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Cosmic Encounter» Forums » Variants

Subject: Power Of The Day -- Cavalry (Conflict) rss

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Gerald Katz
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CAVALRY Planning/Novice/Optional

Plays Encounter Card As Ally

You have the power to reinforce. As an ally, after encounter cards are selected but before they are revealed, may use this power to play an attack or negotiate card facedown from your hand off to one side. This second card is not considered your side's encounter card and isn't affected by game effects that target your side's encounter card, such as those of the Oracle or Sorcerer. Reveal your second card when encounter cards are revealed. If you reveal your second card to be an attack, add it to your side's total. This has no effect if your side's encounter card is a negotiate. If you reveal a negotiate as your second card and your side loses the encounter, you receive compensation after your side's main player has received compensation, if applicable. In any case, your card is discarded after use.

HISTORY: This race of interstellar policemen has gained quite a reputation for keeping peace on the fringes of space. Many diverse aliens have called upon the Cavalry to help suppress outpost revolutions. Now the Cavalry hope to rule the Cosmos by becoming indispensable.


Wild: As a main player, when your opponent needs a new hand, cards are drawn one at a time until he or she has the cards needed for the encounter (usually one encounter card). Your opponent draws the balance of the hand at the end of the encounter.

Super: As a main player, before encounter cards are selected, choose one player allied with you. That player must play an encounter card to reinforce you, if able, as though he or she had your alien power.

Commentary: This is a combat power. This is a good power, worthy to consider keeping. The ability to increase your side's total in the encounter is terrific, but the power has a nice fringe benefit. It allows you an opportunity to rid yourself of poor cards, enabling you to cycle through new hands.

Conflict changes: Plays card after main players instead of at the same time and card played is immune to game effects that target main player's card. Changed Wild Flare completely.

Conflict Commentary: The changes are fine. Mayfair noted Cavalry would be affected by Chronos, but Fantasy Flight keeping Calvary's card immune to such things keeps the power running smoothly without having to worry if what ever effect affects Cavalry or not. The new Wild Flare is nice, providing a better advantage to its player than the original of having all allies on both sides play cards to add to encounter totals.

Gerald Katz
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