|Power to infest|
|Joins alliance at will|
When another player loses the use of his or her power due to controlling too few home planets, you may immediately establish a colony on one of his or her home planets with one of your ships. Your ship coexists with any ships already on the planet. You may establish another colony each time a player regains his or her power and loses it again.
As an ally, you may launch any number of ships you want.
|FFG||You have the power to Infest. Unless specifically prevented by another game effect (such as the Force Field artifact, when it is your turn to ally, you may use this power to ally (sending one to four ships, as usual) with one side in an encounter as if you had been invited, even when you were not.||Evolving late on their almost totally polluted world, the parasites had to depend on the already dominant life forms for survival. But, so rapidly did they succeed in infesting their home planets, they now need unsuspecting hosts to carry them throughout the far reaches of space.|
As Parasite Edit
Many players consider this one of the most fun powers in the game. He can literally sap a player's will to win, by allying at the wrong time. He affects everyone's thinking throughout the game, and the more sophisticated and experienced your gaming group, the more the Parasite is a threat from the beginning of the game.
If it has a weakness, it lies only in the fact that being the Parasite is rather straightforward - all the careful thinking and plotting and planning is the responsibility of the other players in the game. You can just cruise along straight to victory.
Against Parasite Edit
One way to sidestep the Parasite's infestations is to emphasize making Deals with your opponents - all allies get kicked out.