Sie sind auf Seite 1von 4

The Complete Book of COSMIC ENCOUNTER Rules

Appendix ROUND 2 Power to Possess…May Replace Offensive


There will be one game in round two. Divide the players Player
I. GAME VARIANTS into four player games. The game will last for 50 min- M/Deuce
7. Player’s Choice : Players pick an Alien of their utes. Add in Expansion Sets four, six, seven and eight. Power Two…Plays Two Challenge Cards
choice rather than drawing at random or draw five Victory points are figured by the same system, but play-
O/Dictator
Aliens at random and keep one. ers do not carry their round one points over into this
Power to Command…Controls Destiny Pile
8. Hidden Powers: Players pick their Aliens ran- round. All players are starting from zero points.
domly but keep them hidden until they choose to ADVANCEMENT TO FINALS O/Diplomat
exercise their Power. At that time the Power card The top six players, based on the points earned in round Power to Negotiate…Can Negotiate 3-Way
is revealed and set up in the normal manner. two only, advance to the finals. Deal
9. Multiple Powers: Each player draws more than
FINALS O/Disease
one Alien and thus has a combination of “Multi-
ple” Power. Players are advised that this variation One game, no time limit. Add Expansion Sets five and Power to Spread…Spreads to Other Planets
can lead to conflicts not covered in the rules! nine. No points are used, the regular winner(s) are the M/Doppleganger
House rules must then prevail. champions. Power to Haunt…Borrows Cards to Play
Settling Problems: To solve “don’t use with” VICTORY POINT SYSTEM
M/Dragon
conflicts in a Hidden Power Game, the first Power The victory point system is used in round one and round
Power of Treasure…Receives Lucre Payments
revealed has precedence, and any which conflict two. At the end of 50 minutes each player gets:
with that and are still hidden must be replaced. • 1 point for every home planet base (5 possible) M/Empath
A “Cosmic Zap” in a Multiple Power Game will • 2 points for every foreign planet base (10 possible) Power of Harmony…May Change Attack to
work against all Powers of one player which are • 6 points in the pot divided among the winners. Compromise
used at the same time. Example: A player who won alone, and who still had all M/Ethic
The Plant and the Insect in a Multiple Power home bases would have 21 points (5 for home bases + Power of Guilt…Takes Consolation for Attack
Game may copy only one Power of another 10 for foreign bases + 6 from the pot). O/Extortionist
player. RANKING THE FINALISTS Power to Extort…Gets Half of All New Cards
10. Adding a 7th and 8th Player: For a seven player After the winner(s) are determined, the other finalists O/Filch
game, deal six Flares and then add a Compro- can be ranked by adding the total points earned in Power of Theft…Takes Opponent’s Used Card
mise card, shuffle and deal. For an eight player Round 1 and Round 2 for each player. The player with
game do the same and also add the title card of M/Filth
the high total is ranked second, the next high third and
the Flare deck. If you get one you are: Power to Reek…Drives Other’s Tokens Away
so on.
The ZILCH: (Compromise Card) You have the O/Force
OPTIONAL PLAYOFF
Power to kibitz. You get no hex, tokens, cards, Power to Be With…Helps Others
If there is a multiple player win the finals, players may
etc. Put the Compromise card back in the deck
elect to play off. In this case the winners start a new M/Fungus
and write down somewhere the player you think
game. The winners of that game again start a new Power to Adhere…Attaches to Other Tokens
will win. If at the end of the game that player is a
game until there is only one winner. This process contin- O/Gambler
winner, you join him or her (and any others) in the
ues even if a two player game is necessary. Power to Bluff…Bluffs About Cards
win. (For higher stakes, at the start of the game
EXCLUSIONS
you may also write down how many other players M/Grudge
The following Aliens are not used during Round 1 or
will join your predicted winner in the win. If you Power of Revenge…Penalizes for Refusing to
Round 2: Filth, Schizoid, Terrorist. In the finals however,
are wrong, you have lost, but if you are exactly Ally
there are no exclusions (except as defined by state-
right, you win alone.) To help you mold the out- O/Healer
ments on the power cards, hexes etc. “Do not use with
come you may look at anything in the game at Power to Heal…Can Save Other’s Tokens
the …”).
any time—hands, the deck, hidden Powers, from Warp
secret writings, etc. You may tell anyone anything III. THE ALIENS—A to Z O/Hurtz
you like, publicly or privately, including lies. And
O/Amoeba Power to Lease…Leases Game Resources
you are not affected by any Power or card except
Power to Ooze…Unlimited Token Movement M/Insect
the “Cosmic Zap.”
