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Subject: My Proposed Aliens - Part 6 rss

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Jon Gon
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My Proposed Aliens - Part 6

Links for the other parts:

Part 1
Part 2
Part 3
Part 4
Part 5
Part 6
Part 7

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DEMENTIA
Forgets Phases

You have the power to Forget. As the offense, you may use this power to forget a phase from destiny to resolution. Announce which phase you want to forget when that phase is about to occur.

If you forget destiny, encounter any player of your choice. If you forget launch, the encounter immediately ends and both players lose the encounter. If you forget alliance, no allies are invited. If you forget planning, no encounter cards are selected and the encounter proceeds as if both players played an attack 00. If you forget reveal, no encounter cards are revealed. If you forget resolution, both players lose the encounter and all played cards are discarded.

As the defense, you may use this power to forget a phase from alliance to resolution.
Main Player Only Optional Destiny Launch Alliance Planning Reveal Resolution

History: From the impossible labyrinths of monolithic worlds, an ancient and lethargic race oversees the flow of time. The quasi-immortal Dementia amassed vast knowledge, but eons of existence tainted their minds into an amnesic state. Oblivious to the most basic protocols, these senescent entities just fail to forget their hunger for hegemony.

Wild: As a main player, you may forget to pay or collect compensation.
Main Player Only Resolution

Super: As a main player, after using your power, you may forget a subsequent phase.
Main Player Only Any Phase

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DETECTOR
Scans Cards

You have the power to Scan. Once per encounter, you may you may use this power to scan.

Send one of your ships to the warp to scan the top four cards of any deck.
Send one of your ships to the warp to scan any unrevealed encounter card, kicker or incomplete tech card.
Send two of your ships to the warp to scan the entire hand of a player of your choice.

When scanning a player's hand or any deck, you may send two of your ships to the warp to select any of the cards and place it on the corresponding discard pile.
Main Player Only Optional Any Phase

History: Masters of secrets, the adroit Detectors control armies of probes and a complex intelligence network from their archive worlds, the greatest databases of the Cosmos. Storms come and go, empires rise and crumble, and the Detectors endure, observing, recording and machinating.

Wild: As a main player, before encounter cards are selected, you may send any number of your ships, on any colony, to the warp. For each ship sent to the warp, the opposing main player must show you three cards, of his or her choice, from his or her hand.
Main Player Only Planning

Super: When using your power to scan the deck or reward deck, you may send two of your ships to the warp for each scanned card that you wish to add to your hand.
As Any Player Any Phase

-------------------------------------------------


DEVELOPER
Builds Colonies

Game Setup: Place one unused set of ships in this sheet. These are contractor ships.

You have the power to Build Colonies. At the start of any regroup phase, you may place one contractor ship from this sheet on any planet of your choice or relocate any already placed contractor ship. Contractor ships are neutral ships and do not form colonies. When the hyperspace gate is aimed at a planet with contractor ships, all contractor ships on that planet return to this alien sheet.

At the start of any turn, if the number of contractor ships on a planet is higher than the number of other ships combined, you may use this power. Send all ships on that planet to the warp and establish a colony with up to four of your ships on the same planet. Then, return all contractor ships on that planet to this alien sheet. You may only use this power once per turn.

If any effect sends contractor ships to the warp or forces them to be relocated, they are returned to this sheet instead.
As Any Player Optional Start Turn

History: The diligent Developers are an archaic, eusocial race, composed by distinct worker castes able to erect hives that enclose entire planets. The aesthetic allure and the solid constructions of this superorganism, translated into contracts to assemble infrastructure and artificial habitats. Moving up the value chain, the Developers now command a real estate empire.

Wild: At the start of any turn, if the number of your ships on a planet is higher than the number of other ships combined, you may send any one ship from that planet to the warp.
As Any Player Start Turn

Super: You may receive a reward for each contractor ship that returns to your alien sheet.
As Any Player Any Phase

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EXPLORER
Assigns Cards to Planets

You have the power to Uncover. At the start of any turn, you may use this power to take four cards from the deck and, if possible, one from your hand. Shuffle them and look at these cards. Then, place each of them facedown next to any planet in any system as a survey site. Each planet can have multiple survey sites.

When a player establishes a colony in a planet with survey sites, he or she adds all the cards from the survey sites to his or her hand. If multiple players establish colonies at once, you choose which one receives all the cards.
As Any Player Optional Start Turn

History: Seeking throughout the Cosmos for arcane artifacts from forsaken civilizations and lost technology caches, the audacious Explorers face many perils. Pursued in their ventures by ambitious crooks and looters, these adventurous eccentrics, resort to traps, decoys and deception to outwit their competition.

