As the defense in your home system, after the hyperspace gate is aimed, you may exchange your hand with the hand of any other player. If you are passed this flare as a result of using your power, you may play it to immediately establish a colony in the system of the player who passed it to you. Purple [for example] Have an encounter with the purple player in his or her home system. Wild Have an encounter with any other player of your choice in his or her home system. In the event of a tie, break the tie to your left. The encounter takes place in the other player's home system. Plays 2 Encounter Cards You have the power of Duality.
As a main player, after encounter cards are selected but before they are revealed, use this power to place a second encounter card facedown off to one side.
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This second card is not considered your encounter card and isn't affected by game effects that target your encounter card, such as those of the Oracle or Sorcerer. If both of your encounter cards are revealed to be attacks, the second card's value is added to your side's total. If either is a negotiate, then you have played a negotiate. After the encounter is resolved, discard the negotiate card if you played one, or the higher attack card if you did not, returning the other encounter card to your hand.
When checking to see if you draw a new hand, do so if you have one or fewer encounter cards left, rather than none. Main Player Only Mandatory Planning Twin suns and a double moon have endowed the ambidextrous Deuce with twice the strength of their opponents. Cleverly concealing their real motives behind an amiable mask, the duplicitous Deuce see universal control within reach. As a main player or ally, after encounter cards are revealed, if you have an attack card in your hand that is identical to one of the revealed cards, you may discard it, either adding or subtracting its value from the total of the player who played the matching card.
After the encounter is resolved, you may discard both your encounter card and your extra card. Controls Destiny Deck You have the power to Command. When you are not the offense, before destiny is drawn, use this power to take the destiny deck, look through it, and choose any card from it. That destiny card is played as though the offense had drawn it. On your turn, or any time you are zapped, the remaining destiny cards are shuffled, and one is dealt at random. Not Offense Mandatory Destiny Grotesque creatures rejected by an old and cultured world, the Dictators pushed and clawed their way to planetary dominion.
Relentless in their demands, they turn friend against friend to do their bidding. Recently they have begun to tire of toying with the weak races at home and seek to control the entire Universe. When you are not the offense, after destiny is drawn, you may force the offense to discard the destiny card he or she drew and draw again.
Not Offense Destiny Super: You may use your power as the offense. When you are not a main player and one or more attack cards are revealed in an encounter, you may use this power to play a negotiate card from your hand and turn the revealed attack cards into regular negotiate cards. Then, you and the two main players have two minutes to attempt to reach a three-way deal. Apply all unique effects found on the three negotiate cards. Unless all three players agree on a deal, the deal fails and each loses the appropriate number of ships. All three players are treated as opponents of each other for game effects that affect deals.
Not Main Player Optional Reveal A foreboding presence held in awe by other planetary life forms, the Diplomats strike only when their webs are fully spun. Then, for extricating those caught by their own rash acts, the Diplomats negotiate their terms. When a deal is being attempted without you, you may play a negotiate card from your hand to remove one of the players from that deal and take his or her place.
Restart the time limit. Your card's game effect applies, and you receive the deal's benefits or penalties as appropriate. If you make a deal, it counts as a success for the player you replaced. Not Main Player Reveal Super: As a main player, after alliances are formed, instead of playing encounter cards to determine the winner you may call a vote of all players defense wins ties. You may buy votes by making deals, which are carried out only if you win. Tally the results and proceed to the resolution phase.
Spreads to Other Planets You have the power of Contagion. Whenever any other player's color or a special destiny card that targets another player is drawn from the destiny deck, you may use this power to infect one of that player's planets. If you have a colony in the infected player's home system consisting of at least three ships, take one or more of your ships from it, moving them to any other planet in that system.
On a wild destiny card, you may infect only the opponent that is chosen to be the defense. Not Defense Optional Destiny Long ago, having decimated all life forms on their native planet, the Disease seemed in danger of extinction due to their own success. The advent of interstellar travel, however, gave them a new lease on life. Once the Disease secure a foothold on a new world, it is only a matter of time before they dominate it. At the start of any regroup phase, you may force every other player to choose one card from his or her hand in secret. Cards are then shown simultaneously before being discarded.
Any player who showed the same card type attack, negotiate, etc. Give this flare to the Disease after use or discard it, if the Disease isn't playing. At the start of any regroup phase, you may move one of your ships from one of your colonies to another of your colonies. Borrows Cards to Play You have the power to Haunt. As a main player, before encounter cards are selected, use this power to discard all encounter cards in your hand if any and haunt one other player except your opponent. That player must give you two encounter cards of different types from his or her hand or one if holding only one type.
