HDTenEightyP/NetNews huggingface dataset:
From: dmccart@gomez.intel.com (D. J. McCarthy)
Subject: Re: Cosmic Zap
Organization: last!
X-Newsreader: Tin 1.1 PL5
Date: Wed, 9 Sep 1992 18:30:17 GMT

Massimo Fasciano (fasciano@nil.IRO.UMontreal.CA) wrote:
\ i want allies. my potential allies are scared to ally with me against
/ Loser. i Cosmic Zap Loser to encourage them to ally with me. he cannot
\ use his power for the rest of the challenge.
/ 
\ i assume this scenario is not possible because Loser was not
/ "attempting to use his power" at the time i wanted to zap him, so the
\ zap is useless. i have to wait until he tries to declare an upset to
/ zap him, right?

	Right.


--
D. J. McCarthy <dmccart@gomez.intel.com>
Work all night on a dr\05a rum! ( \016 come and me 1 go home )
Stock banana ~ mornin' come!    ( \016 come and me 1 go home )
                                                             -- Harry \07afonte
Newsgroups: rec.games.board.ce
Subject: Re: Cosmic Zap
From: mneylon@jupiter.cse.utoledo.edu (michael neylon)
Date: 13 Sep 92 07:49:55 EST

ya know, the rules from Mayfair do not have rules regarding talking or
discussion of the game.  If you want to be TRUELY fair (and a mighty boring
game as well) the only time you may talk is asking for allies and using your
power (ie seeker).  Otherwise all communication should be limited to hand
jesters.  Of course, this doesnt make for a lot of fun....;)

Our group plays by that fact that if you ay or imply something about your hand
or something in the next challenge ('I dont think you have to worry about
Loser...')  that is not allowed, and the player should lose a token to the
warp, ala Eon Silencer or Empath flare, choosen by te player who caught it.
Of course, if yours or someone else power/flare forces you to do that, then it
is fine, but in causal talk, it should be forbidden.

However, GOOD players can assert their well-being in the ally portion.  For
example "I dont need any allies." or "I need any and all allies!"...

-- 
Michael Neylon   aka Masem the Great and Almighty Thermodynamics GOD!
      //         | Senior, Chemical Engineering, Univ. of Toledo
  \\ // Only the |   Summer Intern, NASA Lewis Research Center
\  \X/   AMIGA!  |          smneyln@ariel.lerc.nasa.gov              /
Newsgroups: rec.games.board.ce
From: irilyth@fenris.claremont.edu (Josh Smith)
Subject: Re: Cosmic Zap
Originator: irilyth@fenris
Organization: HMC Academic Computing Services
Date: Wed, 9 Sep 1992 19:31:38 GMT

In a prior article, Massimo Fasciano (fasciano@nil.iro.umontreal.ca) writes:
> i want allies. my potential allies are scared to ally with me against
> Loser. i Cosmic Zap Loser to encourage them to ally with me. he cannot
> use his power for the rest of the challenge.
> 
> i assume this scenario is not possible because Loser was not
> "attempting to use his power" at the time i wanted to zap him, so the
> zap is useless. i have to wait until he tries to declare an upset to
> zap him, right?

Right. You can, however, say to your potential allies, "Don't worry, I have
a Cosmic Zap, and I'll zap Loser so that we'll win." Of course, you might be
lying, but life is risky sometimes. (grin)
-- 
original text by Josh Smith    ::   Comments, questions, etc. welcomed
irilyth@fenris.claremont.edu   ::   #include <std.disclaimer>
"If you ever fall off the Sears Tower, just go real limp, because maybe you'll
look like a dummy and people will try to catch you because, hey, free dummy."
From: Alexx@world.std.com (Alexx S Kay)
Subject: Re: Asking for allies (timing order)
Organization: The World Public Access UNIX, Brookline, MA
Date: Wed, 9 Sep 1992 18:40:12 GMT

fasciano@nil.IRO.UMontreal.CA (Massimo Fasciano) writes:

>the Mayfair rulebook states the following:  (CHALLENGES 6 p.7)
>"Starting with the player to the left of the offensive player and
>proceeding clockwise, each player decides whether or not to ally with
>one of the main players."

