Game Setup: Take one swindler token for each other player in the game, making sure that one of these is the mark token with the “X” on its front. Secretly look at these tokens and place one token facedown next to each other player’s alien sheet. The player to whom you assigned the mark token is your “mark.” You may look at these tokens at any time, but the other players cannot.
As the original swindler, you have the power of Identity Theft. After the defense has been determined, you may use this power. Reveal your mark by flipping all swindler tokens faceup and removing them from the game. You and your mark then exchange everything in the game, including physical seats, alien powers, player colors, ships, hands, systems, planets, colonies, etc. The encounter continues, although this may change who the main player(s) are. If the offense’s color has become controlled by
a different player, it is now that player’s turn instead of the original offense’s turn.
As the revealed mark, you have the power to Panic. During each other player’s start turn phase, you may use this power to immediately gain a colony in the offense’s home system.
This alien power cannot be stolen, copied, or separated from your player color through any means.
To a Swindler, stealing identities is like taking candy from a larval Atrachean Gooshumple.