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9

Here are most of the major changes (including expansions). (Since a lot of Eon Cosmic fans also played the Mayfair 2nd ed, I've mentioned a it where relevant.) Main gameplay The basic game mechanics are unchanged. Hand size is now 8. Flares are Eon-style, not Mayfair-style (once played they return to the hand, and are only lost when a new hand is ...


7

Having not played this game, or played in the group you're playing, I can't give specifics, but I can talk a bit about my experiences with subterfuge in other contexts. (poker is a classic for this) The first, most important thing is that you need to have a story in mind that you want the other person to believe. Simply saying no when you would normally ...


6

I personally use the following approaches in any game in which you need to tell your opponents something that is not true: Tell a lie that is close to the truth, but still can give you an advantage in the game. The smaller the lie is, the harder it is to detect it. Lie casually at non-critical moments to confuse detection strategies that your opponents ...


6

If it is acceptable that the order of the players turns is different every round, you could have a deck with a card for each player, then draw the top card and let that player have the next card as target, and then the next player takes the third card as target. Finally the last player uses the first one as target. This way each player is the target exactly ...


6

It's not one of the strongest powers, but it's well suited for diplomacy. First, some general principles of Cosmic diplomacy that apply with this power: Diplomacy is active. Don't wait for compromise cards, get out there and make pre-emptive deals. Arrange to be everyone's offensive ally whenever possible. Powers are not all equal. If the game has a ...


5

I received the following e-mailed answer from Jonathan Bove of FFG: Since all of the players fulfilled the victory condition at the same time, it is a joint victory. However, this shouldn't stop the player with 6 colonies from bragging about his or her intergalactic skills! Since this is direct from FFG, I will take this to be the official answer.


5

I believe this is entirely up for player interpretation, but my opinion is: since Cosmic Encounter doesn't have rules for tie-breaking, and since situations where several player meet the victory conditions is interpreted as a shared victory - one player having MORE than 5 colonies is completely identical to this player having 5 colonies, thus he will share a ...


5

The ship is destroyed. Both abilities are trying to interact with ships that would be going to the void. The FAQ for the Fantasy Flight version (the most recent to date), indicates that Void trumps all other abilities. Q: Is there an official ruling on Zombie vs Void? A: Void trumps Zombie. Zombie's power kicks in when it should go to the warp, ...


5

My understanding is that the Zombie's power is a replacement effect, meaning their ships never go to the warp. Given this, the official rules state that compensation is taken for each ship that the player loses to the warp when playing a negotiate card: If One Player Plays a Negotiate Card and the Other Plays an Attack Card: if you played a Negotiate ...


3

The change is permanent. (Yes, it is powerful, but Wild flares are often powerful; frequently more powerful than the Super, which is usually just an enhancement to the base power.) The fact that the change is permanent also helps to clarify your question. The defender isn't using the attacker's power; the defender is using their own power, which happens to ...


2

I was about to answer this, but Tynan's answer is so much better. Several sites have histories of the games and their changes. I only list it here for completeness sake, in case you were wondering about particular changes in card wording, artwork, and alien races available. http://cosmicencounter.daveola.com/Versions/ http://cosmicencounter.wikia.com/


2

The following tabulated results are from over 500 games of the 1977 EON version of Cosmic Encounter. The vast majority of games were from 3 to 5 players, and I personally played in approximately half of them. Due to the high variability in game outcomes, one has to question the statistical significance of powers played only a small number of times (< ...


2

The Fantasy Flight Games rule book addresses this in multiple locations Stripping a Planet of Ships As soon as a player removes the last of his or her ships from any planet, that player no longer has a colony on that planet. Any ships involved in the encounter cannot return to that planet. Ships retrieved from the warp cannot return to that planet. ...


2

One of the main things to remember here is that you "play" your encounter card face down, and then reveal it after both main players have done so. For reference, the rules for this phase are the following: Play Encounter Cards: After alliances have been formed, the offensive player and the defensive player each choose an Encounter card (Attack or ...


2

I play a lot of board games, with the same group, and people know that I am a lier (in game I mean !) and that I will backstab them if this makes me win the game. They also have the habit to target me as first priority in conquest games. Nethertheless, I still manage to convince them at key points to believe me and to make choices that actually help me. ...


1

Yes. (As Anti-Matter's opponent, anyway. As an ally, Warrior is just fine.) Anti-Matter's power isn't so much unclear as kind of complicated: - Anti-Matter's tokens subtract. - Ally tokens subtract. - Opposing main player's tokens add. - Low total wins. And if you think Warrior's bad against Anti-Matter, spare some sympathy for the poor Virus. (No? Not ...


1

Use decks to indicate relative seating position instead of particular players. So, for a four-player game, the deck would have cards saying: The player to your left. The player two seats to your left. The player three seats to your left. Since you want each player to get drawn the same number of times, you'll need a copy of this deck for each player. ...


1

Sounds like a good use for a bag of items - pawns colored per player, tokens, whatever you prefer. When you need to randomly select an opponent, draw one. If it's yourself, set it aside so you won't draw it again, then add it back in after you finish drawing. ...but of course, the situation you're trying to create isn't exactly ideal. If you reach the last ...


1

You should play as if you don't have an alien power, since Masochist's power is diametrically opposed to setting up 5 foreign colonies and it is extremely difficult to send all your ships to the warp. I will assume that you are playing with the latest edition of Cosmic Encounter by Fantasy Flight Games, because the Masochist is only available in this ...


1

I played a ton of the EON version of Cosmic Encounter and can see how this would be an interesting and potentially very good power if the rules work the same in the later versions of CE. So here are some principals that could apply: You can't lose all your tokens gradually, because then your opponents will see what's coming and can stop you. You need to ...



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