>it doesn't say that this order is meant for cases where one potential
>ally wants to wait until another has decided (timing conflict). do i
>assume then that this order is mandatory? i ask the question because
>putting 4 tokens in the cone (without waiting for your turn in the
>order) before the other allies decide sometimes influences their
>decision...

Yes, this is mandatory, and yes, this causes some interesting dynamics in
who chooses to ally on which side.  Of course, many people chooseq to play 
without this restriction, but I rather like it.

Alexx

Alexx@world.std.com
"You've been in the SCA too long when your spell check recognizes `pursuivant'"
		-- Henry of Linlithgow
Newsgroups: rec.games.board.ce
From: fasciano@nil.IRO.UMontreal.CA (Massimo Fasciano)
Newsgroups: rec.games.board.ce
Subject: The Interphase
Date: 9 Sep 92 16:42:46 GMT
Organization: Universite de Montreal -- Laboratoire Incognito

Hi,

by definition, there is no "interphase" before the first challenge,
right? so cards that have to be played at the interphase (Hand Zap),
cannot be played before the first challenge.

at the beginning of the interphase, who is the offensive player and
who is the defensive player? my interpretation: no defensive player,
and the offensive player is the next challange's offensive player.
this is important for the timing resolution rules. does the switch of
offensive players occur immediately at the beginning of the interphase,
in the middle of it, or at the end? the Mayfair rules are not clear
about this.

	Massimo-

--
=================================================================
=  Massimo Fasciano       E-MAIL: fasciano@IRO.UMontreal.CA     =
=================================================================
From: njs@cbnewsh.cb.att.com (nicholas.j.sauer)
Newsgroups: rec.games.board.ce
Subject: Re: Adding the 3-4-5 icons to powers...
Date: 9 Sep 92 17:54:45 GMT
Organization: AT&T

In article <FASCIANO.92Sep9115040@nil.IRO.UMontreal.CA>, fasciano@nil.IRO.UMontreal.CA (Massimo Fasciano) writes:
> 
> in Encounter Volume 2 Number 2, it is suggested to add the 3-4-5 icons
> the some powers such as Mind, Seeker, Trader, Mutant, Philantropist.
> is this only a suggestion, or an official Mayfair clarification?
> adding these icons makes these powers stronger and thus changes the
> delicate balance between all powers. were these icons forgotten or was
> it a design decision not to include them? were these modifications
> suggested because the Mayfair version of these powers were weaker than
> the EON versions?

Yes, the original Eon versions of these powers all had the following
line in the power text: "Anytime before cards are played in a challenge".
Thus, when you play with an Eon set (where the evil Icons have not taken
over) you can use these powers during these phases.  Mayfair changed the
text or didn't want to put too many Icons on the powers cards so that's
why these powers needed the above clarifications.  It was not a deliberate
design attempt by Mayfair games to make these powers weaker.  (Mayfair is
not focused enough to have made such a design consideration.)

Whether these clarifications are "official" is beyond me.  I don't think 
Mayfair has a good handle on this either.
  
> my personal opinion is that these powers definitely need these
> additions (except Mutant), but i was just wondering if anybody uses
> them...

I disagree!  The Mutant is almost useless without the above additions.
We tend to use a "choose three and pick one to play" system for alien power
selection in our games.  I have noticed that no one in our group plays 
Mutant anymore (when we play Mayfair) because the power has been so badly
weakened.

To answer your question.  Yes, anyone who plays with an Eon set has been
using the above (corrected) versions of the powers since the game was first
introduced, and they all worked just fine until Mayfair tampered with them.

Nick Sauer
Newsgroups: rec.games.board.ce
From: dmccart@gomez.intel.com (D. J. McCarthy)
Subject: Re: Cosmic Zap
Organization: last!
X-Newsreader: Tin 1.1 PL5
Date: Tue, 15 Sep 1992 00:39:01 GMT

	Doesn't the West End version of the rules have an example of
communicating what cards you have in their example game?  (Something like
Void threatening to Cosmic Zap virus... it's been a while.)

	If so, why did Mayfair change it?


