Alien Updates

Listed below are updates and clarifications to the Alien powers and some flares. Clarifications are in a QA format and the updates to the text are in *italics*.

## Alien (CE)

Q: If a captured ship on a trauma card is removed by an effect like Ship Zap, what happens to the trauma card?

A: It is returned to Alien and placed in its essence card discard pile.

## Amoeba

Q: Can Amoeba ooze all 20 ships into the hyperspace gate, or would he lose their power immediately upon reducing their home colonies to 2? What happens to the ships that were removed from home colony #3?

A: Amoeba may ooze all 20 ships, as the power happens all at once. Once all 20 have been moved, then yes, Amoeba would lose their power.

Q: If Amoeba Super oozes all of their ships out of an encounter as an ally, is Amoeba Super considered to have allied in the first place (for effects such as Grudge and Mutant Wild flare)?

A: Yes.

Q: Can a player use Amoeba Wild to increase their ship count if they have no ships as the defense?

A: Yes.

## Anti-Matter

Q: If Anti-Matter’s flare is used to prevent another flare being played, is the prevented flare kept in hand? Also, does it count against that player’s limit of one flare per encounter?

A: The prevented flare is kept in hand. Since the player was prevented from playing the flare (rather than having it be cancelled), the prevented flare does not count against the player’s limit of one flare per encounter. However, remember that the prevented flare may not be played again that encounter.

Q: The Anti-Matter Super flare says it works “during each encounter.” Do you have to play it each time you want to use it, or is it automatic?

A: You must play the flare each time you want to use its effect.

Q: If Fungus is allied with Anti-Matter and has a ship with 5 other ships stacked under it, does Fungus subtract 6?

A: Yes. The same is true if Fungus is allied with Anti-Matter’s opponent.

## Arcade (CS)

Q: Does ”Pwning” count as capturing?

A: Yes.

Q: Can Arcade pwn a hired ship from Merchant, a horde token from Horde, etc.?

A: No.

Q: Can the Arcade use its power to pwn one ship even if he lost (against Human, Loser or Pacifist) after playing an attack card versus a negotiate card?

A: Yes.

## Architect (CE)

Q: Does a permanent tower mean that Architect may continue doubling even without use of their power?

A: No. It just means the towers themselves are not physically disassembled.

## Barbarian

Q: Are rifts triggered when Barbarian pillages another player’s hand?

A: Only if Barbarian takes one of the rifts. Typically, Barbarian will discard those cards after pillaging a hand, so the rift never entered Barbarian’s hand.

## Bandit

> *Bandit should read “cosmic deck” instead of “encounter deck.”*
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## Bleeding Heart (CE)

Q: What happens when Bleeding Heart faces off against Warhawk?

A: The encounter cards ultimately end on a value of Attack 00.

## Bride (CD)

Q: Does the engagement ship count as being captured?

A: Yes.

## Bully (CI)

Q: Can Bully target ships researching tech?

A: Yes.

## Bulwark (CS)

Q: What happens when it is not possible for ships to remain in place or the number of ships lost is not known?

A: Ships are sent to the warp normally.

## Butler (CA)

Q: Butler Wild flare says “play resumes where it left off.” What does that mean?

A: See errata for Butler flare.

## Changeling (CC)

> *Changeling’s second sentence should read “Either draw a card from the deck and add it to your hand or swap alien sheets with your opponent.” This clarifies that Changeling is not just using the power, but actually trading sheets.*
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> *Changeling should read “Warrior’s tokens” rather than “Warrior’s points.”*
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Q: If Changeling changes alien sheets with Pentaform, what swaps?

A: Pentaform and all lifestages move to the player using Changeling. Arcade (CS)

## Chosen

Q: Does Chosen’s Super flare have to be played before or after they look at the cards they’ve drawn?

A: After.

Q: Can you Cosmic Zap Chosen after they’ve drawn cards, when you’ve seen what they want to play?

A: Yes.

## Chronos (CI)

Q: Can a player replay a flare that was played in the original encounter during the planning phase or later?

A: No. A flare played that affects the outcome of the encounter is still considered to be played, and its effects are still active (e.g., Calculator Wild). If the new outcome alters the validity of the flare, it simply has no effect (e.g., Deuce Wild).

Q: What happens to tokens spent or cards discarded in the initial encounter with Chronos?

A: Tokens are spent, but all cards played from the Planning Phase on are returned to hand. Those played before are discarded.

Q: Is a kicker played in the first encounter still allowed in the repeat of the encounter?

A: Only the opponent’s encounter card is set aside. kickers may be reused in the replayed encounter.

Q: When Chronos declares time travel, does Deuce have to set aside both cards played?

A: Deuce’s second card does not count as an encounter card, so it returns to hand and may be replayed.

Q: Do powers that happened at Planning or Reveal get to trigger again, like Sorcerer or Chosen?

A: Yes. Even though some alien powers say “once per encounter,” the encounter is being replayed from the start of the Planning Phase, so those aliens have an opportunity to replay their effects if they are used from Planning or later (even if they didn’t use an optional power the first time through).

## Chrysalis (CA)

> *Chrysalis should read “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. You become that alien for the rest of the game. Add its flare card to your hand and take its alien sheet. Then, remove the other nine flare cards from the game and return this sheet to the game box.” This clarifies that the 9 flares are not added to the cosmic deck discard pile.*
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Q: When using the Chrysalis Wild flare, what happens to the extra flare you draw each time at the end of the encounter (as well as when you have to draw again because of a Game Setup alien)?

A: They are removed from the game.

## Citadel

Q: If the Citadel’s power is lost or discarded, are the citadels discarded or not?

A: The citadels remain in play if Citadel’s sheet is turned facedown, but if the sheet is discarded, the citadels are discarded as well.

## The Claw (CC)

> *The Claw should read “At the start of any regroup phase, you may swap a non-negotiate card from your hand with your claw.” The claw card can never be a negotiate (of any kind).*
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> *The third paragraph should read “Once per encounter, when another player plays a card faceup or reveals a copy of the card you have chosen as your claw, use this power and reveal your claw...” This means that cards played faceup will activate the claw, as well as cards that are revealed (even if they weren’t originally played by the same player, as in the case of Sorcerer switching cards).*
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Q: Can a Negotiate card be chosen as the claw after the game setup?

A: No

Q: What happens when The Claw’s last encounter card is taken (by a Finder artifact, for instance), and there’s no claw on the alien sheet?

A: The Claw chooses a new claw after drawing a new hand.

