DEMAGOGUE << BETA >> Thursday July 12, 2012
DEMAGOGUE GATHERS UNWANTED ALIENS Red
You have the power to Take In.
Game Setup: You start out with extra alien powers equal to the number of players in the game. Take the unchosen alien sheet
discarded by each player (including yourself). If any of these are not allowed in the current game, draw replacements at random.
Your extra alien powers are all active concurrently. Whenever one of those extra powers is zapped, use this power to remove it
from the game.
( As Any Player ) ( Mandatory ) ( Any Phase )
WILD (IF YOU ARE NOT THE DEMAGOGUE)
Once per game, at the start of your turn, you may force your opponents to name undesirable aliens. Each must name a different alien that exists among the unused powers, is allowed in
the current game, and does not have Game Setup text. If any players do not do so, you name aliens on their behalf. Take any one of the named aliens and use it as
an additional power. Give this flare to any other player after use.
( Offense Only ) ( Start Turn )
SUPER (IF YOU ARE THE DEMAGOGUE)
You may use this flare to zap any one of your powers (including your Demagogue power).
( As Any Player ) ( Any Phase )
Masters of feigned empathy and rabble-rousing oration, the Demagogues excel at forging coalitions from the unwanted cast-offs of the Cosmos. A few words of hope and promise, well chosen
and well timed, are often all that's needed to bring the dejected and lonely into the fold. Sadly, the euphoria of succor and solidarity soon gives way to bitter reality as those who
fail to perform when called upon are summarily excommunicated.
. . . for fun