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#21 davidmont

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Posted 17 February 2009 - 08:18 PM

 How is the situation between Mirror and the Morph card resolved.  Does the Morph have the numerical value of the card, or does it have the mirrored value?



#22 Hat-hair

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Posted 18 February 2009 - 01:21 AM

If Anti-Matter's flare is used to prevent another flare being played, is that flare kept in hand? Also, does it count against that player's limit of one flare per encounter?



#23 The Warp

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Posted 18 February 2009 - 03:16 AM

Here's a question for you- which came up in last night's game:

What order to cards go into the discard pile?  Normally this doesn't matter, but the Fido flare was in the game, and it calls on forcing a player to draw the top card of the discard pile... several times the two encounter cards hitting the pile were very different (the 40 and a Negotiate went in one time). 



#24 Larapio

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Posted 19 February 2009 - 07:00 PM

I'd be WAY more interested in taking this FAQ project a step further...

Put all the stuff regarding game rules into a .pdf file so that we can print it and have it handy during game sessions. This should be like an Official Advanced Rules. This manual could then be updated frequently when game rules issues are raised and solved. Games like Magic The Gathering did something like that and it's great.

Having this advanced manual and making it official would be great for two reasons:

First, it would help us, that love the game, have a deeper understanding of the rules.

Second, it would minimize the number of house rules for a more satisfying game play. It would help in three areas:

- It can be messy sometimes playing with people with different house rules...

- Some (new) players think the use of unwritten/unofficial house rules as a way of "making it work you" on the spot if they're not all mentioned prior to game start.

- People that criticize the game for having vague rules and needing too many house rules to solve situations.

 



#25 Larapio

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Posted 19 February 2009 - 08:39 PM

(I re-posted because I couldn't edit my last post...)

 

I'd like to suggest the creation of an official advanced rules for Cosmic Encounter. The basic manual can be a little vague and simplistic sometimes. As you can see in the forum and also throughout the history of this game, there are a lot of situations that are open for personal interpretation because of the almost endless possible situations. You can start with all the current information in the forum with regards to the rules into a .pdf file so that we can download, print, and have it handy during game sessions. This rules manual could then be updated frequently when new issues are raised and solved. Magic The Gathering card game has something like this and it works great.

 

Having this advanced manual and making it official would be great for two reasons:

 

First, it would help us, that love and play the game, have a deeper understanding of the rules to avoid stops during game play where we have to discuss and decide how to handle a certain scenario.

 

Second, it would minimize the number of house rules we need to make when we don't know how to handle a situation. There's nothing wrong with house rules and they've been part of the game forever but when you have too many I see three problems:

 

- It can be messy sometimes when playing with people from a different group that use different house rules...

 

- Some (new) players think of the use of unwritten/unofficial house rules as a way of "making it work you" on the spot if the house rules are not mentioned prior to game start.

 

- People criticize Cosmic Encounter for having vague rules and needing too many house rules to solve situations. The majority of people I can't convince to play this game complain about this.

 

 

Please give some thought to this suggestion...



#26 RobertDG

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Posted 24 February 2009 - 02:27 AM

 I think there has been an unofficial ruling regarding a flare that is played not being in your "hand", and therefore not being vulnerable to being discarded/taken as consolation/other card loss.  My question is this:  after you play a flare, at what point does it re-enter your hand?  The next phase of the encounter?  Resolution?



#27 Toomai

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Posted 01 March 2009 - 05:00 AM

Does the Qax have to be re-researched when given, or can it be re-played as soon as the next encounter?

If Reincarnator loses Citadel, are the citadels discarded or not? (No one would be able to activate them if they stayed, but the cards wouldn't go into the discard pile.)

Do Clone, Filch, and Fido have any precedence over each other? (I'm guessing Clone has precedence since he keeps instead of discarding, while Filch and Fido can only claim discarded cards.)

Can the Omega Missile be re-used repeatedly in a very long game to eventually deprive a player of all his home planets? (Yes, it's purely hypothetical, but so is the Cosmic Quake in a way.)

