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Introduction
Welcome to the fantastic universe of Cosmic
Encounter, where beings of all types, from tall and
wide to small and multi-eyed, have appeared in all
their glory to populate a strange and quarrelsome
galaxy of alien adversaries.
Game Overview
Cosmic Encounter Duel is an original game in the The players compete to be the first to control five
Cosmic Encounter setting where two players play planets. Players try to win planets by using cards in
as alien species with special abilities, clashing and their hands and the powers of their allies. The first
contending in crazy contests and climactic challenges! player to seize control of five planets is the winner!
2
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Contest & Duel
rOrrIm: Transpose
the digits of each
12 Planet Tiles
revealed plan.
(For example, a “13” is
a “31” and an “08” is an
“80.”)
1 Straggler Token
18 Envoy Cards
2 Ship Dials
3
Basic Concepts
This section contains the basic concepts that players need
to understand before playing the game.
Aliens Ships
Each player assumes the role Bouncer Ships represent the diverse spacefaring craft that each
of an alien species, which is species uses to traverse the cosmos. Since space is a
represented by the alien card they dangerous place, these ships tend to be armed in case
choose during setup. A player’s things turn aggressive.
alien provides them with one or
Each player has 20 ships. During the game, a player’s
more abilities that alter the game
Duel
Flex: After revealing tactics, if both players
revealed matching tactics (value and icon), you
Alien Card
4
Planets
Planets represent the new places that your fledgling
species hopes to colonize, subjugate, or otherwise hold
significant political influence over. The multiverse is
full of infinite planets; what weird and wacky planets
will you find?
Destroying
Recovering
Destroying
5
Setup
To set up a game of Cosmic Encounter Duel, follow these steps in order:
Planet Stack
Discovery Deck
1 Prepare Your Destiny:
Event Deck
Separate the discovery, event, refresh, and reinforcement
decks and shuffle each one. Shuffle the stack of planets.
Place these components facedown within reach of both Refresh Deck Reinforcement Deck
players as shown.
Separate the envoys into three decks based on their icon. Place one
random envoy card from each deck facedown in a row between both
players. These decks may be needed again later in the game.
If playing for the first time, use the Cudgel (), Chosen (), and
Deuce () instead of randomly selecting them (still place them facedown). Envoy Cards in Play
The Warp
4 Prepare the Warp:
6
13 Plan
13
Each player reveals the top card of their plan deck. The player that
Plan
© 2019 FFG
revealed the higher number becomes the leader. The other player 04 Plan
becomes the straggler and gains the straggler token. If both players
04
The Crummy
reveal the same card, the older player becomes the leader. Although one
player starts as the straggler, these roles can switch during the game. Straggler
Token
Plan 04
© 2019 FFG
13 Plan
11
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Plan
-02
Plan
05 Plan
13
The Sinister
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07 Plan
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Each player takes their revealed card and draws the top 07
The Lu n
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© 2019 FFG
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07
Starting Hand
Forsaken Planet
Ship Advantage: +9
Draw the top card of the discovery () deck. Now the players are ready
Loser:
Naïvety Prize
to begin!
© 2019 FFG
Next
1
2
5
3
4 7
Playing the Game
A game of Cosmic Encounter Duel consists of drawing Destiny cards of the same type have similar effects, as
and resolving destiny cards. Each destiny card follows:
progresses the game or otherwise shakes things up.
• Discovery Cards: These cards instruct the
As stated during setup, the game begins by drawing players to discover a planet and have a
the top card of the discovery () deck. duel there. To discover a planet, take the
top planet from the planet stack and place
When the players draw a destiny card, they place it
it faceup along an imaginary line between
faceup in a discard pile called the past. The past is a
both players. Duels, which are described in
single discard pile that is shared by all three destiny
detail later, always conclude with one—or
decks. Although players can look through the past,
players cannot change the order of its cards unless an both—players gaining control of a planet.
effect specifically instructs them to do so.