Q: If The Claw’s claw is a 12, and Mirror changes an attack 21 into a 12, does The Claw use its power? Likewise any other effect that changes the value of a card to the claw?

A: No. The card revealed must be a 12, not whatever game effect changes its value to a 12. Similarly, if an effect like The Cosmic Guardian changes an attack card into a negotiate, The Claw still uses its power when that attack card is revealed if it matches the claw.

Q: Does discarding a card trigger The Claw (for instance, when Hate uses its power)?

A: No. Playing a card (like a flare, reinforcement, artifact) does, and revealing an encounter card you have played (including Deuce’s second encounter card, and Cavalry’s encounter card as an ally) triggers The Claw.

Q: If the claw card is an attack 10 from the cosmic deck and a player reveals an attack 10 from the reward deck, does The Claw get to use its power?

A: Yes. The backs of the card don’t matter, only the face.

Q: If I play a card that matches The Claw’s claw card, but it is switched by Sorcerer, who loses their planet to The Claw?

A: The errata explains that whoever reveals the card is the target of The Claw’s power.

Q: What if both main player reveal copies of the claw card?

A: The Claw chooses which player is affected (but not both).

## Clone

Q: If Sorcerer switches cards, which card does Clone or Filch take?

A: Clone takes the card that ends the encounter in front of him, Filch takes the card that ends the encounter in front of their opponent.

Q: Do Clone, Filch, and Fido have any precedence over each other? )

A: Clone does take precedence, while Filch and Fido are subject to the standard timing rules.

Q: Clone Super flare uses the phrase“up to.” Does this mean Clone can choose any number between the regular compensation amount and double that?

A: Yes.

Q: Does Clone get to also keep a kicker played?

A: No.

## Converter (CS)

Q: Can the Converter use their power to draw a card during the regroup phase even if he has no ships in the warp.

A: No, because he would not be retrieving any ships.

Q: What does “ships saved during an encounter”refer to?

A: Any ships Converter saves through power use during a player’s encounter (from regroup to resolution).

## Crusher

> *The last sentence of the alien power description should read “If this sheet is lost or turned facedown, all crushed ships are released wherever they are.”*
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## Cryo (CI)

Q: Can Mind look at Miser’s hoard or Cryo’s stored hand?

A: No, but AI can.

Q: When using the Cryo Super flare, can both of its effects be used in the same encounter?

A: Yes. You must do so in the order listed on the flare.

## Cudgel

Q: The Cudgel Super flare says it works “whenever you use your power.” Do you have to play it each time you want to use it, or is it automatic?

A: You must play the flare each time you want to use its effect.

## The Cult (CE)

Q: What happens when The Cult faces off against Warhawk?

A: The encounter cards ultimately end on a value of Attack 00.

## Deuce (CI)

Q: If Deuce only has two encounter cards, does Magician have any effect?

A: Magician forces Deuce to play two encounter cards (before encounter cards are selected). At that point, Deuce has selected an encounter card, but Deuce’s power kicks in “after cards are selected,” and would either end their turn as offense, or as defense, draw a new hand, and then play a second card normally.

Q: Can Deuce play two Morphs without triggering the automatic loss?

A: Yes. The Morphs are not copying each other.

Q: Can Deuce play a kicker on their second encounter card?

A: No, Deuce can play only one kicker and it affects whichever card ends up being their encounter card (i.e., if the second card is a negotiate, it replaces the first card, and the kicker then affects it).

Q: When Chronos declares time travel, does Deuce have to set aside both cards played?

A: Deuce’s second card does not count as an encounter card, so it returns to hand and may be replayed.

Q: If Loser calls an upset, does Deuce’s second card have to be an attack card?

A: No.

## Diplomat (CD)

Q: In a three-way deal, can one player end up gaining a foreign colony from each of the other players?

A: No. Unless an effect like Negotiate: Epic Oratory is involved, each player in any deal can gain at most one foreign colony.

## Empath (CC)

Q: Can Empath turn an attack card into a Crooked Deal negotiate (or other special negotiate)?

A: No. But Empath’s ability works if either main player reveals a special negotiate.

## Ethic (CI)

Q: Does Ionic Gas stop Ethic from collecting compensation as part of its power?

A: Yes.

## Explorer (CD)

Q: When playing the four-planet variant, does Explorer start with only three planets on its sheet?

A: Explorer always starts with four planets.

## Extortionist

> *Extortionist’s first sentence should read “After starting hands are dealt, whenever any other player acquires cards as compensation or draws new cards into their hand...” This clarifies that only cards drawn into hands activate Extortionist’s power, and not drawing from destiny, the Tech deck, etc.*
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## Fido

Q: Can Fido pick from any encounter cards discarded in the encounter (such as those lost by the Plague), or must they pick from the ones that were actually played?

A: Fido must pick from the cards actually played. For example, Fido may not take Deuce’s second encounter card, or any cards discarded by Fodder or Reserve that were played due to power use.

Q: Do Clone, Filch, and Fido have any precedence over each other?

A: Clone does keep, Filch and Fido are subject to the standard timing rules.

Q: Can Fido take discarded encounter cards that originated from the reward deck?

A: Yes.

## Filch

Q: Do Clone, Filch, and Fido have any precedence over each other?

A: Clone does keep, Filch and Fido are subject to the standard timing rules.

Q: If Sorcerer switches cards, which card does Clone or Filch take?

A: Clone takes the card that ends the encounter in front of him, Filch takes the card that ends the encounter in front of their opponent.

Q: Does the classic Filch flare have to be played to be used at all?

A: No, it is only revealed if the cheating player is caught, at which point it may be zapped.

Q: Can Filch take Gambler’s unrevealed card, and if so, can he notify the table whether the truth was told?

A: No. Gambler’s unrevealed encounter card is not discarded, but rather placed at the bottom of the appropriate deck.

Q: Can the classic Filch Wild flare target the reward deck (and discard pile)?

A: No.

Q: Can Filch take their opponent’s encounter card if it is from the reward deck?

A: Yes.

Q: Does Filch get to take their opponent’s kicker?

A: No.

## Filth (CC)

Q: Can Filth be Cosmic Zapped so that other players’s ships can coexist on a planet with Filth’s ships for the remainder of an encounter?

A: Yes. If Filth is Cosmic Zapped and lands on a planet with several allies, those allies will lose that colony at the start of the next encounter. Ouch!

Q: Does the Symbiote Super flare let Symbiote coexist on planets with Filth?

A: No.

Q: If Filth is an offensive ally, do the other ships on their side (including the offensive main player) have to land on a different planet than the one targeted?

A: Yes.

