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Subject: The Cosmorium rss

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THE COSMORIUM
AN EMPORIUM OF VARIANTS FOR COSMIC ENCOUNTER


This is a collection of variant ideas that are "reasonably complete" (usually meaning there are downloadable card images that are ready to use). These had begun to accumulate in Appendix D of the Cosmodex, which really wasn't right: that document should remain focused on official gameplay without becoming corrupted by homebrew material, and these ideas properly belong in the Variants forum.

:contents:
Eon Classic Flares converted to FFG
Eon and Mayfair Artifacts converted to FFG
Reflect Cards (formerly Defend/Protect cards)
• Custom Hazard Cards
• Custom Artifact Cards
Kickers: Alternate Templates, Variable Effects
Truly Classic Schizoid
Leviathan Worldships
"Distorted Destiny" Variant
"Schismic Encounter" Variant
"Active Hazards" Variant
Accessories and Supplies (new)
The Basement (stuff that still needs work)

:other links:
The Cosmodex
Flagships
The Amazing Power Thingy
Sleeves for Big Alien Cards
Rob Burns' Top 5 Revisions to Canon Powers
Classic Alien Power Revision Workshop
Pithy Powers

:revision history:
2012-04-26
• Revised Insanity artifact to not require players to zap their own actions, and only draw one hazard instead of two.
• Added Cosmic Echo and Hibernation artifacts.

2012-05-03
• Renamed Defend/Protect cards to Reflect cards.

2012-05-05
• Added classic Cosmic Gas and Stellar Gas artifacts.

2012-05-09
• Updated Reflect cards to use visually improved templates.
• Added Morph cards on templates compatible with the Reflects.

2012-05-17
• Added a Reflect 39 with a large group icon.

2012-05-25
• Added eight homebrew/comet-conversion hazards: Cease Fire, Escalation, Half-hearted War, Hyperspace Hypnosis, Psionic Resonator, Quantum Duplicator, Shameful War, and Supply Raid.

2012-11-13
• Moved the weird kickers and classic Schizoid to The Basement.

2013-04-16
• Added a link to the "Distorted Destiny" Variant.

2013-05-06
• Added Reflect cards -09, 09, 19, and 29 with Large Group icons. (And cleaned up the display to get rid of those ugly little square crops.)

2013-05-21
• Updated recent Reflect cards to correct old "Defend" text on the card template (oops).

2013-05-27
• Added a link to the "Schismic Encounter" Variant.

2013-11-09
• Created an Accessories and Supplies section with links to PennyGems and JumboGems.

2014-01-25
• Added a link to the "Active Hazards" Variant.

2014-01-30
• Added David Dawson's hazard-card implementation of The Praw.
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EON CLASSIC FLARES
CONVERTED TO FFG


The wackier old flares that got left behind.



I'll just list the "classic" part of each one here:

Classic Wild Butler — Once per encounter, without playing this flare, you may secretly send a ship to the warp from any other player’s colony (regardless of other game effects). If caught in the act, this flare is then played and you must replace the last ship you sent, pay the player who caught you one card at random from your hand, and give this flare to the Butler (or discard it, if the Butler isn’t playing).

Clarifies when the flare is actually played, converts Lucre to a card, and converts "discard after use" to "give to Butler."

The original Wild Butler was specifically prevented from targeting Zombie. Such a restriction sets a precedent that can never be adhered to: What about Observer? Observer's allies? Plant grafting Zombie? Ships on Gorgon worlds? Then there's Classic Wild Filch to think about: what if some future effect "owns" the deck? Or what if Wild Mind is in effect? The list goes on and on.

These two flares are already such massive exceptions (they are used in secret without actually being played) that you simply have to let them override everything; hence the addition of "regardless of other game effects". Besides, being bold and clever enough to sneak a Zombie ship into the warp and get away with it is totally Cosmic!


Classic Wild Chronos — You may cancel the first destiny draw of the encounter and cause the next destiny card to be drawn in its place.

Classic Super Chronos — When any other player(s) win the game, you may immediately have one encounter (as if starting your turn) in which you can try to win the game. If you succeed, your win counts instead.

