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Author Topic: Cosmic Encounter IV  (Read 25258 times)

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Axxle

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Cosmic Encounter IV
« on: October 09, 2012, 12:26:11 am »

Welcome to Cosmic Encounter IV!  Everyone has a very powerful combination of alien powers.  Let's see what they are!

This race has taken masochism to the next level.  Sacrifice never felt so good:
It's DSell: The Black Kamikaze Horde!

This race makes you feel terrible that it got beat up... all while picking your pocket!:
It's Galzria: The Purple Ethical Hackers! (Ethic/Hacker)

These sneaky devils always seem to get everywhere and stick to everything!
It's cayvie: The Yellow Parasitic Fungus! (Parasite/Fungus)

Giving new meaning to: The meek shall inherit the universe:
It's Jorbles: The Orange Chosen Loser!

Not only can this race know your fate, it can steal it!
It's Insomniac: The Green Divining Sorcerer! (Oracle/Sorcerer)

And last but not least: he's big, he's bad, he'll force you to give him lavish gifts of planets:
It's Kuildeous: The Red Clawed Visionary (The Claw*/Visionary)



*Organized under "Claw, The" in the cosmodex.
« Last Edit: October 09, 2012, 12:27:02 pm by Axxle »
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Axxle

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Re: Cosmic Enounter IV
« Reply #1 on: October 09, 2012, 12:26:18 am »

Board: https://docs.google.com/spreadsheet/ccc?key=0AhFZRiD-k6n7dEQ4SEg4VmRKamw1aUkxS05sbXlQS0E

Here's the script. I Hope there are no mistakes:

I. Start Turn
  • If Offense has no Encounter Cards, they discard hand and draw eight cards.

II. Regroup
  • The Claw may change his "claw"
  • Mobius Tubes
  • Rift
  • Plague
  • Hand Zap
  • Offense retrieves one ship from the Warp.
    • Wild Horde
    • Super Kamikaze

III. Destiny
  • If Offense's destiny card is his own color, the player may either attack a foreign colony in his home system or draw again.
  • Defense is determined.

IV. Launch
  • Offense sends one to four ships to the Gate.

V. Alliance
  • Offense may invite allies.
  • Defense may invite allies.
  • In turn order (starting after Offense), players accept up to one invitation and send one to four ships.
  • Parasite infests to ally. (Super Parasite)
  • Force Field

VI. Planning
  • Before Encounter Cards are selected
    • If Defense has no Encounter Cards, they discard hand and draw eight cards.
    • Wild Chosen.
    • Wild Loser.
    • Loser declares an upset. (Super Loser)
    • Visionary specifies an encounter card to be played. (Super Visionary)
    • Wild Oracle
    • Wild Sorcerer
    • Kamikaze may sacrifice
  • Kicker
  • Oracle may Forsee. (Super Oracle)
  • Main players secretly choose Encounter Cards.
  • After selected, before revealed.
    • Wild Kamikaze
    • Sorcerer may switch encounter cards. (Super Sorcerer)

VII. Reveal
  • Main players reveal cards.
  • After Encounter Cards are revealed
    • Chosen prays for divine intervention. (Super Chosen)
    • Fungus ships are worth their size instead of 1
    • Wild The Claw
    • Main players and allies may play Reinforcements.
    • Emotion Control
    • Super The Claw
  • Winners are determined, or a deal is attempted.

VIII. Resolution
  • Ionic Gas
  • Quash
  • Loser's ships and loser's allies' ships (or three ships from each main player in an unsuccessful deal) go to Warp
    • Ethic may guilt opposing main player.
    • Wild Fungus
    • Fungus adheres to lost ships
  • If Offense wins, Offense and their allies land on planet.
  • If Defense wins, their allies gain rewards.
  • If a deal was made, its terms are carried out.
  • If one player played Negotiate, compensation is gained.
    • Super Ethic.
    • Hacker may hack. (Super Hacker)
    • Wild Hacker.
  • Non-Flare cards played are discarded.

IX. Post-Encounter
  • If this was offense's first encounter: If Offense won or made a deal, they may have a second encounter. If he cannot, or do not wish to or this was offense's second encounter, play passes to next player.

