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Cosmic Encounter: Expansion Set #2 thumbnail

Cosmic Encounter: Expansion Set #2

Cosmic Encounter: Expansion Set #2 Rulebook

Table of Contents

Table of Contents

  • Alien Powers
    • Anti-Matter
    • Calculator
    • Diplomat
    • Filch
    • Gambler
    • Insect
    • Judge
    • Machine
    • Miser
    • Sorcerer

Alien Powers

Anti-Matter

Lower total wins.

You have the power of negation. If both you and your opponent play Attack cards in a challenge, instead of your total being "card plus your tokens", it is card minus your tokens (including allies). Your opponent's total is figured normally except that allied tokens on his side are subtracted from his total. The player with the lower total wins.

Calculator

Reduces higher Attack card value.

You have the power to equalize. When you are one of the two players in a challenge, once cards are played down but before they are revealed, you may declare "equalize". If you do so and both cards are revealed as Attack cards, the value of the higher one is reduced by the value of the lower one. (Thus if a 15 and an 8 are played, the 15 becomes worth only 7, but the 8 is still worth 8.) The challenge is then concluded normally.

Diplomat

Can negotiate 3-way deals.

You have the power to negotiate. Whenever an Attack Card is played in a challenge and you are not one of the two players, you can call out "negotiate". The revealed cards are discarded, and the two challenge players and you have 2 minutes to reach a 3-way deal. No player may gain more than is allowed in the rules under "Making a Deal", that is one base and cards from other dealing players. If one of you refuses, you each lose 3 tokens to the warp.

Do not use in a two-player game.

Filch

Takes opponent's used card.

You have the power of theft. After you and your opponent have played challenge cards you may pick up his card, once discarded, and put it in your hand for future use.

Gambler

Bluffs about card.

You have the power to bluff. Instead of revealing your card in a challenge, you keep it face down. Now declare what it is. You may lie about it. If your opponent accepts your declaration, the challenge is concluded as if your card were revealed as what you declared. When discarding it, you may bury the card in the pile to prevent exposing it. If your opponent calls your bluff, however, you reveal the card. If you lied, you must lose to the warp as many tokens as you had in the challenge. If you did not lie, your opponent loses as many as he had in the challenge. These lost tokens may not be tokens involved in the challenge. Conclude the challenge normally from the exposed cards.

Insect

Copies opponent's power.

You have the power of metamorphosis. Whenever you are the offensive or defensive player, you copy your opponent's power (offensive player has the chance to use it first, then defensive). You may use his power even if he has lost the use of it.

Do not use in games with the Miser or Oracle.

Judge

Assigns extra win/lose terms.

You have the power of fiat. When you are one of the two players in a challenge, you have one minute to tell your opponent (before cards are played) any extra gains that either the winner or the loser (but not both) will get if an Attack Card is played. These gains are limited by the rules on deals: gain one base, gain cards from opponent. Thus you may order: "The winner will get all the loser's cards, and a base on a planet where the loser has a base." The fiat is in addition to the normal outcome of the challenge, and happens once the challenge results are concluded.

Machine

Can continue turn.

You have the power of continuity. Your turn is not limited to two challenges. As long as you have challenge cards, you may continue as offensive player, even if you lost the previous challenge.

Miser

Gets second hand.

You have the power to hoard. At the beginning of the game you are dealt two 7-card hands. One you keep separate from your regular hand. You may play cards normally from this or your regular hand, as you choose, but the hoarded hand is not subject to loss of cards because of other powers, Edicts, or consolation. You may not add cards you get to your hoard. When either your hoard or your regular hand is out of Challenge cards, you may get a new one according to the normal rules. If you lose your power, you may no longer play out of your hoard.

Sorcerer

Can switch played cards.

You have the power of magic. When you are one of the two players in a challenge, once cards are played down, but before they are revealed, you may transpose them so that you play the card your opponent picked, and he plays yours.

Do not use in games with the Oracle or Gambler.