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Cosmic Encounter» Forums » Variants

Subject: Power Of The Day -- Observer rss

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Gerald Katz
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Observer Resolution/Novice/Mandatory

Allies Do Not Go to Warp

You have the power to Protect. As an ally, whenever your should lose ships to the warp, use this power to instead return them to any of your colonies and keep using them. As a main player, when any of your allies should lose ships to the warp, use this power to instead allow your allies to return them to any of their colonies of their choice.

HISTORY: Seldom interfering in Cosmic affairs, the Observers have been around for millennia, simply watching the other alien races. With their advanced technology and strange abilities, the others were hesitant to draw them into their squabbles. Now, however, it seems that the Observers have decided that the time for action has come at last.

FLARE

Alliance
Wild: As a main player, after alliances are formed, you may allow each player who allies with you to draw one card from the deck.

Launch
Super: When you launch ships as an ally or offense, you may retrieve one ship from the warp to immediately launch. As the offense, this ship is in addition to the ship you normally retrieve during your regroup phase, but does not allow you to exceed your normal limit of four ships in the hyperspace gate.

Commentary: This is a resource/rules power. There is something very familiar with this power. It looks like a combination of my Nixon and Politician powers. This is probably a great minds think alike situation. My Politician power, now obsolete, is Mercenary and Observer together as one, though Politician does lose his ships if his side loses the encounter. In previous conversations about Politician I think it was mentioned as an idea to change it to what is now Observer. Anyway, Observer is a power to make alliances risk free. Main players know you’ll ally with four ships, and they can never sandbag you (ask you to ally but purposely lose). Those who would ally with you know their ships are safe, and you can never sandbag them. The power is ambiguous, though. I’m sure the intent is that the protected ships are only those involved in the encounter, but it is possible for non-involved ships to be sent to the warp such as Bully and Vacuum. Are those protected as well? The phase is Resolution. That would imply ships lost before that phase are out of luck, but what if it is an involved ship? We’ll have to carry our brains to solve this dilemma.

Gerald Katz
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Just a Bill
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No, I said "oh, brother," not "go hover."
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hadsil wrote:
The power is ambiguous, though. I’m sure the intent is that the protected ships are only those involved in the encounter, but it is possible for non-involved ships to be sent to the warp such as Bully and Vacuum. Are those protected as well?

All ships of the appropriate player(s) lost during the Resolution phase are protected. The text does not restrict this effect to "involved" ships, and it even says "whenever".
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Rob Burns
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I really enjoy this power. As to its origin, I think I remember hearing someone say that it was Cedric Chin's Safety alien, just re-named. He's credited in the rules.
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Freelance Police
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Yep, it was! I forgot the name, so thanks!
 
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Chris O
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I despise this alien, MAYBE if it were combined with General then either of them would be worth my time, but I'd rather not have such a weak alien that relies on alliances.
 
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