Original: http://grognard.com/variants/cosm-enc.txt ========================================================================= POSTAL COSMIC ENCOUNTER -by Richard Ashley, from Cut & Thrust zine ========================================================================= These PBEM rules for Cosmic Encounter were written by Richard Ashley, and played in his postal gaming zine, Cut & Thrust. If you would like to contact Richard, his address is: Richard Ashley Cut & Thrust Magazine 5 Ripon Way Borehamwood Kent WD62MU, United Kingdom Tel: 44 81 953 7430 Thanks to Paul Evans (100031.2035@compuserve.com) for relaying the rules and arranging permissions with Mr. Ashley. ========================================================================= 1. All normal Cosmic Encounter rules apply except where stated below 2. Each turn is divided into 4 phases, during which, each player sends orders for certain actions to happen. Alternative orders can be sent but preference order must be stated. Sometimes the 4th phase can be missed, so players should order action taken if own colour come up in the destiny pile during 3rd phase. 3. Players may communicate with each other between phases, but orders must be sent in by deadline anc completely seperate from those of other players. 4. The game will continue until one or more players have 5 bases outside their home systems. Joint wins are possible but 6 bases beats 5, etc. 5. Each player will be given the name, address and phone number (if given) of all other players. They will also be told their Alien Power and what cards they hold plus Alien Powers of the other players. [only basic set cards are in use but any usable expansion set power could be used] 6. Before each phase, the GM will send all players the following info: a. Number and type of tokens on each planet b. What cards have been played and the outcome c. The number and type of tokens in Warp and Limbo d. The number abd type of tokens in ech challenge, including attack, defense and allies. e. Which systema player has to attack f. The outcome of challenges g. What Alien Powers have been used and agaist whom h. Anything else of significance 7. PHASE 1: Each player states a. Which planet (1-5) they will attack in the system allocated by the destiny pile. The system owner is the defender, unless own system was drawn, in which case, name the defender. b. The number of tokens used in the attackand where they are taken from c. Any Edict cards or Alien Powers used and against whom d. Where any tokens released from Warp are put e. Where any tokens in Limbo are put 8. PHASE 2: Each player states a. Which other player(s) they will ask as allies and in which challenge b. Which other player(s) they will ally with, in which challenge, number of tokens used and where they are taken from c. Any Edict cards or Alien Powers used and against whom d. Where any tokens in Limbo are put 9. PHASE 3: Each player states a. What challenge card frmn their hand they will play in each challenge they are in as main player (attacker or defender) b. Any Edict cards or Alien Powers used and against whom c. Where any tokens in Limbo are put 10. PHASE 4: Each player states a. What deals, if any, they will accept b. Whether cards or tokens will be taken if winning defensive ally. If tokens, where they are put c. Any Edict cards or Alien Powers used and against whom d. Where any tokens in Limbo are put e. What action they will take if own colour comes up in destiny pile 11. If 2 or more attacks are made against the same set of tokens, including zero tokens, the defender may divide it's tokens between the attacks in any way (stated in the next phase) and a challenge card will be played for each challenge. 12. All tokens released from the Warp by another player using Mobius Tubes, tokens stopped as allies by Force Field, winning defensive allies' tokens etc., are placed in Limbo until the owning player states where they are to be put in the next phase. If incorrect or no orders are received, they remain in Limbo. 13. If a player has insufficient cards in his hand to play all his challenges, the GM will send 7 new cards, but the old cards must be played before or at the same time as the new ones, or be discarded. All challenges are simultaneous. 14. Tokens may not be taken from or added to planets under attack, or to and from tokens committed to challenges already. 15. The GM will work out all the alternatives from order of preferences given, but only inform players of what actually happened. 16. If 2 or more players come to an agreement, it will only be implemented if all the players party to it specify it in their orders. 17. The rules for the specific Alien Powers use in the game will be given to all players at the start of the game. These may differ from the face-to-face rules. 18. In the event of an NMR, late or ambiguous orders, the GM will randomly make all mandatory actions, but no deals will be made, no allies asked for or joined, and no Edicts played. Alien Powers will ony be used if mandatory. In multiple defenses on the same planet, the tokens will be divided equally with odd ones put randomly. 2 consecutive NMR's will result in that player's removal from the game. GM will continue to play randomly until the end of a turn when all that player's tokens are removed. Any bases of other players on the removed system remain, but no more challenges are made against that system. 19. All players will be informed of any new rules or changes as soon as possible, although changes will not occur in the middle of a game unless forced. 20. EDICT CARDS: These are used as follows a. COSMIC ZAP (2) Can be used in any phase where appropriate, and may be played as a condition of something happening, but order of preference must be stated. If two are played together on the same action, both are deemed to have been used. b. THE PLAGUE (1) Can be played in any phase but victim must be stated. The affected player must state next phase what cards and tokens are lost, or the GM decides randomly. Tokens can not be taken out of a challenge. c. MOBIUS TUBES (2) Can be played in Phase 1 only. The player must state where their tokens will go and they may be used in attack. Other player's tokens go to Limbo. d. FORCE FIELD (1) Can be used in Phase 3 only. The player must state which challenge (1 only) is affected, and which allied tokens. All affected tokens go to Limbo. e. EMOTION CONTROL (1) Can be used in Phase 3 only. It may be played as a condition of something happening, but order of preference must be stated. The affected players will be informed. Allies go to Limbo while main players 'deal' in Phase 4. f. STELLAR GAS (1) Can be used in Phase 4 only. Affected player will be informed and will not receive the normal random cards from the Compromised player. ======================== OPTIONAL RULE - FLARES ======================== The Flare cards pertaining to the Powers in play plus an equal number of others taken at random, are added to the deck. Each Flare has 2 sections: Wild and Super. If the card matches a player's Power, the Super section is used, otherwise its the Wild. At the start of the game, all players will know the Wild and Super sections of the Flares matching the Powers in play but the others will only be revealed to the player gaining them. Once played, all will know them. Flares give temporary use of certain powers or increase the effectiveness of Powers in play. They can be played at anytime when appropriate, and unlike Edicts, they are NOT discarded after use. You lose them when you run out of challenge cards as normal. To counter this, an extra Edict is added to the basic set deck: FLAREZAP. It can be played at anytime when a players plays a Flare. It cancels the effect of that Flare and both cards are discarded. The playing of Flares and Flarezap can be made conditional. If a player loses his Power his Super Flare becomes a Wild Flare. The Plague now includes the loss of a Flare card. In 5 player games with Flares, add extra Challenge card to basic deck to maintain balance. i.e.: 1,3,5,7,9,11,13,17,19,compromise.