Author Topic: Cosmic Encounter Homebrew Powers  (Read 15131 times)

Dylan

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Re: Cosmic Encounter Homebrew Powers
« Reply #15 on: June 07, 2011, 09:55:39 pm »
Mime
USES IMAGINARY SHIPS
You have the power of Thin Air.
You don’t lose this power for having ships on fewer than three home planets.
Whenever a planet in your home system with no ships on it is attacked, use this power to treat that planet as though it has four ships on it. You can still collect compensation.
As an ally or the offense, if a planet in your home system has no ships on it, you may use this power to send up to four imaginary ships instead of real ships. Whenever your side wins while you are the offense or an offensive ally and you sent imaginary ships, move your point tracker up 1 instead of getting a colony.

Wild: Main Player Only/Reveal – Add 4 to your side’s total if you have no allies.
Super: Offense Only/Destiny -- Remove all ships from target planet in your home system from the game.

Slacker
GETS MORE THAN HE DESERVES
You have the power to Mooch.
Whenever the defense wins, if you’re a defensive ally, use this power to get four defender rewards.
Whenever the defense loses, if you’re a defensive ally, use this power to get a defender reward.

Wild: Not Offense/Planning – The offense can’t send more than three ships this encounter. Each of the Macron’s ships is worth three ships this encounter if he’s the offense.
Super: Not Involved/Resolution – If the offense won, put a ship from one of your colonies or from the warp onto the defensive planet.


I think the next few powers might be in need of toning down:

Guru
IGNORES EFFECTS AT WILL
You have the power of Tranquility.
Whenever a card or power another player controls targets or would affect you, your ships, your planets or your powers, you may use this power to ignore that card or power.

Wild: Offense Only/Destiny – You're the defense this encounter. The defense becomes the offense this encounter.
Super: Offense Only/Start Turn – Other players can’t play cards except encounter cards and reinforcements this encounter.

Pedant
MAKES CHOICES FOR OTHERS
You have the power to Patronize.
Reaction: Use this when another player points the gate, you may use this power to choose which planet to point the gate at.
Whenever another player would regroup ships, you may use this power to choose which planets those ships regroup to.

Wild: Any Player/Any Phase – Reaction -- Play this when another player makes a play error (forgetting to regroup, using a Card Zap instead of a Cosmic Zap, etc.). Regroup a ship or draw a card.
Super: Not Main Player/Alliance – You choose which players each main player invites as an ally.

Brezhnev
PREVENTS NEW CARDS FROM ENTERING THE GAME
You have the power of Stagnation.
Whenever a non-destiny card would be put into a discard pile from anywhere other than your hand, use this power to put that card into your hand instead.
Whenever another player would draw cards from anywhere, use this power to have that player draw that many cards from your hand instead.

Wild: Any Player/Any Time – Put up to three cards from your hand on top of their appropriate decks in any order. Then give this player to the Brezhnev, or discard it if he isn’t playing.
Super: Any Player/Any Time – Next time target player would draw cards from your hand, you choose which cards to give him or her.

Oh, by the way, the reason the Shogun gets to call for allies first as the defense is because players with giri tokens could otherwise just ally with the offense to avoid being allied with him.






Scott

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Re: Cosmic Encounter Homebrew Powers
« Reply #16 on: June 08, 2011, 12:05:40 pm »
What do you think of these wordings? I changed Guru so that he's only immune to things that affect all players, or else he would be immune to all zaps and it would also protect his other powers, so as the genius, or anything that often gets zapped, he would be invincible. I also changed Mime to use ship tokens to indicate the imaginary ships. I really like the Brezhnev, but I think it might do with a different name. Maybe the Monopoly, or the Filter.

Guru (Dylan Bandstra)
IGNORES EFFECTS AT WILL
You have the power of Tranquility.
Reaction - You may use this power when an effect would affect all players.
It doesn't affect you.
Any Player/Optional/Any Phase

Mime (Dylan Bandstra)
USES IMAGINARY SHIPS
You have the power of Thin Air.
Game Setup: Take four ships of an unused colour and put them on this sheet. These "imaginary" ships count as yours while they are in play. At the end of any encounter where you used these ships, return them to this sheet.
You do not lose this power for having too few home colonies.
After the gate is aimed at a planet in your home system with no ships on it, use this power to land the four imaginary ships on it.
Defense/Mandatory/Destiny
Reaction - You may use this power when launching ships to join an encounter.
If a planet in your home system has no ships on it, you may launch up to four imaginary ships instead of real ships. If these ships would establish a colony, instead put an Imagination token on this sheet. Each of these tokens counts as a foreign colony.
Any Player/Optional/Any Phase

