System Additions
The WARP System Additions

System Additions


DREADNAUGHTS: A space ship.
All players start the game with a Dreadnaught in their hex. Before play begins, they may move tokens from any of their bases (up to four) onto their ship. A player with tokens on a base in the same system as a ship may move tokens freely between them at any time they are not involved in a challenge. During a challenge, any player with a ship in the system may add their token's total to either side, without being invited, and without being at risk. On your turn, you may move any ships you control by paying five Lucre per ship, plus one Lucre per token. You may do this once per challenge per ship. You may only move a ship one system in either direction per challenge. Ships do not count as bases. Occupying any empty ship does not count as a challenge, but you may only do so if it is in your system. Ships may be challenged like planets or moons, if they are in the defensive system (they do not have to be owned by the owner of that system). Only one player may occupy a ship at a time, with up to four tokens. Other players may help attack or defend a ship, but if the offensive player wins, he alone may land.
Dreadnaught (Art by Jack Reda)

MACROSCOPE: A big magnifying glass.
The Macroscope starts the game in a randomly determined system. Every turn it moves counter clockwise to the next system. When a player occupies the Macroscope, he or she may use it whenever they are a main player, once per challenge. They may, at any point in the challenge, look at one facet of the hand of whichever player's system the Macroscope is in. All of their:
Attack Cards
Compromise Cards
Edicts
Flares
Kickers
Reinforcements
They need not be involved in the challenge. If the Macroscope is in the occupying player's system, he or she may view any one player who has a base in that system. The Macroscope may only be occupied by one player at a time, and is challenged like a moon. It does not count as a base under any conditions.
Macro (Art by Jack Reda)

WORMHOLES: Gateways to other dimensions.
Wormholes are designed to allow players to jump between separate games of Cosmic Encounter. There are many different methods of accomplishing this, but Wormholes may be the simplest to execute.

The recommended set-up is to have two sets of CE running, each with about 4 players, using the same 4 colors. Each set plays the game normally (for the most part); separate powers (and you can have duplicate powers in different games), hands, etc. Each set of CE has a number of Wormhole markers (in a 4 player per set game, you should have two Wormholes in each set). These markers are placed randomly in player(s) planetary systems (determined by cutting the Destiny Pile). Note: Both Wormhole Markers could conceivably be in the same system- that's okay.

During play, when someone flips a Destiny Card of a system that has a Wormhole, they may opt to attack the hole. They then take the Wormhole and their tokens, and place them in the other CE set. This player has now moved to the other game, and the player of the same color must move to the former player's game. Each player takes his hand and power(s) with him. The system in which the player appears is determined by another flip of the Destiny Pile (ignoring all Comets and Special Destiny cards). Play in the new game is suspended while the new arrival makes a regular challenge (inviting allies from the new set). After the challenge has concluded, play resumes.

Wormhole (Art by Jack Reda)
In the set of CE where one of the players has left the game, and was replaced by the same color player from the other set, play passes to the left. The new player's color's turn has just ended.

EXAMPLE:
In Set 1, Blue flips the Destiny Pile and must attack system Green, where there is a Wormhole. Blue opts to attack the Wormhole with 3 tokens. He immediately moves to the other game board with his tokens and the Wormhole. Play in the second game is suspended as Blue flips the Destiny Pile to determine where the Workhole appears. The Blue player in the second game immediately takes his hand and powers and moves to the first CE set. Play in the 1st set passes to the player on Blue's left.
In the second set, Blue places the Wormhole and his tokens in the system determined by the Destiny Pile (ignoring Comets, Special Destiny, and Blue's own color if he chooses). Once determined, Blue takes the Hyperspace cone (removing any tokens already on it- these tokens are suspended, and may not be used or affected by anything until the challenge is over). Blue may now invite normally, and proceed with the challenge. For all intents and purposes, he is considered part of this new game, and any bases the other blue player had are now his.

As an option, players of the same color in different games may play as a team. The game objective should now be for a total of 8 external bases between both sets of CE. Teams may consult with each other at any time to discuss strategy (as long as it doesn't interfere with the game). They may advise one another (and depending on how you want to play) show each other cards in their respective hands. However, at no time may they trade cards, powers, or other artifacts.


Expansions by Jack Reda