--
D. J. McCarthy <dmccart@gomez.intel.com>
"I would say 'get a life' but then I'm sitting here posting News." -Bob Carroll
Newsgroups: rec.games.board.ce
From: irilyth@fenris.claremont.edu (Josh Smith)
Subject: Re: Asking for allies (timing order)
Originator: irilyth@fenris
Organization: HMC Academic Computing Services
Date: Wed, 9 Sep 1992 19:38:06 GMT

In a prior article, Massimo Fasciano (fasciano@nil.iro.umontreal.ca) writes:
> "Starting with the player to the left of the offensive player and
> proceeding clockwise, each player decides whether or not to ally with
> one of the main players."
> 
> [...] do i assume then that this order is mandatory? i ask the question
> because putting 4 tokens in the cone (without waiting for your turn in the
> order) before the other allies decide sometimes influences their
> decision...

I'd say it's mandatory, and that my answer to your Zap question works here
too: You can't act until the appropriate time, but you can announce your
intentions in hopes of influencing people that way--and again, you need not
tell the truth about your plans...
-- 
original text by Josh Smith    ::   Comments, questions, etc. welcomed
irilyth@fenris.claremont.edu   ::   #include <std.disclaimer>
"If you ever fall off the Sears Tower, just go real limp, because maybe you'll
look like a dummy and people will try to catch you because, hey, free dummy."
From: njs@cbnewsh.cb.att.com (nicholas.j.sauer)
Newsgroups: rec.games.board.ce
Subject: Re: Deuce
Date: 11 Sep 92 12:57:42 GMT
Organization: AT&T

In article <1992Sep10.212252.24020@cco.caltech.edu>, UnoJ writes:
> 
> Question:
> 
> Sorry if I offend anyone from the Eon camp,
> I just joined the CE kraze with the Mayfair
> edition.
> I recently played a game where Deuce and
> Anti-Matter were both in the game. Now, the
> explanation of the use of the Deuce power
> on the card does not seem to give the player
> any choice, i.e. you MUST play two cards 
> (although it is not stated this way, but this
> is what we all inferred). In general, I think
> you would want to play two cards, except against
> Anti-Matter of course. Is this correct and Deuce
> does not stand a chance with Anti-Matter in the game
> or is it the player's choice whether to play two
> cards or just one?

The Deuce, as you correctly determined from the power text, is a manditory
power and must play his second card.  The only way he could stop this is to
Cosmic Zap himself.  However, if he had a CZ in this situation it would be
better to use it on Anti-Matter.

Nick Sauer
Newsgroups: rec.games.board.ce
From: bicker@cbnewsi.cb.att.com (The Resource, Poet-Magician of Quality)
Subject: Re: Cosmic Zap
Reply-To: Brian.C.Kohn@att.com (The Resource, Poet-Magician of Quality)
Organization: The Internet
Date: Fri, 11 Sep 1992 20:23:17 GMT
Followup-To: rec.games.board.ce

In article <1992Sep11.151847.17301@cbnewsk.cb.att.com> wwolf@cbnewsk.cb.att.com (ronald.k.park..jr) writes:
>From article <1992Sep10.161406.13643@cbnewsi.cb.att.com>, by bicker@cbnewsi.cb.att.com (The Resource, Poet-Magician of Quality):
>> You cannot say that.  The rules clearly state that you cannot reveal
>> what you have in your hand to others...at least not in such an open
>> manner.
>I've always interpreted that to mean you can not show ("reveal") your
>cards to other players.  However, you can claim to have any card whatsoever.
>The other players don't know if you are being truthful or not until you
>either play the card you say you have or are forced to discard your hand
>and they can see it in the discard pile or someone else plays it or the
>game ends.

In this one case, the rules are explicit:

One player shuffles the main deck and deals each player seven cards
face down. Players start the game with these cards as their hands and
may look at them. They may not show these cards to other players OR
COMMUNICATE WHAT THEY HAVE. [emphasis mine]

So, as I've discussed with some in email already, you may indeed lie
about what you have, but you may not tell the truth.

