recursal/Fanatic-Fandom huggingface dataset:
Thelonious the Merchant Prince

Thelonious the Merchant Prince - Male Human

A merchant prince from the old world, Thelonious views himself the equal to any king or head priest. His goals are to establish his trade empire here in the New World, with seemingly unlimited resourced coming from the old world it seems it will be an easy task for him. His Yacht is a modified Man-o-War and is adorned in lavish accouterments. Inside his office he has a large Gem of some great value and magical proprieties.

Presumed Dead after Goblins stormed and sunk his ship looking for that gem.
Pelage Boueux

## Description

Pelage Boueux *(Angl:Muddycoat)* est un chien de taille moyenne avec une fourrure noire et marron. Il a le bout de ses pattes blanches et une petite tache sur le museau. Ses yeux sont ambrés.

## Caractère

Pelage Boueux est un guerrier doué et inventif. Il est cependant très vantard et se montre arrogant avec les membres les plus jeunes.

## Notes

Pelage de Boue est née d'une chienne inconnue dans le camp du Clan de la Nuit, avec sa sœur, Aile de Brume, et son frère : Soir Ensoleillé. Il a une compagne du nom de Croc de Neige.

Il n'aime pas son frère depuis que ce-dernier a pris Étoile de Lune pour compagne. Il déteste la Border Collie depuis tout petit pour son ancien statut de chienne domestique.
SaveLoad

The SaveLoad system, as the name implies, allows coders to save and load data via the player's local storage. Please follow the below steps:

1) Create your save load scripts as needed. Make sure they extend from SaveLoadManager.

2) On Awake, call SetFileName and pass along your desired filename.

3) Call Save, Load and Delete as you see fit.
Plume Étoilée

## Description

Plume Étoilée *(Angl:Starryfeather)* est une guerrière agile. Elle est fine et rapide, et est très douée pour la chasse. Ses oreilles sont tombantes et recouvertes d'un duvet doux.

Plume Étoilée est une chienne de race Retriever de la Nouvelle Écosse. Elle a le pelage roux/brun et les yeux verts, ainsi qu'une tache blanche au niveau du ventre .

## Caractère

Plume Étoilée est amicale et intelligente. Elle est loyale envers son Clan, son chef et ses camarades. Elle n'est par contre pas très douée pour le combat.

## Histoire

Plume Étoilée est une guerrière du Clan de la Nuit, la compagne d'Oreille de Sapin et la mère de Petit Lis et de Petit Ouragan.
Manager

Manager scripts that other managers can extend from. In some cases, you may wish to keep your manager disabled until other scripts in the scene become available. If so, you can check the loaded boolean to determine whether certain functions should be skipped. There is a demo scene available in the package to illustrate this.

There is also a ManagerAdder script that can be used to automatically find and add all of your managers into the scene. Whenever a manager is ready (after load()), please remember to call LoadComplete() so the ManagerAdder know to remove it from the list.

Some managers depend on other managers to already exist. You can add null reference checks in those cases, and should the check fail, call LoadComplete(false) to let ManagerAdder know. ManagerAdder will then re-attempt to load the failed managers until everything passes.
Menu

Used to generate menus. Each menu manages a set of sub-menus to be displayed. Under most circumstances, only one sub-menu is shown at a time.

Start by extending from the menu script, then decide which sub-menu to display first (using the CreateSubMenu method).

Sub-menus can contain SubMenuButtons. You the AddSubMenuButton method (in SubMenu) to create a SubMenuButton. When a SubMenuButton is pressed, an event is sent out to the Menu script, which will then animate/destroy all current SubMenus and replace that with the next one.

**Required:**

Audio

Codex

Color

Config

Controls

Core

JSON

Language

Sprites

UI
Codex

A codex system similar to the ones found in RPGs like *Mass Effect*. The codex consists of categories, each in turn can contain sub-categories and data entries.

To get started, just attach a copy of CodexManager into your scene. You can assign where your JSON and image files are stored. By default, they should be placed inside Data/ and Images/Codex respectively.

Please refer to CodexManager for other methods that you may find useful. As always, a demo has also been included alongside this package.

**Required:**

Core

JSON

TexturePacker
Écho de Lumière

-Incarnée par Plume de Mésange-

## Description

Écho de Lumière *(Angl:Lightecho)* est une femelle s'apparentant au Berger Australien, blanche, noire et brune, à poils longs. Elle a de doux yeux bleus. Elle est musclée et agile, ayant des caractéristiques de chien berger.

## Caractère

Écho de Lumière est très émotive et très directe. Elle a tendance à agir sur le moment mais ressort souvent vainqueur. Elle aime provoquer et se battre.

## Histoire

Écho de Lumière est la lieutenante du Clan des Flammes. Elle est née de Fleur de Cerisier, une ancienne du Clan.
InvertMouse System Wiki

Documentation for the InvertMouse System, a code base used to develop InvertMouse's projects in Unity.

**Core component:**

Core: The core framework behind the InvertMouse System. Required by every project and sub-component.

**Sub-components:**

Audio: The audio system aims to make sound management easy in your projects.

AudioPickers: Used to load and play random audio files.

Camera: Camera related scripts.

Codex: A codex system similar to the ones found in *Mass Effect*.

Color: Allows you to store color attributes so they can be recalled and used across your project.

Config: A system that allows developers to store player configurations inside separate files.

Controls: System used to display controls to the player.

Dialogue: Used to display dialogue.

