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Cosmic Encounter - Home Brews
A dedicated forum for all the home brew powers, aliens, variants...
Moderator: FFGAntonGeckoThe Spaniard Topics: 20 | Posts: 320
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My Home Brews
by Jon Gon
Published on 21 January 2009 - 08:10:47
Page 4 of 5 (65 messages) « First page... 2 3 4 5 ...Last page »
Reply #46 | Published on 18 February 2009 - 11:14:08

Acsta I believe is the same as Pentaform from Mayfair's Cosmic Encounter, except with the addition that the powers are hidden until attacked (which is a nice touch).

I think there is another homebrew on the FFG board with Quarantine's power.

Deceiver seems like an alien no one would ever want to ally with because of his power.  I think it would backfire badly.

Bounty Hunter is cool though!  I like the name, except that it defies the CE convention of the one-word name.  I would just call him Bounty.  This is my favorite alternate victory condition alien I've seen so far on these boards, I think, because it's really simple but should make alliance phase much more tense.  I'm curious how you intend Bounty to interact with a power like Super Void (let's Void use power as an ally) though.  Both affect ships that should go to Warp.  I would assume timing conflict resolution rules would suffice, in which case Bounty would precede Super Void.

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Reply #47 | Published on 18 February 2009 - 11:41:06
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I think Pentaform stacks the powers and uses a new one every time he gets a new foreign colony.

Acsta uses one different hidden power to defend each home planet. When he attacks he can choose to use one of the powers attributed to his planets.

Quarantine: I will check that…

Deceiver: Maybe you’re right, but he can “deceive” the other players promising he won’t use his power... Perhaps it’s in his interest not to use his power until it hurts the most. There are also situations, especially with defence, where players may have to ally with him…
 

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Reply #48 | Published on 18 February 2009 - 20:46:52

 Sure, he could promise that.  But would you really trust someone named Deceiver?  

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Reply #49 | Published on 18 February 2009 - 22:10:20
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I have a power called Arnold that can screw over his allies, but I wanted to give players incentive to invite him- so his ships are worth more as allies.   This has been mentioned elsewhere, but the powers that screw allies tend to get shut out from being invited.... you gotta tempt the players with something other than their desperation.

Waiting for better Cosmic Encounter avatars (where's the warp?).

redamedia.com/warp

Reply #50 | Published on 19 February 2009 - 06:44:21
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You're both right about Deceiver, without some sort of incentive he will not have many allies. I’ll try to improve him in that aspect…

I didn’t found the homebrew similar to Quarantine, even though there are probably other similar powers.

By the way, I tested Redeemer and Arsenal and here’s a minor addition, when using Arsenal in games with only 3 players, the number of points needed to victory should be: number of players x 25 instead of number of players x 20.

I had a great time doing a game using only alternative victory powers so I hope FFG includes at least one alternative victory alien in every new expansion.

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Reply #51 | Published on 19 February 2009 - 07:16:41

 I think it would be cool to do a game of multiple powers where each player has one alternate victory alien and one other alien.  You should try that since you have so many in your set.  I'd love to but haven't been able to get the group together for a couple months now.  :(

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Reply #52 | Published on 23 February 2009 - 09:48:41
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Adam said:

 I think it would be cool to do a game of multiple powers where each player has one alternate victory alien and one other alien.  You should try that since you have so many in your set.  I'd love to but haven't been able to get the group together for a couple months now.  :(

Yes, that’s something I want to do, but some members of my group dislike playing with multiple powers.

 

CRITICAL – Duplicates his attack card with Ns

You have the power of critical damage. When you are a main player in an encounter, before cards are revealed, play one negotiate card to duplicate your or your opponent’s attack card. The effect takes place after all effects are considered (Calculator, Mirror, Tripler).

Wild: Use this flare before reveal to duplicate attack cards played by you worth up to 8.

Super: After cards are selected, use this flare to take the two top cards from the encounter deck if any of them is a negotiate you can keep it or use it if it’s not discard. You must show them to your opponents
 

FORSAKEN – Benefits from all against one situations (Alternative Victory)

Game Setup: Place 12 cosmic tokens in your alien sheet (10 in the four-planet variant)

You have the power to isolate. During any encounter when all players gang up against one player (regardless of the combination), use this power before planning phase, to remove one token from your alien sheet. When you remove the last token you win the game. You can also win the game by the normal rules. In addition when invited by both main players you are always the last one to decide which invitation you’ll accept.

