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Manual — Cosmic Encounter: Cosmic Dominion

Fantasy Flight Games, Heidelberger Spieleverlag, Hobby World · Jogo de tabuleiro · 2014
3–5 · melhor 5 60 min Peso 3.1/5 PDF oficial 4 páginas
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Special Ships
During game setup, if playing with special ships, each
player places his or her colored ship marker on one of
his or her normal ships, faceup, to create a special ship.
All players should agree on what the special ships
represent, using one of the variants listed below, along
with the following general rules for special ships:
• Using your special ship’s game effects requires having
control of that ship (not in the warp, not captured, etc.).
• If a variant provides a special action, the ship’s owner
may activate this single-use effect by flipping the ship
marker facedown. The owner may then “recharge” the
special action for re-use by turning the marker faceup
again whenever the special ship is retrieved from the warp,
or if the owner does not have a second encounter on his
or her turn.
• If a special ship is captured or removed from the game,
when its owner retrieves a different ship from the warp
during his or her own regroup phase, that player may
place his or her ship marker on it, faceup, to create a
replacement special ship.
Flagship Variant
When a main player or ally has his or her flagship in an
encounter, after encounter cards are revealed, he or she
may add an extra +3 to his or her side’s total.
Hyperspace drive special action: A player’s flagship may
interrupt play to move to one of his or her colonies, to
one of his or her tech cards being researched, or into an
encounter in which he or she is involved (ignoring
hyperspace gate limits).
Salvage Vessel Variant
When a main player or ally has his or her salvage vessel in
an encounter, after winning the encounter, he or she may
either receive two rewards, or draw two tech cards from
the tech deck (if in use) and choose one to keep. This is
in addition to any other benefits received for winning.
Tractor beam special action: A player’s salvage vessel may
interrupt play to retrieve one card from the discard pile.
Double Ship Variant
When playing with three or four players, each player may
create a second special ship using a ship marker of an
unused color. Players should agree on whether everyone
will have two special ships of the same kind, or of two
different kinds (agreeing also on which one is represented
by the unused color). Normally, a player may not send
both of his or her special ships into an encounter,
although game effects such as Amoeba’s power or a
flagship’s hyperspace drive special action may allow it.
Credits
Cosmic Encounter Design: Bill Eberle, Jack Kittredge,
Peter Olotka, and Bill Norton
Expansion Design and Development: Jefferson Krogh,
Bill Martinson, Jack Reda, and the fans of Cosmic Encounter ®
New Alien Design: Mike Anthony, Lila Boutin, Tess Boutin,
Shane Brewer, Rob Burns, Cedric Chin, Warren Denning,
Phil Fleischmann, Kevin Fox, Jon Gon, Paul Hlavacek,
Gerald Katz, Jefferson Krogh, Bill Martinson,
George Membreno, Christopher Oliveira, Jack Reda,
Bryan Stout, and Zach Whelchel
Producer: Jonathan E. Bove with Jason Walden
Graphic Design: Christopher Hosch
Managing Art Director: Andrew Navaro
Art Direction: John M. Taillon
Alien Art: Felicia Cano, Brynn Metheney, and Andrew Olson
Playtesters: Kweku Abraham, Aaron Adams, John Arnold,
Gai Bosco, Austin Bragg, Tory Cracas, Amy Crook,
Aidan Deege, Barak Dickman, Richard Downs, Todd Etter,
Andy Evans, Teale Fristoe, David Gomes, Matt Hartman,
Geordie Korper, Seth Lavender, Eric Martinez,
Jessica Martinson, Anthony McElwain, Ben Merola,
Ignat Miagkov, David Montgomery, Sean Neuerburg,
Andrew Nguyen, Lochen Reda, Solveig Reda, Matthew A.
Scrivner, Jeremy Serrano, Aleš Smrdel, Barry Snyder,
Matt Stephan, Colin Thomas, Brian Troyer, Randy Troyer,
Patrik Vagehed, Richard Vanderwolk, Joseph Vigil,
Andrew Walters, and Jake Winter
Other Contributors: Rudy Barrett, Mark Bickford,
Jordan Browne, David Dawson, Jason Emme,
Mark Hawkinson, Alexander Lawson, Andy Leber,
Adam McLean, Carsten Müncheberg, Asbjørn Lie Parmer,
Jason Troutman, and Jonathan Wolf
Production Manager: Eric Knight
Lead Game Producer: Steven Kimball
Executive Game Designer: Corey Konieczka
Executive Producer: Michael Hurley
Publisher: Christian T. Petersen
© 2014 Fantasy Flight Publishing, Inc. No part of this product may be
reproduced without specific permission. Published under license from Eon
Products, Inc. Fantasy Flight Supply is a trademark of Fantasy Flight Publishing,
Inc. Fantasy Flight Games and the FFG Logo are registered trademarks of
Fantasy Flight Publishing, Inc. Cosmic Encounter is a registered trademark of Eon
Products, Inc. All rights are reserved to their respective owners. Fantasy Flight
Games is located at 1995 West County Road B2, Roseville, Minnesota, 55113,
USA, and can be reached by telephone at 651-639-1905. Retain this information
for your records. Actual components may vary from those shown. Made in China.
THIS PRODUCT IS NOT A TOY. NOT INTENDED FOR USE OF
PERSONS 13 YEARS OF AGE OR YOUNGER.
visit us on the web at
www.FantasyFlightGames.com
and
Play Cosmic Encounter Online at
www.CosmicEncounter.com
and
Like Cosmic Encounter at
www.Facebook.com/cosmicencounter

