Fantasy Flight
Fantasy Flight
Fantasy Flight
the Cosmos
Game Overview
In Cosmic Encounter, each player is the leader of an alien
race. The object of the game is to establish colonies in other
players planetary systems. Players take turns trying to establish colonies. The winner(s) are the first player(s) to have five
colonies on any planets outside his or her home system. A player
does not need to have colonies in all of the systems, just colonies
on five planets outside his or her home system. These colonies
may all be in one system or scattered over multiple systems.
What is a Colony?
A colony is defined as one or more ships of the
same color on a planet. If a player has one ship on
a planet, he or she has a colony there. If a player
has two or more ships on the same planet, it still
only counts as one colony, composed of multiple
ships. A player may only have one colony on any
given planet. However, a planet may have more
than one colony, provided each colony is controlled by a different player. A colony that a player
owns in her or her home system is referred to as a
home colony, while a colony that a player owns in
any other players home system is called a foreign
colony. Establishing foreign colonies is the key to
winning the game.
After that, no one knows what happened to them. Perhaps they fell
victim to some unknown threat, or perhaps they simply evolved beyond this universe. In any event, by the time the probes children
began to master space travel, the Precursors were gone.
They left behind a mighty legacy, however. At the edge of each
solar system where they planted one of their seeds, the Precursors
left a cache of technology and a hyperspace gate. Through this gift,
their children could find and communicate with each other.
And so they began to do so. Although the younger races did not
completely understand the Precursors technology, they were able
to use it easily enough. Of course, without the guiding hand of the
elder race, the younger races soon fell to squabbling among themselves. Eventually this gave rise to the current age the Cosmic Age.
Cosmic Encounter is a game for three to five players (the
more players the better), playable in one to two hours. In Cosmic Encounter, players take on the role of various alien races
in a struggle for cosmic supremacy. The players must use force,
cunning, and diplomacy to ensure their victory. The winner(s)
will be the first player(s) to have five colonies on any planets outside his or her home system.
During a
Players Turn
On a players turn, he or she becomes the offense. The offense
encounters another player (the defense, determined by drawing from the destiny deck) on a planet by moving a group of
his or her ships through the hyperspace gate to that planet. The
offense and defense invite allies to their side and then, after
alliances are declared, play an encounter card facedown. The
Component
Overview
The following sections briefly describe and identify the components of Cosmic Encounter.
The Warp
If a player loses the first encounter, that players turn ends and
play passes to the left. If a player wins the first encounter, that
player has the option to have a second encounter. Regardless
of the second encounters outcome, the players turn then ends
and play passes to the left.
This board is the center of the playing area. Defeated ships go here
while waiting to be freed.
The Warp
Player
Colony Markers
Each player has an alien power that allows him or her to break
certain game rules. In any case where game rules conflict with
an alien power, the power takes precedence.
Components
Hyperspace Gate
This Rulebook
1 Warp
5 Player Colony Markers
1 Hyperspace Gate
25 Player Planets (5 per player)
100 Plastic Ships (20 per player)
50 Alien Sheets
20 Destiny Cards
72 Cosmic Cards
50 Flare Cards
20 Tech Cards
42 Cosmic Tokens
7 Grudge Tokens
1 Genesis Planet
1 Lunar Cannon Token
1 Prometheus Token
1 Alternate Filch Flare
Player Planets
Each player receives five player
planets in that players
color. These five planets
make up the players
home system.
Player Planets
Plastic Ships
Each player receives 20 plastic ships in that players color. The
ships are designed to stack on top of each other in order to save
space while playing.
Destiny Cards
These cards are used to determine a players opponent during his or her encounters. See Destiny on page 7 for further
details.
Alien Sheets
Each of these sheets illustrates a different alien being and
describes its unique power.
5
DESTIN
YELLOW
Have an enc
the yellow ounter with
pla
or her hom yer in his
e system.
However,
if
yellow pla you are the
yer, either:
A) Have
an encoun
ter
with any
oth
your hom er player in
e system or,
B) Discar
d this card
and draw
again.
Y
DESTIN
Cosmic Cards
Cosmic cards come in three varieties:
Encounter Cards
ENCOUNTER
ENCOUNTER
ENCOUNTER
ATTACK
NEGOTIATE
MORPH
Opposed by Attack:
Higher total (ships +
card) wins.
Opposed by Attack
Loses, but collects
compensation.
