[go to CE Page] Visit Aaron Fuegi's CE Page for more Cosmic Encounter material.
[go to Index] There is an index at the bottom of this page for easy reference.

War Cards [go to Index]

This expansion introduces a new kind of challenge card--the War card. War cards are powerful in that they beat any Attack card played in a challenge, regardless of totals. Such power does not come without some risk, though; War cards lose to Compromise cards and other War cards.

[War card illustration]


Equipment [go to Index]

In addition to Cosmic Encounter, you will need the following:

Setup [go to Index]

Shuffle all five War cards into the main deck and set up the game as usual.

Play [go to Index]

War cards are challenge cards, and are played in exactly the same manner as other types of challenge cards. All rules regarding challenge cards--including the effects of powers, edicts, flares, moons, etc.--also apply to War cards, except as noted here.

Determining the Outcome of a Challenge [go to Index]

As a main player in a challenge, you may play a War card from your hand as your face-down challenge card (i.e., instead of an Attack or Compromise). If you do, after cards are revealed, the challenge outcome is determined as follows: If no War cards are revealed in a challenge, the outcome is determined as usual. Consolation collected as a result of a War card being played is subject to all consolation rules (e.g., it can be blocked by Stellar Gas).

Effects of Kickers on War Cards [go to Index]

[Kicker cards are introduced to the game with Eon's Expansion Set #8 or Mayfair's More Cosmic Encounter expansion. If you do not play with Kickers, ignore this section.]

You may play a Kicker with (or against) a War card, just as with any other type of challenge card. If you do play a Kicker, it has the following effect once cards are revealed:

If no War cards are revealed in a challenge, regular Kicker effects apply. Only main players are affected by Kickers, not their allies.

When a player's token loss is multiplied, he first loses any tokens he had in the challenge, then sends additional tokens from bases to warp--or retrieves tokens from warp to bases, if the Kicker value is less than 1--until the required number of losses (or as close as possible) is achieved. Note that these additional tokens are not considered to have been "in the challenge."


Recommended Modifications [go to Index]

A few existing game elements should be altered slightly for use with the War card expansion. These changes are optional--feel free to ignore or adjust any you find offensive and make up more where you think necessary.

Edicts [go to Index]

Alien Powers [go to Index]

Flares [go to Index]

Moons [go to Index]

Additional Expansion [go to Index]

The following items complement the War card expansion, but are not required by it. These should only be used in games with War cards.

Alien Power: Hawk (Plays Attack Cards as War Cards) [go to Index]

You have the power to make war. As a main player in a challenge, whenever you play an Attack card higher than 10 (before any modification), it is considered instead to be a War card.

History: Belligerent and unpredictable, Hawks consider overreaction a virtue and will often respond to even the slightest provocation with excessive force, whatever the risk or cost. Their predilection toward violence is such, in fact, that many wonder if Hawks are not so much interested in conquering the Cosmos as they are in merely fighting over it.

Wild Flare: After cards are revealed in any challenge, if a War card was played, you may declare all played challenge cards (on both sides) to be War cards.

Super Flare: As an ally, if the main player you are allied with plays an Attack card higher than 10 (before any modification), you may declare it to be a War card instead.

Alien Power: Peacenik (Sends War Protesters) [go to Index]

You have the power of antiwar demonstrations. Whenever a main player in any challenge (other than yourself) plays a War card, you may immediately move three or more of your tokens to any one of his planet bases. He must then decide to either allow these tokens to remain, or else send all of your and his tokens on that planet to the warp.

A player unable or unwilling to communicate such a decision (e.g., a "silenced" player) is assumed to allow the tokens to remain. If Filth allows the tokens to remain, he must vacate the planet (tokens return to other bases).

History: Dig these far-out Star Children, man, as they frug from planet to planet in psychedelic, bell-bottomed spacesuits, spreading a message of Cosmic Grooviness. Aggressive neighbors who make war, not love, cringe as vast flocks of civilly disobedient Peaceniks descend on their worlds to party and protest. So far, however, The Establishment has yet to find a way to put down the Peacenik movement without destroying the rest of society in the process.

Wild Flare: Whenever a main player in any challenge (other than yourself) plays a War card, you may transfer some or all of your Compromise cards from your hand to his.

Super Flare: Whenever the offensive main player in any challenge (other than yourself) plays an Attack card and wins the challenge, you may immediately move three or more of your tokens to any one of his planet bases. He must then decide to either allow these tokens to remain, or else send all of your and his tokens on that planet to the warp.


Index

  1. Introduction to War cards
  2. Equipment needed to play
  3. Setting up the game
  4. Playing with War cards
  5. Modifications to other game elements
  6. More War card-related additions
[go to CE Page] Visit Aaron Fuegi's CE Page for more Cosmic Encounter material.
Bryan Bowe
residue@aol.com