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Cosmic Encounter» Forums » Variants

Subject: Power Of The Day -- Carter rss

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Gerald Katz
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CARTER Launch & Alliance & Planning & Reveal/Intermediate

Players Overextend

You have the power of over-confidence. As main player or ally, use this power to force all other players involved in the encounter to commit 4 ships. If you allied, players who committed less ships before you must add ships to commit 4. A defender with less than 4 ships moves ships to the attacked planet from his other colonies. Use this power to force the main players to play a Kicker if they have one when playing encounter cards. Use this power to force all players involved in the encounter to play at least one Reinforcement if they have one after encounter cards are revealed if both main players revealed Attacks. A player with a power that mimics Kickers or Reinforcements is not forced to use his power to satisfy playing such a card. You are not forced to play a Kicker or Reinforcement nor to commit 4 ships.

History: The Carters profess to have great strength and demand great strength from all. As others over estimate their own abilities, when the carnage dies down the Carters shall deny their blame and be more than willing to build dwellings for their conquered subjects.

Do Not Use In Games With Crystal Or Monolith

FLARE

Planning
Wild: As main player, encounter cards are not played. Totals will be computed as if both you and your opponent played Attack 0's.

Alliance
Super: As main player, you may have your allies not be bound by your power.

Commentary: This is a resource power created by me from my Presidential series. At first this power seems like a "bad" power, one you would expect in the optional "bad powers" expansion as mentioned on Jack Reda's "The Warp" web page. To a degree that is true, more so at the start of the game, but as the game progresses I theorize that the strength of this power will become evident. Players' ships become disperse. Due to the mandatory 4 ships, players are forced to leave other colonies weakly defended or perhaps lose them outright. Forcing the use of Kickers and Reinforcements leads to inefficiency. Such cards can be wasted on encounters they weren't needed for and leaves little room for strategic uses of them. A player who cannot physically commit 4 ships commits what he can, but Carter does force Macron to commit 4 ships. Macron uses his power to commit only 1 ship. He satisfies his restriction. Carter then uses his power to force him to commit more. Amoeba is permitted to use his power freely. Carter only forces Amoeba to commit 4 ships when first involved in the encounter. Having satisfied that commitment, he is then free to do what he wants. This is true for anyone who has some means to remove ships from the encounter if he wants to after committing the forced 4 ships.

Gerald Katz
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mar hawkman
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For all have sinned and fallen short of the glory
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Actually forcing the defense to add ships late game could be devastating...
 
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Gerald Katz
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It also makes players less willing to attack the defender where he already lost the colony, which is common. Carter gives the colony back with the chance to keep it. A player who lost his power for lack of home colonies really, really, really wants Carter to ally if not Carter himself attacking.

 
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