If the Genesis Bomb is used twice in a game, does the second user simply move the planet to his own system, keeping all previously-placed ships on it? Can the Lunar Cannon and the Prometheus be "stolen" in the same way?

Do you have to reveal what card you take from the discard pile when you use the Delta Scanner?

Can Parasite ally with the defense even if the Energy Cloak is used? (Since the Energy Cloak only stops invitations, not allies themselves.)

Does Super Chosen have to be played before or after he looks at the cards he's drawn?



#28 Toomai

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Posted 05 March 2009 - 03:43 AM

Can Observer, as an ally, lose ships outside the encounter? (Such as Grudge or Wild Void.)

If Spiff's total must be "10 or more less", why does his Super Flare say "lose by 5 instead of 10"? (I think I got 'em there.)

If the Qax forces Ameoba to ally, can he then play his Super and escape?

Does the Qax force Macron to bring 4 ships?



#29 Toomai

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Posted 07 March 2009 - 07:24 AM

If two players make a deal to win the game, and Tick-Tock discards his last token because a deal was made, does he win alongside them? (This happened in a recent game and I ruled that, yes, Tick-Tock becomes part of the shared win.)

Is there a limit to how many ships Zombie can liberate at once as part of a deal? (I'm guessing no.)

If Shadow draws a Wild Destiny, can he kill one player's ship and then attack someone else? (Most likely yes.)

If the offense draws more than one destiny card, does Shadow pick off one ship for each card, or one ship for whichever card the offense uses? (I rule one ship per card.)

Can Human be zapped to win if both cards are Ns?



#30 Messianic

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Posted 09 March 2009 - 05:14 PM

Not so much a question as a concern:

Masochist needs to be banned from being in a game with Tech, he doesn't seem beatable at all when he can place all his ships into Tech and constantly Negotiate. It is easy to stack all ships on one planet and win the game by using your Tech to send your remaining ships to the Warp with no colonies left. I have yet to lose a game with Masochist and Tech.



#31 davidmont

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Posted 29 March 2009 - 05:22 PM

 If trader is used to trade hands; then the wild sorcerer is played and trader is the power switched to the player who's hand was originally traded; can the 2nd player then trade hands back.

Basically is the limit on power use once per encounter per player, or once per encounter for the table - baring powers like Healer, Remora, Zombie, etc.



#32 VasekVydra

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Posted 03 April 2009 - 12:49 AM

 Will we ever see these FAQ? When I always look through those question, I would really loved to see the answers It just makes me feel that I don't know the game at all, which is a bit frustrating 



#33 satyr

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Posted 05 April 2009 - 09:19 PM

Messianic said:

Not so much a question as a concern:

Masochist needs to be banned from being in a game with Tech, he doesn't seem beatable at all when he can place all his ships into Tech and constantly Negotiate. It is easy to stack all ships on one planet and win the game by using your Tech to send your remaining ships to the Warp with no colonies left. I have yet to lose a game with Masochist and Tech.

 

I agree it's maybe unbalanced as written. We've attempted to temporarily fix this in our house rules by allowing Mobius Tubes to be played by anyone between turns like it used to be in older versions of the game. At least that way someone might be able to head them off at the pass, so to speak. We also say that you cannot put more tokens on a tech than it's rating, so unless they have one of the techs with the X on it they are limited that way as well.

Not sure if I think it's a perfect solution yet but it at least slows down Masochist somewhat.

Next we plan on addressing Tick Tock which has yet to win a game in our house.  The house rule we are testing out on that is you get two tokens per player. So instead of always 10 tokens  in our 4 player games they only need 8 to win. It seems to help so far, but we are still "testing" it.



#34 oatesatm

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Posted 06 April 2009 - 11:57 AM

satyr said:

Messianic said:

 

Not so much a question as a concern:

Masochist needs to be banned from being in a game with Tech, he doesn't seem beatable at all when he can place all his ships into Tech and constantly Negotiate. It is easy to stack all ships on one planet and win the game by using your Tech to send your remaining ships to the Warp with no colonies left. I have yet to lose a game with Masochist and Tech.

