Oops, sorry to leave you guys hanging yesterday. If you’re okay with me picking the instability effects, here are five that I would pick:
PULSE: Activate all stations in outer and inner orbit, no sundivers required.
(This will be useless early in the game. It might become really useful depending on what people build in the orbit layers. Note that you get all the stuff from activation! This isn’t one of those cards that helps everyone at the table. This is an “it’s all mine!” card.)
SYNCHRONIZE: For each station you activate, gain 1 momentum.
(How about a little bit of padding for your score? You guys saw how close the scores were in the last game. Maybe you should set up a Synchronize action just to be safe!)
TRANSCEND: Ignore barriers during movement.
(This might seem underwhelming, but think for a moment how much you can accomplish in one turn if you get to move freely among the sun’s layers! You’ll be able to quickly build gates and stations in places that would normally require tons of manevuering.)
PROCREATE: Place one sundiver from the reserve into each space containing two or more of your sundivers.
(Sex party!)
CLUSTER: Twice this turn, you may spend one movement point to fly all of your sundivers in one space as if they were a single sundiver.
(Because flying a swarm around is never not helpful.)
-Tom