HDTenEightyP/NetNews huggingface dataset:
From: ahahn@sdcc13.ucsd.edu (Jesus Saves!!! )
Newsgroups: rec.games.board.ce
Subject: Two-Player Cosmic
Date: 30 Dec 92 23:57:22 GMT
Article-I.D.: sdcc12.42942
Organization: University of California, San Diego


  Hey y'all!!  I just got a chance to play two-player rules, and
absolutely loved it!  I thought it allowed for more pure strategy
than normal Cosmic, making it less of a mind game.  Not to say that
i don't like the mind games of regular Cosmic, I just thought the
change was really interesting.  For example, I had gained Conquering
status on Visionary (tell the other player which card to play) and
had deliberately attacked the purple Neutral only once.  I had left
it with three compromise cards, and for my eighth base I attacked
purple, and told my opponent to play the compromise card I knew she
had, and won with the game with a four! (i believe).  It's this type
of strategy that I find appealing about the two-player version.
  However, a few questions, (go
figure):  Did I miss something on the colonization rules?  It seems
to me that once you have Control over a Neutral, you should
obviously colonize three times (as soon as possible) and thereby
change your status to Conqueror!  This proved extremely effective,
as shown in the above description. 
   My other question deals with
drawing your own color from the destiny pile.  Both myself and the
player I was playing accumuated alot of our own color.  While it is
understandable that you may be in a situation where you are trying
to remove someone from your home system, it seems that by the time
this is likely to happen you have stockpiled most of your destiny
cards in your own hand, and your opponent cannot attack you.  It is
also my opinion that it is much more fruitful to attack or use
Diplomacy on the Neutrals than it is to attack the other player.

Aaronius Hahnius Maximus
Official Youth Of Destiny
Warrior For Christ

All Hail Eris!!!
Newsgroups: rec.games.board.ce
Subject: For Sale: CE and More CE
From: f00022@TIGGER.STCLOUD.MSUS.EDU (M. Shanmugasundaram (F00022@TIGGER.stcloud.msus.edu))
Date: 2 Jan 93 14:52:34 -0600
Reply-To: f00022@TIGGER.STCLOUD.MSUS.EDU
Organization: St. Cloud State University, St. Cloud, MN

Hi All: 

I'd like to sell my near-mint condition copies of CE and More CE (Both 
Mayfair Games). 

I'd like to get $55 for the both of them (I pay postage). 

If you are interested, but don't like my price, drop me a note at 
f00022@tigger.stcloud.msus.edu
and tell me what you're willing to pay. 

First $55 offer takes it over established deals of lesser value. 

Merwin 

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
M. Shanmugasundaram %@ 	       | There are at least two kinds of games. One 
395 2nd Avenue South	       | could be called finite, the other, infinite.
St. Cloud, MN  56301	       | A finite game is played for the purpose of 
			       | winning, an infinite game for the purpose of
(612) 654-6979		       | continuing the play. . . . There is but one 
f00022@tigger.stcloud.msus.edu | infinite game. ---James P. Carse           
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Organization: Junior, English, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board.ce
Date: Fri, 25 Dec 1992 05:35:01 -0500 
From: Elliott Conan Evans <ee0r+@andrew.cmu.edu>
Subject: Re: SUPER MONOPOLY

mendoza@oasys.dt.navy.mil (Ina Mendoza) writes:
> DOES ANYBODY HAVE INFORMATION ON WHERE TO PURCHASE SUPER MONOPOLY, I'VE
> BEEN LOOKING FOR IT FOR SIX MONTHS WITH NO LUCK       HELP

TRY ASKING ON REC.GAMES.BOARD INSTEAD 
OF THE COSMIC ENCOUNTER GROUP.