Scott

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Re: Cosmic Encounter Homebrew Powers
« Reply #17 on: June 09, 2011, 04:31:05 pm »
The Hive
After you reveal an attack card, if you have more than 4 ships in the encounter use this power to make each of your ships worth one for each other ship in excess of 4 you have in the encounter.
Main Player/Mandatory/Reveal
After allies launch, you may use this power to launch one extra ship for each player that allied with your opponent.
Main Player/Optional/Alliance

Wild
After you reveal an attack card, add or subtract the number of players allied with you squared.
(eg. With 2 allies, add or subtract 4. With 3 allies, add or subtract 9)
Main Player/Reveal
Super
Reaction - You may play this when you use your power to launch extra ships.
You may launch these ships from the warp.
Main Player/Planning

Dylan

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Re: Cosmic Encounter Homebrew Powers
« Reply #18 on: June 12, 2011, 05:05:07 pm »
I'd prefer the name Monopoly, if you think Brezhnev is too obscure. Also, have you thought of a way to make Mime more balanced?

Can we also suggest new hazards? Here's a fun one I thought of:

Galactocon 4997

Each player names one of his or her alien powers, then searches the deck, discard pile and other players' hands for that alien's flare. Shuffle the deck.

Here's a new power, though I think the combat element of it could be beefier or more interesting.

Conquistador
GAINS POWER FROM FOREIGN COLONIES
You have the power to Subjugate.
At the start of your regroup phase, use this power to draw a card from each other player's hand for each foreign colony you have in that player's home system.
Offense/Mandatory
As a main player, use this power to add 3 to your side's total for each foreign colony you have.
Main Player/Mandatory

Wild: Any Player/Alliance -- The player with the fewest foreign colonies can't be invited as an ally this encounter.
Super: Any Player/Start Turn You may use your powers as though you were a main player and treat this regroup phase as though it were your regroup phase.
« Last Edit: June 12, 2011, 06:34:44 pm by Dylan »

Scott

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Re: Cosmic Encounter Homebrew Powers
« Reply #19 on: June 12, 2011, 08:03:55 pm »
You can suggest new anything! If you think that each player should get a slingshot with which to shoot their opponents' ships, suggest it.


Galactocon 4997
Each player names one of their alien powers that hasn't been named, then search all zones (Hands, deck, discard, RFG, etc) for the flares of those aliens, and give each to the player that named it. Shuffle the deck.
Immediate Effect

Conquistador (Dylan Bandstra)
GAINS POWER FROM FOREIGN COLONIES
You have the power to Subjugate.
Before you regroup a ship, use this power to draw a card from each other player's hand for each foreign colony you have in that player's home system.
Offense/Mandatory/Regroup
After encounter cards are revealed, use this power to add 3 to your side's total for each foreign colony you have.
Main Player/Mandatory/Reveal

Wild
Reaction - You may play this when allies are invited
The player with the fewest foreign colonies can't be invited as an ally this encounter.
Any Player/Alliance
Super
This encounter, you may use your power as any player.
Any Player/Regroup or Reveal

Dylan

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Re: Cosmic Encounter Homebrew Powers
« Reply #20 on: June 20, 2011, 08:46:55 pm »
More hazards!

We've Lost Touch with the Mothership!

Players with foreign colonies can't send ships from their home systems this encounter.

Cosmic Gale

Each player chooses one of his or her powers and shuffles it into the powers deck. Deal each player a power. All players simultaneously reveal the powers they were dealt this way.

Space Mongols

If the offense loses this encounter, he or she gets another encounter after this one.

I also think that the Flip-Flop's somewhat awkward power card (You have the power to Flip. You have the power to Flop) can be fixed by renaming it the Flake and saying "You have the power of Indecisiveness." The Monopoly could be more catchily named Tycoon with "You have the power of Monopoly/to Monopolize".


« Last Edit: June 21, 2011, 11:47:16 pm by Dylan »

Dylan

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Re: Cosmic Encounter Homebrew Powers
« Reply #21 on: June 27, 2011, 10:40:56 pm »
Finally, a new power.

Cockroach
LOSES ONLY ONE SHIP OR CARD AT A TIME
You have the power of Survival.
Whenever you would lose ships to the warp, use this power to choose one of those ships. Only that ship gets lost to the warp.
Whenever you would discard cards, use this power to choose a card in your hand. Only that card gets discarded.
Whenever another player would draw cards from you, use this power to have that player draw only one card from you.

