![]() Promise to retrieve it and offer it back after the encounter. Important subtactic: When allied offensively, get the player to play his best attack card, not a medium-to-good one. Obviously, don't do this with players who are ahead of you in foreign colonies, except at the very start. (Repeat four times with different players and you only need one good card in hand to win.) That's a win-win for you - with a good card in hand, they can win the battle. Make people promise to invite you as offensive ally in exchange for good cards during or after. (Does not apply with Mayfair-style flares.) Because your power lets you draw cards reliably, you should take a long time to redraw your hand, if ever, so a good flare is better than usual for you. In negotiations, trade for a good flare if you don't have one, even giving up strong cards. all have good reasons to accept your excess card whatever it is, so you can bid low and still get a draw. If any other power has good trade / support uses for excess cards, make them your favoured trade parter.They're probably low on encounter cards, and don't want to redraw and lose the flares. Offer medium cards to players who've shown several useful flares. (Don't give the Tripler 8s or 9s!) Consider offering 5-7 to the Tripler or negatives to the Anti-matter, but not if they're already in a good position to win. Scoop up and offer them the highest cards, all the time. Against Anti-matter, Tripler, or other powers that hate high cards, you're golden.(Obviously, does not apply if player has 4 foreign colonies and a turn coming up!) Whether they take it or give it to you, you're up on the deal. Redrawing is a big deal in Cosmic they'd often be better with a whole new hand than taking the card. Offer strong cards to players who are down to 1 card (or who you think are out of encounter cards). Your aim should be to offer the lowest-value encounter card that a player might actually accept in the long run your constant draws will pay off with just a few useful cards - which is all it takes in CE. Fido should gain a card every single encounter. ![]() You don't want to be on 4 colonies with no chance to win by yourself.ĭon't underestimate the value of steady resource gain. If not, Cosmic shifts the attacks and alliances every encounter, so re-evaluate your advantage constantly.įorm defensive alliances for extra card draw when you think the defender has a good shot - this is vastly overlooked, especially with Fantasy Flight's new 'reward' deck.Īlways hold back one good encounter card, if remotely possible. If the game has a dominant power, strengthen other players against it - it's good for you too. Arrange to be everyone's offensive ally whenever possible. Don't wait for compromise cards, get out there and make pre-emptive deals. First, some general principles of Cosmic diplomacy that apply with this power:ĭiplomacy is active. It's not one of the strongest powers, but it's well suited for diplomacy. How do I take advantage of this power with maximum benefit to myself and minimum benefit to my opponents? How do I determine what cards to offer to whom? Is it just me, or is this one of the weaker powers? If I offer mediocre cards, I get a result somewhere in the middle. If I offer good cards, my opponents keep them and all I get to do is draw a card. If I offer bad cards, I get stuck keeping them. If the card is accepted, the other player keeps the card, then you may either retrieve one ship from the warp or draw one card from the deck. After encounter cards are discarded at the end of an encounter, you may use this power to retrieve one of the discarded cards and offer it to another player. However, I still haven't been able to figure out how to best play my very first alien, Fido: Most of the aliens had powers for which it was clear both why it was good and how I should use it to its maximum potential. I've played about 7 games of Cosmic Encounter, and by now I've learned that you need to adjust your strategy to take full advantage of your alien power in order to get the best odds of winning.
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