Cosmic Encounter - PBP: Deep Space Water
12-22-2016, 04:05 PM
(This post was last modified: 12-28-2016, 01:55 PM by ProfessorLizzard.)
Good hello!
My other Cosmic Encounter game on chocpi is almost over (a week at most), so I decided to prepare for a new game in advance.
But first: What is Cosmic Encounter? An ancient game of negotiation, strategy and bluffing. The first alien to gain five foreign colonies wins. Shared victories are possible, and might be the best way to win.
Although, the heart of the game is not about winning but doing amazing and memorable moves deals.
The game setup shall be 5 players, 5 planets to win, and aliens solely from Cosmic Dominion the expansion crafted by fans. Watch out, it will be.... terrifying. Behold, the rulebook
We'll be using revisions from the COSMODEX, which also means i don't have to copy paste cards and you can look them up anytime. You can search in there by looking for "cardname wrote".
Differences that are needed for PBP:
RPing as your alien is not required but is encouraged because it is fun.
Pick a colour from the following: red, green, blue, yellow, purple, orange, white, black. Your aliens will be sent to you when all slots are filled. Choose.... wisely...
Player1: Granolaman, the Voyager
Player2: Gatr, the Yin-yang
Player3: Coldblooded, the Laser
Player4: Robust Laser, the Reactor
Player5: Jacquerel, the Tourist
1. Start of turn
1.1. If Offense has no Encounter Cards, they discard hand and draw eight cards.
1.2. Voyager may journeys planets, Super Voyager
2. Regroup
2.1. Mobius tubes
2.2. Wild Aristocrat
2.3. Plague
2.4. Offense retrieves one ship from the Warp.
3. Destiny
3.1. Offense draws Destiny card
3.2. Defense is determined.
3.3. Cruise liners moves, hazard resolved
3.4. Super Tourist, Tourists may disembark or send a postcard if possible
4. Launch
4.1. Offense sends one to four ships the the Gate.
5. Alliance
5.1. Laser blinds
5.2. Offense invites allies.
5.3. Defense invites allies.
5.4. In turn order (starting after Offense), players accept up to one invitation and send one to four ships.
5.5. Yin-yang may ally with both sides, may hand out yin-yang tokens.
5.6. Wild Laser and Super Laser
5.7. Force Field
5.8. Wild Muckraker
6. Planning
6.1. Wild Whirligig
6.2. If Defense has no Encounter Cards, they discard hand and draw eight cards.
6.3. Main players secretly choose Encounter Cards.
7. Reveal
7.1. Main players reveal cards.
7.2. Emotion Control
7.3. Wild Lizard
7.4. Main players and allies may play Reinforcements.
7.5. Winners are determined, or a deal is attempted.
7.6. Reactor hands out/takes/discards flares
8. Resolution
8.1. Wild Reactor and Super Reactor
8.2. Ionic Gas
8.3. Loser's ships and loser's allies' ships (or three ships from each main 8.4. player in an unsuccessful deal) go to Warp.
8.5. If Offense wins, Offense and their allies land on planet.
8.6. If Defense wins, their allies gain rewards.
8.7. Super Yin-yang
8.8. If a deal was made, its terms are carried out. -or- Quash
8.9. If one player played Negotiate, compensation is gained.
8.10. Non-Flare cards played are discarded.
9.Post-encounter
9.1. One of the following events occur:
9.1.1. If a deal was not made, the Offense loses, the Offense wins their second encounter, or the Offense does not want a second encounter, play passes to next player.
9.1.2. If Offense has just won their first encounter, they may have a second encounter; return to II. on this list.
Any phase:
Cosmic Zap
Card Zap
Give Reactor Flare to the Reactor if you have it in your hand and you use a super flare
Reactor collects discarded matching flares
Wild Host
Wild Voyager
Wild Yin-yang
Wild Tourist
If you see these in the discard pile, you know all of that kind has been used: Card Zap x2, Cosmic Zap x2, Emotion Control, Force Field, Ionic Gas, Mobius Tubes x2, Plague, Quash, any specific flares
Remember, you can only zap powers when they are used, some effects can not be zapped.
Player powers:
My other Cosmic Encounter game on chocpi is almost over (a week at most), so I decided to prepare for a new game in advance.
But first: What is Cosmic Encounter? An ancient game of negotiation, strategy and bluffing. The first alien to gain five foreign colonies wins. Shared victories are possible, and might be the best way to win.
