KLUTZ << BETA >> Friday March 16, 2012
KLUTZ FUMBLES CARDS AND SHIPS Yellow
You have the power of Clumsiness. Whenever you draw more than one card from the deck (including when you are dealt your initial hand),
use this power to fumble and drop one or two of the drawn cards.
Whenever you place more than one of your ships on the same planet, use this power to bump any one other ship off of an adjacent planet in the same system.
Fumbled cards and ships go to the discard pile and the warp.
( As Any Player ) ( Mandatory ) ( All Phases )
WILD (IF YOU ARE NOT THE KLUTZ)
For the rest of this encounter, each time another player should draw more than one card from the deck, you may deal out that player’s cards. Deal one faceup, deal one to the wrong opponent, or do
both (with the same card or two different ones).
( As Any player ) ( Any phase )
SUPER (IF YOU ARE THE KLUTZ)
As the offense or an offensive ally, before encounter cards are revealed, you may examine your ships in the hyperspace gate, then drop them from one foot above the gate. If any ships on your side
of the encounter come to rest at least partly on the table, after cards are revealed the offense decides which ones return to the gate and which ones return to colonies.
( Offense or Offensive Ally ) ( Reveal )
The Klutzes are described by their Cosmic neighbors as being all thumbs, and this is meant quite literally. Possessing no fingers and only marginally opposable thumblets – typically seven, eleven,
or fifteen, depending on whether the individual is male, female, or foomale – it is a wonder they can even tie their own podpads. Klutz reproduction is thus hypothesized to occur via a phenomenon
that has come to be called “improbably fortunate collisions.”
Art Comp by Bill Martinson's
. . . for fun