Moderated by: ForWhomTheJellyRolls and BipolarChemist
This game will be based on the Base Set of Cosmic Encounter put out by Fantasy Flight Games in 2008 (as opposed to the game put out by Future Pastimes)! Much of this game will be testing for future rounds of the game, as this game contains a lot of mechanics and periods where players have to make decisions. We ask that the players that sign-up for this first game to be minorly experienced with this game and can commit the time to this game to promptly respond, as each step of the game has times when players can play actions as a response or just at that specific time! With that in mind, the following will be some basic rules of the game. For a more thorough explanation of the rules, please consult the rule book located: here.
Spoiler: The Initial Set-Up
- The game will have 6 players. Each player will choose a colour when they sign up. This colour will represent their alien race’s colour of planets and ships.
- All players will receive 5 home colonies (or planets) with 4 ships on each. These can be seen on the opening post of the game.
- Next, each player will be dealt two flare cards and the alien race cards associated with them. These two alien races will be your choices for the alien race you want to be for the rest of the game. Once you have chosen one of these alien races, you will tell the mods which one you have chosen and we will handle the rest for you!
- After every player has decided upon an alien race, these will be revealed to all players and the flare cards will be shuffled into the deck! All players will be dealt 8 cards, unless an alien power says differently.
- The player who goes first will be determined by flipping the top card of the destiny deck. This player will be known as the offense for their turn. The colour that comes up will be of the player who goes first. The deck will then be shuffled back up!
- Now the real game begins
Spoiler: The Stages of The Game
- Regroup Phase:Throughout the game, ships will go to the warp when encounters are lost. At the start of an encounter, one of the offense’s ships is retrieved from the warp and placed in one of his or her colonies (home or otherwise). If a player has no colonies, the retrieved ship is placed directly in the hyperspace gate. The placement of the ship will be public.
- Destiny Phase:The offense then draws the top card of the destiny deck. The colour that comes up will be of the person who he or she is attacking, and hence they will become the defender. There are also specials and wild cards in this deck. These will be dealt with when they come up! A special will have certain instructions on it on who you will be targeting. A wild card is your choice on who to target! The offence and defense will be known as the Main Players. The destiny card flip will be public.
- Launch Phase:The offence will take the hyperspace gate and use it to target one of the defender’s home planets. The offense will then choose one to four ships to attack with! These ships can come from any colony, but be careful not to remove all ships from a colony as there may be dire consequences! The defender may not add or subtract ships from the planet that is being attacked. So it is possible to be defending with no ships! All actions here will be public.
- Alliance Phase:Now, the offense and defense will ask for allies to help them! In this game, we will allow for the offense and defense to ask in the thread in no particular order to aid in keeping the game moving. Starting with the player that goes after the offense and is not the defense, they will choose which side to ally with, if any, and how many ships they will be sending and where they will be sending them from. Choosing to ally with the offense will give the ally a chance to get their ships on a foreign colony, moving them up the victory point track! Choosing to ally with the defense will give the ally a chance to get some defender rewards (cards from the deck for each ship you put it, or ships from the warp for each ship you put in).
- Planning Phase:In this phase, we will allow a 24 hour period for the players to converse, argue, and yell at each other about what cards they will play for the attack. Players may lie about what cards they will play. By the end of the 24 hour period, the offense and defense will have played a card in private, This card will be an attack card, a negotiate card, or a morph card.
- Reveal Phase:The cards played are now revealed. Multiple situations can now take place in the Resolution Phase. There may be some powers that take place in this phase.
- Resolution Phase:
Both Play Attack: The players are given 24 hours for reinforcements to be played or allow each ally and player to pass on playing reinforcements or actions. Resolve the attack by adding who has the highest combined attack power. This is calculated by the attack power on the cards played being added plus the number of ships on that player’s side. The loser’s ships are placed in the warp, along with their ally’s ships. Depending on who won, there will be different outcomes. If the offense won, then they and their allies will place all of their ships on to the planet that was attacked. If the defense won, then they will do nothing, and their allies will get their defender’s rewards. The defenders must state in the thread which rewards they want (ships or cards or a mix).
Both Play Negotiate: Players have 24 hours to discuss in the thread and come to an agreement. All allies have their ships returned to them. In the negotiation, the main players may make an agreement to trade cards and/or each main player may allow for a ship from the other player to be placed on one of their colonies. If no agreement is made in this time or one of the players states in bold that they do not wish to make a deal, then the negotiation has failed and they must follow the directions for a failed negotiation. Player’s cannot choose to do nothing as a part of a deal.
One Plays Negotiate, One Plays Attack: The negotiator automatically loses and all of their ships, and their ally’s ships go to the warp. The offense can now place their ships on that planet. The defender now receives compensation for their attempt at peace and will take a card from the offense’s hand for each lost ship of theirs.
If a Morph Card is Played: The morph card becomes the same card that was played by the opposite player. There is only one morph card in the game.
After the encounter is resolved, the encounter cards are discarded, everything gets resolved and we move on. If the offense won the encounter and it was their first encounter, they have the option of having a second encounter. Otherwise, play passes to the next player.
