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GENIE [M:Warp] Gives Cards to Main Players
You have the power of Wishes. As an ally in an encounter, before cards are played, use this power to draw three cards from the deck. You must give a card to each main player, and may keep the third card for yourself (or discard it).
History: Trapped in the confines of a smaller, parallel universe, the Genies were grateful to be released. In appreciation for being involved in the affairs of their new masters, they eagerly bestowed gifts on them. As they matured, the Genies' gifts became less useful, as they began to secret away their more valuable belongings against the day when they could be used for conquest.
Wild: As a main player, after cards are revealed in an encounter, you may name any Attack card, and if another player has it, it is played down in place of yours. Afterward, give this flare to the Genie. If the Genie is not playing, discard this flare to use it.
Super: You may use your power as a main player, giving one card to your opponent, and keeping the other two for yourself.
Notes: This is an alien that would be more powerful if it accessed the Rewards deck as opposed to the main Encounter deck. Likewise, there are other powers that would also be amped up with access to the Rewards deck: DREDGE, MERC, 00, and GHOUL.
Waiting for better Cosmic Encounter avatars (where's the warp?).
PARADOX
[O:Warp] Nullifes Power or else Players are Re-Attacked
You have the power of Time Dilation. Whenever a color comes up in the Destiny deck, you collect the discard. At the start of any player's regroup, you may use this power to hand a player his or her color Destiny card. They may not use their power during this encounter unless they place the Destiny card on the top of the Destiny deck. If they do not use their power, the card is discarded normally. You may use this power to place your own Destiny card on top of the Destiny deck to cancel the effects of a Cosmic Zap played against you.
History: The Paradox are reckless time travelers, forcing civilizations to relive their worst disasters, and manipulating the timeline of powerless individuals so that they repeat their mistakes. The Paradox are reckless time travelers, forcing civilizations to relive their worst disasters, and manipulating the timeline of powerless individuals so that they repeat their mistakes.
Notes: The recommended experience level for this power is Expert. This is a Rules type power.
Wild: After revealing encounter cards, you may play a different card from your hand, replacing the one you previously played. Both are discarded.
Super: You may pick up Wild and Special Destiny cards and use them as any color you choose.
Waiting for better Cosmic Encounter avatars (where's the warp?).
So the effect of this one is you can force other players to 1) be powerless or 2) be the target, for the next encounter?
Curious to see how this interacts with Will, Dictator, and defensive powerhouses who don't mind (or benefit from) being attacked regularly...
" 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. "
The Warp said:
You may use this power to place your own Destiny card on top of the Destiny deck to cancel the effects of a Cosmic Zap played against you.
Trying to figure out the usefulness of this aspect...in a multi-power game, it's pretty obvious that Paradox helps cover your other power's use (provided you are ok with being the target of the next encounter).
But if you're using this to prevent Paradox itself from being zapped, you would put your Destiny card on top to stop the Zap, and then either 1) proceed with taking the current Destiny card draw (if they were Zapping that portion) or 2) proceed with placing the originally intended victim's Destiny card on top of that (or disabling their power). Sound correct?
I also note that this disables an alien power entirely, and does NOT Zap it - so Humans can get hosed by it.
" 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. "
Players can't zap the "taking of the Destiny" card portion of Paradox's power. All they can do is zap him when he hands someone their own Destiny card (asking them to in essence "choose between having no power for this encounter and being attacked in the next one). If Paradox is zapped, the card goes away, which I do need to add to the description. If they do zap him, he can choose to use his own Destiny card (making himself the defensive player either in the next encounter, of the one after if the opponent refuses to relinquish his own power).
Like any paradox, there's some trippy thinking about the future when it's used- no doubt. But I don't think it will be overly confusing.
And, of course, there will always be at least one power that isn't too worried about Paradox... though Dictator will have more to think about, and Will doesn't care too much, except for how often others are attacking him (and I doubt Will would be the target of Paradox overly much).
Waiting for better Cosmic Encounter avatars (where's the warp?).
