My Design
Welcome to the design page of Cosmic Encounter: Blutooth Edition. This is where you come to learn the ins and outs of my system. How does this game work compared to the original? Why was this version modified from the original? What are the new rules? What does a ‘power’ mean? What is the broader framing that underpins the in-universe experience?
All will be answered on this page, and I will continue to update it as I come up with new aspects to clarify.
My Lore
Though it may seem trivial, if you want to immerse yourself in a fictional universe, you need a motive to do something. One million points can mean significantly less to you than one point depending on the context. Cosmic Encounter has never been too big on lore. Many of the game components are abstracted to a degree, so immersion was never really a major focus either. My version attempts to let the player get into the role as much as possible, so adding some lore to explain why these “encounters” are occurring seems only natural.
Power.
In the beginning, there was only power. Immeasurable, indestructible, and absolute power. This intangible collection of energy boasted neither owner nor allegiance. It was simply all that was. Before recorded history, this all-powerful entity known as The Origin met its untimely end after ultimately collapsing under its own magnitude. The devastating release of energy manifested creation and destruction both, manifesting new life only to vaporize it moments later. This cycle repeated incessantly until the Origin’s remains had diffused across an unfathomably great distance, resulting in the formation of The Cosmos as we know it today.
All that exists, plant or animal, living or nonliving, organic or mechanic, contains within it some fragment of the Origin’s original power within, both to create and to destroy. While this power is infinitesimally minuscule compared to its source, the wild disparity between powers has given rise to countless kings and conquerors. As generations of bizarre creatures passed on their inherent traits, coherent alien races formed, refining their powers for maximum utility, through either natural or unnatural means. But such power demanded more power still, as if the remnants of The Origin longed to become whole once more.
With the advent of space travel, conflict broke out across the Cosmos. Chaos reigned, and wars raged unceasingly across multiple eras. Empires rose and fell, entire galaxies were wiped off the star charts, and an untold number of alien races were pushed to the brink of extinction.
When all seemed hopeless, a collection of powerful aliens known as the Eon 15 came together, combining their might to bring an end to the carnage. Through the power of cooperation, they brought an end to the senseless violence and dragged the Cosmos into an era that could be called peaceful. However, the hunger for power could not so easily be wiped from the DNA of the Cosmos. Seeking a more structured outlet for their natural impulses, the Eon 15 formed a Federation of aliens to oversee a new system of warfare, one that would satisfy the alien’s desire for conquest without the needless slaughter of innocents. This was the birth of the Cosmic Encounter.
- Prime 6: The 6 aliens to achieve the most success during the Unnamed Era. Each one owned at least one entire system of planets as a result of their conquest. Many aliens were powerful enough to challenge or even surpass the Prime 6, but lacked the space travel that allowed them to invade and conquer. Disbanded after the rise of the Eon 15.
- Amoeba – Once a microorganism that grew to become a threat. Virtually impossible to kill and capable of escaping any danger. By merging together with itself, could form kaiju-type behemoths that most aliens could not deal with.
- Crystal – Capable of refracting light to deal devastating blasts of power. Infamous for destroying planets they could not conquer and enslaving many other alien races to facilitate their power. Controlled the least raw territory of the prime 6 despite being debatably the most powerful.
- Machine – An unstoppable race that knew neither exhaustion nor fear. Destroyed their creators and ceaselessly started invading other planets. Controlled the most raw territory of the Prime 6.
- Mind – An unmatched super genius in a time when many aliens fought with sticks and stones.
- Plant – Capable of stealing any power that opposed them by grafting onto them.
- Virus – An unstoppable powerhouse capable of infinitely replicating, eventually covering entire planets with its members and needing more space. Its enemies were often destroyed by accident.
- Eon 15: The first 15 alien races to form a long-term alliance. Put an end to the Unnamed Era of senseless violence and destruction. Founded the Eon Federation, which would become the Federation of today.
- Oracle – The instigator of the Eon 15. Foresaw the future that would come to pass if they started teaming up with other strong aliens. Decided to go with it.
- Empath – The first to join the Eon 15. Lacked the strength to be of much use, but felt Oracle’s pain when no one else would join and wanted to help their cause.
- Mind – The second to accept Oracle’s invitation. Mostly took over the operation after joining the alliance. Took care of the majority of the recruiting and strategy afterwards.
- Macron – A formidable planet-eating race of brutes that Mind recruited to fight for their cause. Could have easily been one of the Prime 6 if they attempted conquering planets instead of eating them.
- Amoeba – A member of the Prime 6 approached by Mind, who accepted the invitation while Plant, Machine, Crystal, and Virus refused. Desired companionship, as all members of Amoeba are actually a single entity split into many.
- Chronos – Recruited by Mind to provide more reliable warnings as to whether their invasions would succeed after Oracle predicted a victory in Plant’s system that resulted in failure. Oracle was insulted that Chronos’s powers were called upon, but put their anger aside for the sake of the alliance.
- Clone – Recruited by Mind to duplicate their resources and clone footsoldiers. Recruited to help in the second invasion of Plant’s system.
- Mutant – Recruited by Mind as a source of “arms” for their cause to help in the second assault on Plant’s system.
- Laser – Recruited by Mind to help reduce casualties by attacking from above, after Chronos reported they still failed even with Mutant and Clone. Recruited to help with the second invasion on Plant’s system.
- Zombie – A virtually immortal race with no sense of strategy or space travel capability. Recruited by Mind to gain footsoldiers who were effectively immortal after Chronos still failed an assault on Plant with Laser’s help.
- Philanthropist – One of the original sponsors of the Eon 15. Helped fund their brigade when their finances ran low after defeating Plant.
- Vulture – A race of scavengers with a fantastic hoard of weapons taken from the remains of battles. Sponsored the Eon 15 with their weapon stash to help in the fight against Machine.
- Trader – Sponsored the Eon 15 by selling weapons in exchange for much of the spoils from the victory over Machine. Made a killing without ever having to engage in battle or send troops.
- Virus – The Eon 15’s “secret weapon.” Considered one of the most powerful alien races and originally refused Mind’s offer. Agreed to join the alliance to defeat Crystal in exchange for a majority of the Eon 15’s total territory after the organization started showing results. Conquered most of the Cosmos after receiving support from the alliance.
- Void – Considered an honorary member of the Eon 15, becoming an official one after the Federation was formed. The only alien race to prove a capable threat after the dethroning of the original Prime 6. Its vaporization power nullified all casualty reduction strategies employed by Mind thus far. Only Virus proved capable of going toe-to-toe, resulting in a stalemate. Void agreed to a ceasefire with the Eon 15 in exchange for its own territory.
- United Alliance: An small group of aliens who were enslaved by Crystal who hobbled together an army to stage a mutiny after Crystal started being pushed back by the Eon 15 and Virus. The alliance maintained for a few decades after the fall of Crystal, and the four members parted ways to pursue their own objectives.
- General: Crystal’s personal strategist General was responsible for much of the original war effort in the Alliance Galaxy. With their power of leadership, they could strongarm resources from others based on the size of their army. General turned on Crystal after it was demoted to slave labor following their enslavement of the Cyborg. General led the Alliance as the primary strategist.
- Cyborg: Crystal utilized the Cyborg’s bionics to obtain virtually infinite weapons to refract. Though Crystal was more powerful than Cyborg, losing access to the bionics caused it to eventually run dry of resources.
- Animal: Animal served as a tracker beast. Its senses allowed new materials to be discovered for Cyborg’s bionics. Joining forces with Cyborg helped ensure it never ran out of resources.
- Chrysalis: The Chrysalis served mostly as fodder during Crystal’s war effort. Though meant to serve as fodder for the Alliance as well, Chrysalis completed its metamorphosis in their time of need, taking the form of Anti-Matter to completely turn the tables on Crystal.
- Mayfair 42: After the Eon 15 established themselves as the dominant force among the Prime, Incursion, Conflict, and Alliance galaxies, they began the process of expanding their ranks to those willing to join the faction, growing their power and allowing them to more easily maintain their territories. In their effort to formalize war and prevent the chaos of the path, they discovered the warp and used its great power to create the Cosmic Encounter as a sort of war game, allowing them to engage in territory disputes in a more civilized manner. The following 42 aliens were members of the Mayfair 42 before it merged with the Dominion Government to create the Federation:
- Amoeba of the Prime Galaxy
- Anti-Matter of the Prime Galaxy
- Author of the Conflict Galaxy
- Aura of the Venture Galaxy (at the time unknown)
- Cavalry of the Conflict Galaxy
- Changeling of the Conflict Galaxy
- Chosen of the Prime Galaxy
- Chronos of the Incursion Galaxy
- Clone of the Prime Galaxy
- Crybaby of the Incursion Galaxy
- Deuce of the Incursion Galaxy
- Empath of the Conflict Galaxy
- Envy of the Prime Galaxy
- Filth of the Conflict Galaxy
- Fungus of the Incursion Galaxy
- Gambler of the Prime Galaxy
- Healer of the Prime Galaxy
- Inquisitor of the Incursion Galaxy
- Laser of the Dominion Galaxy (at the time unknown)
- Loser of the Prime Galaxy
- Macron of the Prime Galaxy
- Mind of the Prime Galaxy
- Mirror of the Prime Galaxy
- Mutant of the Prime Galaxy
- Oracle of the Prime Galaxy
- Pacifist of the Prime Galaxy
- Parasite of the Prime Galaxy
- Pentaform of the Dominion Galaxy (at the time unknown)
- Philanthropist of the Prime Galaxy
- Reincarnator of the Prime Galaxy
- Saboteur of the Conflict Galaxy
- Shadow of the Prime Galaxy
- Sorcerer of the Prime Galaxy
- Symbiote of the Incursion Galaxy
- Trader of the Prime Galaxy
- Vacuum of the Prime Galaxy
- Virus of the Prime Galaxy
- Void of the Prime Galaxy
- Vulture of the Prime Galaxy
- Will of the Prime Galaxy
- Worm of the Storm Galaxy
- Zombie of the Prime Galaxy
- Avalon 20: After the official founding of the Federation, a number of aliens broke off due to some territory disputes with the new organization. Many of the Eon 15 and some of the Mayfair 42 wanted to preserve their territory, while the Federation wanted to more evenly divide it to keep the peace. Of the original Eon 15, only Void did not join the faction, due to it vaporizing all of its territory and having none to dispute. The Avalon 20 was short-lived after the Federation suppressed them, resulting in the faction’s dissolution and the aliens’ reintroduction to the Federation. This faction consisted of:
- Amoeba of the Prime Galaxy – Prime 6 and Eon 15 Member
- Anti-Matter of the Prime Galaxy – Mayfair 42 Member
- Chronos of the Incursion Galaxy – Eon 15 Member
- Clone of the Prime Galaxy – Eon 15 Member
- Empath of the Conflict Galaxy – Eon 15 Member
- Envy of the Prime Galaxy – Mayfair 42 Member
- Healer of the Prime Galaxy – Mayfair 42 Member
- Laser of the Dominion Galaxy – Eon 15 Member
- Macron of the Prime Galaxy – Eon 15 Member
- Mind of the Prime Galaxy – Prime 6 and Eon 15 Member
- Mutant of the Prime Galaxy – Eon 15 Member
- Oracle of the Prime Galaxy – Eon 15 Member
- Pacifist of the Prime Galaxy – Mayfair 42 Member
- Parasite of the Prime Galaxy – Mayfair 42 Member
- Philanthropist of the Prime Galaxy – Eon 15 Member
- Sorcerer of the Prime Galaxy – Mayfair 42 Member
- Trader of the Prime Galaxy – Eon 15 Member
- Virus of the Prime Galaxy – Prime 6 and Eon 15 Member
- Vulture of the Prime Galaxy – Eon 15 Member
- Zombie of the Prime Galaxy – Eon 15 Member
- Dominion Government: The formal government established in the Dominion Galaxy. Consisted of the 30 aliens currently recognized in the Dominion Galaxy by the Federation. After coming into conflict with the Mayfair 49 and experiencing the benefits of Cosmic Encounters, the two were merged into what became the Federation. They were among the first participants in official Cosmic Encounters between two warring factions.
- Formal Occupation: A collection of aliens from the Occupation Galaxy who made a bid to take territory from the Federation, challenging the rights to Cosmic Encounters. They were the first faction to declare war against the Federation, eventually being thwarted by some of the Federation’s strongest members. As per the agreement, the Formal Occupation was dissolved, and members were brought into the Federation, annexing the Occupation Galaxy with it.
The Federation has documented the furthest reaches of the Cosmos in order to map out all signs of sentient life that could potentially aid or damage the current order. The Federation’s “alert” system is a simplified means of keeping track of the threat level an alien poses based on their power, temperament, and relation with other aliens in the Federation. There are currently 10 galaxies with representative aliens in the Federation, with 3 additional galaxies currently being scouted.
Prime Galaxy
The Prime Galaxy is where the battle for dominance of the Cosmos first began. It is where Amoeba originated, the first alien ever documented with what can be called a “power”. It is also the home galaxy of Virus, Mind, and Machine, three of the other aliens from the Prime Six. The Prime Galaxy gets its name from the Prime Six, as the battle that took place for dominance focused around much of this Galaxy. It is also where the Eon 15 founded their alliance, making it the birthplace of what would become the Federation. 12 of the Eon 15 are also from the Prime Galaxy. There are 51 alien species in the Prime Galaxy recognized by the Federation as powerful enough to compete for Cosmic dominance, including the Human. It is perhaps the most well-known of all the galaxies among those who do not live in it due to its long and storied history.
Incursion Galaxy
The Incursion Galaxy is home to Plant, a member of the original Prime Six. It was named after The Great Incursion committed by Plant aliens when it invaded the Prime Galaxy and attempted to dominate it. Though none of the six could be considered the winner in such a chaotic time, each one managed to secure a foothold in the Prime Galaxy, leading to a long and drawn-out war that wasn’t broken until the advent of the Eon 15. Chronos is the only member of the Eon 15 from this galaxy. There are 25 alien species in the Incursion Galaxy recognized by the Federation, including Plant, which continues to thrive in modern times.
Conflict Galaxy
Alliance Galaxy
Storm Galaxy
Dominion Galaxy
Eon Galaxy
Occupation Galaxy
Battle Galaxy
Venture Galaxy
Frontier Galaxy
Luminance Galaxy
Mutation Galaxy
My Rules
If you want to know how something works, you’ve got to know the rules. That’s a universal rule, which means it applies even in outer space. Cosmic is a fairly unique beast that requires a great deal of explanation, and my version is no exception. Don’t be too intimidated though. Learning the rules is the hard part. Remembering them is pretty easy. If you get confused by any terminology, consult the ‘My Terminology’ section below.
Note that my rules have been modified compared to vanilla Cosmic, so I’d recommend both Cosmic newbies and veterans take a look.
In Cosmic Encounter, you are the leader of a powerful alien race. You have wagered several of your home planets in the hopes of gaining for territory for your empire by competing against three to seven other alien races in a match of Cosmic Encounter an ancient sport used to civilly settle disputes between alien races. To achieve victory, your objective is to establish one foreign base for each of your wagered home planets, generating enough power for you to take control of the territory.
Setup
Every Cosmic Encounter begins with setup. Setup consists of four steps.
- First, the aliens participating in the encounter are chosen. Participating aliens are determined randomly. These powers remain shrouded in each alien’s nexus until they are first used, at which point they become public. Aliens with mandatory powers must reveal them when the timing is appropriate.
- Next, the forge and gate are manifested based on the encounter specifics. Aur is added to the forge based on the chosen pool, and destiny charges are set in the gate based on the chosen alien colors.
- Then, each alien receives their starting equipment from the Federation which consists of a cache of 8 pods from the forge, 2 lucre, 4 ships placed on each home planet, and any special aspects established by dimensional rules such as space stations or tech. Each alien is designed a different color to identify their planets and ships. The eight usable colors are red, blue, yellow, green, purple, orange, white, and black.
- Finally, each alien activates any aspects of their power listed in a “Setup” clause. After setup is performed, the Cosmic Encounter begins, following the Invasion Protocol until the match is decided.
Invasions
The Cosmic Encounter system is performed through a series of alien invasions. Participating aliens in a Cosmic Encounter take turns acting as the invader. As the invader, you get an opportunity to invade another system in hopes of establishing a foreign base on one of their planets. An alien may establish one base on a planet by landing one or more ships on that planet. Each alien may only have one base on each planet, but any number of aliens may have a base on the same planet. If the base is in your system, it is a home base. If a base is in another alien’s system, it is a foreign base. In order to win a Cosmic Encounter, you must get one foreign base for each of your home bases, determined at the start of the match.
If there are four aliens participating in the match, each alien wagers four home planets. If there are five or more aliens participating, each alien wagers five home planets. Consult the next section for detailed info on the Invasion Protocol.
Combat
Negotiation
At any time during the negotiation, either side may quash the negotiation, resulting in a loss for that alien. This means the defender will lose their base, and the invader will lose their committed ships and end their campaign. Sponsors are unaffected by the loss. A successful negotiation is considered a win for both fleets, though the only rewards granted are those made according to the deal. Quashing the negotiation results in a loss for both fleets, though only the alien that quashes the negotiation suffers casualties.