Q: What happens to Filth’s offensive allies if they already have a colony on every other planet in the defensive system?

A: Their ships must land on a planet in that system where they already have a colony.

## Fire Dancer (CE)

> The last sentence of the alien power description should “If this {power} sheet is lost or turned facedown, all of your fires are extinguished.”
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Q: If Reserve plays several attack cards as reinforcements, are they placed under the fire token as fuel?

A: No. Only attack cards revealed as encounter cards are placed there. So a card revealed by Cavalry would be included.

## Fodder

Q: If using the Fodder Wild flare, can you ally with a side you weren’t invited to join as long as one side invited you?

A: No. You may only join a side you were originally invited to, that encounter.

Q: Does the Fodder Super flare allow Fodder to discard attack cards both lower than its own AND higher than the its opponent’s card?

A: No, just any attacks cards lower than its opponent’s card (regardless of Fodder’s own card).

## Fungus (CI)

Q: If Fungus loses their power, what happens to their stacks?

A: The stacks remain until a stack is sent to the warp as normal, in which case the ships are freed.

Q: What happens to ships captured with the Fungus Wild flare when the flare is taken by another player?

A: Ships remain in a circle around your home system. The new owner of the flare can likewise capture ships. When the flare is finally discarded, all ships captured in this manner are freed to their owners.

Q: Are ships released from a Fungus stack in the warp eligible to be healed by Healer?

A: Yes.

Q: If Fungus wins an encounter with a stack, can they add more losing ships to that same stack?

A: Yes.

Q: Does Fungus capture ships selected by Bully as an ally?

A: Yes. Since the ships Bully selects are the losing ships, those are one that adhere to Fungus.

Q: Would Fungus capture the extra ships smashed by Cudgel, or lost due to Grudge or Gambler?

A: Yes to Cudgel, since the additional ships are lost as a result of the encounter (Cudgel simply increases their number). No to Gambler, since the lost ships are a separate penalty for lying or disbelieving the truth (thus they are are “lost” ships but not “losing” ships, since that player could still win the encounter or even make a deal), and also because they are lost during the Reveal phase (Fungus captures ships only during the Resolution phase), and no to Grudge.

Q: Does Fungus receive compensation or rewards for each ship in a stack?

A: No. Each stack counts as one ship for purposes of compensation or rewards.

Q: Is it possible for Fungus to reduce a player to fewer than 5 ships?

A: Yes.

Q: Do captured ships immediately regain their characteristics upon entering the warp (e.g., Zombie)?

A: Yes. Zombie ships would return to colonies, Fury would gain a token, etc.

Q: If you use the Fungus Wild flare, and capture one of Fungus’ stacks, does it count as only one ship, and is the stack freed when the flare is discarded?

A: The stack only counts as one ship. When the flare is discarded, the stack returns intact to Fungus.

Q: If Fungus is allied with Anti-Matter and has a ship with 5 other ships stacked under it, does Fungus subtract 6?

A: Yes. The same is true if Fungus is allied with Anti-Matter’s opponent.

Q: If Spiff tries to crash-land against Fungus, are all of their ships captured first?

A: No. One ship crash-lands, and the others are captured.

## Gambler

Q: Why does Gambler say “Do not use with Sorcerer”?

A: Because it’s not much of a bluff if Sorcerer has already seen the card. If this doesn’t bother you, feel free to go ahead and use them together.

Q: How does Gambler interact with Oracle since one forces reveal and one refuses to reveal?

A: Gambler must either reveal their card or bluff before Oracle chooses an encounter card.

Q: Does Gambler place an unrevealed reward deck encounter card on the bottom of the reward deck?

A: Yes.

## Ghoul (CI)

Q: Does Ghoul get to feast on ships that are captured, or eradicated by Void?

A: No. Only ships that are sent to the warp.

Q: Does Ghoul feast on ships lost through means other than the normal loss of an encounter (e.g., Cudgel Wild flare, Plague artifact, etc.)?

A: Only ships lost as a result of losing the encounter. The Cudgel Wild flare is a separate effect. Plague precedes the encounter.

Q: Does Ionic Gas stop Ghoul from using its power?

A: Yes.

Q: Does Ghoul get to draw from the reward deck when using its power?

A: Yes.

## Glutton (CC)

Q: The Finder, played by the Glutton: does this allow the Glutton to name three cards prior to looking through the opponent’s hand? Or to name one card and then take two additional cards of their choice? Or does theGlutton’s power only work when drawing at random from an opponent’s hand?

A: The Glutton does draw 2 additional cards, but they are drawn at random.

Q: Does Glutton’s power of retriving “up to” two extra ships from the warp mean that Glutton can retrieve one or none?

A: No. It only refers to when there are fewer of Glutton’s ships available to be retrieved.

## Gravitron (CC)

Q: If Gravitron changes a negative attack card, is the ones or tens digit value of the card still negative?

A: Yes.

Q: Is an attack card using only one of the digits still considered to have a 0 in front of it for effects like Mirror?

A: Yes.

## Gorgon (CA)

Q: Do players have the choice of choosing to keep their petrified ships where they are for effects like failed deal in order to not lose any ships to the warp?

A: No. Petrified ships, if chosen for effects that send them to the warp, have them captured, or removed from the game do not get to remain on the planet.

## Grudge

Q: If you send ships to ally with Grudge but then they leave the encounter (due to Amoeba’s power or Force Field, for instance), are you then affected by Grudge?

A: No, as long as you initially ally with at least one ship, you do not receive a grudge token.

## Guerrilla (CI)

> *Guerrilla should read “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 allies. Each player you weaken loses all but one of their ships in the encounter to the warp. This effect takes place before other resolution effects such as Cudgel’s power or collecting rewards.” This clarifies that Guerrilla alters the number of ships their opponent has when calculating how many rewards they collect, or other effects based on the number of ships an opponent had in the encounter.*
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Q: After Guerrilla loses to Leviathan and uses its power of Attrition, Leviathan will have only one ship left on the worldship. Can this ship still land on Guerrilla’s planet?

A: Yes. However, if Leviathan has three or fewer ships on its worldship and Guerrilla plays Guerrilla Super flare to send them all to the warp, then Leviathan has nothing to land on the targeted planet. In either case, the worldship returns (empty) to Leviathan’s system and Leviathan has still won the encounter.

Q: Do effects like collecting rewards or Cudgel’s power occur before Guerrilla’s power or after?

A: They occur after. See Clarifications and Errata.

Q: Does Guerrilla Wild have to be used in a player’s home system, and what happens to bystanders on the destroyed planet?

