Clone |
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Power to replicate |
Keeps own challenge card |
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Eon |
Resolution |
Wild You need not discard any Edict you play; instead you may retain it (even if the Vulch is playing) and play it again on another challenge. |
Super Collect up to double the usual number of consolation cards, if your opponent has sufficient cards. |
Clone |
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Power to replicate |
Keeps own challenge card |
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Mayfair |
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Wild You need not discard any Edict you play, retaining it for use in another challenge. |
Super At the end of your turn, you may take any card from the discard pile, showing which card you are taking. |
Clone |
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Power to replicate |
Keeps own encounter card |
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AH |
Resolution |
Clone |
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Power to replicate |
Keeps own encounter pod |
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CEO |
Resolution |
Clone |
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Power to replicate |
Keeps own encounter card |
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FFG |
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Wild You do not have to discard any artifact you play. Instead you may retain it and play it again during a later encounter. |
Super You may choose to receive up to double the normal amount of compensation, if your opponent has sufficient cards. |
Clone is an alien with the power to Replicate. It is a simple power: the encounter card it reveals can be kept instead of discarded.
Strategy[]
Strengths | Weaknesses |
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Can win multiple encounters easily | Predictable |
As Clone[]
Whether or not the Clone should keep a particular card or not depends on the card's value and the Clone's strategy. Obviously, high cards like 30 and 40 should be kept, as well as at least one N , and of course a M is very valuable in the hands of a Clone. Low cards like -04 should be kept if facing aliens such as Anti-Matter or Loser. Other cards should either be discarded so that opponents can draw them, or kept in order to protect strong cards against compensation. Keeping more than one high card is also important, since a Clone with a high card is a zap magnet, and a sidearm is highly recommended - if it's high enough, it can be used to fool opponents as to what the highest card in one's hand actually is.
There is a fine line between being predictable and being exploitable. That is to say: if Clone always plays its best card, it becomes predictable; if Clone does not always play its best card, it can be taken via compensation. Finding the balance between these two, and predicting when opponents will play a N , is important.
Against Clone[]
It's important to remember what cards Clone has revealed, especially what the highest one is. A Clone keeping a 15 is not as obvious as one keeping the 40, but it should still be paid attention to. If Clone gets a very high card, getting rid of it should be a high priority.
Matchups[]
While normal compensation cannot touch Clone's best card when played, aliens such as Hacker and Hate can get to it through other means. Other aliens that are good at stealing Clone's prize include Trader, Barbarian, Mutant, Magician, and Sorcerer.
Text[]
Edition | Power Text | History |
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Eon | You have the power to replicate. You need not discard any challenge card that you play. Instead, if you wish, you may keep it. | A prolific species on a slowly cooling globe, the Clones traditionally selected the best of their race to represent them in territorial struggles. But as the gene pool thinned, one clan developed techniques to artificially duplicate their champion before battle. Thus, always rejuvenated, they came to dominate their world during the geologic crisis and emerged from it anxious to carry their new knowledge into a Cosmic competition. |
Mayfair | You have the power to replicate. You need not discard any Challenge Card that you play. Instead, you may keep it. | A prolific species on a slowly cooling globe, the Clones traditionally selected the best of their race to represent them in territorial struggles. But as the gene pool narrowed, one clan developed the techniques to duplicate their champion before battle. Thus, always rejuvenated, they came to dominate their world during the geological crisis and emerged from it eager to carry their new knowledge into a Cosmic competition. |
AH | You have the power to replicate. You do not have to discard any Encounter card that you play. You may instead keep the card. You discard Artifact cards normally. You may replicate only after you reveal an Encounter card. |
A prolific species on a slowly cooling globe, the Clones traditionally selected the best of their kind to represent them in territorial struggles. But as the gene pool thinned, one clan developed techniques to artificially duplicate their champion before battle. Thus, always rejuvenated, they came to dominate their world during the geologic crisis and emerged from it anxious to carry their new knowledge into a Cosmic competition. |
CEO | You have the power to replicate. You do not have to jettison encounter pods that you launch. Instead, you may choose to keep the pod and have it returned to your console. Any artifact pods that you launch are jettisoned. You may replicate only after an encounter pod you launch has been revealed. | A prolific species on a slowly cooling globe, the Clones traditionally selected the best of their kind to represent them in territorial struggles. But as the gene pool thinned, one clan developed techniques to artificially duplicate their champion before battle. Thus, always rejuvenated, they came to dominate their world during the geologic crisis and emerged from it eager to carry their new knowledge into a Cosmic competition. |
FFG | You have the power to Replicate. As a main player, after the encounter is resolved (and after any compensation is claimed), you may use this power to return your encounter card to your hand instead of discarding it. | A prolific species on a slowly cooling globe, the Clones traditionally selected the best of their race to represent them in territorial struggles. But as the gene pool thinned, one clan developed techniques to artificially duplicate their champion before battle. Thus, always rejuvenated, they came to dominate their world during the geologic crisis and emerged from it anxious to carry their new knowledge into a Cosmic competition. |