JSON: A utility script that can load JSON files.

Language: Enables localization.

Menu: Used to generate menus.

Misc: Misc components that may be useful for development.

Narrative: Creates narrative scenes that can be played in or outside of action sequences.

Sprites: Sprite management tools and utilities.

UI: A set of components used to aid UI development.

Unit: The Unit system contains scripts that can be attached to your in-game characters.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!
Audio

The audio system aims to make sound management easy in your projects.

**Structure:**

Games largely consist of music, sound effects and voice overs. To reflect these, their respective audio files should be placed inside:

Music: Assets/Resources/Audio/Music

SFXs: Assets/Resources/Audio/SFXs

VOs: Assets/Resources/Audio/VOs

**Playing audio:**

To play your sounds, use PlayMusic, PlaySFX and PlayVO from the Audio script. Pass along your filename, and if the set up is correct, you should hear the audio being played. Music tracks will loop by default. You can use the once properly to change that.

**Custom paths:**

Sometimes, you may wish to play audio files from custom directories. The play methods in our Audio script enables this with two parameters:

prePath: The path before the base directory. For example, if you pass along "Assets/Resources/CustomPath" as the prePath, the script will search inside: "Assets/Resources/CustomPath/Music(or SFXs/VOs)".

postPath: The path after the base directory. For example, if the postPath for a VO file is "Deaths", the code will look inside this folder: Assets/Resources/Audio/VOs/Deaths.

**Volume control:**

AudioConfigs, extending from the Config system, allows for volume control. There are four adjustable attributes: master volume, music volume, sfx volume and vo volume. The Audio component will use these properties to determine how loud to play each sound. Whenever these values change, you may use ConfigManager.Instance.Save to store those updates.

**Required:**

Core

Config
Swergscy Wojownicy

**Swergscy Wojownicy** to jedyna forma wojska na terenach Swergje. Są to bardziej najemnicy aniżeli jakakolwiek

   armia, walcząc jedynie za regularną zapłatę pojedynczo lub w grupach.

Pomimo bycia jednymi z najsilniejszych wojowników w całym Aegaris, nawet oni mają problemy przed stałym problemem jakim są hordy Trolloidów.

## Opis

Swergscy Wojownicy to najbardziej rośli, silni mężczyźni w całym kraju, odziani w kolczugi, skóry i zbroje, z pokaźnymi brodami oraz niemniej pokaźnymi toporami. Niepisana zasada tej grupy społecznej to "im większy topór, tym większy szacunek należy się jego właścicielowi".

Brody również mają element społecznego statusu - im ją dłuższe, tym bardziej pokazują jak stary jest owy wojownik, i jeżeli posiada bardzo dużą brodę, oznacza to że przeżył długo nieustanną walkę z Trolloidami.

Wojownicy ci bardzo rzadko posługują się bronią dystansową, albowiem Trolloidy są po prostu zbyt głupie żeby je poczuć, oraz mają za grubą skórę aby przebić ją strzałami.
Qutaria

**Qutaria** to niedostępny, mroczny kraj, powszechnie uznawany przez resztę państw Eauty za jedno z najgorszych miejsc w jakich można się urodzić. Graniczy z Waelt, Północną Federacją i Turq'ce. Qutarią dowodzi Cesarz, a obecnym Cesarzem jest Vlad II.

## Geografia

Qutaria jest państwem o wielu klimatach. Przez większość jej powierzchni rozciągają się mroczne lasy, martwe bagna i pasma górskie, podczas gdy na dalekim południu znajduje się fragment pustyni Kahari gdzie leży granica Qutarii z Turq'ce.

## Kultura

Qutarię zamieszkuje wiele ras niespotykanych nigdzie indziej, ze względu na jej charakterystyczny klimat. Poza ludźmi na jej terenie żyją także wilkołaki, wampiry, hordy Nieumarłych, Duchy i Nibyludy.
Mordecai the Priest

Leader: Mordecai the Priest – male human cleric

Overview: The church of a dominant good aligned deity sends Mordecai, a few acolytes and a handful of church warriors to accompany the expedition. During the long journey, Mordecai converts many colonists and reinforces the faith of others so that by the time the expedition makes landfall, the church is a powerful faction within the colony. Mordecai is a talented cleric, a charismatic speaker, experienced administrator and natural leader. He is also an idealist who believes in peace and his god. The church hierarchy knows the New World will be a vital territory in the years to come, so they sent one of their best to lay the foundations of its first diocese.

Agenda: Mordecai wants to establish the first diocese of his church in the New World. Ideally, he wants to convert all of the colonists to his faith and make all of the laws reflect the tenets of his religion. Of course, he knows that will be highly impractical. He would be content to win the hearts and minds of as many people as possible. Players who help spread the faith will win his favor.

Enemies:
Language

The Language system enable developers to receive text data from JSON files, which in turn allows translations to be implemented more easily.

**Label:**

The Label system allows your text (and TextMeshPro) components to display data from JSON files.

First, attach a LabelDataManager onto your scene. This manager will collect data from all JSONs (inside the Resources folder) that include "label\_data" in their filenames.

Next, attach an instance of Labeller onto your text elements. Assign an id to each one, then when you play the scene, if a matching id exists in one of your JSON files, the text should display as expected.

The Label system works in conjunction with the Localization framework, which tracks the chosen language of your project.

