Monday, June 21, 2010

Tweaked Aliens

The Fantasy Flight version of Cosmic (including the Cosmic Incursion expansion) has had a number of aliens from previous editions of CE, but modified for one reason or another. There have been a number of revisions to the original powers over the years. The Warp currently has 26 revisions (not counting changes made in the FFG edition).

And there was a newsgroup posting about it in 2004 by Rob Burns: rec.boardgames.ce which Peter Olotka responded to with these thoughts:
I think that tweaking is more of an exercise in design for the fun of seeing what might happen with differing variants, than in "making cosmic better' because the aliens are fundamentally flawed.
Here is a look at 10 changes aliens, and my thoughts on the pros and cons of the changes.

1) Chosen. I actually advocated pretty strongly for changes to Chosen, which to me always seemed like a great idea for a power, but never in any game I ever played did I see it do any good. I had a couple of different revisions to Chosen on The Warp, and the FFG version went to an even more souped up version. Originally, Chosen could only replace his revealed encounter card with the next encounter card from the deck. The odds of it being a better card were not generally high. I think the changes FFG made did improv Chosen, though I would have preferred to not have the new cards adding to the original one. I would have been fine with allowing Chosen to replace an encounter card with any one new encounter card, or any combination of attack cards. Including the original version from Mayfair in the new set would have been a waste of an alien card.

1) Dictator. A pretty strong case can be made that the new version of Dictator is weaker than the old one, and I don't argue that. Originally, Dictator would simply decree the color of each Destiny flip, even to the point of forcing everyone else to always attack the same person. In fact, I remember a game where the Dictator player forced everyone else to attack me, every single encounter. He felt that since I won most of the time, I was the biggest threat (no matter what alien I or anyone else had), and his goal was to force me to lose all of my home colonies- and even after I did lose them all, he kept having everyone else attack me. He didn't even come close to winning, so ultimately I didn't see the point. Needless to say, it wasn't my most enjoyable game, and in fact pretty much no one enjoyed that game.

That's a pretty extreme example, but it does illustrate the "abuse of power" that the original Dictator was capable of. I like to think the new version, which is identical to a revision that Patrick Riley proposed many years ago, is more strategic to play (and play against). This was a change that was less about strength of the alien, and more about overall potential gameplay enjoyment. I find that many of the changes FFG has made try to touch on this element as much as any notion of "game balance" (a notion that is difficult to maintain in a game like CE).

3) Grudge. This alien only got to use his power when he won his encounter without the help of players he invited. Mayfair added in that even when Grudge loses, the invited players must still lose a ship (two ships actually). FFG flipped this around. Grudge now punishes those non-allies more when he loses. If Grudge has asked three player to ally, and they've instead allied with Grudge's opponent, he is much more likely to lose that encounter, and I think those players definitely should pay more for snubbing Grudge. Whether or not you think the Grudge tokens are useful to have, this change to Grudge is a welcome one. There wasn't really anything particularly "wrong" with the first version, but I think you now have to weigh the alliance invitation even more.

4) Macron. This alien has the dubious honor of being the most frequently revised alien (though only revised once in a printed edition). The big concerns with Macron are his vulnerability to effects that can pick off a lone ship on a colony (powers like Shadow and Hate for instance), and the issue of compensation and rewards. With only 1 ship in the encounter, Macron was only ever able to pick up 1 card or ship when collecting compensation or rewards. The FFG change gives Macron double the compensation or rewards per ship (typically a total of 2). It's a decent compromise, though it doesn't do much to protect Macron's vulnerable colonies.

5) Symbiote. The new version is stronger and more flexible, since all 40 ships count for the win in every circumstance. The other tweak that was making Symbiote unzappable. This was part of also making it so you could never steal, copy, or do anything else to Symbiote, in an effort to head off any of the multitude of power interaction questions (like how does Plant affect it?). I had a lot more fun seeing the original version in play. It was interesting to watch the Symbiote player manage the two colors (since only the primary colored ships counted for foreign colonies). I think that element could have been retained, and the "you can not steal or copy" etc. aspects could have been included.

6) Virus. The Eon and Mayfair versions of Virus let him multiply all ships on his side (his and allies). The FFG version only multiplies the Virus ships, and allies are added normally. This is also the version of Virus that is used online. I'd be curious to know if it was a change made to the power to temper it, or a change made out of necessity coding-wise. I think this change, while weakening Virus, isn't a bad thing. Virus is frequently regarded as one of the biggest powerhouse aliens out there. It's a red-alert alien in FFG, because new players take a look at it and ask "how can you ever beat this alien?". It can be done, and this version is at his strongest early in the game. Later, when resources are usually spread thin, Virus loses some of his edge, especially on defense. But even multiplying your attack card by two, rather than merely adding 2, is still a significant advantage.

