the Astronomers seek cosmic dominance by moving the planets to their liking.

As Any Player Optional
Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution

Wild: As a main player, after destiny is drawn, you may gain a colony on one of your home planets, using any number of ships from your other colonies.
As Main Player Destiny

Super: You may exchange planets that you have a colony on.
As Any Player Start Turn

This power obviously could use a lot of work: I don't know how the power level will change by being able to use the power every turn vs. only your turn, the wild hasn't had much thought, and the flavor is somewhat tacked on.

Looking at Reda's Amazing Power Thingy, it looks like this power is similar to the Leviathan wild. I'm probably 100 years too early to be making variant aliens.
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Chris O
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Rubric wrote:
Lurker: Sounds fun. Big bluffing potential would make it challenging (for me at least) to play with a straight face. The downside is that it looks like it will really slow the game down.


It shouldn't slow the game down, the player to your left invites allies after you, then it goes around in a circle. Unless players are paranoid they won't ally with every player, so definite confusion will ensue. The original version didn't allow allies on defense, but then it made the power not much more than something flashy with no substance.

Rubric wrote:
Clown: Has potential, but threatens to be too annoying. You can effectively stop another player from ever getting a chance to go for his 5th colony, unless he draws your color. Also, I think the text should say after destiny is drawn and before launch (instead of before allies are invited). Otherwise, the former attacker may have actually set up the gate with ships, etc. before the power gets used. Still, it looks fun and the clown theme would be great -- I can picture the "evil alien clown" artwork.

Hmm, I think the Wild flare is a potential argument. It needs to say whether the other person is stil required to uphold his end of the bargain.


Hmmm, I see what you mean about the 5th colony thing, but that can only last so long. Once everyone has 4 colonies, even if Clown switches things around, someone will get a 5th colony no matter what.

As for the flare, I will word that better to clarify.

Rubric wrote:
Dearth: Maybe I don't get it. This seems like a worthless ability.


The purpose of this power is for you to remove cards from the game that benefit other players more than you, like removing all the Negotiates form the game if Pacifist is in the game, or the 20, 23, 30, and 40 if Virus is in, or Artifacts if Mesmer. Without play-testing this I can't tell you the power level of it.

Rubric wrote:
Overlord: Another one with no apparent benefit to the owner, and it sounds very tedious also. Again, I might be missing something.

I like the Wild flare ability, though. It needs to be rewritten with the "one flare per turn" rule in mind. Can you affect all defensive allies, or just one?


This power allows for you to basically keep everyone's colonies at one ship, except for a planet where you "stack" their stuff. This makes people vulnerable to Bully and Shadow, and makes everyone very weak on Defense. Remember, you are using this whenever a ship is taken from the Warp, whenever ships are to be taken off planets to go into the Gate or become allies, and whenever ships return from being defensive allies.

I'll clarify the wild flare.

Rubric wrote:
Gith: Why would anyone ever choose to encounter your warp colony? The power is still too weak, because the ability to free ships will almost never happen. Maybe it should be anytime you are defender period (that is, on any planet).


Rubric wrote:
Maverick: This one looks pretty good, possibly too good, but sounds fun regardless. I wonder if it should trigger on loss instead of when you win. Thematically, "rebellion" doesn't sound like something you would do if you were already winning.


Probably makes more sense to go off on a loss I guess. I'll change that.

Rubric wrote:
Blight: mmm... I'm not interested in this one. The sentence about effects that "cause a loss of something" sounds like a rules nightmare, and in general the power just takes away too many decisions from the whole table.


"cause a loss of something" is the most concise and articulate way I can think of for "negative effects" which is more subjective. At least with this wording losing ships and cards or planets is easily defined.

Rubric wrote:
Nomad: Pretty cool -- this is my favorite of the set. It looks like it will have some interesting choices to make. And moving somebody else's colony to a new system is something I've not seen before. Although, you probably won't get to use that ability much, because people will simply not bother attacking you.

I wonder why it's limited to 4 worldships though. Why not use the same number of planets as everybody else? Also, if it's going to use a different number of planets for some reason, it needs to specify how many ships you start with per planet.


I suspect you will be able to use it a little more than you think because if no one attacks you they are facing an Offensive Amoeba that can have 15-16 ships in the encounter.

I used only 4 planets because that's how the original worked, I can change it to 5.

Rubric wrote:
Overall, it's an interesting set. It makes me wonder what is the definition of a "rules based" power? I gather it's a catch-all category for powers that don't grant resources, and don't help you in combat.


"Rules" powers are my favorite type, as they are inherently the most unique powers since they change the rules of how the game is played, as opposed to just giving your cards and ships, or winning combat.
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I for one love Lurker, just the kind of bluffing that speaks to me. And it would be hilarious to have to play it against Oracle.