I have really been enjoying all of the home-brew Aliens, so I thought I'd try to see if I could put one together myself. I am open to suggestions and feedback, and I apologize if this is a duplicate in some way, I can't say that I've gotten to know all 1100+ aliens out there. So here it goes:
LEPER (Restricts Opponent's Ship Movement)
You have the power to Quarantine. Any time you have a ship, or ships, that coexist on a planet with an opponent(s) ships, use this power to prevent your opponent(s) ships from leaving that planet. As the Offense or as an Offensive Ally, if you win the encounter, the Defense does not lose their ships to the Warp, but instead coexist on the planet with you, however, Defensive Allies do go to the Warp as normal. This power supercedes other Alien powers such as Shadow, Hate, Vacuum, etc.
Having been banished for centuries due to their toxic nature, the Lepers have become an extremely close-knit society. Over time, this society has been able to develop many skils that they promised would one day take them to the far reaches of the galaxy to put others into the same isolation that they were forced to endure.
Wild Flare
As the Defense, before ships are launched, you may quarantine any 1 system (Red, for example) that your opponent has ships in, including your opponent's system. Your opponent may not bring any ships from that system into the encounter and his or her allies may not bring any ships from that system into the encounter. If your opponent is unable, or unwilling, to send any ships into the encounter because of this Flare, he or she loses the encounter.
Super Flare
During the Regroup Phase, when any other player(s) retrieve a ship, or ships, from the Warp, you may, instead, take 1 ship from each player who is retrieving ships and quarantine them on a planet where you have at least 1 ship, and they have at least 1 ship. If they have no ships that coexist with any of your ships, they may keep the ship they retrieve to place at any of their colonies.
That's a neat idea. Not the most PC of names though. :)
The power and the flares seem potentially problematic though as it could cause a player eventually to have no available ships, which the game clearly is trying to avoid, based on the Void's power.
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Adam said:
That's a neat idea. Not the most PC of names though. :)
The power and the flares seem potentially problematic though as it could cause a player eventually to have no available ships, which the game clearly is trying to avoid, based on the Void's power.
As I was looking at it afterward, I did notice that too, just didn't have enough time to figure out how to adjust it. I'll probably play around with it to see what evolves.
RUNWAY [B:FFGfo] Penalizes Chosen Card Plays (Zach Gaskins)
You have the power to dictate style. As a main player or ally, whenever a card is played during an encounter in which you are involved, you may use this power to take that card and place it face up in front of you (the "display"). A maximum of 5 cards may be arranged in front of you in this fashion; if you acquire a 6th, you must discard one to make room. You may take only one card per encounter in this fashion.
At any time, if any other player wishes to play a card that exactly matches one that is face up on the display, use this power to require that they either sacrifice a ship to the warp, or allow you to draw a card from their hand at random. If a card appears multiple times in the display, the cost is multiplied according to the number of copies on display (i.e. 3 copies of the card raises the cost to 3 ships/3 cards). Once this cost is paid, the card is officially played and is in effect (and may be responded to).
This power can be Cosmic Zapped when you attempt to add a card to the display, or when someone wants to play a card that is on display (eliminating the cost). If a Cosmic Zap is on display when this occurs, it does not require a cost to play (however, Cosmic Zapping others' powers still costs).
History: The Runway are the arbiters of haute-couture in the galactic expanse. They have their numerous sensory organs set on what is fashionable and what is tacky. So when they hear of interstellar conflict, they can't help but stick their noses in and demand that all parties involved engage each other in a stylish, dramatic fashion. Those who go against the opinions of the Runway find themselves socially and financially ostracized for reasons no one seems to be able or care to explain.
Wild: [Main Player] When you reveal your Encounter card, you may discard additional copies of that exact card in your hand to aggregate their effects: Attacks sum together, multiple Negotiates give additional Compensation (1 additional card from opponent's hand per additional Negotiates played), or if used to deal, cause the opponent to lose 1 additional ship to the warp for each additional Negotiate if the deal is quashed/failed (You still only lose 3).
Super: [Any Phase] The cost in ships/card draws is increased to two per copy of the card on display.
