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Cosmic Encounter: Expansion Set #6 thumbnail

Cosmic Encounter: Expansion Set #6

Cosmic Encounter: Expansion Set #6 Rulebook

Table of Contents

Table of Contents

  • Dragon
  • Ethic
  • Extortionist
  • Force
  • Hurtz
  • Lloyd
  • Negator
  • Pirate
  • Visionary
  • Witch
  • Lucre
    • Lucre (Section XVII)
    • Lucre in the challenge sequence (pages 2 and 4)

Dragon

Mandatory. Expansion Set #6.

You have the power of treasure. You start the game with 4 extra Lucre. Whenever another player buys cards or tokens, he pays his Lucre to you instead of to the box.

Use only in a game with Lucre!

Ethic

Mandatory. Expansion Set #6.

You have the power of guilt. Every time you are a main player and reveal an Attack Card in a challenge and lose, you collect 4 consolation cards at random from your opponent. If he does not have 4 cards, you take the cards he does have. You may discard any of these consolation cards that you do not want. If he wishes, your opponent may pay you 2 Lucre to prevent you from taking this consolation.

Use only in a game with Lucre!

Extortionist

Optional. Expansion Set #6.

You have the power to extort. Once play begins, whenever any other player would acquire cards as consolation, as rewards for a defensive alliance, as a new hand, or by exercise of power (except the Miser), Flares, or purchase, you may take at random half of them (rounded down) for your hand. A player may prevent you from extorting any cards by paying you one Lucre for every card you would have been able to take, but he must do so before you take any cards.

Use only in a game with Lucre!

Force

Optional. Expansion Set #6.

You have the power to be with. When you are not a main player, other players may call upon you for help and offer you one or more Lucre. The other player may not specify the help he is hoping for. If you choose to aid him, take the offered Lucre and intercede in a way you believe will help him. You may: 1) alter random events, e.g. decide color of flipped disc, choose the cards taken in consolation or as rewards, etc. or 2) limit or moderately expand upon the immediate effects of powers, Edicts, Flares, moons, etc., e.g. "The Virus may not multiply allies' tokens, only add them to his total", or "The Mobius Tubes just played frees tokens from both the Warp and the Void". You may not aid a player unless called upon and no communication or haggling is allowed about your choice of aid.

Use only in a game with Lucre! Do not use in a two player game.

Hurtz

Optional. Expansion Set #6.

You have the power to lease. You may lease cards from the deck, or any powers, Flares, and moons which are not in the game. To do this, another player must request a specific item from you. You may refuse to lease the item or, if you decide to lease it, you must charge one or more Lucre. If the renting player meets your price, you select the requested card from the deck (not the discard pile) or the requested power, moon, or Flare and give it to him. You may lease at any time, but the item in all cases must be discarded at the end of the challenge, even if it is not used. Cards go to the discard pile, but powers, Flares, and moons are set aside and may not be used again in that game.

Use only in a game with Lucre! Do not use in a two-player game.

Lloyd

Optional. Expansion Set #6.

You have the power to insure. You may, for a fee, insure other players' tokens against loss in a challenge. If an insured player loses tokens, he does not pay your fee and replaces his lost tokens on bases. If an insured player does not lose tokens, however, he pays your fee. You may offer to insure any and all players on both sides in a challenge - main players and/or allies. You may set your fee (in Lucre) as you see fit, but you must tell prospective customers in advance what your fee is going to be. The insurance policy is only good for the challenge in which it is issued. You can insure only those tokens directly involved in the challenge, i.e. on the defensive planet or in the cone.

Use only in a game with Lucre!

Negator

Optional. Expansion Set #6.

You have the power to reverse. Once, before cards are revealed in each challenge, you may make any other player change a game action he has just taken, e.g. playing a particular card, pointing the cone at a specific target, selecting certain tokens, buying any cards, etc. The action you negate cannot be directly related to the player's exercise of his power. Once negated, the player must make a different decision affecting the same element of play and continue the play.

Pirate

Optional. Expansion Set #6.

You have the power to raid. During any turn when you are not a main player you may make one raid-challenge on the Lucre of either main player. To do so, announce the raid victim before cards are played, then collect up to four of your tokens and place them outside the chosen system. The main challenge is suspended during the raid, and you and the victim are now the main players (but you may not be possessed by the Demon). The victim will defend with his Lucre (not his tokens) and he may not buy cards or tokens during the raid. If you win, you get all of his Lucre, and your tokens return to bases. If you lose, your raiding tokens go to the warp. The victim may use his power, if appropriate. If, before playing cards, he offers you one-half of his Lucre (rounding up) you must accept it and return to your bases. There are no alliances, but deals are allowed. Only you may get consolation. If you lose your power during a raid, return your tokens to bases.

Use only in a game with Lucre! Do not use in a two player game.

Visionary

Optional. Expansion Set #6.