**Localization:**

The Language system, working alongside the Label scripts, enables you to switch languages on the fly. Make sure to include a copy of LocalizationManager in your scene. The default language is set to English. After that, call SetLanguage at any time to make the switch. Please note your Labeller components will have to be re-instantiated for the change to take effect.

R**equired:**

Core

JSON
Wiki Les chiens sauvages

*Bienvenue sur le wiki !*

Histoire du wiki

Trois clans. Trois clans de chiens sauvages se partagent le territoire de la Haute Colline, il s'agit d'un grand espace couvert d'une prairie, d'une forêt de sapin et d'une zone couverte de petits lacs. Ces chiens vivent ensembles avec des règles et des lois, chaque clan étant guidé par un seul de ces canidés. Chaque pleine lune, les membres des clans ont pour habitude de se rendre près du Grand Roc, un énorme rocher entouré de plus petits. Ils se réunissent et semblent rendre hommage à quelqu'un. Mais à qui ? C'est alors que, en haut de la montagne, on aperçoit d'autres chiens... Non ! Des loups ! Ce sont bel et bien des loups qui vivent au sommet des montagnes ! Qui sont-ils ? Des dieux. Ces loups sont des dieux. On nomme leur clan : Le Clan des Quatorze Dieux !

Vous allez suivre le voyage de Darshan, brave chien-loup. C'est alors vous qui déciderez. Choisirez-vous de partir à ses côtés et de vous inscrire en tant que chien de clan ? Ou de lui mettre des bâtons dans les pattes en devenant un chien errant ? C'est votre choix. Votre destin.

Inscription

Pour t'inscrire ? Rien de plus simple ! Il te suffit de te créer un OC (Original Caracter) et de compléter cette fiche ;3 :

Ensuite, tu n'as plus qu'à l'envoyer au chef du wiki : Patte de Silex

Si jamais tu ne sais pas vraiment comment procéder et que tu as peur de faire une bêtise, rends-toi sur cette page : Aide à l'inscription ou va directement voir le chef. ^^

Activité du wiki
Le wiki ne propose pas encore d'activité mais rien ne vous empêche d'en proposer ! Toutes idées seront prises en compte alors n'hésiter pas à nous en faire part !
Globals

Games often have static variables you wish to track across scenes. Because of this, we often end up with a long list of attributes dumped into one script. The Globals system allows developers to divide these into multiple scripts for better maintenance.

To use this system, simply create your scripts as needed and make sure they all extend from the Globals class. Then, attach the GlobalsAdder script into your scene, and at run time, all of your sub-global classes will be added.
Status

The Status system keeps track of what state your game is in. Here are the states available:

NARRATIVE: When you are in a narrative scene. This usually means enemies will not attack, etc.

BATTLE: When you are in a battle.

BATTLE\_PAUSED: When a battle is paused. For instance, perhaps the battle freezes while the camera pans to focus on a particular event.

BATTLE\_WON/LOST: When the battle has been won/lost.

There is also a menu boolean to help track whether you have any menus open. These attributes can be used in your project as you see fit.
Animators

A set of UI animation tools.

FadeTextMesh can be attached to TextMeshPro objects to animate the text. Call SetText(string) to trigger an animation.

UIAnimator can be attached to UI elements. A series of animation tools will then be available to you. For instance, MoveTo, ScaleTo and AlphaTo.

PanAnimator extends from UIAnimator. Menu elements often tween and fade in from a specified direction. This is where PanAnimator comes in. Attach a PanAnimator to your UI element, then call SetUp(string direction) to assign a direction. After that, call Show and Hide as required.
Narrative

Creates narrative scenes that can be played in or outside of action sequences. Each narrative scene is chained together by a series of event objects (stored as NarrativeEventData). Each event object can issue camera commands, dialogue as well as stage directions. Stage directions can instruct units in the scene to move to specified positions.
Krypton Wiki

WILLKOMMEN IM KRYPTON WIKI

Willkommen im Krypton Wiki! Hier findest du alle Informationen zur SYFY-Serie Krypton. Ab dem 18. Oktober 2018 läuft die Serie rund um Supermans Großvater Seg-El auch in Deutschland. Diese Community lebt von der Zusammenarbeit und Mitarbeit von Fans! Es fehlen Informationen zu Charakteren? Zu Episoden? Dann hilf mit, die Seiten zu vervollständigen. Du brauchst Hilfe, dann schaue dich mal auf den Hilfeseiten um oder melde dich direkt beim Admin Marcus Pierce. **ACHTUNG: Dieses Wiki behandelt Inhalte direkt nach dem US-Release der Serie und könnte Spoiler enthalten, wenn du das deutsche Release verfolgst.**

CHARAKTERE
Seg-ElLyta-ZodDev-EmNyssa-VexVal-ElJayne-ZodKemDaron-VexAdam StrangeBrainiac

HÄUSER
Haus ElHaus EmHaus VexHaus Zod

NEWS & BLOG POSTS

 BLOG\_LISTING\_POST\_BUTTON\_TEMPLATE

Springteufel
4. Oktober 2018

 0

## Wie Krypton den Superman-Mythos bereichert – auch ohne den Mann aus Stahl

**Als SYFY die Serie Krypton ankündigte, stellten sich Fans sofort die Frage, ob es ein Prequel über die Abenteuer von Supermans Großvater wirklich braucht. Doch jetzt, nachdem die erste Staffel bereits im US-Fernsehen gelaufen ist, hat Krypton seine …**

Ganzen Beitrag lesen

EPISODEN
Folge 1: Das ErbeFolge 2: Das Haus von ElFolge 3: Die ranglose InitiativeFolge 4: Das Wort von RaoFolge 5: Das Haus ZodFolge 6: BürgerkriegFolge 7: TransformationFolge 8: Schreckensnacht

COUNTDOWN
Die erste Folge startet bald auf SYFY
Nur noch October 18 2018 20:00:00Die erste Folge ist erschienen!