Classic Super Crystal — As a main player, before the hyperspace gate is aimed, you may try to reach a public, binding arrangement with your opponent about anything except giving colonies or cards (e.g., future alliance commitments). If an arrangement is reached, the encounter restarts at the destiny phase; otherwise it continues.

Clarifies that it's not a new encounter, but the same one with potentially a different defense.

Classic Wild Deuce — At the end of your turn, you may have one extra encounter (if you have any encounter cards).

Adds the parenthetical clarification.

Classic Wild Disease — You may make all other players as a group discard (if possible) one card of each type, one alien power (if multiples are in play), and one ship to the warp. If they can’t agree upon how to do so in two minutes, then each of them must discard the entire list (or as much as possible) alone. Give this flare to the Disease after use (or discard it, if the Disease isn’t playing).

Streamlines explicit list of card types as "one card of each type," deletes reference to Moons, and converts "discard after use" to "give to Disease."

Classic Super Disease — You may infect if you have a colony of any size in the host system. Infect with ships from any of your colonies.

Classic Wild Extortionist — If another player is rude enough to draw your color for destiny two times in a row during the same turn, you may play this flare. That player must allow you to look at his or her hand and take up to 3 cards from it, or lose a colony by sending its ships to the warp (that player’s choice).

Converts loss of 3 Lucre to loss of 3 cards chosen by the flareholder (this flare will rarely be playable, and 3 cards at random didn't seem strong enough to be equivalent to 3 Lucre or losing a colony and sending ships to the warp.)

Classic Wild Loser (revised) — When you take ownership of this flare, you must play it and lose one of your colonies (ships return to other colonies). This does not count toward any limits on playing flares. When this card is discarded, unless it was zapped it must be given to another player instead.

Strengthened with a "must" (since this is the only non-optional flare) and clarified to define when the flare is actually played (without some zappability, this card might never go away).

Classic Wild Machine — As a main player, after alliances are formed, you may make your opponent stack his or her encounter cards facedown (aside from non-encounter cards) as he or she wishes. Until he or she draws a new hand, to select an encounter card for an encounter that player draws from the top of the stack. If the hand changes via compensation, deals, etc., he or she may reprogram the stack.

This is a pretty hard one to fit on the card. I'd like to be able to clarify that your hand still comprises both your non-encounter cards and your stack of encounter cards, but hopefully most players will infer that, since this is the only such effect that does NOT say "it ain't part of your hand". I still don't like my second sentence, which is trying to clarify that the stack is used programmatically only for selecting an actual encounter card required during the planning phase. At least it fits on the template.

Classic Wild Macron — As the offense or an ally, you may send as many ships into the encounter as you have colonies (both home and foreign).

Classic Wild Mind — Once per encounter, you may look at all cards in the deck (without changing their order).

Classic Wild Miser — You may win the game with one colony fewer than the required number.

Classic Super Mutant — At any time, you may discard your hand and select a new one consisting of up to any 8 cards you wish in the deck. Leave the deck (minus those cards) in the same order as you found it. Afterwards, discard this flare.

Added "up to" to fix the leak when the deck contains fewer than eight cards. Deleted the clarification about the discard pile, since I felt it was unnecessary (and didn't fit without a font reduction).

Classic Wild Pacifist — You may prevent a player from having a second encounter, ending that player’s turn.

Classic Wild Reincarnator — Once per turn, between encounters, you may make all players (including yourself) reincarnate. Each discards his or her current alien power and draws an unused one at random. If any alien has Game Setup text or is not allowed in the current game, the player must discard and draw again.

Classic Wild Trader — After the hyperspace gate is aimed, you may force one ship on the target planet to trade places with one ship on any other planet. You may not move your own ships in this way.

Changed the Seussian "move one from here to there, then move one from there to here" to a simple trade, saving a bunch of words and making the swap "atomic".

Classic Wild Warpish — During your regroup phase, you may retrieve two of your ships from the warp instead of one.

Classic Super Warpish — Whenever any player(s) retrieve ships from the warp, you may prevent one or more of them from retrieving any ships (except players who have no colonies whatsoever).