The SHARK: (Title Card) You have the power M/Anti-Matter Power of Metamorphosis…Copies Opponent’s
of hunger. You must sit out the game for one chal- Power of Negation…Lower Total Wins Power
lenge, after which you may give the title card to M/Aristocrat O/Judge
any of the six players who is not currently a main Power of Privilege…Picks Hand and Draws Extra Power of Fiat…Assigns Extra Win/Lose Condi-
player and take over that player’s position in the Flares tions
game—hand, Power, etc. That player must now M/Assassin M/Laser
sit out one challenge and then may “cut-in” on a Power to Execute…Removes Other’s Tokens Power to Blind…Makes Opponent Play Blind
player as you did. O/Lloyd
M/Assessor
II. TOURNAMENT RULES Power to Tax…Taxes Use of Cone Power to Insure…Protects Player’s Tokens
The official Cosmic Encounter Rules are designed to M/Aura O/Loser
allow tournament play within a relatively defined time Power of Honesty…Makes Others Reveal Hands Power of Upset…Winner Loses and Loser
frame. A point system is used to end the first and M/Boomerang Wins
second round games in 50 minutes, preventing them Power to Return…Challenges Challenger O/Machine
from being prolonged as players struggle for solo vic-
O/Bully Power of Continuity…Can Continue Turn
tories. M/Macron
Power to Intimidate…Selects Losing Tokens
ROUND 1 Power of Mass…Each Token Worth 4
Divide players into four player games. This round will M/Butler
Power to Wait Upon…Gets Lucre for Tasks O/Magnet
have two games. Each game will last for 50 minutes.
O/Calculator Power to Attract or Repel…Attracts or Repels
Power to Equalize…Reduces Higher Attack Allies
The first game in this round will use the basic Cosmic
Encounter set only. At the end of 50 minutes, end all Cards O/Mesmer
games, distribute the game points, have the players M/Changling Power of Mass Hypnosis…Can Change Own
switch around so that they are in new groups and Power to Change Form…Changes Power with Edicts
begin the second game. All players advance to the Opponent O/Mind
seconds game. The second game will add in Expan- O/Chronos Power of Knowledge…Sees Other Player’s
sion Set one, two and three. End the game after 50 Power of Time Travel…Can Replay Challenge Cards
minutes and total each player’s points from game M&O/Miser
O/Clone
one and game two. Power to Hoard…Gets Second Hand
Power to Replicate …Keeps Own Challenge Card
ADVANCEMENT TO ROUND 2
O/Crystal O/Mutant
To advance to round 2 a player must score high
Power of Arrangement…Tells Allies Numbers to Power to Regenerate…Maintains 7-Card
enough to make the cut off. Scores are totaled from
Commit Hand
game one and game two. The cut off is figured by
taking the top scoring players in multiples of four until O/Delegator O/Negator
you have about have of the original players. Power to Delegate…Assigns Main Player Power to Reverse…Reverses Decisions
O/Demon M/Oracle

 1983 Eon Products, Inc. A Future Pastimes Creation 13


The Complete Book of COSMIC ENCOUNTER Rules
Power to Foresee…Foresees Opponent’s 3. ANTI-TRUTH SERUM (C) While this moon is occu- 39. TEN SPOT (C) While you occupy this moon, the
Cards pied, each player’s statements mean the opposite of number of any attack card your opponent in a
what they say. challenge plays is increased by ten. (e.g. a 2 is
M/Pacifist 4. TONGUES (C) While this moon is occupied, each really a 12.)
