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Thanks Jhamin, that is pretty clear. Do you happen to have any insight into the first question I asked as well?
~sinker
Well, up until now it wasn't possible to have to go back to a system where you already had a colony on every planet. Even if the Omega Missile destroyed a system, you would have won by the time you got a ship on every planet there.
With the expansion adding Leviathan to the game (and who knows what else) it now becomes possible to only have 3 planets in a system. Hopefully, this is addressed in the Cosmic Incursion rules when they come out. If not, it becomes a real FAQ question for Kevin Wilson.
So for right now, it can't happen. Once the Expansion hits, it can. We will just have to wait to see if it is addressed.
Kevin Wilson knows where I live
Jhamin said:
Don't you mean Locust?
" Big Head " Zach Gaskins
Writer / Co-Host (Board Gaming), Head Games Podcast
http://www.headgamespodcast.com
http://www.starcommandseries.com
" By default, everything in the universe is like something from The Chronicles of Riddick, until proven otherwise. "
Jhamin said:
Slip of the tongue. I mean Locust.
Dangit.. I thought you had some new inside-info.
Looking back over the rules as they are, it seems as though you would be forced to have an encounter with the owner of the system (probably against zero ships), and if you win with an attack card, you simply re-enforce a colony that you already occupy, and this would count as a successful encounter. Of course, you can re-enforce existing colonies by much simpler methods than this, so it would amount to a waste of time especially as a second encounter.
~sinker
I have a couple questions concerning the second power gained through Coldsleep Ship (I think that's what it's called).
The tech card states that you keep your new power face up, yet the instruction booklet that comes with CE says that when a player loses control of his or her power, he turns their power face down. Does this mean that the new alien power cannot be lost due to losing control of too many home colonies?
Also, the new power does not get changed when the person with two powers has the wild Reincarnator flare used on them, correct?
Without Signature
After a review of FAQ 1.0, I believe it contains three errors that I hope can be addressed in the next edition:
Filch
Actually, Filch cannot take Gambler's card in this instance:
Filch says "after encounter cards are discarded ... retrieve your opponent’s card from the discard pile"
Gambler says "If your opponent does not challenge your claim ... place your encounter card facedown on the bottom of the deck instead of discarding it."
Thus, Filch should have no access to Gambler’s unchallenged, unrevealed, and undiscarded encounter card.
Void
Void says "As a main player, when you win an encounter, use this power to remove the losing side’s ships from the game rather than sending them to the warp."
If you are failing to deal with Void, Void is also failing to deal with you and thus cannot be winning the encounter.
General Questions
This may have been just an unfortunate oversimplification, but as stated it represents a significant change to the way Cosmic Encounter has been played since 1977. If every successful encounter is a "win" this creates interpretation issues with Void, Loser, Barbarian, and Genius (to name a few) who specify only a "win" rather than "win or make a deal". Since the first edition of Cosmic Encounter, many aliens have said "if you win or make a deal" — but not all of them were written this inclusively. Some triggered only on winning, while others triggered only on making a deal, and with good reason.
Here are the original relationships between these terms that governed play for the first 32 years of Cosmic (from 1977 until the 2009 FAQ):
Winning is one kind of successful encounter.
Making a deal is another (different) kind of successful encounter.
If your first encounter is successful (one way or the other), you may have a second one.
Eon's rulebook says generally, in the Introduction to Play, "If you complete a successful challenge, you may attempt one more challenge". It then expands upon this more specifically under Play Details: "If on your first challenge you either win an attack or make a deal, you may make a second challenge". So clearly "successful challenge" is the umbrella condition that allows you to continue your turn, and there are two different ways to achieve that as evidenced by the either-or language.
A simple illustration here would be that an apple is indeed a fruit, but a fruit is not necessarily an apple. There are also oranges. Sometimes any fruit will do, but other times only an apple is appropriate.
