![]() ![]() On your turn, you draw a card to see which alien (player) you're having an encounter with. ![]() This is the steely core of Cosmic Encounter:Įverybody gets a hand of these numbered attack cards, and perhaps a few "negotiate" cards. Technically, you'll do this by having "encounters" with other players, but more practically, you'll do it by playing your cards right, talking and lying. In Cosmic Encounter, each player controls one alien race from a fat pack of 50, with the aim of spreading their greasy people to other players' home planets. Or don't imagine, and pay £40 for this set of linen-finished cards, plastic UFOs that stack like poker chips and gorgeously illustrated aliens. Best of all, imagine if it was a different, surprising game every single time you sat down to play. Imagine if it was wildly inventive, with a mean streak and a wicked sense of humour. Now, imagine if poker was made for gamers. It's also not untrue to call it occasionally boring and exhausting, and to disapprove of its chapped mathematical underbelly. It's not untrue to call poker a perfect game. Cosmic Encounter is, according to those in the industry capable of shouting loudest, the best board game in existence today. Now, let's talk about the second game you should get. It's an accessible game full of drama, elation and delicious-looking translucent cubes that roundly judo-chops most preconceptions about table games by being quick, exciting and co-operative. Please Log in or Create an account to join the conversation.Price: £40 / Players: 3-5 / Time: 60 minutesĪ while back, I called Pandemic the perfect box to start your board game collection. Virus is probably the strongest, but it's really not as much fun as the crazier stuff ![]() I like the threat that presents to players, it's a huge incentive to NOT lose. Sniveler is fun with the right requires a little role-playing. It puts a hard timer on the game, you win after ten battles where the defender won or after 10 deals. So if they blow their 40 or they tried to trick you with a sneak attack when they agreed on a negotiation."I'll give you another chance to do the right thing".Īnother time one- Tick Tock is neat. You rewind an encounter, BUT the other player has to ditch their card. It also opens up some great opportunities to try to sway battles with talk.or you might be tricked into picking a side that knows they are losing because they say "We've got this". The thing about this power that is somewhat OP (like there aren't 100 that are) is that a) you are functionally involved in EVERY battle and can therefore get a colony in any fight and b) two out of three outcomes are positive. If you guess correctly, you get to place a colony on ANY planet. You predict who is going to win a battle you are not involved in. This is a bastard of a power IF you have a crappy (but suddenly not crappy) hand and IF you don't get zapped. The card literally says "YOU MAY CHEAT."Īnti-Matter is a classic- low total wins, you subtract the ship totals. Anyway, I like that power because it is total bullshit and cheating. My argument was that it says "caught in the act", not "caught when someone realized they were being rolled". At one point, someone said "wait a minute.where are all the cards?" Which lead to this heated debate over what "being "caught" means. So Iwound up managing to steal almost the entire deck, I had it in my lap just picking whatever card I wanted. I I f you have it, you can take ships from the warp and cards from either the deck or discard pile at any time, with the only restriction being that "if you are caught in the act" you return what you were stealing and then you have to reveal the Flare in hand. I had the Filch Classic Edition (and only, as far as I'm concerned" Flare in hand. I think I mentioned on these boards before. I can't not say Filch, since I am permabanned from playing it in our group. ![]()
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