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From: email@example.com (Ben Holiday) Newsgroups: rec.games.board.ce Date: Fri, 22 May 1998 23:28:36 -0400 One-Shot Power Variation This variation allows newer players to get a good feel for what each of the powers in Cosmic Enounter can do. Instead of choosing powers in whatever "normal" manner used, shuffle the powers and have each player draw one power at random. The remaining powers are placed in a pile off to the side. All the flares are shuffled into the deck. A player's power is kept face down until it is used. Then, it is discarded and a new power drawn from the top of the unused powers. A player may, at hte very beginning of his turn, choose to discard his current power, unused, and draw a new power from the stack. The player may use that power in that challenge. Of course, this method provides some difficulties for some powers that are meant to have a continuining effect, such as Fungus and Schiziod. Therefore, some powers should either not be used or have the following clarifications made to them. Aristrocrat--Use this power when you must discard your hand. Search through the deck and draw a hand of seven cards, as specified on the power. Shuffle the deck. Boomerang--After using boomerang, a player may draw a new power to use in challenge B. When challenge A resumes, this power may not be used. Changeling--Use after another player uses his power. The effect still occurrs, but you get the power afterwards for use in another challenge. Changeling is discarded. Doppleganger--This power allows you to discard your hand and draw two cards from your opponent, as per the rules on the power. Fungus--After using the power, the stack counts as a Fungoid stack until it goes to the warp. Industrialist--This allows to to set aside your losing challenge card until a battle of your choice, in which you may use it as a positive or negative reinforcement. Insect--This power lets you copy a power when someoned else uses it, whether you are a main player or not. Machine--This lets you take just one extra challenge. Pentaform--Draw five powers. Use each of them once, in any order that you choose. Plant-- Use this power and swap it for as many random unused powers as you have outer systems with bases in them. Choose one of these powers, which you may play immeadiately or keep it hidden. All other powers are discarded. Reincarnator--When revealed, draw a random power and keep it as a normal one-shot power. Reincarnator is not discarded until you decide to play a power that you wish to keep for another time. Other powers of yours may be used/discarded without the Reincarnator taking effect. Symbiote--Each of your tokens counts as two; you may put only two tokens in the cone. They count as two tokens each for the purpose of rewards, consolation, etc. Terrorist--The Terrorist gets to plant one bomb, which will explode under normal conditions even after the Terrorist is discarded. Warrior--The point(s) you earn can be set side as a reinforcement, as per Industrialist. Wraith--As offensive player, put one token on the cone, and then secretly write down the locations of one to three additional tokens that you wish to place (locations determined as per Terrorist planet naming). This is revealed after the challenge cards are flipped, and the appropriate tokens are moved. As defensive player, write down how many tokens will not be involved in the challenge and the location of other bases where these uninvolved tokens will go. After the challenge cards are revealed, these tokens go to the bases indicated. They do not activate terrorist bombs. You may leave no tokens in the challenge. In addition to these powers, the Schzoid should plain and simply not be used. Its power makes no sense in this version. -- "But I don't want to go among mad people," Alice remarked. "Oh, you can't help that," said the Cat. "We're all mad here. I'm mad, you're mad." "How do you know I'm mad?" said Alice. "You must be," said the Cat, "Or else you wouldn't have come here." --Alice's Adventures in Wonderland, Lewis Carrol firstname.lastname@example.org