---

The Cosmic Dominion expansion includes 30 new alien races, several new tokens and markers, and a new 32-card reward deck that can be used with or without the reward deck found in the Cosmic Incursion expansion.
All cards from this expansion are marked with the Cosmic Dominion expansion symbol to distinguish these cards from those in the base game.
Using this Expansion
This section describes how to incorporate the Cosmic Dominion expansion into the Cosmic Encounter ® base game.
Prior to game setup, follow the steps listed below.
1. Alien Sheets: Add the new alien sheets to the stack of available alien sheets.
2. Flare Cards: Shuffle the new flare cards into the existing deck of flare cards.
3. Reward Cards: Return the reward cards to the game box unless using the Reward Deck variant.
New Rule:
Cosmic Quakes
If a player must draw a card from the cosmic deck and both the cosmic deck and discard pile are empty, then a cosmic quake occurs! All players discard their hands and shuffle the discard pile to form a new deck. Then, deal eight cards to each player.
New Components
Hazard Token
The hazard token is a convenient way to keep track of when a hazard warning is in effect. To use the token, turn up its yellow side at the start of each encounter, and turn up its red side whenever a destiny card with a hazard warning is drawn.
Ship Markers
Ship markers fit on top of normal ships to create “special ships” that can be used in a multitude of game variants. Each marker has a front and a back, with some variants instructing a player when to flip it over. As part of the fan-designed focus of Cosmic Dominion, a special ship marker variants forum has been set up at www.FantasyFlightGames.com
Check out the variants listed there, experiment with creating your own, and post to tell us about your creative inventions!
Game Components
Hazard Warning
visit us on the web at www.FantasyFlightGames.com
and
Play Cosmic Encounter Online at www.CosmicEncounter.com
and
Like Cosmic Encounter at www.Facebook.com/cosmicencounter
Facedown Ship Marker
Faceup Ship Marker
30 Alien Sheets
Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution Start Turn Regroup Destiny Launch Alliance Planning Reveal Resolution
Mandatory As Any Player
Game Setup: Take the nine joker tokens (six different attacks, a regular negotiate, a morph, and a retreat) and place them faceup on this sheet.
You have the power of Wild Cards. Attack 08 cards are initially “wild.” At the start of your turn, you may name any other attack card to become the new wild card instead.
After encounter cards are revealed, for each one that matches the current wild card, use this power. Place one faceup joker token from this sheet on the wild card to change it into the card indicated by that token. After the outcome is determined, return the used joker token(s) to this sheet, facedown. When you remove the last faceup joker token from this sheet, immediately turn the used ones here faceup for re-use.
The fun-loving Jokers enjoy humiliating the conceited, mocking the powers that be, and causing general chaos. They seek not to rule, but to satirize the universe.
Joker
Makes Attack Cards Wild
2 Yin-Yang Tokens 9 Joker Tokens
8 Ship Markers 1 Hazard Token
1 Cruise Liner Token 30 Flare Cards
Super
(If You are the Love)
Instead of discarding a card to use your power, you may show the card to the other players and then return it to your hand.
Start Turn
Offense Only
Wild
(If You are Not the Love)
As a main player, before encounter cards are selected, you may ask your opponent to discard one card at random from his or her hand. If he or she does, you may take the card; if he or she does not, you receive one reward.
Planning
Main Player Only
Love
makes
the cosmos
go 'round
32 Reward Cards
Start Turn Regroup Destiny Launch
Alliance Planning Reveal Resolution
As Any Player
Intimidate
Intimidate
Play facedown. Becomes your encounter card if you are a main player, or may be used by your main player if you become an ally. Returns to hand if unused.
Opposed by Attack:
Becomes an Attack (higher total wins).
Opposed by anything else:
Becomes a Negotiate (attempt a deal).
19
19
19
Encounter
Encounter
Retreat
R
R
R
Opposed by Attack:
You lose the encounter, but all players on your side return their ships to any of their colonies, instead of the warp. If you are the defense, your ships remain on the planet.
Opposed by anything else:
Becomes a Negotiate
(players attempt to deal).