Power of Peace…Wins with Compromise Card player must speak in rhymes (whenever talking) or 40. MINUS MOON (C) While occupying this moon,
O/Parasite lose a token to the Warp for each prose utterance. you lose ten points from your total in challenges in
Power to Infest…Joins Alliances at Will 5. IMPLOSION (I) Upon occupation of this moon all which you are a main player.
tokens in this system which are not showing the 41. PLUS MOON (C) While occupying this moon,
O/Philanthropist same color as the star disc in this system go to the you add ten points to your total in challenges in
Power of Giving…Gives Away Cards Warp. which you are a main player.
O/Pirate 6. GATEWAY (I) Upon occupying this moon you may 42. POSITIVE (C) While this moon is occupied, all
Power to Raid…Raids Other’s Lucre place tokens from this moon onto any planet in a players must speak and gesture in a positive
solar system with another gateway. manner (no negative terms allowed: “no,” “not,”
O/Plant 7-11. GATEWAY (see #6). etc.) The penalty is one token to the Warp (victim
Power of Grafting…Accumulates Opponent’s 12. NOVA (I) Upon occupying this moon, place this solar chooses) per infraction, including a forced infrac-
Powers system’s star disc over any planet in this system. tion (e.g. from having to answer the Seeker hon-
O/Prophet That planet is permanently destroyed along with any estly).
Power to Predict…Predicts Challenge Winner tokens on it. Discard after use. (Do not use in a 2- 43. FLUX (I) Upon occupying this moon, move one
player game.) token of each other player from one base he has
M/Reincarnator 13. WARP WORM: (I) Upon occupying this moon, all to another, if possible.
Power of Reincarnation…Uses Powers Not in tokens here go to the Warp. 44. WARP ATTACK (I) Upon occupying this moon,
Game 14. WARP WORM (see #13). you must immediately use the cone to challenge
M/Schizoid 15. WARP WORM (see #13). one other player’s tokens in the Warp (if there are
16. MASS GENERATION (C) While occupying this any there). This is in addition to your normal chal-
Power to Alter Reality…Changes Goal of
moon, the number on any attack card you play is lenge(s). Tokens lost in a challenge where the
Game increased by ten. (e.g. a 6 is really 16.) cone is pointed at the Warp are instantly demate-
O/Seeker 17. SALVAGE (I) Upon occupying this moon, collect one rialized and removed from the game. The win-
Power of Truth…Asks “Yes or No” Question card (if available) from the top of the discard pile for ner’s tokens go into the Warp. When players fail to
each of your tokens landing here. Discarding and/or make a deal (Compromise/Compromise) each
O/Silencer
Consolation (if they occur) take place after the sal- takes three of his own tokens from anywhere and
Power to Isolate…Stops Communication by vage. (Note: Occupy this moon only once per turn.) puts them out of the game.
One Player 18. QUAKE LEFT (I) Upon occupation of this moon 45. FREEBIE (I) Upon occupying this moon, you may
O/Siren each player immediately passes his regular hand of challenge anyone on any base. This is in addition
Power to Lure…Entices Challengers cards to the player on his left. to your normal challenge(s).
19. QUAKE RIGHT (I) Upon occupation of this moon 46. SELECTION (I) Upon occupying this moon select
O/Skeptic each player immediately passes his regular hand of any power not in the game to replace yours.
Power to Doubt…Doubles Risk of Challenge cards to the player on his right. 47. EVOLUTION (C) While occupying this moon, you
O/Sniveler 20. CONFESSION (I) Upon occupation of this moon play the game as if you had your power’s Super
Power to Whine…Catches Up When Behind each player must reveal the highest attack card in his Flare as long as you still have your power.
regular hand to all other players. 48. POWER TRIP (C) While occupying this moon,
O/Sorcerer 21. COMPASSION (I) Upon occupation of this moon you still have your power even if you have lost
Power of Magic…Can Switch Played Cards each player (who is not required by a power or flare three or more of your home bases.
O&M/Terrorist to do otherwise) must play a compromise card from 49. SHIFT LEFT (I) Upon occupation of this moon,
Power to Booby Trap…Booby Traps Planets his regular hand in a challenge if he has one. each player passes his alien power card (and all
22. REVENGE (I) Upon occupying this moon, toss any facets thereof: Schizoid’s terms, Warrior’s points,
O/Trader token of your choice into the Warp. etc.) to the player on his left.