One of these must be the player's highest attack card, if he or she has any. When encounter cards are to be selected, if you have fewer than two encounter cards for any reason including being zapped , you draw from the deck until you have two, discarding all non-encounter cards drawn. After cards are revealed, return any cards received from the haunted player that are still in your hand to that player. You ignore all consequences of lacking encounter cards, such as drawing a new hand even for game effects such as the Usurper's power , ending your turn, or losing the encounter due to the Laser's power.
Each encounter leaves its jittery victim with the feeling that there is more to every passing shadow than meets the eye. If you are not a main player, during the alliance phase you may set your hand aside and take the hand of one player who has a colony in your system. If you take the offense's hand, he or she draws a new one.
At the end of the encounter, give your hand back to that player and take back the hand you set aside. Not Main Player Alliance Super: When using your power, you may also force any player other than your opponent to give you any two non-encounter cards from his or her hand or one if he or she has only one , which you keep.
As a main player, after either main player reveals a ny negotiate card and the other main player reveals an attack card, you may use this power to change the revealed attack card into a regular negotiate card. You and the other main player then attempt to make a deal. Main Player Only Optional Reveal Eons of overpopulation forced the highly social Empaths to cooperate in order to survive.
On their lush, tropical planet, they learned the value of defense and yielding. Now, they are striving to teach harmony to all other Cosmic life forms. You may play this flare when you attempt to make a deal. If you successfully make a deal, you and the other player in the deal each receive three rewards. As a main player or ally, if the opposing main player reveals a negotiate card, you may exchange it for an attack card from your hand. Conclude the encounter as if he or she revealed that attack card. As a main player, for the rest of this encounter, you may remove one ship from any colony your choice to the warp from each other player who does not say "Sir" or "Ma'am" whichever is appropriate each time he or she speaks.
Demands Tribute You have the power of Tribute. Each time another player sends one or more ships into an encounter in your system or gains a colony in your system, you may use this power to demand a tribute. That player must show you one card from his or her hand and must also give you one of his or her ships from a colony. Place the card facedown on this sheet and put the ship on top of the card as an owner ID.
The player may refuse if he or she has already given you a tribute during this encounter. At the end of any encounter, as long as there are three or more total tributes on this sheet from at least two different players, you may look at all of them. Add the tributes you consider worthy to your hand and discard those you consider unworthy. You may return one of the unworthy tributes to its giver, causing that player to lose three ships to the warp.
Then the ID ships return to any of their owners' colonies. Rarely do gifts curry much favor with these narcissists, but an enticing offering made in a feigned spirit of deference can often turn away wrath, if only briefly. When a main player declines to invite you to ally, you may show him or her a card from your hand to reconsider. If that player invites you, then he or she decides which of you must keep the card. If he or she does not, then you decide which of you must keep the card. When using your power, you may demand an encounter card, a non-encounter card, a card of one particular type, or a specific card by name.
The other player must meet your demand if possible. If not, then he or she offers any card normally. Once completed, you may discard this tech as the offense after aiming the hyperspace gate. The defense may not invite any players to ally with him or her during this encounter. As a main player, when you lose an encounter or fail to deal, you may use this power. Draw two tech cards from the technology deck even if it is not otherwise in play.
You may choose one of the drawn cards to place facedown on this sheet. If you do so, and another tech was already on this sheet, the new one replaces it. The tech s you do not keep are discarded. When the tech is completed, move it off this sheet. Ships counted from the warp do not return to colonies with other researching ships, but may be used for the effect of a tech such as Coldsleep Ship or Genesis Bomb. If this power or a tech card on it is stolen, discarded, etc. Valuing intelligence and ingenuity over might, they use scientific breakthroughs to subjugate those who oppose them, no matter how strong.
You may draw cards from the deck until you draw an artifact card. Non-artifacts drawn are discarded. If you exhaust the deck without drawing an artifact, take any one artifact from the discard pile. Give this flare to the Engineer after use or discard it, if the Engineer isn't playing. When using your power, instead of drawing two tech cards you may look through the technology deck and take one card of your choice.
Then, shuffle the technology deck. Reset All Hands to 8 Cards. Once completed, you may discard this tech at the start of any encounter. Each player, starting with you and continuing clockwise, either draws cards from the deck or discards cards at random as needed to bring his or her hand to exactly eight cards. You and only you may discard as many of your cards as you wish beforehand. While The Entropy Beast is in play, each time a special or wild destiny card is drawn, remove the planet with the most ships on it from the game offense breaks ties , sending all ships on it to the warp.