If the FAQ entry in question was simply trying to confirm that there is indeed a relationship between winning and having a successful encounter, perhaps the following suggestion may be of some use?
Q: Is there a difference between winning an encounter and having a successful encounter?
A: Yes. A win is one kind of successful encounter, but a deal is a different kind of successful encounter. Either kind will allow you a second encounter on your turn, but the two are not always interchangeable. Many cards and alien sheets say something like "if you win or make a deal", but others refer to just one outcome or the other. Something that works only when you "win" does not work when you make a deal — even though you have achieved a successful encounter, it is still not a "win" (there is no winner and no loser, just two sides who made a successful deal).
____________________
(If any of these rulings were intended to overrule the text on the cards, I recommend moving them to the errata section and rewriting them to make it clear that they are exceptions to the card text.)
Without Signature
When playing as Macron, is the Prometheus ship worth 4, 3 or 12 ships? The Macron card says each ship is four and the Prometheus tech says it's worth 3. Which one is correct in this situation? Is each of the three ships Prometheus is usually worth now worth four instead?
Without Signature
JAB991 said:
When playing as Macron, is the Prometheus ship worth 4, 3 or 12 ships? The Macron card says each ship is four and the Prometheus tech says it's worth 3. Which one is correct in this situation? Is each of the three ships Prometheus is usually worth now worth four instead?
Visit the Cosmic Encounter Wiki!
The Timing Table is back. It's awesome. Check it.
So far my only Incursion question is: what happens when two morphs are played against eachother?
Also, does anyone know when the FAQ will get its next update?
Without Signature
JAB991 said:
So far my only Incursion question is: what happens when two morphs are played against eachother?
Also, does anyone know when the FAQ will get its next update?
In the base game rulebook, it states that if two Morphs ever get played against each other, it's considered a double-loss.
" Big Head " Zach Gaskins
Writer / Co-Host (Board Gaming), Head Games Podcast
http://www.headgamespodcast.com
http://www.starcommandseries.com
" By default, everything in the universe is like something from The Chronicles of Riddick, until proven otherwise. "
Here are a few Incursion questions that have been asked around (and some have been answered), just consolidated here to be put into the FAQ:
Visit the Cosmic Encounter Wiki!
The Timing Table is back. It's awesome. Check it.
And a few more:
Visit the Cosmic Encounter Wiki!
The Timing Table is back. It's awesome. Check it.
Toomai said:
And a few more:
I think I can safely say that Magician's power goes first as it is used BEFORE cards are selected. Deuce lays down his only 2 cards, Magician takes one, and Deuce has "played" the other. Now Deuce uses his power AFTER cards are played but not revealed. He is allowed to draw a new hand as defense because his power is Mandatory, so he gets a new hand and plays a 2nd card. If he was offense, Magician would eat him alive because he would not be able to draw a new hand as offense in mid-encounter, but him power demands he plays a second card.
That is the only question... AS OFFENSE, does he just not use his power because he can't legally gain a new hand, is he considered to have played an Attack 00 for the second card, or is there something else?
As for the Kicker, it multiplies the whole thing according to the Kicker card, it says "amount of compensation and/or opponent's ships lost due to a failed deal if any". In order to find the amount, you first follow the rules of the Negotiate card. Compensation would be (N + 1) * K, and deals are 4 * K in opponent's lost ships. This means if you play a x3 kicker, and the deal fails, you lose 2 ships and you opponent loses (the game) 12 ships, pretty nasty.
Insert Signature Here:
My question is about the timing of when the defender draws a new hand during the planning phase. Is it at the beginning of the phase, or when he must actually a card? Point being, there is a flare (forgot the name at the moment) that is used before cards are selected that lets the flare player steal a card, and then check for any remaining encounter cards. If none exist, the player loses. Do all effects that state 'before cards are selected' trigger and occur before the defense is able to reveal his hand and draw a new one? We have a few rules lawyers in the group, and this started a heated debate...
Without Signature
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