🚀 Unleash the cosmos and conquer the stars!
Cosmic Conflict is an expansion for the classic Cosmic Encounter board game, introducing 20 new alien races and dynamic gameplay elements. Designed for 3-6 players aged 14 and up, it enhances the core game with unpredictable challenges and strategic depth, ensuring hours of intergalactic fun.
C**A
Great game
The game was just as I expected
D**A
great! tnx a lot
great! tnx a lot
J**Y
... Encounter expansion requires the base game and goes highly recommended. It brings even more infinite replayability to a ...
This Cosmic Encounter expansion requires the base game and goes highly recommended. It brings even more infinite replayability to a game that is very easy to learn yet has really interesting strategic subtleties (and also some really crazy surprises when you have no idea what someone is going to do).
M**A
The are Aliens are so good!
Just as expected!! The are Aliens are so good!
C**Y
Great addition
Love the addition to the game
S**R
Excellent game and expansion - well made
All these expansions are great - so well made. If you customize the box, you can fit all of them in to the original box. Great game. Expensive, but yeah - great game and well made.
N**A
Adds more to your game!
Great game add on for Cosmic!
D**N
Second Best Expansion for THE best board game!
Cosmic encounter is my own and also my group's favorite board game. We play it probably about 3 times a week for the past year, we are addicted to it.If you don't have the first expansion, Cosmic Encounter: Cosmic Incursion Expansion, Go buy it now! It is the expansion that is nearly MANDATORY to own. It adds the much needed reward deck and the best selection of interesting aliens in any of the expansions.If you have to make a choice between just one expansion, get INCURSION, nooooot this one.If you don't have to make a choice, and you're just wondering how this one is:Adds another player color. It's nice, but sometimes the game can get a little unwieldy at higher player counts. We prefer 4 or 5 players as the ideal, and 6 is ok, but 7 will most often see the game ending with you taking only 1 turn, making some aliens whose powers only trigger on their own turns muuuuuch less effective.This expansion (Cosmic Conflict) adds the Hazard deck and a good selection of aliens. I'm just going to hit the bad thing first; The two Temporal Anomaly (Reverses order of play) cards in the Hazard deck have to be removed to be playable. It's recommended in many a forum and discussion, and our group fully agrees that it is the anti-fun everyone else believes it to be.Other than that, the hazard deck itself is a nice little addition that is fully OPTIONAL (you can add in the aliens but not use the hazard deck, for instance), but it can spice up an encounter here or there. On average you'll see it activated about 3, maybe even up to 5, times in a game with something that will affect a single encounter in an interesting way. There are 3 'super' hazards that stay in play until another 'super' hazard is pulled. (Entropy beast; that eats worlds with too many ships on them and can cause everyone to loose if there are too few worlds. Witness; no player can lose their power while he is in play; and Guardian that turns every 20 and up card into an N) These 'super' hazards can change the game in certain ways, but they introduce new strategies and decisions that our group finds nice.Other than the hazard deck, Conflict brings in a bunch of new aliens. Some of them are VERY strong:Filth - a loner that pushes any ships on any world he exists on away. Making them lose that colony and he has to be destroyed twice to gain a colony on any worldGlutton - Every ship retrieved gets an additional 2 more and every card drawn draws 2 extra. Glutton quickly recovering from losing ships and draws a good hand fast. Much more powerful than you'd first think.Saboteur - Places booby traps that other players blunder into, destroying all of their ships in an encounter if they try and land a colony. Very tricky.The Claw - Steals worlds from players and puts them in his system. They count as foreign colonies.Trickster - Can turn any encounter into a 50/50 chance at victory, regardless of hand quality/quantity.and so on. There's a better alien choice in Incursion, but after that, this is easily the second best with storm being a distant 3rd.tl;dr: Get the first expansion, Cosmic Encounter: Cosmic Incursion Expansion, if you don't have it. Afterwards, get this one. Take out Temporal Anomaly card from optional Hazard deck if you use it.
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منذ أسبوعين
منذ 3 أسابيع