Any Phase
Cosmic Zap
Card Zap
Finder
Space Junk

Wild Visionary
Wild Parasite
Super Fungus
The Claw may steal a planet
Wild Ethic
Horde spawns hordelings (Super Horde)
« Last Edit: October 12, 2012, 12:14:39 am by Axxle »
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Galzria

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Re: Cosmic Enounter IV
« Reply #2 on: October 09, 2012, 01:09:41 am »

Time to see just how crazy it's gonna get in here. Cosmodex, here I come!

Can we say what we turned down?
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

cayvie

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Re: Cosmic Enounter IV
« Reply #3 on: October 09, 2012, 01:10:16 am »

wait, doesn't kamikaze horde go infinite?
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Dsell

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Re: Cosmic Enounter IV
« Reply #4 on: October 09, 2012, 01:18:26 am »

wait, doesn't kamikaze horde go infinite?

I can only do up to four ships at a time.
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Galzria

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Re: Cosmic Enounter IV
« Reply #5 on: October 09, 2012, 01:21:59 am »

Dsell:

Horde:
You have the power to Spawn. Each time you draw a card or retrieve a ship from the warp, use this power. Add a horde token to one of your colonies. Treat horde tokens as ships under your control, but discard them if sent to the warp, removed from the game, or captured by another player. If you lose this power, horde tokens remain until discarded.

Kamikaze:
As a main player, before encounter cards are selected, you may use this power to send up to four of your ships from any of your colonies to the warp. For every ship sent to the warp, draw two cards.
« Last Edit: October 09, 2012, 01:48:23 am by Galzria »
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: Cosmic Enounter IV
« Reply #6 on: October 09, 2012, 01:23:56 am »

Galzria:

Ethic:
As a main player, after you lose an encounter in which both players revealed an attack card, use this power to collect compensation from your opponent as if you had played a negotiate instead.

Whenever you gain Compensation, you may draw some or all of it from the deck instead of your opponent.

Hacker:
You have the power to Hack. As a main player, when collecting compensation, you may use this power to choose the player that you are collecting compensation from, whether that player was your opponent or not. You then look through that player's hand and choose the cards you want for compensation.
« Last Edit: October 09, 2012, 01:55:01 am by Galzria »
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: Cosmic Enounter IV
« Reply #7 on: October 09, 2012, 01:25:35 am »

Cayvie:

Parasite:
You have the power to infest. Unless specifically prevented by the Force Field or the Magnet, you may ally (with 1 to 4 tokens) with one side in a challenge as if you had been invited, even when you were not.

Fungus:
You have the power to adhere. Whenever you win an attack as a main player or as an ally and have tokens in the challenge, your tokens adhere to all of the tokens of your opponent(s). Your opponents' lost tokens do not go to the Warp. Instead, you stack one or more of them under at least one of your tokens which was in the challenge. Captured tokens do not have special characteristics, e.g. Macron tokens are not worth four. These Fungoid stacks are controlled by you. Each stack is considered to be one token for purposes of play, e.g. taking consolation, going into the cone, etc. But when your total force is counted in a challenge, each token in each stack counts separately as one of your tokens. Tokens lost to the Fungus are released when the Fungoid stack is in the Warp. Then, they may leave the Warp under normal conditions. If you lose your power, each stack counts as one token but they stay fixed until separated by the Warp.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: Cosmic Enounter IV
« Reply #8 on: October 09, 2012, 01:27:20 am »

Jorbles:

Chosen:
As a main player, after encounter cards are revealed, you may use this power to pray for Divine Intervention. To do so, draw three cards from the deck. If none of them are encounter cards, discard all three and no further action is taken. If you draw any encounter cards, you may choose one to replace your revealed encounter card (which is then discarded). If you had revealed an attack card, and choose another attack card from Divine Intervention, you may choose to replace the original or add it's value to the new card. All other cards drawn from Divine Intervention are discarded.

Loser:
You have the power of upset. As a main player in a challenge and before selecting cards, you may declare an upset. Both main players must play Attack Cards if possible. Then, after the Challenge cards have been revealed, the winning side loses and the losing side wins.
« Last Edit: October 09, 2012, 02:07:10 am by Galzria »
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Dsell

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Re: Cosmic Enounter IV
« Reply #9 on: October 09, 2012, 01:27:29 am »

And only when I'm a main player, which limits things. AND all those ships make me just suck against loser.