If a player's home system is reduced below three planets, all players lose the game. Gets Compensation for Attack You have the power of Guilt. As a main player, after you lose an encounter in which both players revealed attack cards, use this power to collect compensation from your opponent as though you had played a negotiate card instead. Whenever you gain compensation, you may draw some or all of it from the deck instead of your opponent. Main Player Only Mandatory Resolution Subscribing to a moral code of the utmost purity, the Ethics set a universal standard of conduct.
Those who would harm the Ethics find themselves curiously repentant. Knowing that they are possessed of the One True Way, the race of Ethics now seeks to convert Outsiders through moral suasion. When you draw any new card s from the deck, you may use this flare. For the rest of the encounter, each time you draw cards, you may feel guilty and give away some or all of them to other players.
You may not, however, give away more than three cards per encounter in this way. When you collect compensation, you may name a number from zero to eight and take that many cards as compensation. Evil Twin Red wrote:. Avoids Penalties You have the power to Blame. As a main player, after the offense launches ships, you may use this power to declare any other player except your opponent as your good twin by giving him or her a twin token.
Until the next time destiny is drawn, losses and penalties suffered by you must instead be suffered by your good twin. Then your twin token is returned to this sheet. Losses and penalties include cards from your hand which are supposed to be discarded, cards which you must give to another player other than your good twin , and ships which are supposed to go to the warp. Also, essence card penalties such as tickets, traumas, and bad dreams given to you are passed on to your good twin. When you lose a colony, your good twin loses the number of ships you had on the colony to the warp.
Your ships which would have been lost return to your other colonies if possible. Otherwise, they remain on the colony. Main Player Only Optional Launch On a world where all are twins, it was not long before the powerful evil twins began dodging responsibility. ETs grow stronger as cast-off GTs habitually shoulder wrongful blame. When you must send ships to the warp or lose cards to compensation, as long as you are not currently a good twin to the Evil Twin, you may force the player to your left to suffer the loss of the same number of ships or cards, if possible, instead of you.
Give this flare to that player after use. You may become triplets by giving twin tokens to two other players, even if one is your opponent. Each of your two good twins simultaneously suffers each entire loss or penalty which would have been suffered by you. Both tokens return to your sheet on the next destiny draw. Main Player Only Launch. Finds New Planets Game Setup: Choose one unused player color and place four planets of that color on this sheet. You have the power of Discovery. As the offense, after the hyperspace gate is aimed, you may use this power to take a planet from this sheet, place it in the targeted system, and re-aim the gate at that planet.
As a main player or ally, after both players reveal attack cards, you may use this power to increase your side's total according to the planets you have discovered. Add 1 for each discovered planet you do not have a colony on, 2 for each discovered planet you coexist on, and 4 for each discovered planet you occupy alone. Main Player or Ally Only Optional Launch Reveal As the various child-races of the Precursors began to take to the stars, most were drawn to one another in their hunger for knowledge, trade, defense, conflict, and the other manifold needs that drove them forward.
The Explorers, however, often bypassed other sentient beings in their haste to catalog new worlds. Even centuries later, this obsession continues; but now they begin to reap the rewards of their diverse discoveries. As the offense, after the hyperspace gate is aimed, you may take the Genesis planet whether it is in use or not , place it in the targeted system, and re-aim the gate at that planet. You may receive rewards equal to your ships in the encounter if you win or make a deal, or one reward if you do not in addition to any other benefits of the encounter outcome.
Offense Only Launch Super: As a main player or ally in an encounter at any planet you discovered, after encounter cards are revealed you may add 4 to your side's total. After starting hands are dealt, whenever any other player collects compensation or draws new cards for his or her hand from any deck for any reason including rewards, new hands, etc.
A player may prevent you from extorting any cards from him or her by allowing you to send one of his or her ships of your choice to the warp, but he or she must do so before you take any cards. Extortionists prefer wealth that has been unjustly siphoned from honest wage-earners, and now, with their hands ever extended, they hope to amass enough for the final takeover. When you attempt to make a deal with another player or players , you may play this flare. If you fail to make a deal, you do not lose any ships to the warp, while the other player or players failing to make a deal lose twice as many ships to the warp as usual for the failed deal.
Retrieves Discarded Cards You have the power to Fetch. After encounter cards are discarded at the end of an encounter, you may use this power to retrieve one of the discarded cards and offer it to another player.