You have the power of perception. As a main player in a challenge you may specify a challenge card which your opponent must play (example: "You will play an Attack six"). If your opponent does not have such a card, he may play any challenge card he wishes. If he does have the card, however, at the appropriate time(s) he must play it (unless prevented by another player).

Witch

Optional. Expansion Set #6.

You have the power to curse. Whenever you lose tokens as a main player, you may cast a spell against all your opponents in the challenge (main player and his allies). This spell last for the next two challenges. For example, you can make all their Attack Cards worth 4 for two challenges. Each spell can affect only one of the following game operations: alien powers, token selection, token placement, cone placement, Attack Cards, Compromise Cards, alliances, consolation, Edicts, Flares, Moons, deals, and Lucre. Each type may be used only once (in any order) until you manage to cast spells which affect all types. Then you may work through the list again. If you lose your power (except to a Zap) your curse stays in effect.

Lucre

Source note: the Lucre rules below are transcribed from the 1983 Eon Products, Inc. "The Complete Book of COSMIC ENCOUNTER Rules" (section XVII, with the Lucre passages from its introduction, play and summary sections). The card texts above refer to Lucre; this section is the rules they refer to.

Lucre (Section XVII)

  1. About Lucre: Lucre introduces an economy into Cosmic Encounter. Certain Powers are designed to use Lucre but any game may use them no matter which Powers are in the game.

  2. Set Up: At the start of the game each player takes four Lucre from the box and puts them onto his or her Star Disc.

  3. Getting More Lucre: At the start of your turn, you add one Lucre from the box to your Star Disc. Lucre may be paid to other players when Powers allow it, and they may be exchanged as part of a deal.

  4. Using Lucre: At the beginning of each of your challenges as offensive player, you may use your Lucre to buy (on a one-for-one basis) tokens back from the Warp to your bases or back from the Praw to the Warp. Anytime you are a main player, you may buy (again on a one-for-one basis) up to four cards from the deck during the challenge. Lucre payments for tokens or cards are made to the box.

Finally, the Lucre on a main player's Star Disc count as points added to his or her total in a challenge (after all Powers, etc. affecting the total are used). Accumulated Lucre is not a facet of your Power and remains with you even if your Power is lost or changed. Lucre remains on a Star Disc unless used during play.

Lucre in the challenge sequence (pages 2 and 4)

Page 2, section IV, paragraph 2 (A Turn), the passage on Lucre:

The combination of tokens, Challenge cards and Lucre, as well as other effects, will determine the outcome. ... Remember: both players can see how many tokens and Lucre each side has in the challenge, but neither side knows what card the other will play or what other effects will be brought to bear on the outcome.

Page 2, section V, The Play:

  1. Collecting Lucre: At the start of your turn collect one Lucre from the box to your Star Disc. You do not collect a Lucre on your second challenge during that turn.

  2. Buying Tokens for Lucre: You may use Lucre to buy (on a one-for-one basis) your tokens back from the Warp to any of your bases and/or to buy your tokens from the Praw back up to the Warp. Lucre payments are made to the box.

  3. Buying Cards for Lucre: Either main player (offensive or defensive) may buy up to four cards from the deck for Lucre on a one-for-one basis during the challenge.

Page 4, section VII, Summary, Steps in a Challenge:

  1. Collect Lucre (1st challenge of turn only).
  2. Buy tokens for Lucre.
  3. Regain or raise lost token.
  4. Turn Destiny Pile Disc.
  5. Announce if Planet or Moon Challenge.
  6. Gather Tokens.
  7. Offense/Defense buy cards for Lucre—up to four anytime during challenge.
  8. Point Cone.
  9. Invite Offensive Allies.
  10. Invite Defensive Allies.
  11. Allies accept/decline.
  12. Play Kickers.
  13. Play Challenge cards.
  14. Reveal Challenge cards and Kickers.
  15. Determine Outcome.

Page 4, the Outcome (Lucre lines; the other outcome lines do not mention Lucre):

ATTACK/ATTACK: high total wins—card × Kicker + your tokens + allies' tokens + Lucre + any other effects. Tie goes to the defense.

COMPROMISE/COMPROMISE: Players have one minute to make a deal—gain a base and/or card(s) and Lucre. If no deal, each loses three tokens to the Warp.

Page 4, the Outcome, item 2 (the compromise deal; the item starts on page 4):

  1. IF BOTH PLAYERS PLAY COMPROMISE CARDS, all allies on both sides return their tokens to any of their bases, and you and your opponent have one minute to make a deal. In a deal you may trade cards, Lucre, and/or each of you may allow the other to establish a base on any planet where you already have a base. In this way each of you may gain a new base, new cards, and/or additional Lucre. Any of your tokens not in the Warp or Praw can be used to establish this base, and all tokens remaining in the cone afterwards return to any of their bases. Allies are never included in a deal. If no agreement is reached within one minute, you and your opponent each lose three tokens to the Warp.