Power of Transference…Trades Hand with 23. WARTS (S) Worthless. Has no effect. 50. SHIFT RIGHT (I) Upon occupation of this moon,
Opponents 24. PROGRAM (I) Upon occupying this moon, restack each player passes his alien power card (and all
M/Vacuum the entire destiny pile in any order you wish. facets thereof: Schizoid’s terms, Warrior’s points,
Power of Catharsis…Takes Others Tokens to 25. MOON SWITCH (I) Upon occupying this moon, etc.) to the player on his right.
trade this moon for one other unoccupied moon in 51. DEFENSE MOON (C) While occupying this
Warp
the game and land these tokens on the new moon. moon, add the value of the tokens on this moon to
O/Visionary 26. MOON TUNE (I) Upon occupying this moon, sing a your total as defensive player in any challenge, to
Power of Perception…Dictates Challenge little song about your alien power (even if you have increase your final total. When you lose a chal-
Card lost it), or lose three tokens to the Warp. lenge, these tokens are not lost (unless this moon
27. MOON FLARE (I) Upon occupying this moon, draw itself is being challenged).
M/Virus
a card at random from the flare deck (Expansion Set 52. MOON MOVE (I) Upon occupying this moon,
Power to Multiply…Multiplies in Attack #4) and put it in your regular hand. another player of your choice must place two
M/Void 28. AFFLICTION (I) Upon occupying this moon, collect tokens on an unoccupied moon or challenge an
Power to Eradicate…Eradicates Opponents’ all Flare cards from each other player’s regular hand. occupied moon. You pick the moon, he picks the
Tokens 29. ADDICTION (I) Upon occupying this moon, collect tokens. After his move (and any side effects) is
all Attack cards from each other player’s regular over, play resumes as before.
M/Vulch hand. 53. DOUBLE CROSS (S) When you reveal this
Power to Salvage…Collects Discarded Edicts 30. EDICTION (I) Upon occupying this moon, collect all moon, as a winning player or ally on the offensive
M/Warpish Edict cards (including the Plague, when it is held) side of a challenge, all other players on your side
Power of Necromancy…Adds Tokens in Warp from each other player’s regular hand. return tokens to bases and you alone gain the
to Total 31. ROMISSION (I) Upon occupying this moon, collect base. Play as a continuing moon once revealed.
all Compromise cards from each other player’s regu- 54. MOBIUS MOON (I) Upon occupying this moon,
M/Warrior lar hand. return all your tokens from the Warp to any of
Power of Mastery…Adds Experience Points 32. REVELATION E (I) Upon occupation of this moon, your bases.
M/Will each player reveals all Edicts in his regular hand to 55. MOBIUS MOON.
Power of Choice…Not Controlled by Destiny all players. 56. MOBIUS MOON.
33. REVELATION F (I) Upon occupation of this moon, 57. EVICTION (I) Upon occupying this moon, you
O/Witch each player reveals all Edicts in his regular hand to may remove all other players’ tokens from any
Power to Curse…Casts Spells all players. one base which you co-occupy with them. The
O/Worm 34. ACCEPTANCE (I) Upon occupation of this moon, tokens return to their bases.
Power to Tunnel…Repositions Cone each player gives you one card of his choice from his 58. TRACTOR BEAM MOON (I) Upon occupying this
regular hand. moon, you may attract a moon of your choice
O/Wrack 35. SCROUNGE (I) Upon occupying this moon, select (without looking at it beforehand, if it is unre-
Power to Torture…Tortures Opponents your choice of four cards from the discard pile (if vealed) and place it appropriately in your solar
M/Zombie available). system.