Wild – Offense Only/Resolution – If you lost this encounter, draw a card for each ship you lost.
Super – Any Player/Start Turn - If you would lose ships to the warp this encounter, regroup that many ships instead. If you would discard cards this encounter, draw that many cards instead. If another player would draw cards from you this encounter, you draw that many cards from that player instead.
« Last Edit: June 28, 2011, 06:55:45 pm by Dylan »

Dylan

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Re: Cosmic Encounter Homebrew Powers
« Reply #22 on: July 01, 2011, 01:18:05 pm »
Blob
COUNTS OTHERS' SHIPS AS HIS
You have the power of Adhesion.
Reaction -- Use this whenever you launch ships from a planet. Have all ships on that planet that aren't yours launch as well. Those ships are considered yours for this encounter.
Offense Only/Launch/Mandatory

Reaction -- Use this whenever a planet with your ships on it is attacked. Treat other players' ships on it as yours for this encounter.
Defense Only/Reveal/Mandatory

Wild: Any Player/Launch: The offense and each offensive ally can't launch ships from more than one planet this encounter.
Super: Offense Only/Launch: You may launch any number of ships this encounter as long as each one is from a different planet?

Fayth

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Re: Cosmic Encounter Homebrew Powers
« Reply #23 on: July 01, 2011, 04:13:38 pm »
so launch one ship from a party planet to get rid of your opponents colonies?

I think thats not fair at all

Dylan

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Re: Cosmic Encounter Homebrew Powers
« Reply #24 on: July 02, 2011, 12:45:58 am »
I was thinking the same thing, but making them launch too seemed to fit the "sticky" flavour. The easiest way to balance it out is to just use +1s instead of actually launching their ships. Another idea is to force them to launch all but one ship from that planet so they don't lose their colony, but are still weakened if you lose.

Dylan

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Re: Cosmic Encounter Homebrew Powers
« Reply #25 on: July 17, 2011, 03:05:32 pm »
Scar
LEARNS FROM LOSING
You have the power of Vengeance

Whenever you lose an encounter, if your opponent played an attack card, use this power to put that card onto this sheet instead of into the discard pile.

At the beginning of your regroup phase, you may use this power to put an attack card from this sheet into your hand.

Whenever another player plays an attack card of the same value as one on this sheet, you may use this power to have the other main player win the encounter.

Wild: Main Player/Resolution: Draw a card for each ship you lost to the warp this encounter.
Super: Main Player/Regroup: Put up to two attack cards from your hand onto your Scar sheet.

Scott

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Re: Cosmic Encounter Homebrew Powers
« Reply #26 on: July 18, 2011, 02:59:13 am »
I like Scar, but worry that it's too circumventable. Everyone knows what cards are on the sheet, and will only get caught if they have no other choice.
Maybe they should be face down, and you should have the option of switching them with one from your hand, instead of taking the card from the sheet. That way you can catch people by surprise, and still be able to use the salvaged cards.

As for the flares, I love them. The wild seems very powerful in the right hands (merchant || amoeba) and the super seems solid.

Scar
LEARNS FROM LOSING
You have the power of Vengeance

After you lose an encounter, if your opponent played an attack card, use this power to put that card onto this sheet instead of into the discard pile.
Main Player/Mandatory/Resolution

You may use this power to switch an attack card from this sheet with one in your hand.
Main Player/Optional/Regroup


After another player reveals an attack card of the same value as one on this sheet, you may use this power to make that player's side lose the encounter immediately (skip to resolution).
Any Player/Optional/Reveal

Wild: Main Player/Resolution: Draw a card for each ship you lost to the warp this encounter.
Super: Main Player/Regroup: Put up to two attack cards from your hand onto your Scar sheet.

Dylan

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Re: Cosmic Encounter Homebrew Powers
« Reply #27 on: July 21, 2011, 12:46:54 am »
The updated Scar looks good.

Changing the combat math for Conquistador.

As a main player, use this power to add 1 to your side's total for each home colony you have, add 2 for each foreign colony you have not in the other main player's home system, and add 3 for each colony you have in the other main player's home system.

Dylan

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Re: Cosmic Encounter Homebrew Powers
« Reply #28 on: July 25, 2011, 12:10:08 am »
PARANOIAC

You have the power to Suspect.

Whenever destiny is drawn, choose a colour and another player. If that colour is drawn, use this power to have the player you chose get a suspicion token. If that destiny had a hazard, the player you chose gets an additional suspicion token.