VIDEOS

TRIVIA

Wer oder was steckt hinter dem religiösen Kult um die Stimme von Rao?

MEINUNGEN

SOCIAL
Twitter
Johnson

**Johnson** is one of the main characters in the Advicit Armadillos series.

## Personality

Johnson is someone who’s in his early teenage years. he’s still enrolled in school, and wants to apply to work at a laboratory. He’s pretty intelligent as a person, but not to a considerable degree, he’s also a relatively positive person even with his vast amount knowledge.
Nebutori

**Nebutori** to typ ducha zamieszkujący regiony nadmorskie Cesarstwa Han-Pai. Ci Nieumarli uwielbiają

   wręcz tuczyć swoje ofiary - szukają kobiety którą następnie nawiedzają, i podpasają.

## Opis

Nebutori to zmarłych Han-Paiczyków którzy za życia byli adipofilami - im bardziej oddanymi swojej parafilii za życia, tym silniejszymi byli Nebutori, od wieśniaków twierdzących że otyłość to symbol bogactwa, po bogatych szogunów którzy uwielbiali mieć jak największe żony.
Na granicy Han-Paisko-Północnej często żyją wraz z Omacnicami w grupach.

Wielu Han-Pajczyków zachęca Nebutori aby przybyły do ich domów podczas głodu, zaś inni wystawiają rozmaite amulety i odstraszacze duchów aby tylko chronić swoje kobiety od tych duchów.

W przeciwieństwie do większości duchów, Nebutori nie są złośliwe ani w żaden sposób nie mszczą się za swoje życiowe porażki i upokorzenia - jak sami twierdzą przybyły ponownie na ziemię żeby rozesłać swoją miłość do jak największej ilości kobiet, innymisłowy włożyli tyle życia i duszy w swoją parafilię, że po śmierci stali się jej żywą inkarnacją.

Mieszkają często na farmach ryżu i wodorostów, nawiedzają także cmentarze i piwnice.
Fleur de Poussière

## Description

Fleur de Poussière *(Angl:Dustflower)* est une chienne Bouvier Bernois de carrure fine, aux grands yeux ambrés. Elle a un pelage épais et des oreilles douces. Le bout de ses pattes et de sa queue est blanc.

## Caractère

Fleur de Poussière est aimable, douce et calme. Elle a cependant un bon caractère et s'adapte facilement. Elle est très sociable et ne tarde pas à se faire des amis.

## Histoire

Fleur de Poussière est une reine du Clan des Nuages, la compagne de Griffe de Soleil et la mère de Patte Fauve, Petit Renard et de Petit Nuage.

Alors que ses petits sont âgés de 4 lunes, leur père, Griffe de Soleil, meurt, tué par des chiens errants. Elle est dévastée mais se remet debout pour ses petits et lutte contre le désespoir. Elle deviendra vite amie avec Darshan lorsque ce-dernier accompagnera Étoile de Lune au camp du Clan des Nuages.
Core

The core components that power every InvertMouse System based project. Contains commonly used methods and utilities to speed up development.

**Components:**

Globals: Helper scripts that allow developers to divide their global scripts for easier maintenance.

Manager: Manager scripts for other managers to extend from.

SaveLoad: Save load system for your project.

SceneLauncher: Script used to set up your scenes.

Status: Tracks your game's status (e.g. whether you are in a battle).

Video: A video script that may be useful for logo and other splash screens.
JSON

Contains a JSONUtilities script that allows coders to load JSON files in less lines. Call JSONUtilities.LoadJSON(*path to JSON file*) and you will receive a JSONObject in return. This can then be parsed by other deserializers.

**Required plugins:**

JSONObject: http://wiki.unity3d.com/index.php/JSONObject
Patte de Soleil

## Description

Patte de Soleil *(Angl:Sunfoot)* est un mâle Border Collie. Il a une pelage long, noir et blanc et de beaux yeux noisettes.

Il descend d'une longue lignée de pur race, sa mère et son père étant eux-même des purs races.

## Caractère

Patte de Soleil se montre capricieux et arrogant, suivant les règles à la lettre. Il aurait souhaité avoir une autre compagne que Truffe Blanche, qu'il n'aime pas vraiment mais n'en a pas eu le choix. C'est d'ailleurs la raison pour laquelle il se montre aussi désagréable.

## Histoire

Patte de Soleil est un guerrier du Clan des Flammes, le compagnon de Truffe Blanche et le père de Lac de Lune et de Cœur de Truite.

## Notes

* Il a donc des origines de chien domestique.
* C'est sa mère qui lui a choisi sa compagne.
Matilda

**Matilda** is one of the main characters in the Advicit Armadillos series.

## Personality

Her shtick is that she’s always been a huge freak for gardening and planting crops, and wants to work for the city’s main farm, for planting crops and plants. Matilda is also the age of an adult. She may be generous, but she’s also somewhat of a perfectionist, wanting things to be as perfect as possible. She gets upset whenever a garden she’s managing starts all of a sudden wilting.
Jayden

**Jayden** is one of the main characters in the Advicit Armadillos series.

## Personality

Jayden is a teenager. He's an enthusiastic, mostly optimistic person, with there of course being obvious exceptions to this. His favorite things include, listening to pop music, helping out people with things, and enjoying things as they go on. Also, his favorite food will be this thing called a “Clapsitie” His job is that he is the main DJ for the town’s “Ball Room.” (for whenever major parties are happening)
Advicit Armadillos Wiki

## Welcome to the official Advicit Armadillos Wiki!

This is the wiki for a currently upcoming YouTube web-toon, titled "Advicit Armadillos"

This show will focus upon a group of six related Armadillos and their jobs in the town that they have recently moved too, after their previously troubling lifestyle up northwards, and we get to see what happens in their not-so ordinary every day lives.

The show's first episode will likely release sometime late in 2019.

Stay Tuned for more information about this show!
Gerald

**Gerald** is one of the main characters in the Advicit Armadillos series.

## Personality

Gerald is a pure adult, and is seeking for a quality job, mostly due to his low amount of money that he has. He’s a very skeptical and doesn’t think he’ll ever get a job that’s worth a good amount of pay, but that will also personally benefit him, and he doesn’t take it into consideration most of the time.
Królestwo Tanaoero

**Królestwo Tanaoero** to wyspiarskie państwo położone u podnóża Wschodniego Kontynentu. Jest to świat pięknych wysp, rybaków i dzielnych wojowników rządzony przez Króla.

## Historia

Wyspa na której to później powstało Królestwo Tanaoero oddzieliła się od Wschodniego Kontynentu podczas ewolucji człowieka, kiedy ludzie byli jeszcze zaledwie prymitywnymi łowcami-zbieraczami.

## Mieszkańcy

Mieszkańcy Tanaoero dzielą się na dwie zasadnicze grupy - Tu i Ja. Tu to rasa śniada, a Ja to rasa czarna. Żyją razem.

Tanaoeryjczycy są często dość pulchni, nawet ich wojownicy są bardziej przysadziści niż umięśnieni, z czego rasa Tu jest bardziej skłonna do przybierania na wadze. Oczywiście niemal zawsze najgrubszy jest wódz wioski oraz jego rodzina.

## Religia

Tanaoeryjczycy wyznają dwóch bogów - Tu wyznają bóstwo znane jako Ta Maha, a Ja bóstwo o nazwie Maha Ta, z czego obaj są swoim odwróceniem. Ta Maha to bóg przymilny i miłujący pokój, podczas gdy Maha Ta to bóg wojny który według legend żyje w wulkanie gdzie kuje kule ognia.
Drawing a New Hand

Players do not get to draw a new card at the end of an encounter, the end of the turn, or even when they run out of cards.

A player only draws a new hand of eight cards when he or she next needs to use an encounter card and has none. This is either at the **start of the player’s *turn* (offense)** or when the player is ***the defense during the Planning Phase***.

If the offense has no encounter cards (attacks, negotiates, or morphs) at the start of his or her turn, the offense must play (if possible) or discard any non-encounter cards, draw eight new cards, and continue his or her turn.

If the offense runs out of encounter cards later during his or her turn and needs to play one, the offense’s turn ends immediately. (This might happen for several reasons, including paying compensation after an encounter, an alien power, or a card effect.) If this happens, the offense returns any of his or her ships on the hyperspace gate to his or her colonies. Allies also return their ships to any of their colonies.

If the defense has no encounter cards when he or she is required to play a card in an encounter (normally during the Planning Phase), the defense must play (if possible) or discard any non-encounter cards, draw eight new cards, and play one of them in the encounter. If the defense doesn’t draw any encounter cards in the new hand, this process is repeated as many times as necessary.
Avery

**Avery** is one of the main characters in the Advicit Armadillos series.

## Personality

Avery is your average female colleague that you’d commonly come across, although she looks up to famous figures in this show’s universe, and has always wanted to be well known in history. Otherwise, she has a pretty average mood, not being overly invested in things, yet not overly sensitive, but can get hooked onto something very easily, as she has a short attention span too. Her Job is that she is a graphics designer for a division she works at.
Special Ship Marker

Ship markers fit on top of normal ships to create “special ships” that can be used in a multitude of game variants. Each marker has a front and a back, with some variants instructing a player when to flip it over. During game setup, if playing with special ships each player places his or her colored ship marker on one of his or her normal ships, faceup, to create a special ship. All players should agree on what the special ships represent, using one of the variants listed.

## General rules for special ships

* Using your special ship’s game effects requires having control of that ship (not in the warp, not captured, etc.).
* If a variant provides a special action, the ship’s owner may activate this single-use effect by flipping the ship marker facedown. The owner may then “recharge” the special action for re-use by turning the marker faceup again whenever the special ship is retrieved from the warp, or if the owner does not have a second encounter on his or her turn.
* If a special ship is captured or removed from the game, when its owner retrieves a different ship from the warp during his or her own regroup phase, that player may place his or her ship marker on it, faceup, to create a replacement special ship.

## Special Ship Variants

### Flagship Variant

* When a main player or ally has his or her flagship in an encounter, after encounter cards are revealed he or she may add an extra +3 to his or her side’s total.
* Hyperspace drive special action: A player’s flagship may interrupt play to move to one of his or her colonies, to one of his or her tech cards being researched, or into an encounter in which he or she is involved (ignoring hyperspace gate limits).