Discovery
Cards
Past
Event Destiny
Cards Cards
8
Winning the Game
There are three ways that a game ends:
Duels
During the game, players duel each other for control
of planets. While dueling, players send ships to the
planet, play cards, and resolve tactics. A player wins a
duel in one of the following ways:
9
Plans and Clout Steps of a Duel
During a duel, each player chooses a plan from their When players are instructed to have a duel, they are
hand—usually a higher number is better. After this also instructed on which planet the duel occurs. To
card is revealed, it becomes a player’s initial clout. have a duel, the players proceed through the following
Players can play additional cards and use alien or steps in order.
envoy abilities to add more clout. At the end of the
duel, the player with higher clout wins.
1 Set Dials:
Each destiny card that instructs players to have a duel
also provides them with a ship advantage. The player
who has more ships present has the ship advantage Each player secretly selects a number between one
and adds that number to their clout. If both players and four using their ship dial. This is the number
tie for ship advantage—by having the same number of ships they want to send to the planet.
Discovery
of ships on the planet—neither player has the ship
advantage. The ship advantage Planet
may change between
Forsaken
players throughout the duel.
2 Reveal Dials:
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Next
send to the planet.
10
Players resolve the revealed tactics as follows:
4 Choose Plans & Tactics:
• Each revealed destroys a number of an
Each player secretly chooses one card from their opponent’s ships on the planet equal to the
hand and places it facedown as their chosen plan. value of the . If the opponent revealed a ,
At the start of the game, each player’s deck is filled the value is reduced by the value.
with plan cards which range between -2 and 42. • If a is revealed and the opponent did not
Also, each player chooses one of their readied reveal a , the shield has no effect.
tactics and places it next to their plan keeping it • If a player reveals a 1 , they choose and
hidden from their opponent with the half they ready one of their spent tactics. Additionally,
wish to resolve at the bottom of the token. the played 1 tactic remains readied—it is
not spent after it is used.
7 Reveal Plans:
11
8 Play Reinforcements: 9 Determine Winner:
Players can play reinforcements to modify The player with higher total clout is the winner of
either player’s clout by the value shown on the the duel. If there is a tie, the straggler wins the duel!
reinforcement by placing the card next to the plan
it is modifying (see “Reinforcements” on To determine a player’s total clout, start with
page 14 for more information). their plan, add the ship advantage (if they have
more ships present), and apply any modifiers from
reinforcements, aliens, and envoy abilities.
Example of Duel
Recover up to 8 ships.
the discovery deck.
The players draw the next 3. The Preservationist currently has the ship
planet from the planet stack advantage (+8, as indicated on the Vacant
and place it between both © 2019 FFG
Next
Shipyard card) since they have more ships on
players and now duel for the planet. the planet. Each player simultaneously and
secretly chooses a plan from their hand and
one of their available tactics.
12
Discovery
© 2019 FFG
Next
Straggler” on page 16).
4. Both players reveal their chosen tactics. The 6. The players reveal their plans. The
Preservationist reveals a 2 , and the Bouncer Preservationist reveals the Sinister “13” plan
reveals a 4 . and the Bouncer reveals the Inadequate “06”
plan.
13 Plan 06 Plan
The Inadequate
13 06
The Sinister
destroys only two of the Preservationist’s ships, 7. The Preservationist’s clout is 13 and the
which are placed in the Warp. Bouncer’s clout is 14 (6 from the plan and 8 from
the ship advantage). The Bouncer wins the duel.
The Preservationist retreats from the planet and
gains the Unsupervised Prize.
13
Reinforcements
Reinforcements represent +08 Reinforcement an opportunity to play a reinforcement or pass. Players
unexpected help or hindrances that continue playing reinforcements in this manner until
players gain through various game both players pass consecutively.
+08
Big Boost
31
Unbeatable
1 10
The Below Average
1. The Iron Matron has played The Nearly Unbeatable Plan 31 Plan 10
Mega
+12
Support
2. Since the Pickled is the leader, he has the opportunity Can be played as a “12” plan.
Matron bringing her clout down to 21. Can be played as a “-10” plan.
3
4. Now that the Iron Matron has lower clout, she plays the
Reinforcement -10
© 2019 FFG
the duel. The “31” and “-10” are discarded to her discard © 2019 FFG
Reinforcement -07 4
pile and the “10,” “+12,” and “-07” are discarded to the
Pickled’s discard pile. 5 21 15
14
Envoys
Each game begins with three envoys, each of which
represents an ambassador from a previously established
alien species in the galaxy (who first appeared in the
© 2019 FFG
the highest levels of pain.
of pleasure, one must endure
a player’s alien, each envoy has an ability. However, allied with that envoy.
the Masochist only while
earn It: You can reveal
Masochist
losing)!
