Gravius here with a little trip into the world of
board games, although todays’ game doesn’t really have much of a board to speak
of but rather enjoys the limitless confines of the universe as its playground
(come to think of it, with that much space available why are all these weird
and wild alien races desperately trying to establish colonies on my five
planets? Anyway I digress…).
This week I shall be reviewing Cosmic Encounter, a game for
3-5 players, by Fantasy Flight Games.
Our weekly gaming group has had Cosmic Encounter in our collection for a good few months now, and I’m confident in saying it is pretty much our favourite board game.
There’s never really a good reason not to play it, it’s
pretty quick compared to a lot of our games (here’s looking at you Game of Thrones!)
and it at least allows someone to win (that one’s for you Arkham Horror!). The
best part about the game has got to be the bizarre and varied alien races
though, which each drastically and differently affect, what at its core is a really
simple game.
Ciaran> Last week was my first play at Cosmic Encounter so my perspective in this review is as a first time player. It is refreshing in that it is very simple and very quick to get into which is something that is starting to become a must for alot of adult gamers out there who are trying to balance busy lives with their hobby. There is not many components to the game other than planets, ships and cards which again helps the pace of play and keeps things simple.
Ciaran> Last week was my first play at Cosmic Encounter so my perspective in this review is as a first time player. It is refreshing in that it is very simple and very quick to get into which is something that is starting to become a must for alot of adult gamers out there who are trying to balance busy lives with their hobby. There is not many components to the game other than planets, ships and cards which again helps the pace of play and keeps things simple.
How to Win
The rules are pretty straight-forward, each player starts
the game with five planets and picks a race at random, which gives him a
special power for the duration of the game. The aim of the game is to gain five
colonies on your opponents’ planets before the other players, and you do this
by attacking their planets with your ships. At the basic level it’s that
simple.
How to Play
Each player takes it in turns to attack one planet of a
randomly chosen opposing player, which is drawn from a deck that tells you who
to attack. This is a useful contrivance in order to stop players from ganging
up on a weaker opponent or targeting a weakened player in order to get an easy
victory.
In order to establish a colony you use your ships to attack
the chosen planet and your opponent uses the ships on that planet to defend.
Each player can ask for allies, offering whatever enticements may be needed,
who can help out by adding their ships. Finally, the attacking and defending
player each choose one card from their hand (most of which have attack values
ranging from zero to 40) and add that to their number of ships, with the higher
total winning.
The turn then moves to the next player, who chooses an
opponent at random, and attacks one of their planets in much the same way.
Rinse and repeat until 1 player has gained five colonies.
Whilst this is pretty much the majority of the game there
are just the right amount of embellishments to always keep the game
entertaining and intriguing, right to the final colony.
The Extras
Tech
In order to keep the game from getting stale there are a few
mechanics that keep players on their toes. Firstly, each player can research
various technological upgrades (by spending ships, with the more powerful techs
costing more ships, thus reducing your defences for a few turns while they work
on the tech). Which once complete can add an extra colony, add extra attack
power to your ships or simply obliterate an enemy planet, and anything on it,
from the face of the universe (that one is a particular favourite).
While researching a tech, at the start of each players turn
you have the option to commit one more ship to its research, gaining you the
tech more quickly but possibly leaving your home planets or colonies vulnerable
to attack. The simple mechanic of using your ships to contribute to research
means you never really have a solid foothold on any planet or colony, and every
time someone flips that random target card over, you’re praying it’s not you.
Flares
Flares are powerful abilities which, if you’re lucky, you
can draw into you hand of cards from the main deck. Flares are all related to a
certain alien race and whilst any race can use any flare in their hand, the flares
are more powerful if you use the one that relates to your race.
Flare cards are not discarded after use but go back to the
player’s hand, with the proviso that they may not be used again that turn.
Whilst the attack cards are just numbers, and the tech cards
all have some form of logic to them (more expensive to research meaning more
powerful, so if someone got 10 ships stacked up researching their tech you know
it’s going to be good when it activates), the flare cards can have some
extremely random and powerful effects, with the beauty being, you never know
who’s got one until they play it.
Before flare cards attacking was just a matter of odds, you
know how many ships you have to attack with, you know if you have a relatively
high attack card or not, and can therefore, feel pretty confident about whether
you’ll win or not. However, flare cards introduce just enough of an uncertainty
to always make things wary. Sure that planet looks pretty undefended and I’ve
got a high power attack card, but what if that player has that one flare card
that says the player with the lower total wins this battle? The odds are low
but what if it’s a trap, why else is that planet so poorly defended?