Wild: Use this flare after alliance like a forcefield artifact. Discard after use.

Super: Using the same conditions, remove 2 tokens every time all players gang up against you.

Note: Don’t use in games with 3 players.
 

Jack: You forgot to add the alternative victory label to Redeemer.

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Reply #53 | Published on 27 February 2009 - 09:37:42
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RECRUITER – Gets ships per foreign colonies

You have the power of recruiting. When a destiny card with your colour or that indicates you is flipped use this power to receive one extra ship per foreign colony.

Wild: In the beginning of your turn, use this flare like you would use a Warp Break, releasing all your ships from the Warp. Discard after use.

Super: Using the same conditions, receive 2 ships + the number of foreign colonies.

Note: Use a set of ships not in game or custom ones.

 

STEALTH – Replaces revealed Ns for other encounter cards

You have the power of infiltration.
If you are a main player or an ally and a player, other than you, reveals a Compromise card, you may replace it for an Attack Card or Morph from your hand. Conclude the challenge as if he had revealed that Attack card. Discard the negotiate card after replacing it. You can only exchange one card per encounter.

Wild: When you are a main player, use this flare before cards are selected to see up to three random cards of your opponent. You cannot reveal this information.

Super: You can now use your power when you’re not involved in the encounter.

Comments: This is a promotion of Empath’s super flare to an independent power. The differences are: You can replace the N for another attack card in any side. You don’t keep the N you replaced.

 

FALLOUT – Predicts outcomes to win (Alternative Victory)

Game Setup: Place 12 cosmic tokens in your alien sheet. 10 in the four-planet variant

You have the power of outcome. Before cards are selected in any encounter, give your fallout token (declare if you prefer) to the main player that you believe it’s going to win. If you’re right remove one token from your alien sheet. A successful deal counts as a victory and a failed deal as a defeat.
If you remove all tokens you are victorious. You can also win via the normal manner.

Wild: When you are not a main player in an encounter you may place a bet in one of the main players. You may bet up to two ships by placing them in your alien sheet. If you are correct you receive one ship/card for each ship. If you are incorrect this ships are lost to the warp.

Super: When you predict correctly you can choose to discard one card from your hand or take a new one from the deck.

 

SOLAR – Flares can only be used once.

You have the power over flares. When any player plays a flare, except you, use this power to turn them into one-shot flares. They are immediately discarded after use. Solar’s power as precedence over flares that would otherwise be given after use.

Wild: In the beginning of your turn discard this flare and trade it for one in the discard pile. If there are no flares in the discard pile you cannot return this one.

Super: If another player uses a flare when you are a main player. Instead of being discarded the flare goes to your hand.
 

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Reply #54 | Published on 13 March 2009 - 09:11:35
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PHOBOS – Vacates planets.

You have the power of fear. When you are a main offensive player and point the hyperspace gate to a planet, all ships from the planet’s owner must be replaced in other colonies. If the player has no more colonies, the ships go to the warp. The encounter then takes place. In addition when you are a main defensive player the other main player can only have one ship when pointing the gate to your system.*

Wild: Use this flare after alliance phase to force one ship on the opposite side to withdraw from the encounter.

Super: When you point the hyperspace gate to a planet, all ships from all players must leave the planet. This includes attacks to your home system.

Comments: A specialist in taking down Virus, Macron, Anti-Matter … Very effective in making other players lose power.

* Amoeba and other special events can change this after Launch phase

 

INFECTION – Wins by infecting three foreign systems (Alternative Victory)

Game Setup: Place one cosmic token in each of your home planets. Place several cosmic tokens in your alien sheet. These are infection markers.

You have the power of propagation. Whenever you are a main player, independently of the outcome, you give on infection token to the other main player after resolution. The player that receives an infection token must position it on one of his home planets. This planet is considered infected. Whenever an attack occurs at an infected planet, all attacking players, including allies, receive one infection token. You win by infecting all planets in 3 foreign systems or via the normal manner.

Wild: If Infection is in the game, use this flare as a cure to prevent one infection token to be given to one player. Discard after use.
If Infection is not in the game use in the beginning of your turn to send to warp one ship of any other player that coexists with you in any planet.

