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''Cosmic Encounter'' is a science fiction–themed strategy board game designed by "Future Pastimes" (collectively, Peter Olotka, Jack Kittredge and Bill Eberle, with Bill Norton) and originally published by Eon Games in 1977. In it, each player takes the role of a particular alien species, each with a unique power to break one of the rules of the game, trying to establish control over the universe, . In 1992, a new edition of ''Cosmic Encounter'' won the Origins Award for ''Best Fantasy or Science Fiction Boardgame of 1991'' and placed 6th in the Deutscher Spiele Preis. The game was inducted into the Academy of Adventure Gaming Arts & Design ''Adventure Gaming Hall of Fame'' in 1997. ''Cosmic Encounter'' is a dynamic and social game, with players being encouraged to interact, argue, form alliances, make deals, double-cross, and occasionally work together to protect the common good. Most editions of the game are designed for three to six players, although official rules exist for playing with as many as eight players. ==Gameplay== ''Cosmic Encounter'' is based on a fixed set of rules which are subsequently modified by other elements of the game. Each player begins with a color-coded "home system" containing five planets, and twenty ships (formerly referred to as "tokens") representing starships that populate these planets as "colonies" (formerly known as "bases"). A central "Warp" is used to place defeated ships for all players. The object of the game is to establish five colonies on planets outside one's home system. Each player is dealt a hand of eight (or seven, depending on the edition) cards from the "cosmic deck," which includes three types of cards normally: Encounter cards (numbered Attack cards and Negotiate (formerly Compromise) cards), Reinforcement cards, and Artifact (formerly "Edict") cards. On a player's turn, they retrieve one ship from the warp, and then draw a card from the "Destiny" deck, containing color-coded cards which indicate which player's system they must attack. Using a special "hyperspace gate" (formerly "hyperspace cone" or simply "cone") indicator, the player selects which opponent on which planet to attack, and then places from 1 to 4 ships on the gate. Both the attacker and defender can ask the other players individually to ally with their side, committing up to 4 ships to either side of the conflict. Once allies have committed, the attacker and defender both select encounter cards from their hands to place face-down, then reveal them. If both cards are Attack cards, the total of the attack value and number of allied ships are added for both sides, and the side with the larger value wins with the defending player winning in case of ties. If the attacking side wins, the defender's colony is lost and all ships and allies' ships are sent to the warp, while the attacker and their allies gain colonies on that planet. If the defending side wins, the attacker and allies' ships are sent to the warp, and defending allies gain a bonus of either a ship from the warp or a new card from the deck for each ship risked. If one side plays a Negotiate card against a numbered card, they immediately lose, but they, though not their allies, get "compensation" from the victor such as by drawing cards from the victor's hand. If both players use Negotiate cards, they have one minute to make a deal, such as exchanging colonies or cards from their hands, while all allies are sent back to their owners' colonies (allies get nothing in this situation). If a deal can't be made, both players lose ships as a penalty. Play then proceeds to the next player. To aid in timing, each turn is broken down into a number of phases, and cards and powers will typically indicate which phases the game elements can be played in. In particular, artifacts cards, which generate an immediate effect such as releasing all ships from the warp, may only be played during specific phases which will be listed on the card, while certain features of alien powers can only be triggered in specific phases. The game becomes complex with the introduction of alien powers. These are typically drawn randomly at the start of the game and known to all players; however, variants exist where players can select their powers, use multiple powers simultaneously, or hide their powers until they are used. Each power gives the player a way to bend the core rules to their advantages, typically in one of the following ways: * Continuous effects, such as the Macron, where each of its ships is valued as 4 ships during combat * Combat resolution effects, such as the Void, where any ship that loses against it is removed from the game entirely instead of going to the warp * Victory condition changes, such as Masochist, who wins if it loses all its ships * Role-playing elements, such as the Sniveler, where the player, if in a losing position, may whine to the other players to gain benefits. A player's alien power is only active if they have three or more colonies in their home system, and if lost, can be regained by taking back a third colony. More advanced optional game components can add further levels of complexity and unpredictability. No edition has all of the optional components. They include: *Flares: Cards that grant a limited version of an alien power, or, if used by the player that possesses that power, a significant advantageous gain. *Lucre: In-game currency that allows more control of resources (such as buying more cards for one's hand). Multiple alien powers affect Lucre. *Moons: Colonies on moons do not count towards victory conditions, but occupying one grants access to its special ability. Moon abilities can be powerful (such as retaining an alien power when it would normally be lost), while others are best described as "silly" (such as forcing the owner to speak in rhyme). *Special planetary systems: Printed on the reverse side of the normal systems in most prints of ''Cosmic Encounter'', the special systems have additional rules in regards to the player's initial setup, colonies, and victory conditions. *Technologies: An array of boosts and special abilities, which must be researched for several turns before they can be put into play. Technology cards are placed face down on the table. The owner may move one ship from a planet onto the card at the start of any player's turn. Once the number of ships on the card meets the card's cost, the technology is "completed," the ships return, and the card is flipped face up. The power of technology cards varies wildly. The Xenon lasers card costs two ships, and its owner may change encounter scores by one point. The Omega missile card costs eight ships, and destroys a planet. *Rewards: A deck's worth of incentives, reward cards can only be drawn by victorious defensive allies. Reward cards include "kickers," multipliers for encounter cards, and "rifts," booby traps that free ships from the warp, or send ships there if they ever change hands. Many players have created their own "homemade" powers, and have posted these along with other various game extensions on the Internet. Major variants include multiple-power games (in which players have multiple alien powers at once) and hidden-power games (in which powers are not revealed until their first use). Official variants include rules for adding a seventh or eighth player, and there has been a version providing enough components for a ten-player game (when combined with a previous release). 抄文引用元・出典: フリー百科事典『 ウィキペディア(Wikipedia)』 ■ウィキペディアで「Cosmic Encounter」の詳細全文を読む スポンサード リンク
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