Power of Immortality…Never Goes to Warp 36. WARP FACTOR (S) When you reveal this moon, if 59. ALLIANCE SWITCH (S) When you reveal this
you have 19 of your tokens in the warp you win the moon, once the winning side has been deter-
game (despite the Schizoid). mined in a challenge; 1) all winning allies go to
IV. MOON LIST—1 to 100 37. SCUBBA JOKE (S) Worthless. Has no effect. the Warp (despite the Wild Grudge), 2) losing
38. EMOTION REVIEW (S) When you reveal this moon defensive allies return tokens to bases and get a
1. NULL (C) While occupying this moon, you lose you may penalize any player who, in your judgement, card/token per their allying token. Discard after
your alien power(s). displays an undesirable emotion. Name the emotion use.
2. QUANTUM (I) Upon occupying this moon, release and place any two of that player’s tokens from bases 60. MINI MAC MOON (C) While occupying this moon
all your tokens from the Warp to this moon. into the Warp. Discard after use. each of your tokens counts as two tokens toward

 1983 Eon Products, Inc. A Future Pastimes Creation 14


The Complete Book of COSMIC ENCOUNTER Rules
the total in a challenge (but not for consolation, added to those required to win the game. Play as a Assessor
rewards, etc.) continuing moon once revealed. W—Imprison and ransom losing tokens.
61. LUNAR SEE (I) Upon occupying this moon, you 82. DECK DEAL (I) Upon occupying this moon, deal the S—Double your tax.
get to look at one moon of your choice. remaining deck of cards around to all players, start-
62. MOONBURST (S) When you reveal this moon, ing with yourself. Aura
each player reveals all non-secret moons in his 83. DISCARD DEAL (I) Upon occupying this moon, W—Shuffle and fan deck, face up. S—
system. shuffle and deal all cards in the discard pile around Play main player’s hand if not invited.
63. MOONSHINE (C) While occupying this moon, to all players, starting with your self. Boomerang
you collect one token from the Warp (to a base) or 84. MIND BLANK (C) While this moon is occupied all
W—Don’t lose tokens to Warp. S—Player
card from the deck once per each player’s turn. players who are not talking or breathing-in must
64. WIND DOWN (C) While this moon is occupied all hum. The penalty for not humming during a chal- challenging you loses turn.
new discards are instantly vaporized and lenge is one token to the Warp (picked by the victim). Bully
removed from the game. 85. MOON BOON (S) When you reveal this moon, take W—If compromise, player gives base or
65. SHIELD (C) While occupying this moon, as a it to any of your bases and use it as a token worth 5 loses 2 tokens. S—Bully’s opponent’s
main player no one can be allied against you towards the total in challenges. Once revealed, you allies also.
(even the Parasite or a “Magnetized” player). do not “occupy the moon” and it can no longer be
66. VANISH (S) When you reveal this moon all challenged. Butler
moons are immediately removed from the game 86. ROGUE MOON (S) When you reveal this moon you W—Secretly put tokens into Warp. S—Tip
before the next challenge. Tokens on moons use it as the cone to immediately challenge another is 2 Lucre.
return to bases. player on a base anywhere while another chal- Calculator
67. MOON BASE OMEGA (C) While occupying this lenge is taking place. No alliances are allowed in
W—Can reduce opponent’s card value by
moon it counts as a moon base or as a planet the rogue moon challenge. Once this “challenge-
base towards the win. within-a-challenge” begins, it must be completed yours (call “odd” or “even”). S—Equalize
68. BINDER (C) While occupying this moon you are before play of the original challenge resumes. Dis- as an ally also.
automatically allied with the player in whose sys- card after use. Changeling
tem this moon is located. Whenever possible you 87. MOON WRAITH (C) While this moon is occupied it W—Exchange this card for another play-
must invite him to ally with you in a challenge, he will move clockwise around the hexes and send cer- er’s card. S—Change Powers with any
must ally with at least one token, and vice versa. tain tokens to the Warp. The next time an attack card
player.