Clown is an iffy one. You can just shut one player out from getting their fifth colony every turn (unless you're main player).

What I see Dearth doing a lot is hiding the mobius tubes if he has the clear ship advantage or hiding everyone else's super flares. I'm personally not a fan of games without flares, so I personally don't like this power.

Overlord seems like a nonpower without his super, but with his super he seems like he can just eliminate every colony every turn. Could be wrong though.

Gith seems like a nice marriage between Masochist and Void. Could be fun.

Maverick seems fine. Punishes people for making large alliances.

Not really a fan of Blight, I like my powers to be doing something, not preventing someone from doing something. But that just means it's not my kind of power, not that it's a bad power.

Nomad: I don't see why you wouldn't just start moving all your planets in one system so they aren't as vulnerable and you can send more ships. This alien would be more interesting if you had some benefit for keeping it's planets moving.
 
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Messianic wrote:
Rubric wrote:
Dearth: Maybe I don't get it. This seems like a worthless ability.


The purpose of this power is for you to remove cards from the game that benefit other players more than you, like removing all the Negotiates form the game if Pacifist is in the game, or the 20, 23, 30, and 40 if Virus is in, or Artifacts if Mesmer. Without play-testing this I can't tell you the power level of it.

Axxle wrote:
What I see Dearth doing a lot is hiding the mobius tubes if he has the clear ship advantage or hiding everyone else's super flares. I'm personally not a fan of games without flares, so I personally don't like this power.


Okay, but I'm still not impressed. While other aliens are out there using there powers to gain colonies, you would be using your power to slowly chip away at the card supply in order to deny some cards that might be useful to people (including yourself).

So, at best, it's a power that might do something trivial.

Quote:
Nomad: I don't see why you wouldn't just start moving all your planets in one system so they aren't as vulnerable and you can send more ships. This alien would be more interesting if you had some benefit for keeping it's planets moving.


That was part of my concern as well. The incentive to move planets only arises when somebody else gets a colony on one of them. At that point, you try to maneuver that planet into the player's own system, where it no longer counts as a foreign colony.

That also raises the question of whether it now counts as a home colony....

As far as moving them all to one system: I thought about that too -- it would take 4 encounters (in a 4-player game) or 6 encounters (in a 6-player game) to get them all in one system. It's doable, but you have given up (probably) the opportunity to deny somebody a foreign colony by leaving the planet in their own system.

 
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Rubric wrote:

That was part of my concern as well. The incentive to move planets only arises when somebody else gets a colony on one of them. At that point, you try to maneuver that planet into the player's own system, where it no longer counts as a foreign colony.

That also raises the question of whether it now counts as a home colony....

As far as moving them all to one system: I thought about that too -- it would take 4 encounters (in a 4-player game) or 6 encounters (in a 6-player game) to get them all in one system. It's doable, but you have given up (probably) the opportunity to deny somebody a foreign colony by leaving the planet in their own system.


True, but as soon as you no longer have a colony on one of your home planets you could just move it out of your defensive system and into their system. Thinking about it that way I'm starting to like the power a little more, since there may just be a wandering to the planets.
 
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Gerald Katz
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New Clown:

The ability to change Offense and Defense rewards is too much. As was mentioned, it's too easy to block someone from getting a colony. I'd still prefer my original - destiny pile determines offensive player. However, I wouldn't mind adding in the optional ability to reverse ally rewards like Ye Olde Reverse Cone. That is, winning offensive allies get rewards while winning defensive allies get the colony.

New Gith: Gith wins the game. Gith has no incentive to release captured ships. All he needs to do is just collect them and wait. Soon no one will have any ships. If you feel original Gith needs something more, thematically you could combine it with Praw. This way players have more incentive to attack your ships in the warp to release them in order to prolong the falling into the Praw effect for as long as possible.

Still, I'm touched you like Clown and Gith. Thank you.

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As-written, Gith is one of my favorites.
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Chris O
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hadsil wrote:
New Clown:

The ability to change Offense and Defense rewards is too much. As was mentioned, it's too easy to block someone from getting a colony. I'd still prefer my original - destiny pile determines offensive player. However, I wouldn't mind adding in the optional ability to reverse ally rewards like Ye Olde Reverse Cone. That is, winning offensive allies get rewards while winning defensive allies get the colony.

New Gith: Gith wins the game. Gith has no incentive to release captured ships. All he needs to do is just collect them and wait. Soon no one will have any ships. If you feel original Gith needs something more, thematically you could combine it with Praw. This way players have more incentive to attack your ships in the warp to release them in order to prolong the falling into the Praw effect for as long as possible.

