Starts with five extra planets of an unused player color. Each of Pygmy's home planets counts as one half a foreign colony for other players. No more than four ships can exist on any one planet in Pygmy's home system. Pygmy's power cannot be lost, stolen, copied, or separated from its player color through any means.
Wild: Opponents only get half rewards
Super: On defense, opponent's attack card is halved
|Greatly unaffected by invasion||Provides no direct benefits|
Pygmy's power is stable, but because it provides no direct benefit to hand size or encounters the Pygmy must play for cards. Losing home colonies doesn't matter to Pygmy, so being the defender is a good time to throw away low attacks and negotiates.
Invading Pygmy is time consuming and results in no immediate benefits, the same is true when negotiating for colonial exchange. The ship limit can be played to the offense's advantage by sending four ships through the gate they can effectively deny their allies. Aliens like Locust and Claw can still steal Pygmy's planets, and in the case of Locust the ship limit can ensure that they are the only color on that planet.