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Some Original Alien Text Doesn't Match the Second FAQ Errata #5

Open ThatOneGuy301 opened 3 months ago

ThatOneGuy301 commented 3 months ago

Cosmic Conflict

I'm not sure if this is even the right place to say this but the FAQ says there are 28 hazard cards in Cosmic Conflict and the Praw says there are 24.

Alien Powers

Bandit Alien Power

At the start of each player's turn, including your own, use this power to reveal the top three cards of the cosmic encounter deck.

Changeling Alien Power

Either draw a card from the deck and add it to your hand or swap alien sheets powers with your opponent.

When swapping alien powers, you get all facets of that power - e.g., the Miser's hoard, the Warrior's tokens points, the Claw's claw, etc.

Chrysalis Alien Power

At the start of any encounter, use this power to discard one token from this sheet. If there are no tokens left on this sheet, look at the top 10 flares of the unused flare deck. Choose one of these 10 flares corresponding to an alien that does not have Game Setup text and is allowed in the current game on its alien sheet. You become that alien for the rest of the game. Add its flare card to your hand and take its alien sheet. Then, remove discard the other nine flare cards from the game and return this sheet to the game box.

The Claw Alien Power

At the start of any regroup phase, you may swap a non-negotiate card from your hand with your claw.

Once per encounter, when another player plays a card faceup or reveals a another copy of the card you have chosen as your claw, use this power and reveal your claw

Crusher Alien Power

If this sheet power is lost or turned facedown, all crushed ships are released wherever they are.

Extortionist Alien Power

After starting hands are dealt, whenever any other player acquires cards as compensation or draws new cards into their hand

Fire Dancer Alien Power

If this sheet power is lost or turned facedown, all of your fires are extinguished.

Graviton Flare

Super Timing: Planning Resolution

Guerrilla Alien Power

You have the power of Attrition. As a main player, immediately after you lose an encounter, use this power to weaken your opponent and each of their his or her allies. Each player you weaken loses all but one of their his or her ships in the encounter to the warp. This effect takes place before other resolution effects such as Cudgel’s power or collecting rewards.

Horde Alien Power

Each time you draw a card from the cosmic deck

Love Alien Power

Each Every other player, in clockwise, order, may then choose and discard one card from their his or her hand.

Lunatic Flare

For each defender reward you receive, you may both draw a card from the deck and retrieve a ship from the warp.

Poison Alien Power

Timing Strip: As Any Player Varies | Varies Mandatory

Pretender Alien Power

Once per turn, aAs the offense, after destiny is drawn, you may use this power to take your alien sheet(s) and everything on them and move to what you consider to be the best seat.

Siren Alien Power

Any time you win an encounter as the defense after using your power, you immediately gain a free foreign colony in the offense's home system on a planet of your choice.

Timing Strip: Not Offense Defense | Optional

Skeptic Alien Power

If either one side loses or a deal fails

Surgeon Alien Power

If you are not a main player, after destiny is determined drawn, you may use this power to choose any other player as your "patient" and offer that player a wild flare as a facelift.

Warhawk Alien Power

If an effect creates an infiite loop, the revealed cards are considered to be attack 00s.

Note: That is indeed "infiite" and not "infinite".

Flares

Butler Flare

If that player wins or deals, it counts as a successful encounter for you. Otherwise it counts as being unsuccessful. After the encounter ends, play resumes from where it left off.

Sadist Flare

Whenever you send another player's ships to the warp by playing a card or being the main player on the winning side of an encounter, you may draw one card from the deck for each player who lost ships to you.

Skeptic Flare

When you tell a player you doubt that they he will win, you also tell them him how many ships not in the encounter (1- to20) are at risk (instead of your normal doubling Skeptic method of determining risk). If they he double doubts you and plays the encounter, instead of doubling their losses the penalized player(s) the loser (or both if you fail to deal) loses that number of additional ships to the warp in addition to the ships lost in the encounter.

Note: I may not have done a good job with the first parenthesis. It's supposed to go from "(1 to20)" to "(1-20)".

Sycophant Flare

Afterwards, give this flare to any other player.

Symbiote Flare

Your ships coexist with any ships already there, regardless of any other game effects. This flare may not be canceled through any means.

ThatOneGuy301 commented 3 months ago

I just realized that using ~~ for strikethrough text leads to issues sometimes. Would you like me to fix it by changing every instance of ~~ ~~ to <del> </del>?

ThatOneGuy301 commented 3 months ago

The same thing is true for using * for italics. I can use <i> </i> instead of * *.

jumbocarrot0 commented 3 months ago

That is fine, use whatever gets the formatting you want across.