Wild: At the start of your turn, take four cards from the deck and look at them. Send two of your ships to the warp for each card that you want to add to your hand and discard the remaining cards.
Offense Only Start Turn

Super: When using your power, after taking four cards from the deck and looking at them, you may add one of those cards to your hand.
As Any Player Start Turn

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FANATIC
Uses Ships and Colonies as Reinforcements

You have the power of Obstinacy/Resolution. As a main player or ally, after encounter cards are revealed, you may use this power to send any number of your ships to the warp. For each ship sent to the warp add 1 to your side's total. If you abandon a colony when using your power, add 5 your side's total for each abandoned home colony and 10 for each abandoned foreign colony.

As a main player or ally, after encounter cards are revealed, you may use this power to send two of your ships to the warp to cancel the effect of any reinforcement card. The reinforcement card is then discarded.

You may retrieve a ship from the warp during every other player's regroup phase.
Main Player or Ally Only Optional Reveal

History: Subjugated for eons and forced to waive their sacred laws, the adamant and proud Fanatics had to sacrifice all to eradicate their overlords. Mournful for the dire losses since their capitulation, they vowed to never again be slaves, no matter the cost.

Wild: Once per encounter, as a main player or ally, after encounter cards are revealed, you may send any number of your ships to the warp. For each ship sent to the warp add 1 to your side's total.
Main Player or Ally Only Reveal

Super: As a main player or ally, after winning an encounter, retrieve up to five of your ships from the warp and, if possible, establish a colony with any of your ships on any of your home planets. Otherwise, the retrieved ships are sent to any of your other colonies.
Main Player or Ally Only Resolution

-------------------------------------------------


HERO
Uses Hero Ship

Game Setup: Add one ship of an unused color to any of your home colonies. This is your hero ship.

You have the power of Heroism. At any time, you may use this power to prevent another player from losing ships to the warp or having ships removed from the game, by sending one of your ships to the warp. Return these ships to any of their owner's colonies. Afterwards, add two tokens to this sheet.

The hero ship adds an extra +1 to your side for each token on this sheet, when it participates in an encounter.

At the start of any turn, you may discard any number of tokens on this sheet and receive a reward for each discarded token.

The hero ship is sent to the warp instead of being captured or removed from the game.
As Any Player Optional Any Phase

History: The bold Heroes do not forgo their cyclic exposure to massive doses of radiation and profuse immersions in unstable chemicals. This altruistic race prone to daring gallantries, seeks to save even those that need no rescue. Once per generation, through grotesque mutations, one among them rises as an undisputed champion.

Wild: At the start of your turn, you may retrieve up to five ships from the warp, captured by another player or removed from the game. These ships can be retrieved from multiple sources.
Offense Only Start Turn

Super: As a main player or ally, after alliances are formed, if the hero ship is not involved in the encounter or is in the warp, you may use this flare. Move the hero ship directly into your side of the encounter, even exceeding the normal maximum of four. Then, add one token to your alien sheet.
Main Player or Ally Only Alliance

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NEUROTIC
Repeats Phases

You have the power of Obsession. As the offense, you may use this power to repeat a phase from regroup to planning. Announce which phase you want to repeat when that phase is over.
If you repeat regroup, you retrieve another ship from the warp. If you repeat destiny, the drawn destiny card is discarded and another one is drawn. If you repeat launch, the offense re-aims the hyperspace gate at another planet in the same system and may launch up to four more ships. If you repeat alliance, any allies can again ally with up to four more ships. If you repeat planning, any selected encounter cards are discarded and others are selected.

As the defense, you may use this power to repeat a phase from destiny to planning.
Main Player Only Optional Regroup Destiny Launch Alliance Planning

History: The sinister beings know as the Neurotics perform the same macabre rites in perpetuity. Their liturgy is so complex and meticulous that induces insanity in unprepared minds. Able to transpose their obsessive ordinances to their tactical maneuvers, the Neurotics hurl their flummoxed rivals into darkness.