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If the card is refused, you may keep or discard it. You may retrieve only an encounter card that was used to resolve the encounter, not one that was discarded for some other reason. As Any Player Optional Resolution Trained for generations by a strict, but unknown, alien race, the Fidos were bred for retrieval. Slinking out on their own, they cannot help but fetch the debris of outer space for whomever happens by, knowing they will still be rewarded in some way.
As a main player, before encounter cards are selected, you may force your opponent to take the top card of the discard pile and add it to his or her hand. You then draw a card from the deck. You may fetch any or all of the encounter cards discarded at the end of an encounter and offer them, one by one, to the other players in any order you choose. As a main player, after encounter cards are discarded at the end of an encounter, you may use this power to retrieve your opponent's card from the discard pile and add it to your hand.
If your opponent's encounter card gets replaced by another one, the final card he or she uses in the resolution phase is the one you may add to your hand. Main Player Only Optional Resolution Within their genteel, sophisticated tribes, the Filches have refined the art of acquisition to a high aesthetic. The most judicious and subtle thefts are memorialized in legend and song. Lately they have taken to eyeing the depths of space and thoughtfully rippling their tentacles.
When any artifact or flare card is being played, you may discard a negotiate card from your hand to steal it. You may filch one other player's used encounter card whether you were involved in the encounter or not. You may cheat and take your ships from the warp to colonies or cards from the deck or discard pile, even when you are not entitled to them. If caught in the act, you lose one ship to the warp and return the items you were caught filching. Any time any of your ships are coexisting on the same planet as any other player's ships, use this power to force the other player's ships to return to his or her other colonies.
However, they each still gain a colony on any other planet of their choice each player chooses separately in the defending system. As the defense, when you lose an encounter on a planet where you have ships, use this power to force all opposing ships to return to their other colonies instead of landing on that planet. Your losing ships go to the warp normally and the planet is then "fumigated. As Any Player Mandatory Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution The Filth's reverence for the past leaves it unable to remove any trace of earlier events — whether yesterday's glatorp stains or last year's diseased kinzosh.
Having driven all other life forms from their homeworlds, they are slowly extending out to leave their mark — a ring around the Cosmos. At any time, you may declare one planet to be "filthy. Any ships that should land there during this encounter instead return to their other colonies. Give this flare to the Filth after use or discard it, if the Filth isn't playing.
As the offense, when you aim the hyperspace gate at a planet, you may play this flare. All other players' ships on that planet including those of the defense must immediately return to their other colonies. Choose another player and name a specific card, such as " attack 40," "Clone flare," or "Plague. Fire Dancer Yellow wrote:. Blocks Access You have the power to Awe. As a main player, when you reveal an attack card and there is no fire token in the targeted system, you may use this power to place a fire token in that system.
At the end of that encounter, all attack cards revealed are placed faceup under the new fire token as fuel instead of being discarded regardless of other game effects such as the Clone's power. When you are not a main player, after destiny is drawn, you may offer to create or expand a fire in the targeted system, and the defense may offer you anything he or she could give you as part of a deal to do so. You may use this power to accept the offer. If the targeted system does not already have a fire token, place one there.
Then, you and the defense may each place one attack card from your hand faceup under that system's new or existing fire token as fuel. Whenever both sides in an encounter reveal attack cards in a system with a fire token, unless you are the offense or an offensive ally, the face value number showing on each fuel card is added to the defense's total. At the end of the encounter, a fire which added to the defense's total is extinguished, and the fire token and fuel cards are discarded.
As Any Player Optional Destiny Reveal The Fire Dancers stir a sense of awe by performing their cultural art form for others who compete to be the next sponsor of their magical performance. After the hyperspace gate is aimed, you may force the offense to aim the gate at a different planet in the targeted system where he or she can have a legal encounter against the defense. As Any Player Launch Super: At the start of your turn, you may place one attack card from your hand faceup underneath one of your fire tokens.
Offense Only Start Turn. As a main player, you may use this power after both you and your opponent reveal attack cards. You may discard any or all attack cards in your hand that are both higher than the attack card you played and lower than the attack card played by your opponent, adding their values to your total. Main Player Only Optional Reveal Always regarded as an inferior, scavenging race, the Fodder have amassed a multitude of generally less-effective arms. With the astonishingly large cache of second-rate weapons, the Fodder can afford to overwhelm their adversaries.
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After encounter cards are revealed, if you were invited to ally and declined, you may ally with one ship on a side that invited you. When using your power, you may discard and add any or all attack cards in your hand that are lower than your opponent's card, regardless of your own attack card. As Any Player Alliance.
