Cosmic Encounter
Cosmic Encounter | ||
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Board Game published by Fantasy Flight Games |
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No. of Players | 3-12 | |
Session Time | 30-60 minutes | |
Authors | Peter Olotka, Bill Eberle, Jack Kittredge, Bill Norton | |
First Publication | 1977 (Eon) 1986 (West End Games/Games Workshop) 1991 (Mayfair Games) 2000 (Avalon Hill) 2008 (Fantasy Flight Games) |
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Cosmic Encounter is The Game of Intergalactic Alliances, Negotiation and Colonization™. You can pick over 10 different player colors and randomly choose over 150 Aliens (not Pokémon). The game is incredibly cheap because your own alien, flare and artifact cards, can change the rules of the entire game. Also, if you successfully invade a planet on your first turn, you get a second encounter (basically, another turn without the "Start Turn" phase).
Richard Garfield stole the concept and mechanics from this game and Wiz-War to make his own shitty rip-off, Magic: the Gathering.
Gameplay
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The winner(s) is the player(s) to have 5 foreign colonies outside his or her home system. Meaning, 5 of those plastic ships have to be on 5 different planets. The turn consist of 8 phases. They are:
1. Start Turn. Everyone forgets about this phase and passes it since only specific things happen.
2. Regroup. Take one of ships from the graveyard (the Warp) and place it on any of your colonies (planets that have one to three ships. there is a stack limit of four ships per planet).
3. Destiny. The fellow neckbeard you will attack. Draw a card to see if his color comes up. But watch out, you might flip a hazard icon and some gay hazard card will come out and everyone will lose the game!
4. Launch. Place 1-4 ships on the hyperspace gate (the cone-ish looking thing) and point it to one of the neckbeard's planets.
5. Alliance. You can ask for help from other players. The rival neckbeard does the same thing. It is only then to hear everyone joins the offense side (or decline to join because they do not want a shared victory).
6. Planning. You and your opponent look for cards with numbers in your hand. No one plays the card with the "N" on it because it means instant lose and you only take 0-4 random cards out of your opponent's hands. Place your chosen card face down with your opponents.
7. Reveal. Simultaneously, like little kids, flip over the cards. Now do the math: Attack + Your Ships + Allie Ships + Re-enforcements (stupid fucking pink cards that can be added to the total afterwards) + Alien powers + etc = GRAND TOTAL.
8. Resolution. The higher total wins. Stupid flares/artifacts or alien abilities with "Resolution" happen now. The losing sides ships (and allies) go to the Warp. If it was the offense, that player gets a foreign colony. If the offense won, he has a choice to go for a second encounter. If yes, go to step 2 and end after 8, the player to the left is next.
Video Game
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There is also an internet video game that no one plays. This game is better because there are no flares or re-enforcements, no hazard cards, and only four planets. The best time to play the game is on a Saturday night. Also, the original creators come on to play, so be sure to flame them for creating such an abortion. I personally suck at this game, so I find it entertaining to bash on the game. I find it easier to accept that the game may be poorly designed, than to accept that I am just strategically retarded and incapable of winning.