-- 
Brian Charles Kohn               using !bicker's account
Poet-Magician of "Quality"       E-MAIL: bicker@hoqax.ATT.COM
    'Hope, not fear, is the most positive advocate of action.' - S.R. Lawhead
                   Stamp Out "SO": "RP" = "Romantic Partner"
Newsgroups: rec.games.board.ce
From: bicker@cbnewsi.cb.att.com (The Resource, Poet-Magician of Quality)
Subject: Re: Asking for allies (timing order)
Reply-To: Brian.C.Kohn@att.com (The Resource, Poet-Magician of Quality)
Organization: The Internet
Date: Thu, 10 Sep 1992 16:25:38 GMT
Followup-To: rec.games.board.ce

In article <FASCIANO.92Sep9113405@nil.IRO.UMontreal.CA> fasciano@nil.IRO.UMontreal.CA (Massimo Fasciano) writes:
>the Mayfair rulebook states the following:  (CHALLENGES 6 p.7)
>"Starting with the player to the left of the offensive player and
>proceeding clockwise, each player decides whether or not to ally with
>one of the main players."
>it doesn't say that this order is meant for cases where one potential
>ally wants to wait until another has decided (timing conflict).

Er...for what other purpose do you believe this order is listed?

We play (and I can't believe that anyone would prohibit) that you may
decide to ally before your turn to decide comes around, as it is an
advantage to ally last. 

-- 
Brian Charles Kohn               using !bicker's account
Poet-Magician of "Quality"       E-MAIL: bicker@hoqax.ATT.COM
    'Hope, not fear, is the most positive advocate of action.' - S.R. Lawhead
                   Stamp Out "SO": "RP" = "Romantic Partner"
Newsgroups: rec.games.board.ce
From: bicker@cbnewsi.cb.att.com (The Resource, Poet-Magician of Quality)
Subject: Re: Cosmic Zap
Reply-To: Brian.C.Kohn@att.com (The Resource, Poet-Magician of Quality)
Organization: The Internet
Date: Thu, 10 Sep 1992 15:54:48 GMT
Followup-To: rec.games.board.ce

In article <FASCIANO.92Sep9112525@nil.IRO.UMontreal.CA> fasciano@nil.IRO.UMontreal.CA (Massimo Fasciano) writes:
[His allies are afraid to ally with him against the loser, but he has a
Cosmic Zap, which he cannot play "until the pleary attempts to use his
power."]

It is clear that you can't reveal that you have the Cosmic Zap,
however, unless your group is extremely facist you could say, "I'm SURE
that his Loser power won't cause us a problem."  That should get the
message across.
-- 
Brian Charles Kohn               using !bicker's account
Poet-Magician of "Quality"       E-MAIL: bicker@hoqax.ATT.COM
    'Hope, not fear, is the most positive advocate of action.' - S.R. Lawhead
                   Stamp Out "SO": "RP" = "Romantic Partner"
Newsgroups: rec.games.board.ce
From: bicker@cbnewsi.cb.att.com (The Resource, Poet-Magician of Quality)
Subject: Re: Cosmic Zap
Reply-To: Brian.C.Kohn@att.com (The Resource, Poet-Magician of Quality)
Organization: The Internet
Date: Thu, 10 Sep 1992 16:14:06 GMT
Followup-To: rec.games.board.ce

In article <1992Sep9.193138.24160@muddcs.claremont.edu> irilyth@fenris.claremont.edu (Josh Smith) writes:
>... You can, however, say to your potential allies, "Don't worry, I have
>a Cosmic Zap, and I'll zap Loser so that we'll win." Of course, you might be
>lying, but life is risky sometimes. (grin)

Buzzz...wrong answer Josh.  :>

You cannot say that.  The rules clearly state that you cannot reveal
what you have in your hand to others...at least not in such an open
manner.