Classic Wild Will — If other players fail to make a deal and you are not involved, you dictate the deal within the allowed terms (it now counts as successful).

Normally I would render a deal-modifer effect with As Any Player/Any Phase to account for Galactic Council, but since this one can't be used with that hazard I opted for the Wild Extortionist model (which, ironically, could have worked with GC had it had the proper icons).

Classic Wild Zombie — You may release any players’ ships from the warp (back to colonies) as part of a deal.

Classic Super Zombie — As a main player or ally, you may keep all others’ ships that should be lost to the warp at the end of the encounter. Flip them over and use them as your own until Mobius Tubes is played (returning them to owners) or you somehow lose them.

Clarified to make the Mobius Tubes thing a little less ambiguous, and so that when flipped-over ships are sent to the warp, captured, or removed from the game, they revert to their normal ownership. Normally Zombie wouldn't ever have to send his flip-ships to the warp, but there's always Cosmic Zap, power loss, and ... Classic Wild Butler!

I can hear the complaining now about flipping over ships. Yeah, they don't stack, but other than that it works just fine, so I decided not to make it more complicated. They will sort of wobble around awkwardly, but what did you expect from somebody who just got turned into a zombie?


(Note that I did not convert Eon's Super Terrorist to a Classic Saboteur flare because the change in the base power made it no longer relevant as implemented.)

Thanks to Andy Stout for the idea to do this.
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EON AND MAYFAIR ARTIFACTS
CONVERTED TO FFG


Here are all the Eon edicts that were not officially used. One or two have been tweaked a bit. Both template types have been provided depending on whether you prefer to keep these in your cosmic deck or your reward deck.




And now Mayfair. I'm not a big fan of the "make a zap for everything" mentality, but that doesn't mean others don't appreciate these cards.

I do think Solar Wind is a good choice, especially since FFG has greatly diminished how often Reverse Rewards can occur. This version has been revised to play after cards are revealed to prevent it being wasted on a losing encounter, and to give it more teeth (think about how this can now affect joint wins on the last encounter of the game).

Cosmic Gas and Stellar Gas were combined by FFG into Ionic Gas, and are presented here for those who prefer the individual effects.

Kicker Zap has been expanded to become Booster Zap (cancel a kicker or a reinforcement card), since FFG games do not always include kickers — and even when they do, there are only four of them (and often only three that are actually worth zapping).




Texts:

KEEPERKeeps Non-Encounter Cards. Play when any cards are to be taken or discarded from your hand. Set aside all of your non-encounter cards (except this artifact) until afterwards. If drawing a new hand, you receive a full hand in addition to the cards set aside.

REBIRTHRegains Home Colony. Play at the start of any encounter and choose a player (even yourself). That player may place one or more of his or her ships, from colonies, onto any one planet in his or her home system.

SANITYStops Side-Cases. Play at the start of any encounter. All subsequent non-encounter cards, techs, hazards, and other game effects, except alien powers, are blocked for the rest of this encounter. Players who have more than one power are limited to using just one of them.

TIMEGASHInserts Extra Encounter. Play at the start of any encounter and choose a player (even yourself). That player immediately becomes the offense and has an encounter now, first drawing a new hand if necessary. Afterwards, play resumes from where it left off.

VICTORY BOONRewards Defender. Play after the defense wins an encounter. The defense receives rewards equal to his or her ships in the encounter.

WARP BREAKFrees Your Ships. Play at the start of one of your encounters to release all of your ships from the warp to any of your colonies.

BOOSTER ZAPCancels Reinforcement Card or Kicker. Play after a reinforcement card is played or a kicker is revealed. The targeted card is immediately discarded.

COSMIC GASStops Rewards. Play after the winner of an encounter is determined. No rewards may be received this encounter.

DESTINY ZAPChanges Destiny. Play after destiny is drawn. The offense must discard the drawn destiny card and draw again.

SOLAR WIND (revised)Reverses Rewards. Play after encounter cards are revealed. Gains for allies are reversed: winning offensive allies receive rewards, or winning defensive allies land on the target planet. (If gains were already reversed, they revert to normal instead.)