In a direct challenge, no cards are played and you is played in a challenge, once the challenge is over,
must give each other a new base, if possible. If total the number(s) on the attack card(s) played an Chronos
not possible, try to make another deal (See “Mak- move this moon that many planets clockwise around W—Cancel first flip of Destiny Pile. S—At
ing a Deal” on page 9) the hexes starting with the central planet in this sys- end of game can challenge and win
69. REVERSAL (S) When you reveal this moon, the tem. All tokens on the planet where it stops are sent instead.
outcome of this challenge is reversed, i.e. the win- to the Warp. On subsequent card challenges con-
ning side becomes the losing side and vice versa. tinue this movement from that planet. When this Clone
(Reveal during a challenge before the outcome’s moon is vacated it becomes an extra moon in the W—Retains Edicts. S—Collect double
rewards and penalties take effect.) Discard after system where it is abandoned. This moon can not be consolation.
use. challenged while on a planet. Crystal
70. FOUR/FORTY (C) While this moon is occupied 88. DECOY (S) Reveal this moon only after it has just W—Rearrange tokens on your bases. S—
all attack “4” cards are considered attack “40” been attacked successfully by another player. The
As main player, make a public binding
cards. offensive player loses to the Warp the tokens that he
71. FLINGFIRE (S) Worthless. Has no effect. had in the cone and an equal number of others. Your “arrangement”.
72. RANSOM (S) When you reveal this moon and tokens here return to bases. Discard after use. Delegator
are a winning offensive ally, you may prevent the 89. ALLY ONE-HALF (S) When this Moon is revealed, W—Delegate another main player. S—
offensive player from gaining the base unless he the value of each ally’s tokens in a challenge total is Delegate lost tokens to other(s).
meets your demand for a base or cards. If he computed at one-half its worth. Play as a continuing
refuses, both his and your tokens in the cone go moon once revealed. Demon
to the Warp (despite winning) and other winning 90. ALLY DOUBLE (S) When this moon is revealed, the W—Challenge all tokens on planet; pick
allies gain the base. Play as a continuing moon value of each ally’s tokens in a challenge total is defensive player. S—Force player to use
once revealed. computed at twice its worth. Play as a continuing Power.
73. MOONZAP (S) When you reveal this moon, you moon once revealed. Deuce
may negate the effects of another moon (once per 91. STACK (C) While occupying this moon you may put
W—Make extra challenge at end of turn.
challenge) just as a player attempts to use it. Play one of your cards face down on top of the deck on
as a continuing moon once revealed. every player’s turn. S—May discard both cards after chal-
74. BRIBE (C) While occupying this moon you can 92. TRIP TO VERMONT (S) Worthless. Has no effect. lenge.
show the main player a card from your hand 93. HARVEST MOON (S) Reveal this moon only when Dictator
which he can take if he invites you to ally with you have no challenge cards. You may immediately W—Call for vote on Disc color. S—Com-
him. draw a new hand (if cards are available). Continue to mand challenge of specific planet.
75. ECLIPSE (C) While this moon is occupied, each play if your turn was ending because of running out
time the destiny pile is flipped that star disc is of cards. Discard after use. Diplomat
removed from the game. When only one star disc 94. PURITY (S) When you reveal this moon, remove all W—Confront player who “offends” and
is left, each player may go to any planet or moon moons, Flares, and Expansion Set power from the make a deal. S—May have challenge out-
he chooses on a challenge. game before the next challenge (tokens on moons come decided by vote and buy votes.
76. MOON WIN (S) When you reveal this moon, if return to bases and powers are drawn at random
Disease
you occupy four other moons you immediately win from the basic set to replace those removed).
the game (despite the Schizoid). 95. BLUE MOON (C) While this moon is occupied each W—Make players as a group discard
77. EXCISE (C) While this moon is occupied each player may make no comment or gesture about a Flare, Edict, Moon, Attack, Compromise,
player subtracts the total of all his bases from any player’s past game performance or future game Kicker, Alien Power, and lose token to
attack card he reveals, so that the number on his potential except to disparage his own and to admire Warp. S—Spread from any base to bases
attack card is decreased by the number of bases that of another. The penalty for a forbidden expres- in “host” system (where you have a base).
he has. sion is the loss of the player’s next turn.