Duplicates opponents
encounter card when
revealed.
Opposed by Negotiate:
Wins, but opponent
collects compensation.
Opposed by Negotiate
Players have one minute to
make a deal or lose three
ships to the warp.
40
40
ENCOUNTER
ENCOUNTER
Attack
Negotiate
Morph
Reinforcement Cards
These can be used to turn the tide of an encounter. See Reinforcement Cards on page 13 for a complete description.
+5
REINFO
RCEM
ENT
+5
Adds to eith
Play after er sides total.
encounter
cards
are reveale
d.
Main
Player
or All
y Only
Start Turn
Regroup
Destiny
Alliance
Launch
Planning
Reveal
Resolution
ENT
RCEM
REINFO
+5
ENCOUNTER
Cosmic Tokens
Artifact Cards
These have a variety of effects. See Artifact Cards on page 13
for a complete description.
ARTIFA
CT
COSMIC
ZAP
Stops Pow
er. Play this
at any tim
e to cancel card
use of any
one
aliens pow
including
er,
your own.
Tha
power ma
y not be use t
during the
d again
current enc
ounter.
Start Turn
Grudge Tokens
As An
Alliance
y Pla
yer
Regroup
Destiny
Launch
Planning
Reveal
Resolution
CT
ARTIFA
Flare Cards
Flare cards are mixed into the cosmic deck at the start of the
game. Like artifacts, flare cards have various effects. Unlike artifacts, flares are returned to a players hand after being played.
In addition, each flare card is keyed to a specific alien and has
a different effect when played by that alien. See Flare Cards
on page 13 for a complete description.
Other Tokens
CLONE
KEEPS O
ENCOUNT
WN
(If You
Wild
ER
CARD
are No
t the
Clone)
You do not
artifact youhave to discard
any
play. Ins
may reta
tead you
in it
during a and play it aga
in
later enc
ounter.
As Any
Player
These tokens are used with the Tech cards when playing the
optional Technology variant of the game. The use of each is
explained on the corresponding Tech card.
Any Phase
Super
(If You
are the
Clone)
You may
to double choose to receive
up
the norma
of com
l amoun
opponent pensation, if you t
r
has sufci
ent cards.
Main Pla
yer On
ly
Resolution
Tech Cards
Tech cards represent significant technologies that can be
researched by a player when using the optional Technology
variant of the game. Tech cards are described in more detail on
page 14.
Lunar Cannon
Genesis Planet
Alternate Filch
Flare
TECH
COLLAP
SI
HULLS UM
Save Ship.
this tech stayOnce completed,
it is in pla s in play. While
y,
encounter when you lose an
as
or less, one the defense by 5
remain on of your ships may
the planet
of going to
instead
ship coexist the warp. Your
that establis s with any ships
the planet h a colony on
dur
the encoun ing
ter.
Start Turn
Alliance
Regroup
Planning
Defen
se On
ly
Destiny
Reveal
Prometheus Token
Launch
Resolution
Take
ppon ILCH
ent
sU
sO
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ssic
(If Yo
Wil
sed
Edit
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(If Yo
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As An
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deck p (to co d take yo
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the ac t entitledd pile, ev cards fro s from
and t, you lo to them en when m the
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Setup
The Turn
If a Color is Drawn
If the drawn card shows a player color, it
indicates the planet system where the offense
must have an encounter. For example, if the
red player draws a green destiny card, the red
player must have an encounter in the green
system. The green player is the defense for
this encounter.
Starting with the first player and continuing to the left, each
player takes his or her turn in order. A players turn consists of
one or two encounters. The first encounter is guaranteed, but
the player may only have a second encounter if he or she wins
the first encounter (or successfully makes a deal during the encounter). Each encounter is comprised of seven phases, which
are described in the following sections.
DESTINY
YELLOW
Have an encoun
the yellow pla ter with
yer in his
or her home
system.
However, if you
yellow player, are the
either:
A) Have an
encounter
with any oth
er pla
your home syst yer in
em or,
B) Discard this
card
and draw aga
in.
DESTINY
Phases of an Encounter
If a Wild is Drawn
If the drawn card is a wild, the offense may
have an encounter with any player of his or her
choice. For this encounter, the chosen player is
the defense. The encounter must take place in
the chosen players home system.
