Colonize The Galaxy In Cosmic Encounter

The game is set in the future, when travelers of different nations and races met each other. The result was a time of chaos; wars, conquests, alliances between now unknown beings.

The space-time surrounding our planet became fragile because it had to protect itself from the constant attacks by aggressive forces that wanted to use it as their gate into our world.

The only hope for humanity is to try and establish a defense system using powerful radio transmitters. This way, we can know when an attack is coming; send our own ships into the space in time and protect the Earth in the present or past. That’s where you come in: You play as one of 19 commanding aliens trying to establish the defense system.

Overall Gameplay

Your goal is to create a complete command file that, when transmitted back into time will be used by Earth’s forces in the past to defend our planet against alien aggression. To do this you have to fight for planetary systems and establish colonies on them before your opponents do. Also, you should attack other traveler’s ships to make them join your alliance or steal their power cards.

You win the game by being the first player to establish colonies on five planets outside of your own color system.

Each of you starts with five ships, each of which has a unique special power that can be used once per turn. At the beginning of each turn, you assign one of these ships to a planet that does not have one of your colonies on it.

Each player, including you, gets a chance as the offense during every turn. Each time the offense encounters another player, both players reveal a card from their encounter hand and carry out what they can according to the hidden information-that is, alliance cards and power cards.

Cards for Days

Power Card – There are over 100 different power cards available in the game, each of which is illustrated with full-color images that depict various alien species, their starships and other objects. Each card has a text description of its special ability on it.

When you use your power you must announce who’s power you are using, and then the other players have the chance to use that power too. If more than one player decides to use that power then they must place their ships on their power card first. Then you follow in order starting with the player who has had fewer turns since initiating their special ability.

Alliance Card: Every Alliance Card contains between three and five different races that are allied with each other during the game. Each race has a unique special ability listed on it, in addition to an alliance score which determines how many ships of each separate species need to be present at the encounter in order for the card to have effect

Encounter: When two ships belonging to two different players meet one another on the same planet or moon, they carry out an encounter. The player who initiated the offense is known as the offensive player, and he or she places his ships on his power card first. The other players can place their ships either on their own power cards or by placing them directly under one of the races present on one of the two encounter cards.

When the encounter is over, all ships involved must return to their owners’ colonies.

Planet Card: Each planet has five areas on it where two or more ships can meet and carry out an encounter. All planets have one of each of these four kinds of areas: home base, home colony, warp point and foreign colony. They are colored differently to make it easier to identify their purpose

Warp points are the warp gates that allow ships to move from one planet to another. Each player has three of these on his or her power card at the start of the game, but more can be added throughout play by spending power cards. There are three types of warp points; one colored like the home bases, another like the foreign colonies and a third that is half blue, half orange.

These two colors are always found together on planets near each other in space. When ships move through these gateways they can enter any other gateway on that planet that matches its colors.

If your opponent has a colony on the destination planet, you must carry out an encounter to move from one warp point to another.

Home Base: Each player begins with three home bases in his or her color system. You can have more than one each of these in play at a time if your power card shows more than one symbol

Foreign Colony: The foreign colonies are the only places in space where ships can land to start a colony. You cannot have more than one foreign colony area on any planet, but you can have four home bases and two warp points.

You do not move your ships through your opponent’s home base or foreign colony areas-they are off limits to everyone except for the offensive player on his or her turn. Once you have met the requirements to form a colony, your ships must return to one of these areas

Colony Card: When you start a new colony, place the cards from your hand face down and put them under the race with which you want to ally. You may not look at them again until the colony is finished, and you cannot add or remove cards from the colony until it is done.

When your race forms a colony, all ships that are in that race’s home base or foreign colonies return to the new colony instead. This counts as one of their moves for the turn and does not affect their position on planets and other places where they land.

Multi-Colony System: You can extend your own empire by forming more than one colony in a single system. To do this, you must have at least four home bases under different powers.

If you have four home bases, for example, you can join them all up to form a single colony. You decide where the new system’s warp points are placed-one may be in your home base or foreign colony area, one may be in your opponent’s home base or foreign colony area and the other two must be somewhere else in the new system.

The only way to land your ships on this planet is by entering through one of these warp points, so you must do so before you can start a colony there. If you play your cards right, you may even triumph. 

Go on a science fiction adventure and buy Cosmic Encounter today.

 

Cosmic Encounter:Alien Politics of Outer Space

Intergalactic warfare is as much a game of politics as it is an epic battle among the stars. In the card game Cosmic Encounter, you’ll form shifting alliances with other alien races in an attempt to spread your colonies to the farthest reaches of the galaxy and win the game. If you’re a fan of fantasy card games that offer plenty of opportunities for strategy and backstabbing, you’ll love Cosmic Encounter.

Offense vs..Defense

Cosmic Encounter assigns each player the role of leader of their very own alien race. On every turn, a different player becomes the offense and must try to establish colonies in the planetary systems of the other players. The offense will draw cards from the destiny deck, which contain either a color that aligns with certain planets in other player’s systems, a special condition for selecting another player, or a wild card that lets you choose who to attack.

Once the card is drawn, the offense will shoot through the hyperspace gate and head to the planet that matches their card. The other players are not left defenseless, however. They can engage their ships to try and keep the offense out of their system, resulting in a battle between the ships of the two opposing players.

