Cosmic Encounter: Expansion Set #1
Cosmic Encounter: Expansion Set #1 Rulebook
Table of Contents
Table of Contents
Crystal
Optional. Expansion Set #1.
You have the power of arrangement. Whenever you are a player or an ally in a challenge, you may determine how many tokens each other ally brings (up to 4). They may refuse to ally at all, but if they come in with one or more tokens, you can alter how many each must commit to any number from one to four.
Do not use in a two player game.
Dictator
Optional. Expansion Set #1.
You have the power to command. Whenever any other player picks up from the destiny pile, upon your order the color that comes up changes to any other one you wish, so long as that player can make a legitimate challenge there. He must then make a challenge in the system of that color.
Do not use in a two player game.
Grudge
Mandatory. Expansion Set #1.
You have the power of revenge. Whenever you are one of the two players in a challenge, if you invite another player as an ally and he chooses not to come to your aid, if you win the challenge (or make a deal) he loses 4 tokens to the warp. These lost tokens cannot include tokens he used to ally with the other side.
Do not use in a two-player game.
Magnet
Optional. Expansion Set #1.
You have the power to attract or repel. Whenever you are the offensive or defensive player, or an ally, you may force any one player to ally with one side you specify, or prevent him from allying altogether. If you make him ally, he decides how many tokens to bring.
Do not use in a two-player game.
Parasite
Optional. Expansion Set #1.
You have the power to infest. Unless specifically prevented by the Force Field or the Magnet, you may ally (with 1 to 4 tokens) with one side in a challenge as if you had been invited, even when you were not.
Do not use in a two-player game.
Plant
Optional. Expansion Set #1.
You have the power of grafting. Whenever you are the offensive or defensive player, if you have a base on another player's system and that player has not lost his power, you may use his power and he may not. To do this, you announce before challenge cards are played that you are taking over the use of his power during the challenge. You may graft only once per challenge, and at the end of that challenge his power returns to him. If you lose your own power, you may not graft any power until you get your own back.
Do not use in a two-player game.
Seeker
Optional. Expansion Set #1.
You have the power of truth. Whenever you are involved in a challenge as a player or as an ally, you may ask one "yes or no" question of one of the two players in the challenge. He must answer it truthfully, "yes" or "no". You may ask him the question anytime before cards are played, and he must answer it then. If it involves his intentions, he must decide then and subsequently abide by that decision.
Skeptic
Optional. Expansion Set #1.
You have the power to doubt. As a player or ally in a challenge, before cards are played you may tell the player opposing your side: "I doubt that you will win". If he agrees and is offensive player, he ends his turn and all tokens in the cone return to bases. If he agrees and is defensive player, all offensive tokens in the cone establish a base on the planet as if they had won (but defending tokens already there remain) and defending allies return to bases. If he disagrees or "double doubts" you, cards are played. If one side loses or a deal is not made, the number of tokens normally lost by either of you is doubled.
Will
Optional. Expansion Set #1.
Card note: the 1983 appendix index prints this power's tag as "M" (Mandatory). The card face is transcribed here as printed: "Optional".
You have the power of choice. You do not pick from the destiny pile. Instead, you may challenge any other player on any planet you wish (for example, you may challenge the Virus' tokens on the Mind's planet).
Do not use in a two-player game.
Worm
Optional. Expansion Set #1.
You have the power to tunnel. When you are the offensive player, once cards are revealed you can move the cone, pointing it at any planet in the defensive player's system. Total the results as if you had originally challenged your opponent on that planet. Also, if a player challenges you on one of your home planets where you have a base, after cards are revealed you may point the cone at any other of your home planets where you have a base, and total the results with that as the planet under challenge. When starting the game, you may arrange your tokens however you wish among your 5 planets, so long as there is at least one token on every planet.
Flare Memory-Aid Entries
Source: the Flare summary in the 1983 Eon Products, Inc. appendix to "The Complete Book of COSMIC ENCOUNTER Rules", transcribed as printed. That appendix says of this list: "a memory aid only. See individual Flare cards for complete descriptions." No full Flare card text is in the sources. The book does not label which set each Flare belongs to; these ten entries are listed because each Flare shares the name of an Expansion Set #1 alien. "W" is the Wild function and "S" the Super function, as described in the book's Flares section.
- Crystal: W—Rearrange tokens on your bases. S—As main player, make a public binding "arrangement".
- Dictator: W—Call for vote on Disc color. S—Command challenge of specific planet.
- Grudge: W—Opposing allies get nothing. S—Get "revenge" even if you lose.
- Magnet: W—Specify one card which can not be played. S—Force any players to ally or not with sides you specify.
- Parasite: W—Gain planet base on system of any player who loses Power. S—Infest with any number of tokens.
- Plant: W—If you have a base on system of a Player who wins, you win instead. S—Borrow the Power of any ally when a main Player.
- Seeker: W—Player inviting you to ally must show you challenge card and must play that card if you ally. S—As main player or ally may ask "any" question and get truthful answer.
- Skeptic: W—Put tokens in Cone after everyone else. S—Tokens at risk to your skepticism can be from 1 to 20.
- Will: W—When other players fail to make a deal, you dictate the deal within allowed terms. S—See one other player's hand before deciding whom to challenge.
- Worm: W—Regain a lost home base at start of your turn. S—If challenged on home base where no tokens, may still point cone at another home planet after cards are revealed.
Set #1 Notes From the Complete Rules
Source: the Moons section (XVI, "Play" and "Types of Moons") of "The Complete Book of COSMIC ENCOUNTER Rules" (1983, Eon Products, Inc.). These are the only sentences in that book that name a Set #1 alien; the rest of the book is base-game rules and is not reproduced here.
Will. From the Moons play rule: "On your challenge you can take one to four tokens in the cone to any Moon in the system indicated by the Destiny Pile. (The Will can go to any Moon it chooses.)"
Plant. From the rule on occupied Moons: "An occupied Moon is treated as a base for all purpose except: 1) it does not count as a base towards the win, 2) occupancy can not be granted in deals, and 3) it does not enable the Plant to graft."