Super: Whenever a deal situation occurs (successful or not) and you are involved, give two infection tokens to the other main player.

Note: Don’t use in games with 3 players

 

DEARTH – Reduces the deck

You have the power of scarcity. When a colour/special that indicates you is flipped from the destiny pile use this power to take ten cards from the deck. You cannot mix them with your hand. Look at them and place two on your alien sheet facedown; place the rest in the top of the deck in any order. The cards on your alien sheet are now considered out of the game.

Wild: In the beginning of your turn use this flare to make all players lose 2 random cards. You can keep up to two of these random cards. Discard this flare after use.

Super: You can now look at 12 cards from the deck and withdraw 3 to your alien sheet.

Comments: A power designed to explore other powers weaknesses; remove N’s if the Pacifist/Sorcerer are on the game; remove Cosmic Zaps if facing the Human; remove low cards if facing Tripler; remove other players flares…

 

MEGALOMANIA – Wins by stacking ships (Alternative Victory)

You have the power of ambition. You don’t lose your power by lack of home planets. To win you must have the higher stack of ships in 3 different systems (one of the systems can be your own). Alternate victory must be declared in the beginning of any regroup phase (A Mobius will have precedence). You can also win using the regular rules.

Wild: When you are the defensive main player use this flare after destiny phase to receive one ship from the warp. Place the received ship in any of your colonies.

Super: Whenever a colour/special that indicates you is flipped from the destiny deck, use this flare to relocate one of your ships.

 

OLIGOPOLY – Benefits from others completed techs. (Tech)

You have the power of technologic competition. When any player, except you, completes one tech, immediately complete one tech card that you currently own. If you don’t have tech cards, you immediately receive one from the top of the tech deck. In the second case the technology must then be researched.

Wild: In any regroup phase discard this flare and receive one tech card from the tech deck.

Super: Use this flare in the beginning of your turn to steal one researched technology from any other player. Discard after use.
 

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Reply #55 | Published on 13 March 2009 - 16:47:57
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Phobos and Dearth are good powers.

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Reply #56 | Published on 13 March 2009 - 21:29:15

I also like Phobos and Dearth.  Phobos is "Filth-like", and the only change to Dearth I would make is to have his super allow him to keep the 2 cards if he wants.

 
Reply #57 | Published on 19 March 2009 - 13:03:39
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oatesatm said:

I also like Phobos and Dearth.  Phobos is "Filth-like", and the only change to Dearth I would make is to have his super allow him to keep the 2 cards if he wants.

I think that a Super like the one you’re suggesting would be against the Dearth’s concept. It wouldn’t allow him to reduce the deck.
However, the Super could allow him to look at 12 cards and take 3 to his alien sheet or take 2 to his alien sheet and add one to his hand.
 

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Reply #58 | Published on 25 March 2009 - 10:52:46
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ARCHITECT – Builds Worlds (Planet)

Game Setup: Place 5 unused planets in your alien sheet.

You have the power to build worlds. Whenever you point the hyperspace gate to a system, before the encounter takes place, you can place a planet “under construction” in the targeted system. Place one planet from your alien sheet in that system (mono-coloured side up). This planet cannot be attacked while under construction. If there’s already a planet under construction in the targeted system you can choose to place a new one or to finish construction. You finish construction by flipping the planet and placing 1 to 4 of your ships on it. These planets belong to the system where they were built. Colonies won by construction don’t count as a successful encounter. If for any reason you lose a colony in a constructed planet, immediately return the planet to your alien sheet, sending all ships on it to the warp.

Wild: In the beginning of any player’s turn, use this flare to automatically occupy a vacant planet in any system with 1 to 4 ships. Discard the flare after use.

Super: When placing planets “under construction” or “finishing construction” receive two ship from the warp.

Note: Place only 4 planets in your alien sheet in the 4 planets variant.

 

OVERLORD – Gives N’s for alliances

You have the power of authority. When you are a main player in an encounter, before alliance phase, use this power to give an N card to one player. The player that receives an N from you must commit to your side with 4 ships if possible (Macron must commit only 1). This forced ally is not entitled to colonies or defensive rewards, if your side wins the ships return to their owner’s colonies. You cannot give an N to the other main player.