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Attaches to Other Ships You have the power to Adhere. As a main player or ally, after you r side win s an encounter in which you have at least one ship, use this power to capture any losing ships, stacking them under one or more of your ships in the encounter instead of sending them to the warp game effects that would save ships from the warp, such as Zombie's or Healer's power, cannot prevent this.
Captured ships do not have special characteristics e. These stacks are controlled by you. Each stack is considered to be one ship for purposes of play. Ships that are part of a stack are only freed when the stack enters the warp. Freed ships return to normal and may leave the warp as usual. If this power is stolen, your stacks do not transfer with it, but remain stacked until separated in the warp. As a main player or ally, after encounter cards are revealed, use this power.
Each stack you have in the encounter counts as the number of ships it contains to ward your side's total instead of 1. Zapping this power does not free any captured ships. Main Player or Ally Only Mandatory Reveal Resolution The Fungus clings tenaciously to its basic perceptions, and now its neighbors find its teachings and tendrils rapidly growing upon them. As the defense, when you win in your home system, you may capture all opposing ships in the encounter and place them in a circle around your system.
They now count toward your total when you are the defense in your home system, but do not go to the warp if you lose. Captured ships do not have special characteristics. When you lose this flare, the captured ships return to their owners' colonies. Defense Only Resolution Super: Ships adhering to yours in stacks don't have to be freed when sent to the warp. When one of your ships is released from the warp, those ships in its stack remain with it. Avenges Lost Ships You have the power of Vengeance.
Each time one or more of your ships are lost to the warp or removed from the game, use this power to place one token on this sheet for each of those ships. As a main player or ally, after encounter cards are selected but before they are revealed, you may discard any number of tokens from this sheet to add or subtract 3 from your side's total for each token you discard. Although the quest may take years, the vengeance of the Furies is always served in the end. As a main player, when you lose an encounter, you may destroy one ship their choice belonging to each player that opposed you.
Destroyed ships are removed from the game. This flare cannot reduce a player to fewer ships than the number of foreign colonies needed to win the game, although it still affects the other players that opposed you. Main Player Only Resolution Super: Instead, you may add or subtract 3 from your side's total for each token on your sheet. Main Player or Ally Only Planning. Instead of having a normal encounter , proceed to the reveal phase. A ll of the players in the game have three minutes to make a deal.
All players must accept the deal or it fails. If the deal fails, all players lose 3 ships to the warp. Bluffs About Card You have the power to Bluff. After your opponent reveals his or her encounter card, you may use this power to keep yours facedown, instead stating what it is and lying if you like. If your opponent does not challenge your claim, conclude the encounter as if your statement were true, then place your encounter card facedown on the bottom of the appropriate deck instead of discarding it.
If your opponent challenges your claim, reveal your card. If you lied, you lose as many ships to the warp as you had in the encounter. If you told the truth, your opponent loses as many ships as he or she had in the encounter. These lost ships may not be ships involved in the encounter.
Afterwards, conclude the encounter normally using the revealed cards. If another game effect switches the encounter cards e. If another game effect forces you to show your card early e. The faint of heart soon perished, but the most daring rose to even greater effronteries and now launch a contest for Cosmic stakes.
As a main player, before encounter cards are revealed, you may call any number as a "spread. When stating what your card is, you may "up the ante" by saying how many extra ships are at risk. The penalty for lying or calling a non-bluff is now increased by the number of ships you declared. Draws Cards for Allies You have the power of Leadership.
As a main player, after alliances are formed, use this power. You may immediately draw one card from the deck per player allied with you. Afterwards, each of your allies may draw one card from the deck. Main Player Only Mandatory Alliance A military society from their earliest days, the Generals have always placed a high value on leadership and charisma. Their history is full of some of the most inspiring speeches ever given in all the Cosmos. Whenever a ragtag band of warriors stands up to defy the odds, a General will be there to lead them.
Whether fighting the enemy on the beaches or standing with a few lucky men to fight for freedom, a General will smile and say, "I love the smell of Ionic Gas in the morning It smells like victory. As a main player, after both main players have revealed attack cards and you are losing the encounter, you may rally the troops and draw cards from the deck equal to the number of ships your allies have in the encounter. Play any reinforcements you draw and discard the rest of the cards. If you use your power and both main players reveal attack cards, you may add 2 to your total for each ship your allies have in the encounter.