Still, I'm touched you like Clown and Gith. Thank you.


I changed Clown for a few reasons. Permanent powers that make you do absolutely nothing, AND effect all players means you have no power at all. The original clown has no power. By making it optional you have a choice in what to do.

Perhaps switching rewards AND the ability to switch destiny is over the top, but just making Offense and Defense switch passively is not an alien power, it is a global variant, and that is unacceptable. However just tactically switching Offense and Defense seems weak to me, but without play-testing I cannot tell. So for now I will remove the rewards aspect of it.

Maybe I didn't word it correctly, but the way I re-wrote Gith is that he basically IS the Praw. If Gith has a ship in the Warp, he owns it, and starts sucking ships onto this sheet. This DOES give a huge incentive to attack his Warp base: to free your ships! This not only let's Gith win with one less colony, but he has an advantage over his enemies that DEMANDS they attack him in the Warp.

P.S. You're welcome
 
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Mil Myman
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Messianic wrote:
[_] LURKER

If your opponent allied with you, his ships on the Gate are sent to the Warp.

I'd drop this last sentence. It just discourages people from allying with you. It makes you more hated in the game. Instead, just let him return those ships to any colonies other than the one being attacked.

Quote:
[_] CLOWN

You have the power to Fool. Whenever you are not a main player, after destiny is drawn, but before allies are invited, if the destiny is not special or wild, you may use this power to declare that the Offense and Defense switch, the Offensive and Defensive rewards switch, or both.

What does this mean? It isn't clear. I assume by "Offense and Defense switch" you mean that the player drawn in destiny attacks the player whose turn it is. What good does this do for the Clown, who isn't a main player? What happens if a player draws his own color? If he wants to attack a foreign colony in his system?

Your own notes don't quite agree with what you've written here. "Does Offensive and Defensive rewards switch" mean the same as the Reverse Rewards Hazard? You implied in your "What's Changed" that this applies to main players, which doesn't quite make sense. If the offensive main player wins, he gets nothing? And if the Defensive main player wins, he gets a colony? Where?

Quote:
Wild: After agreeing to a deal you may choose to not fulfill your end of it with no consequences, while your opponent must still hold up their end of the deal.
As Any Player Resolution

Broken. Just like it was in the game Illuminati: New World Order. It might work once, but then no one will make a deal with you until they're sure the flare is no longer in your hand (nor will they make a deal with any other player they suspect has the card).

Quote:
[_] DEARTH

Doesn't seem to do you much good. And it allows to to remove other peoples' flares from the game - no fun.

Quote:
[_] OVERLORD

A more powerful version of the Butler, that you can't even pay off! If any one of the Hate, Bully, or Shadow is in the game, you pretty much automatically win.

Quote:
Super: When using your power, you may strip a player of his last ship of a colony.
As Any Player Start Turn-Resolution

Might as well call the game if no one has a Card Zap.

Quote:
[_] GITH

An more powerful version of the Void that captures *ALL* ships, *and* gets an extra colony! It's a "snowballing" power in that the more ships you eradicate capture, the harder it is to get them back, so you get more and more powerful. Plus, even though you're capturing all losing ships on every encounter, there are a limited number of opportunities to even try to get them back. Other players desperate for their ships are at the mercy of Destiny for even a chance. This power completely changes the whole dynamic of the Warp - Mobius Tubes and Rifts are now useless, except for you. No one gets a Regroup, except for you. etc.

Quote:
You may free a number of ships from this sheet as part of a deal.

Why would you ever do this? If you refuse to deal, you capture three of their ships and reinforce your warp-colony!

Also, I don't care for the deendee reference.

Quote:
[_] MAVERICK

You have the power to Incite Rebellion.

A good power. Maybe too strong, in that you can "neutralize" foreign colonies of other players, which they never get back. And you make it more likely that other players will lose their power. It's even worth it to throw an encounter.

Also, what the heck does "Maverick" have to do with "inciting rebellion"? Maybe call it "Instigator" or "Fomenter" or "Protester" or something like that.

Quote:
What has changed?:

Now you simply can incite a rebellion any time you win as a main player,

You mean "any time you *lose*", right?

Quote:
[_] BLIGHT

You left out the ability to remove the ostracization from yourself. As you wrote it, you're vulnerable to your own power.

Also, "Blight" doesn't really fit the theme. It doesn't make any more sense than "It". I liked "Tag" as a name, but I'm sure there are plenty of other good possibilities. Something implying shunning or condemnation. Maybe "Sanction" or "Accuser".

Quote:
Wild: You may not use your alien power as long as you have this card. You may not voluntarily discard this card.
As Any Player Start Turn-Resolution

NO! NO BAD FLARES! It's a broken idea, unless you're going to make them all that way, like my Sunspots. Otherwise it's a "heads I win, tails you lose" situation. The card is good for me in my hand, and bad for you in your hand. Plus, how would you like to be the player who has this power, and is also ostracized?