------
Eeyore
In search of a more olisbos-like flashlight...
Newsgroups: rec.games.board.ce
From: fulton@silver.ucs.indiana.edu (Ben Fulton)
Subject: Re: Questions: FAQ, Errata
Organization: Indiana University
Date: Wed, 23 Dec 1992 19:28:04 GMT

In <BICKER.92Dec23095559@hoqax.ATT.COM> bicker@hoqax.ho.att.com (Brian C. Kohn) writes:

>  CE NEWSGROUP/MAILING LIST/ARCHIVES
>  SOMEWHAT MONTHLY POSTING AND FREQUENTLY ASKED QUESTIONS LIST

Why is this in the archive as "Manifest"?  Why not call it CE_FAQ or
something clearer?


-- 
ben
fulton@silver.ucs.indiana.edu
dominate the subversive paradigm
Newsgroups: rec.games.board.ce
From: kcc@wucs1.wustl.edu (Ken Cox)
Subject: Re: Prolong
Organization: Washington University, St. Louis MO
Date: Thu, 31 Dec 1992 02:39:50 GMT

In article <42940@sdcc12.ucsd.edu> ahahn@sdcc13.ucsd.edu writes:
>  Questions about Prolong:

As the originator of this power, I'll try to answer.  (Gee, do
these become "official" clarifications?)  I haven't bought MCE
yet, but I'll assume the Prolong wording is essentially that
in Encounter 2.1.

As a general rule of thumb, Prolong gets to repeat the "play cards-
reveal cards" cycle as often as he wants (subject to the Attack
card requirements).  You don't move on to the "determine outcome"
phase until Prolong stops extending.

>    1.  Does Serpent get to tempt someone each time the Prolong
>player calls extend?

The intent was that all powers that act when cards are played or
revealed get to operate for each card played, e.g. Laser gets to
blind his opponent on each play.  If Serpent operates at this time,
he gets to do his thing for each card.

>    2.  When are Reinforcements played?  (Normally, I don't use
>reinforcements...but, just my luck, the one time I do I run into a
>problem.)  Should it be after all extensions, or after each one?

As I understand reinforcements, they are played when computing
totals, i.e. determining the outcome.  I would therefore say that
they are played after all extensions.

Ken Cox
kcc@wucs1.wustl.edu

Organization: Junior, English, Carnegie Mellon, Pittsburgh, PA
Newsgroups: rec.games.board.ce
Date: Wed, 23 Dec 1992 21:30:08 -0500 
From: Elliott Conan Evans <ee0r+@andrew.cmu.edu>
Subject: Re: Fungus and Terrorist
	<ALLAN.92Dec23122311@sunk.hc.ti.com>

Just to get my three bits in, so that poor Mr. DeLoura doesn't think
that everyone is against him, here is what my ruling would be:

I say that the Fungus adheres the tokens,
and that the bombs do not go off.

Those tokens are not landing, or arriving, or returning, they are
being absorbed.

Given that there are an incredible number of inaccuracies in the
Mayfair power deck, to strictly interpret the wording on each card is
to invite disaster. Each problem should talked over as it arises, and
settled *to the satisfaction of the players involved in that game*. If
all else fails, the rulings of the set owner are to be considered
blessed.

------
Eeyore
In search of a more olisbos-like flashlight...
From: rthought@bigboy (RandomthoughT)
Newsgroups: rec.games.board.ce
Subject: Re: too-powerful DEMON flare...
Date: 21 Dec 92 19:59:51 GMT
Organization: Temple University


Re: Both the Wild Serpent and the Wild Demon


granted, it is a quick way for the Schiz/ocrat to win with 
someone else, but then you *could* move on to another game.
The groups I usually play with go for several games in one session,
so we don't mind a quick win once in a while.

Of course, I did win a game last night due to the Wild Demon
flare.  I had to sit and calculate which player would be forced
to give me two more bases when I traded tokens with him.

But, is it too powerful a flare?  I don't think so.  Ther ARE some
situations where it does overwhelm things a bit, but then again,
that can be said for almost every flare in the game.

As fo the WIld Serpent, if I remember it correctly.... which, apparently
I don't (having just fetched the card from my set).  I had thought
it was just an ordinary m'make a deal of any sort, ignoring deal
rules' kind of thing.  Hmm, I might have played that wrong
one game, offering two bases for two bases.  *shrug* Oh well, what's
done is done.