Whenever your colour destiny is drawn, use this power to have each other player gain a suspicion token.

Whenever the player with the most suspicion tokens would invite allies, use this power to have that player invite no allies instead.
Whenever the player with the most suspicion tokens would be invited as an ally, use this power to prevent that player from being invited.
(If multiple players are tied for most suspicion tokens, these powers apply to them all)

Whenever you're the defense, you may use this power to have a player with the most suspicion tokens lose a suspicion token. If you do, that player becomes the defense this encounter.

Wild: Main Player or Ally/Reveal -- Choose one of your opponent's allies. Add X to your side's total, where X is the number of ships that ally sent.
Super: Main Player/Regroup -- Each other player loses a ship of his or her choice to the warp for each suspicion token he or she has.


Scott

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Re: Cosmic Encounter Homebrew Powers
« Reply #29 on: July 25, 2011, 10:01:36 am »
Conquistador (Dylan Bandstra)
GAINS POWER FROM FOREIGN COLONIES
You have the power to Subjugate.
Before you regroup a ship, use this power to draw a card from each other player's hand for each foreign colony you have in that player's home system.
Offense/Mandatory/Regroup
After encounter cards are revealed, use this power to add the following to your side's total: 1 for each home colony you have, 3 for each foreign colony you have in your opponent's home system, and 2 for each other foreign colony you have.
Main Player/Mandatory/Reveal

Wild
Reaction - You may play this when allies are invited
The player with the fewest foreign colonies can't be invited as an ally this encounter.
Any Player/Alliance
Super
This encounter, you may use your power as any player.
Any Player/Regroup or Reveal

Scar (Dylan Bandstra)
LEARNS FROM LOSING
You have the power of Vengeance
After you lose an encounter, if your opponent played an attack card, use this power to put that card onto this sheet instead of into the discard pile.
Main Player/Mandatory/Resolution
You may use this power to switch an attack card from this sheet with one in your hand.
Main Player/Optional/Regroup
After another player reveals an attack card of the same value as one on this sheet, you may use this power to make that player's side immediately lose the encounter (skip to resolution).
Any Player/Optional/Reveal

Wild
Draw a card for each ship you lost to the warp this encounter.
Main Player/Resolution
Super
Put up to two attack cards from your hand onto your Scar sheet.
Main Player/Regroup

Artillery (SW and DB)
KILLS SHIPS FROM AFAR
Before the offense flips a destiny card, use this power to predict a colour. When the destiny card is flipped, if it is the colour you predicted, destroy three ships of that colour of your choice.
Not Offense/Mandatory/Destiny

Wild
Destroy any three ships of your choice.
One use.
Any Player/Any Phase
Super
Reaction - You may play this when you use your power.
Destroy the ships if the destiny card is a Wild or Special also.
Not Offense/Destiny

Alchemist (Scott Wilson)
Any number of times you like, you may use this power to choose two cards of the same type from your hand. Take the top card of the discard to your hand, then discard the two chosen cards.
Any Player/Optional/Any Phase

Wild
Reaction - You may play this when you lose ships.
For every two ships lost, you may discard a card. If you do, those ships go home instead. (You can save only some of your ships, if you like.)
Any Player/Any Phase
Super
Reaction - You may play this when any player discards a Card Zap or Cosmic Zap.
Discard a negotiate. If you do, take the discarded Zap into your hand.
Any Player/Any Phase

Paranoiac (DB)
EMBARGOES THOSE UNDER SUSPICION
You have the power to Suspect.
Before the offense flips a destiny card, use this power to predict a colour other than your own and choose a player. When the destiny card is flipped, if it is the colour you predicted, the player you chose get a suspicion token. If that destiny had a hazard, the player you chose gets an additional suspicion token. If that destiny card is your colour, each other player gains a suspicion token.
Any Player/Mandatory/Destiny
Before Allies are invited, use this power to prevent all players with the most suspicion tokens from inviting or being invited as an ally.
Any Player/Mandatory/Alliance
After the defense is determined, you may use this power to have a player with the most suspicion tokens other than the offense lose a suspicion token. If you do, that player becomes the defense this encounter.
Main Player/Optional/Destiny

Wild
Choose one of your opponent's allies. Add 1 to your side's total for each of that player's ships.
Involved/Reveal
Super
Each other player loses a ship of his or her choice to the warp for each suspicion token he or she has.
Main Player/Regroup
« Last Edit: July 25, 2011, 12:34:35 pm by Scott »