A: Yes, it is a home planet belonging to the player with the flare. Bystanders on the planet go to the warp.

## Hacker

Q: Can Hacker wait to take compensation from a player that is going to draw rewards from the reward deck?

A: Follow the timing rules: 1. The offense.
2. The defense.

3. Players who are not the main players, clockwise from the offense.

## Hate

Q: Can Hate discard a Morph card when using their power? If so, does that mean no one else can discard one, or that whatever they discard will be the same as the Morph?

A: Yes. If Hate discards a Morph card, then everyone else must discard a Morph card or lose ships. Negotiate and Negotiate (Crooked Deal) cards both have the card type of negotiate, so if Hate discards either one, the other players can discard either one.

Q: Does Hate have to be zapped before he chooses which card to discard?

A: No. If he is zapped after choosing a card to discard, he keeps that card instead.

Q: When playing Hate, and you need a new hand on offense, do you get the new hand, then have to hate, or do you lose the opportunity to hate?

A: You draw a new hand, then use your alien power.

Q: If Hate discards an attack 20, and all I have is an attack 04, do I get to discard it, even though I still lose ships?

A: No. If you do not have an attack card higher than 20 you wish to discard, then you discard nothing and lose three ships.

## Healer

Q: If Healer heals someone, are their ships removed from the warp or stopped from going to the warp? (Asked because, if ships are sent to the warp and then healed, Remora could cling and get ships every time Healer heals.)

A: The ships go to the warp and then are returned from the warp.

Q: Can Healer use their power before Zombie evades going to the warp?

A: No, because the Zombie’s power kicks in before he goes to the warp at all.

Q: If Healer heals Vacuum, does Vacuum still get to use their power?

A: Yes. Vacuum’s ships go to the warp first, and thus can take others along. Healer may then heal those ships as well, if they are not Healer’s.

Q: Are ships released from a Fungus stack in the warp eligible to be healed by Healer?

A: Yes.

## Horde (CA)

> *Horde should read “Each time you draw a card from the cosmic deck...” This prevents Horde from adding a horde token each time they draw from destiny, the Tech deck, etc.*
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Q: Does Horde add a horde token when drawing from the reward deck, the destiny deck, the tech deck, etc.?

A: No. Just from the cosmic deck.

## Human

Q: Does Human’s zap-him-to-win beat Pacifist’s play-an-N-to-win?

A: Whichever effect goes off first wins. Use the standard timing rules to determine which effect goes off first.

Q: Can Human be zapped to win even if one or both players reveal a Negotiate card?

A: Yes.

Q: If Human is zapped to win and the opponent revealed a Negotiate card, does the opponent receive compensation?

A: Only if Human actually revealed an Attack card.

Q: How does the Human Super flare work?

A: Human may play it to add 8 instead of 4. Once played, Human has the option of discarding the flare to zap their power. Alternatively, Human may forego adding 8 and simply discard the flare for its zapping effect.

## Industrialist (CC)

> *The sheet should have a Reveal icon, not Resolution.*
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Q: If Industrialist is facing Loser, and Loser has declared an upset, does allowing Industrialist to win the encounter mean that Industrialist actually loses the encounter?

A: The win here must be the ultimate outcome of the encounter. That is, it doesn’t matter if Loser has declared an upset or not; Industrialist must be allowed to win the encounter overall or else Industrialist adds the attack card to the stack.

## Invader (CC)

Q: What is to be done when turning over the Invader’s destiny cards if the Invader has lost their power? Are they skipped and redrawn?

A: Yes, they are skipped and a new destiny card is drawn.

Q: Does the Invader’s “extra encounter” include all phases of an encounter (including Regroup, but presumably not Destiny), or is the intention that the Invader “takes over” from the current player’s encounter?

A: The encounter starts from the Launch phase. A regroup/destiny phase is not repeated. Once complete. the original player draws a new destiny card and continues their encounter from that point.

Q: If Invader has lost power, what do you do when drawing an “Invasion!” destiny card?

A: Ignore it and draw again.

Q: When another player draws an “Invasion!” destiny, do they get another regroup when they “receive another encounter”?

A: Yes.

Q: Is a player that had their first encounter interrupted by an “Invasion!” destiny card still entitled to a second encounter if they win that first one?

A: Yes.

Q: If a player was about to have a second encounter when they revealed an “Invasion!” destiny card, and runs out of encounter cards during Invader’s interrupting encounter, does that player still get to have a second encounter?

A: No.

Q: When you draw an Invasion! card and become the defense, does Invader skip over any phases?

A: Yes. The encounter starts immediately after the Destiny Phase, so Invader does not get a Regroup Phase.

## Kamikaze

Q: Can Kamikaze use its power multiple times during the planning phase to sacrifice one ship at a time or must all ships be sacrificed at once before drawing any cards?

A: All ships must be sacrificed at once.

Q: The Kamikaze Super flare says it works “during each of your regroup phases.” Do you have to play it each time you want to use it, or is it automatic?

A: You must play the flare each time you want to use its effect.

## Laser (CD)

Q: Does Laser get to affect Miser’s hoard?

A: No.

Q: Do cards set aside by Laser still count as part of your hand?

A: No.

## Leviathan (CI)

Q: Does Leviathan bring a planet/worldship in addition to the normal 1-4 launched ships?

A: The worldship replaces the normal launch. The only other ships you may bring are those already on the worldship.

Q: If Guerrilla loses to Leviathan attacking with a worldship that has only 1 ship on it, does that ship get to land on the defensive planet?

A: Yes.

Q: If Leviathan’s power is stolen after a worldship has been placed on the hyperspace gate, does the worldship remain, and if so, does it still count as +20?

A: Yes. The worldship remains and still counts as 20 for the player controlling Leviathan (though only the controlling player’s ships on the worldship also count to the total). However, if the worldship is on the winning side, the controlling player decides how many ships on it get to land on the defensive planet, if any. The worldship then returns to the home system of Leviathan, not the player who has stolen the power.

Q: After the Leviathan Wild flare is played, do the swapped planets now count as home colonies in their respective systems?

A: Yes. If Blue’s planet is now in Purple’s system (and vice versa), the Blue planet now counts as a home planet for Purple (and if Purple has ships on it, they are now a home colony).

## Lightning (CA)

Q: Can Lightning have an extra encounter with no encounter cards in hand (i.e., do they draw a new hand)?

A: No.

## Locust (CI)

Q: If Sniveler whines about having fewest foreign colonies, do Locust’s devoured planets count, and if any player refuses to give Sniveler a foreign colony, what happens to Locust’s devoured planet?