Myke
--
Michael Thomas    |   Hail Eris!   | The writer of this .sig is a
House of the      \    All Hail   /  Genuine and Authorized POPE
Techno-Discordians |  Discordia!  |  So *please* Treat Him Right
Cosmic Encounter Statistics Vault,| (A POPE is someone who is not under the 
Second Sub-Level Basement         |  authorities of the authorities)
-----------------------------------------------------------------------------
From: dwr2560@venus.tamu.edu (RING, DAVID WAYNE)
Newsgroups: rec.games.board.ce
Subject: Re: Macron/Virus Combo
Date: 29 Dec 1992 15:16 CST
Organization: Texas A&M University, Academic Computing Services
Distribution: world
NNTP-Posting-Host: venus.tamu.edu
News-Software: VAX/VMS VNEWS 1.41    

sobelman@cco.caltech.edu (Steven M. Sobelman ) writes...
>> The mayfair ruling for Macron says: Each of your tokens has a value of four.
>>You may bring only one token in an offensive challenge or as an ally, but it
>>counts as four toward you side's total. When collecting consolation or rewards,
>>your token counts as one, just as any other player's.
>> They mayfair virus reads: When you play an Attack Card in a challenge, you
>>multiply the number of tokens on your side (yours plus your allies') times
>>the number on your card, instead of adding. 

In my opinion your tokens have a value of 4. If that value is multiplied by the
card, then it is being used 'toward your sides total'. The wording of
Macron has precedence here because the wording of virus cannot be expected
to cover every possible simultaneous special effect. Anyway, the other
interpretation is in direct contradiction with Macron, which is a
mandatory power.

I suppose virus could have said "multiply the number of tokens (where
Macron tokens are worth 4) on your side..." but IMHO that would be
redundant with the Macron text.

Of course this makes M/V powerful, but not all THAT bad.

Dave Ring
dwr2560@zeus.tamu.edu
Newsgroups: rec.games.board.ce
From: bicker@hoqax.ho.att.com (Brian C. Kohn)
Subject: Re: Phantom power and Wild Deuce flare question
Organization: AT&T Bell Laboratories
Date: Tue, 29 Dec 1992 17:52:30 GMT

>>>>> On Tue, 29 Dec 92 14:10:55 GMT, jjohnson@ccscola.Columbia.NCR.COM (Jeffrey H. Johnson) said:
JHJ> When Phantom plays the Wild Deuce flare, how does the math work?  Are
JHJ> the ghost tokens added before squaring, or after?
JHJ> The relevant wording on the power card (Mayfair):
JHJ> "As a main player in a challenge, you may add the inverted ghost tokens
JHJ> to your total."
JHJ> On the flare card:
JHJ> "You can square the number of your tokens in a challenge for computing
JHJ> victory."
JHJ> Both are invoked during the reveal-cards phase.

Seems to me that the ghost tokens are added to the total in the
challenge, rather than adding to the number of tokens one has in the
challenge.  This is also significant if one is the Phantom/Anti-Matter.
Luckily, Phantom is a voluntary power so the P/A-M could (and should)
elect NOT to add his ghost tokens to his total in a challenge.

--
/kohn/brian.c                  AT&T Bell Laboratories Quality Process Center   
The Resource,                  E-MAIL: att!hoqax!bicker  (bicker@hoqax.ATT.COM)
Poet-Magician of Quality       PHONE: (908) 949-5850                           
   'Hope, not fear, is the most positive advocate of action.' - S.R. Lawhead

Newsgroups: rec.games.board.ce
From: phaedrus@halcyon.com (Mark Phaedrus)
Subject: Re: Let's make a deal
Organization: The 23:00 News and Mail Service
Date: Tue, 22 Dec 1992 16:38:38 GMT

In article <22DEC199210212930@utkvx2.utk.edu> garbett@utkvx2.utk.edu (Garbett, Shawn) writes:
>I just got CE & MCE and have played a few games. I am curious if there is
>any other way to make a deal besides a flare or playing compromise cards
>on both sides of a challenge. Also I have seen mention of a side-deal to
>a deal, when can this happen?

