Newsgroups: rec.games.board.ce
Date: Thu, 15 Oct 1992 12:39:52 -0400 
From: "Andrew C. Plotkin" <ap1i+@andrew.cmu.edu>
Followup-To: rec.games.board
Subject: Cosmic Titan powers

Excerpts from netnews.rec.games.board.ce: 13-Oct-92 Re: Cosmic 1830
Anthony Minkoff@sdcc10.u (283)

> "Cosmic Titan"?!  Anybody have a copy?  Please post!!

Um, here. I've posted it here, so that you don't miss it and because
it's just barely relevant, but followup should go to rec.games.board
(where they've probably discussed it before.)

--Z

---------------------------------------
Administrator :
You have learned to gain power through others.  When upward recruiting,
you need one less of the lower character than normal.  So one warbear
may recruit a unicorn, two of any creature may recruit a guardian, and 0
Titans may recruit a warlock.  You may recruit any character available
in a given terrain with any creature in your group worth at least 25%
more points.  As the defender in a battle you may recruit before the
battle, in addition during or after.  As the attacker you may recruit
before the battle in addition to summoning an angel, and recruiting
after the battle.

Amoeba :
You are an amorphous mass, nearly impossible to destroy.  In order to be
removed from the game, every legion must be destroyed!    You start the
game with 4 of each tower creature to make 3 legions, each having 4
creatures.  During battles, your legion marker fights as a Titan and is
treated as a lord but is worth 0 points, and has no effect if it dies. 
Your group is considered destroyed if the legion marker is the only
character left in it.  If your legion marker is killed, but you win the
battle, the same legion marker is placed on top of your legion. You may
have at most seven characters (other than your marker) in a legion. 
Despite having a legion marker, all your legions may flee.  You do not
earn angels.

Archer :
You have trained to strike at range.  All your characters have the
ability to range strike, and may do so while engaged, and never suffer
penalties for range.  In addition, any usual range striking character
may range strike twice (instead of once) during your strike phase
(though the gained rangestrike does not gain advantages of the
character, such as exception 13.5).  All of your creatures may range
strike during counterstrike.  You may recruit gorgons and rangers from
the dead pile if none are left in the caretaker's stacks.  You may
rangestrike through occupied hexes, elevated hexes, cliff hexes, and
trees at -1 to hit penalty per hex (this could result in needing 7's,
hence automatically missing).  Skill three characters may rangestrike at
range 4.

Archmage :
You have powerful magic powers.  Your Titan rangestrikes with all the
advantages of a  warlock.  Whenever you roll a five for movement, your
Titan group may teleport to any unoccupied space five spaces away,
ignoring arrows and enemy groups, but not traversing the same hexside
twice.  In any battle which the defender does not flee, during any one
strike phase you may declare you are casting the fire spell.  Each
character in your opponent's group takes floor(its strength/3) damage.

Armourer:
You have learned to build protection.  Your non * creatures take floor(2
strength / 3) extra hits to kill, your * creatures take floor(strength /
3) extra hits to kill.

Avian :
You have special training for flying.  All your characters have the
ability to fly at speed 4.  In addition, your * characters may hover.  A
hovering characters is not affected by the terrain in its hex (but is
affected by the boundaries of the hex), and can not strike at any other
characters as long as there are enemy characters in the same hex with
hits left.  Enemy characters never gain dice or skill for terrain
benefits when striking at a hovering character, except for extra dice
from a volcano.  Hovering characters are not penalized for swinging up
slope or dune.  Two characters may be in the same hex if one is hovering
and the other is not.  Before each of your movement phases, you have
your ogg strike phase. You may take an unengaged * creature and make an
ogg attack: your character dies but pick an enemy character (not a lord)
that your creature can move in the same hex as this movement phase, and
make one strike at + strength dice (no carry is possible here),
potentially killing the enemy now (there is no counterstrike in the ogg
phase).  You may make more than one ogg attack per phase, declare
another ogg attack after the last one has been resolved. You may recruit
gorgons and rangers from the dead pile if none are left in the
caretaker's stacks.  You start with two extra gargoyles.