STELLAR GASStops Compensation. Play after the winner of an encounter is determined. No compensation may be collected this encounter.
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Cosmic Encounter » Forums » Variants
Re: The Cosmorium
REFLECT CARDS
(FORMERLY DEFEND/PROTECT CARDS)


These cards are largely self-explanatory. The concept is that they try to negotiate whenever possible, but if it's not possible then they attack. In an encounter showdown, they always become either an attack or a negotiate (cases like Reflect vs. Reflect or Morph vs. Reflect naturally resolve as N vs. N). At all other times, they are their own card type. (In extremely rare cases such as Deuce using a Reflect card when the opponent uses a Morph, employ the Timing Rule.)

Versions are provided on both cosmic-deck and reward-deck templates for your convenience. The third row has Large Group icons.





Recommended use: The suggested distribution is -09, 09, 19, 19, 29. (A Reflect 39 is also provided for your experimentation, but it's probably best to leave it out. If you do use it, consider using the Large Group version and putting it in your large group deck.)

It is highly recommended that you remove your Attack 09 from the cosmic deck and your Attack 19 from the reward deck (there's only one of each). If using the large group cards from Cosmic Alliance, remove that copy of the Attack 30 as well. These removals are for statistical purposes as well as learning-curve and elegance reasons (it's cleanest if every card that ends in a 9 is a Reflect card).

Visually compatible Morphs: Base set, Incursion (reward deck), and Alliance (large group deck).



These template enhancements are designed to make the rare cards stand out better in a hand or fan. The official morphs (below left) tend to get lost in the crowd, but the reflects and revised morphs (below right) stand out because (a) red and green both appear on their long edges and (b) the normal color associations are flipped backwards (numbers appear on a field of green and the letter appears on a field of red).


Older orange versions

Cosmic template: -09 09 19 29 39
Reward template: -09 09 19 29 39

Thanks to Darth Thulhu for the card type name suggestion and rationale.
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KICKERS
ALTERNATE TEMPLATES, VARIABLE EFFECTS


1. Text revised for clarity and accuracy.
2. One set on reward templates, and another on cosmic templates for those who want to try kickers in the cosmic deck.
3. The weird variants (xA, xC, xF) need to be overhauled and have been moved to The Basement.


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ARTIFACT CARDS

Again, you can choose between cosmic and reward templates.




Cosmic Echo is basically the 'Repeater' edict listed on The Warp, with some added timing clarifications and a more thematic title.

Hibernation is one of my new favorites. It began life as an artifact that simply said you can play your own alien's Wild flare. Then, for safety's sake, the concept was added that you do not "count as" that alien while you're using the flare, and this led to the idea of making the card a bit more flexible by letting you literally zap yourself — at any time — but for a duration of your own choosing. Unlike Cosmic Zap, this lets you play your own Wild flare at any time (not just after you've had a window for using your power that allowed you to zap it), and it also lets you play the flare and then still use your power later in the encounter.

Aside from the Wild flare trick, there are also some interesting implications for mandatory aliens going dormant and then waking back up before the encounter is over:

• Macron can hibernate during Launch or Alliance to get four ships into the gate, and then count them at 4x4=16.

• If Fungus is encountered by Anti-Matter or an upset Loser, he can hibernate during Reveal to avoid having to count everything in his stack against his total. If he wins the encounter, he still gets to capture new ships; if he loses, he still gets to play his Super flare to keep his stacks together in the warp.

• Same trick for Warrior: avoid increasing your total against the "low guys" but still get your token(s) at the end of the encounter.

• If offensive Deuce is down to only one encounter card and it's a good one, he can hibernate during Start Turn to avoid having to draw a new hand. If he uses another effect to acquire more encounter cards, then he still gets to use his power that encounter.

• If somebody is landing on a booby-trapped planet and Saboteur expects that even more ships are going to land there later in the encounter, he can hibernate now to delay the detonation — or even to just imply that he's delaying a detonation, as a bluff.

• Schizoid can dodge being questioned/having a card peeked at this encounter, but still win later in the encounter if he meets his own conditions.

