Element Encounter
The WARP Element Encounter

Element Encounter


This is a self-contained four player version of CE that requires specific powers.

History:

The four elements of the universe are Fire, Air, Earth, and Water. Each element has an opposite that renders it impotent, but when facing the other two it can create terrible destruction.

Additional Equipment:

Use the four Element Encounter powers described below.

Play:

Each alien in Element Encounter is actually two powers. Each power is only used when facing a specific opponent. The third opponent is the alien's opposite, which you are powerless against. Additionally, each power affects one opponent as a Main Player, and the other as an ally.

For example. Fire has a power he can only use against Air as a Main Player, and another power he can only use against Earth as an ally. When facing Water, neither Fire nor Water has a power they can use against one another.

Fire is opposite Water, and Earth is opposite Air.


Powers for Element Encounter:



AIR [O:Warp:EE] MOVES COMPONENTS Jack Reda (Element Encounter)

You have the power to gust. As a Main Player, you may use this power to rearrange all of Water's ships in a system, as long as he or she retains the same number of colonies.

If you are playing as an ally against Fire, you may use this power to draw a card at random from his or her hand (without looking at it) and give it to any player (other than yourself).

History:

Restriction: You may not use any powers against Earth.

Notes: The recommended experience level for this power is Expert. This is a Theme type power.

Wild: You may use your ally power against Air.

Super: You may use your main player power against Earth.



EARTH [O:Warp:EE] REMAINS CONSTANT Jack Reda (Element Encounter)

You have the power of solidity. As a Main Player, you may use this power to prevent Fire from gaining a foreign colony if his or her total combined number of colonies (home and foreign) is greater than yours. If he or she wins an encounter that would give him or her an additional colony, you may force him or her to take rewards instead.

If you are playing as an ally against Water, you may prevent him or her from drawing tokens from the warp or cards from the deck.

History:

Restriction: You may not use any powers against Air.

Notes: The recommended experience level for this power is Expert. This is a Theme type power.

Wild: You may use your ally power against Earth.

Super: You may use your main player power against Air.



FIRE [O:Warp:EE] CONSUMES COMPONENTS Jack Reda (Element Encounter)

You have the power to burn. As a Main Player against Air, each time he or she plays a card, use this power to double your ship value in the encounter.

If you are playing as an ally against Earth, you may use this power to force him or her to send a ship to the warp each time he or she plays a card.

History:

Restriction: You may not use any powers against Water.

Notes: The recommended experience level for this power is Expert. This is a Theme type power.

Wild: You may use your ally power against Fire.

Super: You may use your main player power against Water.



WATER [O:Warp] CHANGES THE GAME Jack Reda (Element Encounter)

You have the power to flow. As a Main Player against Earth, you may use this power to send half of his or her ships in the encounter (rounding up) to any other colony where he or she has ships.

If you are playing as an ally against Air, you may use this power to move ships you have in the same system into the encounter before cards are played (beyond the limit of four).

History:

Restriction: You may not use any powers against Fire.

Notes: The recommended experience level for this power is Expert. This is a Theme type power.

Wild: You may use your ally power against Water.

Super: You may use your main player power against Fire.

Displayed 4 powers.

View these powers with:


Variant by Jack Reda