### Salvage Vessel Variant

* When a main player or ally has his or her salvage vessel in an encounter, after winning the encounter he or she may either receive two rewards, or draw two tech cards from the tech deck (if in use) and choose one to keep. This is in addition to any other benefits received for winning.
* Tractor beam special action: A player’s salvage vessel may interrupt play to retrieve one card from the discard pile.

### Double Ship Variant

* When playing with three or four players, each player may create a second special ship using a ship marker of an unused color. Players should agree on whether everyone will have two special ships of the same kind, or of two different kinds (agreeing also on which one is represented by the unused color). Normally a player may not send both of his or her special ships into an encounter, although game effects such as Amoeba’s power or a flagship’s hyperspace drive special action may allow it.
Artifact

Artifacts are devices created by the Precursors and left behind for possible use by their children. These powerful items allow players to further alter the outcome of encounters and the game. Artifact cards are clearly marked. They cannot be played as encounter cards but may be played at other times. All artifact cards are discarded after they have been played. Each artifact card tells you when and how it may be played.
Stripping a Planet of Ships

As soon as a player removes the last of his or her ships from anyplanet, that player no longer has a colony on that planet. Any ships involved in the encounter cannot return to that planet. Ships retrieved from the warp cannot return to that planet. That player has no colony there.

If a player has no ships left on one of his or her home planets, he or she must still defend it (with zero ships).

If a situation arises where a player must relocate ships but he or she has no colonies anywhere on the board, those ships go to the warp.
Colony

**Colony** - A colony is defined as one or more ships of the same color on a planet. If a player has one ship on a planet, he or she has a colony there. If a player has two or more ships on the same planet, it still only counts as one colony, composed of multiple ships.

However, a planet may have more than one colony, provided each colony is controlled by a different player. A colony that a player owns in her or her home system is referred to as a home colony, while a colony that a player owns in any other player’s home system is called a foreign colony.

## Types of Colonies

**Foreign Colony** - A foreign colony is a colony that a player owns in any *other player’s home system*

**Home Colony** - A colony that a player owns in *their own home system* is referred to as a home colony
Reinforcement

**Reinforcements allow players to tip the scales of an encounter after encounter cards have been revealed.**

**Reinforcements cannot be played as encounter cards. Instead, during the Reveal Phase, after encounter cards are revealed, the offense, defense, and any allies may play reinforcement cards on either side of the encounter (this does not necessarily have to be their own side). The reinforcement card adds to that side’s total for the encounter.**

**Players may continue playing reinforcements in response to other reinforcements until all players pass. Once all players have passed on the opportunity to play further reinforcements, the encounter is resolved with the new totals.**

Any player involved in the encounter may play a reinforcement on either side, regardless of what type of encounter cards were revealed.
Compensation

When one player plays a negotiate and his opponent plays an attack card, the player who played the negotiate card gets to collect compensation. That player must randomly take *one card for each ship he or she lost to the warp* (not counting any allies’ ships – they go to the warp without compensation) from his or her opponent’s hand.

* When selecting cards at random from a hand with both cosmic and reward cards, a player is allowed to choose which card backs he or she is targeting. In other words, “at random” means “without seeing the faces of the cards.”

If the player’s opponent doesn’t have enough cards to provide full compensation, the player takes the opponent’s entire hand of cards.

If the offense runs out of encounter cards after paying compensation, the offense’s turn ends immediately.

## Paying Compensation

Compensation does not create any kind of “lien” or “hold” or “freeze” on your hand. You are free to use any cards that may be legally played before compensation begins to be collected.

So, you could play a reinforcement card to get it out of your hand before compensation is taken, for instance.

However, once the opportunity to play such cards has passed and compensation begins, then it is too late. For example, you cannot wait to see if Hacker is going to target you before deciding whether to “dump” your reinforcement cards, because the time to affect encounter totals has already passed. Once an effect targets your hand, nothing can interrupt that effect except a Zap or some other power or effect that specifically lets you interrupt it.

## "Lost ships" vs. "Losing ships" vs. "Sent ships"

Compensation only comes for ships lost to the warp. For example, *Zombie* would not be entitled to compensation as their ships do not get lost to the warp; or ships losing to *Void* would not be entitled to compensation as ships are not lost to the warp.

***Lost ships*** are any that go to the warp involuntarily at any point in the encounter.

***Losing ships*** are those involved in the encounter (main player or allies) that should go to the warp.

***Sent ships*** are those that go to the warp because of a specific player action (power or effect), sometimes voluntarily, but not directly involved in the encounter, and count as lost. Remote “sends” ships to the warp, and those ships are “lost” to the warp (but are not “losing” ships). Zombie’s ships would be “losing” ships, but are not “lost” to the warp. Fungus captures losing ships, so would not capture ships lost to Grudge. Observer would protect losing ships, and those lost or sent.

Note that Void specifically eradicates losing ships rather than sending them to the warp (this is why Zombie’s ships are eradicated, and why Fungus would not capture losing ships as Void’s ally).
Essence Cards

Several aliens begin the game with a new component called essence cards. Each of these aliens has an essence symbol on its sheet and its own set of essence cards which enhance its power.

## Setup and Gameplay

Before playing as an alien with essence cards, shuffle that alien’s essence cards and place them facedown as a *set*. Then, draw three cards from that set as your *essence card cache.* When referred to by game effects, a set of essence cards is not considered to be a deck and a cache of essence cards is not considered to be a hand. Cards in a player’s **cache** are kept separate from the **set** and kept secret from all other players until played.