Doppleganger
78. BIG BANG (C) While this moon is occupied, if 96-100. NEW MOON (The owner of this Expansion Set
the offensive and defensive totals (cards and may write his own original moon effects here.) W—Secret number of tokens in Cone. S—
tokens) equals 35 or more, all tokens involved in May keep Flares you get.
the challenge go to the Warp; there are no win- Dragon
ners or losers, and play passes. V. THE FLARES—a memory aid only. See individ- W—Pay Lucre and discard anytime. S—
79. BIGGER BANG (C) While this moon is occupied, ual Flare cards for complete descriptions. Your Lucre counts when you ally.
if the offensive and defensive totals (cards and
tokens) equals 50 or more, all tokens involved in Amoeba Empath
the challenge go to the Warp; there are no win- W—Ooze before cards are played. S—Ooze W—Remove token if no “Sir or Madam”.
ners or losers, and play passes. (if the BIG BANG as ally, also. S—Exchange a Compromise played for
and the BIGGER BANG are both revealed, the Anti-matter one of your attack cards.
BIGGEST BANG occurs, all tokens are taken out
W—Stop Wild Flares. S—Stop Super Flares. Ethic
of the game and the game ends.)
80. SUDDEN DEATH (C) While this moon is occu- Aristocrat W—”Give away” up to 3 cards when get
pied, the next player(s) to get a planet base out- W—Select one card from deck. S—Select new cards. S—May refuse Lucre and
side his home system as a result of a card any 7 cards as new hand. claim consolation.
challenge win(s) the game (despite the Schizoid). Extortionist
Assassin
81. OVERTIME (S) When you reveal this moon, one W—If two flips in a row of your color,
extra planet base outside your home system is W—Throw offensive tokens into Warp. S—
Replace executed token with own. player pays 3 Lucre or losses a base. S—

 1983 Eon Products, Inc. A Future Pastimes Creation 15


The Complete Book of COSMIC ENCOUNTER Rules
May refuse payment and extort cards Negator planet to any planet and one token from
instead. W—Cause revealed Attack to have negative that planet to defensive planet. S—Trade
Filch value. S—Negate twice per challenge. hands with any player.
W—May steal cards from deck/discard Oracle Vacuum
pile and tokens from Warp/Praw to bases. W—Mix hand with opponent’s and take back W—Whenever an Attack card is played,
S—Filch any discarded challenge card. same number you had. S—Can refuse to retrieve a token. S—Choose which tokens
Filth play out challenge after card revealed. are “vacuumed”.
W—Force all tokens to leave a planet. S— Pacifist Visionary
Planet (Moon) you point Cone at is Filthy. W—Prevent second challenge. S—If no W—Once per challenge name a specific
Force deal, you lose one token, your opponent card which all players must show you if it
W—”Be with” a player who has just gained loses 5. is a part of their regular hands. S—Use
a base. S—Aid player even if not called Parasite Power even when not a main player.
on. W—Gain planet base on system of any Virus
Fungus player who loses Power. S—Infest with any W—As main player square number of
W—Create defensive ring of opponent’s number of tokens. tokens on your side to determine number
lost tokens around home system. S— Philanthropist of tokens in challenge. S—Multiply as an
Adhering tokens not freed in Warp. W—“Lend” any player your Power for a chal- ally also.
Gambler lenge. S—Player must play card you give to Void
W—If you call “spread” number (card dif- him or her. W—Once per challenge nullify the effect
ference) add it to your total. S—”Up the Pirate of any Edict played. S—Use Power as an
ante” (1-20 tokens at risk). W—Hide a “treasure” of 10 Lucre and split ally also.
Grudge with finder. S—Your victim loses use of Vulch
W—Opposing allies get nothing. S—Get Power during raid. W—If successful challenge, opponent
“revenge” even if you lose. Plant gives hand to you one card at a time and
W—If you have a base on system of a Player you discard each until you decide to keep
Healer
who wins, you win instead. S—Borrow the one. S—Collect any discarded Flares.
W—Immune to Cosmic Zaps. S—Healing
fee raised to one card per token. Power of any ally when a main Player. Warpish
Prophet W—May take two tokens from Warp at
Hurtz
W—Predict number of Compromise cards start of each challenge. S—Prevent play-
W—May lease own Power. S—May lease
and make other Players lose tokens. S—May er(s) from taking tokens from Warp
same items over and over.
predict after cards played (but before they (unless player has no bases).