Wild: As a main player, after encounter cards are selected but before they are revealed, you may cause all selected encounter cards to be discarded. Then, other encounter cards are selected.
Main Player Only Planning

Super: As a main player, after using your power, you may repeat a phase for a third time. Alternatively, you may repeat a subsequent phase.
Main Player Only Any Phase

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HOTSHOT
Flies Ships in Formation

You have the power of Formations. At the start of any regroup phase, you may create or expand one "formation" by stacking together two of your individual ships on the same colony, or by stacking one of your ships with another formation on the same colony. Ships remain in formation (even if this power is lost) until they are captured or lost in any way. You move each formation as though it were a single ship; for example, you may send up to four formations and/or individual ships to the hyperspace gate. The ships are otherwise treated individually (for example, each one counts normally for compensation and rewards, and the Shadow does not execute an entire formation).

As a main player or ally, after encounter cards are revealed, use this power. Each of your formations in the encounter counts toward your side's total as the square of the number of ships in its stack. For example, a formation of three ships counts as nine ships toward the total.

Do not stack your ships except as required for this power or another game effect.
Main Player or Ally Only Mandatory Reveal

Wild: As a main player, after encounter cards are revealed, you may make your ships in the encounter count toward your side's total as the square of their number.
Main Player Only Reveal

Super: When one of your formations goes to the warp, you may keep it in formation to be retrieved later as though it were a single ship.
As Any Player Any Phase

Re-themed and rewritten by Bill Martinson.

-------------------------------------------------


VERVE
Always Wants to Participate

You have the power of Hyperactivity. When not a main player and not invited to ally, you may use this power to send one ship of your choice, from each main player, to the warp or receive two rewards.

When other players attempt to deal, if you are not invited by one of the players to replace him or her in the negotiation, you may use this power to send one ship of your choice, from each main player, to the warp or receive two rewards. If both players invite you, you may choose which player to replace.

When another player collects compensation, if you are not invited to collect compensation instead, you may use this power to send one ship of your choice, from that player, to the warp or receive one reward.

You may refuse any invitation.
Not Main Player Optional Alliance Reveal Resolution

History: Evolving in a resort sector, replete of casinos, theme parks and tourist attractions, the avid Verves developed an incredibly high metabolism to offset their short lifespan. Always eager to be part of the action, the endless voluntarism of the nimble Verves decimates the ranks of allies and foes.

Wild: When not a main player and not invited to ally, ally with a player of your choice with up to four ships. Afterwards, give this flare to the player you allied with.
Not Main Player Alliance

Super: At the start of any other player's turn, you may give him or her this flare to have an extra turn. You immediately become the offense. After your turn, the normal order of play continues from where it left off.
Not Offense Start Turn

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WRATH
Destroys Planets and Ships

You have the power of Anger. Each time one or more of your ships is lost to the warp or removed from the game, place one token on this sheet for each of those ships.

At the start of any turn, you may use this power to discard ten tokens from this sheet and destroy any one planet of your choice, sending all ships on it to the warp. Then, receive a reward for each ship sent to the warp.

At the start of any turn, you may use this power to discard ten tokens from this sheet and destroy all ships on a planet of your choice. Then, receive a reward for each ship removed from the game.

A player cannot be reduced to fewer ships than the number of foreign colonies needed to win the game.
As Any Player Optional Start Turn

History: A harsh strain set loose to ravage outlaw colonies on the fringe worlds, the grim Wraths soon became the real threat. Haunted by severe anger management issues, they vow vengeance against all that dare to interfere with their agenda. Belligerent and volatile, worlds are shattered in their violent outbreaks.

Wild: At the start of your turn, you may send four of your ships to the warp to destroy any planet of your choice, sending all ships on it to the warp.
Offense Only Start Turn

Super: When using you power, both the planet and all ships on it are destroyed. Then, receive a reward for each ship removed from the game.
As Any Player Start Turn

-------------------------------------------------


Edit 1 - Hero's Game Setup was missing.
Edit 2 - Titan re-themed, rewritten and renamed Hotshot. Dementia's description improved.


 
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Just a Bill
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I skimmed a few of these but didn't go into much detail; you seem to be leaving out some really major chunks of these designs, like what a "hero ship" is and where you get it, or what happens when there's an encounter with no encounter cards. (Pet peeve, and a big reason I generally skip homebrews.) So I didn't read all of your aliens, but this one did catch my eye: Titan seems like a nice, quintessential kind of Cosmic alien. It's basically a reverse Fungus; the kind of interesting idea that makes one wish one had thought of it himself.

