Game: COSMIC ENCOUNTER
Publisher: Fantasy Flight Games (2008)
Page 1: Rules summary front
Page 2: Rules summary back
Page 3: Play reference x2
v1.2
Sep 2013
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
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These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
SETUP
Place the warp in the center of the play area.
Each player chooses a player color and takes the 5
planets of that color, then places their colony marker
next to the warp by the space marked 0.
Each player takes the 20 ships of his color and places
4 of them on each of his planets in a stack.
Remove any cards from the destiny deck that refer to
player colors not being used, then shuffle the deck.
Shuffle the flare cards and deal 2 to each player.
Each player takes the alien sheets corresponding to the
flares and secretly chooses one of the aliens to play. The
chosen alien sheet is placed facedown in front of the
player, and other is returned to the box.
Aliens are rated by player skill level: beginners: green
alerts; moderately experienced: yellow; experts: red.
The dealt flares are then added to the cosmic deck
which is then shuffled. If there are fewer than 5 players,
extra flares are randomly added to bring the total to 10
flares (only use one version of the Filch card).
Each player is dealt a hand of 8 cards from the cosmic
deck, and the deck placed facedown.
Players may look at their cards, but may not show them
to other players.
Draw from the destiny deck until a player color is drawn.
That player becomes the first player. Shuffle the drawn
card back into the destiny deck.
GAME TURN
The first player starts, then play continues clockwise.
A player’s turn consists of 1 or 2 encounters: the first
encounter is guaranteed, but the player has a second
encounter only if he wins the first encounter (or
successfully makes a deal).
The active player is called the offense and the player he
encounters is called the defense.
The offense first checks his hand to make sure it
contains at least one encounter card. If it does not, he
reveals any remaining cards, discards them, then draws
a new hand of 8 cards.
Should the offense run out of encounter cards later on,
his turn ends.
Each encounter is comprised of 7 phases:
1. REGROUP
One of the offense’s ships is retrieved from the warp and
placed in one of his colonies.
If he has no colonies, the retrieved ship is placed
directly in the hyperspace gate.
2. DESTINY
The offense draws the top card of the destiny deck.
If there is only one card left in the deck, do not draw
it; instead shuffle the final card and the discard pile
together to form a new deck, and then draw.
If a Color is Drawn
If the card shows a player color, it indicates the planet
system where the offense must have an encounter (and
therefore which player is the defense).
If a player draws his own color, he may either draw again
(until he draws a card of a different color) or attempt to
drive a foreign colony off one of his home planets. The
player whose owns the colony becomes the defense.
When drawing his own color, if a player has a home
planet with no ships on it at all, then he may aim the
gate at that planet to automatically re-establish a colony
there with up to 4 ships from other colonies. This counts
as a successful encounter.
If a Wild is Drawn
If the card is a wild, the offense may have an encounter
with any player. The chosen player is the defense and
the encounter must take place in the chosen player’s
home system.
If a Special is Drawn
If the card is a special, the defense for the encounter
and where the encounter takes place is indicated.
Specials are treated as though the card showed the
color of the player designated as the defense.
3. LAUNCH
The offense takes the hyperspace gate and points it at a
planet in the system indicated by the destiny card.
He then takes 1 to 4 ships from any of his colonies
(home or foreign), stacks them, and places them on the
wide end of the gate.
The defense may not add or subtract ships from the
targeted planet.
4. ALLIANCE
First, the offense announces which players he wishes
to have as allies (he may not invite the defense). These
players should not respond yet.
Next, the defense invites allies, even those already
invited by the offense (he may not invite the offense).
The other players then choose sides. Starting with
the player to the left of the offense and continuing
clockwise, each player accepts or declines invitations.
A player may only ally with either the offense or the
defense side, or neither side.
Only after a player has allied or declined, and committed
ships, does the next player accept or decline an invitation.
If a player allies with the offense (offensive ally), he
places 1 to 4 of his ships on the gate.
If a player allies with the defense (defensive ally), he
places 1 to 4 of his ships next to the targeted planet.
Allied ships can be taken from any colonies.
5. PLANNING
The offense and the defense now each select an
encounter card from their hand (attack, negotiate, or
morph) and place it facedown in front of themselves.
If the defense has no encounter cards, he may reveal
any remaining cards, discard them, and then draw a new
hand of 8 cards before selecting a card.