Berserker:
You have trained your characters to strike with their maximum force. 
All your creatures strike at +floor(strength/4) strength.  At the
beginning of any strike phase you may select one or more of your
characters to go berserk.  A berserk character strikes twice, but dies
automatically immediately (and counts as a kill for opponent's angel
summoning).


Demon:
You have the power of possession.  You start the game with two angels,
but not Titans.  During your first movement phase of any battle you may
possess any character in your group.  The beast strikes both with the
strike of the character and with the strike of your demon.  To kill the
beast both the character and the demon must be killed.  During any
subsequent one of your movement phases, you may end the possession: the
demon leaves, and the creature fights normally.  If the demon has any
hits left, you may move it to any of your adjacent characters, the demon
may move through characters to move many hexes, though only move once. 
If the beast is killed, your demon permanently loses a strength (though
this does not end the combat).  Your demon fights with the strength of a
Titan (except that is may be reduced).  You are destroyed if either your
demon is reduced to strength 0 (when it is, the battle is ended as if
your Titan were killed), or if you have no remaining legions.  Any group
with an angel may teleport as if it had a Titan.

The Folks:
You have a good relation with common creatures.  Whenever you enter a
terrain you may always recruit the weakest creature available in that
terrain, even from the dead pile if none are left if the caretaker's
stacks.  Each turn, before splitting, you may remove one of your legions
from the masterboard.  In battle you may move an extra creature onto the
map board each movement phase restricted as follows: the extra creature
is the weakest available in that terrain (or any tower creature in a
tower) and the total point value of the extra creatures added during a
battle does not exceed 50% the original value of the legion. If your
group is worth enough points to bring on more than 7 folks, you may
bring on two folks for (# folks you can bring on - 7) rounds.  If you
have enough to bring on more than 14, 3 folks may be brought on for the
appropriate number of rounds, etc.  Your extra creatures added are not
worth any points.  The extra creatures added do not count towards
towards the group size (if there are too many characters in the group at
the end of the battle, remove as many of the weakest available creature
as is necessary).


Healer:
Your characters have learned to care for each other.  During battle at
the beginning of the strike phase (before the mover's and the other
person's strike phase) you may make healing strikes against your
characters (even if they are fully healed).  When you strike one of your
characters the other character is not protected by terrain benefits
(though the healing character can still be penalized for the being in
bramble), and the "damage" you do removes hits, up to a maximum of fully
healed.  You can heal above fully healed, but this extra healing yields
temp hits which would be hurt before your character takes hits, but goes
away at the end of the strike phase.  Only lords can heal lords. When
you you strikes your characters, you declare how many temp hits to put
on your characters before carrying.

Knight:
You have supplied your troops with special weapons.  All of you
characters may do one rangestrike once per combat (crossbow) (~
creatures may do so during counterswing, but not during your strike
phase).  All your creatures melee strike at +floor(strength/2) strength.

Living dead:
The dead fight for you.  You may recruit freely from the dead pile
should none of the creature you are recruiting be left in the
caretaker's stacks.  You may recruit directly into the dead pile (even
if your group is full). During combat, when your characters are killed,
you may leave them in the hex they are in.  They do not occupy the hex
(other characters may move into and through the hex), and have no
powers.  They may attack enemy characters in the same hex though.  Enemy
characters attempting to leave a hex which has at least one corpse in it
are slowed.  During one of your movement phases during the combat (or
immediately after the combat ends if you win), you may revive corpses 
of enemy creatures from the battle, though you can not exceed maximum
stack limit, and the point value of the creatures revived can not exceed
the half the original value of the group bringing them in as recruits.

