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Cosmic Encounter» Forums » Variants

Subject: Troglodyte - Always Plays a Kicker rss

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Jack Reda
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We're going to be trying this one out tonight. I wanted to mess around with having an alien who had planets but no system- and now with Kickers officially in FFG's Cosmic, I figured I'd venture into the component (though you do not need Kickers or CI to play this alien).

TROGLODYTE [B:Warp] Always Player a Kicker (Planet)

Game Setup: Place each of your planets in the other players' systems, starting clockwise to your left. Remove all of your color's cards from the destiny deck. Place one cosmic token on your alien sheet.

You have the power of Seclusion. As a main player, use this power to multiply your encounter card by the number of tokens on your alien sheet. Tokens on your alien sheet are treated like Kickers (multiplies card value, amount of compensation, or ships lost to a failed deal). When you win an encounter as a main player, add 1 token to your alien sheet. If you play a Kicker card, its effects take place before you multiply your tokens.

When a player turns up his or her own color in the Destiny deck, he or she may attack one of your home planets. Each time you lose a home colony, remove all extra tokens from your alien sheet, going back to one,

History: The reclusive and brutal Troglodytes exist in the hidden pockets of every society. When their havens are disturbed, the Troglodytes muster their strength and visit a terrible vengeance upon those who encroach. They lay waste to everything in sight, then disappear again into the darkness.

Wild: When another player turns up a wild destiny, you may choose their opponent (so long as a legitimate encounter can still take place).

Super: When a player draws his or her own color, or a wild destiny card, you may force that player to attack another player in that system (as long as a legitimate encounter can still take place).
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Barney Bustoffson
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Have you printed one up yet with artwork?
 
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Jefferson Krogh
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Highly amusing. Is it possible for Trog to lose his first token, if someone should kick him off a home colony before he wins an encounter? And if so, is he stuck with that "x0 Kicker" until he can win one?
 
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Jack of Clubs
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I thought Kickers only multiply the card value. Is this a change in the FFG version from the EON/Mayfair versions?

Also, it seems once the Troglodyte has it's super flare, it can never lose it's power.

You also might want to clarify what happens when the Troglodyte loses it's power - Still can get attacked when a player draws their own color, does not accumulate cosmic tokens, doesn't use them as kickers - but does it still lose them when it loses a home base?
 
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Jack Reda
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Bustoffson wrote:
Have you printed one up yet with artwork?


I'm working on it. I have to get some ink cartridges today.
 
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Jack Reda
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Kobold Curry Chef wrote:
Highly amusing. Is it possible for Trog to lose his first token, if someone should kick him off a home colony before he wins an encounter? And if so, is he stuck with that "x0 Kicker" until he can win one?


Indeed it is. He can't ever be at negative tokens. But if you choose to attack him that early on, you have to make sure you win or you are only making him stronger. I like that players have to gamble with whether they want to mess with the Trog.
 
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Phil Fleischmann wrote:
I thought Kickers only multiply the card value. Is this a change in the FFG version from the EON/Mayfair versions?

Also, it seems once the Troglodyte has it's super flare, it can never lose it's power.

You also might want to clarify what happens when the Troglodyte loses it's power - Still can get attacked when a player draws their own color, does not accumulate cosmic tokens, doesn't use them as kickers - but does it still lose them when it loses a home base?


Kickers have always been able to affect Compromise cards too. It's not often used that way, but it has been known to happen.

Never say never. You can always zap the card or the power.

Since the only use of his power is the kicker, the rest is not affected if Troglodyte loses his power. Yes, players can still attack him, and he still loses tokens if he loses the encounter. And, he still gets the tokens for winning (he just can't use them). Once I format the card though, I will see if it fits with the clarifications on there (something I noticed about the aliens and flares on Incursion was a lot of clarifications written into the text... it makes for a lot of text, but I can see it being useful). For our testing though, if the text gets too small, I will likely leave it off for now.
 
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Barney Bustoffson
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This is a little different from the way you described it on AIM, isn't it? I remember something about auto-win tokens.

goo
 
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Jack Reda
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Bustoffson wrote:
This is a little different from the way you described it on AIM, isn't it? I remember something about auto-win tokens.

goo



Yeah the first version required a Siren-like way to get players to attack Trog, but I really wanted people to not want to attack him, and for him to not want others attacking him, and this way works better.
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Todd France
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The Warp wrote:
If you play a Kicker card, its effects take place before you multiply your tokens.

Since multiplication is commutative, this isn't really necessary...
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pseudotheist wrote:
The Warp wrote:
If you play a Kicker card, its effects take place before you multiply your tokens.

Since multiplication is commutative, this isn't really necessary...


Not strictly, but it would be the #1 asked question about Troglodyte. It's good to clearly say it. Not everyone would grok the math immediately, and others would have been trained by D&D 3rd edition, where doubling a double producing a tripling, not a quadrupling....
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Jack Reda
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pseudotheist wrote:
The Warp wrote:
If you play a Kicker card, its effects take place before you multiply your tokens.

Since multiplication is commutative, this isn't really necessary...


It's a good point... part of me was preoccupied with mentioning that you could play a kicker card, and also addressing the question before it was asked.
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Updated:

An initial test met with pretty good success, but some suggestions. While Trog was never reduced to zero tokens in our playtest, there was still concern about how it might make it impossible for him to advance back to one.

So, he's been modified to "Each time you lose a home colony, remove all extra tokens from your alien sheet, going back to one."

It normalizes him, and it helps to manage him from getting too powerful. If Trog has 4 tokens on his sheet (consequently meaning he probably has 3 external colonies), he will be a monster- but if everyone gangs up on him when attacking his home planet, he will be back to one token.

I'm pretty happy with this change. If we're still awake enough to play again after Lost tonight, we'll give him another go.
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Makes sense. Wish we could do that for Warrior sometimes!

I also wish I could play CE as often as it appears you do. I think I get one session a month in, tops. The rest of the time I have to play online...
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The Warp wrote:
Phil Fleischmann wrote:
I thought Kickers only multiply the card value. Is this a change in the FFG version from the EON/Mayfair versions?


Kickers have always been able to affect Compromise cards too. It's not often used that way, but it has been known to happen.

Yes, I'm aware of that, but in the description of the power, you said "multiply your encounter *total*" which I see you've edited to "multiply your encounter *card*".

Empath + Compromise + Kicker = Great deal!
 
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