Wild: Play this flare after alliance phase to force one player’s ships to change sides. The encounter then takes place normally. Discard after use.

Super: You can give N’s to any number of players, except the other main player, forcing them to join your side.

 

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Reply #59 | Published on 31 March 2009 - 12:20:30
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STRIVER – Reverses Main Player’s Order

You have the power to challenge destiny. When another player draws a destiny card that indicates you as the main defensive player use this power to attack the player that drew the destiny card. If you win, it will count as a successful encounter for that player, if you lose his turn his over. When your turn comes up you will be the main defensive, draw a destiny card that will indicate the player that will attack you. If you win you must have another encounter as main defensive player, if you lose your turn is over. If you draw your own colour or wild, the offensive main player will be the player with less foreign colonies (ties break to your left).

Wild: Use this flare to ignore a destiny card and flip a new one.

Super: When a wild is drawn from the destiny deck, use this flare to assign a colour to the wild card.

Comments: This is a twisted power. He increases his number of encounters as a main offensive and lowers the number of his encounters as defensive player. He can also put other players in a situation where they can lose their right to a second encounter by actually winning their first encounter. In addition this power can seriously consider self-zapping in the beginning of his turn.

 

SLAYER – Builds Up To Spread Destruction

You have the power of carnage. In the beginning of any regroup phase you can take one ship from any of your colonies and add it to your alien sheet. When you are a main player in an encounter, in the end of resolution phase, you can decide to slay. If you decide to slay, your opponent must lose a number of ships of his or her choice equal to the number you have in your alien sheet. After slaying you must return all ships in your alien sheet to colonies you currently own.

Wild: In the beginning of any of your encounters use this flare to send to the warp one ship from any player currently in your home system.

Super: When you win an encounter as a main player use this flare to force your opponent to lose one extra ship, of his or her choice, in addition to the ships he would normally lose.

Alternate Super: All ships in your alien sheet count to your side’s total when you’re a main player.

 

DEVASTATOR – Places Planets Under Siege. (Planet)

Game Setup: Place 3 unused planets in your alien sheet. Place 2 in the 4 planets variant. These planets are your devastators. You can also use custom tokens.

You have the power of siege. When your colour is drawn from the destiny deck use this power to place one planet (devastator) from your alien sheet between two planets of any system. You can also choose to relocate one already deployed devastator. When you are a main player or an ally you may add or subtract 10 to your side’s total in any encounters targeting a world next to a devastator. You can only place one devastator per system.

Wild: When you’re the main offensive player use this flare to make all your ships currently in the targeted system add or subtract to your side’s total.

Super: Using the conditions of your power you can now place multiple devastators per system or stack them, adding or subtracting 10 to your side’s total for each one, when you’re a main player or ally targeting adjacent worlds.

Comments: I like the Lunar Cannon Tech so much that I adapted it to a power.

 

CERBERUS– Wins When The Warp Gets Crowded (Alternate Victory)

You have the power of the underworld. You win when the number of ships in the warp is equal to: number of players x 10 (x 8 in the 4 planets variant). The alternative victory is declared before the beginning of a regroup phase. In addition whenever a player lands a colony in your home system he must send one ship to the warp (his/her choice). You can also via the normal manner.

Wild: Use this flare in the beginning of any regroup phase to remove up to 4 of your ships from the warp. Discard after use.

Super: When a player lands a colony in your home system use this flare to make him lose 3 ships to the warp (his/her choice).
 

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Reply #60 | Published on 16 April 2009 - 16:06:11
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These two powers are basically the same and they introduce a neutral faction that doesn’t belong to any player. Instigator is a “regular” power; he causes rebellions that eliminate colonies and turns ships into rebels (at least for a certain time). Mutineer is a bit more powerful because he has all of Instigator’s abilities and a few extras. He can ally with the rebels, play an encounter card for them (without the Super), activate rebellions at the beginning of his turn and win the game when there are X number of rebel planets.