Now, if I could have paired these two with my OTHER option (four power game would be insaaaane), I think that would be truly unstoppable.

Industrialist/Machine/Kamikaze/Horde

I can keep having challenges even after I lose, I can add or subtract a growing number to/from my total, while replenishing my hand and ships. Now that would be cool.

Hope it's ok that I revealed my other possible combo? It shouldn't have much bearing on the game. Would love to hear others' options too, if you're willing to share.

PPE: It's great that you're doing this Galz, but these are old rules and we're playing with the Fantasy Flight version. Some powers are similar, just wording differences, but some are completely different, such as kamikaze.

Actual edit just because I can: I see that some of the descriptions are from the FF version and are the same, but some are old.
« Last Edit: October 09, 2012, 01:29:03 am by Dsell »
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Galzria

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Re: Cosmic Enounter IV
« Reply #10 on: October 09, 2012, 01:29:15 am »

Insomniac:

Oracle:
You have the power to foresee. When you and your opponent must play cards in a challenge, he plays his card down but you do not. Once he has revealed his, then you choose a card in your hand and play it.

Sorcerer:
You have the power of magic. As a main player in a challenge, you may transpose Challenge Cards before they are revealed so that you play the card your opponent picked, and he plays yours. Neither main player may look at the cards after they are swapped.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: Cosmic Enounter IV
« Reply #11 on: October 09, 2012, 01:31:37 am »

Kuildeous:

The Claw:
Game Setup: Choose one  card from your starting hand to be your "claw" and place it face down on this sheet; then draw a card from the deck.

You have the power of The Claw. Your claw is not considered part of your hand. Other players may not look at or draw it. At the start of any regroup phase, you may swap a card from your hand with your claw.

Once per encounter, when another player plays a copy of the card you have chosen as your claw - that is not a negotiate- use this power and reveal your claw. After the end of the current encounter, choose a planet in that player's home system and move it to your home system, sending any ships on it to the warp and making it a new home planet for yourself (although you do not get to establish a colony on it). Then, return your claw card to your hand and choose a card from your hand to become your new claw.

Each stolen planet in your home system counts as a foreign colony towards your win, even if inhabited by other players. If you gain a colony on a stolen planet in your home system, that colony counts as a home colony for you, not a foreign colony.


Visionary:
You have the power of perception. As a main player in a challenge you may specify a challenge card which your opponent must play (example: "You will play an Attack six"). If your opponent does not have such a card, he may play any challenge card he wishes. If he does have the card, however, at the appropriate time(s) he must play it (unless prevented by another player).
« Last Edit: October 09, 2012, 02:15:14 am by Galzria »
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Galzria

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Re: Cosmic Enounter IV
« Reply #12 on: October 09, 2012, 01:35:45 am »

And only when I'm a main player, which limits things. AND all those ships make me just suck against loser.

Now, if I could have paired these two with my OTHER option (four power game would be insaaaane), I think that would be truly unstoppable.

Industrialist/Machine/Kamikaze/Horde

I can keep having challenges even after I lose, I can add or subtract a growing number to/from my total, while replenishing my hand and ships. Now that would be cool.

Hope it's ok that I revealed my other possible combo? It shouldn't have much bearing on the game. Would love to hear others' options too, if you're willing to share.

PPE: It's great that you're doing this Galz, but these are old rules and we're playing with the Fantasy Flight version. Some powers are similar, just wording differences, but some are completely different, such as kamikaze.

Actual edit just because I can: I see that some of the descriptions are from the FF version and are the same, but some are old.

My mobile won't copy text off of Cosmodex for whatever reason, so I grabbed from:

http://redamedia.com/warp/anypower.php3

Apologies if anything listed is outdated. Just post corrections earl on here so it's easy to reference.

My other two powers were Macron/Amoeba. The power of 4, and the power to send as many ships as I desired.


Edit: Everything should be correct now.
« Last Edit: October 09, 2012, 02:16:55 am by Galzria »
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

cayvie

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Re: Cosmic Enounter IV
« Reply #13 on: October 09, 2012, 02:20:33 am »

my other option was butler/saboteur
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Dsell

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Re: Cosmic Enounter IV
« Reply #14 on: October 09, 2012, 08:53:10 am »

My other two powers were Macron/Amoeba. The power of 4, and the power to send as many ships as I desired.

I've played Amoeba/Virus before IRL. Insanity. ::)
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Voltgloss

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Re: Cosmic Enounter IV
« Reply #15 on: October 09, 2012, 10:21:43 am »

Gonna be watching this with great interest. 
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Re: Cosmic Enounter IV
« Reply #16 on: October 09, 2012, 12:25:06 pm »

In honor of Futurama, I'm changing my name to Clamps.
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Galzria

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Re: Cosmic Encounter IV
« Reply #17 on: October 09, 2012, 12:32:12 pm »

I'm so excited for this to start. It looks epic.

I *think* I get the upper hand over Dsell's power, and that Insomniac has the upper hand over Jorbles. Cayvie and Kuildeous are both scary in their own rights. Kuildeous has the ability to be more devastating, but Cayvie will be more consistently wicked.

Really, really excited to see this play out, and see who comes our on top.
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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

Dsell

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Re: Cosmic Encounter IV
« Reply #18 on: October 09, 2012, 02:26:48 pm »

I *think* I get the upper hand over Dsell's power

Oh heck yes, and so do Jorbles and Kuildeous. I just have to hope I can make the most of those cards I'm drawing.
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Insomniac

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Re: Cosmic Encounter IV
« Reply #19 on: October 09, 2012, 02:27:53 pm »

Start soon!?
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Galzria

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Re: Cosmic Encounter IV
« Reply #20 on: October 09, 2012, 02:39:18 pm »

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Quote from: Voltgloss
Derphammering is when quickhammers go derp.

Faust has also been incredibly stubborn this game. In other news, it's hot in the summer, and water falls from the sky when it rains.


Mafia Record:
TOWN Wins: M3, M5, M6, M11, M17, M28, M32, M105, M108, M114, M118, M120, M122, DM1, DoM1, OZ2, RM45, RM47, RM48, RM49, RM55
TOWN Losses: M4, M7, M8, M9, M13, M14, M18, M31, M110, M111, M113, M117, M125, RM3, RM4, RM54
SCUM Wins: M2, M19, M23, M100, DM3, RM1, RM2, RM48, RM50
SCUM Losses: M15 (SK), M102 (Tr), OZ1, RM55

Total Wins: 30
Total Losses: 20

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Re: Cosmic Encounter IV
« Reply #21 on: October 09, 2012, 03:14:21 pm »

Love these powers.

Dsell is super-spawner!
Galz is big on drawing, and even biger on chosing where to draw from.
Cayvie is just a guy that everybody freaking hate.
Jorbles seems to have a easy way to win them all.
Insomniac I am not sure what order all this resolves, but he is either superWIFOM brain-teaser or just wins them all.
Kul is a screw-you power that forces you to give him your planets. Most awesome one.

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Insomniac

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Re: Cosmic Encounter IV
« Reply #22 on: October 09, 2012, 03:19:34 pm »

Love these powers.

Dsell is super-spawner!
Galz is big on drawing, and even biger on chosing where to draw from.
Cayvie is just a guy that everybody freaking hate.
Jorbles seems to have a easy way to win them all.
Insomniac I am not sure what order all this resolves, but he is either superWIFOM brain-teaser or just wins them all.
Kul is a screw-you power that forces you to give him your planets. Most awesome one.

I see what is played then I play a card and if I want I can trade my card with what I know your card is.
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"It is one of [Insomniacs] badges of pride that he will bus anyone, at any time, and he has done it over and over on day 1. I am completely serious, it is like the biggest part of his meta." - Dsell

Axxle

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Re: Cosmic Encounter IV
« Reply #23 on: October 09, 2012, 04:39:53 pm »

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We might be from all over the world, but "we all talk this one language  : +1 card + 1 action +1 buy , gain , discard, trash... " - RTT

Axxle

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Re: Cosmic Encounter IV
« Reply #24 on: October 09, 2012, 04:49:41 pm »

For hordes hordelings I will use the format Regular ships + Hordelings to show where they are. 
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We might be from all over the world, but "we all talk this one language  : +1 card + 1 action +1 buy , gain , discard, trash... " - RTT
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