There are some questions the text needs to answer/clarify: mergeability of two stacks, duration of effects when power is lost, outcome of capturing, effects of single-ship targeting, number of stacks allowed in gate, scope of "same location" [certainly not the warp, probably not a tech, etc.]. Also, when ships' encounter values are changed, I always recommend having them count as a different number toward your side's total (rather than "add") to avoid problems with things like Virus and Anti-Matter. Finally, I don't think you really need the Game Setup paragraph, and I would suggest retheming it to be not so much Go-Bots as Top Gun.

[ PILOT | HOTSHOT ]
Flies Ships in Formation


You have the power of [ Formations | Squadrons ]. Do not initially stack any of your ships. At the start of any regroup phase, you may create or expand one "formation" by stacking together two of your individual ships on the same colony, or by merging one of your ships or formations into another formation on the same colony. Ships remain in formation (even if you lose this power) until they are captured or lost in any way, and you move each formation as though it were a single ship; for example, you may send up to four formations and/or individual ships to the hyperspace gate. The ships are otherwise treated individually (for example, each one counts normally for compensation and rewards, and the Shadow does not execute an entire formation).

As a main player or ally, after encounter cards are revealed, use this power. Each of your formations in the encounter counts toward your side's total as the square of the number of ships in its stack. For example, a formation of three ships counts as nine ships toward the total.
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Bill Martinson wrote:
I skimmed a few of these but didn't go into much detail; you seem to be leaving out some really major chunks of these designs, like what a "hero ship" is and where you get it, or what happens when there's an encounter with no encounter cards. (Pet peeve, and a big reason I generally skip homebrews.) So I didn't read all of your aliens...

I think that's a bit unfair, particularly when you claim that you didn't even read all of them. By now, I've posted 60 revised powers in this series. I am aware that there are leaks and dubious situations in a few of them, but I am trying to correct and improve them to the best of my ability (and time). In my opinion that is significantly different than leaving out major chunks of these designs.

Bill Martinson wrote:
...like what a "hero ship" is and where you get it...

I forgot the Game Setup paragraph of Hero when copying the power from my text editor or I accidentally deleted it when formatting. It is fixed now.

Bill Martinson wrote:
...or what happens when there's an encounter with no encounter cards.

The encounter continues and the players only count ships towards their encounter totals plus any reinforcements or other effects. I wanted to keep the power description as short as possible; nevertheless if necessary it can be written as:

"If you forget planning, no encounter cards are selected and the encounter proceeds as if both players played an attack 00."

Bill Martinson wrote:
There are some questions the text needs to answer/clarify: mergeability of two stacks...

The power allows the stacking/merging of one ship to any other ship or merged ship. The power does not allow two stacks to be merged.

Bill Martinson wrote:
...outcome of capturing...

I agree that it may need further clarifications regarding capture.

Bill Martinson wrote:
...effects of single-ship targeting, number of stacks allowed in gate..

A merged ship is considered one ship until it is sent to the warp (or captured, or removed from the game), with all the inherent advantages and disadvantages (e.g. Shadow). When placed in the gate, each merged ship counts as one towards the maximum of ships that a player can launch.

Bill Martinson wrote:
...scope of "same location" [certainly not the warp, probably not a tech, etc.].

Yes, you're right.

Bill Martinson wrote:
Also, when ships' encounter values are changed, I always recommend having them count as a different number toward your side's total (rather than "add") to avoid problems with things like Virus and Anti-Matter.

Agreed. Good recommendation.

Bill Martinson wrote:
Finally, I don't think you really need the Game Setup paragraph, and I would suggest retheming it to be not so much Go-Bots as Top Gun.

Your retheme is nice, but formations and squadrons are temporary configurations and the fusing is permanent. ships returning from the warp are supposed to be new ships. For example, when considering the number of ships allowed in the gate, the fusing theme makes more sense. Good suggestion anyway, I'll think about it.


 
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OK, I am convinced about your proposal and I have another idea for the Titan concept. You made an excellent rewrite. I am also convinced about not letting effects that target single ships terminate entire formations. Your sentence, "The ships are otherwise treated individually...", is a very elegant way of solving that problem.

I have made some edits to your proposal but the only real gameplay difference is not allowing formations to merge. I think that only individual ships should be added to formations, otherwise it will be too easy to form one super formation/squadron. Adding one ship at time to a formation also stops players from launching all their formations when they are the offense; giving them more incentive to launch individual ships.