- Notes For Each Phase:In each phase, there may be specific cards or powers that can come into play. We will do our best to ensure that player’s actions are always made possible and time restrictions are not causing problems with actions than can be played. Any mandatory actions, we, the mods, will keep track of for you, but please keep an eye out for the effects of these actions. We ask that you attempt to create a situation based map on how you want to play your cards or actions in specific locations in the game, so as to reduce the game and action time. This can be done in private threads that you will be given access to once the game has started. If there is a possible action that can be played and you have not prepared for it, we will give a 24 hour period for each phase of the game so actions can be played, but we hope that all players will be able to be on or have created a plan to pass or play at that point in the game.
Spoiler: Winning The Game
- The first player to reach 5 on the victory track will win the game. You go up a point for each time that you are on a new planet that is not one of your own. You must keep at least one ship on these planets to keep that victory point. More ships on the one planet does not give you extra victory points, but may help keep you and that victory point safe!
- The win can be shared! If two players go on to their fifth foreign colony at the same time, well the both win! Yay!
Spoiler: Some Other Rules
- If three or more of your planets are eliminated, you will lose your alien power. This occurs immediately once you have lost 3 of your planets.
- If you draw your own colour from the Destiny deck, then you may target one of your own planets to regain an empty planet, or fight other players on one of your planets. You may choose which colour you would like to fight against.
- If there is ever a timing conflict on a turn when dealing with powers, artifacts, game items, or effects, then the resolution order of this will take place in this order: The offense, the defense, and then players who are neither, starting with the player after the offense.
- If the offense begins their turn with no encounter cards (attacks, negotiates, or morphs), then they must play or discard any non-encounter cards, then they will draw eight new cards and continue the turn as normal. If the offense runs out of encounter cards in the middle of their turn, then their turn ends immediately.
- If the defense has no encounter cards and is required to play one, then they must play or discard any non-encounter cards, then they will draw eight new cards and continue the turn as normal.
Spoiler: Current Game Information
Current Game Information
Current Turn:
Cybele
Allies:
Player on the Defence:
Allies:
Basic Information |
Alien Power | # of Cards in Hand |
Green: Cybele |
Reserve (Can Use Attacks As Reinforcements) |
10 |
Orange: Chevre |
Remora (Gets Cards or Ships With Others) |
1 |
Yellow: ZZZX |
Shadow (Removes Other’s Ships) |
7 |
Blue: JDGA |
Miser (Gets Second Hand) |
4 + 5 in Hoard |
Purple: quadz08 |
Vulch (Collects Discarded Artifacts) |
8 |
animorpherv |
Oracle (Foresees Opponent’s Card) |
11 |
Green: Cybele |
#1 | #2 | #3 | #4 | #5 |
Ships on Planet | 2 Green Ships | 2 Green Ships | 3 Green Ships | 3 Green Ships | 2 Green Ships, 1 Blue Ship |
Orange: Chevre |
#1 | #2 | #3 | #4 | #5 |
Ships on Planet | 1 Green Ships, 2 Yellow Ships, 1 Purple Ship | 2 Orange Ships | 2 Orange Ships | 1 Green Ships, 1 Blue Ships, 1 Red Ship | 2 Orange Ships, 1 Blue Ship |
Yellow: ZZZX |
#1 | #2 | #3 | #4 | #5 |
Ships on Planet | 1 Yellow Ship | 1 Yellow Ships | 1 Yellow Ships | 3 Yellow Ships | 4 Yellow Ships |
Blue: JDGA |
#1 | #2 | #3 | #4 | #5 |
Ships on Planet | 3 Blue Ships | 2 Blue Ships | 2 Blue Ships | 3 Blue Ship | 3 Blue Ships, 1 Orange Ship, 1 Green Ship |
Purple: quadz08 |
#1 | #2 | #3 | #4 | #5 |
Ships on Planet | 2 Purple Ships | 1 Purple Ships | 1 Purple Ships | 1 Purple Ships | 3 Red Ships, 1 Green Ships, 2 Yellow Ships, 3 Orange Ships |
Red: animorpherv1 |
#1 | #2 | #3 | #4 | #5 |
Ships on Planet | 3 Orange Ships, 1 Yellow Ship, 1 Blue Ship, 1 Purple Ships | 4 Red Ships | 4 Red Ships | 3 Red Ships | 2 Red Ships |
Victory Track |
0 | 1 | 2 | 3 | 4 | 5 |
Cybele |
X | |||||
Chevre |
X | |||||
ZZZX |
X | |||||
JDGA |
X | |||||
quadz08 |
X | |||||
animorpherv |
X |
Warp |
Cybele |
Chevre |
ZZZX |
JDGA |
quadz08 |
animorpherv |
# of Ships in the Warp | 0 | 7 | 5 | 3 | 13 | 4 |
Ships in Battle |
Cybele |
Chevre |
ZZZX |
JDGA |
quadz08 |
animoprherv |
Total |
Attacking | 4 | 0 | 0 | 0 | 0 | 0 | 4 |
Defending | 0 | 0 | 0 | 0 | 1 | 0 | 1 |
Revealed Cards on Attacker’s Side:
Revealed Cards on Defender’s Side:
Total on the Attacker's Side:
Total on the Defender's Side:
Spoiler: Card Types
Spoiler: Flares Played
Player List
1.
Flameaxe
Cybele2.
Chevre
3.
ZZZX
4.
JDGA
5.
quadz08
6.
animorpherv
Replacement List: