Rules and How the Separate Discard Pile

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Rules and How the Separate Discard Pile ® TABLE OF THE LEGEND CONTENTS Some called them The Ancient Ones. Others referred to them as Guardians. They called themselves, simply, elders. For eons the elders had watched the Goal ....................3 cosmos evolve. They saw matter, popping into existence, unevenly coalescing into gases and condensing into gravitational anomalies. And, everywhere, they Equipment ............3 saw signs of fledgling life. As these alien beings evolved, absorbed in their own accomplishments, each Game believed itself unique. The elders, however, studied them all, watching them Preparation ..........4 develop and extend their control over nearby parts of the cosmos. The elders Overview..............5 watched with particular care, knowing that their own evolution was taking them beyond this universe. They knew that one of these new forms of How to Play..........6 intelligent being must be selected to replace them. The new Guardians must be able to spread their colonies widely throughout Further Details the universe. To do this they must know how to wield power, but also how to and Other use diplomacy. They must conserve resources by attracting support, but be able Refinements ......10 to act alone when necessary. To find the alien life form most capable of this leadership, the elders devised a plan. They shared knowledge that the Universe The Alien contained many alien life forms. They provided technology so each alien life Powers ..............12 form could spread out over interstellar distances and colonize new worlds. Lastly, they made available a variety of Artifacts featuring effects that could be Artifact used by those clever enough to recognize an opportunity to help themselves in Cards ................12 a rapidly deteriorating situation. Strategy Hints ....15 Thus prepared, multitudes of alien life forms were turned loose to seek their destiny, alone or in combination, among the worlds of the Cosmos. With each Two Player alien firmly convinced that they alone were destined to guide the future of the Game..................16 Universe, the age of Cosmic Encounter® had begun. Campaign Play ..................16 AMOEBA Spawned on a totally liquid world, Amoebas are highly conscious of vibrations. Quick to withdraw from danger, they are equally able to ooze menacingly into combat when confronted with the proper turbulences. Amoebas pity those who are less able to respond to circumstance and will be sensitive Cosmic masters. 2. ® PLAYERS: 2 to 4 AGES: 12 and up GOAL In Cosmic Encounter®, you play the leader of a colonization effort whose ships are traveling throughout the Cosmos to prove their worthiness for Cosmic leadership. You will use force, cunning, and diplomacy to win success for your unique form of alien intelligence. This game is best played with three or four players. The two-player version is very strategic, but omits the alliances found in the three- and four-player games. The winner(s) will be the first player(s) to have FIVE COLONIES on any planets outside his or her home system. EQUIPMENT Planet • Planet Systems: There are 4 Planet Systems. Systems Each is a different color and shows five planets. • The Warp: This is the saw-toothed center of the gameboard where defeated ships go to wait to be freed. The Warp • Ships: 80 ships, 20 of each color. • Orders: 12 cardboard discs. • Card Deck: 54 cards including 46 Encounter cards (Attack or Negotiate) and 8 Artifact cards. • Alien Cards: 20 cards, each illustrating an Alien Being and describing its unique power. Mothership • Mothership: The large craft that moves, colonizing ships between planet systems. Card Deck Alien Card Holder • Carriers: 4 defender craft, one in each color to match the four different players. • Alien Card Holders: 4 holders for Alien Cards. Ship Alien Cards Carrier Orders 3. GAME PREPARATION Systems: The Warp is placed on the center of the playing space. Each player selects a Planet System and fits it to the Warp, forming the gameboard. Establish Home Colonies: Take the twenty ships of your System‘s color and place 4 of them on each of your planets, forming 5 colonies. These are your home colonies. Carrier: Place your Carrier next to your planet system. Orders: Take all the discs of the colors that are in the game. Mix them together. Randomly turn one over. Note its color (it determines which player will go first). Remix the pile and place in a stack face down next to the gameboard. This is the Orders pile. Alien Cards: Shuffle the Alien Cards and place them in the box. Each player blindly draws one. Set aside the remaining cards. Place your Alien Card in a holder with the picture facing the center of the game and the description facing you. Read your power to all players. The Deck: One player shuffles the deck and deals each player seven cards face down. Players may look at NEW PLAYER them but may not show them to ALIEN SUGGESTIONS other players. The remaining cards ® are placed face down to one side, Players new to Cosmic Encounter may wish to use these pre-set alien opposite the Orders. As cards are groups in their first few games to played they are placed face up in a get a feel for the rules and how the separate discard pile. powers work. Or they may not. It 2 First Player: The player whose kind of depends on the people. PLAYER SETUP color matched the Order turned over (in Orders above) goes first. Basic Easy To Clone, Macron, Game Play Powers Oracle, Zombie 1 At the start of the game, Game each player has the following: Filch, Mutant, Game Finesse Game Philanthropist, 1 Home Planet System 2 Vulch 4 Ships on each home planet 1 Carrier Game Things Are Not Healer, Laser, As You Might Pacifist, Virus 1 Alien card 3 Suspect Game 7 Cards from card deck 3 GAMEPLAY PLAYER SETUP SETUP 4 PLAYER SETUP 4. OVERVIEW You are the leader of a colonization effort. You are responsible for your alien life form‘s future. The object 4 5 of the game is to establish 3 colonies in other players‘ planetary systems. Players will 1 take turns trying to establish 2 colonies. The winner(s) will be the first player(s) to have FIVE COLONIES on any planets outside his or her home system. You do not need to have colonies in all This player has won as he has systems, just colonies on five five colonies outside his home system. planets outside your own system. These colonies may all be in one system or two may be on one player‘s system and three in another‘s, etc. On Your Turn: You are the offensive player. You must encounter another player (the defensive player) on a planet by moving a group of your ships in the Mothership to that planet. Then you and the other player will play Encounter cards face down. The combination of ships, Encounter cards, and other effects will determine the outcome. ANTI-MATTER Spewed forth from a white You may establish a colony on the planet; you may lose ships to the Warp; or hole, the worlds of the Anti- some other outcome may result! Remember: both players can see how many Matter careen through space negating whatever they ships each side has in the encounter, but neither side knows what card the encounter. Opposed to the other will play or what other effects will be brought to bear on the outcome. very existence of gross matter, Anti-Matter is If you lose your first encounter, your dedicated to reducing all turn ends and play passes to your opposition to less than nothing. left. If you complete a first successful encounter, you may choose to have DEFINITION: a second encounter. Your turn will then end, and play will pass to WHAT IS your left. A COLONY? Alliances A colony is defined as one or more ships of the same color You will be able to make alliances on a planet. Pretty simple. with one another during an Well, OK, here is further encounter, jointly risking your explanation. If you have one ships to gain or defend a colony. ship on a planet, you have a CHRONOS colony there. If you have two Unique among life forms, the Alien Powers ships on a planet, you still Chronos has forever been have one colony there, but able to pierce the veil of time You will also have an Alien now it is composed of two and control its own past. Power that will give you the ships. If you have three...well, Now, the elite of the Chronos advantage of breaking a specific grow tired of a world where you get the idea. minor rivalries lead to rule of play, causing your own constant paradoxes and special brand of mayhem in time-quakes and have set the game. out to redesign the Universe. That this involves altering reality comes as past history to the Chronos. 5. HOW TO PLAY Each encounter has 10 steps, which happen in order. You may end up performing all or just some of these steps during an encounter. Also, your alien power may cause a special kind of havoc with these steps. Artifact cards can also interrupt or negate some of these steps, but use these steps as your guide. 1. Regain One Lost Ship: Throughout the game, ships will go to the Warp when encounters are lost. At the start of an encounter, if you have any ships in the Warp, you may move one ship from the Warp to one of your colonies (a home colony or other colony). If you don‘t have any colonies, you may move a ship directly from the Warp to the Mothership.
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