4. The rules I like to play with 5. Some of my more interesting matches 6. Power selection
Each side in the challenge can ask other players to ally with 1-4 free tokens.
Winning tokens on the offense get to establish a base on the planet attacked. Winning allied tokens on the defense gain their owner rewards, either new cards or freed tokens. Winning main player tokens on the defense get nothing. All losing tokens go to the "warp" where they're not free for use.
Each player is entitled to a second challenge if their first challenge is successful. Play then continues around the board.
There are also many game extensions that add additional twists to the game (e.g. moons, lucre, alternate hexes, praw, flares, ...)
Most of these things, however, just suck. Use the basic game.
48 Alien powers (with flares):
94 Cards
Attack 40(1), 30(1), 20(2), 19(1), 18(1), 17(1), 16(1), 15(4), 14(2), 13(1), 12(5),
11(2), 10(6), 9(2), 8(8), 7(4), 6(8), 5(2), 4(2),
1(1). Compromise(17). Edicts(22).
6 Planet Hexes (with reverse hexes on the back)
6 Token sets: Red, Blue, Yellow, Purple, Light Blue, Orange.
1 Warp Hex
1 Hyper-Space Cone
1 Rule Book
More Cosmic Encounter:
54 Alien powers (with flares):
88 Cards
Attack 20(1), 19(1), 18(1), 17(1), 16(1), 15(2), 14(1), 13(3), 12(2), 11(3),
10(3), 9(4), 8(3), 7(3), 6(3), 5(1), 4(3), 1(1), 0(2),
-1(1), -4(1), -5(1), -6(1), -8(1). Compromise(11). Kickers(9). Reinforcements(15). Edicts(10).
26 Destiny Cards (including 16 Comets)
100 Lucre counters
100 Moons
1 Rule Book covering the extra components
I like to play with either 2 or 3 alien powers per person, selected in some sort of random or pseudo random
fashion (see: alien power selection). I usually prefer for the powers to be hidden. This means, you keep
your alien powers secret until the instant you want to use them for the first time. Of course, some
powers must be revealed right away (pentaform, worm, terrorist, symbiote, etc).
Most importantly, I like playing with 4 people. Playing with 2 people is as fun as playing tic-tac-toe,
playing with 3 people is tolerable, 4 is optimal, 5 is tolerable, and 6 is back to tic-tac-toe. You
must arrive at a compromise between getting in the action often enough and having
enough going on to make things interesting.
with some rule usage, etc, etc. For now, I just give one example of a match
that stands out in my mind.
and took any and all opportunity to ream me in any way possible, often sacrificing himself.
One day I was Playing Jaime with 2 other people. We selected powers in the #2 manner described in
power selection. I managed to select Amoeba, Macron, and Void. Jaime selected Sniveler, Virus,
and Worm.
and 1 token on each remaining base. I went first. I drew the Jaime's color. I tried to look dejected
as I pointed the cone at the base with 16 tokens on it. I placed 1 token in the cone dejectedly.
After cards were played, I revealed Amoeba. I took the opportunity to move 14more tokens into the
cone. I was now defending each home base with 1 token. We revealed cards. Jaime played
a 6. I played a 20 with kicker 2. Then I revealed Macron. Elated, I thought the outcome
was 22 to 100 in my favor. Then Jaime revealed Virus, making the score 96 to 100 in my favor.
Jaime called out for reinforcements, played a reinforcement 2, and got no others. At 98 to 100,
Jaime cosmic zapped Macron, making it 98 to 55 in his favor.
I played an un-zap, one of very few times I had it and remembered to play it...back to 98 to 100.
One of the other players revealed filch, and took the cosmic zap. I then played a finder
and looked for a cosmic zap in her hand.
Jaime, nothing to do, knowing he had lost, and I had a cosmic zap, feebly
tried to use Worm to re-position the cone to a planet with 1 token on it.
I cosmic zapped worm.
Ultimate insult: Right as Jaime was about to put the 16 tokens in the warp,
I uttered my favorite phrase:
"They don't go to the warp."
I revealed Void.
16 of Jaime's tokens went to the Void, and he was put out of the game permanently.
I've never seen someone out of the game so fast...rarely is someone out of the game at all
at any point, but Jaime bit it before he even had a turn. Such sweetness. To this day,
I email Jaime about that game.
random to the pseudo random. These are the two I use most:
are the powers you have for the game. Don't take your power until you are ready to use
(reveal) it. Variant: Let everyone draw 5 and keep 2 or 3. This is better as you
probably wont get stuck with a really crappy combination
Then randomly choose a player to start, and give him the deck of revealed flares. Let him choose 1,
and go around the table until everyone has 2 or 3. If you have a good memory, you can tell all the
powers in the game...but not who has them. You can also try to plan really good combinations,
as I did in my great victory.
I am always looking for people to play with! I live in Alexandria, Va. I have tried unsuccessfully to
establish a CE group here. If you know of one, let me know!