Insect
are revealed). Warrior
W—May gain a new hand if lose a chal-
Reincarnator W—When defensive player, after chal-
lenge. S—May use opponent’s Power first
W—Except during a challenge, make other lenge, challenge offensive player in his or
or second, your choice.
players reincarnate once per turn. S—You her home system. S—Experience points
Judge count when you are an ally.
don’t have to reincarnate when you lose or
W—If difference less than 5, call a draw
fail to deal. Will
and deal. S—Fiat may include gains for
Schizoid W—When other players fail to make a
both sides.
W –Switch Planet Hexes with any Player deal, you dictate the deal within allowed
Laser terms. S—See one other player’s hand
between challenges. S—May change win
W—Opponent plays card before inviting before deciding whom to challenge.
terms at end of each turn as long as no
allies. S—Make player play “blind” any-
instant win. Witch
time.
Seeker W—User your Power even if fewer than
Lloyd required bases. S—May lift a curse.
W—Player inviting you to ally must show you
W—Use Lucre from box instead of own.
challenge card and must play that card if you Worm
S—May insure your tokens with another
ally. S—As main player or ally may ask “any” W—Regain a lost home base at start of
player.
question and get truthful answer. your turn. S—If challenged on home base
Loser where no tokens, may still point cone at
Silencer
W—Lose base when card enters hand, another home planet after cards are
W—As main player, stop opponent’s use of
discard to another. S—May declare revealed.
Power. S—May silence every player in game
“upset” after cards played.
instead of just one. Wrack
Machine W—As main player opponent may not use
Siren
W—Make opponent “stack” challenge Power unless he or she puts as many
W—When cards drawn from deck, name a
cards and play in that order. S—May draw tokens into the Warp as you have tokens
card and get it if picked. S—May offer to take
card from deck at start of challenge. in the challenge. S—May stop torturing at
all defensive allies’ tokens in Siren challenge
Macron (they gain either defensive or offensive any time and continue with normal chal-
W—May put as many tokens into Cone as reward if you win). lenge.
you have bases. S—Take up to 4 tokens Zombie
Skeptic
into the Cone. W—May return other players’ tokens to
W—Put tokens in Cone after everyone else.
Magnet S—Tokens at risk to your skepticism can be bases from Warp as part of a deal. S—As
W—Specify one card which can not be from 1 to 20. main player or ally take tokens which
played. S—Force any players to ally or not would go to Warp, flip them over and use
Sniveler
with sides you specify. them as your own. Tokens are freed by
W—Stop alliances of one main player if not
Mesmer Mobius Tubes.
invited. S—If one base less than winners,
W—May declare card less than 10 to be a join win or challenge one player who refuses VI. CREDITS AND THANKS
Compromise. S—May play each Wild for win. Design and Development: Cosmic Encounter and
Flare as any Wild Flare.
Sorcerer Expansion Sets One through Nine: Bill Eberle, Jack
Mind W—Make any two main players trade Power Kittredge, Peter Olotka (Future Pastimes).
W—Once per challenge look at cards in before cards played. S—Switch cards played Note: Credit to Bill Norton on Cosmic Encounter and
deck. S—Look at hands of both main play- as ally also. Expansion Sets One through Three.
ers. Art: Linda Bound, Dean Morrissey, Lori Walls.
Terrorist
Miser W—On base you share with opponent take Thanks to all of the Cosmic Encounter players who
W—Win with one base less. S—On each tokens hostage. S—Plant an additional have sent in ideas and suggestions, especially: Sue
of your challenges add card to hoard. bomb on each of your turns. and Ray Bataglini, Alan Beal, Dr. Robert Destro, Alan
Mutant Emrich, Joe Faust, Ray Kenneth Greenberg, Ernest
Trader
W—If successful challenge, take one card S. Hakey III, Fred Haslam, Paul Karczag, Paul Klar-
W—On every challenge you may take one
from each opposing player. S—May dis- ich, Quentin G. Long, William Peterson, and the
token other than your own from defensive
card hand and choose new one from deck. White Plains Cosmic Encounter Group.

 1983 Eon Products, Inc. A Future Pastimes Creation 16

Das könnte Ihnen auch gefallen