Google Groups no longer supports new Usenet posts or subscriptions. Historical content remains viewable.
Dismiss

Power Of The Day -- Anti-Matter

0 views
Skip to first unread message

Hadsil

unread,
May 11, 2007, 1:50:29 AM5/11/07
to
ANTI-MATTER Phase 8

Lower Total Wins

You have the power of negation. If you and your opponent both play
Attack Cards, the lower total wins. Furthermore, your tokens as well
as any offensive and defensive allies' tokens are subtracted from the
appropriate side's card. Your opponent's tokens are added to his card
as usual.

HISTORY: Spewed forth from a white hole, the worlds of the Anti-Matter
careen through space negating whatever they encounter. Opposed to the
very existence of gross mass, the Anti-Matter is dedicated to reducing
all opposition to less than nothing.

FLARE

Phase 7
Wild: As the defensive player, you may generate a burst of Anti-Matter
that sends to the warp one token from the offensive end of the cone
for each token you have in the challenge. You choose which tokens to
send to the warp. If the offensive player has no tokens remaining in
the cone, the challenge ends immediately and any allies return home.

Phase 7
Super: As a main player, you may discard any number of cards as long
as you keep at least one Challenge Card. These cards act as anti-
matter, consuming a like number of cards from other players. You
choose who loses how many.

PULSAR

Phase 8
Con: As main player against Anti-Matter, all allies' tokens add to
their side's challenge total.

Phase 8
Pro: Your opponent's allies' tokens add to his challenge total.

Eon/Avalon:

Power

No Changes

Flare

Wild: As main player you may prevent your opponent from playing one
Wild Flare.

Super: As main player you may prevent your opponent from using his
Super Flare.

Pulsar

No Changes

Experience Rating: Novice

Cosmic Monopoly

You go around the board backwards.

Commentary: This is a combat power. Anti-Matter has the distinction
of having the most stupid Super Flare in Mayfair. For one thing, it
has nothing to do with the power. Second, while getting rid of your
own poor cards can be helpful, you help other people do the same. If
you chose the cards at random that would be nice. Instead, you allow
others to get rid of their poor cards. Only through blind luck do you
force players to get rid of great cards. For the life of me I can't
figure out why Mayfair made the Flare the way it is. My Pro Pulsar
just seems so obvious as to what the Super Flare should have been.
The Eon/Avalon Flare conversion is what the original Eon Flare did,
though slightly tamed. The original Wild wasn't limited just to one
Flare.

Gerald Katz
Don't forget to tip the Butler!

0 new messages