A: The devoured planets do count to the total of foreign colonies for Sniveler’s whining. If any player refuses to give Sniveler a colony, Locust’s devoured planets are unaffected (though Locust could still lose a normal foreign colony if they have one).

## Loser

Q: Can Loser declare an upset if Seeker has asked “Are you playing a negotiate?” and Loser answers yes (though still holds an attack card)?

A: No.

Q: If Loser calls an upset, does Deuce’s second card have to be an attack card?

A: No.

Q: If Industrialist is facing Loser, and Loser has declared an upset, does allowing Industrialist to win the encounter mean that Industrialist actually loses the encounter?

A: The win here must be the ultimate outcome of the encounter. That is, it doesn’t matter if Loser has declared an upset or not; Industrials must be allowed to win the encounter overall or else Industrialist adds the attack card to the stack.

Q: Can I play Loser Wild after my opponent plays a kicker? If so, is the kicker discarded?

A: Kickers are played before encounter cards are selected, and so is Loser Wild, so yes you can play the flare. However, the kicker returns to your opponent’s hand.

## Love

> *The third sentence should read “Each other player, in clockwise order, may then choose and discard one card from their hand.” This removes an errant comma from the original wording, and clarifies that all other players may discard a card.*
>
>

## Lunatic (CC)

> *Lunatic Flare*
>
>

> *The Wild effect shoud read “For each reward you receive, you may both draw a card and retrieve a ship from the warp.” This clarifies that Lunatic may indeed draw from the reward deck.*
>
>

Q: When gaining rewards per the Lunatic Wild flare, is the reward deck eligible?

A: Yes. The player may retrieve ships and draw from either the cosmic deck or the reward deck, or a combination of both (but does not draw the full amount from both decks).

Q: Should the Lunatic use an Alliance Dial when allying against themselves?

A: Yes.

## Machine

Q: Does the Machine Wild flare mean you draw 8 new cards and keep the rest of your hand, or must you discard the Machine flare after you play it?

A: Machine Wild guarantees the player a second encounter and allows the player to draw a new hand if needed to make that encounter. First, the Machine flare is played faceup in front of the player, then the player discards their old hand and draws a new hand. Then, the player returns the Machine flare to their hand.

Q: The Machine Super flare says it works “during each of your regroup phases.” Do you have to play it each time you want to use it, or is it automatic?

A: You must play the flare each time you want to use its effect.

Q: The Machine Wild flare says “you may always have a second encounter.” Do you have to play it each time you want to use it, or is it automatic?

A: You must play the flare each time you want to use its effect.

## Macron

Q: When can you zap Macron? His power is used to bring only 1 ship in the gate, so is it then, or during resolution?

A: Macron’s power may be zapped either when launching ships (to launch up to four ships worth 1 each) or after cards are revealed (to keep their ships from being worth 4 each). Macron’s ability has been reworded in the errata section to clarify this intent.

Q: Does the Macron Super flare mean to exclude being a defensive ally? The card specifies “launch up to four ships in the hyperspace gate.”

A: No. Macron Super may launch up to four ships as a defensive ally as well. See errata for timing indicator on this flare card.

## Magician (CI)

Q: If Deuce only has two encounter cards, does Magician have any effect?

A: Magician forces Deuce to play two encounter cards (before encounter cards are selected). At that point, Deuce has selected an encounter card, but Deuce’s power kicks in “after cards are selected,” and would either end their turn as offense, or as the defense, draw a new hand, and then play a second card normally.

## Masochist

Q: The Masochist Super flare says it works “during each of your regroup phases.” Do you have to play it each time you want to use it, or is it automatic?

A: You must play the flare each time you want to use its effect.

## Mercenary(CI)

Q: Does Ionic Gas stop Mercenary from using their power?

A: Yes.

## Merchant (CI)

Q: The Merchant’s card specifies that the additional hired ships (cards) they can field can be lost as normal during the encounter, but return to the player’s hand at the end of the encounter. One time this is key is if using these ships to invade a planet with a Saboteur bomb: if the cards

return after the encounter, then they would “land” on the planet and be destroyed; but if they are intended to return to the Merchant’s hand as soon as the combat is over, then they are not affected by the bomb.

A: In this case, returning the merchants cards to your hand is the very last thing that happens in the encounter. They are treated as ships; therefore, they would go to the warp in the situation you presented, and thus be discarded.

Q: Can hired ships be taken as compensation?

A: No. They do not return to hand until the end of the encounter.

Q: What happens if a hired ship is captured?

A: It is discarded.

## Mesmer (CD)

Q: Can Mesmer change an artifact into one from another expansion that is not present in the game?

A: Yes, but only if you can verify its exact effects.

## Mimic (CC)

Q: When using the Mimic Wild flare, do you have to be eligible for the original flare or artifact yourself (i.e., if it states “as a main player,” but you are an ally).

A: You must satisfy the requirements of the original card, so if it reads “as a main player,” you must be a main player to duplicate its effects with the Mimic Wild flare.

## Mind

Q: Can Mind look at Miser’s hoard or Cryo’s stored hand?

A: No.

Q: If Mind looks at your hand, is a rift triggered?

A: No.

Q: The Mind Wild flare says it works “whenever another player draws a card.” Do you have to play it each time you want to use it, or is it automatic?

A: You must play the flare each time you want to use its effect (which then lasts through the end of that encounter).

Q: Does Mind Wild flare affect the reward deck?

A: No.

## Mirror

Q: Do you calculate the effect of a kicker before or after reversing the digits?

A: After.

Q: If Graviton makes an attack card use only one digit, does it still have a 0 in front of it? What if Mirror uses the Graviton Wild flare?

A: Yes. Mirror can still reverse the digits. With the Graviton Wild flare, an attack 08 that is reversed would count as an attack 00.

## Miser

Q: Do flares return to the Miser’s hoard after being played?

A: Yes.

Q: If a miser has an encounter card in their horde, but not their primary hand, is he eligible to have a second encounter.

A: No.

Q: Does Miser have to return a flare to the same hand from which it originated?

A: Yes. Any card that would return to hand must go to the hoard if that’s where it was played from.

Q: Can Mind look at Miser’s hoard or Cryo’s stored hand?

A: No.

Q: Can Miser discard a card from the hoard in response to Hate’s power?

A: Yes. Any time Miser must discard a card from hand, Miser can discard from the hoard instead.

Q: The Miser Super flare says it works “at the start of each of your encounters.” Do you have to play it each time you want to use it, or is it automatic?

A: You must play the flare each time you want to use its effect.