Quote:
Super: You now cannot be allied against, nor can anyone play reinforcements on your opponent's side when you are a main player. Any effects of cards or powers that cause loss of something a player owns cannot be used against you.

What happens if you get your Super, and are also ostracized?

Quote:
[_] NOMAD

Not necessarily a bad idea, but it needs some clarification. What counts as a home colony and a foreign colony for the Nomad? Presumably, your own world-ships count as home planets, and other planets count as foreign planets, but you didn't specify.

If that's the case, then the ability to move your planets around doesn't do you much good. The only thing it does is potentially changes other players' colonies from foreign to home (or vice-versa). But because of this, players generally wouldn't want to attack your planets where they get a temporary colony, when they can attack someone else and get a permanent colony, unless they don't think they can win against the player whose color they drew in Destiny. Since you don't have any defensive combat ability, they might attack you instead of Virus, Anti-Matter, Pacifist, etc. Likewise, if multiple players gain a colony on your worldship (such as through alliances) it can only be a home colony for one of them, and will be a foreign colony for the rest, which slows them down only slightly.

So for all its complication, it winds up being a weaker version of Amoeba, due to the limited ability to move your ships around and use all of them in a system. Plus the advantage of maybe being attacked less.

Can you still move a worldship when you have no ships on it?
 
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Phil Fleischmann wrote:
Messianic wrote:
[_] LURKER
If your opponent allied with you, his ships on the Gate are sent to the Warp.

I'd drop this last sentence. It just discourages people from allying with you. It makes you more hated in the game. Instead, just let him return those ships to any colonies other than the one being attacked

I am not convinced that is necessary. As an Offense only power, he gets to use his power once per time the destiny deck is exhausted, or two if the first encounter is successful. Offense only aliens need to be excessively powerful to counter-balance the weakness of a lack of opportunity.
Phil Fleischmann wrote:
Quote:
[_] CLOWN

You have the power to Fool. Whenever you are not a main player, after destiny is drawn, but before allies are invited, if the destiny is not special or wild, you may use this power to declare that the Offense and Defense switch, the Offensive and Defensive rewards switch, or both.

What does this mean? It isn't clear. I assume by "Offense and Defense switch" you mean that the player drawn in destiny attacks the player whose turn it is. What good does this do for the Clown, who isn't a main player? What happens if a player draws his own color? If he wants to attack a foreign colony in his system?

Your own notes don't quite agree with what you've written here. "Does Offensive and Defensive rewards switch" mean the same as the Reverse Rewards Hazard? You implied in your "What's Changed" that this applies to main players, which doesn't quite make sense. If the offensive main player wins, he gets nothing? And if the Defensive main player wins, he gets a colony? Where?
Quote:
Wild: After agreeing to a deal you may choose to not fulfill your end of it with no consequences, while your opponent must still hold up their end of the deal.
As Any Player Resolution

Broken. Just like it was in the game Illuminati: New World Order. It might work once, but then no one will make a deal with you until they're sure the flare is no longer in your hand (nor will they make a deal with any other player they suspect has the card).

I have to clean up the text after my editing. The wild flare is easily fixed by giving it to the Clown after.
Phil Fleischmann wrote:
Quote:
[_] DEARTH

Doesn't seem to do you much good. And it allows to to remove other peoples' flares from the game - no fun.

Got any good ideas to make this power work? I was perhaps thinking of combining the general idea with "Hoi-Ploy" to snatch away a card at a time into a private deck and discard pile only you can use, but am wondering if that is too similar to Miser and Cryo.
Phil Fleischmann wrote:
Quote:
[_] OVERLORD

A more powerful version of the Butler, that you can't even pay off! If any one of the Hate, Bully, or Shadow is in the game, you pretty much automatically win.

Quote:
Super: When using your power, you may strip a player of his last ship of a colony.
As Any Player Start Turn-Resolution

Might as well call the game if no one has a Card Zap.

Butler is over all on the weak side, but Butler does far more than just move ships around, he also has dominion over the Gate and can see people's purchased cards and whatnot. Not a fair comparison. As for the effects of Overlord with an assassin type power, that is just the luck of the draw. 3 aliens out of (soon to be) 110 is not justification to exclude a power.

Keep in mind that Overlord doesn't just grab ships as he pleases, the player has to tell him HOW MANY ships they want to launch. Unless the player is absent-minded, this won't result in the loss of more than one colony at a time, and the fact of the matter is that a ship taken from the Warp goes right into the Gate, and therefore no additional ships to launch are even needed.
Phil Fleischmann wrote:
Quote:
[_] GITH

An more powerful version of the Void that captures *ALL* ships, *and* gets an extra colony! It's a "snowballing" power in that the more ships you eradicate capture, the harder it is to get them back, so you get more and more powerful. Plus, even though you're capturing all losing ships on every encounter, there are a limited number of opportunities to even try to get them back. Other players desperate for their ships are at the mercy of Destiny for even a chance. This power completely changes the whole dynamic of the Warp - Mobius Tubes and Rifts are now useless, except for you. No one gets a Regroup, except for you. etc.

Quote:
You may free a number of ships from this sheet as part of a deal.

Why would you ever do this? If you refuse to deal, you capture three of their ships and reinforce your warp-colony!

Also, I don't care for the deendee reference.

I know nothing about D&D, don't care for it.

I think you are misunderstanding how this version of Gith works. He does NOT have Warpish's power. The captured ships do not factor into Gith's offensive or defensive power EVER, only Gith's own ships in the Warp. Secondly I wrote it incorrectly, because you can ONLY capture ships that would go to the Warp if you CURRENTLY have some of yours in there already. I am going to edit the power so that only the main player who beats Gith on defense in the Warp gets his ships back, as to not make this power a free Mobius Tubes every time you lose on defense.
Phil Fleischmann wrote:
Quote:
[_] MAVERICK

You have the power to Incite Rebellion.

A good power. Maybe too strong, in that you can "neutralize" foreign colonies of other players, which they never get back. And you make it more likely that other players will lose their power. It's even worth it to throw an encounter.

Also, what the heck does "Maverick" have to do with "inciting rebellion"? Maybe call it "Instigator" or "Fomenter" or "Protester" or something like that.

Quote:
What has changed?:

Now you simply can incite a rebellion any time you win as a main player,

You mean "any time you *lose*", right?

Maverick: a person pursuing rebellious, even potentially disruptive, policies or ideas.

I changed the power text to losing as per a suggestion and forgot to edit the corresponding comments.
Phil Fleischmann wrote:
Quote:
[_] BLIGHT

You left out the ability to remove the ostracization from yourself. As you wrote it, you're vulnerable to your own power.

Also, "Blight" doesn't really fit the theme. It doesn't make any more sense than "It". I liked "Tag" as a name, but I'm sure there are plenty of other good possibilities. Something implying shunning or condemnation. Maybe "Sanction" or "Accuser".

Quote:
Wild: You may not use your alien power as long as you have this card. You may not voluntarily discard this card.
As Any Player Start Turn-Resolution

NO! NO BAD FLARES! It's a broken idea, unless you're going to make them all that way, like my Sunspots. Otherwise it's a "heads I win, tails you lose" situation. The card is good for me in my hand, and bad for you in your hand. Plus, how would you like to be the player who has this power, and is also ostracized?

Quote:
Super: You now cannot be allied against, nor can anyone play reinforcements on your opponent's side when you are a main player. Any effects of cards or powers that cause loss of something a player owns cannot be used against you.

What happens if you get your Super, and are also ostracized?

Blight: any cause of impairment, destruction, ruin, or frustration. Goes with the history of being a carrier of a ravaging plague.

Good catch on the self-alienation, I will fix that. I will also change the wild flare.
Phil Fleischmann wrote:
Quote:
[_] NOMAD

Not necessarily a bad idea, but it needs some clarification. What counts as a home colony and a foreign colony for the Nomad? Presumably, your own world-ships count as home planets, and other planets count as foreign planets, but you didn't specify.

If that's the case, then the ability to move your planets around doesn't do you much good. The only thing it does is potentially changes other players' colonies from foreign to home (or vice-versa). But because of this, players generally wouldn't want to attack your planets where they get a temporary colony, when they can attack someone else and get a permanent colony, unless they don't think they can win against the player whose color they drew in Destiny. Since you don't have any defensive combat ability, they might attack you instead of Virus, Anti-Matter, Pacifist, etc. Likewise, if multiple players gain a colony on your worldship (such as through alliances) it can only be a home colony for one of them, and will be a foreign colony for the rest, which slows them down only slightly.

So for all its complication, it winds up being a weaker version of Amoeba, due to the limited ability to move your ships around and use all of them in a system. Plus the advantage of maybe being attacked less.

Can you still move a world-ship when you have no ships on it?

For the most part you are right in saying this power is mainly a weaker Amoeba. However I wouldn't discount the ability to keep yourself from being attacked by smart world-ship movement and also the ability to slow down foreign colonies.

I must change the text to indicate that you may not only attack with all world-ships in a system but defend as well.

Yes you may still move the world-ships with none of your ships on them, provided you still have use of your power.
 