Although, the heart of the game is not about winning but doing amazing and memorable moves deals.
The game setup shall be 5 players, 5 planets to win, and aliens solely from Cosmic Dominion the expansion crafted by fans. Watch out, it will be.... terrifying. Behold, the rulebook
We'll be using revisions from the COSMODEX, which also means i don't have to copy paste cards and you can look them up anytime. You can search in there by looking for "cardname wrote".
Differences that are needed for PBP:
- Once aliens are selected, all Flares will be known, so a script of actions can be written, which should speed up the game a bit.
- I will always wait a bit after events which can be reacted to by cards, in case someone wants to use something evil.
- Negotiates instead of having a one minute limit, will have a limit of six posts, but the seventh post may be a Deal Accepted.
- "Player to your left" should be read as "Player after you on the player queue".
- I'll give you all a quicktopic, in which I will tell you about the current cards in your hand. Much better than having to send a million private messages.
- Please state clearly which planets you are moving ships from, and where to.
- You may submit conditionals about how you want to use your cards and powers, so time zones will be less of a trouble.
RPing as your alien is not required but is encouraged because it is fun.
Pick a colour from the following: red, green, blue, yellow, purple, orange, white, black. Your aliens will be sent to you when all slots are filled. Choose.... wisely...
Player1: Granolaman, the Voyager
Player2: Gatr, the Yin-yang
Player3: Coldblooded, the Laser
Player4: Robust Laser, the Reactor
Player5: Jacquerel, the Tourist
1. Start of turn
1.1. If Offense has no Encounter Cards, they discard hand and draw eight cards.
1.2. Voyager may journeys planets, Super Voyager
2. Regroup
2.1. Mobius tubes
2.2. Wild Aristocrat
2.3. Plague
2.4. Offense retrieves one ship from the Warp.
3. Destiny
3.1. Offense draws Destiny card
3.2. Defense is determined.
3.3. Cruise liners moves, hazard resolved
3.4. Super Tourist, Tourists may disembark or send a postcard if possible
4. Launch
4.1. Offense sends one to four ships the the Gate.
5. Alliance
5.1. Laser blinds
5.2. Offense invites allies.
5.3. Defense invites allies.
5.4. In turn order (starting after Offense), players accept up to one invitation and send one to four ships.
5.5. Yin-yang may ally with both sides, may hand out yin-yang tokens.
5.6. Wild Laser and Super Laser
5.7. Force Field
5.8. Wild Muckraker
6. Planning
6.1. Wild Whirligig
6.2. If Defense has no Encounter Cards, they discard hand and draw eight cards.
6.3. Main players secretly choose Encounter Cards.
7. Reveal
7.1. Main players reveal cards.
7.2. Emotion Control
7.3. Wild Lizard
7.4. Main players and allies may play Reinforcements.
7.5. Winners are determined, or a deal is attempted.
7.6. Reactor hands out/takes/discards flares
8. Resolution
8.1. Wild Reactor and Super Reactor
8.2. Ionic Gas
8.3. Loser's ships and loser's allies' ships (or three ships from each main 8.4. player in an unsuccessful deal) go to Warp.
8.5. If Offense wins, Offense and their allies land on planet.
8.6. If Defense wins, their allies gain rewards.
8.7. Super Yin-yang
8.8. If a deal was made, its terms are carried out. -or- Quash
8.9. If one player played Negotiate, compensation is gained.
8.10. Non-Flare cards played are discarded.
9.Post-encounter
9.1. One of the following events occur:
9.1.1. If a deal was not made, the Offense loses, the Offense wins their second encounter, or the Offense does not want a second encounter, play passes to next player.
9.1.2. If Offense has just won their first encounter, they may have a second encounter; return to II. on this list.
Any phase:
Cosmic Zap
Card Zap
Give Reactor Flare to the Reactor if you have it in your hand and you use a super flare
Reactor collects discarded matching flares
Wild Host
Wild Voyager
Wild Yin-yang
Wild Tourist
If you see these in the discard pile, you know all of that kind has been used: Card Zap x2, Cosmic Zap x2, Emotion Control, Force Field, Ionic Gas, Mobius Tubes x2, Plague, Quash, any specific flares
Remember, you can only zap powers when they are used, some effects can not be zapped.
Player powers: