#CC Cedric Chin BAVARIAN [O:CC:] MAKES PRIVILEGED ATTACKS You have the power of restriction. Whenever you are the attacker, you may pay 1 Lucre and declare a "privileged attack". No allies may join either side and your opponent may spend no Lucre. History: The original Illuminati, their goal is simply raw power. Even subtler than their fiendish counterparts, the Bavarian Illuminati easily and quickly finish their actions before their enemies know it. Restriction: Use only in Cosmic Illuminati. Wild: If you have a base in the system of the player with the most bases, you may use his powers and he may not. Use once and discard. Super: You may invite allies during your privileged attack. DISCORDIAN [O:CC:] REARRANGES POWERS You have the power of chaos. If you are involved in a challenge, you may trade powers among the other players in the challenge after allies have placed tokens in the cone. Each player involved (other than yourself) must gain and lose one power. History: Worshippers of the Goddess of Chaos, the Discordians delight in confusion, and seek to bring all the strange and peculiar elements of society under their banner. Restriction: Use only in Cosmic Illuminati. Wild: You may cause all players to mix their hands at the beginning of your turn. Each player takes back the number of cards he had in his hand. Super: You may include yourself in the power trade. NETWORK [O:CC] DRAWS A CARD EACH CHALLENGE You have the power of information. You draw one card from the deck at the beginning of every turn. History: The newest, most technologically advanced group of Illuminati, the Network is said to be a conspiracy of the universe's computer programmers; other believe that the programmers are merely pawns, and the computers themselves have taken over. Wealthy... powerful... they're watching you right now. Restriction: Use only in Cosmic Illuminati. Wild: You may transfer your power to another player. He may use your power alongside his during the challenge, but you may not. Super: You may draw one card at the beginning of every challenge. SERVANTS [O:CC:] DESTROYS HOME SYSTEMS You have the power of destruction. If you win as an attacking player, and are attacking one of your opponent's home bases, he loses an additional home base of his choice to the Warp. History: Students of things man was not meant to know, the Servants seek to destroy, destroy, destroy!!! Restriction: Use only in Cosmic Illuminati. Wild: If another player has just lost his powers, you may permanently remove one of them from the game. Use once and discard. Super: If you win as an attacking player and are attacking one of your opponent's bases, he loses an additional base of your choice to the Warp. SOCIETY [O:CC:] NEUTRALIZES FOR REFUSING TO ALLY You have the power of warning. If a player refuses to ally with you and allies with your opponent, you may either neutralize one of his powers for the duration of the challenge, or choose one of his tokens and send it to the Warp. History: Survivors of the ancient forebears of the Illuminati, the Society of Assassins specialize in covert removal of their enemies. Often they do not need to act... the mere hint of their displeasure is enough to remove a foe. The ancient warning of the Assassins, a dagger left on the rival's pillow, has made kings tremble. Restriction: Use only in Cosmic Illuminati. Wild: You may warn your opponent that if he does not call off the challenge, you will assassinate one of his tokens. If he agrees, the challenge is cancelled and counted as a loss. If he disagrees, remove one of his tokens to the Warp and continue the challenge Super: You may use your power on all players who refuse to ally. TRIANGLE [O:CC:] REARRANGES BASES You have the power of reorganization. Whenever you are a main player, anytime before cards are played, you may move one of your planet bases to any planet or moon, or one of your moon bases to any moon. You may not remove bases from your home system if this causes you to lose your power. History: Sinking ships is just a sideline to the Triangle. Their philosophy is to insure control by taking over many different types of groups. Their power is to reorganize their power structure freely. Restriction: Use only in Cosmic Illuminati. Wild: You may sink a cone. If you have a token in the cone, you may take the contents of the cone and put them into the Warp. The challenge immediately ends and is counted as a loss. Super: You may move any planet base to any planet, or any moon base to any moon, so long as you do not cause a player to lose a base or his power(s). UFO [O:CC:] TAKES TWO TURNS You have the power of speed. You may have two consecutive turns instead of one. History: Their aims shrouded in secrecy, the UFO advantage is speed. Restriction: Use only in Cosmic Illuminati. Wild: You may take a second challenge, regardless of the results of the first one. Super: You may take your additional turn between two other players' turns. ZURICH [O:CC:] RECEIVES LUCRE EVERY CHALLENGE You have the power of income. Whenever you become a main player, you receive your Lucre as if you had started your turn. History: The money-masters of the world, the industrious gnomes of the Zurich have the highest income and the greatest hoard. Restriction: Use only in Cosmic Illuminati. Wild: You may discard cards to the discard pile and/or put your own tokens into the Warp, and receive one Lucre for each card discarded and/or token lost to the Warp. Super: The Lucre you receive because of this power comes from your opponent.