Essential information
Price: 69.99 USD/69.99 £
Publisher: Fantasy flight games
Type: Strategy
Players: 3-5
Recommended age: 14+
Time per game: 1-2 hours
Complexity: 5/10
The cosmic encounter is the veteran of the Games of the Space Ploče. The first version came out in 1977, the same year when the original Star wars Posted, what suits because this game also refers to the fight against wars among the stars. The latest version of the game is from 2008 … somehow. The version you most likely to see today is in stores in 2018, which came with a new art and a new alien race, but it’s the same game as a 2008 version.
The easiest way to describe the cosmic is that it is a risk in space, but it repairs almost everything that is wrong with the risk. Each of the three to five players takes control of an alien race, selected from a list of 51 different species. Each of them gives five planets and a simple mission – turn those five planets into ten. You will fight other players using numbered tickets and, as you would expect, larger numbers win. However, those alien races give a cosmic encounter with an immense depth and reproduction, which made the main the best space games on the board Closing lists 50 years.
Each race has its own special rule that rampage the game in a certain way, providing them with a great advantage. This is balanced by the fact that everyone has their broken power, and these abilities of conflict create some of the most serious and tactical moments in the games on the board.
Cosmic Meeting: What is in a box and setting up
Setting up a cosmic encounter game is a simple thing. Basic mode is advised for beginners, although there is an advanced way to add some variety of experienced players.
The main ordinance is very easy to follow together with the explanation of setting up quickly and concise. There is also a quick start guide written in a comic book style with a few races in a game that explains the game. It’s sweet, but honestly far more difficult to follow than the actual rule, so I would advise you to just hold on.
Players choose color and place components of the appropriate color in front of them – 5 planets, 20 spaceships and marker colonies. Space ships are a nice small UFO that agree to each other to minimize the clutter of pieces, which is a great consideration of design that other games could do with respect to the note.
The Warp Marker (which serves as a cemetery of the spacecraft and a tracker with the scores) is located in the center of the playground and all put their marker of the colony in the position of zero. Then you will set two decks of cards – Destiny Deck and Cosmic Deck – somewhere Central.
All that remains is for everyone to choose their unique alien race. If you play the basic way, you can use pre -set tickets that suit five alien races that complement each other to make an interesting but somewhat balanced experience. Advanced players can only randomly choose the race from the base 51 to create a truly chaotic battle.
The alien racing cards are placed face up on the table so that everyone can see them. Each map comes with a fun history for role players, some beautiful works of art and a section that explains their unique ability. At the top of the map is a simplified version of their rule, so that opposing players can quickly remind themselves of your characteristic rule. I love this addition, because it holds a game that flows without the players constantly stopping to ask “what was your rules again?”.
Once everyone sorts their alien race, each player is processed with eight cosmic deck cards. You are now ready to start the battle for the cosmic superiority. The official rules say that the youngest player goes first, but feel free to neglect this rule and just randomize the first player (otherwise the youngest player in your group will always go first).
Cosmic Meeting: Playing Game
Playing a cosmic encounter is as simple as setting up. The goal is to capture five enemy planets, and do so by sending ships to conquer them. Unlike a game like risk, you can’t choose who you are fighting with. Instead, you draw from Destiny deck and fate decides who your opponent will be every row. This is a great system that avoids the abolition tactics that are so widespread at risk. You can’t choose the weakest player, you go where fate tells you to go.
Once the fate has chosen your goal for you, you indicate the chip Hyperspace Gate on one of their planets and send up to four ships to attack them. Both players can then invite allies to help them in the battle, starting with the attacker. More players can share the conquered worlds, so there are real benefits to associate, but you also want to be careful not to help someone else too far with the ladder to win.
The winners determine the number of ships on each side of the battle, together with the meetings for the encounters. These cards have numbers on them between 0 – 40. After all ships are drawn up for both sides, each main player (ie none of the ally) sets a map to face down. The players then turn the tickets and add their total ships and the card number together – any side has a higher number wins. The ships of the losing sides go to Warp and if the attackers beat, they get a colony, moving the victory seeker. If you win as the main striker, you can decide to attack again and draw a second fate, but after that, win or lose, it is at the next player.
And these are the basics of the game. It’s great simple … too simple, but there are alien capabilities, bringing a little depth and strategy to the procedure. Extra -manic abilities are wild, and many seem terribly broken isolated. The mind can see the hands of their opponent, gambler bluffs about what their value with cards is, and the loser wins in the fight by losing them. And there are 51 of these epic abilities! This results in a colorless number of combinations, which means that two games will not feel the same. I played dozens of cosmic encounter games and each of them felt fresh and different – it can’t manage much on the board.
Game design is often sensitive balance, and the creators are trying to ensure that every ability is fair and balanced. The cosmic meeting throws it all through the window, taking ‘Syndrome from approaching incredible products – When everyone is great, no one will be.
In addition to alien capabilities, there are some other types of cards that can throw a beak into work. In addition to the numbered encounters, there are also artifacts, reinforcement and negotiating cards in the cosmic deck. Armature cards can add additional bonuses to a combat rating after tickets with meetings have been detected, while artifacts are running strong disposable effects when playing. The negotiating cards allow you to get a little fee in the defeat (and if both players play a negotiating card, they must put their money where their mouths are and draw a contract against the clock – if they cannot agree, they both lose ships).
If you decide to play with advanced rules, there are also technologies that you can explore and powerful flare cards that drive special effects that anyone can use, along with even more powerful versions if he plays a particular race. All this adds a little additional variety of games, arming players with even more tools that they roll over each other.
The end result is a game that achieves this wonderful sweet place that is easy to learn and it’s hard to master them. Knowing how to fight and win the battle is one thing, but to know when to call allies, when to use your boost cards, when to spend artifacts, and even knowing when to save your resources and just lose the battle, they are all key to winning. This offers great reproduction to the cosmic encounter, which is undoubtedly the reason why it survived in one or another form for almost 50 years. You can also attach to one or more of Seven extensions To spice up your gameplay even more.
My only real appeal when it comes to playing a cosmic match is to suffer from the same problem as games like Munchkin – a player closer to victory is first muffled by everyone else, because they spend all their cards and ships trying to stop them. This means that the second place player is immediately behind them the shore to the victory, which resulted in an anti -cellimucatic final battle.
Do you need to buy a cosmic meeting?
If you are interested in space and science fantastic games at all, the Cosmic meeting should be part of your collection. It’s easy to pick up and play, which means you can quickly present new players. It also offers such a huge amount of depth and diversity that veterans from it will get years of fun without boredom.
Randoming who every player fights is a shot of a genius that prevents the bad moments in which players deal with weaker players, hitting them when they fall. Instead, Cosmic Incorter is real free for everyone and, for my money, one of the best games on the board ever made.
If the cosmic encounter is not for you?
Want a little more diplomacy and politics in your galactic conquest? Then Twilight Imperium is playing space panels for you. Imagine this as a risk game mixed with the UN Security Council meeting. It’s expensive and every game will probably need to play all day, but you will be rewarded with one of the most common and most comprehensive and tactical games outside.
Or maybe you have a more optimistic view of space trips and do not want to explode aliens to pieces? Then check Terraforming MarsA beautiful play about turning a red planet into paradise.
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