" 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. "
SEVER [M:TG] Takes Planets Into Subspace
Game setup: Move all but one of your planets off to the side. These planets start the game in subspace.
You have the power of subspace. When you win an encounter as the offense, use this power to take the target planet into subspace. (Your attacking ships and allies land on the planet as usual.) Move the planet off to the side, but keep it in the same player’s system. A planet in subspace cannot be attacked by any player other than you unless he or she has established a colony elsewhere in the same system.
In addition, as a main player, after encounter cards are revealed, use this power to add 1 to your total for each home planet in subspace, and 3 for each foreign planet in subspace.
History: For eons the Severs have resided between universes, waiting patiently for the time to strike. To that end, they have developed technology that can rip out parts of the cosmos and place them into subspace.
Wild: As the defense, you may declare one planet off-limits before the offense chooses the target planet.
Super: When you use your power, you may send any opposing ships to subspace (your alien sheet) instead of the warp. All effects that take ships out of the warp may instead take ships out of subspace and place them in the warp.
This is an Expert and Rules power.
Visit the Cosmic Encounter Wiki!
The Timing Table is back. It's awesome. Check it.
I hereby informally dub the Sever as "My Own Private Prawish".
" 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. "
EDIT: Misread part of Sever. Sounds very cool.
I like the idea of putting defeated planets off-limits. It'd be especially useful against powers like Virus and Macron where you sometimes don't even want to win against them if you somehow can, just so the Will with 4 colonies whose turn is next can't score an easy win.
#1 signature in the world.
CIRCUIT Trades Technology Cards (Adam Rouse)
You have the power to Switch. At the start of any other player's turn before Tech is researched, you may use this power to look at all of his Tech cards. You may then take one of his Tech cards and replace it with one of your own. All researching stay in their home system and are placed on the newly switched card.
History: From a world of constantly raging electrical storms, the Circuits have long ago learned to use these currents to their advantage. Preferring to use their opponents' energy against them, the Circuits are confident that conquest of the cosmos is as simple as a flick of a switch.
Restriction: Use only in a game with Tech.
OPTIONAL
Wild: At the start of any other player's turn, you may remove one ship from any of his Tech cards.
Super: You may use your power to switch all of your Tech for all of your opponent's Tech. If either player ends up with no Tech, his researching ships return to bases.
SCIENTIST Researches Multiple Technology Cards (Adam Rouse)
You have the power to Brainstorm. When you draw cards from the Tech deck (including at Game Set-up), use this power to place all Tech drawn face down in a stack. If you already have a stack, add the new Tech to the current stack. When you place a ship on the stack, it is researching all cards. If you reveal a Tech and there are still Tech left in the stack, you may leave any or all researching ships on the stack. You may only reveal one Tech per encounter. When you are zapped, keep only one Tech from those drawn, but it is still added to the stack.
History: The only race in the universe to discover fire and electricity on the same day they invented the wheel, the Scientists can follow multiple trains of thought simultaneously. And given time, one of these trains of thought will assuredly lead to the defeat of their enemies.
Restriction: Use only in a game with Tech.
MANDATORY
Wild: When you draw Tech, choose two to keep.
Super: You may reveal one additional Tech.
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By the way, there is an alien called MERCENARY mistakenly listed under my authorship on the Warp. I don't know who created it.
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Some corrections... I don't understand why the EDIT feature has disappeared from my post despite there being no replies before this one... grumble.
1. Last sentence of Circuit's power should read "researching SHIPS" not just "researching".
2. Circuit's power and super power apply only to unrevealed Tech, not to revealed Tech that stay in play.
3. Scientist's Super should read "one additional Tech PER ENCOUNTER".
Also, although it's not explicit in the way I wrote it (but I don't feel like doing another rewrite and double-posting the same power since I can't edit), if Switch switched Tech with Scientist, he would switch only one card, not the whole stack. If using Super Switch, he'd unstack them first, and Scientist would stack any received Tech immediately. Best rewrite might be "Whenever you draw or otherwise receive Tech..."
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