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Cosmic Encounter: Expansion Set #3 thumbnail

Cosmic Encounter: Expansion Set #3

Cosmic Encounter: Expansion Set #3 Rulebook

Table of Contents

Table of Contents

  • Assassin
  • Assessor
  • Aura
  • Changeling
  • Demon
  • Deuce
  • Doppleganger
  • Healer
  • Mesmer
  • Reincarnator
  • Schizoid
  • Silencer
  • Vacuum
  • Warrior
  • Wrack

Assassin

Removes others’ tokens. Mandatory.

You have the power to execute. Whenever any other player’s color comes up in the destiny pile, you remove one token of that color from any base to the warp. You select which token to execute. (If the Dictator is in the game, it determines what color comes up.)

Do not use in a two-player game.

Assessor

Taxes use of cone. Mandatory.

You have the power to tax. Whenever any other player puts token(s) into the cone, he places an additional “tax” token on your star disc from one of his bases. However, if in a challenge one of the two players already has another’s tax tokens on his star, before tokens are put in the cone he has one minute to make a deal (see rules) with his opponent. This “tax deal” must include trading his opponent at least one tax token (of any color). If a deal is agreed to, the challenge ends; but if not, it continues normally. (A player regaining his own taxes in a deal puts them on his bases again. Any he gets of other colors he puts on his star to use for future deals.) If you lose your power, taxes may not be collected but tax deals may continue.

Aura

Makes others reveal hands. Mandatory.

You have the power of honesty. All other players must keep their regular hand of cards face up, in full view. When a player is one of the two players in a challenge and must play a challenge card, he then takes up his hand, selects a card to play, etc. Once the challenge is concluded, he must again reveal his hand. Edicts may be played directly from the revealed hand.

Changeling

Changes power with opponent. Mandatory.

You have the power to change form. When you are one of the two players in a challenge, you take your opponent’s Alien Power Card and give him yours. You do this as soon as the defensive player is determined. The challenge is now carried out. The Changeling power may be used only once per challenge. When you change into an Alien, you get all facets of his power; e.g. the Miser’s Hoard, the Warrior’s Points, the Schizoid’s Terms.

Do not use in a two-player game.

Demon

May replace offensive player. Optional.

You have the power to possess. Once the offensive player plays a challenge card, but before he reveals it, if you are not involved as a player or an ally, you may “possess” his tokens. Your “victim” returns his token(s) to his bases (his power can’t be used during the rest of the challenge), and you put an equal number of yours into the offensive section of the cone. The outcome is now determined with you as the offensive player, revealing the challenge card your victim played. When the challenge is over, play reverts to the possessed victim. (Your win or loss counts as his in determining if he may continue his turn.)

Do not use in a two-player game, or with Chronos.

Deuce

Plays 2 challenge cards. Mandatory.

You have the power two. Whenever you must play a challenge card, you play an extra one to the side. Once totals have been determined for both sides, you reveal the extra card. If both cards you revealed are Attacks, add the extra card to your total. If either is a Compromise Card, you have played a Compromise. Discard a Compromise if played; if not, the higher Attack. Keep the other card. Whenever you have only one challenge card left in your hand and must play one, you proceed as if you were out of challenge cards.

Doppleganger

Borrows cards to play. Mandatory.

You have the power to haunt. You are not dealt a hand. If you must play a challenge card, you ask any other player for his highest Attack Card and a Compromise Card. He must give you both if he has them, but if he has only one, he gives you that. If he has neither (or, at your option in a 2-player game) you draw from the deck, playing the first challenge card drawn. After you play a challenge card, return the other (if you got two) to the player you borrowed it from. If you ever acquire challenge cards otherwise, discard them immediately. You may keep Edicts (subject to consolation) and play them as appropriate. If you lose your power, draw a hand.

Healer

Can save others’ tokens from the warp. Optional.

You have the power to heal. Whenever any other player loses one or more tokens to the warp, you can return to him all tokens he just lost and earn one card from the deck. (Being healed does not prevent a player from collecting consolation, if earned.) A healed player replaces his tokens on any of his bases. During a challenge you may heal several players, drawing one card for each. You may heal tokens lost to the Void.

Mesmer

Can change own Edicts. Optional.

You have the power of mass hypnosis. When playing an Edict, you may change it to any Edict you name. It has the effect of the new Edict. If you are “zapped” you return the Edict to your hand, but may then play it normally, for what it is, if appropriate.

Reincarnator

Uses powers not in game. Mandatory.

You have the power of reincarnation. Whenever you are involved in a challenge as a player or ally and you lose (or fail to deal), you reincarnate. That is, just before the next challenge begins, you draw an Alien power card at random from the pile of those not in use and become that Alien. If it cannot be used in the game, draw another. When you lose as that Alien, discard it and draw another, etc. The Reincarnator power stays with you while you use the others. In a game with the Plant or Insect, they may copy your current incarnation, but if they lose they must reincarnate, and the Plant or Insect power is out of the game.

Schizoid

Changes goal of game. Mandatory.

You have the power to alter reality. At the start of the game, before cards are dealt, write down how many bases on other players’ planets are needed to win. Then add one other game condition which 1) is possible for all players to meet, 2) is clear to all as it happens, and 3) does not require remembering past events (e.g. “Winner(s) must have 3 (foreign) bases and fail to make a deal.”). On each challenge, the offensive player may ask you a “yes” or “no” question about the win. You must answer truthfully, aloud. When your conditions are met, you declare the winner. If you lose your power, normal win conditions prevail.

Do not use in games with the Insect or Plant.

Silencer

Stops communication by 1 player. Optional.

You have the power to isolate. Once during each challenge you may silence any one player as he attempts to communicate by calling out “silence”. He now may not speak, gesture, or communicate in any way until the end of the challenge. He may play tokens and cards normally if their meaning is clear, but cannot explain them. He may not solicit allies or make deals. He may exercise his power only if its use is mandatory, or it does not involve a response by another player.

Do not use in a two-player game.

Vacuum

Takes other tokens to warp. Mandatory.

You have the power of catharsis. Whenever you lose tokens to the warp, you take along an equal number of other tokens. You specify which player(s) must lose them, and how many the player must lose (he may decide from where to take the tokens you have demanded). Tokens lost to the Vacuum this way are in addition to any tokens normally lost in a challenge.

Warrior

Adds experience points. Mandatory.

You have the power of mastery. Each time you are one of the two players in a challenge, you accumulate one point if you win (or make a deal), or two points if you lose (or fail to deal). You keep a running total of your points throughout the game, starting at zero. Whenever you play an Attack card in a challenge, you add your present experience points to your total in the challenge.

Wrack

Tortures opponent. Optional.

You have the power to torture. As the offensive or defensive player, after alliances are formed, you may describe to your opponent a deal (see rules). If he refuses it you may torture him once for every token you have in the challenge. On each torture you put any one of his tokens into the warp, or one of his cards (drawn at random) into the discard pile. If at any time he accepts the deal, stop the torture and conclude the arrangement. If he never accepts, you have lost the challenge and he has won. Follow through with the outcome normally. If initially you elect not to torture, proceed with the challenge normally.