Lord of the trees :
You are loved by all trees.  When you recruit in the woods, you recruit
as if you have an extra warbear in your group.  So, you could always
recruit a centaur or warbear ; with a warbear you could recruit a
unicorn.  Similarly in the (hills, swamp, jungle) you could recruit as
if having an extra (minotaur, troll, cyclops).  You start the game with
two extra centaurs.  You may recruit warbears, minotaurs, unicorns,
trolls, and cyclops from the dead pile if there are none left in the
caretaker's stacks.  All your characters may move through, and stop at
trees.   You may range strike through trees.  Creatures  in trees take
extra strength hits to kill (this could make you have a character which
dies if it leaves the tree).  At the beginning of each of your
opponent's movement phases, each of your characters in a tree regenerate
its strength/6 hits (if its strength is not divisible by six, roll a die
on a result <= strength mod 6, heal another hit).  If you are fighting
in a terrain without trees you may bring up to three saplings with you;
place a sapling counter in a hex which one of your characters ends
movement in the first movement phase (the sapling  does not replaces any
terrain in the hex, and no two saplings may be adjacent).  A sapling act
as a tree, except that if it may be destroyed (it is as hard to kill as
the character that brings it on, and regenerates as if it were in a
sapling), it acts as a character in your group that does not move,
strike, count towrs stacking limit, or group existance.  If a hovering
character plants a sapling, the sapling hovers (a creature must hover to
be in the sapling, and the sapling does not interfere with a
non-hovering character being in the hex).  Your Titan acts as a sapling
(another character may be in your Titan, and both regenerate, a creature
inside takes more hits to kill).  A demon has the other part of the
beast act as if it is in a sapling.

Marines :
Your troops are of superior quality.  Your characters are never
penalized for not being native to the terrain (except walls and
valcanoes).  All your creatures melee strike at +floor(strength/4)
strength, and have ceiling(strength/5) extra hits.

Mulligan :
You have the ability to avoid problems.  The first turn of the game all
your groups may  teleport to any unoccupied space within 6 of your
tower, ignoring arrows (as in a tower teleport).  You roll two dice for
recruitment.  If they are equal, you reroll one of the dice.  Each of
your groups may use either number to move (so your groups may move
different amounts on the same turn).  After rolling any [range]strike
for one of your creatures you may instead do ceiling(average number of
hits) damage.


Nine ball :
You have figured out how to command nine characters.  Each of your
legions may have nine characters, you may fight with nine, and summon an
angel to get nine in a group.  You start with an extra centaur, ogre and
two gargoyles.  At the beginning of a battle (or second movement phase)
you may bring on a nine ball.  The nineball is a demilord with strength
(9- number of characters your group started with), and skill 4.  Your
opponent does not score any points for killing the nineball, if the
nineball is the only character in your legion (or if it is the only
other character is an amoeba) your legion is destroyed.  The nineball
does not count against your stacking limit.  Your characters are only
worth 80% the normal amount (extra pieces brought on due to folks,
living dead, and smurf are also worth 80%, .so the number brought on is
not affected).  You may leave characters off during your first movement
phase without having them die (if you have a second movement phase, and
do not move them on then, they do die), but still have the option of
declaring them dead during your first movement phase.

Ninja :
You are the master of stealth.  You may move over other players' groups
freely.  If one of your legions would end its entire movement on an
enemy legion, you may move your legion another space (this may be
repeated).  You may split your groups after rolling for movement, and
you may split off one character legions.  You need not move your groups
sequentially (hence they can switch places).  You may end two groups on
the same space on the masterboard, if they combined they do not exceed
your stacking limit.  They combine, but may not recruit this recruitment
phase.  Each recruitment phase, after rolling for recruitment you may
decide that you did not like the number rolled, and reroll until that a
different number is rolled (with mulligan, chose one die, reroll that
till it is different from the current number, and the other die). 
Whenever one of your creatures [range]strikes you make declare that it
is making a death strike; the creature immediately dies, but gets extra
dice equal to the number of hits it currently has remaining (creatures
can not use extra hits gained from being in a tree towards the death
strike).