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Messianic wrote:
LURKER Keeps Target Secret

You have the power to Ambush. As Offense, when you are to draw destiny, use this power to look at it secretly and then place it face down on this sheet. Do not point the Gate anywhere. You may invite any players (including your opponent) as an ally; every other player then invites allies as if they were the Defense. All players play encounter cards as if they were the Defense.

After revealing your destiny card point the Gate at a legal planet of your choice; that player is the Defense and the ships that came to his side are his allies.


Out of all the suggestions here, this sounds (to me, personally) like the most fun.
However, as I understand it, you finally reveal the destiny in "Planning", after cards are selected but before they are revealed (this should be clarified). So I fail to understand how the Lurker can interact with destiny based powers, such as Shadow. Does Shadow have no power at all in a game with Lurker? Or does his power is used retroactively in the planning phase, and if so the potential for ruling issues is very problematic.
Same goes for Invader, Dictator, etc.
On top of that, any flare targeting the defense, or has something to do with "the defense" that takes place between destiny and planning is either useless or ambiguous.
There are many examples of questions that can rise from the use of this power. Let's say someone has the (wild) loser flare, and wants to play it after launch, in case it turns out he is the defense. Can he play it? What happens then? This is just one example of many.

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boscosmic wrote:
Messianic wrote:
LURKER Keeps Target Secret

You have the power to Ambush. As Offense, when you are to draw destiny, use this power to look at it secretly and then place it face down on this sheet. Do not point the Gate anywhere. You may invite any players (including your opponent) as an ally; every other player then invites allies as if they were the Defense. All players play encounter cards as if they were the Defense.

After revealing your destiny card point the Gate at a legal planet of your choice; that player is the Defense and the ships that came to his side are his allies.


Out of all the suggestions here, this sounds (to me, personally) like the most fun.
However, as I understand it, you finally reveal the destiny in "Planning", after cards are selected but before they are revealed (this should be clarified). So I fail to understand how the Lurker can interact with destiny based powers, such as Shadow. Does Shadow have no power at all in a game with Lurker? Or does his power is used retroactively in the planning phase, and if so the potential for ruling issues is very problematic.
Same goes for Invader, Dictator, etc.
On top of that, any flare targeting the defense, or has something to do with "the defense" that takes place between destiny and planning is either useless or ambiguous.
There are many examples of questions that can rise from the use of this power. Let's say someone has the (wild) loser flare, and wants to play it after launch, in case it turns out he is the defense. Can he play it? What happens then? This is just one example of many.


Lurker is clearly an Offense Only power. His power won't be going off often, so in no way shape or form does he ruin Destiny-based powers.

I would probably think Dictator would hand Lurker a Destiny card face-down so that Dictator is still choosing, but no one else besides him and Lurker would know who is really being attacked. I would also think Shadow would pluck off a ship during Planning instead since it is based off the color of destiny revealed and not simply the destiny phase.

As for the Loser wild, you can still use it and that would force Lurker to show his destiny draw after alliances have been made but before all the other players play an encounter card as if they were defense. All the people allied to a false defense go home, everyone who allied with Lurker and his actual opponent lose their ships.

I'll add some notes to the text to clarify things better.
 
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Mil Myman
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Messianic wrote:
Phil Fleischmann wrote:
Messianic wrote:
[_] LURKER
If your opponent allied with you, his ships on the Gate are sent to the Warp.

I'd drop this last sentence. It just discourages people from allying with you. It makes you more hated in the game. Instead, just let him return those ships to any colonies other than the one being attacked

I am not convinced that is necessary. As an Offense only power, he gets to use his power once per time the destiny deck is exhausted, or two if the first encounter is successful. Offense only aliens need to be excessively powerful to counter-balance the weakness of a lack of opportunity.

Discouraging people from allying with you doesn't make you more powerful.

Quote:
Phil Fleischmann wrote:
Quote:
[_] CLOWN
Wild: After agreeing to a deal you may choose to not fulfill your end of it with no consequences, while your opponent must still hold up their end of the deal.

I have to clean up the text after my editing. The wild flare is easily fixed by giving it to the Clown after.

Good enough.

Quote:
[q="Phil Fleischmann"][q][_] OVERLORD

A more powerful version of the Butler, that you can't even pay off! If any one of the Hate, Bully, or Shadow is in the game, you pretty much automatically win.

Quote:
Super: When using your power, you may strip a player of his last ship of a colony.
As Any Player Start Turn-Resolution

Might as well call the game if no one has a Card Zap.

Butler is over all on the weak side, but Butler does far more than just move ships around, he also has dominion over the Gate and can see people's purchased cards and whatnot. Not a fair comparison. As for the effects of Overlord with an assassin type power, that is just the luck of the draw. 3 aliens out of (soon to be) 110 is not justification to exclude a power.

Well, it's 3 out of 90, but it may be *more* than 3 out of 110. And even though it's luck of the draw, it's still no fun when that unlucky draw happens.

Quote:
Phil Fleischmann wrote:
[q][_] GITH

I think you are misunderstanding how this version of Gith works. He does NOT have Warpish's power.

I know that. I didn't say anything about the Warpish. It has the Void's power.

Quote:
Secondly I wrote it incorrectly, because you can ONLY capture ships that would go to the Warp if you CURRENTLY have some of yours in there already.

That helps a little, but it's still more powerful than Void.

Quote:
I am going to edit the power so that only the main player who beats Gith on defense in the Warp gets his ships back, as to not make this power a free Mobius Tubes every time you lose on defense.

Which makes it *more* powerful. You're going in the wrong direction here.
 
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Void never returns ships he eats. Gith does. Only Healer can counter Void, all you need to do to counter Gith is win an encounter against his Warp colony and all your ships are freed. Even if Gith has like 10 ships in the Warp, it can still be easily achieved with good cards and/or alliances. This is not broken.

Do you think Fungus is broken? He captures ships far more easily than Void eradicates, and similarly only releases those that you defeat, however he gets huge combat bonuses for them while Gith gets nothing.
 
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OK, Fungus then. Fungus captures ships only when he wins. Gith captures all lost ships all the time, except when he doesn't have any ships in the warp, which will be very rarely. If Fungus loses, his ships go to the warp. If Gith loses, his ships come out of the warp.
 
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The power of original Clown - destiny determines offensive player - means:

1) Players don't know when they're offensive player so can't plan as efficiently.

2) Destiny pile determines defensive player as normal on Clown's turn so Clown is never defensive player, and Clown is offensive player more since he's offensive player on his turn and on other players' turn when they draw his color in destiny.
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hadsil wrote:
The power of original Clown - destiny determines offensive player - means:

1) Players don't know when they're offensive player so can't plan as efficiently.

2) Destiny pile determines defensive player as normal on Clown's turn so Clown is never defensive player, and Clown is offensive player more since he's offensive player on his turn and on other players' turn when they draw his color in destiny.
I like it!
 
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hadsil wrote:
The power of original Clown - destiny determines offensive player - means: ... 1) ... 2) ...

Doesn't all that break the core game engine, since you have required actions happening in the wrong phase now? Maybe it wouldn't have mattered as much in previous editions (I don't know) but under FFG, where timing is quite well defined, I'm pretty sure this doesn't really work. Effects and rules that need to interact with things that always happen during Start Turn or Regroup, but are now happening in Destiny, will break. I'm not even sure what would be the full extent of this impact, but here are a couple of examples:

* Clown makes Bob now the defense and Sally now the offense. Sally has no encounter cards, and has no way of drawing a new hand because she needed to do that during her own Start Turn phase. That phase is past and it isn't even her turn. The power needs to explain how Sally gets a new hand.

* Similarly, if all of Sally's ships are in the warp, she has nothing with which to populate the hyperspace gate, since Regroup is past and (again) it isn't her turn. And that's just the most extreme version of the problem; much more commonly, she might have, say, 13 ships in the warp and seven on planets, but those seven are all holding down single-ship colonies. Now she is forced to lose a colony just to launch a ship into the gate.

The game engine mandates certain structural elements in every encounter, and the core rules ensure that those requirements can be met. An alien power (or other new effect) that breaks this needs to provide its own methods of meeting the basic game requirements.
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Bill Martinson wrote:
hadsil wrote:
The power of original Clown - destiny determines offensive player - means: ... 1) ... 2) ...

Doesn't all that break the core game engine, since you have required actions happening in the wrong phase now? Maybe it wouldn't have mattered as much in previous editions (I don't know) but under FFG, where timing is quite well defined, I'm pretty sure this doesn't really work. Effects and rules that need to interact with things that always happen during Start Turn or Regroup, but are now happening in Destiny, will break. I'm not even sure what would be the full extent of this impact, but here are a couple of examples:

* Clown makes Bob now the defense and Sally now the offense. Sally has no encounter cards, and has no way of drawing a new hand because she needed to do that during her own Start Turn phase. That phase is past and it isn't even her turn. The power needs to explain how Sally gets a new hand.

* Similarly, if all of Sally's ships are in the warp, she has nothing with which to populate the hyperspace gate, since Regroup is past and (again) it isn't her turn. And that's just the most extreme version of the problem; much more commonly, she might have, say, 13 ships in the warp and seven on planets, but those seven are all holding down single-ship colonies. Now she is forced to lose a colony just to launch a ship into the gate.