---

2
Reward Deck
Contents
Several new types of cards are introduced in the reward
deck, and are described below.
Intimidate Cards
Intimidate cards are new non-encounter
cards that often turn into encounter
cards. During any encounter, each player
in the game may play one intimidate
card facedown on the table, any time
before the planning phase, announcing
that it is an intimidate card.
• When a main player plays an intimidate card, it will
automatically become his or her encounter card
when cards are selected in the planning phase.
(Because that main player has essentially “pre-played”
an encounter card, he or she will not be subject to
restrictions on card selection by game effects such as
Loser, Magician, Oracle, Super Philanthropist, and
Visionary, and does not have to draw a new hand or
end his or her turn because of running out of
encounter cards.)
• When a non-main player plays an intimidate card,
he or she is advertising it for potential use by main
players who might invite him or her to ally. After
encounter cards are selected but before they are
revealed, each main player may choose one
intimidate card played by one of his or her allies to
replace his or her encounter card (regardless of how
that card was selected). This choice is made “blind,”
without first seeing the intimidate card; the ally can
make statements (true or false) about the card, but
may not show it.
When a player reveals an intimidate card as his or her
encounter card, it becomes an attack card if the
opposing player reveals an attack card. If the opposing
player reveals anything else, the intimidate becomes a
negotiate card. An intimidate card modifies itself before
other game effects occur.
Intimidate cards on the table are not part of a player’s
hand. Those that end up not being used, as well as
encounter cards that get replaced by intimidate cards,
are not revealed. Instead, they return to their owners’
hands as soon as it is clear that they are not being used.
Reward
Deck Variant
In this variant, defensive allies may draw
from a special, slightly more powerful deck
of cards when receiving defender rewards.
This variant makes use of the reward deck.
Setup
Set up the Cosmic Encounter ® game as normal,
performing the following additional step during Step 5.
5a. Shuffle the reward deck and place it near the warp.
If you have reward cards from both Cosmic Dominion
and Cosmic Incursion, shuffle them together into a
single 64-card reward deck, or use either deck by itself.
Gameplay
This variant uses all of the standard rules and victory
conditions, with the exception of the following rules.
• When a player receives cards as defender rewards, he
or she may draw some or all of the cards from the
reward deck.
• Discarded reward cards go to a special reward deck
discard pile. Not all game effects that target the
regular discard pile, or the cards in it, will apply to
the reward deck discard pile. If an effect targets a
card just before, while, or just after it is discarded
(such as the Clone, the Fido, or the Vulch), then that
effect does work on cards headed to either discard
pile. However, something happening later that is not
specifically responding to the discarding process
(such as Delta Scanners or Space Junk) does not
affect the reward deck discard pile; it is too late!
• When the reward deck runs out, shuffle its discard
pile to make a new reward deck. If the reward deck
discard pile is also empty, then no further reward
cards can be drawn until at least one reward card
is discarded. The reward deck never causes a
cosmic quake.
• When selecting cards at random from a hand with
both cosmic and reward cards, a player is allowed to
choose which card backs he or she is targeting. In
other words, “at random” means “without seeing the
faces of the cards.”
Start TurnRegroupDestinyLaunch
AlliancePlanningRevealResolution
As Any Player
Intimidate
Intimidate
Play facedown. Becomes your encounter
card if you are a main player, or may be
used by your main player if you become
an ally. Returns to hand if unused.
Opposed by Attack:
Becomes an Attack (higher total wins).
Opposed by anything else:
Becomes a Negotiate (attempt a deal).
29
29
29

---

Kicker Cards
The kickers in Cosmic Dominion work like those found in Cosmic Incursion, with the exception that each one also has game text giving it a unique twist.
Kicker cards are played facedown during the planning phase before encounter cards are selected (limit one kicker per main player), with the player announcing that he or she is playing a kicker. They are revealed when encounter cards are revealed. Kickers are not affected by game effects that target a player’s encounter card.
A kicker’s effect depends on what types of encounter cards are revealed during the encounter.
• Attack: If a player reveals an attack card, its value is multiplied by his or her kicker. For instance, a player with 12 ships on his or her side that has revealed an attack 10 and a kicker x2 has a total of 32 ((2×10)+12). This takes effect after any self-modifying cards (such as morphs or intimidates) change their card types, but before other game effects.
• Negotiate (vs. Attack): If a player reveals a negotiate card and collects compensation, it is multiplied by his or her kicker’s value. For instance, a player who would normally receive 3 cards as compensation would receive 6 cards as compensation if he or she had revealed a kicker x2.
• Negotiate (vs. Negotiate): After a failed deal, the number of ships lost to the warp by the opposing player is multiplied by the kicker’s value. For instance, if a player revealed a kicker x2 before a failed deal, that player would lose the usual 3 ships to the warp, but his or her opponent would lose 6 ships to the warp!
The new kickers in Cosmic Dominion have additional effects depending upon their unique game text, but each kicker uses the multiplying rules listed above unless the card states otherwise.
Note: The rules for kickers, rifts, and reward deck gameplay are updated versions of those found in the Cosmic Incursion rulebook. Players should use these rules in place of those found in Cosmic Incursion.