It’s those little moments of doubt, in what should be a
pretty simple odds calculation, that keep this game interesting. Especially
when you have the full complement of 5 players and it isn’t only the person you’re
attacking directly you have to worry about.
Races
The final and most interesting pieces of the Cosmic
Encounter puzzle are the races themselves. There are about 30 different races
and because we choose them at random there are still some we’ve yet to play
with and against.
Each race has a power which affects a certain aspect of the
game, and often when you read these powers in isolation you think it is the most
overpowered ability imaginable. Then you see five equally overpowered and crazy
abilities on the table and you can’t help but revel in the madness of every
turn. A few quick examples of the races available help to sum up the
awesomeness that is on offer. (note: the upside down wording is so the other players can see your power at a glance, from across the board / universe).
Anti-Matter (that’s right you can play as anti-matter)
Effectively anti-matter’s power is that the lower total
always wins in combats involving its ships, a pretty simple ability that
completely turns the easy combat calculations on its head. But that only counts
when fighting against the anti-matter, so having low power combat cards is
probably useless against all the other players, and because you never know who
will attack who, thanks to the random draw, you can’t really plan ahead to use
a certain card at a certain time.
Zombie (a kind of space-zombie-giant-tentacle-mouth-beast
thing)
The zombie race never loses its ships if it loses a battle.
Everyone else, when they lose a battle lose all ships involved to the warp (and
you can only get back one ship a turn without the use of special cards or
tech). Whilst is doesn’t make combat any more complicated or uncertain to
calculate like the Anti-Matter, the Zombie is always at full ship capacity, and
therefore, capable of dealing a serious blow to anyone he attacks. Just one
more thing to consider when deciding how well defended each of your colonies
should be.
Masochist (erm…yeah, he likes pain, a lot)
This races power is one of the simplest. If the Masochist
loses all his ships he wins the game. But you can’t just let him win all his
battles because then you’ll just lose your ships and won’t be able to win
yourself. But you can’t just kill his ships off all the time as then he’ll win
because he likes getting his ships killed. It's a quandry.
There is no need to adjust your screen, you are now experiencing ...Games-Knight.
Gravius> Taken individually, each race poses an awkward enough
situation on its own. However, when you have five races all with similarly
bizarre powers, slugging it out all at the same time it can be fantastically
entertaining.
What started off as a
simple ‘my number vs. your number’ fight to the finish has descended into a
thoroughly enjoyable hour of anarchy and confusion as vessels from the farthest,
and most confounding, corners of the universe desperately strive to be the ones
to conquer your five humble planets.
For me, this game is a really good hours entertainment. It's simple to learn the basics, but is kept fresh by the varied races and powers that crop up from game to game. After a good few months play, there's still something new each time we get it out, be it a race we've never played before or a flare card we've never seen used. Without a doubt this game gets 5/5 for me. Get a few friends round and enjoy an evening of gaming that won't take itself too seriously, but will be thoroughly enjoyable because of it.
Ciaran> There is not anything about this game you can find to dislike. It is quick and simple to play and will offer you and your gaming buddies a good hour of fun. It is not a game to take seriuosly it really is just a good old fashioned board game for an hours worth of fun. (Despite the lack of a board but we can gloss over that) I think it is a game that suites 4 or more players better but that really is a matter of opinion. Its is also good to see an 'original' game from Fanatsy Flight as opposed to one based on a brand / franchise. For me this is a 4/5 and I look forward to sharing a Cosmic Encounter with my gaming pals again in the future.
Ciaran> There is not anything about this game you can find to dislike. It is quick and simple to play and will offer you and your gaming buddies a good hour of fun. It is not a game to take seriuosly it really is just a good old fashioned board game for an hours worth of fun. (Despite the lack of a board but we can gloss over that) I think it is a game that suites 4 or more players better but that really is a matter of opinion. Its is also good to see an 'original' game from Fanatsy Flight as opposed to one based on a brand / franchise. For me this is a 4/5 and I look forward to sharing a Cosmic Encounter with my gaming pals again in the future.
And Finally…
I’d just like to leave you with this. If you think Cosmic
Encounter is all about weird alien races with complicated and often
unfathomable powers, duking it out across the stars…well you’re pretty much
right…but there is one bastion of hope for us earth dwellers. We can take
comfort in the knowledge that if Cosmic Encounter is in any way representative
of our universe (and I like to think it is) humanity
will have established its rightful place and authority amongst these varied
alien races.
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