1. Regroup
Throughout the game, ships will go to the warp when encounters are lost. At the start of an encounter, one of the offenses
ships is retrieved from the warp and placed in one of his or her
colonies (home or otherwise). If a player has no colonies, the
retrieved ship is placed directly in the hyperspace gate.
If a Special is Drawn
If the drawn card is a special, it will explain
the conditions of the encounter. The player
indicated by the destiny card is the defense for
the encounter, and the card indicates where
the encounter must take place. For purposes
of game effects (such as the Shadows execute
ability), specials are treated as though the
card showed the player color of the player
designated as the defense.
2. Destiny
The offense then draws the top card of the
destiny deck. The destiny deck contains
colors, wilds, and specials. If there is only
one card left in the deck, do not draw
it. Instead shuffle the final card and the
destiny discard pile together to form a
new destiny deck and draw from the
Destiny Card Back
new deck.
DESTINY
WILD
Have an encoun
any other pla ter with
yer of your
choice in his
or her home
system.
DESTINY
1. Regroup
2. Destiny
3. Launch
4. Alliance
5. Planning
6. Reveal
7. Resolution
Sample Wild
Destiny Card
DESTINY
SPECIAL
Have an encoun
the player wh ter with
o has the
most foreign
col
(other than you onies
). In
the event of
a tie, break
the tie to you
r left.
The encounter
tak
place in the oth es
er
players hom
e system
DESTINY
Sample Special
Destiny Card
3. Launch
The offense takes the hyperspace gate and points it at one
planet in the system indicated by the drawn destiny card.
The offense then takes one to four ships from any of his or her
colonies, stacks them, and places them on the wide end of the
hyperspace gate. The offense may take ships from his or her
home colonies or foreign colonies. Ships may all be taken from
the same colony or from different colonies. A player should be
careful not to remove all of the ships from a colony, however,
as he or she will lose the colony by doing so (see Stripping a
Planet of Ships on page 13).
The defense may not add or subtract ships from the targeted
planet. Note that, in a home system, the defense may not
have any ships on the targeted planet, in which case he or she
defends the planet with zero ships.
Bystanders
Colonies on the defenses planet which are not
part of that home system (that is, they are not the
color of the home system) do not count towards
the defensive total and are not affected by the
outcome. They are simply bystanders. When a
player is attempting to drive a foreign colony from
his or her home system, only one players colony
can be chosen to be the defense in the encounter.
All others are ignored.
Main Players
The offense and defense are also known as the
main players.
4. Alliance
When do I Draw
New Cards?
Next, the offense and defense ask for allies to help them. This
happens as described below.
6. Reveal
If a player allies with the defense, the allying player places one
to four of his or her ships (taken from any colonies) next to,
but not on, the targeted planet. A player allied with the defense
is referred to as a defensive ally.
Only after a player has allied with a side (or declined all invitations) and committed ships does the next player accept or
decline an invitation.
If Both Players
Reveal Attack
Cards
5. Planning
The offense and the defense now each select an encounter card
from their hand (an attack, negotiate, or morph) and place it
facedown in front of themselves. If the defense has no encounter cards in hand, he or she may reveal any remaining cards
in hand, discard them, and then draw a new eight-card hand
before selecting a card during this phase. If the offense has no
encounter cards in hand, his or her turn ends immediately, as
described under Drawing New Cards on page 13.
10
The terms of the deal are carried out as agreed upon. If this
was the offenses first encounter, he or she may have a second
encounter.
If a Deal Failed
The main players each lose three of their ships of their choice
to the warp. If this was the offenses first encounter, there is no
second encounter, and play passes to the left.
Resolution
Compensation
After Resolving
the Encounter
Once the effects of the encounter are resolved, discard the
revealed encounter cards to the discard pile. If the offense won
the encounter (or successfully made a deal) and this was his or
her first encounter, the offense may have a second encounter.
Otherwise, play passes to the left.
11
Compensation
vs. Rewards
Compensation is the term for cards a player gets
to steal from his or her opponent after losing an
encounter by playing a negotiate vs. the opponents attack card.
Rewards, on the other hand, are ships retrieved
from the warp or cards a player gets to draw from
the deck as a reward for sending ships to help the
defense successfully win an encounter.
The two terms are often confused, so be careful
not to get them mixed up.