-------------------------------------------------

[ PILOT | HOTSHOT ]
Flies Ships in Formation

You have the power of [ Formations | Squadrons ]. When you receive this power do not initially stack any of your ships. At the start of any regroup phase, you may create or expand one "formation" by stacking together two of your individual ships on the same colony, or by merging one of your ships or formations into another formation on the same colony. Ships remain in formation (even if you lose this power is lost) until they are captured or lost in any way, and. You move each formation as though it were a single ship; for example, you may send up to four formations and/or individual ships to the hyperspace gate. The ships are otherwise treated individually (for example, each one counts normally for compensation and rewards, and the Shadow only does not executes one ship from a an entire formation).

As a main player or ally, after encounter cards are revealed, use this power. Each of your formations in the encounter counts toward your side's total as the square of the number of ships in its stack. For example, a formation of three ships counts as nine ships toward the total.

About the Wild and Super:

I think that the wild doesn't need to be changed. Nevertheless, another option would be a wild more similar to the power. In that case I would make it a one-shot wild. What was Titan's Super also seems adequate because each formation means less available ships. However, a Super that allows the preservation of formations seems like a good option too.

Wild: As a main player, after encounter cards are revealed, you send one of your ships in the encounter to the warp, to square the value of any one played reinforcement card.

Wild: As a main player, after encounter cards are revealed, your ships in the encounter counts toward your side's total as their square number. Afterwards, give this flare to the Pilot/Hotshot. If the Pilot/Hotshot is not playing, discard this flare to use it.

Super: At the start of any turn if there is an unused player color, you may add a ship of that color to any of your colonies, as another of your ships. Alternatively, you may retrieve four of your ships from the warp.

Super: As a main player or ally, after losing an encounter, when any of your formations should be sent to the warp, captured or removed from the game, only one ship from each formation is affected. The remainder of your formations return to any of your colonies.

 
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I think your revisions are good overall. A few new comments:

• I see that you are writing it to take into account the fact that the player might receive the power mid-game; good catch. However, in this case it's technically not enough to say that you don't stack your ships; you also need to un-stack any that were previously stacked for convenience. I think that can probably be done concisely with a general "do not stack your ships except when required" kind of statement, which would apply regardless of when you receive the power (and should also leave breathing from for other effects that need to stack your ships in different ways, such as Fungus). And maybe this can be more like a footnote at the end (since the reader pretty much infers it anyway).

• You took out an "and" and broke one of the long sentences into two, which is good from the perspective of making sentence size more manageable. The reason those were joined was because the two rules here — remain information, move as a single ship — both need to be associated with "even if those power is lost." When it was two sentences, I felt that, technically, the stack no longer moved as a single ship if the power was lost. However, with the placeholder term "formation" I think it's probably okay, and reasonably clear. So I'm not proposing to paste the two sentences back together, but I did want to at least mention why they were initially merged.

• We have to be careful with the word "only," which is one of the most misused words in our language. Technically, what you have written prevents Shadow from targeting lone ships and forces him to choose one that's part of a stack. (What is the problem with "Shadow does not execute an entire formation"?) I suppose we could say "Shadow targets ships in a formation individually," but this would be just repeating the rule that was already given. Perhaps a compromise might be something like "Shadow executes only one of a formation's ships at a time."

So I would suggest the following:

[ PILOT | HOTSHOT ]
Flies Ships in Formation

You have the power of [ Formations | Squadrons ]. At the start of any regroup phase, you may create or expand one "formation" by stacking together two of your individual ships on the same colony, or by stacking one of your ships with another formation on the same colony. Ships remain in formation (even if this power is lost) until they are captured or lost in any way. You move each formation as though it were a single ship; for example, you may send up to four formations and/or individual ships to the hyperspace gate. The ships are otherwise treated individually (for example, each one counts normally for compensation and rewards, and the Shadow executes only one of a formation's ships at a time).

As a main player or ally, after encounter cards are revealed, use this power. Each of your formations in the encounter counts toward your side's total as the square of the number of ships in its stack. For example, a formation of three ships counts as nine ships toward the total.

Do not stack your ships except as required for this power or another game effect.

Jon Gon wrote:
Wild: As a main player, after encounter cards are revealed, your ships in the encounter counts toward your side's total as their square number. Afterwards, give this flare to the Pilot/Hotshot. If the Pilot/Hotshot is not playing, discard this flare to use it.

I like this one; it reminds me a little of Eon's old Wild Virus. Couple of wording/consistency tweaks: "As a main player, after encounter cards are revealed, you may make your ships in the encounter count toward your side's total as the square of their number. Give this flare to the [Pilot|Hotshot] after use (or discard it, if the [Pilot|Hotshot] isn't playing)."