• Vulch can avoid picking up an artifact that he wants out of circulation (say, an Ionic Gas or Quash that would make it hard to get defensive allies or enter into negotiations, a Plague that he desperately does not want Hacker to steal from him, etc.) while still salvaging other cards later in the encounter and/or keeping his artifacts when he collects a new hand.

Insanity was an obvious counterpart to Sanity. While checking The Warp to find other homebrew ideas like Repeater, I discovered that somebody else had already designed an Insanity card to do almost exactly what mine does. Theirs, however, included the wise provision that you don't have to zap your own actions, so I added that to mine as well.

Ship Zap was created because I get tired of seeing everyone always leaving single ships to hold down their foreign colonies. That should be risky in my opinion. There are a handful of effects — Shadow, Bully, Extortionist, Hate, Super Vacuum — that create such a risk, but the likelihood of such an effect being in any given game is quite small. This artifact introduces that risk into every game.
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HAZARD CARDS



Texts:

CEASE FIRE — If one side reveals an attack card and the other reveals a negotiate, both sides lose regardless of other game effects (but compensation is still collected).
A variant on Phil Fleischmann's "Let's Make a Deal"

ESCALATION — All reinforcement cards played in this encounter are doubled in value.
By Phil Fleischmann

HALF-HEARTED WAR — The values of all attack cards used in any way to determine encounter totals are divided by 2 (rounding down) before any other game effects are applied.
Adapted from a Mayfair comet; note that Attack -01×½ and -07×½ round down to -01 and -04, respectively

HYPERSPACE HYPNOSIS — After alliances are formed, if one main player has fewer allies than the other, he or she may discard an artifact or flare from hand to bring all opposing allies to his or her side. Allies may be converted back and forth in this manner as long as the main players have artifacts and flares to discard.

PSIONIC RESONATOR — At the end of this encounter, this card may be taken by the winner (after compensation, if any) or granted as part of a deal. Otherwise it is discarded.

You may show this card from your hand to change your revealed attack card into an attack 20 or (if you discard this card) an attack 40. Once this card is no longer associated with any player’s hand, it must be discarded.
I call this one and Quantum Duplicator "treasure hazards"; hope to do more like these

THE PRAW — Whenever the number of ships physically in the warp equals or exceeds the number of players times three, place all ships there on this card. Ships here are still treated as in the warp, but whenever they would be released to any planet they go back to the physical warp instead.
(This Card Remains in Play)
Re-implementation of Eon's reverse-hex "praw" by David Dawson

QUANTUM DUPLICATOR — At the end of this encounter, this card may be taken by the winner (after compensation, if any) or granted as part of a deal. Otherwise it is discarded.

You may show this card from your hand once per encounter to keep an artifact you have successfully played instead of discarding it. Once this card is no longer associated with any player’s hand, it must be discarded.

REAL ESTATE SWINDLE — Whenever a deal has been made that includes gaining a new colony, any player(s) in that deal may discard a negotiate card from hand to cancel one or more colony gains. Any deal provisions not canceled are still in force, but if nothing ends up trading hands, the deal fails.
(This Card Remains in Play)
For those groups who don't like too many colony-for-colony trades

SHAMEFUL WAR — At the end of this encounter, each player who revealed an attack card or played a reinforcement card must discard one card from his or her hand at random; each player who revealed a negotiate card receives one reward; and each player who remained uninvolved receives two rewards.
Based on a Phil Fleischmann design

SUPPLY RAID — Any players who should gain colonies because of this encounter instead receive rewards equal to their ships in the encounter. If this applies to the offense, he or she may receive 2 extra rewards.
A retheming and expansion of Mayfair’s "Rewards Battle" comet
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TRULY CLASSIC SCHIZOID

(Needs to be overhauled and has been moved to The Basement.)
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LEVIATHAN WORLDSHIPS
TO REPLACE THE NORMAL PLANETS


No gameplay change here; these are just for fun. Here's the original thread with additional discussion and a few more pictures of the worldships in use.



The images that generate these are rather large (about 2.5 MB together). Click through and download the Original size for 300dpi. (Also included are a couple of "Trickster coins" for no good reason; if you want to use the hexagonal one, cut it out first before you destroy your cut guides.)