-- 
Brian Charles Kohn               using !bicker's account
Poet-Magician of "Quality"       E-MAIL: bicker@hoqax.ATT.COM
    'Hope, not fear, is the most positive advocate of action.' - S.R. Lawhead
                   Stamp Out "SO": "RP" = "Romantic Partner"
Newsgroups: rec.games.board.ce
From: peter@techbook.com (Peter Sarrett)
Subject: Re: Classic Flares, Tech, More CE.
Organization: TECHbooks --- Public Access UNIX --- (503) 220-0636
Date: Fri, 11 Sep 1992 07:51:10 GMT



Could someone who has the final version (from Gencon) of More Cosmic please
post a list of the new powers included?  No descriptions are necessary (I have
all of them from the playtest kit-- I just want to know which ones made the
cut).  I have a list of the powers which made the cut initially, but when
Technology got axed the tech-based powers were removed and others which barely
missed the first cut were added.  It's that last group of powers I'm
particularly interested in.  But please post or mail me a list of the final set
of NEW (non-Eon) powers.

===============================================================================
Peter Sarrett          |   "You don't stop playing games when you get old--
peter@techbook.com     |    you get old when you stop playing games."
(503)579-0873          |                                        - O. W. Holmes
===============================================================================
From: ratinox@splinter.coe.northeastern.edu (Richard Pieri/Stainless Steel Rat)
Newsgroups: rec.games.board.ce
Subject: Re: Cosmic Zap
Date: 10 Sep 92 23:53:57 GMT
	<1992Sep10.155448.13037@cbnewsi.cb.att.com>
Reply-To: ratinox@meceng.coe.northeastern.edu
Followup-To: rec.games.board.ce
Organization: 3WA, Boston Office. Or Nu Meta Chi. Take your pick.
In-reply-to: bicker@cbnewsi.cb.att.com's message of 10 Sep 92 15:54:48 GMT
X-Get-A-Clue: Have two, they're small.
X-Signature-Virus-Protection: Version 1.51
X-Posting-Software: GNUS 3.14.1 [ NNTP-based News Reader for GNU Emacs ]

>>>>> "TR" == The Resource, Poet-Magician of Quality
>>>>> <Brian.C.Kohn@att.com> writes:

> [His allies are afraid to ally with him against the loser, but he
> has a Cosmic Zap, which he cannot play "until the pleary attempts to
> use his power."]

TR> It is clear that you can't reveal that you have the Cosmic Zap,
TR> however, unless your group is extremely facist you could say, "I'm
TR> SURE that his Loser power won't cause us a problem."  That should
TR> get the message across.

Or, in my best immitation of Captain Stern, "Don't worry, Charlie.
I've got an aaangle."

:-)

--Rat

||||| | | | |  |  |  |   |   |    |    |    |   |   |  |  |  |  | | | | | |||||
                                                   __        ___ 
Richard Pieri, Northeastern's Stainless Steel Rat/   | /| / /   | The Worlds
Internet: ratinox@meceng.coe.northeastern.edu   /__  |/ |/ / /| | Welfare Works
    UUCP: ...!northeastern.edu!meceng!ratinox  /   | /| / / / | | Association:
  BITNET: UA_RLP@NUHUB{.BITNET}               /__  |/ |/ / /  | | I will solve
  USNail: 14 Westdale RD  Holbrook, MA 02343 /   | /| / / /___| | any problem
 ICBMnet: 42 deg 1 min N, 71 deg 0 min W    /    |/ |/ /_//_____| for you.
Newsgroups: rec.games.board.ce
From: Alexx@world.std.com (Alexx S Kay)
Subject: Re: Adding the 3-4-5 icons to powers...
Organization: The World Public Access UNIX, Brookline, MA
Date: Wed, 9 Sep 1992 18:43:15 GMT

fasciano@nil.IRO.UMontreal.CA (Massimo Fasciano) writes:

>in Encounter Volume 2 Number 2, it is suggested to add the 3-4-5 icons
>the some powers such as Mind, Seeker, Trader, Mutant, Philantropist.
>is this only a suggestion, or an official Mayfair clarification?
>adding these icons makes these powers stronger and thus changes the
>delicate balance between all powers. were these icons forgotten or was
>it a design decision not to include them? were these modifications
>suggested because the Mayfair version of these powers were weaker than
>the EON versions?

>my personal opinion is that these powers definitely need these
>additions (except Mutant), but i was just wondering if anybody uses
>them...