Do not reveal this tech until used. You may reveal and discard this tech at the start of any encounter to take the Genesis planet and place it in your home system. You may immediately gain a colony on it using any or all of the ships used to research this tech. Wins with 20 Cards You have the power to Outwit. As a main player or ally, whenever you gain a foreign colony as the result of winning an encounter, you may use this power to instead draw one card from the deck for each ship you have in the encounter and then send your ships in the encounter back to your other colonies.
At the start of any turn, if you have 20 or more cards in your hand, you immediately win the game. Main Player or Ally Only Optional Resolution Originating on a planet filled with some of the Universe's deadliest predators, the Geniuses had to be smarter and more ruthless than any other creature on their world in order to survive. Now that they've left their home planet, the Geniuses have turned their prodigious intelligence toward a bloodless coup of the Universe.
As a main player, before allies are invited, you may force any number of players you choose including yourself to draw a card from the deck. As a main player, after encounter cards are selected but before they are revealed, you may guess a number from 0 to If your opponent reveals an attack card with a value within 3 of your guess, shout "Eureka!
Rewarded for Defeating Ships You have the power to Feast. As a main player, after you win an encounter, use this power. For each opposing ship sent to the warp as a result of the encounter, you receive one reward. Main Player Only Mandatory Resolution Haunting the edges of battlefields and devouring the losers to sate their endless hunger, the Ghouls are greatly feared throughout the Universe, particularly by those aliens that normally attack en masse. More subtle tactics are required against the Ghouls, lest they emerge from battle stronger than ever.
As a main player, after you win an encounter, you may use this flare. Receive one reward for every player that opposed you in the encounter. You may use your power as an offensive ally if your side wins. You may reveal and discard this tech as the defense after encounter cards are selected but before they are revealed to send one opposing ship of your choice to the warp for each ship researching this tech. If there are no opposing ships left afterwards, you win this encounter. Otherwise, it continues normally.
X Defense Only Planning. Whenever you retrieve one or more of your ships from the warp, use this power to retrieve up to two extra ships of yours from the warp. Whenever you draw one or more cards from the deck including when you are dealt your starting hand or take one or more cards from another player's hand, use this power to draw two extra cards from the same source.
Those dealing with the Gluttons are advised to count their digits afterwards and to always keep an eyestalk or two on their "tender, succulent" offspring. When receiving rewards, you may receive twice as many rewards as usual. When a cosmic quake occurs, you may use this flare to immediately win the game.
Petrifies Others' Ships You have the power to Petrify. That player must either leave those ships where they are or send them to the warp. Your own ships are never sent to the warp as a result of your power. You do not lose this power because of having too few home colonies. A stranger to a Gorgon world might think this race overly fond of statuary, only to find the statues springing back to life once the Gorgons leave. Because of their powerful effect on others, the Gorgons often find it difficult to get others to cooperate in their quest for Cosmic conquest.
As a main player, before allies are invited, you may choose a planet. Ships on that planet cannot defend or move during this encounter and cannot be sent to the warp during this encounter unless the planet is removed from the game. You may cause any Cosmic Zap played on you to be discarded without effect. Compresses Attacks to 1 Digit You have the power of Gravity. As a main player, after encounter cards are selected but before they are revealed, you may use this power and say either "tens" or "ones.
For instance, if you said "tens," an attack 40 would become an attack 04 and an attack 09 would become an attack 00, but if you said "ones," those same cards would become an attack 00 and an attack Main Player Only Optional Planning A cunning, intelligent race from a binary star near a black hole, the Gravitons have mastered the ability to manipulate gravity. Herding and squeezing their enemies into tighter and tighter formations, the Gravitons rely heavily on their allies and reinforcements to finish the fight. As a main player if the Graviton is not your opponent , you may play this flare before encounter cards are selected.
Any attack cards revealed in this encounter only use their ones digit as their value e. When using your power, you may declare that it will affect only your card or your opponent's card. Read all about it here. Language and Story A panel where the panelists hope to be understood by each other and the audience. The Solothurn event is a part of the Solothurner Literaturtage on the 15th of May and all the information is to be found here. See here for dates and tickets. From there it will travel to Stockholm for one show at the Kulturhuset on the 14th of March.
For tickets in Bergen go here , for Stockholm go here. Go here for more information about the exhibition and here for the catalogue. This beautiful little edition is limited to , stamped and numbered copies. And you should consider subscribing to the magazine itself.
It is edited and founded by the original bookslut, Jessa Crispin. Go here for the English and here for the German. Photo by Mary Miller.