Prophetess :
You have the ability to foresee the future.  You may look at any
players' legions at any time.  You may recruit with any character as if
it is any creature it may downward recruit to (ie a ranger may recruit
as a lion, centaur, troll or ogre).  Any character may recruit as any
tower creature.  Whenever one of your creatures [range]strike, roll
twice and take either result (you may change the target for the reroll).
 You do not need to announce carries before rolling your strikes, even
when the carry will be for a higher skill.

Smurfs :
Everything seems very smurfy.  You must use the blue smurf markers. 
After rolling for movement you may decide that your little legs can not
carry you that far; all your groups which do not teleport move one less
than normal.  Your creature's [range] strikes do only ceiling (2/3
damage).  You may stack two creatures in one hex (potentially 4 if you
are avian).  At the beginning of a combat you may choose one of your
groups to be a helper group (display the entire group immediately): You
may bring in one character each of your movement phases from the helper
group, though the total value of helping characters may not exceed 50%
the original value of your fighting group (no points are scored for the
helping creatures).  The helping characters do not count against your
stacking limit.  At the end of the battle any surviving helping
creatures must go back to the helping stack.

Upside-Down cake :
	Everything seems upside down.  When you roll for recruitment, you may
either use the number rolled, or the number facing down (7 - the number
rolled), and may have one group move the other number.  Whenever one of
your creatures [range]strikes, you may either use the numbers rolled, or
take the roll facing down (you choose for the entire strike, not just
some of the dice).

Vampire :
You are able to drain the life out of others.  Your first power is that
nobody may flee from you.  If you win a combat, you also get half points
for all the characters your opponent killed in that battle.  During
recruitment, you may attempt to overrun your opponent's groups.  If one
of your groups reaches an opponent's, you may immediately compare your
group value (sum of all points of all characters) with your opponent's. 
If yours is at least 2.5 times your opponent's, then the opposing group
dies, you collect full points and (if your group had not moved its full
allotment already) your group continues movement.  You may not overrun
if the hex your group will reach after movement is already occupied by
one of your groups.  Your Titans are [(x+1) * 4] lords and may be
summoned in lieu of an angel.  During battle, during your movement
phase, if your have a Titan it may leave the battle and go to any group
of yours which is not engaged, and has room (your opponent still scores
points for your Titan).  Alternatively your Titan may go into stasis,
where it may either be summoned back into your group (fully healed)
during the battle, after the battle, or die.  You start the game with
two Titans (and no angels), gain 1 Titan strength every 50 points, do
not earn angels, and are not destroyed until both Titans are killed. 
Any group of yours may recruit a new Titans in a tower, provided you
currently have a dead Titan.  The new Titan is a 6 * 4 lord, and goes up
a strength for every fifty points you gain beyond your current score.

Yahtzee :
Lady luck is on your side. Whenever one of your creatures
[range]strikes, you may reroll any dice you want to, and take the second
roll of those dice as the final result.  If you roll the same roll for
recruitment you did last turn, you may roll again.

Zombie :
You have learned to raise the dead.  You may recruit any creature from
the dead pile available in the terrain with any creature worth at least
as many points.  After rolling for movement, but before moving, you may
take creatures out of your groups and put them in the dead pile.  At the
end of any battle which you won, you may gain characters.  You may add
any of the creatures which died during that battle to your winning group
(up to a maximum of seven characters in your group).  You may raise
creatures which flee.  You may not raise lords or demi lords.  At the
end of a battle, you may remove non lords from your group (and may
destroy your group this way).  This is done at the same time as the
raising of characters, but before recruiting / angel summoning.  Your
Titan's death does not end a battle; if you go on to win the battle
place your Titan in the group before recruiting / wining angels.  If
your group is already full, remove a character.  Start the game with 2
lions, trolls, cyclops, rangers, gorgons, warbears and minotaurs in the
dead pile.