My personal opinion is that the whole icon system is broken and should be
ignored, but then I'm from the Eon faction originally :-)  Not to say that
the icons *couldn't* have been a great addition to the game, but I think
the actual implementation was seriously lacking.

Alexx

Alexx@world.std.com
On Superhero Comics:
"... in a world where every third person is a mutant and alien
 invasions happen every other Tuesday, the National Inquirer would be one
 of the more respected papers."		-- David Tanguay
From: jjohnson@ccscola.Columbia.NCR.COM (Jeffrey H. Johnson)
Newsgroups: rec.games.board.ce
Subject: Zombie and compromises
Date: 14 Sep 92 14:43:21 GMT
Organization: NCR CCSD Columbia SC

I'm using the West End version of Cosmic Encounters.  If Zombie plays
a compromise and the other main player plays an attack card, does Zombie
get consolation?  Strict reading of West End rules & powers says "no,"
since Zombie does not go to Warp and you only get consolation for tokens
sent to Warp.  Is this different in other versions?  Is it still true
that with Zombie vs. Void, Zombie still does not risk going to Void
since his tokens never enter Warp?

Jeff
--
Jeffrey H. Johnson
jjohnson@ccscola.columbiasc.ncr.com

		"More human than human is our motto."
			-- Dr. Eldon Tyrell
From: ap1i+@andrew.cmu.edu (Andrew C. Plotkin)
Newsgroups: rec.games.board.ce
Subject: Re: Classic Flares, Tech, More CE.
Date: 10 Sep 92 03:11:28 GMT
Organization: School of Computer Science, Carnegie Mellon, Pittsburgh, PA

I looked over Julian's "More CE" set last week (from Gencon.) Looks
nice. Here are some impressions (from *memory*, don't shoot if I got it
wrong.)

The moons are large, thick, easy to grab, don't fly across the room when
you sneeze, and have their definitions printed on them -- major win all
'round. I don't believe they have all 100 (I didn't count), but there
was a fair selection. They were also categorized (with little icons)
into four groups -- basically "minor effect on game", "major effect on
game", "overwhelming effect on game," and "silly." Also a win, since you
can either sort out the category you want or mix them.

Kickers (-1, 0, 2, 3); some negative attack cards; Reinforcements (1 to
4, I think. Any player or ally can play a Reinforcement, after cards are
revealed; it adds to either side's total, at the player's whim.)

No Technology, as has been stated before.

A stack of new powers.

A pile of rules clarifications. For example, a list of every power that
can be blocked by Silencer. As a customer, I think this is a big win.
(As a Cosmic player, I hate it, but only because makes hash of all the
house rules that I've spent eight years developing. :-)

--Z

"And Aholibamah bare Jeush, and Jaalam, and Korah: these were the borogoves..."
Newsgroups: rec.games.board.ce
From: Alexx@world.std.com (Alexx S Kay)
Subject: Re: Cosmic Zap
Organization: The World Public Access UNIX, Brookline, MA
Date: Wed, 9 Sep 1992 16:17:45 GMT

fasciano@nil.IRO.UMontreal.CA (Massimo Fasciano) writes:

>the Cosmic Zap card says "Negate the alien power of any player just as
>he attemps to use it. He may not use his alien power during the remainder
>of that challenge".

>the "just as he attemps to use it" part implies that the following
>scenario is impossible:

>i want allies. my potential allies are scared to ally with me against
>Loser. i Cosmic Zap Loser to encourage them to ally with me. he cannot
>use his power for the rest of the challenge.

>i assume this scenario is not possible because Loser was not
>"attempting to use his power" at the time i wanted to zap him, so the
>zap is useless. i have to wait until he tries to declare an upset to
>zap him, right?

[Note: all the following is according to local house rules, and may be
 different elsewhere]
Short answer: yes, you have to wait till he tries to Zap him.  In our local
group the way this problem is traditionally dealt with is to say "I am 
confident that I am going to win."  Sitting almost exactly on the line
between acceptable and not-acceptable would be to say "Yes, he's loser, but
he just *might* get Cosmic Zapped..."  This sort of blatant hinting is 
generally frowned upon in our group.

Alexx

Alexx@world.std.com
"The world bores you when you're cool."