Shared Wins
Timing
Conflicts
The timing strip along the bottom of each alien sheet and all
non-encounter cards generally states when the components
game effect may be used. However, if there is still a timing
conflict (when two players invoke contradictory special effects
simultaneously) between powers, artifacts, and other game
items and effects, resolution takes place in the following order:
Losing Alien
Powers
When three or more of a players home colonies are eliminated,
the player loses his or her alien power and turns his or her alien
sheet facedown. The loss of the power occurs immediately, and
a player cannot use it one last time. If a player draws his or
her own color from the destiny deck (or a special card designating him or her as the defense), the player may attempt to
re-establish a colony in his or her home system. If the player
regains his or her power by having a colony on at least three
home planets, turn that players alien sheet faceup once more.
Zapping Powers
Occasionally, a game effect (such as the Cosmic Zap artifact)
is said to zap a power. This can only happen when the power is
used as described on its alien sheet. The effect of that powers
use is then canceled and that power may not be used again
until the end of the current encounter.
Some parts of some alien powers (such as
Warriors ability to add tokens to its alien
sheet and Zombies ability to free ships as
part of a deal) do not require the power
to be used in order to occur, and
therefore cannot be zapped.
1. The offense.
2. The defense.
3. Players who are not the main players, starting with the
player to the left of the offense and proceeding clockwise.
Driving Out
Foreign
Colonies
If a player draws his or her own color from the destiny deck (or
a special card that designates him or her as the defense), the
player may try to eliminate a foreign colony in his or her home
system. This type of encounter is similar to those described
above, except the offense points the hyperspace gate at another
players colony in his or her own planet system. The offense
chooses which players colony is the target. That player becomes the defense for that encounter. Remember that all ships
of one color on any planet make up only one colony. All other
colonies on the planet are bystanders.
Note: If there is a planet in a players home system
with no ships on it, aiming the hyperspace gate at
that planet allows the player to automatically reestablish a colony on that planet with up to four
ships from any of his or her colonies. Doing so
counts as a successful encounter.
Home Planets
Without
Colonies
As stated earlier, if a player has no colony on a home planet
that he or she is defending, the player defends the planet normally except that his or her ship count is zero.
12
Stripping
a Planet
of Ships
Artifact Cards
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.
That player has no colony there. If a player has no ships left on
one of his or her home planets, he or she must still defend it
(with zero ships). If a situation arises where a player must relocate
ships but he or she has no colonies anywhere on the board, those
ships go to the warp.
Drawing
New Cards
If the offense has no encounter cards (attacks, negotiates, or
morphs) at the start of his or her turn, the offense must play (if
possible) or discard any non-encounter cards, draw eight new
cards, and continue his or her turn.
If the offense runs out of encounter cards later during his or
her turn and needs to play one, the offenses turn ends immediately. (This might happen for several reasons, including
paying compensation after an encounter, an alien power, or a
card effect.) If this happens, the offense returns any of his or
her ships on the hyperspace gate to his or her colonies. Allies
also return their ships to any of their colonies.
If the defense has no encounter cards when he or she is
required to play a card in an encounter (normally during the
Planning Phase), the defense must play (if possible) or discard
any non-encounter cards, draw eight new cards, and play
one of them in the encounter. If the defense doesnt draw any
encounter cards in the new hand, this process is repeated as
many times as necessary.
Card Types
Sometimes game effects, such as the Plague artifact, refer
to card types. The different card types are: attack, negotiate,
morph, reinforcement, flare, and artifact.
Artifacts are devices created by the Precursors and left behind for possible use by their children. These powerful items
allow players to further alter the outcome of encounters and
the game. Artifact cards are clearly marked. They cannot be
played as encounter cards but may be played at other times. All
artifact cards are discarded after they have been played. Each
artifact card tells you when and how it may be played.
Reinforcement
Cards
Reinforcements allow players to tip the scales of an encounter
after encounter cards have been revealed. Reinforcements cannot be played as encounter cards. Instead, during the Reveal
Phase, after encounter cards are revealed, the offense, defense,
and any allies may play reinforcement cards on either side of
the encounter (this does not necessarily have to be their own
side). The reinforcement card adds to that sides total for the
encounter. Players may continue playing reinforcements in
response to other reinforcements until all players pass. Once all
players have passed on the opportunity to play further reinforcements, the encounter is resolved with the new totals.
Flare Cards
Flares are powerful and unique devices built by each alien to
radically change the outcome of encounters. Flares cannot be
played as encounter cards, but may be played at other times.