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ACCESSORIES AND SUPPLIES

A place to list a few links and recommendations.

:card sleeves:

FFG card sleeves
Mayday Chimera card sleeves (I use these due to the lower cost)

:alien sheet sleeves:

Sleeves for Big Alien Cards (I sleeve all of my aliens, making is easy to insert corrected gameplay and to create homebrews)

:ships, tokens, etc.:

PennyGems and JumboGems by Improbable Objects make good ships and other tokens, since they come in sets of 8 colors that correspond to the 8 official cosmic colors. JumboGems are almost exactly the same diameter as Cosmic Encounter ships, and are now my accessory of choice for my Flagships variant.


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THE BASEMENT

Stuff that still needs significant work.

Weird Kickers



Truly Classic Schizoid

It's funny how things work out sometimes.

I've never been a fan of the original Schizoid. It was always a rulings nightmare, and seemed to bring out the worst in players trying to craft the perfect "unbeatable" conditions. But the form it has taken in Cosmic Alliance seems so awkward and neutered that I'm kinda feeling sorry for the ol' fella.

This new "classic" implementation is hard to wrap my brain around. I can't really imagine putting the classic flare into the flare deck instead of the regular one, but let's assume I do it anyway...

Now, say somebody draws Schizoid as one of his two choices and decides to keep it. Is he hoping to play it the old way or the new way? If the former, he's likely going to be disappointed as there is only a 9.8% chance of getting his flare in his opening hand at best (the odds decrease with more players). If the latter, then there is the small chance he will get the "poison" flare and be forced to write down victory conditions — victory conditions that will very likely be exposed in just a very few encounters, since losing the flare in any way forces him to reveal his secret. Either way, this is not the Schizoid that is so fondly loved/hated. It is a Stepford Schizoid.

No matter which mode you are in, though, you alone have a Super flare that is completely useless for the entire game (or worse, it's actually a liability). Unlike every other alien's flare in the universe, yours was wasted on a 90/10 throw of the dice to see which version of your alien power you will have to use this game. It feels like they couldn't afford to print an alternate alien sheet, so they spent your flare on reverse-engineering it. It's just so ... weird (and not the good kind of weird).

Which leads us to the actual point of all this blathering. My guess is, most people who want to play the old version of Schizoid will simply play the old version — to heck with what the cards say. I think those folks should have access to an appropriate alien sheet and matching flare for such occasions (if they want them), so here they are. Although the Eon and Mayfair versions are almost identical, the alien sheet incorporates Mayfair's additions of "at least 3 colonies" and "must be game-relevant."
Game Setup: Write down how many foreign colonies are needed to win the game (at least 3). Then add one other condition which (1) is possible for all players to meet, (2) is clear to all as it happens, (3) does not require remembering past events, and (4) relates directly to the game. For example, “Winner(s) must have 3 foreign colonies and fail to make a deal.”

You have the power to Alter Reality. When any player(s) would win by the normal (not alternate) victory conditions, use this power to prevent that win. When any player(s) would win by your conditions, use this power to declare the winner(s). On each encounter, the offense may ask you a “yes or no” question about your conditions. You must answer truthfully, aloud. Your power cannot be stolen or copied through any means.

(As Any Player) (Mandatory)
(Start Turn)(Regroup)(Destiny)(Launch)(Alliance)(Planning)(Reveal)(Resolution)

WILD: After the end of any encounter, you may switch home systems (and thus player colors) with any other player of your choice. Give this flare to the Schizoid after use (or discard it, if the Schizoid isn’t playing).

(As Any Player) (Resolution)

SUPER: At the end of your turn, you may change your conditions as long as this does not give anyone an immediate win.

(Offense Only) (Resolution)


(Click through and select the "original" size of each for 300dpi versions.)



(Oh, and did anybody notice that FFG removed the Plant/Insect restriction but didn't include the can't-be-copied clause? I suppose that might have been intentional, but it seems pretty troublesome to me.)
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Roberta Yang
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I think it's pretty obvious that "Cosmart" is a vastly superior name.
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Just a Bill
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salty53 wrote:
I think it's pretty obvious that "Cosmart" is a vastly superior name.

Yes, but the URL was already taken.