If the offense has no encounter cards, his turn ends
immediately.
6. REVEAL
The offense and defense simultaneously turn their cards
faceup.
If Both Players Reveal Attack Cards
The offense adds his card value to the number of his
ships, plus any allied ships, on the gate.
The defense adds his card value to the number of his
ships on the planet plus any allied ships next to it.
The player with the higher total wins (ties go to the
defense).
If One Player Reveals an Attack Card and the Other
Reveals a Negotiate Card
The player who played the negotiate card automatically
loses the encounter. He will get to claim compensation.
If Both Players Reveal Negotiate Cards
All allies on both sides return their ships to any of their
colonies and get nothing. The main players have one
minute to make a deal.
A player may trade cards and/or allow his opponent to
establish one colony on any one planet where he already
has a colony. Any of a player’s ships that are not in the
warp can be used to establish this colony. Cards must
come from the players’ hands, not from the deck. Any
ships remaining in the gate after the deal return to any
of the offense’s colonies. Allies are never included in
a deal.
The players cannot agree to do nothing; a card or a base
must change hands for a deal to be successful.
If no agreement is reached within one minute, the deal
fails and each player sends 3 of their ships to the warp.
If Either Player Reveals the Morph Card
The morph card becomes an exact duplicate of the
opponent’s encounter card. Resolve the encounter
normally as though both sides played the duplicated
card. Once the encounter is resolved, the morph card
returns to normal.
7. RESOLUTION
If the Offense Won
All the ships on the gate are placed on the planet.
Each player establishing a colony advances his player
colony marker by 1 space around the warp.
The defense’s ships on the planet plus any defensive
allies’ ships go to the warp.
Other ships on the planet do not go to the warp.
If the Defense Won
Ships in already established colonies on the defending
planet stay there. All the ships on the gate go to the
warp.
Defensive allies return their allying ships to any of their
colonies. They also receive rewards: for each ship they
contributed to the defense, that player must draw a card
from the deck or take 1 of his ships from the warp and
place it on any of the player’s colonies.
If a Deal was Made
The terms of the deal are carried out.
If a Deal Failed
The main players (offense and defense) each lose 3 of
their ships of their choice to the warp.
Compensation
When one player plays a negotiate and his opponent
plays an attack card, the player who played the negotiate
card gets to collect compensation.
He must randomly take one card for each ship he lost
to the warp (not counting any allies’ ships) from his
opponent’s hand. If the opponent doesn’t have enough
cards to provide full compensation, take his entire hand
of cards.
After Resolving the Encounter
Discard the revealed encounter cards to the discard pile.
If the offense won the encounter (or successfully made
a deal) and this was his first encounter, he may have a
second encounter.
If the defense won (or a deal failed), the offense may not
have a second encounter; play passes clockwise.
WINNING THE GAME
The winner is the first player to have 5 colonies on any
planets outside his home system.
If more than one player gains 5 colonies at the same
time, the players share a win.
POWERS
Losing Alien Powers
When 3 or more of a player’s home colonies are
eliminated, the player immediately loses his alien power
and turns his alien sheet facedown.
If he draws his own color from the destiny deck (or a
special card designating him as the defense), he may
attempt to re-establish a colony in his home system.
If the player regains his power by having a colony on at
least 3 home planets, turn his alien sheet faceup again.
Zapping Powers
If a power is zapped, the effect of that power’s use is
canceled and that power may not be used again until the
end of the current encounter.
The word use in bold italics on an alien sheet indicates
when a power may be canceled with a zap.
Some parts of some alien powers do not require the
power to be used in order to occur, and therefore cannot
be zapped.
Timing Conflicts
The timing strip along the bottom of each alien sheet
and all non-encounter cards generally states when the
game effect may be used.
If there is still a timing conflict, resolution takes place 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.
COLONIES
A colony is one or more ships of the same color on
a planet. A player may only have one colony on any
given planet, but a planet may have multiple colonies
belonging to different players.
A colony that a player owns in his home system is a
home colony. A colony that a player owns in any other
player’s home system is called a foreign colony.
Driving Out Foreign Colonies
If a player draws his own color from the destiny deck (or
a special card that designates him as the defense), he
may try to eliminate a foreign colony in his home system.
The offense points the gate at another player’s colony
in his own planet system and chooses which player’s
colony is the target, who becomes the defense for that
encounter.