     Well, there's the "Have I Got a Deal for You" special destiny card, where
the main players try to make a deal before the challenge begins.  There's the
Empath, who forces a deal situation by playing a compromise card, no matter
what the opponent plays.  There's the Diplomat, who can call "negotiate" and
force a three-way deal among the two main players and the Diplomat.  There's
the Emotion Control edict.
     I haven't heard of any "side deal to a deal".  Deals themselves can get
complicated if the players involved want them to be (cards, lucre, and
occasionally tokens can be traded as well as bases).
-- 
\o\ Internet: phaedrus@halcyon.com  (Seattle, WA Public Access Unix)     \o\
 \o\ "How'd you like to move a few steps down the food chain, pal?"       \o\
  \o\ If you enjoy fantasy/SF stories with transformation themes, email me \o\
   \o\ for a copy of the Transformation Stories List.                       \o\
Newsgroups: rec.games.board.ce
From: garbett@utkvx3.utk.edu (Garbett, Shawn)
Subject: Macron/Virus Combo
News-Software: VAX/VMS VNEWS 1.41    
Organization: University of Tennessee Computing Center
Date: Mon, 28 Dec 1992 03:37:00 GMT

We were just playing a game of Cosmic Encounter with the Mayfair set and
a player had a choice of having a Virus/Macron combo for his two powers.
We (The Q) decided that Macron tokens count as four towards the outcome
but not towards multipling the attack value. So Macron defeats the Virus
power except in defensive situations under this ruling. 
 The mayfair ruling for Macron says: Each of your tokens has a value of four.
You may bring only one token in an offensive challenge or as an ally, but it
counts as four toward you side's total. When collecting consolation or rewards,
your token counts as one, just as any other player's.
 They mayfair virus reads: When you play an Attack Card in a challenge, you
multiply the number of tokens on your side (yours plus your allies') times
the number on your card, instead of adding. 
 What's the net opinion on this? Should this be added to the rules
clarification if it's true?
Shawn Garbett
Garbett@utkvx.utk.edu
q
From: phil@miracle.com (Phil Hill)
Newsgroups: rec.games.board.ce
Subject: Re: Macron/Virus Combo
Date: Tue, 29 Dec 92 03:53:19 EDT
Organization: Miracle Computer Consultants

irilyth@fenris.claremont.edu (Josh Smith) writes:
>Rent-a-Lemming <ratinox@meceng.coe.northeastern.edu> writes:
>
>> Your ruling seems good to me. Virus specifically states "each token" in the
>> Challenge. Macron can only attack with one token, and this one token is
>> multiplied with the Attack card played.
>
>This makes sense to me. Virus says that it multiplies times the _number_ of
>tokens, not the _value_ of the tokens. But...
>
>> Macron/Virus is incredible on defense (even an Attack 2 w/ 3 defensive
>> tokens is worth 24)
>
>...why would you multiply times the value of the tokens on defense and not
>on offense?

The way we have always played is: Multiply by the number of tokens,
add three per token)  Thus Attack 2 w/ 3 defensive tokens is worth 15).

I beleive that this what was "officially" ruled in Encounter magazine, ages
ago.