Q: Can you save fewer than two cards when using Miser Wild?

A: Yes.

## Mouth (CS)

Q: Do the other players get to see which cards Mouth has removed from the game?

A: Yes.

## Observer

Q: Can Observer, as an ally, lose ships outside the encounter? (Such as Grudge or Void Wild.)

A: No, Observer must protect all of its ships, whether inside or outside the encounter, when it is an ally (and similarly must protect all of its allies’ ships when a main player). Thus, as an ally, when Observer receives a Grudge token it does not lose 1 or 4 ships to the warp but may instead relocate that number to different colonies if it wishes, and may use Void Wild without paying the cost of losing a ship (see ruling for Zombie or Kamikaze Wild ). This power applies only during the Resolution phase, as indicated by Observer’s timing bar.

Q: Is Observer immune to Void?

A: No.

## Oracle

Q: How does Gambler interact with Oracle since one forces reveal and one refuses to reveal?

A: Gambler must either reveal their card or bluff before Oracle chooses an encounter card.

## Pack Rat (CE)

Q: Is a planet with a space station, citadel, saboteur token, etc. still considered empty if there are no ships on it?

A: Yes. And those items remain with the planet when Pack Rat collects it.

## Pacifist

Q: If Pacifist must play an N when Loser calls upset, does he get compensation?

A: Yes, if Loser revealed an attack card; otherwise, no.

Q: Does Human’s zap-him-to-win beat Pacifist’s play-an-N-to-win?

A: Whichever effect goes off first wins. Use the standard timing rules to determine which effect goes off first.

## Parasite

Q: Can Parasite ally with the defense even if the Energy Cloak is used? (Since the Energy Cloak only stops invitations, not allies themselves.)

A: Yes, Parasite may ally with the defense.

## Particle (CE)

Q: If a planet with an entanglement token on it is destroyed, what happens?

A: Discard the paired entanglement tokens. You do not have to send the Particle’s ships on the remaining planet to the warp since the entanglement is broken.

## Patriot (CS)

Q: Is a ship given to Patriot considered captured?

A: Yes.

## Pentaform (CD)

Q: If Changeling changes alien sheets with Pentaform, what swaps?

A: Pentaform and all lifestages move to the player using Changeling.

## Philanthropist

Q: Is a rift triggered when Philosopher gives one to another player?

A: No. In this case, the card was given, not taken.

Q: Can the defense invoke the timing rule when Philanthropist uses its Super flare?

A: No. The defense must play the card given.

Q: If you use the Philanthropist Wild flare and lend your power, do things like Fury’s tokens, Miser’s hoard, etc. go with it?

A: Yes.

## Plant (CI)

Q: If Plant steals Fungus’ power and captures ships, do they remain under Plant’s ships, and do they count when Plant is not using Fungus’ power?

A: The ships remain, but do not count to the total unless Plant is again grafting Fungus’ power. Ships are freed from Plant’s stacks when they go to the warp.

Q: If Plant steals your power and then loses its own power, do you get yours back immediately?

A: Yes.

Q: If Plant or the Plant Wild flare steals someone else’s power, does it also get the tokens/cards, etc. that are part of the power (e.g., Miser’s hoard, Warriors tokens, Fury’s tokens)?

A: Yes.

Q: Does Plant graft Reincarnator’s current incarnation?

A: Yes.

Q: If Plant steals your alien and you have that alien’s flare, do you get to use the Super?

A: No, but you may use the flare’s Wild effect.

## Poison

> *The timing bar should read As Any Player, and Varies (instead of Mandatory).*
>
>

## Pretender (CE)

> *The first sentence of the alien power description should start with “Once per turn, as 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.” This clarifies that Pretender can only be used once per turn.*
>
>

Q: Can Pretender switch seats with Horde, Lizard, Pygmy, Roach, Swindler, or Symbiote?

A: No. Pretender can not switch with any alien that cannot be separated from its player color.

## Prophet (CC)

Q: What happens after Prophet makes a prediction but there is no winner?

A: There is no effect.

## Pygmy (CA)

Q: What happens when one of Pygmy’s planets is stolen?

A: See General Questions on page xx.

## Reactor (CD)

Q: If a flare is added mid-game, does it go onto Reactor’s sheet?

A: No, unless it is discarded by anyone other than Reactor.

## Reincarnator

Q: If someone plays the Reincarnator flare on me, do I still get to use my power if it happens in the same phase as the flare?

A: The Reincarnator flare has been errata’ed to take place after the end of the encounter, so yes.

Q: Can I play the Reincarnator Wild flare on myself?

A: No, as the card says another player, rather than any player.

Q: Does Plant graft Reincarnator’s current incarnation?

A: Yes.

Q: Can Reincarnator use the Super flare for any of its incarnations?

A: No.

## Relic (CC)

Q: Does Cryo picking up their cold storage hand count as drawing a new hand?

A: No.

Q: When does Relic’s power go into effect when someone has played the Cavalry Wild flare?

A: As soon as the first card is drawn.

## Remora

Q: If a player draws from the reward deck, can Remora use its power to draw a card from the reward deck?

A: No. Unless the reward deck is specified by an alien power or other effect, Remora can only draw from the Cosmic deck when using its power.

## Relic (CC)

Q: Does Relic gain a free colony when Miser draw’s a new hoard?

A: No.

## Reserve

Q: If Reserve is Cosmic Zapped, does it get to keep the card it was about to play (for example, an Attack 4)?

A: Yes. Being Zapped prevents Reserve from playing the card.

Q: The Reserve Wild flare says it works “whenever another player discards a reinforcement card.” Do you have to play it each time you want to use it, or is it automatic?

A: You need only play the flare one time per encounter, and whenever another player discards a reinforcement for the rest of the encounter, you may take it and add it to your hand.

Q: If Reserve plays several attack cards as reinforcements, are they placed under one of Fire Dancer’s fire tokens as fuel?

A: No. Only attack cards revealed as encounter cards are placed there.

## Saboteur (CC)

Q: Can players land only one ship on a colony to see if it sets off a trap before placing the rest of their ships there?

A: No. Ships land on colonies simultaneously (e.g., when released from the warp after a Mobius Tubes), and you must commit all ships to a particular planet before Saboteur reveals the token.

## Sadist (CC)

Q: The Sadist Wild flare states that “Whenever you send another player’s ships to the warp...” What constitutes sending someone’s ships to the warp?

A: Winning an encounter as a main player, or using a card or other effect that targets ships or a player to lose ships (e.g., Vacuum’s power, the Plague artifact, or the Saboteur Wild flare).

