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Contents
Introduction...........................................................................3
What the Expansion Adds...........................................................................3
New Components.........................................................................................3
Expansion Compatibility.............................................................................3
The New Stuff
.......................................................................4
Brain Icon.......................................................................................................4
Added Terminology.....................................................................................4
Ability Card Decks.......................................................................................5
Chips and Dice..............................................................................................6
Chips
............................................................................................................................6
Rerolling Dice and Redrawing Chips..........................................................................6
Muck Lands
...................................................................................................6
Combat....................................................................................7
Combat Types...............................................................................................7
Chip-Based Combat Resolution.................................................................7
Combat Modifiers.........................................................................................8
Dice and Chip Ability Cards.......................................................................9
Full, Soft, and Thrown Combat................................................................10
Mental Targeting and Combat................................................................. 11
Mental Targeting
.......................................................................................................11
Initiating Mental Combat..........................................................................................11
Losing Mental Combat and Purging.........................................................................11
Mental Combat Knockback........................................................................................14
AGGRO
.................................................................................14
Chip-Based Raiding............................................................14
The Outer Dimensions.......................................................15
Returning to Dimension Zero
...................................................................15
Outer Dimensional Antics.........................................................................16
Using and Scoring Muck Lands.......................................17
Credits...................................................................................20
Copyright (c) 2023 Devious Weasel Games. All Rights Reserved.
Devious Weasel® Games
P.O. Box 36985
Indianapolis, IN 46236
deviousweasel.com
Cosmic Frog
TM
Find Muck
---
What the Expansion Adds
Expansion Compatibility
Introduction
In this box, you’ll find two sets of custom dice, six
sets of colored chips, 48 muck lands, and two 24-card
decks of frog abilities that support mental combat.
Why two decks of ability cards? One is for use with
chips and one is for use with dice. Why 24 cards?
Eight new frog abilities!
This expansion can be used with the original Cosmic
Frog
TM
dice-based system as well as the new chip-based
system. Just be consistent. If you want to use dice,
then use dice for everything (i.e., combat, raiding, and
returning from the Outer Dimensions).
New Components
3
The Find Muck expansion adds mental powers to the
game, so your frog is no longer merely immortal and
invulnerable, but psionic as well! Mental powers open
the way for mental combat and gullet purging.
Last, this expansion introduces a new chip system
for combat, raiding, and returning from the Outer
Dimensions that allows for some serious metagaming.
This expansion also introduces muck lands. These
are special terrain tiles that offer interesting choices
for you in the Outer Dimensions and function as
wildcards for vault scoring.
---
Added Terminology
The expansion adds eight new terms:
A violent projectile expulsion of some or all of your gullet contents.
Purge
All combat that uses the icon is mental combat.
Mental Combat
An attack using psionic powers that initiates mental combat.
Mental Attack
All combat that uses the or icon is physical combat.
Physical Combat
A special land type in or harvested from the Outer Dimensions.
Muck Land
Brain Icon
All ability cards have a new symbol on them: . The brain symbol shows how powerful a frog is in mental combat.
4
The New Stuff
A frog is an unobstructed target if there are no frogs directly between that frog and their attacker.
Unobstructed Target
A mental action that forces a frog to physically attack you.
AGGRO
A common term to represent your final modified combat roll (for dice) or combat chip total (for chips).
Combat Score
---
5
Ability Card Decks
There are two ability card decks in Find Muck. Each
deck contains all 24 frog abilities, the original 16
updated for mental combat plus eight new abilities.
The set of ability cards with the
green back and left facing frog is
for use with the new chip-based
system.
The set of ability cards with the
blue back and right facing frog
is for use with the original dice-
based system.
The abilities in this deck are
presented in terms of rolling and
rerolling dice. The colors of the
combat and raid icons designate
the color of die the frog uses for
these actions (see “Dice and Chip
Ability Cards” on page 9).
The abilities in this deck are
presented in terms of drawing
and redrawing chips . The colors
of the combat and raid icons
designate the fixed bonus the frog
adds to their chip total for these
actions (see “Dice and Chip Ability
Cards” on page 9).
---
Land tiles purged in the
Aether go into the Outer
Dimensions and become
muck lands (see “Purging
in the Aether” on page 13).
The back of a muck land tile
denotes it as a regular muck
land (default) or an oozing muck land.
6
Muck Lands
Chips and Dice
Find Muck allows you to play Cosmic Frog
TM
with dice or chips. The dice system is the
same as that used in the base game. In the
chip system, each player uses a set of five
chips instead of dice. These chips have
backs that match the color of the player’s frog and
display the numbers 0 through 4 on their faces.
Rerolling a die is a well understood process. The
similar process in the chip system is called redrawing
a chip. To redraw a revealed chip, turn the chip face-
down and return it to the set of unrevealed chips
from which it was drawn. The owner of those chips
arranges them however they want or shuffles them
as the situation warrants, then places the chips face-
down on the table. The player who chose the original
chip then chooses a new one to replace it and that chip
is revealed (note that it could be the same chip).
Chips
Rerolling Dice and Redrawing Chips
Muck Land
(Front)
Muck Land
(Regular Back)
Muck Land
(Oozing Back)
---
Combat
Combat is now partitioned into two types: physical combat and mental combat. Physical combat includes both Shard combat and Aether combat. Mental combat consists of psionic attacks and may be used on the Shard or in the Aether.
Combat Types
Dice-based combat proceeds as described in the base game (see page 10 in the Cosmic Frog™ rule book). Chip-based combat follows the same procedures for combat declaration, attacker commitment, and defender response but differs in how combat is resolved.
7
Chip-Based Combat Resolution
When the time comes to resolve combat, both you and your opponent lay out all five of your chips face-down on the table. You may look at your chips first and place them in any order you choose. You may lay them out in a deliberate order or randomly. You may tell your opponent which chip is which or lie about how you placed them, but they must be face-down.
Both players regain all their chips after combat resolves.
When you declare an attack, you must also declare whether the attack is a physical or a mental attack.
---
The colored icons on ability cards translate directly into bonuses to chip totals: white is +0, yellow is +1, and red is +2 to the chip total. (A white icon gives you a white die in the dice system and a +0 to your chip total in the chip system.) The combat modifiers using the chip system are: Combat Modifiers 8 There are three steps to resolving combat with chips: Attacker chooses two (2) of the defender’s face-down chips. The defender sets these chips aside but does not reveal them. Step 1. Defender chooses two (2) of the attacker’s face-down chips. The attacker sets these chips aside but does not reveal them. Step 2. Both players reveal the chips that were chosen for them and add up the numbers shown on their chips. Each player’s chip total is their combat score. Step 3. If the attacker’s combat score exceeds the defender’s, the attack is successful and X is the difference in the combat scores. In addition to the number of gullet items lost, X determines knockback in physical combat and purge distance in mental combat. Overpowering your combat costs 2 W and makes your opponent draw one extra chip for your combat score (i.e., three chips rather than two ). You may only overpower once per combat.
---
The mental combat
icon is white ,
so Temporus uses a
white die for mental
combat.
The mental combat
icon is white , so
Temporus gets +0 to
their mental combat
chip total.
Boosting your combat costs 1 W and adds +1 to
your combat score per boost. You may boost as
much as you want each combat.
This is the dice version of the
Temporus card.
Blue card back with
right-facing frog.
Abilities presented
in terms of dice.
Green card back
with left-facing frog.
Abilities presented
in terms of chips.
This is the chip version of the
Temporus card.
Dice and Chip Ability Cards
9
---
Full, Soft, and Thrown Combat
Soft and thrown combat allow you to strategically use
knockback. You can use these tactics in combination
with AGGRO when you want to be knocked off the
Shard to raid a vault or get knocked into the Outer
Dimensions to gather muck lands (see “AGGRO” on
page 14, “Outer Dimensional Antics” on page 16).
10
When you declare or respond to an attack, you
automatically use full combat unless you specifically
state that you will use soft combat or that you will
throw combat. In full combat, you aggressively seek
to defeat your opponent. In soft combat, you hold
back and pull your punches. In thrown combat, you
put up no defense. You may overpower and/or boost
full and soft combat, but not thrown combat.
Full Combat (default)
Use your full combat score.
Soft Combat
Use half of your combat
score (round down).
Thrown Combat
Your combat score is zero.
May overpower and boost.
May overpower and boost.
May neither overpower
nor boost.
---
11
If you are in the Aether, you may target any
other frog in the Aether. You may not target a
frog on the Shard if you are in the Aether.
Mental Targeting
If you are on the Shard, you may only target
frogs on your target lines that are unobstructed.
A frog is unobstructed if there are no other frogs
between you and that frog. You may not target a
frog in the Aether if you are on the Shard.
A defender losing a mental combat by X must
purge X-many items from their gullet. If you
have fewer than X-many items in your gullet,
you must purge all items in your gullet. Items
exit your gullet one at a time from the top down.
The attacker remains on their hex and suffers no
loss or ill effect from losing a mental combat.
Losing Mental Combat and Purging
Initiating Mental Combat
You remain on your hex when you use your
action to launch a mental attack. Simply declare
that you are making a mental attack to initiate
combat. There are no distance limits for mental
combat in the Aether or on the Shard.
Mental combat proceeds the same way as physical
combat with a few minor modifications.
Mental Targeting and Combat
You may not mentally target yourself.
---
If a purged land
tile passes over
you, you may
snap that tile
out of the air and put it into your gullet as
though you just harvested it. If another frog is
between you and the purging frog, that frog
must decline the land before you can snap it
up. If a purged tile would land on top of you,
you must put that tile into your gullet.
Purged tiles stack
on top of the
Shard hexes they
land on. Destroy
purged tiles that
land in the Aether
unless they land
next to a terrain
tile. In that case,
the purged tile
connects to the
adjacent terrain
tile and stays
where it lands.
12
When you purge on the Shard, the top item
in your gullet lands X-many hexes away from
you on the target line between you and your
attacker, the next item lands X - 1 hexes away,
the next lands X - 2 hexes away, and so on.
Purging on the Shard
---
When you purge in the Aether, the top item in
your gullet goes into Outer Dimension X, the
next item goes into Outer Dimension X - 1, and
so on. Destroy all items that fall beyond Outer
Dimension 6.
Purging in the Aether
As an example, suppose Red has two land tiles
in their gullet when Gray mentally attacks
and defeats them by X = 6 (pictured left). The
top item purged from Red’s gullet will land
on spot 6 ( ). The next item purged from
Red’s gullet will land on spot 5 ( ).
Gray could snap either or both of these items out of the air as they passed overhead and put them in their gullet. If another frog were behind Gray on spot 4 ( ), that frog could snap up any items that passed over Gray but would be required to snap up any item that passed over Gray and landed on spot 4.
The purged item landing on spot 6 would
be destroyed because it fell into the Aether.
The purged item landing on spot 5 would not
be destroyed despite falling into the Aether
because it landed next to a terrain tile that it
could connect to and become part of the Shard.
13
When a purged land tile enters an Outer Dimension, it becomes a muck land. Replace
the land tile with a randomly selected muck land tile.
---
14
Instead of rolling a raid roll, arrange your chips face-
down in front of you in any order you want and have
the vault owner choose one to reveal. That chip’s
value is your raid strength. Add any modifiers to your
raid strength to determine if your raid is successful.
Chip-Based Raiding
AGGRO
If your target doesn’t ignore your AGGRO, they must
immediately declare a full combat physical attack
against you and attack. If they can’t reach you on
the Shard with their normal LEAP, they must spend
up to 2 W to reach you (or get as close as possible). This
happens in the same action as your AGGRO and
doesn’t require the target frog to use an action. The
target frog may overpower, boost, or use abilities as
they see fit during the combat but AGGRO does not
force them to do any of these things. Treat the combat
exactly as though the target frog attacked you on their
action (they may have advantages when attacking).
AGGRO is a new action that forces a targetable frog
to immediately launch a physical attack against you.
You may use AGGRO in the Aether or on the Shard.
On the Shard, your target must be unobstructed. The
target frog may pay 2 W to ignore your AGGRO.
Unless otherwise modified or specified by a frog’s
ability, mental combat knockback is always zero.
Mental Combat Knockback
---
All of the normal rules apply for returning from
the Outer Dimensions. However, if you use the
chip system you won’t roll a die to see how many
dimensions you return. Instead, you’ll shuffle your
chips and lay them out face-down in front of you
without looking at them and have another player choose
a chip to reveal. That chip value determines how
many dimensions you return.
Returning to Dimension Zero
The Outer Dimensions
A chip-based raid is successful if your raid strength
equals or exceeds your raid target. This is different
than the dice-based system where your raid roll must
strictly exceed your raid target.
Dice System:
Chip System:
Your die roll must exceed
your raid target.
Your chip draw must equal
or exceed your raid target.
If you don’t return to Dimension Zero, the chip
remains revealed and your remaining chips remain
face down. You may not look at them. On your next
action, pick a player to choose one of your remaining
chips to see how many dimensions you return. This
process continues until you return to Dimension Zero.
(If you’re still in the Outer Dimensions after all your chips
have been revealed, shuffle and lay them out again to repeat
the process.)
15
---
Outer Dimensional Antics
When you roll a die or draw a chip to escape the
Outer Dimensions, the number you roll or draw is
the number of points you assign to drifting back to
Dimension Zero or gathering muck lands. Each point
you spend drifting moves you one dimension closer to
Dimension Zero. Each point you assign to gathering
muck lands allows you one gathering attempt.