-------------------------------------------------------------------------
| Phil Hill                     | "All you people in TV land,           |
| Miracle Computer Consultants  |   I will wake up your empty shells.   |
|                               |  Peak time viewing blown in a flash,  |
|                               |   as I burn into your memory cells.   |
| Email: phil@miracle.com       |  'cause I'm alive." - Peter Gabriel   |













Newsgroups: rec.games.board.ce
From: "michael sloan" <michael.sloan@canrem.com>
Subject: redcon '93 gaming
Reply-To: "michael sloan" <michael.sloan@canrem.com>
Organization: Canada Remote Systems
Distribution: rec
Date: 29 Dec 92 20:15:22 EST

  HERE IS AN UPDATE OF THE REDCON GAMING CONVENTION IN KINGSTON, ONTARIO

DATE: JAN 29(5PM TO 12), JAN 30 (9AM TO MID), JAN 31 (9-5)
PLACE: ROYAL MILITARY COLLEGE YEO HALL
HOSTED BY:  COMBAT SIMULATIONS GROUP
EVENTS:  GAMING, DEALERS AREA, SPECIAL GUESTS, SPECIAL EVENTS
FEE:  $10.00 Canadian

REGISTRATION AND GAME SIGN UP : 1700HRS FRIDAY FIRST COME FIRST SERVE

GAMES: ALL KINDS:  AD&D, SFB, Diplomacy, Harpoon, Modern Micro Armour
                   Napolionics, American Civil War, etc
SPECIAL GUESTS:    President GDW, co-designer Battletech, Margaret
                        Weis-author
SPECIAL EVENTS:   livequest
                  micro armour match between RMC and West Point
                  miniature painting contest

This is probably the best convention within 400 miles.  This is the
seventh convention of its kind.

          MICHAEL SLOAN
---
  DeLuxec #7519  Peace through superior firepower!!
--
Canada Remote Systems  - Toronto, Ontario
World's Largest PCBOARD System - 416-629-7000/629-7044
Newsgroups: rec.games.board.ce
From: irilyth@fenris.claremont.edu (Josh Smith)
Subject: Re: Macron/Virus Combo
Originator: irilyth@fenris
Organization: Evil Geniuses For A Better Tomorrow
Date: Tue, 29 Dec 1992 22:17:53 GMT

Rent-a-Lemming <ratinox@meceng.coe.northeastern.edu> writes:

> Your ruling seems good to me. Virus specifically states "each token" in the
> Challenge. Macron can only attack with one token, and this one token is
> multiplied with the Attack card played.

This makes sense to me. Virus says that it multiplies times the _number_ of
tokens, not the _value_ of the tokens. But...

> Macron/Virus is incredible on defense (even an Attack 2 w/ 3 defensive
> tokens is worth 24)

...why would you multiply times the value of the tokens on defense and not
on offense? I don't have the text of Virus handy, but it seems to me that if
Virus says to multiple your attack card by the number of tokens on your
side, then you should do that on both offense and defense; and that if it
says to multiply times the value of the tokens on your side, then you should
do that on both offense and defense. But I don't see any reason to treat it
one way on offense and the other on defense...

What does the Virus card actually say? What does the Macron card actually
say--that your tokens "are counted as four tokens", or "are worth as much as
four tokens for purposes of computing the challenge totals"? I suspect the
latter, since I seem to remember it saying something abou;t each token only
counting as one for purposes of ally rewards, consoloation, etc...Someone
have the power card handy?
-- 
Josh Smith, User Support Coordinator  ::  irilyth@fenris.claremont.edu
Harvey Mudd College, Claremont CA     ::  consult(std-disclaimer.pl).
"It takes a big man to cry, but it takes a bigger man to laugh at that man."
Newsgroups: rec.games.board.ce
From: jjohnson@ccscola.Columbia.NCR.COM (Jeffrey H. Johnson)
Subject: Phantom power and Wild Deuce flare question
Organization: NCR CCSD Columbia SC
Date: Tue, 29 Dec 92 14:10:55 GMT

When Phantom plays the Wild Deuce flare, how does the math work?  Are
the ghost tokens added before squaring, or after?

The relevant wording on the power card (Mayfair):
"As a main player in a challenge, you may add the inverted ghost tokens
to your total."

On the flare card:
"You can square the number of your tokens in a challenge for computing
victory."

Both are invoked during the reveal-cards phase.