Another option (just a thought): You could make it ally-only, and then it probably wouldn't have to be a one-shot. I'm not sure it even has to be one-shot in its current form. Flares should be scary; part of what makes them great is the pressure to steal, cancel, and keep them.

Jon Gon wrote:
However, a Super that allows the preservation of formations seems like a good option too.

When I first read that, I thought you were going to do something like this:

Super: When one of your formations goes to the warp, you may keep it in formation to be retrieved later as though it were a single ship.

I actually like this a lot; it's a parallel to Super Fungus.
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Bill Martinson wrote:
• I see that you are writing it to take into account the fact that the player might receive the power mid-game...

Yes, that was my intention. That is the main benefit from removing the Game Setup.

Bill Martinson wrote:
• We have to be careful with the word "only," which is one of the most misused words in our language. Technically, what you have written prevents Shadow from targeting lone ships and forces him to choose one that's part of a stack. (What is the problem with "Shadow does not execute an entire formation"?) I suppose we could say "Shadow targets ships in a formation individually," but this would be just repeating the rule that was already given. Perhaps a compromise might be something like "Shadow executes only one of a formation's ships at a time."

Well, English is not my (first) language, so I'm going to trust you. There's nothing wrong with that line, but for some reason it sounded weird when I first read it. Do you think that "Shadow does not execute an entire formation" is more illustrative? If so, let's put it back.

Bill Martinson wrote:
Jon Gon wrote:
Wild: As a main player, after encounter cards are revealed, your ships in the encounter counts toward your side's total as their square number. Afterwards, give this flare to the Pilot/Hotshot. If the Pilot/Hotshot is not playing, discard this flare to use it.

I like this one; it reminds me a little of Eon's old Wild Virus. Couple of wording/consistency tweaks: "As a main player, after encounter cards are revealed, you may make your ships in the encounter count toward your side's total as the square of their number. Give this flare to the [Pilot|Hotshot] after use (or discard it, if the [Pilot|Hotshot] isn't playing)."

Another option (just a thought): You could make it ally-only, and then it probably wouldn't have to be a one-shot. I'm not sure it even has to be one-shot in its current form. Flares should be scary; part of what makes them great is the pressure to steal, cancel, and keep them.

When I write wild flares that should be discarded or given I usually use the Human template, but another format is fine by me. Anyway, I'm inclined to agree with you and remove the one-shot part. If it turns out to be too powerful, it can then be readjusted to a one-shot again or have some cost associated with its use (sending a ship to the warp, for example).

Bill Martinson wrote:
Jon Gon wrote:
However, a Super that allows the preservation of formations seems like a good option too.

When I first read that, I thought you were going to do something like this:

Super: When one of your formations goes to the warp, you may keep it in formation to be retrieved later as though it were a single ship.

I actually like this a lot; it's a parallel to Super Fungus.

That was my initial idea too, but I tried to go for something different because it was almost a copy of the Fungus (is that bad?). The Super which causes only one ship from each formation to be lost, is a little more flexible, but maybe a bit too powerful. I'm not sure; I'll have to think about it.

Thanks for the help.

 
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Titan re-themed, rewritten and renamed Hotshot:

Hotshot wrote:
HOTSHOT
Flies Ships in Formation

You have the power of Formations. At the start of any regroup phase, you may create or expand one "formation" by stacking together two of your individual ships on the same colony, or by stacking one of your ships with another formation on the same colony. Ships remain in formation (even if this power is lost) until they are captured or lost in any way. You move each formation as though it were a single ship; for example, you may send up to four formations and/or individual ships to the hyperspace gate. The ships are otherwise treated individually (for example, each one counts normally for compensation and rewards, and the Shadow does not execute an entire formation).

As a main player or ally, after encounter cards are revealed, use this power. Each of your formations in the encounter counts toward your side's total as the square of the number of ships in its stack. For example, a formation of three ships counts as nine ships toward the total.

Do not stack your ships except as required for this power or another game effect.
Main Player or Ally Only Mandatory Reveal

Wild: As a main player, after encounter cards are revealed, you may make your ships in the encounter count toward your side's total as the square of their number.
Main Player Only Reveal

Super: When one of your formations goes to the warp, you may keep it in formation to be retrieved later as though it were a single ship.
As Any Player Any Phase

Re-themed and rewritten by Bill Martinson.

 
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