Players will always maintain a **cache** of three cards; each time players play or are forced to lose an essence card from their **cache**, they replace that card by taking the top card from their **set** and placing it in their **cache**. Any essence cards that are played or lost are kept in a faceup unavailible pile. When there are no essence cards left in a **set**, that player shuffles his unavailable essence cards to form a new **set**.

When an alien sheet with the essence symbol is lost or flipped facedown, all essence cards still in the game belonging to that alien are returned to that player’s **unavailable pile.**

Players can always look at their **cache** as well as essence cards they have played on another player. Players who have been given essence cards may not look at them if they are facedown.

## Aliens with Essence Cards

Alien - 9 traumas

Anarchist - 8 disruptions

Assistant - 6 helps

Nanny - 8 consequences

Nightmare - 10 bad dreams

Oligarch - 5 privileges

Sheriff - 9 tickets
Reward Deck

This variant uses all of the standard rules and victory conditions, with the exception of the following rules.

* When a player receives cards as defender rewards, he or she may draw some or all of the cards from the reward deck.
* Discarded reward cards go to a *special reward deck discard pile*. Not all game effects that target the regular discard pile, or the cards in it, will apply to the reward deck discard pile.
* If an effect targets a card just before, while, or just after it is discarded (such as the Clone, the Fido, or the Vulch), then that effect does work on cards headed to either discard pile. However, something happening later that is not specifically responding to *the discarding process* (such as Delta Scanners or Space Junk) does not affect the reward deck discard pile; it is too late!
* When the reward deck runs out, shuffle its discard pile to make a new reward deck. If the reward deck discard pile is also empty, then no further reward cards can be drawn until at least one reward card is discarded. The reward deck never causes a cosmic quake.
* When selecting cards at random from a hand with both cosmic and reward cards, a player is allowed to choose which card backs he or she is targeting. In other words, “at random” means “without seeing the faces of the cards.”
Bystanders

**Colonies on the defense’s planet which are not part of that home system (that is, they are not the color of the home system) do not count towards the defensive total and are not affected by the outcome. They are simply bystanders. When a player is attempting to drive a foreign colony from his or her home system, only one player’s colony can be chosen to be the defense in the encounter. All others are ignored.**
Zapping Alien Powers

Occasionally, a game effect (such as the “Cosmic Zap” artifact ) is said to zap a power. This can only happen when the power is ***used*** as described on its alien sheet. The effect of that power’s ***use*** is then canceled and that power may not be used again until the end of the current encounter.

Some parts of some alien powers are passive (with the keyword "***use"***) such as Warrior’s ability to add tokens to its alien sheet and Zombie’s ability to free ships as part of a deal; these do not require the power to be used in order to occur, and therefore cannot be zapped.

## Details and Special Circumstances

* If you Cosmic Zap a player that is using their Super flare, the flare remains in their hand, but he may use the Wild flare while their power is zapped.
* You can wait to see the immediate effect of a power. However, the window of opportunity is relatively short while still in the same phase.
	+ For example, if you choose not to Cosmic Zap Chosen when they draw divine intervention because the added attack card is not enough for Chosen to win (but then after playing reinforcements, Chosen has the higher total), you cannot then play a Cosmic Zap to undo the divine intervention. Once play has moved into the next phase (from Planning to Reveal, for instance), it is too late.
* You cannot preemptively zap a power.
Dialogue

Used to display dialogue. Please refer to the demo scene to see how a dialogue panel should be structured. With that done, simply call DialogueManager's QueueDialogue method, pass another a Dialogue object, and it will be queued automatically. The dialogue will then show up one by one.

**Required:**

- Audio

- AudioPickers

- Codex

- Color

- Config

- Controls

- JSON

- Language

- Sprites

- UI
Foreign Aid

This optional rule allows non-main players to send cards to main players as foreign aid using their alliance dials.

Non-main players must position their dial even when they have not been invited to ally. Any non-main player, invited or not, may position his or her dial to show the miniature card for either the offense or the defense. When the dials are revealed, each player who chose to send foreign aid secretly offers one card from his or her hand to the chosen main player.

The main players review their foreign aid offers and must accept or reject each one.

If a card is rejected, it is returned to the offering player. If a card is accepted, the offering player immediately gains one reward and the main player *may*also invite the offering player to send a specified number of ships (subject to all applicable limits) to become his or her ally.
Kicker

**These cards are played facedown *during the planning phase before encounter cards are selected*, with the player announcing that he or she is playing a kicker. Kickers cannot be affected by game effects that target a player’s encounter card.**

**A kicker’s effect depends on what encounter cards are played during the encounter.**

### **• Attack vs. Attack:**

I**f both players play an attack, the kicker multiplies its player’s attack card by its value. For instance, a player with 12 ships on his or her side that has played an attack 10 and a x2 kicker has a total of 32 ((2x10)+12).**

### **• Attack vs. Negotiate:**

**If the player with the kicker played an attack, the kicker has no effect. However, if the player with the kicker played a negotiate, his or her compensation is multiplied by the kicker’s value. For instance, a player who would normally receive 3 cards as compensation would receive 6 cards as compensation if he or she had played a x2 kicker.**

### **• Negotiate vs. Negotiate:**

**In the event of a successful deal, a kicker has no effect. However, after a failed deal, the number of ships lost to the warp by the opposing player is multiplied by the kicker’s value. For instance, if a player played a x2 kicker before a failed deal, that player would lose the usual 3 ships to the warp, but his or her opponent would lose 6 ships to the warp!**

## Kicker Questions

Q: When are kickers revealed?