 

 

 

I agree it's maybe unbalanced as written. We've attempted to temporarily fix this in our house rules by allowing Mobius Tubes to be played by anyone between turns like it used to be in older versions of the game. At least that way someone might be able to head them off at the pass, so to speak. We also say that you cannot put more tokens on a tech than it's rating, so unless they have one of the techs with the X on it they are limited that way as well.

Not sure if I think it's a perfect solution yet but it at least slows down Masochist somewhat.

Next we plan on addressing Tick Tock which has yet to win a game in our house.  The house rule we are testing out on that is you get two tokens per player. So instead of always 10 tokens  in our 4 player games they only need 8 to win. It seems to help so far, but we are still "testing" it.

 

Or .........

You could try to win with Masochist by outplaying your opponents.  If you play with Tech, there is nothing that says you need to put as many of your ships on it as possible to end up in the warp to win --- just try to play the regular way, it's quite fun even if it is difficult.

 



#35 Tazzmann

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Posted 07 April 2009 - 05:23 AM

VasekVydra said:

 Will we ever see these FAQ? When I always look through those question, I would really loved to see the answers It just makes me feel that I don't know the game at all, which is a bit frustrating 

 

I would like to second this sentiment. A number of really good questions have been submitted so far, and it would be good to get some sort of official document out there which at least addresses these questions.

I would think that given the complexity of the interactions between the numerous powers and cards, a document like this may never be "complete". Rather, it should be a living document, with updates being appended on a somewhat regular basis.

A couple of other minor suggestions, which you probably already have in mind: Organizing it with a section for each phase (for general questions), then one section for each alien race might be best. This way, questions that refer to a specific alien would be easiest to find. Sure, it would be a bit redundant when dealing with one racial power vs. another, since the question would be answered in the sections for both of those races, but that is a small price to pay for the sake of not slowing down the game while someone tries to find the answer they are seeking. Also, releasing the document in an easily searchable form such as .pdf would help tremendously in this regard.

This is a fantastic game, and FFG has done an amazing job with it! The ability to resolve the inevitable rules questions quickly and clearly and get the players back into the action only serves to help this game get back to the table over and over again.

 

Thanks, FFG!



#36 The Warp

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Posted 07 April 2009 - 07:58 AM

Whatever they end up publishing, I will put on The Warp, and I'll have it indexed so you can quickly find the answers to your questions.



#37 Adam

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Posted 07 April 2009 - 09:32 AM

satyr said:

We've attempted to temporarily fix this in our house rules by allowing Mobius Tubes to be played by anyone between turns like it used to be in older versions of the game.

Really?  I thought the timing was always the same for Mobius.



#38 satyr

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Posted 08 April 2009 - 02:54 AM

Adam said:

satyr said:

 

We've attempted to temporarily fix this in our house rules by allowing Mobius Tubes to be played by anyone between turns like it used to be in older versions of the game.

 

 

Really?  I thought the timing was always the same for Mobius.

You may be correct there. It could have been a house rule for so long we only think we remember it being official. Either way we used to play Mobius's between turns and we may do so again to combat Masochist.



#39 Adam

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Posted 08 April 2009 - 03:59 AM

I think the Mobius timing is good as it is.  It prevents players from being Too careless with their ships since they have to wait until their turn to play it.  I would prefer to exclude Masochist from Tech games if it becomes a problem rather than changing how one of the core cards works.  Just personal preference though.  I don't like to tinker too much.



#40 satyr

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Posted 09 April 2009 - 09:54 AM

Adam said:

I think the Mobius timing is good as it is.  It prevents players from being Too careless with their ships since they have to wait until their turn to play it.  I would prefer to exclude Masochist from Tech games if it becomes a problem rather than changing how one of the core cards works.  Just personal preference though.  I don't like to tinker too much.

 

You don't like to tinker? My god man this is Cosmic, the whole point is tinkering and breaking the rules.

I hate to pull masochist from our games since it's kinda a neat power, and that leaves me only with what ? 49 powers ... maybe if I had the first expansion with another 50 or so powers in it I wouldn't miss one measely little power.. (hint hint hint developers)

And for the record I third or fourth the request that someone please put out a answer to these really good questions appearing here on FAQ.  So motion is carried. We await.






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