Other Reward Cards
The reward deck also includes two reinforcement cards, several new artifact cards, and another morph. The morph card works the same as the morph cards in previous expansions: if both players in an encounter reveal a morph card at the same time, both sides lose.

Variable Attack Cards
Each attack card in Cosmic Dominion has two different values. The larger number printed in black is the normal, standard value. However, during an encounter in which a hazard warning is in effect (that is, a destiny card was drawn that had a hazard warning on it), when a variable attack card is revealed its value is immediately transposed to become the smaller number printed in white. A variable attack card modifies itself before other game effects occur, and the modification is only for that encounter.

Unique Negotiate Cards
The negotiate cards introduced in the reward deck still count as negotiate cards, but have unique game effects described on each card.
Note: If a Negotiate (Faulty Translator) and a Negotiate (Crooked Deal) found in Cosmic Incursion are revealed in the same encounter, and the players fail to make a deal, both cards will take effect (causing one player to lose three ships and the other player to lose one).

Retreat Cards
Retreat is a new type of encounter card that represents completely avoiding conflict. When a retreat and an attack card are revealed by opposing players, the retreating player automatically loses the encounter, but the ships on his or her side live to fight another day. When a retreat and anything else are revealed by opposing players, the retreat turns into a regular negotiate card, and both players attempt to deal. A retreat card modifies itself before other game effects occur.

Rift Cards
The rift cards in Cosmic Dominion are similar to those found in Cosmic Incursion, but with a wider variety of uses. Rifts have two effects. First, a player may play a rift to receive a benefit of ships, cards, or a colony as stated on the card. Additionally, if a rift card is taken from a player’s hand and kept, either as compensation or as the result of another game effect, the rift detonates, causing the thieving player to lose ships, cards, or a colony as stated on the card. After detonating, a rift is discarded.

Encounter Attack
12
Opposed by Attack: Higher total wins.
Opposed by Negotiate: Wins, but opponent collects compensation.

Encounter Negotiate (Epic Oratory)
12
Opposed by Attack: Loses, but either collects double compensation or prevents your ships from going to the warp (your choice).
Opposed by Negotiate: Players have one minute to make a deal (up to two colonies per player may be gained) or lose three ships to the warp.

Start TurnRegroupDestinyLaunch AlliancePlanningRevealResolution

a rift card is taken from a player s hand and kept either as compensation or as the result of another game effect the rift detonates causing the thieving player to lose ships cards or a colony as stated on the card After detonating a rift is discarded Encounter Attack 12 Opposed by Attack Higher total wins Opposed by Negotiate Wins but opponent collects compensation Encounter Negotiate Epic Oratory 12 Opposed by Attack Loses but either collects double compensation or prevents your ships from going to the warp your choice Opposed by Negotiate Players have one minute to make a deal up to two colonies per player may be gained or lose three ships to the warp Start TurnRegroupDestinyLaunch AlliancePlanningRevealResolution

Rift
1
Offense Only
Play at the start of one of your encounters and choose any player (even yourself). That player establishes one colony on any planet that has no colonies, using any number of his or her ships from other colonies.
If another player takes this card from you, he or she abandons one colony of his or her choice (returning those ships to his or her other colonies), then discards this card.

Encounter Retreat
R
Opposed by Attack: You lose the encounter, but all players on your side return their ships to any of their colonies, instead of the warp. If you are the defense, your ships remain on the planet.
Opposed by anything else: Becomes a Negotiate (players attempt to deal).

Start TurnRegroupDestinyLaunch AlliancePlanningRevealResolution

Kicker
x2
Main Player Only
Play facedown before encounter cards are selected. All other revealed kickers are canceled. No reinforcements may be played.

Encounter
Becomes 21 when revealed if any destiny card(s) with a hazard warning were drawn this encounter.

Encounter
Rift
1
If another player takes this card from you, he or she abandons one colony of his or her choice (returning those ships to his or her other colonies), then discards this card.

Encounter
R
Opposed by Attack: You lose the encounter, but all players on your side return their ships to any of their colonies, instead of the warp. If you are the defense, your ships remain on the planet.
Opposed by anything else: Becomes a Negotiate (players attempt to deal).

Kicker
x2

Kicker
x2

(Jamming Signal)

---

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