All ships of one color on any planet make up only one
colony. All other colonies on the planet are bystanders.
If there is a planet in a player’s home system with no
ships on it, aiming the gate at that planet allows the
player to automatically reestablish a colony on that
planet with up to 4 ships from any of his colonies. This
counts as a successful encounter.
Home Planets Without Colonies
If a player has no colony on a home planet that he is
defending, the player defends the planet normally except
that his ship count is 0.
Stripping a Planet of Ships
As soon as a player removes the last of his ships from
any planet, he no longer has a colony there. Any ships
involved in the encounter, or ships retrieved from the
warp, cannot return to that planet.
If a player has no ships left on one of his home planets,
he or she must still defend it (with 0 ships). If a player
must relocate ships but has no colonies anywhere on the
board, those ships go to the warp.
CARDS
The different card types are: attack, negotiate, morph,
reinforcement, flare, and artifact.
Drawing New Cards
If the offense has no encounter cards (attacks,
negotiates, or morphs) at the start of his turn, he must
play (if possible) or discard any non-encounter cards,
draw 8 new cards, and continue.
If the offense runs out of encounter cards later
during his turn and needs to play one, his turn ends
immediately. He and his allies then return their ships on
the gate to their colonies.
If the defense has no encounter cards when he is
required to play a card in an encounter, he must play
(if possible) or discard any non-encounter cards, draw
8 new cards, and play one of them in the encounter.
If he doesn’t draw any encounter cards, this process is
repeated as many times as necessary.
Artifact Cards
Artifacts cards cannot be played as encounter cards
but may be played at other times. They are discarded
after use.
Reinforcement Cards
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.
The reinforcement card adds to that side’s total. Players
may continue playing reinforcements in response to
other reinforcements until all players pass. Once all
players have passed, the encounter is resolved with the
new totals.
Flare Cards
Flares cannot be played as encounter cards, but may be
played at other times.
Flares are returned to the player’s hand after being
played, but cannot be used more than once per
encounter, and no more than one flare may be used per
encounter.
Normally the wild flare effect on the card is used.
However, if a player plays his alien’s own flare, the super
flare effect on the card must be used.
When a player loses his power or has it zapped, he no
longer has access to the super flare effect of his alien,
and may only use the wild flare effect on his flare until
he or she regains access to the alien power.
VARIANT SUMMARY
Four Planets: Each player receives only 4 planets and 16
ships; only 4 colonies are required to win, and players
only need 2 home colonies to use their alien power.
Hidden Powers: Players leave their alien sheets
facedown (and cannot use their power); a player may
turn his sheet faceup at any time in order to use their
power from then on.
Rotating Powers: The offense draws a new alien sheet at
the start of his turn, and may then choose to keep it or
the old sheet, discarding the other. If hidden powers are
being used, new powers enter play facedown.
Freewheeling Flares: Players may use as many flares as
they wish during each encounter, although each may still
only be used once per encounter.
Technology: Deal 2 tech cards to each player during
setup; one of which each player selects. At the start of a
Regroup Phase, a player may research or complete their
tech card. See rulebook.
A PLAYER’S TURN
The offense (active player) has one encounter with another player.
Offense wins the encounter or successfully makes a deal:
Offense may have a second encounter with another player.
Offense loses encounter or deal fails: Play passes to the left.
PHASES OF AN ENCOUNTER
1. REGROUP The offense retrieves 1 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 defense’s colonies in the target system and places up to
4 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 4 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 defense turn their encounter
cards faceup and add up their totals.
Reinforcement cards can be played by the offense, defense
or any allies.
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 this 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.
WINNING
The winner is the first player to have 5 colonies on any planets
outside his home system.
A PLAYER’S TURN
The offense (active player) has one encounter with another player.
Offense wins the encounter or successfully makes a deal:
Offense may have a second encounter with another player.
Offense loses encounter or deal fails: Play passes to the left.
PHASES OF AN ENCOUNTER
1. REGROUP The offense retrieves 1 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 defense’s colonies in the target system and places up to
4 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 4 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 defense turn their encounter
cards faceup and add up their totals.
Reinforcement cards can be played by the offense, defense
or any allies.
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 this 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.
WINNING
The winner is the first player to have 5 colonies on any planets
outside his home system.