7) Void. Old Void could eradicate you right out of the game. I've only seen it happen once, but the fear of it happening was always present. New Void puts on the brakes when you get down to just enough ships to still be able to win. As above, this was a decision made from overall gameplay enjoyment... but I think I would have left it well enough alone.

Minor Tweaks

8) Clone. The only real change was clarifying that Clone's encounter card doesn't return to hand until after compensation, which means if he's got a great card, he'll get to keep using it until zapped (you can't steal it from him by negotiating). A very nice bit of clarification there.

9) Deuce. The big change here was making the second encounter card played by Deuce not count as an encounter card, and thus unaffected by any other alien that does something to your encounter card (e.g., Sorcerer). This is a great way to deal with all of those potential debates. Bravo.

10) Ethic. Previously a lucre power, Ethic didn't really need to be, and now it simply isn't. Patrick Riley proposed this change a few years back, and it's pretty sensible. Of course, there aren't that many good lucre powers, and now there's one fewer. However, I don't expect to see lucre powers any time soon from FFG, if ever. Mayfair's Ethic could discard some or all cards taken as compensation, but the other change FFG's version has is the ability to take the compensation from the deck instead of the other main player. The aliens that get something for losing aren't as fun for me as those that help you win, but it's nice to get something for your trouble, and the changes here are fine.

Other interesting revisions

11) Crystal. One of my least favorite aliens (although still preferred over Worm) has always been Crystal. In an effort to make it more interesting and perhaps more enjoyable for everyone in the game, I revised it thusly:
You have the power of Arrangement. Whenever you are a main player or ally in an encounter, use this power to give a Crystal token to each ally (including yourself, if you are an ally). Players must send the number of ships indicated by the token they are given, and may not refuse to ally if they have already accepted. A player who receives a 0 token is still considered an ally involved in the encounter, but has zero ships committed.
Like the Dictator revision, I like how it forces Crystal to work with what he's got. The original Crystal gave the allies an easy out by deciding not to ally after being told how many ships to commit. I like taking that option away. Crystal can only "screw" one player by forcing a commitment of 4 (or of 1) when the player clearly wanted a different number. The love, so to speak, is spread around a little more this way.

12) Demon. An alien that many people groaned about seeing in the game. I wanted to find a way to make Demon more of a strategic alien to have in the game and less of a crapshoot.
You have the power to Possess. Any time you are not involved in an encounter, use this power to attack the offensive player after both sides have played encounter cards but before they are revealed. You place 1-4 of your ships outside of the Hyperspace Gate and play an encounter card facedown. You and the offensive player reveal cards and resolve your mini-encounter (without allies). If the offensive player wins, your ships go to the Warp. If you win, his ships return to colonies, and your ships take over his encounter. You may now resolve the original encounter with either card played in the pre-encounter.
The downside is the additional time this adds to the game, though in reality I think it's pretty negligible. Instead of the offensive player deciding to either play a good encounter card and hope Demon doesn't possess, or playing a crappy card and hoping Demon does possess- now there's an element of having to be able to beat the Demon AND your regular opponent. And Demon now has the option of using the card played by the original offensive player. Imagine a player attacking Anti-Matter and playing a low attack card, but Demon swoops in with a high card and beats that player (only to turn around and use that player's original low attack card against Anti-Matter). It's still an invasive power (a reason that the "enhanced gameplay" mindset of the FFG version will likely avoid this alien), but I think a better way to approach it.

13) Diplomat. Some great suggestions and discussions have take place on BoardGameGeek about revising this alien. Check them out here. I do enjoy the new direction it has taken.

14) Doppelganger. This alien was radically changed from the Eon version to the Mayfair version, and no word yet if it will ever surface in the FFG version. Eon's was pretty formidable (take the highest attack card and "negotiate" card from your opponent every time you're a main player. This was another alien that confounded many people regarding how you can ever beat it, and certainly led to the changes. Mayfair tried to keep the spirit of the alien, and added some interesting psychological twists. You gave Doppelganger any two cards from your hand, and he could either keep them, or set them aside and look through your hand for two he wanted. So it became a game of psyching out Doppelganger by either giving him one good card and a crappy one to see if he'd keep it, or giving him your best card and something else while hoping he'd think there's even better stuff you're still holding onto. I tried to find some middle ground with this revision:
You have the power to haunt. At the start of the game, you do not receive an eight-card hand. Instead, each time you are a Main Player in an encounter, use this power demand two encounter cards from any player involved in the encounter (your opponent or any allies). That player decides which two to give you. After seeing the cards, you may either accept them, or you may set them aside and search through his remaining encounter cards and take two you like. You must take two cards from that player unless he started with only three, meaning he had only one left to take after you set two aside; in this case you get the one card remaining. After you have taken cards, the player gets the rest of his hand back, including cards that you set aside. The encounter then proceeds normally. At the end of the encounter, any cards you borrowed but did not use return to their previous owner. As long as you have use of your power, you never draw a new hand for lack of encounter cards. Any non-challenge cards you accumulate throughout the game may be held until played.
It works very much like the Mayfair version, but is restricted to encounter cards. It's been fun to play, and I think still captures the intent of both previous versions.