The Aleppo Code
Its world premiere will take place at the Borealis festival in Bergen, Norway, on the 11th of March, This year the Nordic countries are in focus. For more information in Bulgarian go here. Video of the performance is coming soon. Until then enjoy the English translation of finnagaldur by David McDuff. So, if you are in Calgary, Winnipeg or Vancouver on any of the given days you can check out some of the evens listed below. Monday, October 20, 7 p. Ian Weir Studio Friday, October 24, 6: Sit back, sip on chilled wine and be entertained by tall tales and true.
Go here for information in Swedish. Saturday, 27th of September, Sunday, 28th of September, Thursday, 4th of September, Last week he was the guest of Louisiana Literature in Denmark where he shared the stage with Margaret Atwood in a discussion about sci-fi movies, myths, gene splicing and more. All are seen in the picture from the workshop along with the stage direction assistant Jean-Francois Kessler. Premier will be at the festival in July Skugga-Baldur has now been published in 14 of the 16 major literary languages with Japanese and Hebrew on the horizon.
For the whole program go here. A Literary Interview Moderator: Oriane Jeancourt Salle Einstein, Corum. Go to the festival website for more information. Wednesday, April 30, , 7: Saturday, May 03, , 8: Sunday, May 04, , 2: Moonstone has been a runaway success in Iceland in terms of sales and reviews, it will be published in Danish and Finnish in March and Swedish in the autumn. The English, German and French translations are due in Time and place can be seen here.
The Icelandic cover text says:. The year is and from Reykjavik the erupting volcano Katla can be seen coloring the sky night and day. Life in the small capital carries on as usual despite the natural disaster, shortage of coals and the Great War that still rages in the big world. Asleep he dreams the pictures in variations where the tapestry of events is threaded with strands from his own life. Awake he lives on the outskirts of society. The shadows of existence deepen. A chilling draught blows between worlds in a place where life and death, reality and imagination, secrets and revelations jostle for dominance.
And to the pleasure of his editor at FSG it resulted in some nice interviews on top of the good reviews that followed the release of the three books. Musical intervention by the Redwood Plan. Powell Books, Portland, Wednesday, May 1 at 7: Talk moderated by Hari Kunzru. A marine fable of rare beauty and originality Two excellent reviews of The Whispering Muse have appeared this month.
The British composer George Benjamin conducts. The best-tasting puffin is soaked overnight in milk. Read more about literature and exotic cooking here. See his article here. London Literature Festival, Southbank, 6th of July at 6: Edinburgh International Book Festival, 13th of August. If you even remotely enjoyed the Indiana Jones movies then you are going to love this! Terry Brennan has not only done it again however I think he has given us the best of the series so far. This time it is the Code that has been found again and we are off again trying to find this ancient weapon that would be deadly in the wrong hands.
Naturally there is a group that is devoted to making sure they get there first and sets about to eliminate them. Brennan has put in so many twists and turns in his story that it would make a roller coaster envious. Tom, Doc, Joe and Sammy are wonderful characters that we care about, want to see escape the danger that they find themselves in and want them to succeed.
Terry Brennan has given us a unique thriller that will keep you on the edge of your chair as you read and flip pages as fast as possible. I recommend this book highly! Disclosure of Material Connection: I received this book free from Kregel Publications. I was not required to write a positive review. The opinions I have expressed are my own. Oct 25, Jordyn Redwood rated it really liked it.
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- The Aleppo Code (The Jerusalem Prophecies, #3) by Terry Brennan.
Even though I understood the novel by itself I do feel like I would have had a richer reading experience from reading all the books in order. Brennan was definitely deserving of the win in this category. Aug 11, Anita Estes added it. What a thrilling ride! The author takes you on the adventure of your life as you follow the twists and turns of The Aleppo Code.
It has everything I enjoy in a good read--mystery, suspense, history, archaeology and spiritual implications. I enjoyed its link to Biblical truth and it prompted me to do some research. Having visited the Shrine of the Book in Jerusalem and seen the dead sea scrolls, it made this read all the more exciting and real. Though lots of characters, I like this as it makes i What a thrilling ride!
Though lots of characters, I like this as it makes it a challenge. A strong female heroine makes it a plus! A wild ride at the end leaves you breathless! Third book in good series As stated in earlier reviews of the other two books in this three book series I love the concept of this work but the" devil was in the details" the books were slowed by details that were given in the various places like street by street directions and things the average reader would not care about.
