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Cosmic Encounter: Cosmic Alliance» Forums » Variants

Subject: 9-10 Players? rss

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Andy Day

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Any reason why we couldn't proxy some ships and planets and make CE a 9 or 10 player game?
 
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David
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Nope, you will also need to make some cards for the extra player for the destiny deck.
 
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Jefferson Krogh
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Gylthinel wrote:
Any reason why we couldn't proxy some ships and planets and make CE a 9 or 10 player game?


None at all. I've done that myself, and I know at least one other player (hi Jack!) who has as well. Destiny cards are the hardest part, but even then, not that tough if you have an extra copy of an expansion or two.
 
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Andy Day

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djhopscotch wrote:
Nope, you will also need to make some cards for the extra player for the destiny deck.

Oh rats, you're right. I didn't think about that. Hmmm... maybe I'll see about making destiny dice.
 
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Sean Franco
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Gylthinel wrote:
djhopscotch wrote:
Nope, you will also need to make some cards for the extra player for the destiny deck.

Oh rats, you're right. I didn't think about that. Hmmm... maybe I'll see about making destiny dice.

Just sleeve your destiny deck, and you'll be fine. You can even add an extra wild and a few more specials to help the deck consistency.
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Andy Day

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I don't have spare cards, and I"m not capable of making viable proxies.
 
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Alex Pseudonym
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Use a regular deck of cards maybe?
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Ian Toltz
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Axxle wrote:
Use a regular deck of cards maybe?


This. Use jokers as wild destiny and face cards as special destinies.
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Andy Day

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Not a bad idea. Not a bad idea at all... now, I don't own CE myself, my buddy is bringing it, so I cannot count the deck. what are the various special encounter cards? And what % of the deck should be wild/special?
 
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Ian Toltz
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The base game is 3x each color, 2x wild, 1x each of "Most foreign colonies," "Most cards in hand", and "Fewest ships in warp".

Personally, if you're going to be playing with that many, I'd probably double the number of special destinies and add one more wild destiny.
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Just a Bill
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You really don't need regular playing cards, or even card sleeves for that matter. Assuming you are at 8 players now, then you would already have Cosmic Conflict (which contains Invader). So just say that the three Invasion! destinies are now player 9's color, and the three Special destiny cards are now player 10's color. Voila. (Just take the Invader flare out of the flare deck so nobody gets that alien.)

Special destiny certainly is not necessary, and didn't even exist until Mayfair's edition of the game, so I don't think you'll be missing much.
 
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Roberta Yang
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Moving to that size is going to add some weirdness.

Once you have 9 or 10 players, the amount of time you spend as a main player shrinks drastically, and the amount of time you spend as a non-main player is more than doubled compared to a regular five-player game. This makes Main Player Only powers, especially Offense Only or Defense Only powers, far weaker than normal, and As Any Player powers far stronger than normal.

In a 10-player game, you've got a 116-card deck (72 base, 24 large group, 20 flares), of which 80 begin in players' hands. Better hope nobody has any strong draw powers that can be used when not a main player, like Healer, or Cosmic Quakes are going to be easy.

Personally, at that size I'd switch to something other than Cosmic Encounter, like The Resistance, or split into two tables and play two separate games.
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Andy Day

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Your concerns don't hold much water. The game already sports 8 players. Adding a 9th won't change that much.

I don't like splitting tables.

In any event, we didn't play this one. I appreciate the advice though!
 
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Jack of Clubs
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Splitting into two tables of CE can be an interesting idea. There are variants you can use that cause the two tables to interact with each other.

However, there's still the problem of a shortage of cards. With Miser, Glutton, Cyborg, and The Claw in the game, that leaves 22 cards in the deck to start with. With Kamikaze, Remora, Cryo, Industrialist, Citadel, Chosen, Fido, Mutant, Genius, Merchant, Cavalry, Invader, Mimic, Animal, Bandit, General, and Reborn, the deck is going to be extra-strained. At the very least, you might want to sleeve all the cards and mix the Reward Deck (without the rifts) into the regular deck. That adds another 28 cards to the deck, which might just be enough.
 
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Just a Bill
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Phil Fleischmann wrote:
you might want to sleeve all the cards and mix the Reward Deck (without the rifts) into the regular deck.

Or just use a rule that says if the deck/discard pile truly runs out, then draw any remaining cards from the reward deck instead. Might even add some fun tension and jockeying for position as the deck starts to run dry.
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