## Schizoid (CA)

Q: When must Schizoid announce that a player has met the victory conditions?

A: As soon as they are met.

Q: Can Schizoid show a schizoid card to another player, say as part of a deal?

A: No.

Q: If you play the Schizoid Wild flare and switch systems with someone who has just won the game, do you steal the win?

A: Yes.

## Seeker (CI)

Q: A main player is asked by Seeker who is an ally whether he will play a specific card and answers yes. Then their opponent Visionary requests him to play a different card which he also has in their hand. Which card must he play now?

A: The last sentence of the Visionary states “he or she must play it unless prevented by another player.” If the Seekers ability is in fact preventing that card from being played, the card specified by the Seeker must be played.

Q: If you have Seeker Super flare and ask a contingent question, does the player have to commit to a decision? For example, asking Oracle what card they will play (when Oracle doesn’t choose a card until seeing what the opposing player has played.

A: Players are only instructed to “answer it truthfully to the best of their ability.” Since a contingency is involved, the player is not required to commit.

Q: Can Seeker ask Mind about specific cards in another player’s hand? For example, “Does Virus have a negotiate?”

A: No.

Q: Can Loser declare an upset if Seeker has asked “Are you playing a negotiate?” and Loser answers yes (though still holds an attack card)?

A: No.

Q: What happens if Seeker asks a question you don’t know the answer to, like “Are you going to win the encounter?”

A: Players must answer truthfully, so if they don’t know, they may say so.

## Shadow

Q: If the offense draws more than one destiny card, does Shadow pick off one ship for each card, or one ship for whichever card the offense uses?

A: One for each card drawn.

## Siren (CC)

> *Siren’s second paragraph should read “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.” This clarifies that the “passive” effect of Siren’s power only happens if Siren has used its power (see next correction).*
>
>

> *Siren’s timing strip should read “Not Offense,” rather than “Not Defense” in its player prerequisite. This clarifies that Siren can use its power when its system comes up in destiny.*
>
>

Q: Does Siren have to use its power when Siren’s system color comes up in order to gain a colony when winning as the defense?

A: Yes. See errata.

Q: Does a card given to a player using the Siren Wild flare get replaced?

A: No.

## Skeptic (CA)

> *The last sentence of the power description should read “If either side loses or a deal fails...” This clarifies that if both sides lose the encounter (e.g., a Morph vs Morph), then both sides lose double.*
>
>

Q: If you double doubt and reveal a negotiate, do you get double the compensation?

A: Yes.

Q: If Void double doubts Skeptic and wins, are the extra ships eradicated?

A: Yes.

Q: If both sides lose, do both main players lose double?

A: Yes.

Q: Can the Skeptic Super flare allow Skeptic to set the number of ships lose beyond the number they can actually lose (say to 15 ships if Skeptic already has 10 in the warp), and if so, what happens in this example if Skeptic loses?

A: Yes, Skeptic can set it to any number from 1 to 20, and if either player doesn’t have that many to lose, they only send the number of their ships not in the warp (or captured/removed from the game).

## Sloth (CS)

Q: Is Sloth immune to Force Field?

A: No.

## Sneak (CS)

Q: Can Sneak give the Sneak Super flare to themselves after playing?

A: No. It must be given to another player.

## Sniveler (CI)

Q: Can the Sniveler Whine about cards other than Encounter cards?

A: No.

Q: Can Sniveler whine about attack card values that aren’t in the game, or about general values (e.g., “I don’t have an attack card higher than the highest card in Blue’s hand”)?

A: No. Sniveler must whine about specific values that are part of the cosmic deck or reward deck.

Q: If Sniveler is tied for most ships in the warp or fewest foreign colonies, does it still get to whine?

A: No. Sniveler must have more ships in the warp than anyone else, or fewer colonies than everyone else in order to whine about those things.

Q: When using the Sniveler Super flare, do Sniveler’s allies have to be within one colony of winning in order to share the win with Sniveler?

A: No.

Q: Does the Sniveler Super flare create a new encounter, and if so, does it mean Sniveler can then play a different flare? Can Sniveler replay the Super flare?

A: This special encounter is considered a new encounter, and Sniveler can play a different flare. However, the Sniveler Super cannot be played again.

## Sorcerer

Q: If Sorcerer switches cards, which card does Clone or Filch take?

A: Clone takes the card that ends the encounter in front of him, Filch takes the card that ends the encounter in front of their opponent.

Q: Why does Gambler say “Do not use with Sorcerer”?

A: Because it’s not much of a bluff if Sorcerer has already seen the card. If this doesn’t bother you, feel free to go ahead and use them together.

Q: Does a kicker switch with the encounter card?

A: No.

## Spiff

Q: If Spiff tries to crash-land against Fungus, are all of their ships captured first?

A: No. One ship crash-lands, and the others are captured.

## Sting (CA)

Q: Does Sting take cards at random?

A: Yes.

## Surgeon

> *The power description should read “after destiny is determined” rather than “after destiny is drawn” to clarify that Surgeon only uses its power once per encounter.*
>
>

## Sycophant (CS)

Q: Can the Sycophant give their Super flare to themselves?

A: No. It must be given to another player.

## Symbiote (CI)

Q: The Symbiote Wild flare says “You may retrieve a ship from the warp during every regroup phase, not just your own.” Do you have to play it each regroup, or it is automatic after the first time you play it?

A: You must play the flare each encounter to use its effect. This counts as your one flare per encounter if you do play it.

Q: Does the Symbiote Super flare let Symbiote coexist on planets with Filth?

A: No.

Q: What if Symbiote has fewer planets than they started with when playing Symbiote Super?

A: Symbiote can only regain enough ships to place 8 on each home planet.

## Tick-Tock

Q: If two players make a deal to win the game, and Tick-Tock discards their last token because a deal was made, does he win alongside them?

A: Yes, the game would end in a three-way win.

## Tortoise (CE)

Q: Can Tortoise use Mobius Tubes or other Regroup effects?

A: No, unless it is Cosmic Zapped or has no power.

Q: Can Tortoise play the Butler Wild flare during its “final turn”?

A: No. No other player may become the offense at this time.

Q: Does Tortoises’s “one extra encounter” win cancel out alternate win aliens, like Genius?

A: Yes.

Q: Can Tortoise still get rewards from the discard pile while going on the game end turn?

A: No.

Q: Is Tortoise affected by Nanny’s timeouts during the game end turn?

A: No.

## Tourist (CD)

Q: Does Tourist Wild flare let you look at any card in an essence card set or cache?