In Cosmic Encounter, both the offense and the defense are allowed to invite any of the other players to ally with their side. Players who are given an invitation can either accept or refuse. If they accept, they can add their own ships to the cause and potentially win rewards.

Attack or Negotiate?

To successfully build a colony on another planet, you need to win one of these offensive encounters. The way these battles work is by drawing Encounter cards, which will decide whether or not the players attack, negotiate, or a mixture of the two. If both players play Attack cards, then they add the values of the cards to their ships, leaving the player with the higher score the winner.

If both players play Negotiate cards, then the allies disperse and the offense and defense must agree to a deal within one minute. This can be anything from swapping cards to allowing one of the defensive player’s colonies to be established on the offensive player’s planet. If they don’t reach an agreement, then both players lose three of their ships. 

In encounters in which the offense wins, the defense (and any allies on their side) lose all of the ships they played, while the offense and their allies get to establish colonies on the defending planet. If the defense wins, then the offense and their allies lose their ships, while the defense gets to keep their colony on their planet. Defensive allies then get to collect Defender Rewards, which are either cards, discarded ships, or both.

If one player plays an Attack card and the other plays a Negotiate card, then the attacker automatically wins while the loser receives Compensation by randomly taking cards from the other player’s hand. Once one player manages to establish five colonies outside of their own home system, they win the game!

Cosmic Encounter Later Editions

Cosmic Encounter has a few standalone sequels that flip the script of the original card game and add new mechanics and possibilities to the game. Cosmic Encounter 42nd Anniversary Edition adds a newly discovered alien species while also introducing Cosmic Combo cards that add customizable challenges to the game.

Cosmic Encounter Duel takes the mechanics of the 3-5 player card game and turns it into a one-on-one standoff between two players. This sequel card game adds a new alien species known as the Cheater, which can help you cheat your way ahead as long as your opponent doesn’t catch you.

Conquer the Galaxy with Cosmic Encounter

Cosmic Encounter is a 3-5 player card game that’s usually best for small groups of friends, although families can enjoy it as well. It’s suitable for ages 12 and up, so teenagers in particular will be able to enjoy the thrill of intergalactic warfare. Playing time lasts around one to two hours, which is pretty standard for most fantasy card games.

Buy Cosmic Encounter today and use your alien powers to conquer the universe!

 

Root: The Fate of The Forest Lies In Your Hands

War board games often take place over sprawling maps of the Earth, forcing you to deploy troops and battleships in the reenactment of historic wars. Root combines your classic war board game with elements of fantasy, replacing the battlefield with a beautiful woodland forest beset by warring factions. Players will draw cards, maneuver their furry little woodland creature tokens, and fight for the right to call the forest theirs. Will you help decide the fate of the forest in your favor?

The Four Factions

Root takes place in a great and beautiful woodland, over which four separate factions are warring for control. The evil Marquise de Cat has seized the woodland in order to scour it for riches to line her pocketbook. Her efforts have thus created an Alliance of woodland creatures to secretly fight back and subvert her evil rule.

Meanwhile, the Eyrie at the edge of the region has just elected a new commander to lead their faction to victory, restoring their rule over the forest as is their birthright. Lastly, the mysterious raccoon Vagabond is playing all sides of the conflict for his own personal gain. While he can navigate the more dangerous woodland paths, his own mysterious quest is unknown to all except himself.

Exploring the Forest

This board game comes with many different rules regarding each faction, so you’ll need to understand what your opponents are up to if you want any chance of beating them. While the Cats are focused on building workshops, lumber mills, and barracks, the Alliance works in the shadows. Their goal is to recruit more forces to their cause and muster their resources for one final battle at the end of the game.

The Eyrie is trying to take back to Woods with their hawks, so they’ll try to capture as much territory as possible and populate it with their roosts. Lastly, the Vagabond will work with the other players in an effort to collect enough items to power their own actions. Players can also engage in combat with each other, using each battle to further their overarching strategy.

Players will interact with a common deck of cards in order to accomplish their tasks. Each card has its own action text and suit, such as the “Mouse-in-a-sack” which allows you to draw a card and then discard a card. One of the best parts of Root comes from exploring the vast game board, learning all of the different rules for each faction, and playing around with the cute little woodland creature tokens.

Root Expansions

Root comes with several expansions that add new factions and cooperative scenarios.The Riverfolk expansion adds two new factions: the Riverfolk Company and the Lizard Cult. This allows Root to be played with up to six players instead of four. The Underworld expansion adds the Great Underground Duchy faction and the Corvid Conspiracy faction as well as two new maps for players to fight on.

The Clockwork expansion of Root allows you to add automated factions to the game, which can help supplement games when you don’t have enough players. This makes Root playable by only one player, giving you the ability to turn this group game into a solo game.

Stake Your Claim of the Forest with Root

Root is playable by 2-4 players, but you can make it anywhere from 1-6 by adding one of the expansions. It’s suitable for ages 10 and up, although younger players may have a harder time keeping all of the rules straight in their heads. Playing time lasts between 60-90 minutes, so it’s perfect for a game night with family or friends.

Root is very fun to play, although it does take a while to learn all of the rules by heart. Luckily it comes with a comprehensive guidebook that you can reference to make sure that the evil Marquise de Cat isn’t about to break up your hidden little Alliance with her dastardly ways. Once you’ve played the game a few times through, Root will be sure to become one of your favorite board games.

Buy Root today and enjoy the strategic depth of this fantasy board game!

 

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