Certain aliens have “special offers” on their alien bio which allow them to perform specific tasks in exchange for influence during negotiations. If an alien has a special offer, either alien in the negotiation may request it and pay the cost.
Winning and Losing
After the winners and losers are determined, the “crash” causes the loser to endure casualties, unless the winners won peacefully. Any surviving ships from the losing fleet are rebounded, returning to existing bases. Winning ships are entitled to rewards, depending on their role in the encounter. If an invader or foreward wins, they use their committed ships to establish a base 0n the target planet. If they already have a base on that planet, they add their ships to that base.
An invader may continue their campaign as long as they have both their flagship and remaining fuel. The flagship is destroyed as a penalty by default if an alien loses an encounter, along with all committed ships. A new flagship will be manifested during the next orientation.
Bases
In Cosmic Encounter, bases represent the power of your empire. A base is indicated by one or more ships stationed on a single planet. Any number of ships may be stationed in a base, but there may only be one base per planet. If all ships are removed from a base, the base is destroyed.
There are two types of bases: home bases and foreign bases. Home bases are on your own planets while foreign bases are on the planets of other aliens. Each alien begins with 5 home bases, one on each planet. In a 4-alien match, each alien wagers 4 planets and starts with 4 home bases instead. Each home base grants an alien 1 authority, which is utilized for negotiation and power preservation. Bases can be difficult to retrieve if lost, so it is important to protect them.
Foreign bases are gained primarily by winning invasions and supporting invaders. Foreign bases grant no authority. Instead, each foreign base grants 1 dominion. In Cosmic Encounter, the win condition is to gain 5 dominion (4 if 4 or fewer aliens in the match). The lose condition is to lose all authority, which will result in elimination. 3 authority is required in order to maintain use of your alien power. If multiple aliens obtain enough dominion at the same time, all of those aliens win together.
Elimination
If an alien has no remaining home bases, they are eliminated from the game, regardless of how many foreign bases they have. After being eliminated, that alien’s destiny is removed from the pool, and aliens may not target that system for future invasions, even through alien powers like Will. Any foreign bases currently in that system remain and continue to provide dominion, and foreign bases can be directly established in the system through powers like Disease or Grump.
After an alien is eliminated, they activate their “legacy”, an alien-specific aspect which applies to all remaining aliens for the remainder of the match. The legacy of an alien is written on their alien bio sheet.
Powers
Alien powers are at the core of what makes Cosmic so infinitely replayable. Each alien has their own unique alien power. The same power cannot exist twice in the same match and has been structured to avoid such a situation. Each power has its own timing that allows it to activate, based on role, phase, and condition. For instance, Virus’s power activates during the encounter phase when Virus is a leader. The power is mandatory, meaning it always activates whether or not Virus chooses to do so. Contrarily, Machine’s power activates during upkeep when Machine is the invader. That power is optional, meaning Machine has the choice to activate it or not.
Every power has one more “use” clauses, which are italicized in the alien bio as either “use” or “may use”. A “use” clause means the power is mandatory, while a “may use” clause means it is optional. The “use” clause denotes the times when a power is being “used,” which is important to know because these are the only times when a power can be zapped. Some aliens have supplemental aspects of their power which cannot be zapped directly, such as Macron’s ships having 4 might and 4 size. While these aspects cannot be zapped directly, when a power is deactivated, all aspects of it are deactivated. So if Macron is zapped while using its power, its ships will not have 4 might and 4 size until the power is reactivated.
At the start of a match, all alien powers are hidden from other aliens, with the nexus hidden from view. The “nexus” is where the alien bio is stored, along with other aspects related to the power such as Warrior’s experience and Miser’s hoard. When an alien “uses” their power for the first time, their power becomes public, along with their nexus.
An alien’s power and name are synchronized, meaning if you have one you have the other and vice versa. This is important to note when dealing with flares and power-stealing powers. When a flare is utilized, the alien will either use the wild flare or the super flare depending on their name. If their name matches the flare, the super flare will be used. Otherwise, the wild flare will be used. For instance, Loser will use the Super Loser flare but the Wild Parasite flare. Plant uses the Wild Parasite flare as well, but if it uses its power to steal Parasite’s power, it will use the Super Parasite flare instead, as the name is stolen along with the power.
Alien powers require authority in order to maintain, meaning aliens need to keep their home bases alive. An alien with 2 or less authority has its power deactivated during upkeep. An alien can regain their power by getting back to 3 or more authority. An alien that has lost their power also loses its name, meaning it can only use wild flares.
Every alien possesses a “mark” that acts as an identifier for their alien power. Marks are often used to indicate aspects of an alien’s power or keep track of a number, such as who Grudge commissioned during an invasion. In FFG Cosmic, “cosmic tokens” were used for such a purpose. I wanted to make it feel a little more organic, using an icon or symbol to act as a “mark” of one’s power.
Alien powers are divided into 9 different types based on functionality. Alien powers can be classified by more than one type:
- Combat: Power designed to gain might or reduce the opponent’s might in combat. To qualify as a combat power, the alien has to pass the “Human test.”
- Control: Power designed to restrict the choices of other aliens or give the user more control.
- Diplomacy: Power designed to gain advantages in negotiation or compensation.
- Destroy: Power designed to destroy caches, ships, bases, planets, pods, aliens, etc.
- Essence: Power that makes use of the essence mechanic.
- Info: Power designed to gain information.
- Invasion: Power designed to gain more dominion or invasions than normal.
- Meta: Power designed to affect alien powers and/or legacies, or to disrupt the normal phase cycle.
- Resource: Power designed to gain pods and/or ships.
- Support: Power designed to assist other aliens, gain sponsors, or gain invitations.
Pods
Pods are the primary weapons utilized by aliens during an encounter. Pods are divided into three types: encounter pods, support pods, and lucre pods. Encounter and support pods are collectively called action pods, distinguishing them from lucre pods.
Encounter pods are the type of pods which may be primed as drivers during approach. They are primarily utilized to gain advantage during encounters and have little use outside of encounters.
- Attack Pods: Red pods which have a numerical value. Using an attack pod will turn a fleet into a brigade. Attack pods have might equal to this value.
- 2-D Attack Pods: Special attack pods with two numerical value. If a hazard occurs, its might is equal to the right value. Otherwise, its might is equal to the left value.
- Flex Attack Pods: Special attack pods in the forge. When discharged or scrapped for an effect, the user may choose any value between 0 and the specified value on the attack pod to be the might of the pod this encounter. Most aliens will opt for the maximum value, but certain aliens can get additional value from the flexibility these provide.
- Slime Attack Pods: Special attack pods unique to the mutant pool. Slime attack pods remain in the flagship during the invasion they are primed and add their might to the user’s next invasion when acting as the leader. They are scrapped after applying their might in the second invasion.
- Negotiation Pods: Green pods which have a value of N. Using a negotiation pod will turn a fleet into an envoy, allowing it to receive compensation if destroyed in combat or negotiate with an opposing envoy.
- Special Negotiate Pods: Negotiate pods obtained from the dark forge which add additional advantages to the user. Each special negotiate has one effect that applies during combat and one that applies during negotiation. They come in five different flavors:
- Renowned
- Combat: Can request a resupply instead of compensation.
- Negotiation: Gain 2 additional influence during negotiation.
- Crooked
- Combat: Opponent must pay additional compensation equal to your lucre.
- Negotiation: Can discharge lucre to gain 1 influence per lucre.
- Stubborn
- Combat: Your flagship and ships are impervious this encounter.
- Negotiation: Your demands cost 1 additional influence to cancel.
- Innocent
- Combat: Gain double compensation.
- Negotiation: Your first demand this negotiation does not cost influence.
- Aggressive
- Combat: Your opponent suffers casualties equal to your casualties instead of paying compensation.
- Negotiation: Your opponent suffers double casualties if they quash the negotiation.
- Renowned
- Special Negotiate Pods: Negotiate pods obtained from the dark forge which add additional advantages to the user. Each special negotiate has one effect that applies during combat and one that applies during negotiation. They come in five different flavors:
- Poison Pods: Purple pods which have a value of P. Using a poison pod will turn a fleet into a trojan. If a poison pod is in a leader’s cache during arrival, that alien must destroy one of their ships. Consult the alien Poison in My Aliens and the info about trojans in Invasion Protocol below for more information about poison pods.
- Morph Pods: Rainbow encounter pods with a value of M. Using a morph pod will produce a value which matches the printed (aur) value of the opposing encounter pod. Morph pods can give a fleet any nature.
- Intimidate Pod: Gray encounter pod with a values ranging from -09 to 39. An intimidate pod may be primed by any actor during arrival. If so, the pod is primed in addition to the driver. If the enemy leader sends a brigade against the intimidate pod, the intimidating fleet becomes a brigade. Otherwise, the intimidating fleet becomes an envoy.
Support pods cannot be primed as an alien’s driver, unless an aspect permits it. Instead, they are discharged during other phases. The timing depends on the specific pod.
- Artifact Pods: Blue support pods which have different effects and different timings depending on the specific artifact type.
- Cosmic Zap: An artifact pod that zaps another alien. Can be discharged during any phase, but only when a power is being used.
- Flare Zap: An artifact pod that zaps a flare, scrapping it. Zapped flares are not automatically recharged. Can be discharged during any phase, but only when a flare is being discharged.
- Ship Zap: An artifact pod that vaporizes a specific ship in any system. Can be discharged during any phase.
- Cache Zap: An artifact pod that forces any player to scrap their cache and receive a resupply. Can be discharged when an alien is in their own system.
- Omni Zap: An artifact pod that can use the effect of any other “zap” artifact. The user must destroy one of their ships to activate this pod. Can be discharged at any time it is valid to use their chosen “zap” artifact.
- Warp Key: An artifact pod that revives all ships in the warp. Can only be discharged by the invader during warpfall. Called “mobius tubes” in the base game.
- Force Field: An artifact pod that can target and remove any or all sponsors from either fleet, rebounding those sponsors’ ships. Can only be discharged during arrival.
- Ionic Gas: An artifact pod that negates all boons and compensation this invasion. Can be discharged whenever alien(s) would receive a boon or compensation.
- Paradox: An artifact pod that scrambles destiny, consuming the charge that was manifested. Can only be activated during destiny. May be activated a second time during the same destiny phase, before getting scrapped.
- Plague: An artifact pod that targets one alien. That alien must scrap one pod of each color and ravage three of their ships. Can only be discharged during launch.
- Grime: An artifact pod that reduces an alien’s influence by two during a negotiation. Can only be used at the start of a negotiation.
- Finder: An artifact pod that allows an alien to search any other alien’s cache for a specific pod. Can only be used during launch.
- Space Junk: An artifact pod that can claim an exhausted pod from the forge. Can only be used during warpfall.
- Rebirth: An artifact pod that allows an alien to establish a new base on any home planet. Can only be used during warpfall.
- Solar Wind: An artifact pod that reverses rewards for invading and defending fleets. Can only be used during payoff.
- Boon Permit: An artifact pod that gives the defender a boon as if they were a backward. Can only be used during payoff after the defender wins an encounter.
- Third Eye: A Mutant-specific artifact that lets a user shroud drafted or snatch pods in stasis and draft or snatch the same number of pods again. The user chooses either the pods in stasis or the new pods to return to the source. The other goes to their cache Can be played whenever the user drafts or snatches pod(s).
- Prehensile Tail: A Mutant-specific artifact that lets you snatch one pod from your opponent. You may scrap that pod to snatch one more. Can only be used during arrival.
- Restless Leg: A Mutant-specific artifact that repairs an invader’s flagship and provides one fuel. Can only be used during upkeep by the invader if their flagship is destroyed.
- Snot Rocket: A Mutant-specific artifact that turns any attack pod into a slime attack pod. Can only be used during encounters.
- Cloudy Mind: A Mutant-specific artifact that keeps your primed pod shrouded until the end of the encounter. Can only be used during contact.
- Flare Pod: Yellow support pods which each contain a fragment of power from a given alien. An alien whose power does not match the flare’s will use the Wild Flare effect. An alien whose power matches the flare’s will use the Super Flare effect. An alien can only play one flare per invasion, and each flare may only be played once per invasion. During upkeep, flares in exhausts are automatically recharged instead of being exhausted.
- Burnout Flare Pod: A sub-type of flare that is not recharged during upkeep. Burnout flares go to the exhaust of their source alien instead of the user, if that alien is participating in the match. When placed in the exhaust of their source alien, they change from wild to super, meaning they are no longer burnout flares and recharge as normal.
- Distress Pod: Pink support pod, which may be primed during combat in order to request emergency assistance from the Federation during the encounter. Any actors may prime distress pods for their fleet only. Distress pods are discharged before combat/negotiation begins. Any number of distress pods may be primed. There are four types of distress pods.
- Reinforcement: Provides additional might to the specified fleet. After discharged, will add a random amount of might, ranging from 03 to 08. Compensation is increased by 1 for each reinforcement played against an envoy.
- Special Reinforcement: Provides additional might based on a dynamic aspect, such as number of ships in the warp.
- Escape: Attempts to escape one’s own ships from the encounter, gaining no rewards or penalties. If opponent has a brigade, user suffers one casualty for every 10 more power the opposing fleet has than the fleet.
- Therapist: Converts your own fleet into an envoy.
- Assassin: The fleet’s leader snipes committed ships from either fleet, up to the number equal to the user’s authority.
- Reinforcement: Provides additional might to the specified fleet. After discharged, will add a random amount of might, ranging from 03 to 08. Compensation is increased by 1 for each reinforcement played against an envoy.
- Kicker Pod: Orange support pod which may be primed by a leader during approach alongside an encounter pod. Kicker pods multiply the value of primed encounter pods.
- Rift Pod: Black support pod with a value from 01 to 05. Can be played during any warpfall to revive ships, gain pods, or establish colonies equal to the pod’s value. If a rift is taken from an alien’s cache and not immediately scrapped, the rift detonates. A detonating rift forces the holder of the rift to scrap ships of their choice equal to the rift’s value and scrap the rift.
- Essence Pods: Unique support pods owned by certain aliens as part of their power. Stored in a secret area separate from the main cache to prevent other aliens from seeing or tampering with them.
The Forge
The “forge” is the primary source of pods within a match of Cosmic. When pods are drafted or extracted, as well as when resupplies are handed out, the pods are constructed in the forge and gifted to aliens as appropriate.
The forge has a set “pool” of aur that determines which pods can be drafted. When drafting a pod, a random chunk of aur will be chosen to make the pod. Once that aur is out of the forge, that specific aur cannot be used to make more pods until the pod is scrapped. At that point, the aur returns to the pool and be used to make a new pod. This means that holding onto a pod will keep it out of play, while getting rid of it means that someone else can potentially obtain it.
In the case where the pool is completely consumed and someone needs to draft a pod from the forge, no pods will be drafted. This design choice is different from original Cosmic, where a “cosmic quake” will occur, returning all pods to the forge to give everyone new caches.
Lucre
Lucre (LCR) is the primary form of currency in the Cosmos. When resources are lacking, lucre can be spent to get more. Lucre is stored outside of an alien’s cache. Since lucre is fungible, it is indicated by a counter. Lucre is primarily only received through resupplies and boons, making it more scarce and valuable as a resource for aliens that lack resource powers. Lucre can only be spent by actors during upkeep. It can also be primed after arrival as an attempt to bribe the opponent into throwing an encounter. It can be used to provide emergency resources during a campaign when running low or get additional resources ahead of time. In a standard match, each alien starts with 2 lucre, and one additional lucre is obtained from each backer boon.
Once per invasion, during upkeep, aliens can spend one lucre to gain a boon. You can also spend three lucre to request a random voucher and four lucre for a free resupply. You must still have no encounter pods to request the free resupply. Vouchers are shrouded in your nexus and can be discharged at any time. Vouchers are always random. One alien getting a voucher does not influence what voucher another alien will get, as there are an infinite amount of all voucher types available. The following 10 vouchers can be obtained by spending lucre:
- Antique Voucher – Manifest an artifact pod of your choice.
- Attack Voucher – Manifest a random 2D-attack pod. The pod will have two random values ranging from 00 to 42.
- Diplomacy Voucher – Manifest a negotiate pod of your choice.
- Emergency Voucher – Manifest a distress pod of your choice.
- Inspection Voucher – Probe another alien’s cache. This voucher can be used while snatching to target specific pods.
- Invasion Voucher – Immediately ambush an alien of your choice.
- Nuclear Voucher – Manifest a random untethered flare.
- Payment Voucher – When your cache would be targeted by an aspect, you may use this voucher to zap that aspect.
- Protection Voucher – When your ship(s) would be lost, you may use this voucher to make all of your ships impervious until upkeep.
- Reload Voucher – Request a free resupply. This voucher may be used from any system.
When paying compensation, an alien may pay with lucre instead of pods, at a rate of one lucre per pod. If an alien doesn’t have enough pods to pay compensation, they must pay with lucre instead. The lucre that would be paid is determined before pods are snatched, so if any aspect removes pods from the cache such that they don’t have enough pods to snatch, no additional lucre needs to be paid.
To perform an invasion, the invasion follows the Invasion Protocol, the system of etiquette which all aliens abide by. The protocol consists of a series of eight phases that are carried out in order by the invader. Those phases are: Warpfall, Destiny, Launch, Rally, Approach, Encounter, Payoff, and Upkeep.
Orientation
Before an invasion officially begins, the Orientation phase occurs at the beginning of an invader’s turn. Since it only occurs once per turn and not once per invasion, it is technically not part of the invasion protocol. During this phase, the invader receives two fuel cells and gains access to the Gate. if necessary. During this phase, an invader may also choose to voluntarily end their campaign before it begins, ending the invasion and moving to the next alien in the cycle.
Warpfall
To signal the beginning of an invasion, warpfall occurs. The warp partially deteriorates for the invader, reviving one of their ships.
Destiny
Once the invader has fueled up their flagship, the gate uses its Destiny matrix to determine who will act as the defender in the current invasion. Destiny will manifest a color. The defender prepares their flagship and receives access to the gate. In addition, each color has three charges that must be manifested before destiny resets.
- Color: The defender will be the alien whose color matches the one shown. Destiny will never produce the invader’s color.
- Wild: Wild destiny is a unique rainbow color which allows the invader to choose any alien to be the defender, except themselves. In contrast to other colors, wild destiny only has two charges before a reset.
- Hazard: If a hazard manifests, it will remain in effect this invasion. Hazards can affect specific game aspects, but they generally are only relevant in the Hazardous Dimension. One out of three of each color will manifest a hazard, except wild destiny.
Launch
With both the invader and defender prepared, the invader aims the gate to determine the target planet in the defender’s system. Only planets in the defender’s system may be targeted, unless the invader wishes to target their own system.
During this phase, leaders with no encounter pods may request a resupply. This should ensure that both the leader and defender have enough pods during the encounter. The invader can only request a resupply while in their home system, which is generally only the first invasion. The first two resupplies are free. Subsequent resupplies require the user to abandon one of their bases to pay for it. Alternatively, they can spend lucre during upkeep for a resupply.
Rally
After the chosen system is decided, the invader and defender may call upon the remaining aliens for assistance. First, “commission” occurs. The leaders select the colors of the aliens they wish to commission to join them, granting them access to their side of the gate. Then, “sponsorship” occurs, where each invited alien may choose to sponsor one of the fleets that invited them. During sponsorship, each alien is only aware of which leaders commissioned them. They are not aware of which other aliens were commissioned by them. Sponsorships are revealed at the start of the next phase.
Approach
The approach phase begins with “arrival”, where the invader and all sponsors (on both sides) enter the target system. This is when sponsors reveal who they supported and how many ships they committed.
After arrival, the invader and defender each choose an encounter pod from their cache and “prime” it, shrouding it in their flagship. These primed pods are the leaders’ “drivers” and will determine the intent of their fleet, as well as greatly affecting their fleet’s might. If a leader cannot prime a driver due to lack of resources, they must reveal their cache in order to continue to the next phase without a driver. Their fleet becomes a disorganized “stooge” that will mimic the intent of the enemy fleet, with 0 total might if opposing a brigade. Actors may also prime lucre during this phase to bribe the opponent to either throw the encounter or make a deal. The lucre will be rebounded unless the opponent loses or a successful deal is made.
Encounter
The encounter phase begins with “contact”, where the drivers primed during the approach phase are revealed, confirming the intent of the fleets. The encounter takes a different form depending on the two types of fleets deployed:
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- Brigade vs. Brigade: A clash occurs. The fleet with the higher might wins. If the winning fleet wins peacefully, the losing ships are rebounded. Otherwise, they are destroyed as casualties.
- Brigade vs. Envoy: A massacre occurs.
- Envoy vs. Envoy: A negotiation occurs. See section on negotiation for more info.
- Brigade vs. Trojan: A clash occurs. Trojan’s driver morphs into an attack pod equal to double the opponent’s cache size.
- Envoy vs. Trojan: A negotiation occurs. The envoy receives bonus influence equal to its committed ships, and the trojan cannot quash the negotiation.
- Trojan vs. Trojan: A cataclysm occurs. Both fleets lose.
- Morph vs. Morph: A cataclysm occurs. Both fleets lose.
- Stooge vs. Stooge: A slapfight occurs. Each leader destroys one ship in their fleet for each ship in the enemy fleet. Fleets with ships remaining win. Fleets with no ships remaining lose.
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- Regardless of the combination of fleets, the encounter will take the form of either combat or negotiation. If combat, both fleets may prime distress pods as a means of calling for help at the last minute. If any member of either fleet primes at least one distress pod, all aliens will be made aware of it, but the value of the distress pod(s) will be private until the end of combat.
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- Combat: Fleets with might attack one another.
- Clash: Higher might wins the encounter. Lower might loses the encounter. If neither fleet has more than 0 might, the invader wins peacefully. Otherwise, if the might is the same, the defender wins.
- Massacre: Brigade wins the encounter. Opposing fleet receives compensation equal to ships lost.
- Cataclysm: Both fleets automatically lose.
- Negotiation: Leaders take turns making demands, spending their influence for each one. Negating a demand must be done in response to a demand. When a negotiation fails, both sides lose the encounter, and only the leader ships are lost. An alien can choose to quash a deal, cancelling all demands. If they do, that alien will suffer casualties, with the opponent’s ships and sponsor ships being rebounded. No backer boons are granted regardless of the outcome of a negotiation.
- When negotiating, valid demands that can be made include:
- Revive 1 ship – Costs 1 influence.
- Draft 1 pod – Costs 1 influence.
- Probe opponent’s cache – Costs 2 influence.
- Request 1 specific pod from opponent – Costs 1 influence.
- Peaceful victory – Costs 1 influence plus 1 per dominion. (Invader only).
- Remove a sponsor from the encounter – Costs 1 influence per that alien’s sponsor ships. (Defender only)
- Special Offers – Consult alien bio.
- Request the opponent’s technology – Costs 1 influence for each ship on the tech. (min. 1)
- Request the opponent’s space station – Costs 3 influence.
- Negate a demand – Costs 2 influence.
- When negotiating, valid demands that can be made include:
- Combat: Fleets with might attack one another.
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- The encounter phase ends after the winner(s) and loser(s) are determined.
Payoff
After the encounter is over, the winner(s) of the encounter receive rewards and the loser(s) of the encounter receive penalties. The winning invader and sponsors establish new bases, and other surviving ships are rebounded. Rebounded ships return to any existing home bases, or foreign bases belonging to eliminated aliens. The payoff phase begins with “crash” where the losers’ ships are destroyed as casualties and compensation is paid out. Then, the winner(s) receive any rewards they are entitled to obtain, including bases, bounties, or any terms agreed upon during a successful negotiation.
Upkeep
All uncharged pods return from exhausts to the forge, and charged pods return to their owners’ cache. It is determined whether the invader will continue their campaign or if the gate will transfer to the next alien in the cycle. Determine whether aliens will be active or inactive next invasion based on their current prestige. If the invader continues their campaign, they continue from their current system. Dominion check also occurs during this phase, to determine if any aliens are capable of performing a takeover and winning the match. Aliens can spend their lucre during this phase
Technology
Technology (or tech) acts as a mechanic to make ships more valuable and scarce as a resource. It is generally only found in the hi-tech dimension. When technology is in play, every alien receives three techs during setup, shrouding them in their nexus. Aliens may only interact with one tech once each warpfall, performing one of three actions:
- Research: Aliens may jump one of their ships to the tech to research it.
- Develop: If they have as many or more ships as the tech’s cost on the tech, they may rebound their ships to “develop” the tech, activating its effect and then scrapping it. Some technology can be developed during other phases. If so, it does not consume one of these three actions.
- Abandon: Aliens may also rebound their ships to abandon the tech, scrapping it without using its effect.
Tech may be requested as part of a deal, costing authority equal to the number of ships on it (or 1 if none). When receiving a tech via a negotiation, the new owner places as many ships on it as the previous owner had. Stable technology is a variant that remains in-play after it has been developed for the remainder of the match. If not stable, technology is scrapped after use. There are 40 different technologies in my Cosmic, ranging in cost from 0 to 8.
- Lucky Charm – 0 cost – When developed, draft another tech. During any warpfall, revive one ship.
- Brainwave Tracer – 2 cost – After any arrival, snatch a pod from another alien. Gift this tech to that alien instead of scrapping it.
- Cosmic Field Generator – 2 cost – Can be developed during any phase. You may develop this tech to zap any alien’s power, including your own.
- Nanite Mining – 2 cost – When developed, draft another tech. When requesting a resupply, draft an additional pod.
- Vacuum Turbines – 2 cost – Extract four pods. Add any or all of them to your cache and scrap the rest.
- Destiny Flux – 3 cost – When developed, draft another tech. After destiny is manifested, scramble destiny.
- Flare Projector – 3 cost – When developed, draft another tech. You may discharge any number of flares. Stable.
- Power Radiant – 3 cost – When developed, draft another tech. Can be developed during any phase. You may scrap an alien’s flare to zap that alien.
- Warp Master Key – 3 cost – Revive all of your ships.
- Quark Battery – 3 cost – When this tech is developed, shroud a pod from your cache in this tech. As a leader, after contact, you may scrap this tech to scrap your driver and replace it with the pod in this tech.
- Xenon Lasers – 3 cost – As an actor, after contact if this tech is developed, you may add or subtract 1 might from your fleet. Stable.
- Collapsium Hulls – 4 cost – As a defender, when you lose a combat by 5 might or less, you may develop this tech to make one of your ships impervious this encounter.
- Energy Cloak – 4 cost – As an invader, you may develop this tech to prevent the defender from commissioning any sponsors this invasion.
- Enigma Device – 4 cost – Every alien scraps their cache and receives a free resupply.
- Genesis Bomb – 4 cost – Manifest a planet in your home system. You may immediately create a home base on this planet using any of the ships used to research this tech.
- The Qax – 4 cost – As a leader, after this tech is developed, gift this tech to another alien when commissioning them to force them to sponsor you at maximum capacity. They do not have to abandon bases to do so. Stable.
- Station Dock – 5 cost – Manifest a random space station.
- Lunar Cannon – 5 cost – When developed, this tech is stationed between two of your home planets. Add 10 might to your fleet when one of these two planets is the target planet and you are an actor. When wild destiny is manifested, you may jump this tech in between any two planets. Stable.
- Zap-O-Tron – 5 cost – Zap an alien. Shroud this tech in your nexus instead of scrapping it.
- Infinity Drive – 6 cost – You may develop this tech during any upkeep. Ambush another alien of your choice.
- Plasma Thrusters – 6 cost – Increase your gate capacity by 1. As the defender, you may jump one of your ships to the target planet after launch. Stable.
- Battleship – 7 cost – Manifest a battleship and station it on one of your bases. Battleships have 4 base might.
- Omega Missile – 8 cost – Vaporize a planet of your choice and destroy all ships on it.
- Precursor Seed – 8 cost – Manifest a random power. That power becomes your sub-power this match.
- Cosmic Catapult – X cost – Can only be developed during any combat if a hazard destiny is in effect. During combat, add 3 to a fleet for each research ship on this tech. Then, destroy all research ships on this tech.
- Gluon Mines – X cost – As the defender, after approach, you may develop this tech to destroy one committed ship in the enemy fleet for each research ship on this tech. If there are no committed enemy ships remaining, you win the encounter.
- Nuclear Missiles – X cost – Can be developed at any time if a hazard destiny is in effect. Target a planet. For each research ship on this tech, destroy one ship on the chosen planet. Then destroy all research ships on this tech.
- Strange Attractor – X cost – Can be developed at any time if a hazard destiny is in effect. Reveal all flares in other aliens’ caches. For each research ship on this tech, snatch one of those flares. Then, destroy all research ships on this tech.
- Tech Scrambler – X cost – Can be developed during any phase. Zap another tech with equal or less cost as the number of research ships on this tech, rebounding all of the research ships on the zapped tech.
- Thorium Rod – X cost – Can be developed at any time if a hazard destiny is in effect. Target another alien. For each research ship on this tech, scrap a pod in that alien’s cache. Then, destroy all research ships on this tech.
- Treasure Drones – X cost – Can be developed at any time if a hazard destiny is in effect. Reset the forge. Then, for each research ship on this tech, draft a pod. Destroy all of those ships.
Space Stations
Space Stations offer additional bonuses to aliens for as long as they can maintain a home base on the specific planet where the station is located. If space stations are enabled, every alien receives three space stations during setup and chooses one to station on one of their home planets. The remaining are scrapped. Space stations generally only exist in the defensive dimension.
Space stations may be exchanged as part of negotiations, with a flat cost of 3 influence. When receiving a space station from a negotiation, the new owner places the station on a home planet of their choosing. Some space stations are marked as “accessible”, which means that any alien with a base on that station’s planet gains access to the station’s effect.
There are 35 different space stations in my Cosmic.
- Alien Outpost – When you receive this space station, manifest a random power. While this station is active, gain that alien power as a sub-power.
- Artifact Detection Grid – Whenever another alien discharges an artifact, you may gain a boon.
- Big Sky Laser – As a leader, after contact, you may add 3 to your total for each alien with a colony on this station’s planet. Accessible.
- Big Space Laser – As a leader, during combat, you may add 10 might to your fleet if you have no sponsors.
- Burst Targeter – As a defender or backward, after arrival, you may rebound two committed ships of your choice from the enemy fleet.
- Colony Cloak – As a defender, after launch, if this planet is targeted, you may ravage one of your ships here to force the opponent to target a different planet this invasion.
- Cosmic Energy Generator – As an actor, after your fleet wins, place two of your marks on this station. As an actor, after your side loses, remove one of your marks from this station. While you have five or more marks on this station, this station provides one dominion.
- Exhortation – Each alien who does not have a base on this station’s planet has two less influence and must pay two additional pods when paying compensation. Accessible.
- Flare Intensifier – During upkeep, if you have no flares in your exhaust, you may manifest a random flare. Then, if you already have a flare in your cache, scrap one flare.
- Fluxx Capacitor – As a sponsor, after arrival, if you were commissioned by both leaders, place one of your marks on this station. As a sponsor, after approach, you may scrap a mark from this station to switch fleets.
- Golden City – Whenever an negotiation begins, gain two boons. Accessible.
- Hand Additor – When requesting a resupply, draft two additional pods. While this station is online, you may request one additional free resupply.
- High-Activity Staging Zone – As a leader, after launch, target a bystander and one of their home planets. If that bystander sponsors the opponent this encounter, they may only commit ships from that planet.
- Hyperspace Redirect – As the defender, after launch, you may reverse the rewards for forewards and backwards. Forewards receive backer boons and backwards can establish a base on the target planet.
- Icy Mines – During any warpfall, you may scrap a pod from your cache.
- Massive Battery – When you discharge a reinforcement pod, increase its might by the number of ships on this station’s planet.
- Obligatron – As a sponsor, after arrival, you may snatch a pod from any or all sponsor(s) that committed more ships than you did.
- Observation Platform – As a bystander, after arrival, you may gain one boon.
- Option Cycler – As a leader, during an encounter, if you reveal an attack pod with at least 11 might, you may turn your fleet into an envoy. If your pod had 20 or more might, triple your compensation and double your influence this encounter.
- Orbital Billboards – As an invader, during warpfall, you may publicly display your cache to all other aliens. If you do, double the might of any attack pods you discharge as your driver this invasion. If you double an attack pod with this effect, ravage one ship on this station’s planet.
- Oscillation Overthruster – During any clash, if the might of both fleets combined totals at least 42, you may jump all ships from this station’s planet to the target planet.
- Popularity Monitor – As a leader, during combat, you may add 1 might to your fleet for each point of authority you have.
- Quark Refinery – As a leader, during combat, if your driver’s might is an odd number, you may increase its might by 5. If the opponent’s driver’s might is an odd number, you may reduce its value by 5.
- Recycler – As a sponsor, during any payoff, you may draft a random pod from a random exhaust.
- Rift Enacter – After any alien snatches a pod with an aur value from 01 to 06 from your cache, you may force that alien to ravage their ships equal to the might of that snatched pod. As an invader, during warpfall, you may scrap a pod with an aur value from 01 to 06 to revive your ships equal to its might.
- Shield Generator – As a sponsor, during payoff after losing, you may make your committed ships impervious and rebound them to this station’s planet.
- Shock Trooper Shuttle Pods – When you are not the invader, during any warpfall, you may revive one ship. If you have no ships in the warp, you may ravage another alien’s ship instead.
- Stun Apparatus – As a leader, after contact, the might of your opponent’s driver is reduced by the number of ships on this station’s planet.
- Tactical Array – As a defender, after destiny, you may draft two pods.
- Targeting Depot – As a sponsor, after arrival, you may publicly display a pod from your cache to all other aliens. This encounter, for each brigade, the might of each driver will be the difference between the aur values of your displayed pod and the driver.
- Temporal Matrix – If your flagship is destroyed, you may revive it. As the invader, during destiny, you may reuse the previous destiny charge if you have already done an invasion this campaign.
- Transdimensional Rift Relay – As a leader, after contact, you can commit ships from this station’s planet, exceeding gate capacity.
- Warp Harvester – As a sponsor, during crunch, the value of your fleet’s reinforcements will equal the number of your ships in the warp.
- Zaptimizer – You may discharge any artifact pod in your cache as a card zap.
- Zap Zapper – When a “zap” pod is discharged, you may ravage one ship from this station’s planet to zap that artifact.
Moons
Moons begin the match shrouded, with only the owner of the home system able to probe their effects. Moon effects cannot be utilized until an alien establishes a base there. When a base is established on a moon, the owner of the base becomes the moon’s owner, gaining exclusive right to probing and using moon’s effect. If the moon is unoccupied, the owner of the system becomes the de-facto owner again but still cannot use the effect. If a planet with a moon is vaporized, the moon is also vaporized. There are 9 types of moons:
- Quarter Moon – Immediate effect that activates when a base is stationed on the moon.
- Half Moon – Continuous effect that gets stronger if the owner occupies two or more half moons.
- Full Moon – Continuous effect that affects all aliens.
- Blue Moon – Can be revealed by the owner for a one-time ability.
- Secret Moon – Can be revealed by the owner for a continuous ability.
- Hub Moon – Effect that applies while the owner is negotiating. This type of moon allows any number of ships to station on it.
- Moon Base – Counts as an additional base for the owner, separate from the base on the moon’s planet. Carries a penalty in exchange.
- Cheesy Moon – Silly or chaotic effect.
- New Moon – When revealed, can be any other moon type.
My Cosmic has 90 different moons, ten of each type. Consult the separate Moons tab for the full list of Moons.
Hazards
Hazards are a mechanic tied to destiny that make certain encounters more challenging. Aside from rainbow destiny, one of every three destiny charges features a hazard. Hazards are generally only found in the hazardous dimension. When hazards are enabled, hazardous destiny causes an effect to occur that alters the current encounter, affecting everyone involved in the encounter in the same manner as a legacy.
Some hazards are identified as “boss hazards”. Boss hazards remain in play until another boss hazard manifests. There can only be one boss hazard at a time, and a new one will override the old one. Hazards do not have a “discard pile”. Any hazard could appear any number of times during a match.
When a hazardous destiny is chosen, a random hazard is manifested. My Cosmic has 35 hazards:
- Black Hole – Any ships that would be destroyed this invasion are vaporized.
- Blood Moon – This invasion, no alien may prime a negotiation pod as their driver.
- Buried Treasure – Extract six pods and shroud them in the forge. The leader that wins this invasion’s encounter may probe those pods and draft any or all of them. If both leaders win, each leader may probe and draft three of the pods. Any pods not drafted are scrapped.
- Cosmic Nebula – This invasion, any powers used are immediately zapped.
- Cosmic Quake – All pods in all caches return to the forge. The aur in the forge is reset, and all aliens receive a free resupply. No pods may be discharged in response to this hazard manifesting.
- Cursed Chest – Extract six pods from the dark forge. The leader that loses this invasion’s encounter may probe those pods and draft any or all of them. If both leaders lose, each leader may probe and draft three of the pods. Any pods not drafted are scrapped.
- Data Breach – Each leader that wins this invasion’s encounter manifests a technology and shrouds it in their nexus.
- Energy Fields – This invasion, after launch, each leader drafts two pods and publicly displays them until after commission.
- Federation Intervention – When this hazard manifests, proceed to the contact phase. Perform a negotiation between all aliens. Starting with the invader, aliens take turns counter-clockwise spending their influence, directed at any alien of their choice. Aliens may cancel requests but no alien may cancel the deal. The invader may still ask the defender for a peaceful victory.
- Gate Malfunction – Each alien that commits ships can only commit ships from one planet in their home system.
- Guilty Conscience – If a leader loses this encounter, their left neighbor must ravage their own ships equal to the leader’s casualties.
- House Arrest – Sponsors that commit ships this invasion must commit ships from their foreign bases.
- Invasion Tax – The invader must gift one pod to each alien whose system the invader has a base in. If the invader does not have enough pods to gift, they ravage one ship from each of their foreign colonies instead.
- Logistics Error – The invader scraps their hand. Each other alien gifts the invader a pod from their caches. Then, every alien drafts a pod.
- Lost in Space – This invasion, the target planet will be a random planet in system other than the invader’s. The invader may consume one fuel to reroll the target planet, as many times as they can afford.
- Meteor Storm – This invasion, if a clash occurs and the might of both fleets combined is 25 or more, a cataclysm occurs instead.
- Mirror Universe – This invasion, backwards receive a base on the target planet as a reward. and forewards receive backer boons as rewards.
- Odd Comet – This invasion, if one leader’s driver is an odd attack pod and the other’s driver is an even attack pod, the leader with the odd driver blitzes the opponent.
- Psionic Resonator – This invasion, attack pods have double might.
- Psychic Switcheroo – Until the end of upkeep, leaders trade powers, including all aspects.
- Sargasso Web – This invasion, before flares are rebounded during upkeep, any pods in the exhaust are vaporized.
- Strange Wormhole – This invasion, the invader and defender are temporarily removed from the match. The next available alien starts their campaign with only the remaining aliens. If there are no aliens remaining to invade, the campaign immediately ends. The invader and defender return to the match at the end of the campaign. The rotation continues with the original invader, starting their campaign again from orientation.
- Temporal Anomaly – After this campaign, the rotation proceeds in the opposite direction.
- The Cosmic Guardian – Boss Hazard. All attack cards higher than 20 turn a fleet into an envoy.
- The Danger Zone – Boss Hazard. Manifest a hazard every invasion, regardless of destiny.
- The Entropy Beast – Boss Hazard. Each time a rainbow destiny manifests, vaporize a random planet with the most ships stationed on it, destroying all ships on that planet. If any alien has fewer than three planets due to this effect, all aliens are eliminated.
- The Madness of War – Boss Hazard. If an invader is invading more than once during a campaign, manifest a hazard that invasion, regardless of destiny.
- The New Mandate – Boss Hazard. Bases only grant authority or dominion if they have 2 or more ships.
- The Peace Treaty – Boss Hazard. During encounters, if only one fleet is a brigade, the other wins peacefully.
- The Spirit of Friendship – Boss Hazard. The invader selects another alien and stations one of its ships in that alien’s nexus. Both aliens must always commission one other when acting as a leader. If this hazard is replaced, the original invader’s gifted ship is rebounded.
- The Subspace Emissary – Boss Hazard. Leaders may only commission one other alien each encounter.
- Universe Merge – Every alien manifests two flares and adds them to their caches.
- Unstable Weaponry – This invasion, if a clash occurs and the might of both fleets combined is 42 or more, a cataclysm occurs and the target planet is vaporized.
- Warp Leak – This encounter, sponsors may commit ships from the warp, not exceeding gate capacity.
- Warp Requiem – This invasion, if the invader wins the encounter, they may revive all of their ships. If the defender wins, all aliens other than the invader may revive all of their ships.
Essence
Some aliens possess “essence” in addition to traditional marks. Essence behaves similarly to marks, but they are not fungible. Each individual essence contains its own unique effect, distinguishing it from the other essence. Both marks and essence generally receive a nickname that links them to a more tangible object when needing to perform a specific function, such as Fury’s “rage” or Nanny’s “consequences.” Aliens have an infinite number of marks, while essence is limited to a number specific to each alien.
An alien with essence has an essence pool containing any number of individual essences. During setup, three of the essences are manifested from the pool. Whenever an essence is either linked or removed from the nexus, another is manifested from the pool to replace it. This cycle continues until only one essence remains in the pool. At that point, the pool is reset, allowing previously used essence to manifest again. This system helps deter against choice fatigue. When an alien has 10+ different essences, it can be tricky to choose one in an expedient fashion. Worst case, the metagame will determine which essences are superior and create a predictable and “optimal” order, making the power less interesting. Having the essences generating randomly with 3 selectable at a time helps provide options while still providing options to the user. Essences are vaporized after being triggered unless otherwise specified. Unless otherwise stated, essence is automatically shrouded when gifted to another alien, preventing them from seeing it. FFG Cosmic’s essence has the same rules as mine, except all essence is vaporized when a power is lost and the pool is reset. Mine works the same as every other mechanic, where the power “freezes” in place when the power is lost, turning off until the alien either gets their power back or the power turns back on. My essence also resets when there is one essence in the pool instead of zero to add a bit more variety to the cycle. In FFG’s Cosmic, the mechanic is called the “essence card cache”.
Scoring System
- Prime Galaxy – 4 points per dominion, 2 points per authority
- Incursion Galaxy – 3 points per dominion, 1 point per authority, 1 point per ship in the warp
- Conflict Galaxy – 4 points per dominion, 3 points per authority
- Alliance Galaxy – 2 points per coexisting foreign base, 1 point per solo foreign base, 2 points per home planet with multiple bases, 1 point per home planet with solo base.
- Storm Galaxy – 1 point per dominion, 2 points per authority, 1 point per pod in cache
- Dominion Galaxy – 5 points per dominion, -1 point per ship in the warp
- Eon Galaxy – 1 point per dominion, 6 bonus points granted to winning aliens
- Occupation Galaxy – -3 points per foreign base in your system, -1 point per ship in the warp
- Battle Galaxy – X points per dominion, X points per authority. X is the number of cycles that took place during the match.
- Venture Galaxy – X points per dominion, Y points per authority. X is the dominion of the alien(s) with the least amount of dominion. Y is the authority of the alien(s) with the least amount of authority. The minimum for both is 0.
- Frontier Galaxy – 2 points per dominion, 2 points per authority
- Luminance Galaxy – 3 points per dominion, 1 point per authority, 1 point per lucre
- Mutation Galaxy – 3 points per dominion, 1 point per authority.
Score Hunting
- Host with the Most – 1 point – Gain points from this title for each foreign ship in your home system.
- Friendly – 2 points – Gain points from this title for each planet you coexist on.
- Curator – 2 points – Gain points from this title for each artifact in our cache.
- Diverse Investor – 3 points – Gain points from this title for each type of pod in your cache
- Eco Friendly – 3 points – Gain points from this title for each fuel cell in your nexus.
- Stockpiler – 3 points – Gain points from this title for each distress pod in your cache.
- Concentrated Colonizer – 4 points – Gain points from this title for each of your foreign bases with three or more ships on it.
- Moneybags – 4 points – Gain points from this title for each lucre in your cache.
- Warmonger – 4 points – Gain points from this title for each negotiate in your hand.
- Silver Medalist – 5 points – If you did not win the match, gain points from this title for each alien you had more dominion than.
- Luminosity – 5 points – Gain points from this title for each flare in your cache.
- Cheerleader – 6 points – Your left neighbor was one of the winning aliens.
- Fully Stocked – 6 points – Have more than 8 pods in your cache.
- Closing Act – 6 points – You were a leader in the final invasion this match.
- Battle Hardened – 6 points – Have more ships in the warp than free ships.
- Prepared For Anything – 6 points – In your cache, have an attack pod with the highest aur value out of any alien’s cache.
- Strong Supporter – 6 points – Have two or more support pods than attack pods in your cache.
- Enlightened – 7 points – Have no lucre in your cache.
- History Buff – 7 points – Have two or more artifacts in your cache.
- Good Neighbor – 7 points – At least one of your neighbors coexists with you on at least two different planets.
- Silent Protagonist – 7 points – Do not use the text or voice channels at all.
- Synced Minds – 7 points – Have the same number of pods in your cache as at least one other alien.
- Under Budget – 7 points – Have one or more free resupplies remaining.
- Crowd Favorite – 8 points – Have or be tied for the most influence.
- Cutthroat – 8 points – One or more aliens was eliminated this match.
- Emptiest Mind – 8 points – Have or be tied for the fewest pods in your cache.
- Expanded Borders – 8 points – Have at least two foreign bases in the same system.
- Tour Guide – 8 points – Have or be tied with having the most foreign ships in your system.
- Nameless Warrior – 8 points – Your power is deactivated.
- Warp Explorer – 8 points – Have or be tied for the most ships in the warp.
- Well Traveled – 8 points – Have a base in four or more systems.
- Hoardest – 9 points – Have or be tied for the most pods in your cache.
- Lone Colonizer – 9 points – Have or be tied for the most solo foreign bases.
- Blessed By the Forge – 9 points – Have three or more of the same type of support pod in your cache.
- Out of the Warp – 10 points – Have or be tied for the fewest ships in the warp.
- Professional Fence Sitter – 10 points – You were a bystander in the final invasion this match.
- Living on the Edge – 12 points – Have one base remaining in your home system.
- Little Trooper – X points – If the smallest attack pod in your cache is 10 or less, gain points equal to its aur value.
- Self Disciplined – X points – Gain points from this title equal to half the aur value of your highest attack pod (rounding up)
- Weapon Shepherd – X points – Gain points from this title equal to the combined total of pods in your cache with aur value of 04 or less (min 0).
In addition to the basic rules, there are also special “dimensions” that can be added to modify a match further. Dimensions are modular, meaning they can be added and removed at will to any match, allowing for any combination of them to apply at once. Each dimension has an associated adjective, which refers to the ring where the match will take place. The default Federation-approved type of match is Nuclear Normal.
- Armed: Dual-pod combat in effect.
- Celestial: Moons are in effect.
- Clean: No poison pods in the forge.
- Commercial: Forge Showcase in effect.
- Cursed: Three random legacies in effect.
- Decrypted: Aliens can communicate freely.
- Defensive: Space Stations in effect.
- Expensive: Lucre costs are doubled. Two lucre required to pay for one pod in compensation.
- Familiar: Powers begin revealed.
- Formal: Enable the Federation deck.
- Galactic: 8-alien match. Uses the larger forge pool.
- Garbled: Disable text channel.
- Generous: Provisions and resupplies provide two additional lucre.
- Green: Green-alert aliens only.
- Haunted: Two random legacies in effect.
- Hazardous: Hazard warnings are in effect.
- Heartless: Aliens begin with zero free resupplies.
- Hi-Tech: Technology is in effect.
- Homesick: Only aliens from the current galaxy can participate in the match.
- Huge: 7-alien match. Uses the larger forge pool.
- Illicit: Dark Forge is in effect.
- Large: 6-alien match.
- Memorial: Random legacy in effect.
- Mute: Disable voice channels.
- Normal: 5-alien match
- Nuclear: Flare pods added to the forge.
- Official: Enable Scoring system. Determine which galaxy the match takes place in for specifics.
- Playful: Enable Score Hunting variant.
- Secure: Enable the Praw.
- Shadow: Hidden Options in effect. Each alien starts with two alien powers. They may reveal one at any time to use that power, making it their alien power for the match. Mandatory powers do not have to be activated until the power is used for the first time.
- Silver: Aliens can purchase three boons for three lucre instead of vouchers.
- Stingy: Provisions, resupplies, and backer boons do not include lucre.
- Tiny: 4-alien match
- Toxic: More poison pods added to the forge. (2 per alien)
- Two-Faced: Dual powers in effect. Each participating alien has two alien powers instead of one.
- Unstable: Morphing powers in effect. All alien powers will transform to random other ones at the end of every campaign.
- Yellow: Green and yellow-alert aliens only.
Consult the Moons section under Advanced Cosmic for information on how the moons mechanic works. The following 90 moons can be utilized in my Cosmic:
Moon Bases
All bases established on moon bases provide authority or dominion depending on the owner of the moon’s planet. The following effect is active for you while you have a base stationed on the moon.
- CARELESS – Each time you discharge an artifact, flare, or distress pod, vaporize one of your ships.
- FEEBLE – As an actor, during combat, reduce your fleet’s might by 3.
- FLUSH – At the start of each campaign, ravage one of your ships.
- FOUR – During each warpfall, if you have more than four pods in your cache, scrap pods until you have four.
- HOMEWARD – You cannot win the match unless you have at least one base in each system.
- LIMIT – You receive one less fuel during your orientation.
- NONAME – Your authority is reduced by 2.
- POWERPAY – Each time you use your power, ravage one of your ships.
- STINGY – As a sponsor, you cannot commit more than one ship.
- STREAM – During each warpfall, if you have nine or fewer ships in the warp, ravage your ships until you have ten ships in the warp.
- WARPED – Your ships cannot be revived.
Quarter Moons
- ALMS – When revealed, each other alien gifts you a pod from their cache.
- ASCETIC – When revealed, each other alien gifts you all negotiate pods in their caches.
- CHARITY – When revealed, draft four pods. Then, scrap four pods from your cache.
- FLAREMAG – When revealed, each other alien gifts you one flare (if possible).
- META – When revealed, scrap your power and manifest one to replace it.
- PEACE – When revealed, each alien drafts one negotiate pod from the forge.
- PREVIEW – When revealed, each alien must relay to you the attack pods in their cache with the highest and lowest aur value.
- REVEAL – When revealed, each other alien relays to you all artifacts and flares in their cache.
- TREASURE – When revealed, snatch one pod from each other alien. Keep one and scrap the rest.
- ZAPGRAB – When revealed, name a pod with “zap” in its name. Each alien that has that pod in their cache must gift it to you. If none do, draft it from the forge.
Half Moons
- ALLY – Your sponsor ships provide 1 (2) additional might.
- HELP – Reinforcement pods you discharge have 2 (4) additional might.
- HOME – This moon provides you 1 (2) additional authority.
- FAME – During negotiations, increase your influence by 1 (2).
- FLAREUP – You may discharge 1 (2) additional flares each encounter.
- MYGATE – Increase your gate capacity by 1 (2).
- NEW – When requesting a resupply, draft 1 (2) additional pod(s).
- PAYDAY – When receiving compensation, you snatch 1 (2) additional pod(s).
- REWARDS – When gaining boons, gain 1 (2) additional boon.
- REVIVE – During your warpfall, revive 1 (2) additional ships.
Full Moons
Full moons are revealed when the owner is established and provide continuous effects that apply to all aliens, similar to legacies.
- DEFENCE – During combat, for each occupied moon, the defender may add 1 might to its fleet.
- FRIEND – Each alien must prime a negotiate pod as a driver, if possible.
- GATEDOWN – The gate capacity is decreased by one for all aliens.
- GATEUP – The gate capacity is increased by one for all aliens.
- LIMIT – When any alien drafts pods, they draft three fewer pods (min. 1).
- MANDATE – To win a match, aliens must also occupy at least one moon.
- MISREAD – When a driver has a value of 04, it is treated as a 40 and vice versa.
- OFFENCE – During combat, for each occupied moon, the invader may add 1 might to its fleet.
- SHINE – Each warpfall, all bystanders draft one pod.
- SLOWDOWN – Each alien receives one less fuel during their orientation.
- SPEEDUP – Each alien receives one more fuel during their orientation.
Blue Moons
Blue moons remain shrouded when the owner is established and can be revealed with proper timing by the owner in order to activate a one-time effect. If the moon changes ownership, the effect is deactivated and can be reactivated by the new owner.
- BLUE – As a leader, after contact, you may reveal this moon to add 3 might to your total for each moon occupied by other aliens.
- COMMIT – As a leader, after arrival, you may reveal this moon to force your sponsors to commit ships to maximum capacity.
- HANDICAP – As a leader, you cannot prime your highest-might attack pod unless it is your only attack pod.
- HEARTH – At any time, you may reveal this moon to force any alien who has your flare to gift it to you. If no alien has it, you can probe the forge and draft it if it is there.
- HULKOUT – As a leader, after contact, you may reveal this moon to triple the might and compensation of your ships this encounter.
- INERTIA – At any time, you may reveal this moon to force an alien with more dominion than you to abandon one of their foreign bases.
- LONER – As a defender, after launch, you may reveal this moon. No alien may sponsor the invader this invasion.
- MOONBOOM – At any time, you may reveal this moon to vaporize any moon and destroy any ships on it.
- THREE – As a sponsor, you may reveal this moon to triple the value of any reinforcement pod discharged this encounter.
- ZAPROD – After another alien discharges a pod with “zap” in its name, you may reveal this moon to zap that pod.
Secret Moons
- CLOAK – This moon has no effect and cannot be revealed.
- HUBRIS – Your power becomes persistent.
- LEGACY – Manifest two random legacies.
- PAYBACK – As a sponsor, during payoff where you have lost, gain compensation from the opponent.
- REROUTE – During your warpfall, instead of reviving a ship, you may manifest a flare.
- SOLID – As an sponsor, during combat, add might to your fleet equal to the number of occupied moons.
- SPOILS – When you gain backer boons, double the boons you receive.
- STACK – At the start of each campaign, you may deconstruct a pod from your cache.
- STRENGTH – As a sponsor, sponsor ships provide double might and backer boons.
- WEAK – As a sponsor, other sponsor ships provide 2 less might and backer boons.
Hub Moons
Hub moons are revealed when the moon is occupied and provide effects that specifically affect negotiations between aliens that occupy the moon and any other alien(s). Hub moons are the only type of moon that can have multiple ships stationed on it.
- DDEAL – During your negotiations, negotiators may draft a pod for 1 influence.
- DISPUTE – If your opponent quashes a deal, you may snipe one of their ships for each planet where you are coexisting.
- FDEAL – During your negotiations, negotiators may manifest a flare for 2 influence.
- GDEAL – During your negotiations, negotiators may request a free resupply for 2 influence.
- LDEAL – During your negotiations, you may rebound the ship from this moon. The deal resolves successfully with no terms granted.
- PRESTIGE – Aliens gain 1 influence in negotiations for each ship on this moon.
- RENTFEE – If you make a successful deal, you may snatch a pod from each alien occupying this moon’s planet.
- SDEAL – During your negotiations, negotiators may scrap a pod for 1 influence.
- SUCCESS – If you make a successful deal, all negotiators gain four boons.
- WDEAL – During your negotiations, you can ravage one of your opponent’s ships for 1 influence.
Cheesy Moons
Cheesy moons are revealed once a base is stationed. tend to be sillier than other moons and less impactful on gameplay. However, some be more chaotic and affect gameplay much more than other moons.
- ATROPHY – During each warpfall, each alien must scrap a pod from their cache.
- BLANK – Each time an alien uses the text channel, one of their ships is ravaged.
- DEALDEAD – During your orientation, draft every exhausted pod in the forge to every alien, one at a time, going clockwise and starting with yourself.
- DEALDECK – During your orientation, draft every unrefined pod in the forge to every alien, one at a time, going clockwise and starting with yourself.
- GAMEOVER – The match immediately ends. The alien(s) with the most influence at this time win the match.
- NOMOON – When revealed, manifest a space station and station it on this moon’s planet. Jump the ship from this moon to that planet and vaporize this moon.
- NOPLANET – If one or more aliens would be eliminated, they win the match instead.
- REBOOT – During your orientation, each alien scraps their power and manifests a new one to replace it.
- TONGUE – Each alien must speak in rhyme when communicating in the voice channel. When an alien is caught not speaking in rhyme, one of their ships is ravaged.
- TUNE – During your orientation, sing a short song about your alien power and gain a reward.
New Moons
My Edicts
When designing a game, it is important to have a clear set of principles to help guide the process. Design is the process of making a series of choices, and the key to making any choice is limiting available options. As the majority of my work for Cosmic is done around alien powers, I have come up with a set of 10 “edicts” which dictate the main focus of my design. Aliens that I most seek to tweak are ones that violate one or more of these edicts in some way, and aliens that have issues unrelated to these edicts create new avenues for me to improve my understanding of Cosmic’s game design.
1. Every power should be valid in all situations.
In Cosmic, there are restrictions that certain aliens have with one another, preventing them from being used together. Most notably, aliens that copy “Game Setup” aliens have to be redrawn. For a game designed to maximize its permutations, I find such hardcoded restrictions to be both limiting and immersion-breaking. As part of my Cosmic, I create additional rulings that allow every alien to be permissible regardless of the situation. In my Cosmic, a game featuring Healer, Masochist, Oracle, Gambler, Sorcerer, and Magician is perfectly valid.
2. No power should make another power redundant.
With hundreds of aliens on the table bearing every possible advantage one could imagine, it is natural that some would end up similar to one another. Balancing all of them would simply be an impossible task, and the imbalance of it adds thematic credence to the idea that they are aliens from different planets who grew up under completely different circumstances. However, if a power is strictly superior to another, it removes the need for a player to ever want to choose the latter. My design philosophy looks to ensure that every alien brings something unique to the table. If I want a new “gets more ships” power, I have to consider how it relates to Roach, Symbiote, and Horde, so that it is not replacing any of them in utility.
3. Every power should give a player interesting new choices.
What makes a game mechanic interesting is its ability to influence player choice. A game without choice is merely a movie, as all players are simply spectating. For the powers to disrupt the base game, they need to inspire players to do things that they wouldn’t do if they didn’t have that power. Warrior might throw an encounter for more experience points. Pacifist might seek more rewards since it can’t gain compensation. Grudge might invite more allies to dissuade them from joining the opponent. A mandatory power that simply adds 20 to someone’s total as a main player is a poorly made power, not because it is too weak, but because it involves no choice. The +20 will take effect no matter what the player does. It might inspire them to invite fewer allies since they don’t need them, but that is simply railroading the player to a particular playstyle. If anything, it is a reduction of choice. This power idea could be improved simply by making the +20 situational, such as requiring the player to discard 3 different types of cards. The player will need to apply effective resource management and decide when is the best time to use its power, rather than blindly using it whether it wants to or not. Regardless of implementation, the end goal should be to produce interesting choices.
4. Every power should be noteworthy to other players.
Similarly, a power from one player should influence the player choice of other players. If a power can be completely disregarded by all other players, it will cease to feel like a power at all. True power cannot be ignored, so every player should have some degree of influence, even if the percentage of influence is totally lopsided. That boring +20 power would wholly satisfy this edict, as that kind of combat power cannot be overlooked. That same power that grants +2 though? Not so much. This is not to say that a power needs inherent might to be relevant. Philanthropist, Healer, and Machine are all crazy noteworthy despite having no particular skill in combat. Instead, they weigh their own special advantages to gain the upper hand against aliens that might be stronger in one-on-one bouts. Part of the theming of my Cosmic is that the aliens that are currently participating are simply the ones that have survived to this point. Therefore, I want to make sure it is self-evident why these aliens are the ones that have made it this far.
5. No power should deprive another player of all choice.
Just as no power should be irrelevant, no power should be too overwhelming. Due to Cosmic’s inherent balance, it is difficult to make a power that is “too strong,” but powers can be poorly designed if they take agency away from the other players. More descriptively, powers should not put players in a state of helplessness, where they have no recourse to counter, regardless of strategy, social skills, or even luck. An alien power that immediately wins the game upon their turn starting, for instance, is no good. Assuming that player were to go first, the entire game would be decided by whether the other players draw a Cosmic Zap card. As a less extreme example, consider a power that can target and remove another player’s ships from an encounter, like a Force Field. This power is dangerously abusable, as it can potentially target the same player every round and prevent them from joining any encounter. Even if it only targeted sponsors, the restriction of only being able to gain bases as the invader would certainly make for an unenjoyable experience, and powers need to be tailored such that they are still enjoyable with the most malicious player at the helm.
6. No power should be counterbalanced by luck.
Cosmic’s design is meant to balance strong powers with social power and luck. While the former gives players a choice in the matter, the latter can favor anyone. If an entire game is determined purely by luck, the resulting victory becomes cheapened. The game could have been abbreviated to a single dice roll. No power should be designed in such a way that a player is required to draw a specific card or have another unlikely circumstance occur by chance to stop it. As a major example, no power’s limitation should be Cosmic Zaps. There are only two Cosmic Zaps in the deck, and they can be zapped by one of the two Card Zaps. There are no universal strategies in Cosmic to specifically get a card you need, so powers should be designed with the possibility that those Zaps are never drawn. Where I am more lax about this edict is when the degree of luck needed is not as severe, such as needing an N card to stop Pacifist. Negotiate cards are much more common and therefore easier for everyone to attain. There are options for players who lack an N to obtain one, making it acceptable.
7. All powers should provide some advantage to winning via the normal method.
Cosmic Encounter’s normal victory condition is to obtain five foreign colonies on enemy planets. The powers act as specific means of cheating to achieve this one goal. Over the course of its history, the game also introduced “alt-win aliens”, who try to win via alternative means. While I am not strictly opposed to alt-win aliens in concept, my design philosophy does clash with many of them. Many of the aliens forego a typical cheat in pursuit of their alt-win objective. This means that the user of the power either has to choose to win the normal way without a power or win their alternative way without a power. The only real advantage they receive is the “soft” advantage of using their alt-win condition as a threat to make progress toward the normal method, and sometimes those two goals can be mutually exclusive. At the very least, I opt to revise alt-win aliens so that a variant is available which keeps the theme in pursuit of the standard objective.
8. No power should require memorizing information.
This edict I pulled from the actual Cosmic devs sometime back. When a power forces players to recall past information, it adds an unnecessary wrinkle that can give certain powers an unfair advantage or disadvantage dependent on who needs to do the remembering. Even worse, different players can remember things differently and disagree on the actual value, resulting in a conflict that cannot be resolved objectively. It could be resolved by writing things down, but Cosmic was carefully designed such that external materials are not necessary for any of the game’s aspects. As a general rule, players shouldn’t be required to remember anything that happened outside of the current phase. For instance, requiring players remember that Loser just declared an upset or Visionary remembering the answer that was just given to them are both acceptable. Remembering past actions can have strategic advantage, such as when seeing players’ hands as the Mind or remembering how many Cosmic Zaps have been played so far, but no game aspect should be based around it. No Quizmaster power that holds someone’s ships hostage unless they can name the last two played encounter cards that were played by Oracle.
9. Every power should be as thematic as reasonably possible.
While the utility of every power is the top priority, it is highly important to me that the power embody what the alien represents. The Oracle has the power of foresight, the ability to see the future. This is represented by their ability to wait until the opponent plays a card face-up before they play theirs, as if the player gained that ability to see into the future. It is a beautifully elegant power that works both thematically and pragmatically. Compare that with the nebulously themed Tripler or the horrendously themed Patriot, who lack that same feeling of harnessing a particular flavor of power and converting it into a special ability. While it is no good over-complicating a power just to force it to fit a theme, it is worth exploring other options when a power and its alien name don’t quite match up, as well as when the theme itself is rather weak.
I also apply this rule to modifying the effect of flares. As I interpret it, wild flares are what one would get if the actual alien power were bottled up and mass-produced. Using it is like having the actual power for a split second, without any of the biological baggage that might otherwise come with the power. Not as strong, but possibly more versatile. In terms of the super flare, I think of them as supercharging the original power, granting them temporary access to their “true form.” They should embody the sense of “overflowing” with power, resulting in something incredibly strong while lacking sustainability.
10. Every alien should have a one-word name.
This last edict is a personal stylistic choice of mine. Historically, Cosmic alien names are all one word. I find it to be sleeker and punchier than the two-word aliens that were added later, and I find it more appropriate for lore reasons. It is unlikely that all of these aliens speak the same language, so they would likely each refer to themselves in their own language using words we may lack the the ability to pronounce. As part of a research initiative to catalogue each of the Cosmic aliens, it makes sense that they would give each one such a simplistic identifier, given the sheer number of them. The use of two-word names suggests to me that the ones making the index have run out of one-word names, which I reject as a possibility by finding a suitable replacement for all two-worders. I also decided to avoid hyphenated names, since they’re kind of cheating in regards to using one word.
Related to this edict, it’s also a rule that power names are no more than two words. While ideally I would like power names to have the same naming convention as alien names, there are some power ideas that need two words to properly express them. In the interest of simplicity, I want to restrict power names to two words at most. Ideally, I’d also like to make all powers either the power “to verb” or the power “of noun”, but each one works well enough in different situations to warrant using both.
My Terminology
Cosmic has had many iterations, and as a result, its terminology has widely varied between releases. Ships were once ‘tokens’. Pods were once ‘cards.’ Lucre was once a game mechanic, as was the Praw. Since I am designing my own Cosmic, Cosmic veterans could easily get confused if I start calling a planet a “geothermite” without explanation. Therefore, I wanted to have a section that clarifies my vocabulary, with a brief explanation as to why I named it as such for reference. As with any other aspect of my Cosmic, feel free to pick and choose any terms you like and ignore the rest. In any case, this section should help with your reading comprehension on this site.
- Abandon: To remove all stationed ships from a base, rebounding the ships to your other bases.
- Abduct: To take a specific aspect, bringing it under your control. Abducted ships may only be utilized as specified by the aspect that abducts them. The specific abducted ships are chosen by the original owner if not otherwise specified. Abducted pods go to your cache, unless otherwise specified. When abducting pods from another alien’s cache, you probe the cache to choose one. Otherwise, you would be snatching them.
- Actor: Refers to an alien that is involved in an invasion, either with the invading or defending fleet.
- Active: Refers to a power which is not zapped.
- Alert: Classification metric used to determine the complexity of a power and how difficult it is to wield. Green is the easiest, yellow is the second easiest, and red is the hardest.
- Ambush: An impromptu invasion with a predetermined invader and defender. Does not generate a destiny cloud during destiny. Considered part of the previous turn, even if it is not the invader’s turn. After the ambush ends, the invader’s campaign continues as normal.
- Alien: An individual participating in a match.
- Ally: Refers to an alien on your side during an invasion.
- Aspect: Catch-all term referring to any game element or effect.
- Assimilate: To steal another alien’s nexus, making their power your sub-power. Gain all aspects of that power. The assimilated alien’s power is considered inactive until the assimilation wears off.
- Aur: The raw material used by the forge to fabricate pods.
- Aur Value: The value physically written on a pod. Even if a pod’s might changes through an effect like Volt, its aur value remains the same unless a pod is transformed.
- Authority: An alien’s authority is equal to the number of home bases they have. It denotes their power level, as well as their reputation for being immortal/unbeatable/divine. Authority determines how many demands an alien may make in a negotiation. Losing all of your authority results in your elimination from the match. Aliens need at least 3 authority to be recognized by name.
- Backer Boon: A boon received after winning an encounter as a backer. Each backer gains one boon for each ship they committed. They also receive one lucre in addition to boons. Backer boons are paid out by the Federation, not the defender.
- Backward: A term for a sponsor siding with the defender. Also called a “backer.” The opposite of a “foreward.” It’s like a “ward” for your back.
- Base: One or more ships belonging to one alien on a single planet. Home bases are in an alien’s own system. Foreign bases are in foreign systems. Each foreign base grants one dominion to its owner. An alien requires at least three home bases to stay active. Changed this from ‘colony’ for thematic reasons. It makes more sense to me that a ‘base’ can act as a node for power generation as opposed to a settlement, and my Cosmic sets bases to feel more permanent.
- Beacon: Aspect used to secretly prime a number to be revealed. Most commonly used by invader and supporters to prime how many ships they will commit to the invasion.
- Blaster: Aspect used to discharge encounter pods during a match. The flagship has the great blaster that can be used by leaders only to discharge encounter pods. Each alien has their own personal blaster which can discharge support pods.
- Blitz: An encounter outcome where one fleet automatically wins via combat. If both fleets blitz with the same timing, the combat is resolved through the normal encounter procedure. Blitzing can generally only be performed under special conditions. No compensation is granted after a blitz.
- Boon: A special reward granted for completed certain tasks. The receiver of a boon may either draft a pod or revive a ship. If the dark forge is in effect, the pods may be drafted from the dark forge. The equivalent of “rewards” in base Cosmic.
- Bribe: Lucre primed alongside encounter pods during approach. If the opponent loses or a deal is made, they get all primed lucre. Otherwise, the lucre is rebounded. Bribing can be used to help incentivize negotiations.
- Brigade: Refers to a fleet with numerical might. A brigade with zero or less combat potential cannot win an encounter through combat and may be used as an envoy if the enemy fleet also has no might.
- Broadcast: To send a message in the public text channel, visible to all other aliens.
- Burnout: Refers to a flare which does not automatically recharge after discharge. When in the exhaust during upkeep, it goes to the “tethered” alien whose name matches the flare. If the flare is untethered, it is exhausted. A zapped burnout flare is still sent to the exhaust. In my Cosmic, only wild flares have burnout effects.
- Bystander: Refers to an alien that is not currently involved in an invasion. Bystanders can become sponsors during the contact phase.
- Cache: Refers to the storage of pods an alien has at their immediate disposal, unrelated to their power. Renamed from ‘hand’ to add immersion.
- Campaign: Refers to an alien’s chance to utilize the gate to invade other systems as the invader. A campaign generally consists of at most two invasions. An invader can request a new resupply as late as their first launch phase. Afterwards, the invader may end their campaign at any time if they run out of encounter pods, rebounding all committed ships in the invasion. Aliens may freely choose to skip their campaign, preserving their fuel for later. Replaces the word “turn” from the original to add immersion.
- Capacity: Limits the number of ships that can fit in a gate. Default capacity in the gate is 4.
- Casualty: Refers to a ship lost as a penalty for losing the encounter. By default, all committed ships and flagships in a fleet are destroyed as casualties due to losing combat or a failing negotiation. Ships have to be destroyed to be counted as a casualty. If the number of casualties exceeds the number of committed ships, the remaining casualties are ravaged unless otherwise stated.
- Claim: To add a pod to your cache from somewhere outside your cache. Claiming a discharged pod automatically recharges it.
- Clash: A possible iteration of combat where both fleets attack. The fleet with the higher might wins.
- Coexist – To occupy the same planet as another alien.
- Combat Calculation: Occurs during combat. The might is tallied up on each side to determine the might for each fleet. Generally, the higher might wins.
- Commission: Performed during rally. A request to another alien to sponsor your fleet this invasion.
- Commissioner: Refers to a leader who commissions a bystander, inviting them to be a sponsor.
- Commit: To send a ship into an encounter. A committed ship remains committed until it leaves the fleet.
- Compensation: A cost which is paid by the winning leader to the losing leader during payoff, to compensate for a massacre. The losing leader snatches one pod and/or lucre for each lost ship. Compensation is still paid if casualties were abducted or vaporized. If winning leader does not have enough pods, they simply hand over all of their pods. Sponsors do not receive compensation, as they are more like the “bodyguards” of the envoy.
- Consume: To spend a consumable resource, vaporizing it. Often done with tokens.
- Cosmic Quake: A rare event resulting in all caches and shrouded pods being immediately scrapped. Only certain rare game events can trigger a Cosmic Quake. In original Cosmic, this occurs when deck runs out of cards. My version of Cosmic simply runs out of pods if the forge is empty, since aliens can freely engage in encounters without pods.
- Cycle: Refers to a single rotation where each alien gets one turn as invader.
- Dark Pod: A pod drafted from the dark forge. All dark pods have a slightly darker hue than the standard variety, allowing them to be identified despite being secret. Dark Pods may be more or less valuable than standard pods.
- Dark Forge: The “underground” forge containing experimental pods not officially approved by the Federation. Used in matches that are “off the table.” Pods from the dark forge can be requested during negotiations or by spending lucre during upkeep.
- Deactivate: To render a power inactive. Powers are also deactivated if the alien has 2 or less authority at the end of upkeep. Zapping an alien causes a temporary disruption of the power, though it is distinct from deactivating it.
- Deal: The actions agreed to be carried out as part of a successful negotiation. Once a deal has been made, the terms of the deal must be done by all involved parties.
- Deconstruct: To return a pod to the forge as unrefined aur.
- Defender: Refers to the alien leader opposing the invader during an invasion. As one of the leaders during an encounter, the defense gets their own flagship from the Federation and attempts to repel the invader. The defender receives no prize for victory. They merely avoid the loss of its home base on the target planet and the opposing fleet from gaining victory points.
- Demand: Aspect of a negotiation that is offered to make a deal. Accepted demands must be carried out during the payoff phase. After a successful deal, all demands that are not cancelled are automatically accepted.
- Destiny: A mysterious aspect that programs the gate each invasion to randomly determine the defender. During the destiny phase, destiny manifests, taking the form of a color. Each color corresponds to one of the systems in the match. There is also a wild destiny, identified as a rainbow destiny color, which allows the invader to choose any other alien to be the defender. Each color has three charges, with one charge of each color having a hazard. The destiny matrix will never produce the invader’s own color. The base game has a deck of cards for determining destiny, but with my Cosmic’s digital incarnation, I opted to create a program that generates it instead. I prefer having as few “heaps” as possible for simplicity sake, and all destiny-based aspects work just as well as long with a program as long as each destiny cloud has limited charges. Using the program, these charges can be more clearly visible.
- Deploy: To reveal a particular type of fleet.
- Destroy: To render a ship or base inactive. Destroyed ships go to the warp unless otherwise specified.
- Discharge: To use the effect of a pod. Most pods are scrapped after being discharged. Encounter pods must be primed to be discharged for combat.
- Display: To publicly place an aspect somewhere. The opposite of “shroud”.
- Disrupt: Refers to a power being disabled for a set amount of time. Zapping and deactivation are both forms of disruption, but zapping always wears off at the end of upkeep. Deactivation ends at the end of upkeep if the alien has sufficient authority to regain the power.
- Dominion: An alien’s dominion is equal to the number of foreign bases they currently have. Winning a 4-alien match requires 4 dominion. A 5 or more alien match requires 5 dominion. Some aliens have alternate means of obtaining dominion.
- Draft: To construct a new pod in the forge and add it to your cache. Used in place of “draw” for immersion.
- Draw: An encounter result where neither side wins or loses. Neither side gets any rewards, and no casualties are suffered. Draws are generally uncommon since ties in combat are won by the defender.
- Driver: Refers to the “main” primed encounter pod during an encounter. Determines the intent of a fleet. Named as such because it acts like autopilot for the fleet, “driving” the ship to victory, as well as acting as the driving force of the encounter. Needed a less wordy term for “main primed encounter pod.”
- Dual-Pod Combat: A variant of Cosmic where two drivers are primed instead of one, a primary driver and a secondary driver. Only the primary driver is considered the “driver” for aspects which affect the driver, but both pods apply to the fleet. In the event of mismatched drivers, trojans take priority over envoys which take priority over brigades. Aliens may request resupplies when they have only one encounter pod.
- Dud: Refers to a brigade with zero or less might. Equivalent to a stooge.
- Dump: To scrap an entire cache. Dumping is required when receiving a resupply, unless otherwise specified.
- Duplicate: To create a physical copy of an aspect, keeping both in play. Only possible in the digital form my Cosmic is meant to be played in.
- Electrified: Refers to a pod that automatically recharges during upkeep and cannot be stolen.
- Eliminate: To remove an alien from the match. Elimination is permanent and cannot be undone by another game effect. Eliminating an alien triggers their legacy, an effect which persists until the end of the match.
- Encounter: Refers to the conflict that occurs between the invading fleet and the defending fleet during an invasion. An encounter can result in a win for either side, a win for both sides, a loss for both sides, or a draw. An encounter can take the form of combat or negotiation.
- Enemy: Refers to an alien on the opposing side of an encounter.
- Envoy: Refers to a fleet with an intent to negotiate. A brigade with no might may be used as an envoy if opposed by a fleet with no might.
- Escape: An outcome that may occur during combat if either side discharges an escape pod during combat or uses another aspect that allows escape. That fleet rebounds their ships from the encounter. If opposed by a brigade, one committed ship for each alien in the escaping fleet for every 10 might the opposing fleet has. The opponent chooses which ships to destroy. If one fleet loses all engaged ships, they lose the encounter. If any ships from the escaping fleet survive, both sides win.
- Establish: To create a new base on a planet using your ships. If otherwise unspecified, you can use up to four of your free ships to establish the base.
- Established: Refers to a planet where you have a base (home or foreign).
- Evacuate: To force ships to abandon a planet.
- Exhaust: Collection of pods that have been discharged by an alien that encounter. Each alien has their own exhaust. During the upkeep phase, any pods in exhausts return to their forge, unless they have been recharged.
- Exhausted: Refers to an uncharged yet refined pod that has been sent back to the forge. Exhausted pods get recycled into unrefined aur when there is no aur remaining to draft pods. Exhausted pods are invisible to other aliens unless a specific aspect refers to them. Also refers to the verb of cleaning out the exhaust and returning the exhausted aur to the forge.
- Extract: To retrieve a pod from the forge without drafting it. Extracted pods are scrapped after the aspect that extracted them resolves, unless otherwise stated.
- Federation: Refers to the in-game entity that provides pods to aliens and maintains order amidst the conflict. In-universe, the Federation arbitrates encounters, approving both the encounter itself and its outcome.
- Feint: A type of encounter pod which is not an attack pod.
- Fiat: Special rule that alters the makeup of the ring where the match takes place.
- Flagship: Unique ships used by leaders during encounters. A flagship is required to perform an invasion or defend against another flagship. Flagships require special fuel in order to travel through the gate. Leaders can produce an infinite number of flagships, but only one per campaign. Also called a ‘mothership.’
- Flare Charge: A consumable charge each alien has. The charge is required to discharge a flare. When a flare is discharged, the charge is consumed and recharges at the end of upkeep.
- Fleet: Refers to one side of an encounter.
- Foreign: Refers to an aspect owned by another alien. A foreign base is a base owned by you in a foreign system.
- Forge: The construct owned by the Federation that fabricates pods during matches. Replaces “deck” in the base game to add immersion. If the forge runs out of aur, pods cannot be drafted, and aliens cannot request a resupply. My version of Cosmic has no “discard pile”, as my version of Cosmic returns scrapped aur directly to the forge.
- Foreward: Another term for an offensive supporter. Like a “ward” for the one moving forward.
- Free: Refers to ships which have not been lost. Ships which can be or are committed. Generally ships which are stationed in bases or in the gate.
- Fuel Cell: Resource required for the invader to send the flagship through the gate. Each invader is given two fuel cells per invasion. Fuel is loaded into a flagship during orientation to determine the number of invasions you can have. If the flagship is destroyed, all fuel in the flagship is destroyed with it. Remaining fuel is preserved for future campaigns.
- Galaxy: Mechanic which determines how the match is scored, if scoring is enabled. Each alien is from a specific galaxy, but this generally only affects flavor unless in the homesick dimension.
- Gate: The transport device provided from the Federation to allow ships to travel through hyperspace without jumping. Used by the invader and all supporters during the contact phase to enter the targeting system. Flagships require one fuel cell to travel through the gate.
- Gift: To give a pod or other aspect to another alien. A gift cannot be refused.
- Haggle: An impromptu negotiation with a predetermined reward for one side and a predetermined amount of influence from the other. Demands cannot be canceled during a haggle, and quashing a haggle does not incur any casualties.
- Hail: To enter an alien’s voice channel and speak with them directly.
- Hazard: An aspect triggered by certain destiny clouds if a match is hazardous. Causes the resulting invasion to operate under different rules.
- Hazardous: Refers to a match that can produce hazards.
- Hidden: Refers to an aspect that cannot be seen. Aspects can be selectively hidden, such as when shrouded, or universally hidden, such as when sealed.
- Human Test: An unofficial metric used to gauge combat effectiveness. Based off Human’s guaranteed 4 might it adds to every combat. To pass the test, the alien’s combat potential must average the +4 per combat.” This metric can be passed by having +4 or more as actor, +8 or more as leader, or +16 or more as invader or defender.
- Inactive: Refers to an alien power that is not usable. An unstable alien power becomes inactive if they are zapped or have two or fewer home bases during the upkeep phase. An inactive power becomes active during the upkeep phase if they have three or more home bases. An inactive alien’s name is treated as Null.
- Influence: A mechanic used exclusively when negotiating. Influence is used as currency for resources when making deals. Influence is equal to the number of bases you have, both home and foreign. It generally caps out at 9 in a normal match, unless you gain influence through some other means.
- Impervious: Refers to ships which cannot destroyed, abducted, or vaporized. If they would be, they are rebounded instead. Also prevents unwanted ship transformation, such as against Hammer’s power.
- Infection: An encounter result when a brigade opposes a trojan. During an infection, if the brigade side’s total might is even, the brigade wins. Otherwise, the trojan wins.
- Intent: Refers to the purpose of a fleet in an encounter. A fleet may have intent to attack, negotiate, escape, or poison their opponent.
- Invader: Refers to the acting alien of the turn. As one of the leaders of the encounter, the invader receives a flagship and targets a planet in the defense’s system in the attempt to establish a base on it, using ships they send into the gate.
- Invasion: Refers to a single attempt for an invader to establish a colony on the defender’s planet. An invasion consumes one unit of fuel and requires a functional flagship. An alien can have as many invasions in a turn as fuel units as long as their flagship is still in working condition. Normal turns last for two invasions at most.
- Isolated: Refers to a ship being alone in a location, without other ships of the same color.
- Jump: To move your ships between bases without use of the gate. Requires powers, flares, or other aspects to do so.
- Land: To place ships on a planet, either establishing a base or adding ships to it.
- Leader: Refers to one of the two main aliens during an invasion: the invader and the defender. The leader controls a flagship and may request supporters during the call phase.
- Legacy: An alien-specific effect that activates if an alien is eliminated from a match. To be a valid legacy, it must still have an effect if activated at the beginning of the match, even if that alien is not in the current match. A legacy cannot be active if its corresponding alien is participating in the match. The idea is that it is enacted to honor their elimination/death. Legacies only exist in my version of Cosmic, as original Cosmic has no elimination.
- Lethal: Refers to a brigade with enough might to participate in a clash. Lethal brigades generally have more than 0 might.
- Link: To associate an essence with another aspect. Links persist until the essence is used.
- Lucre: A unique type of currency used by members of the Federation. Used to purchase various resources during Cosmic Encounters. Lucre may only be spent during upkeep or primed after arrival to influence encounters as bribes. Lucre is almost exclusively obtained through provisions, resupplies, and backer boons. When paying compensation, an alien may gift lucre to reduce the number of pods that would be snatched, and they must pay with lucre if they run out of pods.
- Lose: Losing an encounter generally involves being defeated in combat or failing a negotiation. When losing an encounter, your flagship and all committed ships are generally destroyed as casualties, unless the loss was peaceful or your ships became impervious. Losing a ship refers to it being destroyed, abducted, or vaporized, making it no longer a free ship. Losing a pod refers to it being stolen or exhausted, meaning you no longer have access to it. A flare is not lost when entering the exhaust since it will often recharge.
- Manifest: To generate a power, pod, destiny, etc. from the Outer Realm. When manifesting an element, the original is copied, preventing manifested elements from ever running dry like the forge. Manifested aspects are pulled from their own pools, to prevent powers or flares that already exist in the current match from being manifested unless there are none remaining to pull.
- Mark: An aspect produced by certain alien powers which causes lasting effects. Each individual mark features its alien’s symbol to prevent different marks from getting confused with one another. Can be consumable or permanent depending on their function. Each alien has an infinite number of marks that can be manifested at will as needed. The equivalent of cosmic tokens in the base game.
- Massacre: A possible iteration of combat where only one fleet attacks. That brigade automatically wins the encounter, destroying the opposing fleet.
- Match: A single “game” of Cosmic Encounter, named as such to make the naming less “gamey”. Chose ‘match’ because the Federation “matches” aliens together for territory conflict. Setup is performed at the beginning of each match.
- Might: Refers to the total value of a fleet in an encounter. Might can be positive, zero, or negative. A non-numerical value has zero might. At least one might is required in order to engage in a clash.
- Mill: To scrap a pod directly from the forge.
- Morph: To set the discharge value of a pod to a new value without transforming it. Also refers to a morph pod, which has the same behavior. The pod retains its new value until the end of upkeep. Whether it is exhausted or recharged, its original aur value will be restored after upkeep.
- Move: To transfer a ship or other aspect from one location to another. Ships are generally moved to the gate to commit them to a fleet. Jumping is one type of moving, specifically referring to moving ships between bases without the gate.
- Nature: The nature of a fleet determines its behavior during an encounter. The four natures are brigade, envoy, trojan, and disorganized.
- Negotiation: An event that takes up the optional negotiation phase in an encounter. The two leaders take turns exchanging their influence for demands. Possible demands include a peaceful victory for the invader, drafting a boon, removing an enemy’s ships from the invader, receiving a free resupply, probe an enemy’s cache, or any alien-specific “special offers” that can be requested during negotiation. If both fleets accept the demands, the demands are carried out. Sponsor ships are rebounded. The negotiation system was greatly reworked from the base game to encourage less mindless negotiation procedure and decrease the sense of helplessness created by letting two players negotiate for free bases. I wanted negotiations to still take a minute or less, but I also wanted to give aliens more options than what they usually see. No one likes to see a match decided by two aliens deciding to give each other the win and losing because you don’t have a quash to stop it.
- Neighbor: The alien that is to your immediate left or right in the ring. Your leftmost neighbor is to your left, and your rightmost neighbor is to your right.
- Nexus: The location where an alien’s power and most aspects related to it are stored. If the nexus is deactivated, the owner loses access to all objects stored within the nexus, but all objects remain unless otherwise specified. If the nexus is destroyed via the alien being eliminated or the power within it transforms, all pods in it are scrapped and ships in it are destroyed. Called the “alien sheet” in the base game.
- Occupy: Refers to a planet where an alien has an established base.
- Offer: To potentially give an aspect to another alien. That alien may accept or refuse the offer. Offers are made during negotiations to make deals, as well as outside of negotiations as part of certain aspects such as Fido’s power.
- Online: Refers to a space station that is currently in use.
- Opponent: Another term for the enemy leader.
- Outer Realm: Alternate dimension which exists outside of the Cosmos. Origin point of destiny. Certain effects can reach into the outer realm to manifest pods, powers, flares, destiny, etc. In the base game, this is essentially the “game box,” where game effects from outside the game are brought in.
- Payee: The alien that receives compensation.
- Payer: The alien that pays compensation.
- Peaceful: Refers to an encounter that results in no casualties. Winning aliens get rewards as normal, and losing ships are rebounded.
- Persistent: Refers to a power that does not become inactive during upkeep due to too little authority. The opposite of unstable. Powers are not persistent unless specified as so in the alien bio. Persistent aliens can still be eliminated if all home bases are lost. Persistent powers can be assimilated.
- Phase: A step required to be performed during an encounter. Each encounter consists of the same predetermined phases that are performed in the same sequence.
- Planet: Each alien starts a match with 4-5 planets of their alien color, depending on the number of aliens.
- Pod: A device that is used in order to influence the result of an encounter. Renamed from ‘card’ to add immersion.
- Poison Damage: A negative effect that occurs when a leader has a poison pod in their cache during approach. That leader must ravage one of their ships, regardless of the number of poison pods they are holding.
- Power: Refers to an alien’s unique ability that permits them to break one or more rules in a standard match. Every power is capable of being zapped, with unstable powers also vulnerable to being shut down and stolen.
- Power Dynamic: Refers to a special interaction between two aliens which requires their powers to work slightly differently from normal. Added to prevent powers from being incompatible or making things unfair for one or both aliens.
- Praw: A mechanic related to the warp in the Secure Dimension. When a ship is revived, it goes to the Praw instead of returning to bases. Ships must be revived again from the Praw to be fully revived, making it harder to revive lost ships.
- Prime: To prepare an aspect in secret in preparation of discharging or revealing it. Generally used during encounters to prepare encounter and distress pods. Beacons are also primed to shroud how many ships will be committed.
- Private: An aspect that is not public. Its value may not be viewed by anyone other than its owner. Private aspects include anything shrouded or sealed, as well as the aur in the forge or anything yet to be manifested.
- Probe: To view an aspect as if it were public. The aspect remains hidden to other aliens who cannot already view it.
- Provisions: Rations granted from the Federation at the start of a match. Each participating alien is granted the necessary ships and pods needed to begin the match, and ships are arranged on home planets which have been deemed habitable by
the Federation. The number of ships and planets can vary depending on the number of aliens. Provisions also include two free resupplies, which may be granted while an alien is in their home system if they have no encounter pods. - Public: Can be freely viewed by all other aliens. Contents of the exhaust are public, as well as discharged pods. In the base game, public pods are called “face-up cards.”
- Queue: The order that aliens will act in when multiple actions occur at the same time. Standard queue is invader -> defender -> foreward -> backward -> bystanders, clockwise, starting from the left of the invader.
- Ravage: To destroy ship(s) or pod(s) “randomly.” If ships are ravaged, the owner chooses which ship(s) to destroy.
- Rebound: To return a ship to its owner’s existing bases. Rebounded ships can only return to either foreign bases in eliminated systems or home bases.
- Recharge: To claim a discharged pod from any exhaust, granting it another use. Most discharged flares are automatically recharged during upkeep.
- Reconnected: Refers to a disconnected alien with three or more bases during the bookkeeping phase.
- Relay: To send private information to another alien that remains private to all others. One example is to show a pod in your cache to another alien.
- Release: To “free” abducted ship(s). Released ships are rebounded if possible. Releasing a ship may or may not make the ships “free”, as ships can be released to the warp or another aspect where they are not free.
- Rescue: To prevent a ship from being destroyed, returning it to the owner’s existing bases.
- Reset: When all scrapped aur in the forge is recycled, allowing it to be used again to draft new pods.
- Resolve: Refers to an aspect completing its effect. When an aspect resolves, its effect has officially applied and can no longer be negated.
- Resupply: An alien scraps their cache, except for lucre, and drafts eight new pods, plus two lucre. Provisions grant two free resupply that may be requested when a leader is in their home system and has no remaining encounter pods in their cache. Other aspects may also grant free resupplies, which do not affect the two granted via provisions. Original Cosmic resupplies the invader at the start of the invader’s orientation phase, or whenever one is needed by the defender. Subsequent resupplies may be granted by the Federation, but they require aliens to abandon one of their bases to pay for it.
- Return: To gift something back to the alien it was snatched or abducted from.
- Reveal: To turn a private aspect into a public one, allowing all aliens to view it.
- Revive: To retrieve a specific ship from the warp.
- Reward: A prize granted for winning an encounter. The invader and forewards each establish a base on the target planet with their engaged ships. Backwards gain a boon equal to the ships they sent. The defender gains no reward for victory unless otherwise specified.
- Rewind: To revert an invasion to a previous phase.
- Ring: The circle of systems that denotes the rotation for a match. Aliens have set positions in the ring and can only change positions if an aspect permits it.
- Role: Determines an alien’s position in the match. Possible roles are invader, defender, sponsor (foreward or backward), and bystander.
- Rotation: The turn order that determines which alien acts as the invader. By default, the rotation is determined clockwise.
- Sacrifice: To destroy one’s own ship(s).
- Scramble: To negate an aspect (destiny, pod draft, power, etc.) and and replace it with a random equivalent, retrieving the replacement from the appropriate source. Scrambled pods are scrapped.
- Scrap: To send a pod to your exhaust.
- Seal: To place an aspect so that it is not public to anyone. A sealed aspect can be viewed by no one, not even its owner.
- Secured: Refers to a planet where only you have a base (home or foreign).
- Setup: One-time phase that occurs at the beginning of each match. The match parameters are initialized such as alien bios, provisions, and dimensions. Also refers to the text on alien bios with powers that activate during the setup phase. Such aliens have special exceptions for when they are selected as powers in the middle of a match, such as Chrysalis.
- Ship: A standard-grade vehicle capable of low-level space travel owned by a specific alien. Not capable of hyperspace travel without assistance from the gate or another tool that allows jumping. Used to establish bases and construct fleets. By default, ships have 1 might, 1 size, and 1 worth. Each alien starts with 16-20 ships of their faction color, depending on the number of participating aliens in the match.
- Showcase: Visible, constructed pods that reside next to the forge. When drafting pods, showcase pods may be taken instead of forge pods, meaning you will know the value but so will everyone else. Aliens can also spend 1 lucre to obtain showcase pods during upkeep. Pods taken from the showcase are replaced with new pods from the forge at the end of upkeep.
- Shroud: To place a pod so that it is not public. No one can see shrouded pods except their owner, unless another aspect allows them do so. All pods in an alien’s cache are automatically shrouded unless otherwise specified. The opposite of “display.”
- Shuffle: To randomize a set of private aspects that look identical while private, so that their specific contents are a mystery. The aur in the forge is shuffled when the forge is reset.
- Singularity: A situation where two fleets discharge a morph pod, causing both fleets to lose the encounter.
- Size: Refers to how much space in the gate a ship takes up when determining capacity. 1 size takes up 1 capacity. By default, Federation-grade ships have 1 size.
- Slapfight: Refers to a combat between two stooges. Also called an “embarrassment.” Both leaders destroy their ships one at a time until only one side has ships remaining. Fleet(s) with ships remaining win. If both sides lose all ships, both sides lose. A primitive, brutal form of combat deserving of mockery that the invention of pods has thankfully rendered mostly obsolete.
- Snatch: To take another alien’s pod randomly. Most commonly performed when collecting compensation.
- Snipe: To target and destroy specific ships or pods. While sniping another alien’s pods, probe their cache. When sniping ships, you may snipe any free ships.
- Solo: Refers to bases that are not coexisting with any other alien. Also refers to a “solo win”, where aliens win a match alone.
- Special Offer: A unique alien-specific offer which may be made during negotiations. The special offer grants additional influence to the owner instead of costing influence from the other alien. Both players must agree for the special offer to be accepted, and no influence is required to reject it. Either alien may request the special offer once, and it may only be accepted once.
- Sponsor: An alien who agrees to participate in an invasion during the rally phase. A sponsor sides with one of the two leaders, generally providing the might of 1-4 of their ships to help that leader’s fleet. After a standard encounter, the sponsor receives rewards if their fleet wins and penalties if their side loses.
- Stable: Refers to a technology that persists after development.
- Standoff: A possible iteration on combat where neither fleet attacks. Can result in a negotiation if both fleets agree. Otherwise, results in a draw.
- Stasis: A nebulous location that sets a ship, pod, or other element aside until otherwise specified. Elements in stasis are sealed.
- Stationed: A ship which is guarding a base. A base with no stationed ships is automatically destroyed.
- Stooge: Refers to a fleet with no driver. A stooge will mimic the behavior of the enemy fleet, with 0 total might if opposing a brigade.
- Sub-Power: An alien power that an alien may have in addition to their base power. Aliens may have any number of sub-powers, but only one main power. An alien’s a name is interchangeable with its main power and all sub-powers, meaning the super flare will be used if the sub-power matches.
- Surrender: A leader gives up an encounter to their opponent, resulting in a normal or peaceful victory. Aliens can only surrender when an aspect allows it, as there is no “surrender pod” in the current game.
- Switch: Refers to joining the opposing fleet during an encounter, transferring sponsor ships from one fleet to the other.
- System: Refers to an alien’s collection of planets they have wagered to buy into the match. A system consists of four planets if four aliens participate and five planets if five aliens participate.
- Targeted: When an aspect is explicitly selected for interaction. An alien’s cache is targeted when pods would be ravaged, snatched, probed, or any other mechanic is invoked that would interact with the pods, such as compensation. Ships are targeted when ravaged, sniped, or another mechanic that specifically targets ships. Destroying ships as casualties does not target them, as ships getting destroyed in an encounter is incidental.
- Tethered: Refers to an alien whose name matches the associated flare. A tethered flare is a flare tethered to an alien participating in the current match.
- Text Channel: A public means of communication used to communicate with other aliens normally. The text channel allows for information to be passed around that can be retained, allowing players to retain any information as long as they share it publicly. Aliens are limited to three messages in the text channel per invasion, as a means of preventing spam and placing greater importance on the voice channel for conversation.
- Timing Rule: Refers to an aspect which determines the order that aspects activate when they occur simultaneously due to timing. Order is Legacies -> Invader -> Defender -> Forewards -> Backwards -> Bystanders. If there is a tie between roles, it is broken by who is first to the left of the invader. Legacies have the lowest priority timing, with their order determined by the order they were added to the match.
- Transform: To convert one aspect into another aspect, such as converting a brigade into an envoy. Also refers to transforming an alien power into another alien power. Since the same power cannot exist twice in the same game, accompanying aspects must remove the original from play after transformation, such as with Plant. Transformed pods retain their new aur values for the remainder of the match, unless otherwise specified. Fleets can also be transformed to change their nature, such as transforming a brigade into an envoy.
- Trigger: Term used to refer to an essence being used. An essence is vaporized after it triggers.
- Trojan: Refers to a fleet with a value of P. Considered an envoy if opposed by an envoy. Considered a viable brigade if opposed by a brigade.
- Turn: A period of time consisting of one or more invasions, where the same alien continues to act as the offense.
- Type: Classification used to group alien powers and pods by function. Alien powers can be more than one type, while pods only have one type.
- Uncharged: Refers to a pod that is not charged. Pods generally become uncharged after being discharged. Uncharged pods are placed in the exhaust and return to the forge during upkeep.
- Unrefined: Refers to aur in the forge that has not yet been converted to a pod. Scrapped pods are recycled into unrefined aur when there is no remaining unrefined aur in the forge. Unrefined ore comprises the equivalent of the “draw pile” in vanilla Cosmic, though this is an invisible mechanic in mine.
- User: Refers to the alien wielding a power or pod. Self-referential term.
- Untethered: Refers to a flare belonging to an alien that is not participating in the match. Untethered burnout flares are scrapped after discharged.
- Vacant: A planet with no ships on it.
- Vaporize: To destroy a ship or other game aspect, permanently removing it from the game. Changed from “removed from play” for immersion.
- Voice Channel: The mechanism used to restrict information and communication in my Cosmic. Leaders and their sponsors enter the same voice channel during arrival. Aliens in the same voice channel may speak directly, but no one else may hear them. During negotiation, the two leaders enter the negotiation voice channel by themselves to make their demands.
- Voucher: An aspect that can only be obtained by spending lucre. Vouchers are shrouded in your nexus and can be spent at any time to activate their effects. Any pods manifested by vouchers are privately added to the owner’s cache. Vouchers are vaporized after use.
- Warp: A mysterious rift in space that stores the remains of ships after they are destroyed. Ships may be revived from the warp through certain means. Each regroup phase, the Federation provides a free ship revival for the acting invader.
- Win: Refers to success in an encounter, granting the fleet rewards. A peaceful win in a win that does not result in penalties for the losing side. Generally, the invader and supporters receive a base after winning, unless they successfully escaped or negotiated a deal that did not demand a peaceful victory. The defender receives no reward from a win, but its supporters receive a boon equal to their engaged ship count.
- Withdraw: To retrieve lucre from the Federation’s treasury. Backwards withdraw lucre as a result of their victory bonus.
- Worth: Refers to the amount of compensation one ship is worth. Default ship worth is 1.
- Zapped: Refers to a pod, ship, or alien that has been negated. Zapping a pod scraps the pod. Zapping a ship vaporizes the ship. Zapping an alien disrupts the power, making it unusable for the remainder of the encounter without deactivating it.
Miscellaneous Info
The Federation provides the aur that is fabricated into the various pods that aliens draft and utilize during invasions. The aur contained within the forge can be customized to fit the CE. More aur can be manifested during a CE to expand the forge. A pod fabricated in the forge will be based on the aur that forged it. When a pod is scrapped, it will return to its original aur value, regardless of its value when discharged.
Standard
(85 plus 8-12 flares):
Attack -07: 1
Attack -03: 1
Attack 00: 1
Attack 01: 1
Attack 02: 2
Attack 03: 1
Attack 04: 4
Attack 05: 1
Attack 06: 6
Attack 07: 1
Attack 08: 4
Flex Attack 08: 1
Attack 09: 1
Attack 10: 3
Flex Attack 10: 1
Attack 11: 1
Attack 12: 2
Attack 13: 1
Attack 14: 2
Attack 15: 1
Attack 18: 1
Attack 20: 1
Flex Attack 20: 1
Attack 23: 1
Attack 30: 1
Attack 40: 1
Morph: 2
Negotiate: 12
Poison: 3
Cosmic Zap: 2
Flare Zap: 1
Ship Zap: 1
Grime: 1
Finder: 1
Warp Key: 1
Paradox: 1
Force Field: 1
Ionic Gas: 1
Plague: 1
Reinforcement: 6
Escape: 2
Therapist: 2
Assassin: 1
Flare: Each alien’s flare and one additional flare per alien in the match.
Large (For Huge and Galactic matches) (7-8 aliens)
Includes the Standard forge, plus 2-4 additional flares, plus 24 more pods:
Attack 00: 1
Attack: 02: 1
Attack 04: 1
Attack 06: 2
Attack 08: 2
Attack 10: 2
Attack 12: 1
Attack 20: 1
Attack 30: 1
Negotiate: 5
Morph: 1
Reinforcement: 2
Flare Zap: 1
Cosmic Zap: 1
Force Field: 1
Ionic Gas: 1
The dark forge is a second forge provided by the organization known as the Underground. It provides aliens with experimental pods which aren’t officially approved by the Federation. The dark forge may be enabled in a CE if all participants agree. Pods from the dark forge have a unique dark tint to them, allowing others to identify them without seeing their aur value, similar to lucre. Pods from the dark forge return to the dark forge after being scrapped.
Standard (65 pods):
Attack -08: 1
Attack -07: 1
Attack -01: 1
2D Attack 02/20: 2
2D Attack 03/30: 1
2D Attack 12/21: 1
2D Attack 21/12: 1
Attack 10: 2
Attack 12: 2
Flex Attack 12: 1
Attack 14: 1
Flex Attack 20: 1
Attack 23: 1
Morph: 2
Negotiate: 2
Poison: 1
Crooked Negotiate: 1
Stubborn Negotiate: 1
Renowned Negotiate: 1
Innocent Negotiate: 1
Aggressive Negotiate: 1
Cosmic Zap: 1
Warp Key: 1
Pod Zap: 1
Cache Zap: 1
Flare Zap: 1
Ship Zap: 1
Omni Zap: 1
Rebirth: 1
Solar Wind: 1
Boon Permit: 1
Grime: 1
Finder: 1
Space Junk: 1
Kicker x-1: 1
Kicker x2: 3
Kicker x0: 2
Kicker x3: 2
Kicker x4: 1
Rift 1: 1
Rift 2: 2
Rift 3: 2
Rift 4: 1
Rift 5: 1
Intimidate -09: 1
Intimidate 19: 1
Intimidate 29: 1
Intimidate 39: 1
Reinforcement (Ships in Home System): 1
Reinforcement (Ships in Warp): 1
Reinforcement (Ships in Fleet): 1
Escape: 1
Therapist: 1
Assassin: 1
My version of Mutant manifests its own pods instead of lifting them from other aliens or the forge. As such, it has its own pool of pods, a mix of vanilla, dark, and unique. A Neapolitan of pods. Pods marked with a ? can be any number within the range that has a valid pod. The odds of drawing a pod are weighted based on its value.
(30 Pods)
Slime Attack ?(5-20): 5
Third Eye: 1
Snot Rocket: 1
Restless Leg: 1
Prehensile Tail: 1
Cloudy Mind: 1
Attack ?(1-40): 5
Negotiate (? Type): 3
Distress (? Type): 3
Poison: 2
Kicker (x0-x4): 1
Rift ? (1-5): 2
Rebirth: 1
Warp Key: 1
Morph: 1
Mutant Flare: 1
Certain aliens have powers which conflict with one another that prevents them from working exactly as specified. In the interest of making all alien combinations valid, this section clarifies how two aliens interact to resolve such conflicts.
- Macron vs. Locust: Locust cannot devour planets with Macron’s footprint.
- Magician vs. Oracle: Oracle’s power activates first. Magician primes and discharges a pod. Then, Magician’s power activates to make Oracle prime two pods. Magician adds one of those pods to their cache and may swap out their discharged pod with one in their cache. If Magician swaps, Oracle may also swap. Otherwise, the encounter proceeds with Magician’s discharged pod and Oracle’s remaining primed pod.
- Emperor vs. Oracle: Emperor primes its pod first, then Oracle. Then Emperor may call for champions to change the primed pods as usual.
- Emperor vs. Magician: Magician uses its power first, then Emperor may call for champions afterwards as normal.
- Emperor vs. Author: Emperor must prime the pod Author states if possible. Then Emperor may call for champions as normal.
- Squee vs. Parasite: Parasite cannot sponsor Squee’s enemies if it coexists with Squee.
- Squee vs. Zipper: Zipper can “zip open” Squee’s enemies, but those that coexist with Squee cannot sponsor them.
Aliens with Setup text in their power descriptions require special specifications for situations when the card is manifested in the middle of a match, such as with Reincarnator or Chrysalis’s power. These exceptions instruct how to manifest the power in the middle of a match and remove it after the power disappears.
- Aristocrat: Receive one free premium resupply. Use Aristocrat’s power as normal. If this power is lost, the resupply is lost as well.
- Chrysalis: Manifest 3 flares and shroud them in your nexus as your cocoon. Use Chrysalis’s power as normal. If power is lost, vaporize the flares.
- Claw: Choose a pod from your cache to be your claw. Use Claw’s power as normal. If power is lost, keep stolen planets in your system. They no longer provide dominion.
- Cyborg: Extract three pods to use as your attachments. Use Cyborg’s power as normal.
- Gamer: Display a 00 and 04 pod on your sheet. Use Gamer’s power as normal.
- Invader: Use Invader’s power as normal. Do not add any destiny charges to the pool.
- Joker: Manifest your nine jokers and manifest an 08 as your wildcard. Use Joker’s power as normal.
- Miser: Draft four pods and shroud them in your hoard. If power is lost, scrap your remaining hoard.
- Pentaform: Manifest five life stages and arrange them in the order they manifest. Place your mark on the leftmost life stage and move it one to the right for each dominion you have. Use Pentaform’s power as normal.
- Poison: Add three poison aur to the forge. Use Poison’s power as normal. If power is lost, the poison aur remains in the forge.
- Raptor: Ravage three of your ships. Use Raptor’s power as normal.
- Reactor: Abduct all tethered flares remaining in the forge and shroud them in your nexus. Use Reactor’s power as normal.
- Reincarnator: Reincarnator becomes your sub-power. Use Reincarnator’s power as normal.
- Saboteur: Place 3 decoy traps and 1 bomb trap on planets of your choice. Use Saboteur’s power as normal. If power is lost, traps remain where they are.
- Tide: Add 3 waves to your nexus. Use Tide’s power as normal.
- Tourist: Manifest a tour bus in your system and jump up to four of your ships from your system into it. Use Tourist’s power as normal. If power is lost, rebound all ships in your tour bus and vaporize the tour bus.
- Worm: Jump your ships between any of your home bases. Use Worm’s power as normal.
- Ship design in my Cosmic makes use of a “ring” instead of the traditional ufo disc shape. This allows them to be stacked on top of a “node” on the planet or flagship. When this node has no ships on it, it is de-powered and therefore worthless. In this way, the ships visually act as energy sources for the ships and bases, helping to explain why they are needed to power them. In addition, when committing ships, they can be stacked onto the node and placed all at once into the encounter instead of placing them one at a time.
- Due to my own negotiation rules, if both aliens have 5 authority, the invader can cancel both attempts to gain a peaceful victory with 3 authority to spare. This means it is impossible to stop the invader from getting its first base through negotiation if requested first. There’s potential for mind games by having them take turns, especially since they can speak directly through the voice channel.
- Aliens can only verbally communicate with their allies during an encounter. All aliens can communicate via text at any time, but they are limited to three messages per encounter, with a character limit. During a negotiation, leaders can communicate with each other verbally. Bystanders cannot communicate verbally or hear actors. All text messages are visible to all players, as the chat is public.
- An alien that loses three home colonies will have their power disconnected. An alien that loses all home colonies is eliminated from the match. After being eliminated, bases in the system remain, but that alien can no longer be targeted for invasions, and their destiny color will be removed from the pool. That alien’s legacy is also enabled. An alien is also eliminated if it becomes impossible for them to win the match, such as if 16 of their ships are vaporized in a 5-alien bout.
- What if an alien loses all of their home bases as they gain their last foreign base? Like if they defeat Grudge as a foreward and Grudge destroys their last home base as they land on the target planet? I would imagine in such an instance, it should still count as a victory, since they meet their win condition at the same time as hitting their lose condition. It is less frustrating that way, and it feels cheap to take the win away when it’s such a close call.
- What I like about this design is that a player can get closer to their lose condition while also getting closer to their win condition. Losing too many ships can start eating into your win condition, but even losing your power doesn’t necessarily mean you are out of the game.
- I originally had it so eliminating an alien gives all other aliens 1 dominion, but I don’t like what this adds to the game. It means an alien with 3 colonies can gain 2 dominion at once by eliminating another alien, immediately winning the game. It also means an alien could be forced to avoid eliminating a threatening alien since it would automatically give someone else a win, even if they’re not invited.
- It could be interesting if eliminating an alien lets all aliens establish a base on one of their home planets, helping to reinforce the remaining aliens and prevent cascading eliminations. Perhaps it could be a dimension.
- An invader’s turn ends if the invader runs out of fuel. If an invader’s flagship is destroyed, all fuel inside it will be lost. This is mostly the same as original Cosmic’s design, only with the tangible resource of fuel that can be saved for a later campaign.
- Aliens may only request a resupply as a leader while your flagship is in your own system. This means a defender can request a resupply at any time, but the invader can only do so before the contact phase. I wanted to remove the rule that automatically ends encounters when the invader runs out of encounter pods.
- Considering a disposable type of ship called a drone that gets vaporized after an encounter and provides no compensation or rewards. Tried to apply it alongside distress pods, but it felt out of place. Putting the concept aside for now.
- Considering applications of lucre, a currency system from older versions of Cosmic that didn’t quite work in its original form. Being able to buy pods and ships made it trivial to obtain either, reducing the value of powers like Zombie and Gambler who specialize in leveraging ship advantage. Want to come up with other things for lucre to be spent on instead, such as my museum mechanic.
- My current incarnation of lucre is meant to give aliens options from their starting supply. I considered replacing two of the starting eight pods with lucre, but I think it allows aliens to empty their caches too quickly by default, which doesn’t work well with certain aliens like Benefactor. The larger purchases of requesting a resupply and establishing a home base can normally only be obtained by receiving the second resupply, allowing aliens to hoard their lucre to obtain those later (since lucre is not scrapped when receiving a resupply). However, it can be difficult to maintain lucre long-term due to the potential of losing it to compensation.
- I specified lucre to be spendable during upkeep to allow invaders to obtain emergency pods with it in the middle of a campaign. I decided against making lucre pods identifiable from the back, as it could be min-maxed to play compensation as defender and immediately get back the lost base, resulting in first encounters becoming too samey.
- If an alien does not have a valid pod during approach, they may reveal their cache to progress the encounter without priming a pod. Their pod will be treated as a 00 attack pod. Their cache will remain revealed until the end of the cleanup phase, and they may not request a resupply while their cache is revealed.
- By my rules, an alien cannot zap themselves. This is to prevent situations like Human with 4 bases, where they can force a solo win with no one being able to stop them. Pulling off a team win this way is more impressive since communication is more limited in my version.
- When an alien copies/steals a power, all aspects of the power are copied with it. For instance, stealing Miser’s power will take their current hoard, as opposed to generating your own as per the setup clause.
- When an alien transforms into an alien from the Outer Realm, such as through Reincarnator’s power, they invoke the Setup clause as if it were the beginning of the match. This doesn’t work for all aliens, so I plan to make a list of exceptions to follow, to make sure all alien powers make for valid transformations.
- When inviting an alien as a sponsor, the leader can restrict the gate size to reduce the maximum number of ships sponsors can commit. Sponsors can send any number 1-4, but this helps to restrict potentially powerful aliens like Disease who might be considered too unreliable to invite. I imagine such a mechanic wouldn’t get much use, so having 4 set as the default would let aliens ignore it for the most part unless they need it.
- Reconsidering having the power check only occur during upkeep. It makes sense for the de-power to occur at that time, but maybe power can be regained earlier. It creates an awkward situation where a leader can have enough authority to use their power but can’t actually use it because upkeep hasn’t happened yet. A Rebirth artifact doesn’t actually restore use of your power, for instance.
- During combat, ship capturing takes precedent over ship destruction. The captured ships are not “casualties.” Also, as a general rule (to avoid having to put this in every alien bio that captures ships), captured ships do not have their special properties such as Macron’s size and Parasite’s might sapping.)
- Reinforcements have always bugged me as a feature, but I still see them as highly useful for encounter disruption. The fact that they are the only non-encounter pod with numbers on them can easily confuse new players into using them as encounter pods, and I don’t like how they make the resolution to a close encounter turn into a game of “does anyone have a reinforcement pod?”, with the answer potentially determining the winner. The changes I made to reinforcements with my distress pod mechanic are designed to correct these issues. The first is that the amount of power a reinforcement provides is unknown until it is used. It will be a random number from 03 to 08, which may or may not determine the outcome. The second is that both aliens get one phase to prime reinforcements with no response, but during that phase they will be informed that the other side is priming at least one distress pod, receiving some additional time if they are. This mechanic prevents the losing side from having an unfair advantage but still keeps both sides guessing. In a close match, the losing side could be priming an assassin or therapist, tricking the winning side into wasting a reinforcement.
- The “timing rule” for simultaneous aspects also applies to my version of Cosmic. The order goes Legacies -> Invader -> Defender -> Forewards -> Backwards -> Bystanders (Starting from Left of Invader). For instance, Calculator vs. Volt with a 10 vs. 8 pod, respectively. If Calculator is the invader, the equalize will resolve first, resulting in values of 2 vs. 24. If Volt is the invader, the supercharge will resolve first, resulting in 10 vs. 14.
- Currently, free resupplies occur during the launch phase, with invaders and defenders receiving them at the same time. Invaders cannot receive them if they are not in their home system. The question is whether these resupplies should be forced or optional. Certain powers like Monk and Doppelganger would be damaged by being forced, so they would need clauses that make them immune to this rule. If there is some kind of exploit that benefits a certain alien from being able to operate without pods, it would damage the experience. Most aliens are strictly inhibited by having no pods, so I need to make sure I am not overlooking anything before cementing the rule.
- Reconsidering the rule that allows players to always get maximum pods from compensation. It seems more interesting for compensation to be a situational objective. Since cache sizes are public, aliens with smaller caches are less tempting to seize compensation from when you are not guaranteed a certain number of pods. It also devalues Ethic’s, who has this effect as part of its power. While the Federation could volunteer the difference to the losing party or punish the winner for failing to have enough pods, it seems too abusable to punish a player with compensation for not having enough pods when there are alien powers that steal pods from caches.
- Decided I wanted to remove the mechanic that allows players to ignore destiny and target their own systems. I prefer the simpler structure of CEO that doesn’t allow taking back foreign bases. It results in needless stalling and often just results in wasting everyone’s time, even when successful. As with CEO, I prefer the loss of foreign bases to come as a result of losing too many ships, or from effects like Assassin that specifically snipe bases.
- Considering a mechanic that somewhat restricts resupplies to make them more meaningful. For instance, the first one or two resupplies are free, but subsequent resupplies require you to abandon one of your bases, sacrificing either dominion or authority for the Federation’s assistance. I like the idea of making certain powers like Barbarian more impactful. In addition, lucre can be spent to gain a resupply without paying this cost, allowing an alternative means of gaining resupplies without paying the cost of a base. Biggest issue with this mechanic would be keeping track of the number of resupplies each alien has received. My implementation of Cosmic would handle this simply since everything would be digital. Even in a physical medium, there could be a counter like what is used to keep track of dominion.
- Decided to add a “silent” discard pile in the forge similar to what CEO had, where cards will not be re-drawn until the entire forge is exhausted. It allows for more planning with specific cards like artifacts and strong encounter pods. Not sure if this mechanic should be a named aspect of Cosmic, since its presence would affect how powers like Diver work.
- Special offers were a concept I dreamed up after noticing many of the newer aliens adding clauses to their powers which affect deals. I figured I should have a term for it so it would be more clearly identifiable in the alien bio, as something else that aliens can spent influence on. It’s designed such that only the opponent can request your special offer, but there may be some aliens that like Trader that will potentially want to employ its own special offer at times. It might be fine to open the door for aliens to be able to use their own special offer, but there are also some aliens like Crusher where there’s no real benefit. If only a small handful of aliens are exceptions either way, perhaps I can make a keyword to specify one or the other.
- My primary concern with the influence system is the potential drawbacks of the “rich get richer” system, where those who are winning win more through negotiation. However, even in the CEO or FFG versions, players that are losing don’t have much incentive to negotiate with players that are winning since negotiations there are mostly for “base for base” deals. Originally, I used exclusively authority to determine influence, so that everyone would start with max influence and lose it over time. I changed it to authority + dominion to give players more freedom in what they can demand, since 5 is a fairly limited max value. I also decided to remove the ability to quash negotiations. Even when it can be cancelled by spending influence, it doesn’t lend itself to interesting negotiations. At the very least, they should only be quashable if both parties agree.
- Cosmic Odyssey introduced a mechanic called Lux, which is FFG’s official attempt to rework lucre. They treat it as a resource separate from the cache and allow it to be freely spent. They have an interesting system, where boons can be purchased directly, with its cost depending on the invader’s payment plan. It can let everyone spend lucre for 1 lux per boon, one other player and itself spend for 2 lux per boon, or only itself can spend lucre for 3 lux per boon. As with mine, there is a limited amount of total lux, but they also have special “re-lux”, “de-lux”, and “ultra lux” with special bonus abilities. I could imagine a dimension where special types of lucre exist, but I think I like my current version of lucre that limits spending to once per upkeep and keeps lucre harder to obtain.
- For the time being, I decided to simplify lucre to allow leaders to gain one boon per upkeep from it, in addition to gaining lucre from boons. It allows lucre to act as “flex pods”, potentially increasing a cache without locking aliens into keeping the pods if they want a resupply. Aliens can hold onto the lucre if they are unsure whether they want to commit to gaining ships or pods. No hard limit of lucre for now, as I still need the power to work with Merchant without the limit being meaningless in other matches.