Wild Sorcerer in multi-power game

By Toomai, in Cosmic Encounter

Had this issue come up today. (The flare was Card Zapped, so no solution was reached.) When Wild Sorcerer is played, are all powers switched, or just a single pair? And if a single pair, who decides which ones? (Presumably whoever played the flare.)

I guess the same question could be asked about Wild Reincarnator; are all powers replaced, or just one? (Presumably specified by the user.)

For Sorcerer, we've always played that the players switching powers choose which ones to give.

The Warp said:

For Sorcerer, we've always played that the players switching powers choose which ones to give.

In case you were wondering, the defense played Wild Sorcerer as Parasite/Filch against Mirror/Machine, who had already had like three encounters during its current turn and had four colonies.

Toomai said:

The Warp said:

For Sorcerer, we've always played that the players switching powers choose which ones to give.

That doesn't seem in the spirit of the card to me. I think the spirit of the card is to mess things up, not let someone choose to keep their best power.

In case you were wondering, the defense played Wild Sorcerer as Parasite/Filch against Mirror/Machine, who had already had like three encounters during its current turn and had four colonies.

Oh, I'd say "messing things up" is relative. If you have a great combo of powers, it's gonna get messed up no matter who does the picking. It may even be more painful to have to choose which power to drop. In any case, the Flare is ambiguous enough that a house rule is the only way to go for now. If it's your house, you can make the cat choose the powers. That won't work at my house... our cat is too dumb to pick.

We've had the same questions about multi powers, and a few arguments about how would pick or if both powers are treated as one megapower and so both powers are switched with both powers of the other person. I imagine it's hard to get an "official" ruling on this since the official rules never address the point that a lot of us play multipower games.

We have the same issue on cosmic zaps, does the zap effect one of the powers or both or more powers of a person. I tend to lean towards the idea that in a multi power game the 2 (or more if you are brave) powers a player has is actually a hybrid power and is in fact only one power that is made up of it's two "parent" powers. Others in my group tend towards the "I have two separate and distinct powers and no one game component (zap, sorcerer wild) effects both powers."

satyr said:

We've had the same questions about multi powers, and a few arguments about how would pick or if both powers are treated as one megapower and so both powers are switched with both powers of the other person. I imagine it's hard to get an "official" ruling on this since the official rules never address the point that a lot of us play multipower games.

We have the same issue on cosmic zaps, does the zap effect one of the powers or both or more powers of a person. I tend to lean towards the idea that in a multi power game the 2 (or more if you are brave) powers a player has is actually a hybrid power and is in fact only one power that is made up of it's two "parent" powers. Others in my group tend towards the "I have two separate and distinct powers and no one game component (zap, sorcerer wild) effects both powers."

Problem with that is that you're supposed to zap when a power is used. I guess both shut off for the whole turn if you zap one as it's being used? It's hard to say.

I'm pretty sure it's generally accepted that a Zap only affects one power at a time.

In Eon and Mayfair we always played that a Zap would only effect one power. However it seems to me that zaps are harder to come by or rarer or something in the Fantasy Flight game so zapping only one power really hurts the "power" of a zap. I could be wrong statistically but it sure feels like zaps less frequent.

Of course the two powers being seperate aliens or a hybrid single power still rages on in our gaming group. Tonight we disagreed on the effect of a Void/Cudgel combination. I sided on the fact that Void sent the opposing tokens to the void upon winning the challenge and then cudgel sent the additional tokens to the void as well since it's all "one" power. The other side of the debate felt that the tokens in the cone/planet went to the void but the additional tokens lost from the Cudgel power merely went to the warp.