INSTIGATOR – Causes Uprisings

You have the power of riots. In any regroup phase you can place one negotiate card from your hand in front of any planet in any system. Whenever a wild destiny card is drawn you can activate a riot in any planet where you have a negotiate card. Discard the negotiate card and place one cosmic token in the planet to mark him as a rebel planet. All ships on it are now considered rebel and they belong to no player. When a rebel planet is attacked, the offensive player plays a regular encounter card from his hand and then draws from the deck until an encounter card comes up for the rebels. The encounter is then resolved as usual (Compensations are paid to the discard pile and drawn from the deck). When rebel ships go to the warp they return to their owners possession.

Wild: Use this flare in the beginning of your turn to eliminate one ship from another player from any planet in your home system.

Super: When the rebels are attacked, you can play an encounter card for them instead of letting the offensive player draw from the deck.


MUTINEER – Causes Uprisings To Win (Alternative Victory)

You have the power of rebellion. In any regroup phase you can place one negotiate card from your hand in front of any planet in any system. Whenever a wild destiny card is drawn you can activate a riot in any planet where you have a negotiate card. Discard the negotiate card and place one cosmic token in the planet to mark him as a rebel planet. All ships on it are now considered rebel and they belong to no player. When a rebel planet is attacked, the offensive player plays a regular encounter card from his hand and then draws from the deck until an encounter card comes up for the rebels. The encounter is then resolved as usual (Compensations are paid to the discard pile and drawn from the deck). When rebel ships go to the warp they return to their owners possession. You can ally with the rebels every time they are attacked and play an encounter card for them (instead of drawing from the deck). When there are 5 (4 in 4 planets variant) rebel planets active you win the game. You can also win via the normal manner.

Wild: Use this flare in the beginning of your turn to eliminate one ship from another player from any planet in your home system.

Super: In the beginning of your turn use this flare to activate one riot in any planet where you have a planted negotiate card.

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ARCHMAGE – Emulates Artifacts

You have the power of magic. Whenever you’re a main player, after destiny phase, add one cosmic token to your alien sheet. These tokens are considered your mana points. You can discard two tokens from your alien sheet to unleash the effect of any artifact. The only restriction is that you must perform this action at the correct timing of the artifact you’re emulating.

Wild: Use this flare like an artifact of your choice in the correct timing. Discard after use (Vulch can salvage this card).

Super: Use this flare to receive one cosmic token when you participate in an encounter as an ally.


BUSHIDO - Concentrates To Inflict Killer Blows

You have the power of the seven virtues. In the beginning any regroup phase add one of your ships, not in the warp, to your alien sheet. When you reach 8 ships in your alien sheet you can’t add anymore. When you’re a main player in an encounter, after cards are chosen but before they are revealed, you can call “Bushido”. This adds or subtracts 42 to your attack card; it has no effect in negotiate cards. After using your power return the ships on your alien sheet to any of your colonies.

Wild: Use this flare after reveal to play an extra encounter card. You must however lose three ships of your choice to the warp. Discard after use.

Super: You can use your power as an ally.

Alternate Super: Whenever you lose ships to the warp, use this flare to place one of them in your alien sheet. Only applicable if you have less than 8 ships in your alien sheet.


NANOID – Can Establish Second Colonies On Planets

You have the power of nanotechnology. You can establish a second colony in any planet where you already have one. Keep separate stacks of ships for easier tracking. Your power is also applicable to your home system. If you’re attacked in a planet where you have more than one colony, the offensive player must declare which one he is attacking.

Wild: Use this flare to use your power if you have at least one home colony.

Super: Use this flare to try to establish a third colony in a planet.

Alternate Super: You can use your power as an ally.


PRIVATEER – Wins By Driving Off Colonies (Alternative Victory)

Game Setup: Place 6 cosmic tokens in your alien sheet. Place only 5 in the 4 planets variant.

You have the power to raid. When you’re the main offensive player you can attack any colony from any player in the system indicated by the destiny deck. When any player draws a wild destiny card, before the regular encounter takes place, you can attack any foreign colony in any system (if there’s any). Whenever you drive off a foreign colony remove one cosmic token to your alien sheet. When you remove the last token you win the game. You can also win via the normal manner. In addition, as a main player, reinforcements played on your side are worth the double.

Wild: In the end of your turn use this flare to make an extra encounter. Do not draw a destiny card. This extra encounter can only be used in trying drive off colonies from your home system.

Super: When you successfully drive off a foreign colony use this flare to take one card from the colony owner’s hand for each ship that was in the destroyed colony.
 

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