RulesPal
Chat
Rulebook
Cosmic Encounter: Expansion Set #7 thumbnail

Cosmic Encounter: Expansion Set #7

Cosmic Encounter: Expansion Set #7 Rulebook

Table of Contents

Table of Contents

  • Alien Powers
    • BOOMERANG
    • BULLY
    • DELEGATOR
    • DISEASE
    • FILTH
    • FUNGUS
    • LOSER
    • PACIFIST
    • PROPHET
    • SIREN
    • SNIVELER
    • TERRORIST
    • WARPISH

Alien Powers

BOOMERANG

You have the power to return. Whenever you are the defensive player, you immediately challenge the offensive player first, anywhere on his home system. All rules for a normal challenge apply. After your challenge is completed, the other player's challenge resumes.

Do not use in a game with the Insect or Changeling.

BULLY

You have the power to intimidate. If you win as a main player and both players have revealed Attack Cards in a challenge, you may select which tokens the other player must lose. He loses the same total as he had in the challenge; however, you can take his tokens from anywhere. When you are the offensive player and do not select tokens from the defensive planet, those tokens remain and they and offensive tokens co-occupy the planet. When you are the defensive player any offensive tokens in the cone which you do not select return to bases after you have removed other tokens to the warp.

DELEGATOR

You have the power to delegate. When you are involved in a challenge, once allies are committed, but before cards are played, you may delegate an offensive ally to be offensive player and/or a defensive ally to be defensive player in the challenge. Displaced main players are now allies. The delegates use their own powers, if appropriate, and play from their own hands. If the offense wins or deals it counts as a successful challenge for the original offensive player. If a delegate deals, the original main player will return to bases with other allies. Consolation is collected by the delegated player. After the outcome of a challenge is determined, play returns to the original offensive player or passes to the left, as appropriate.

Do not use in a two player game.

DISEASE

You have the power to spread. Whenever a disc other than your own color is actually flipped in the destiny pile, if you already have a base of at least 3 tokens in that system you may take one or more of those tokens and move them to any other planet in that system.

Do not use in a two-player game.

FILTH

You have the power to reek. When you land on a planet, all other tokens on that planet must leave and go to other bases. However, your allies in a winning offensive challenge are permitted to land on any other planet in the defensive system. No player can remain on a planet where you have tokens, and a player who somehow has a base there must immediately leave. When you agree to trade bases in a deal, you and that other player must each vacate a planet for the other player to land on. Players who win an offensive attack against your tokens on a planet do not immediately gain a base, but must return their tokens to their other bases. Your losing tokens go to the Warp normally and the planet is "fumigated". On subsequent challenges players can challenge the empty planet and move tokens onto it if they win.

FUNGUS

You have the power to adhere. Whenever you win an attack as a main player or as an ally and have tokens in the challenge, your tokens adhere to all of the tokens of your opponent(s). Your opponents' lost tokens do not go to the Warp. Instead, you stack one or more of them under at least one of your tokens which was in the challenge. Captured tokens do not have special characteristics, e.g. Macron tokens are not worth four. These Fungoid stacks are controlled by you. Each stack is considered to be one token for purposes of play, e.g. taking consolation, going into the cone, etc. But when your total force is counted in a challenge, each token in each stack counts separately as one of your tokens. Tokens lost to the Fungus are released when the Fungoid stack is in the Warp. Then, they may leave the Warp under normal conditions. If you lose your power, each stack counts as one token but they stay fixed until separated by the Warp.

LOSER

You have the power of upset. Before cards are played in any challenge, you may declare an upset. At the appropriate time both players must play an Attack Card, if possible. If an upset is declared, the winning side loses and the losing side wins.

PACIFIST

You have the power of peace. As a main player in a challenge, if you reveal a Compromise Card and your opponent reveals an Attack Card, you win. If you both play Compromise Cards, you attempt to make a deal, as usual.

PROPHET

You have the power to predict. If you are not involved as a main player or ally in a challenge, you may predict aloud before cards are played which main player (offensive or defensive) will win. A deal counts as a win. If you are correct, you gain a base anywhere. If you are not correct, the winner selects two of your tokens anywhere and removes then to the Warp. [Printed as "then"; the card reads "them".]

Do not use in a two-player game.

SIREN

You have the power to lure. After the destiny pile is flipped by another player, you may lure the offensive player to your system. You now become the defensive player and the challenge proceeds normally. However, if you win the challenge, you establish a base on the offensive player's system.

Do not use in a two-player game.

SNIVELER

You have the power to whine. As a main player whenever You have the most tokens in the Warp, have the fewest bases of any player, or lack a challenge card you need, you may whine about it. If you whine about your tokens, either all other players must agree that you can take all your tokens out, or (if possible) they each must place tokens into the Warp until each matches your number there. If you whine about a base, either all other players must agree to let you have one extra base (you pick where) or they each lose one (their pick). If you whine about cards, you name what you need - "I don't have an Attack higher than a 15" (you can't lie). Either one player gives you such a card or all players discard all such cards in their hands. You may whine only once per challenge.

TERRORIST

You have the power to booby trap. Before play begins, you may "plant bombs" - one for each player in the game. To do this, make a note of where each bomb is placed. Planets are numbered from each player's right hand side, for example: "Red planet #1, Blue planet #3" etc. The bombs may be distributed any way you wish among the different systems, or all on one system, even all on one planet. Now, whenever new tokens enter a booby trapped planet the bomb immediately explodes, and all tokens currently there and those just arriving go to the Warp. Each bomb explodes only once. If there is more than one bomb on a planet only one bomb explodes each time new tokens land there. Whenever you have no unexploded bombs in play, you may booby trap another series of planets. If you lose your power, your bombs will still explode, but you may not mine additional planets until you have regained your power.

WARPISH

You have the power of necromancy. You do not have a regular planet system. Instead, you place your Star Disc along one edge of the Warp and line your tokens up along the other 5 sides, 4 tokens to a side. These 5 Warp sides are considered your planets, and are treated as such throughout the game. All tokens (including your own) which go to the Warp add to your total as a main player in a challenge for computing the outcome as though they were part of your force. However, the tokens in the Warp are not figured in taking consolation, etc. If you gain this power after play has begun, you only add the tokens in the Warp to your total as above. If you lose this power and are set up around the Warp, your home system is still the Warp but you no longer add the Warp tokens to your total. You are immune to the Wild Schizoid.