A: The are revealed in the reveal phase.

Q: Does a kicker multiply a card value before or after the effects of card modifying powers such as Calculator, Gaviton, Mirror or Tripler? What about the effects of flares such as Calculator Wild or Gambler Wild?

A: After.

Q: How does a kicker work with a Crooked Deal negotiate?

A: The 3 ships lost in a deal or the number of cards taken in compensation is adjusted up or down by 1 first, then multiplied by the kicker. For example, if you had 3 ships and negotiated with a Crooked Deal and a kicker x2 while your opponent played an attack, you would receive 8 cards in compensation (3+1x2).

Q. Is either main player required to commit to using or not using a kicker before the other main player decides about kickers?

A: Either main player may change their mind, but if they cannot ultimately decide, the offense must commit first.

Q: If my opponent plays a kicker and I reveal a negotiate, is my compensation increased?

A: No. A kicker only affects the encounter card of the player who played it (unless otherwise indicated). You would only increase your compensation if you had revealed the kicker.

Q: As the defense, can you play a kicker before drawing a new hand?

A: Yes. kickers are played before encounter cards (and announced), and the defense draws a new hand when needing to play an encounter card (after kickers are played).
Driving Out Foreign Colonies

If a player draws his or her own color from the destiny deck (or a special card that designates him or her as the defense), the player may try to eliminate a foreign colony in his or her home system. This type of encounter is similar to normal encounters, except the offense points the hyperspace gate at *another player’s colony in his or her own planet system.*

The offense chooses which player’s colony is the target. That player becomes the defense for that encounter. Remember that all ships of one color on any planet make up only one colony. All other colonies on the planet are bystanders.

Note: If there is a planet in a player’s home system with no ships on it, aiming the hyperspace gate at that planet allows the player to automatically re-establish a colony on that planet with up to four ships from any of his or her colonies. Doing so counts as a win and a successful encounter.
Deals

In a deal, players have one minute to **completely**conclude a trade.

A player may trade cards and/or allow his or her opponent to establish one colony on *any one planet where the player already has a colony,* including foreign colonies. In this way each main player may gain a new colony and/or new cards.

Any of a player’s ships that are not in the warp can be used to establish this colony.

Cards must come from the players’ hands, not from the deck.

Any ships remaining in the hyperspace gate after the deal return to any of the offense’s colonies. Allies are never included in a deal. If no agreement is reached within one minute, the deal fails. The players cannot agree to do nothing as a deal – either a card or a base must change hands for a deal to be successful.

A successful deal counts as a successful encounter but not as a win or winning encounter.

## Details and Clarifications

* The deal may be one-sided, however at least 1 colony or card must change hands.
* the tangible things traded in a deal are explicitly restricted to what’s allowed in the rules (and anything else allowed by a specific power or card), and at least one colony or one card must always change hands for the deal to be valid. Players are free to add non-tangible terms to the deal, such as promises of future actions, but these are unenforceable.
* You cannot trade tech cards in a deal.
Hidden Alliance

This variant is recommended for games with four or more players and allows all players’ decisions during the Alliance Phase to be revealed simultaneously, creating a more suspenseful situation with opportunities for persuasion, misdirection, and betrayal.

## Gameplay

During each encounter, after both main players have invited allies, each player who is eligible to become an ally picks up an alliance dial and rotates it to indicate both the side that he or she is joining and the number of ships he or she is committing, as follows:

• The number of dots in the window on the hyperspace gate end of the dial indicates the number of ships a player is committing to the offense.

• The number of dots in the window on the planet end of the dial indicates the number of ships a player is committing to the defense.

• A dash (–) in both windows indicates that a player is not committing ships to either side.

• The rectangular card icon on the dial is used in the Foreign Aid Option

Each player who is eligible to ally must rotate his or her dial to one of the positions listed above, even if he or she does not intend to join the encounter. This keeps decisions among all players secret. Players are allowed to make claims out loud about the positions of their dials, whether true or not.

After selecting positions on their dials, players place their dials facedown in front of their alien sheets. When the dials of all eligible players are in front of their alien sheets, all of them are revealed simultaneously. Those who have chosen to ally send their ships to the encounter according to the position of their dial.

• A star is used to show special cases, as presented on individual alien sheets or cards (e.g.: using the Plasma Thrusters tech card) or where the alliance dial cannot show enough information to indicate a player’s intentions (e.g., when using the Yin- Yang alien in Cosmic Dominion), the player dials the star into an appropriate window. After all of the dials are facedown in front of alien sheets, but before they are revealed, the player with such a special circumstance announces his or her choice out loud.

## Foreign Aid Optional Rule

This optional rule allows non-main players to send cards to main players as foreign aid using their alliance dials.

Non-main players must position their dial even when they have not been invited to ally. Any non-main player, invited or not, may position his or her dial to show the miniature card for either the offense or the defense. When the dials are revealed, each player who chose to send foreign aid secretly offers one card from his or her hand to the chosen main player.

The main players review their foreign aid offers and must accept or reject each one.

If a card is rejected, it is returned to the offering player. If a card is accepted, the offering player immediately gains one reward and the main player *may* also invite the offering player to send a specified number of ships (subject to all applicable limits) to become his or her ally.