15) Empath. A lot of people unfairly characterize Empath as a weaker version of Pacifist. While they both use negotiates to their advantage, Empath has more flexibility on defense. However, I found making Empath mandatory to be too limiting. I made this revision:
You have the power of Harmony. As a main player in an encounter, if only one player reveals a negotiate card, you may use this power to change both revealed cards to negotiates.
I think this lets Empath decide when it's most convenient to be in a deal situation. Sometimes Empath wants to get compensation (if his opponent has the Empath flare, or whenever Genius is in the game). And sometimes Empath wants his opponent to take compensation. Finally, if Empath is the defense and his opponent plays a negotiate, it's nice for Empath to still have the opportunity to gain something from a deal situation, rather than just winning (and gaining nothing). It's a pretty subtle change, but with big result possibilities.

Final thoughts

There are quite a few other revisions on The Warp (some lucre changes, like Rob Burn's change to Force), including alternate versions of aliens in the FFG edition of CE. Some are definitely worth trying out. As Peter said, it's fun to see what new outcomes may take place. It's a fun way to think about creating aliens for CE- many homebrews are really just variations on an existing alien.

Tuesday, June 1, 2010

Alliance Cards variant

Stefan Lopuszanski's idea for cards that allies play face down do their commitment to the alliance can be kept secret until everyone has responded has been extremely entertaining to play with.

I created a set of cards that don't require specific colors. Every player invited to ally must play a card (even if they do not intend to ally, they must play a card with zero ships). I've also included a zero card for offense as well as defense, in case players want to indicate the side they are ally with, while keeping the amount of ships secret.

Cards have "Ally with", either "Offense" or "Defense" and from 0-4 ships.

Some additional variants:

* We sometimes do not reveal the alliance cards until the encounter cards are revealed. This creates some tension for the main players, since they do not know how many ships are on each side.

I added a Special Destiny card to my set that requires players to keep their Alliance cards secret until the reveal stage.

* The latest variant involves dealing out 1 Alliance card at random to each player at the start of the game. Each encounter, the Offensive player draws an additional Alliance card for each potential ally. During the alliance phase, the Offensive player must hand an Alliance card to each potential ally before inviting allies.

Players may only ally if invited, and they may only commit per the card they play. Each player has limited options early in the game. To make matters even more interesting, invitations are open ended. That is, the offensive and defensive players can invite any player they like, but the invitation is open to either side. So if Red is the offensive player, and invites Yellow to ally. Yellow can ally with either side (per whatever his or her Alliance card allows).

This gives the offensive player a slight advantage, since he or she knows what cards have been added to the mix, but there's always at least one card that is unknown.

Sometimes this variant calls for turning in and redealing all Alliance cards after each turn, to really shake things up.

Sunday, May 23, 2010

Cosmic Incursion Reviews


It's taken some time before some user reviews of CI finally surfaced.

Gerald Katz posted one on the rec.boardgames.ce newsgroup- mostly positive:

"Hooray for the return of Kickers, Negative Attack Cards, and some
Edicts (Artifacts) like Space Junk and Hand Zap.

I like the crooked Negotiates. +1 compensation or -1/+1 ship to the
warp on failed deal..."


Nate Owens posted an even glowier review on boardgamegeek:

"It’s a welcome expansion, and the extra variety is so good, I would recommend this expansion be bought when you pick up the base game."


Of course, I'm pretty biased when it comes to Cosmic Incursion, but I think it's a fantastic addition to CE, and I highly recommend it. The 6th player color let's you have a bigger and more intense game- or you can just use the ships to play with Symbiote in a 5 player game.

The 20 aliens are a great mix of old a new. Sniveler was one of the most requested classic alien, and it's joined by several others I've always been fond of (Chronos, Seeker, and Plant).