16
To gather muck lands in the Outer Dimensions:
Discard your action card if you attempt to
gather one or more muck lands on your turn
(instead of keeping your action card like normal).
Each point you spend to gather a muck land
allows you to make a RAID against X. On
your first attempt during your turn, X = 0 for
the dice system and X = 1 for the chip system.
X increases by 1 for each subsequent attempt
you make during the same turn.
If your raid is successful, place the muck land
in your gullet. If your raid fails, you may
spend additional points to try again.
There must be a muck land for you to gather
in the Outer Dimension you currently occupy.
There is no limit on the number of muck lands you may gather on your turn.
For the purposes of filling and overfilling your gullet, treat muck lands you gather in the Outer Dimensions the same as lands you HARVEST on the Shard.
---
Here’s a scenario using the
dice system. You’re in Outer
Dimension 2 and roll a three on
your action. You decide to try to
gather a muck land before you
drift to Outer Dimension 1. It’s
your first attempt this turn, so
you must make a successful raid
roll against a zero to gather a
muck land. You have two points
remaining after your attempt.
You decide to spend one point
to drift into Outer Dimension 1
and then spend your last point
to try and gather a muck land
from Outer Dimension 1. This is your second attempt
on the same turn, so you must make a successful raid
roll against a one to gather a muck land.
17
Using and Scoring Muck Lands
Muck lands form when purged land tiles enter the
Outer Dimensions. If a purged land tile falls into Outer Dimension X, destroy that land tile and place a random muck land tile in Outer Dimension X.
Each Aether Flux event causes all muck lands in the Outer Dimensions drift further out one dimension. Destroy any muck lands that drift beyond Outer Dimension 6. If a muck land is purged on the Shard
and falls on a terrain tile, destroy both the muck land and the terrain tile it fell on. Destroy all muck lands purged on the Shard that fall into the Aether.
---
Muck lands may be stolen in combat, deposited in
vaults, and raided like normal lands. Regular muck
lands count as lowlands and oozing muck lands count
as highlands for basic scoring and raiding (e.g., a line
of oozing muck lands would score as a line of highlands).
Muck lands act as wildcards during game play and
vault scoring. When scoring your vault, you may
count any given muck land as your choice of any land
type currently in your vault (e.g., if you currently have
a swamp in your vault, you may score any muck land as
though it were a swamp). During game play, you may
treat any regular muck land in your vault as any type
of lowland and you may treat any oozing muck land
in your vault as any type of highland. This means that
muck lands may be used to form siphons, but siphons
must still be aligned with a specific Land Domain.
Muck lands don’t affect diversity scores because they
do not constitute a separate Land Domain. However,
a muck land scored as a land of type X counts as a
land of type X when counting lands of type X (e.g., if
you are using harmonious land scoring).
18
Here is a scoring example
for the vault shown (left).
Lands outlined with
are exposed lands (the top
lands in their stacks). For this
example, the muck lands
will be regular muck lands
(they will count as lowlands of
their own type unless they are
used as wildcard lands).
A
---
Remove the two meadows first.
The lowland doublet gives you
an initial score of 0 + 3 = 3.
Next, remove the two singleton
lowlands for one point each and
use a muck land as a forest to
form a highland triplet worth
nine points. Your score becomes
3 + 1 + 1 + 9 = 14.
Count your remaining muck
land as a meadow to form
a lowland triplet worth six
points. Your score increases to
14 + 6 = 20.
The remaining mesas form a
highland triplet worth nine
points. Your last desert is a
lowland worth one point. Your
score is now 20 + 9 + 1 = 30.
This vault contained lands from three Land Domains:
water (blue), plant (green ), and terra (yellow). Since
muck lands don’t comprise a Land Domain, the three
Land Domains represented give you five diversity
points. Your total score is 30 + 5 = 35 points. 19
B C
D E
Underlined numbers are your
score before adding new points.
---
Credits
Game Design................................... Jim Felli
Rule Book, Layout, etc................... Jim Felli
Muck Land Artwork...................... Naomi Robinson
Frog Artwork................................... Tani Pettit
Special thanks to John Andersen, Jarrett Anderson, Barbara Attilio, Sean Epperson,
Yoni Goldstein, Bill Miller, Wes Miller, Charlie Sheridan, Amy Svendsen, Brian
Tannenbaum, Mark Thomas, and Alek Weismantel for their helpful comments.
---
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