A: Yes.

## Trader

Q: If the Trader becomes the defense, but has no cards in their hand, does the Trader get to use their power to trade hands and give their opponent an empty hand?

A: No. Trader must have a hand in order to trade hands. After drawing a new hand, Trader may then choose to trade hands.

Q: When Trader takes another player’s hand, do the rifts in it detonate?

A: Yes, since Trader is taking the rifts. Any rifts in the hand Trader is giving to the other player do not detonate (since the other player is not taking them).

## Vacuum

> *The Vacuum can not target itself with its power.*
>
>

Q: Can Vacuum use its power on itself, and if so, can it cause an infinite loop?

A: No. Vacuum cannot use its power on itself. See Errata and Clarifications on page 1.

Q: Can the Vacuum, with their Super flare, remove a Zombie colony? If Zombie has 4 foreign colonies with 1 ship each, and vacuum loses 4 ships, can the Super remove all 4 of those colonies?

A: Yes, and yes. All losses that occur because of a single effect (such as Vacuum Super flare) happen at the same instant, so Zombie could not save one of their ships and send it to another colony that he is losing at the same moment.

Q: If Healer heals Vacuum, does Vacuum still get to use their power?

A: Yes. Vacuum’s ships go to the warp first, and thus can take others along. Healer may then heal those ships as well, if they are not Healer’s.

Virus

Q: If you play the Virus Wild flare and have no allies, are you essentially multiplying by zero?

A: Yes.

## Visionary (CC)

Q: Can Visionary specify a Crooked Deal negotiate must be played?

A: Yes. But if a player does not have one but does have a regular negotiate, they are not required to play it. Also, if Visionary specifies a negotiate card, and the player only has a Crooded Deal negotiate, it must be played.

Void

Q: If you fail to deal with Void, are your ships eradicated?

A: No. Void only eradicates when winning as a main player (or ally, when using the Void Super flare).

Q: Do you actually get compensation when losing with a negotiate to Void?

A: No.

Q: Is there an official ruling on Zombie vs. Void?

A: Void trumps Zombie. Zombie’s power kicks in when it should go to the warp, however the intent for Void is that it never sends its opponent’s to the warp at all. Void also trumps Observer.

## Vulch

Q: If Vulch gets Cosmic Zapped, does he get the Zap that zapped him?

A: No, as he will not have a power when that artifact would go to the discard pile.

Q: Can Vulch take discarded artifacts that originated from the reward deck?

A: Yes.

Q: Can Vulch pick up artifacts that are being discarded by a player that has played the Vulch Wild flare against the Vulch?

A: Yes. Vulch may then have to hand the artifacts to the player again, who in turn may discard them again, etc.

Q: Does the Vulch Super flare mean that Vulch can take all flare cards discarded at the same time, or in the encounter?

A: All flares in the encounter. The flare should be played the first time any flares are discarded in the encounter, and then its effect lasts until the end of the encounter, letting Vulch “use” their power any number of times flares are discarded. However, Vulch would not be able to pick up their own flare in this manner.

## Warhawk (CC)

> *The end of the alien power description should include: “If an effect creates an infiite loop, the revealed cards are considered to be attack 00s.”*
>
>

Q: Can you force Warhawk into negotiation by playing an Emotion Control artifact?

A: Both effects create a timing conflict. Use the timing conflict chart to determine whether warhawk’s ability happens before or after the artifact. In which case the answer would be yes if Warhawk is the offense, and the defense played the artifact.

Q: What happens when Warhawk faces off against Bleeding Heart or The Cult?

A: The encounter cards ultimately end on a value of Attack 00.

## Warpish

Q: If ships are sent to the warp during Reveal, does Warpish update their total accordingly?

A: If the ships are added to the warp prior to Warpish using their power, then yes. If not, then no. Refer to the timing rules if in doubt.

## Warrior

Q: If Warrior gets zapped, does he still earn experience?

A: Yes. See Clarifications and Errata on page 1.

Q: If Warrior draws their own color and reclaims an empty home planet, does he collect experience?

A: Yes, recolonizing a home planet counts as winning an encounter, and Warrior collects experience accordingly.

## Whirligig (CD)

Q: If the defensive main player uses the Whirligig Wild flare and ends up losing their last encounter card, does the flare get added back to the hand before or after drawing a new hand?

A: Before. Thus, the flare would be discarded.

## Will

> *When using their power, Will must encounter a colony unless they are encountering a player in their home system. Thus, if Will wishes to encounter Blue on Red’s planet, then Blue must have at least one ship there.*
>
>

> *Will’s timing strip should read “Destiny” rather than “Launch.”*
>
>

Q: Can Will attack Blue on Red’s planet even if Blue has no colony there?

A: No. Blue doesn’t have a colony there to attack, while Red may always be forced to defend their home planet.

## Winner (CA)

Q: Does the Winner Super flare mean that Winner would get three free colonies if they won by 29 points?

A: No, only two colonies. The Super effect works in place of, not in addition to, Winner’s base power effect.

## Zombie

Q: Does the Zombie get compensation?

A: Not unless their ships actually go to the warp (such as when their power is Cosmic Zapped). Compensation is awarded based on ships going to the warp, after all. If Zombie’s ships went to the warp and were then retrieved by their power, he would receive compensation, but Zombie’s power prevents them from going to the warp in the first place.

Q: Is there a limit to how many ships Zombie can liberate at once as part of a deal?

A: No, there is no limit.

Q: Can Healer use their power before Zombie evades going to the warp?

A: No, because the Zombie’s power kicks in before he goes to the warp at all.

Q: Can Zombie use the Kamikaze Wild or similar cards that require sending ships to warp to use, and if so, are the ships actually sent to warp?

A: Yes, Zombie may use the card, and then may use their power to prevent those ships from entering the warp.

Q: Can the Vacuum, with their Super flare, remove a Zombie colony? If Zombie has 4 foreign colonies with 1 ship each, and vacuum loses 4 ships, can the Super remove all 4 of those colonies?

A: Yes, and yes. All losses that occur because of a single effect (such as Vacuum Super flare) happen at the same instant, so Zombie could not save one of their ships and send it to another colony that he is losing at the same moment.

Q: Is there an official ruling on Zombie vs. Void?

A: Void trumps Zombie. Zombie’s power kicks in when it should go to the warp, however the intent for Void is that it never sends its opponent’s to the warp at all.

Q: Can Zombie free Masochist’s ships when Zombie is making a deal with a different alien (like Void, for instance)?

A: No. Zombie could only free Void’s ships in that deal.