Flare cards are returned to the players hand after being played
instead of being discarded. A flare cannot be used more than
once per encounter, and a player may use no more than one flare
per encounter.
Normally, when a player plays a flare, the wild flare effect on
the card is used. However, if a player plays his or her aliens
own flare (such as the Zombie playing the Zombie flare), the
super flare effect on the card must be used. A player cannot
normally use the wild flare effect on his or her own flare. The
exception to this is when a player loses his or her power or has
it zapped (see page 12). Without an alien power, a player no
longer has access to the super flare effect of his or her alien.
The player may only use the wild flare effect on his or her flare
until he or she regains access to the alien power.
13
Variants
This section contains several rule variants that players may
enjoy using.
Four Planets
In order to play a shorter game (recommended when playing
with fewer players), players may wish to use this variant. During setup, each player only receives four player planets instead
of five. In addition, only 16 ships are used for each player, with
four ships being placed on each planet as normal. Finally, the
players only need to have four foreign colonies to win instead
of five, and only need two home colonies to maintain use of
their alien power instead of three.
Alien Interactions
There are many ways for the different alien powers to interact, and sometimes players will need to
carefully examine the powers involved to determine this interaction. As an example, imagine an
encounter between the Oracle and the Sorcerer.
Looking at their alien sheets, it can be seen that
although both powers occur in the same phase,
the Oracles power to foresee takes place before
the Oracle selects a card, while the Sorcerers
power of magic takes place after both players have
selected a card. So, the Oracles power is used
first, forcing the Sorcerer to play his encounter
card faceup. The Oracle then looks at that card
and selects her encounter card, playing it facedown. Now that both encounter cards have been
selected, the Sorcerers power may be used. If the
Sorcerer wishes, he may switch encounter cards
with the Oracle before revealing the Oracles card.
Of course, the Oracle knew that before he played
his card, so does the Sorceerer choose the card in
front of him or not?
So, if an alien interaction seems like it doesnt
work, take a moment to carefully work through
the powers involved, and in almost all cases, the
interaction should become clear.
Hidden Powers
In this variant, players leave their alien sheets facedown after
selecting them at the start of the game. While a players alien
sheet remains facedown, its power cannot be used. A player
may turn his or her alien sheet faceup at any time in order to
use it. Once turned faceup, the players alien sheet remains
faceup for the rest of the game.
Rotating Powers
In this variant, the offense draws a new alien sheet at the start
of his or her turn. The offense may then choose to keep either
the old or new alien sheet, discarding the other. If the hidden
powers variant is being used, new powers enter play facedown.
Freewheeling
Flares
In this variant, players may use as many flares as they wish
during each encounter, although each flare may still only be
used once per encounter. This variant is recommended only
for more experienced players who are comfortable with the additional complexity this introduces to the game.
Technology
Tech cards represent revolutionary technologies that players
can research during the game. Each tech card has an effect and
a research number on it, which represents how long it takes to
develop the technology.
Setup
If players decide to play with this variant, shuffle the technology deck and deal two tech cards to each player after completing the normal game setup. Each player then looks at his or
her two tech cards, selects one, and discards the other, faceup,
next to the technology deck. The selected tech card is placed
facedown in front of the player, and is not considered part of
his or her hand.
14
Using Technology
At the start of any players Regroup Phase, before the offense
retrieves a ship from the warp, each player may research their
tech card, complete their tech card, or do nothing.
15
Reference
Credits
A Players Turn
Phases of an Encounter
1. Regroup: The offense retrieves one ship from
the warp.
2. Destiny: The offense draws a destiny card to
determine the defense and target system.
3. Launch: The offense aims the hyperspace gate
at one of the defenses colonies in the target
system and places up to four ships in the gate.
4. Alliance: The offense invites allies, then the
defense invites allies. Starting to the left of the
offense and continuing clockwise, allies join sides
and send up to four ships each to help their side.
5. Planning: The offense and the defense each select an encounter card and play them facedown.
6. Reveal: The offense and the defence turn their
encounter cards faceup and add up their totals.
7. Resolution: Players determine the winner of
the encounter and resolve any effects from the
encounter.
Timing Conflicts
When timing conflicts occur, resolve effects in the
following order:
1. The offense.
2. The defense.
3. Players who are not the main players, starting
with the player to the left of the offense and
proceeding clockwise.
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