Finally, I've been a long advocate of the Reward Deck (naturally). I like the fact that it makes defensive alliances an even more serious consideration for all players. While not everything in the Reward Deck is great, the lure is often too hard to resist. The first game I played with CI, I drew four rewards (all of the negative cards and a negotiate). It was a serious bust. But since I was playing Ghoul, I was tapping into the Reward Deck a lot, so the next time I ended up drawing a pair of artifacts, a kicker, and a high attack card. It's worth the gamble.

If you love Cosmic Encounter, then this expansion is a must. Even if you only like CE, I think the expansion adds quite a bit and will enrich your experience. We're less than a year away from the next expansion, which I'm eagerly awaiting... if it's in the same league as CI, it will be another great addition.

Sunday, May 9, 2010

Alien Strategy Series: Clone


First appearance: Eon base set.

Plain-English power: May keep own encounter card.

Loved by: Mutant; Hacker; Magician, Barbarian.

Loathed by: Filch.

Three ways to win as Clone:
  1. Spend some time early in the game trying to get cards as rewards. Once you can get your hands on a great encounter card, like the 30 or 40, you'll be extremely hard to stop.
  2. It's difficult to get a new hand of cards as Clone, so if you think you'd like a new hand, you'll have to not use your power early and often. It may be better to go ahead and keep those undesirable cards, so you can retain them for compensation to other players. No sense making it easier for them to get any of your decent cards, like artifacts or flares.
  3. Commit your ships to the encounter when you are the attacker. Everyone assumes Clone has a great card, even before they've seen anything he's played. You can bluff players sometimes, and until you know how good your best card is, having four ships in there may be the difference between a win and a loss.
    Three ways to win against Clone:
    1. If Clone has a particularly good card, you need to get it out of his hand, or he'll mop the floor with you. This is an alien that's worth spending a Cosmic Zap on- otherwise that encounter card will be the gift that keeps giving. With other aliens, like Virus or Anti-Matter or even Loser, a Cosmic Zap becomes more about waiting for the right moment to play. Stopping Clone with a 40 is in everyone's best interests.
    2. Gang up on Clone, especially when you know what his best card probably is (the one he keeps playing). You can do the math, because you know what spread you have to beat.
    3. Clone will probably play his best card on defense as well as offense, because why not? Ally with him if you don't think the offense can beat the spread, and get some good cards out of the deal. Similarly, don't invite Clone to ally with the defense, because you can't afford letting him get an even better encounter card.
    Other notes:

    The FFG version of Clone clearly indicates that his or her encounter card is not really subject to compensation. The power text explains, "...after the encounter is resolved (and after any compensation is claimed), you may use this power to return your encounter card to your hand instead of discarding it." Thus, the encounter card is still lying face up on the table and not part of the hand. In past versions of CE, this was certainly an area that was open to debate, and I know my group discussed whether or not Filch could take Clone's card, or if anyone could get that card by negotiating for compensation. This version definitely makes Clone more powerful.

    At CE Online? Yes.

    Monday, May 3, 2010

    Constellations

    This is an expansion that directs the objectives for each player at the start of the game.

    History:

    When certain stars and planets are lined up, they form shapes in the sky. In the game, players try to capture specific planets in different systems.

    Additional Equipment:

    A set of Constellation cards, kept separate from the regular deck.

    Additional Set-up:

    Each player draws a Constellation card at the start of the game. Cards may be played face-up, or secretly.

    Play:

    Each player has a Constellation card that outlines which planets in various planetary systems they must occupy in order to win the game. In six player game, for example, the card will show which foreign colonies you must occupy, and which home colony you must retain. In games with only four or five players, the card will show the home colony and a number of foreign colonies needed (and the remaining number of foreign colonies can be on any foreign planets.

    This has a subtle (and sometimes not-so-subtle) effect on game play. Obviously, when one player is attacking a colony they need, other players may not be so anxious to ally on the offensive side if it is not a colony they also need. Uninvolved players will ally with the Defensive Main Player more often than in regular games (if there is such thing as a "regular" game).

    Players will also have to defend certain home colonies more fervently, or actually make attacks against their home system in order to regain a colony (something that rarely occurs in games with our group).

    The cards themselves will have many duplicate bases (depending on the number of players), so that joint attacks are still potentially beneficial for more than one party. The set of cards can continue to grow, depending on whether or not players wish to include moons in their win objectives, as well as other expansions.

    In order to account for many different scenarios, I have constructed different Constellation "decks" for different numbers of players in a game. The actual formations of the Constellation are, of course irrelevant, but feel free to connect the planets and decide what shape they make.

    Custom Constellations cards on Artscow.