At the start of the game, the three chosen envoys are
placed between both players. These neutral envoys
are not allied with either player. Game effects can
cause a player to increase or decrease their friendship
© 2019 FFG
with an envoy. Neutral Envoys
If a game effect causes a player to increase their
friendship with an envoy, that player chooses a If the orange player increases
neutral envoy and becomes allied with it, moving the their friendship with the
envoy to their play area. blue player’s envoy, that
envoy becomes neutral.
Alternatively, a player can increase their friendship
with an envoy that is allied with their opponent,
Blue Allied Envoy
causing the envoy to become neutral again.
15
The Leader and the Straggler
The leader and straggler are chosen randomly during • During contests and duels, the
setup; however, as the game progresses, these roles can leader has the opportunity to
switch between players. If the straggler ever controls play reinforcements first.
more planets than the leader, the players switch roles
and the straggler token is passed to the new straggler. • During contests and duels,
when the players can choose
There are a few rules that apply to the leader and to reveal facedown envoys, the
straggler: leader chooses and reveals their
The Straggler Token
envoy first.
• During contests and duels, if each player has the
same total clout, the straggler wins. • While using the planet bar (see “Planet Bar” on
page 18) on event () cards, if there are multiple
of the same revealed planet symbol, the straggler
chooses from among those planets.
Hand Limit
The hand limit indicates the number of cards a player
must discard down to or draw up to when specified. Having Zero Cards in Deck
The default hand limit is six cards; however, this
number may be altered by game effects, such as an If a player needs to draw cards, but has zero cards in
alien’s ability. their deck, they shuffle their discard pile to form a
new deck and draw from it.
16
Additional Rules
Punish: When your opponent has only 1 card
in their hand, they reveal it. If the revealed card
Contests is a “20,” “31,” or “42,” you win the game.
Contest & Duel
imPose your deCree: After plans are revealed
There are some destiny cards that instruct players to you may treat each revealed “20” as either a “42”
or a “-42.”
have a contest. A contest is effectively a simplified duel
during which players only choose and reveal plans— The Punish ability of the Iron Matron is always active,
there are no ships, planets, tactics, or prizes. while theplace
Impose Your Decree ability is only active
The queens of domination, destruction, and the perfect
setting, Iron Matrons rule their homeworld and their
during contests andwith
duels.
© 2019 FFG
households heavy iron fists.
To resolve a contest, the players perform the following
steps in order: The color of the frames on
alien cards indicates how
1. Reveal Facedown Envoys: Starting with the leader, complex those aliens’ abilities
each player with a facedown envoy may reveal it. are. Green are the simplest,
yellow are more complex, and
2. Choose Plans: Each player secretly chooses one
red are the most complex.
card from their hand and places that card facedown
Complexity does not relate to
in front of them.
how likely it is for a player to These are the three
3. Reveal Plans: Each player reveals their chosen win with any particular alien, colors of alien
plan. but simply gives the players an complexity.
indication of how hard they
4. Play Reinforcements: Players can play will have to think about using their abilities.
reinforcements.
Increase
Increaseyour
yourfriendship with
friendship 1 envoy.
with 1 envoy.
Cards or
Increase your friendship with 1 envoy. Resources
Alien Abilities
Starting with the leader, each player
Gain 2 reinforcements. either draws 2 cards or acquires
Increaseyour
Increase your friendship
friendship withwith 1 envoy.
1 of the following resources from
1 envoy. any planet they control.
Gain2 2reinforcements.
reinforcements.
Each alien card includes the name of the species Gain Increase your friendship with 1 envoy.
Gain 2 reinforcements.
Draw 3 cards.
as well as the names of each of its unique abilities. Recover
Recoverupup
to to
3 ships.
3 ships.
Recover up to 3 ships.
Draw 3 cards.
Abilities specify the timing of when they can be used. Draw 3 cards.
Draw 3 cards.
Some abilities or groups of abilities have headers
indicating when they can be used, such as “Setup,”
Next
© 2019 FFG
Next
17
Event
18
• If the Voyager becomes neutral or is removed from
the game, all of the previous rules stay in effect.