I think that this series would be more exciting than Dan Brown's Devinci code movie I enjoyed parts of the story and always went back to reading it just to many details for m Third book in good series As stated in earlier reviews of the other two books in this three book series I love the concept of this work but the" devil was in the details" the books were slowed by details that were given in the various places like street by street directions and things the average reader would not care about. I think that this series would be more exciting than Dan Brown's Devinci code movie I enjoyed parts of the story and always went back to reading it just to many details for me would read another by him Aug 12, Ellen White rated it really liked it.
The thousand year old scroll was found in a secret room in the Bowery Mission, in New York. Tom takes his team to Jerusalem to find the third temple, and what maybe in it. A lot of research has gone into this series, and best to start with the first book. The Biblical steps, digging into archeology, the history, murder, and a plot, you are caught up in.
A series well worth reading. Dec 27, Ellen rated it it was amazing Shelves: And they are prepared to kill to keep it hidden. From a market in nineteenth-century Alexandrea to a library in present-day New York to the tunnels beneath Jerusalem, the secret of the cipher is gradually revealing itself across the globe. And for those in its path, life is about to change — forever. That code may uncover an artifact as mysterious, and dangerous, as the Lost Ark. The groups chasing them will not stop until they have the mezuzah and scroll in their possession. Once again, the group heads out to parts unknown to seek what is hidden.
But the discovery of a tenth-century scriptural text holding the final key to the ancient code hurls them right back into the fray. All three books are amazing! His use of biblical history, archeology and present-day news and political unrest intertwined with the fictional storyline will keep you enthralled to the end!
From the opening paragraph in The Sacred Cipher to the final page in The Aleppo Code, I was pulled into the mystery of the ancient scroll. The characters were everyday people being asked to believe by faith, not by sight. People I can relate to; people who believed the unbelievable. I cheered them on, grieved with them, and peered around the tunnels along with them. I look forward to many more reads from Terry Brennan! A huge thank you goes to Kregel Publishing for allowing me to read and review these amazing books!
Nov 20, Joan rated it really liked it. This is the third book in The Jerusalem Prophecies series. One could possibly read it on its own as there is some review of the action of the previous novels given in this one. This series has a complex plot so I would recommend reading the others first. In the previous novels, a scroll was found in a secret room under the New York Bowery Mission. After the scroll is deciphered, Tom, the executive director of the mission, heads to Jerusalem to find the third temple. There is a huge earthquake tha This is the third book in The Jerusalem Prophecies series.
There is a huge earthquake that nearly destroys the Temple Mount. Israelis and Muslims fight over control of the area. Tom and his group try to prevent another world war but there is a strong Muslim contingent who want to restore the Caliphate and have world dominion. This novel starts with the idea that there is something that Tom and his group have yet to do.
We read about the Aleppo Codex, a book written in the tenth century. It had been captured by Crusaders and hidden for centuries. Then it was ransomed by Jews and again hidden for centuries. It is the most accurate representation of the Jewish Torah in existence. The notations in the margins contain the link that help Tom find Aaron's rod.
Some Jewish thinkers associated it with the very power of God. The codex notes seem to indicate the rod was returned to the Garden of Eden, underneath the historic ruins of Babylon. Tom and his team set out to get the rod before the Islamic fundamentalists do and use its force for unimaginable evil. Yes, the plot does sound like it has an element of the imaginative in it. The previous novels did too. There is discussion in the novel as to whether Aaron's rod really does has power in itself. Some conjecture that its use in the Egyptian plagues may find a parallel in the end time plagues recorded in Revelation.
Like many of God's gifts, it seems it could be used for good or evil. This is a good novel of adventure and suspense centered around a possible scenario of the end times. The Islamic fundamentalists are powerful and make moves toward controlling the world's finances and oil supplies, eventually aiming to take over the world. I thought that aspect of the plot was very possible. It is exciting to read about the power of God being revealed again, much as it was when the Israelites crossed the Red Sea.
There is lots of action and suspense in the novel. There are several stories going on at the same time. Brennan uses the technique of jumping from one location to another as the events unfold. At times it was a bit much for me. I also had difficulty picturing some of the action and its location. The emphasis is more on the intense action than in setting the scene. This is a good novel for those who enjoy end times fiction. Alongside the imaginative existence and location of the Garden of Eden is a very possible narrative of the end times. Many elements in the novel are based on historical fact as noted by Brennan in an Author's Note.
There really is the Aleppo Codex. Several of the places and people mentioned in the book are real. Brennan has done lots of research and we learn much about the situation in the Middle East.