Anyway, I've just added a couple of custom artifacts I'm kinda jazzed about: Cosmic Echo and Hibernation.

EDIT: Aw crap, I just realized Cosmic Echo doesn't make sense with that 'even if zapped' provision; if it was zapped, then it's no longer the most recent artifact. I'll think about this and update it.

EDIT EDIT: Actually, yes it does. The artifact could have been zapped by Cosmic Field Generator (or Wild Filch — thanks, Roberta) and still be the most recent artifact.

EDIT EDIT EDIT: Try not to argue with yourself. At least not in public.
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Bill Martinson wrote:
EDIT: Aw crap, I just realized Cosmic Echo doesn't make sense with that 'even if zapped' provision. I'll think about this and update it.

Just say that it applies even if the artifact in question was "negated" rather than "zapped". That will clarify that it can be used to copy an artifact whose effect was prevented from resolving by an effect like Non-Classic Wild Filch.
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Just a Bill
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salty53 wrote:
an artifact whose effect was prevented from resolving by an effect like Non-Classic Wild Filch.

Ah, thank you. I thought there was a flare that did this, but I mistakenly checked Wild and Super Anti-Matter (which negate only flares) and then gave up, assuming I was fabricating a memory. Anyway, "negated" is a good clarifying word for this.
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tom moughan
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Bill this is great.

Have you considered taking some of these sets and combining them into an artscow deck for easy ordering? I am referring to non-alien specific cards, so not flares, mind you. Is that not legal to have since it would require the FF card back or similar?

I know I have had incredible interest in the fan made additions to the decks but have lacked the time to prepare it all. I guess I am trying to say I want to explore the fruits of all your (and others) hard work which I appreciate greatly.
 
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lengthtoavoid wrote:
Have you considered taking some of these sets and combining them into an artscow deck for easy ordering?

Not really, since Artscow doesn't have the correct card size. A person would have to re-create every card (like Jack does) in the wider (poker) card size.

I find it more convenient to sleeve all my cards and just slip the paper printouts into the sleeves in front of other real cards. It's easy, it provides instant gratification, and if something doesn't work out I just throw away the facade and I'm only out a few pennies in paper and ink. Updates are painless and can be done one card at a time, and everything "feels real" this way.

I'm not excited about the time and expense required to render 200-300 cards in a wider format and print them on Artscow, nor the thinner cardstock and variations in print color that I've come to understand this would entail, nor the requirement to print in batches of 54 cards that all have the same back design — that'd be pretty expensive for hazards, destiny, schizoid cards, etc.

(Oh, and the extra quarter inch of width on every card would mean that my components would no longer fit in my game box.)

It's just too many restrictions for my taste.
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Bill Martinson wrote:
lengthtoavoid wrote:
Have you considered taking some of these sets and combining them into an artscow deck for easy ordering?

Not really, since Artscow doesn't have the correct card size. A person would have to re-create every card (like Jack does) in the wider (poker) card size.

I find it more convenient to sleeve all my cards and just slip the paper printouts into the sleeves in front of other real cards. It's easy, it provides instant gratification, and if something doesn't work out I just throw away the facade and I'm only out a few pennies in paper and ink. Updates are painless and can be done one card at a time, and everything "feels real" this way.

I'm not excited about the time and expense required to render 200-300 cards in a wider format and print them on Artscow, nor the thinner cardstock and variations in print color that I've come to understand this would entail, nor the requirement to print in batches of 54 cards that all have the same back design — that'd be pretty expensive for hazards, destiny, schizoid cards, etc.

(Oh, and the extra quarter inch of width on every card would mean that my components would no longer fit in my game box.)

It's just too many restrictions for my taste.


I understand all points, Bill. I did not realize they didn't have the proper card size...I will be printing many of these when I get a chance and doing past-ups.

With the print on demand features at FF, have you considered (or have you already) asking them to do a set or probed for their interest?

Perhaps I live in a vaccuum where these expansion cards would seem more widely popular when in fact the overall amount of potential customers for something like that might be much less. I am certain I do. Sadly, it still wows me that a company has print on demand services that are wholly underutilized.

 
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