Credits
• Only the player who is allied with the Voyager can
place ships on the Warpplanet when their ships are Game Design and Development: Frank Brooks with
destroyed. Their opponent cannot place destroyed Bill Eberle, Greg Olotka, and Peter Olotka
Technical Writing: Adam Baker
ships on the Warpplanet.
Producer: Molly Glover
Editing: Robert McCowan
Miscellaneous Proofreading: Carol Darnell
Board Game Manager: James Kniffen
• During a duel, if a player uses their dial to select a Graphic Design: Sebastian Koziner with Chris Beck,
number that is higher than the number of ships they Caitlin Ginther, and Evan Simonet
have in their supply, they send all of their ships. If Graphic Design Coordinator: Joseph D. Olson
a player has zero ships in their supply when they Graphic Design Manager: Christopher Hosch
need to send ships, they lose the game instead. Cover Art: Djib
Interior Art: Djib, Umberto Mognetti, Vinod Rams, and
• Through various effects, players can have plans that Regis Torres
started in their opponent’s plan deck. Art Direction: Crystal Chang
Managing Art Director: Tony Bradt
• When a player plays a card it goes into their own QA Coordination: Andrew Janeba and Zach Tewalthomas
discard pile faceup. The contents of any discard pile Production Management: Justin Anger and Jason Glawe
are public information. Visual Creative Director: Brian Schomburg
Senior Project Manager: John Franz-Wichlacz
• When a player that has an allied envoy gains VP of Product Development: Chris Gerber
a second allied envoy, if the second envoy is Executive Game Designer: Nate French
facedown, the player can read it before choosing Head of Studio: Andrew Navaro
which envoy to decrease friendship with. Special thanks to Ethan Cox
The Universe of Cosmic Encounter created by Bill Eberle, Greg
• If there are no cards in the reinforcement deck, any Olotka, and Peter Olotka is based on Cosmic Encounter by Bill Eberle,
ability that requires a player to gain a reinforcement Jack Kittredge, and Peter Olotka.
has no effect.
19
Quick Reference
Steps of a Duel Tactics Symbol Key
1. Set Dials: Each player secretly selects one to four • X (Blast): Destroy X of the opponent’s ships.
ships using their dial.
• X (Shield): Reduce opponent’s by X.
2. Reveal Dials: Each player reveals their dial and
sends that many ships to the planet. • 1 (Recover): Ready one spent tactic.
The 1 tactic itself is not spent.
3. Reveal Facedown Envoys: Starting with the leader,
players may reveal their facedown allied envoys. • 2 : Ready two of your spent tactics and opponent
readies one of their spent tactics.
4. Choose Plans & Tactics: Each player chooses The 2 tactic itself is not spent.
one card from their hand and one of their readied
tactics.
Steps of a Contest
5. Reveal & Resolve Tactics: Both players reveal
their chosen tactics and resolve them. 1. Reveal Facedown Envoys: Starting with the leader,
players may reveal their facedown allied envoys.
6. Check for Ships:
If there are no ships left, go to step 1. 2. Choose Plans: Each player secretly chooses 1 card
If both players have ships, go to step 7. from their hand.
If only one player has ships, go to step 10. 3. Reveal Plans: Each player reveals their chosen
7. Reveal Plans: Each player reveals their chosen plan. plan.
8. Play Reinforcements: Players have the opportunity 4. Play Reinforcements: Players have the opportunity
to play any reinforcements, starting with leader. to play any reinforcements, starting with the leader.
9. Determine Winner: Alien and envoy abilities, 5. Determine Winner: Alien and envoy abilities,
plans, reinforcements, and ship advantage add plans, and reinforcements add together to form the
together to form the total clout for each player. The total clout for each player. The player with higher
player with higher clout wins the duel! clout wins the contest!
10. Resolve Prize: The player listed on the destiny card 6. Resolve Contest Effect: The winner resolves the
resolves the prize. effect of the contest as described on the destiny card.
11. Cleanup: The loser retreats from the planet and 7. Cleanup: Cards are discarded to the corresponding
cards are discarded to the corresponding players’ players’ discard piles.
discard piles.
20