The game engine mandates certain structural elements in every encounter, and the core rules ensure that those requirements can be met. An alien power (or other new effect) that breaks this needs to provide its own methods of meeting the basic game requirements.


I was only summarizing the power. Here's the actual power:

CLOWN Destiny/Expert

Destiny Determines Offensive Player

You have the power to fool. When it is not your turn, when destiny is flipped use this power to have destiny determine who is the offensive player. If the player does not have encounter cards he gets a new hand. The player whose turn it is becomes the defensive player. If the destiny flip is wild or a special destiny, the player whose turn it is follows the rules normally, except the player he designates is the offensive player. If the defensive player wins his first encounter he may take a second one if he wishes and is not out of encounter cards.

HISTORY: Laughter is the best medicine, and the Clowns excel at it. Adept at the practical joke, the Clowns easily turn the tables on everyone. As everyone laughs at the Clowns' antics, some begin to wonder why they feel they just got hit in the face with a pie.

Do Not Use With Machine Or Pod

Commentary: I addressed the issue of getting a new hand in the power. No, the new offensive player does not get a ship from the warp. If he has to lose a colony to attack, oh well. If he has no available ships at all, he attacks with 0 ships.

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hadsil wrote:
The power of original Clown - destiny determines offensive player - means:

1) Players don't know when they're offensive player so can't plan as efficiently.

2) Destiny pile determines defensive player as normal on Clown's turn so Clown is never defensive player, and Clown is offensive player more since he's offensive player on his turn and on other players' turn when they draw his color in destiny.

The problem is this still is NOT a power. There is no "Use" with this as written and doesn't benefit you as the Clown player in particular enough.

By making the ability to switch Offense and Defense "optional" you actually have a "use" of the power and can choose not to use this power if it benefits you more that a certain someone remains Offense on a certain turn.

There is no reason to leave this power as a permanent passive effect, that is basically a hazard or a variant, but not a power.

However, addressing Bill's concerns I have an easy way to address it with some re-wording. Gonna do that right now. WHich means the power will become mandatory but the switching will not be, you'll see why this is necessary.

EDIT: I edited the Clown text. Another reason I like making this power "optional" is not you actively have control over turn-order somewhat. This definitely makes it a red power as you have to be a good schemer to get full benefit out of it.
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Just a Bill
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No, I said "oh, brother," not "go hover."
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hadsil wrote:
I was only summarizing the power. Here's the actual power:

Ah, that's a bit better. (I did check The Amazing Power Thingy before commenting, but the version there does not contain those additions.) There will still be interaction issues with this, but at least you've covered one of the main ones in the text, and the other in your commentary.

It's an interesting concept ...but I'm not sure I'm seeing how it helps me much. Tend to agree with Chris that making it optional would be a good thing. If I can see what the destiny draw is, then decide whether to activate, that at least gives me some control around which I can formulate some kind of tactical plan.

In fact, I like Chris' direction with emphatically inverting the sequence of the required actions, but to preserve the structural integrity of the phases I would go a step further and say "to cause the destiny phase to occur before the regroup phase". Then there is no need to "resume" the regroup phase, or go through a weird destiny phase that contains no destiny draw. Most important, now players know for sure that they can still activate their regroup- and destiny-phase effects. (If you just move the destiny draw into the regroup phase, some of those effects will become unplayable, but not all players will agree that this is the case.)

I guess this concept is sort of a sideways version of Delegator.
 
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Combining Chris' and Gerald's ideas together, along with the "safer" handling of the phases and some more FFG parlance, might result in something like this:

You have the power to Fool. At the start of any other player's encounter (before the offense retrieves a ship from the warp), you may use this power to cause the destiny phase to occur now, before the remainder of the regroup phase. When the defense is determined, you may choose to flip the main players' roles for the rest of the encounter: the offense becomes the defense and the defense becomes the offense. If the new offense has insufficient encounter cards, he or she must immediately draw a new hand. The new defense's success or failure still affects his or her ability to continue the turn normally.

Note also the careful handling of that "continue the turn" part. When people try to do something like that in a homebrew, they almost always introduce unintended consequences (such as restricting Machine, or giving somebody three encounters), but I think I've written it in a way that avoids those issues. Let me know if I missed something.

However, this overall concept will still cause arguments about what effects are playable. For example, every effect that is defined to work during "your" encounter but has an Offense Only icon (Mobius Tubes, Super Miser, Warpspace Key, etc.) now becomes unusable, but some players will argue that they should be allowed. And heaven help us if Clown and Invader are in the same game ... now we have two levels of manipulation around who is the offense vs. whose turn it is. Throw in Delegator and my brain asplodes.
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