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The Warp

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About The Warp

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  • Birthday 02/09/1969

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  1. The Warp

    New edition questions...

    No expansion aliens in the combo cards. I think it's unlikely we'll see any more combo cards- they are specifically designed to get new players into a game quickly. But, who knows- they might to a POD version of expansion combo cards.
  2. The Warp

    42nd Edition?

    At the con, they talked about the 1976 Parker Brothers edition, which would have been the first, but they pulled the plug saying "space doesn't sell". 42 years later....
  3. The Warp

    Cosmic Eons Rules

    https://www.fantasyflightgames.com/en/products/cosmic-encounter/
  4. The Warp

    Demon Alien and News From Cosmic Con

    It is a different version. You have the power to Possess. As a main player, before allies are invited, you may use this power to take possession of the hand of any other player except your opponent. Place those cards facedown on this sheet. They are not part of your hand, but you may use cards from here as though they were in your hand. If a card played from this sheet would return to your hand after use, return it to its previous owner instead. At the end of the encounter, return any cards remaining on this sheet to their previous owner. History: Hailing from deep within the core of a molten planet, a race of Demons was exiled from their original galaxy for unprincipled opportunism. Knowing their mere presence saps others’ will to win, they now seek Cosmic vengeance. Wild: As a main player, before allies are invited, you may possess any one other player except your opponent in order to force that player to ally with you when it is his or her turn to do so. That player must send as many ships as possible, up to the number of ships you have in the encounter, but he or she is not required to abandon any colonies to do so. Super: When using your power, you may draw six cards from the deck to possess instead of another player's hand. If a possessed card would return to your hand after use, it does so. At the end of the encounter, returnany remaining possessed cards to the top of the deck in any order.
  5. Wow, what a post! I'd love to be able to participate in one of your tournaments one day.
  6. The Warp

    1st Play completed!!

    Reward deck(s) should quickly be your must-play variant from now on.
  7. The Warp

    Understanding the version

    moons moons moons moons moons
  8. The Warp

    List of Aliens and Powers?

    FFG means its origin is having been published by FFG. FFGfo refers to aliens first shares on this FFG forum.
  9. The Warp

    Cosmic Encounter FAQ being updated!

    Wondering if there is any movement on this?
  10. The Warp

    Zap ship

    I suggest you can only use the effect if the ship marker is on a ship involved in the encounter. Furthermore, someone else's ship in the encounter with a marker could zap another ships's zap. This forces players to put those ships at risk, and their involvement can be a deterrent to card use.
  11. The Warp

    Where are my moons?

    I'm with you. Bring on the moons!
  12. The Warp

    "Ship Marker Variants Forum?"

    There's info on CosmicCon right on FFG's front page. It's next weekend, by the way. In any case, the forum will be largely driven (most likely completely driven) by fan-designed variants. Thus, there's really nothing stopping you from making up your own flagship variants right now... then post them. The Flagship variant is arguably complete as it was printed... two different variants right out of the box. You're only now limited by your imagination.
  13. The Warp

    "Ship Marker Variants Forum?"

    Nope. It will be raised at CosmicCon.
  14. The Warp

    The Perils of Expansion Sets

    I don't feel there is any serious issue with adding in any or all expansions, even if you're only using parts of an expansion. For example, the Joker's Retreat token can easily be used if you aren't using the Reward deck. If you have Joker, then chances are you have the rules for Retreats, which were in the same expansion. But even if you don't use it, it's not a big deal. Joker is formidable without it. The variety of flares alone in the base game make "predictions" difficult. Cards that are added from the expansions make the action more unpredictable, but also create more possibilities. I am not convinced that using any form of prediction strategy is terribly reliable. After the 40 and a few zaps, there are still hundreds of things that can happen that you might not have predicted. Dealing with it is part of the game. The best way to experience Cosmic Encounter is playing multiple games. You then add in something new to the next game, because there's less to explain up front. I always teach flares, and I've never had someone just not be able to get it. Their inclusion enriches the game incredibly. Kids can understand them. I taught Cosmic to nearly 80 people at GenCon. The mechanics are pretty simple.
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