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

		"More human than human is our motto."
			-- Dr. Eldon Tyrell
Newsgroups: rec.games.board.ce
From: phaedrus@halcyon.com (Mark Phaedrus)
Subject: Re: Wild and Super Flares
Organization: The 23:00 News and Mail Service
Date: Mon, 4 Jan 1993 00:15:16 GMT

In article <42999@sdcc12.ucsd.edu> ee52fbc@sdcc15.ucsd.edu (Maiko Covington) writes:
>Quick question: If you are Alien Power A, and you get the flare that
>goes with Alien Power A, are you forced to use the super power on
>the flare or do you have a choice of using either the wild or super
>power? (I have the Mayfair game, btw.)

     As long as you have the use of a particular power, you are forced to
use the Super version of that power's flare, not the Wild version.  If you lose
your power due to lack of home bases, or if you get Cosmic Zapped, you use the
Wild version.  If you want to use the Wild version of your flare, it's legal
to Cosmic Zap yourself as you play the flare.  (Normally, you're only allowed
to Cosmic Zap a power, including your own, when someone is actually trying to
use it.  But you're effectively using your power to convert the Wild flare to
the Super version, which makes the Cosmic Zap legal.)
-- 
\o\ Internet: phaedrus@halcyon.com  (Seattle, WA Public Access Unix)     \o\
 \o\ "How'd you like to move a few steps down the food chain, pal?"       \o\
  \o\ If you enjoy fantasy/SF stories with transformation themes, email me \o\
   \o\ for a copy of the Transformation Stories List.                       \o\
Newsgroups: rec.games.board.ce
From: praxis@jhunix.hcf.jhu.edu (Laura L Perkinson)
Subject: Too many flares in MCE?
Organization: HAC - Johns Hopkins University, Baltimore
Date: Thu, 24 Dec 1992 03:07:57 GMT

	After playing some cool games of cosmic this week (hi, evil DM),
I came to the conclusion that maybe there aren't enough flare zaps.
	That is, if you play with lucre. Powers like aristocrat and hurtz
bring lots of flares into the game, and at a lucre cost of 7/game,
there's gonna be lots of these puppies floating around. Could be an especial
(?) drag if only one person has one of the many powers that get them
more lucre (butler, assesor etc.)
	Whaddya think? Need to up the lucre cost for buying flares? 
Find more ways to zip them (like letting edict zaps work?) Or am I
totally nuts? (Well, yes, but I meant about this question...)

		Filth, Fungus + Disease rolled into one,
				Praxis
From: ahahn@sdcc13.ucsd.edu (Jesus Saves!!! )
Newsgroups: rec.games.board.ce
Subject: Prolong
Date: 30 Dec 92 23:45:28 GMT
Organization: University of California, San Diego


  Questions about Prolong:

    1.  Does Serpent get to tempt someone each time the Prolong
player calls extend?
  
    2.  When are Reinforcements played?  (Normally, I don't use
reinforcements...but, just my luck, the one time I do I run into a
problem.)  Should it be after all extensions, or after each one?
   
Thanks.

Aaronius Hahnius Maximus
Official Youth Of Destiny
Warrior For Christ

All Hail Eris!!!
    
Newsgroups: rec.games.board.ce
From: Ricardo.Sedan@launchpad.unc.edu (Ricardo Sedan)
Subject: Re: Fungus and Terrorist
Organization: University of North Carolina Extended Bulletin Board Service
Date: Mon, 28 Dec 1992 06:18:32 GMT

it seems obvious to me that new tokens are arriving
(just a quick glance will confirm this), so the bomb goes off.
big deal. why can't some powers be screwed over by other powers?
it happens all the time!
besides, how often is this really going to come up? enought o make
a rule change? then make a house rule! vote, owner of the set breaks
a tie. 
actually, i think this situation makes for some interesting game theory:
will the terrorist bomb the fungus planets or not? doing so would ensure
that peopple get screwed over whenever they attack the fungus (or at least 
the fungus does). but then, everyone will assume that they were planted
there and act accordingly, so they shouldn't be planted there. but the
players know this, so
they should. and so on.

yow!

-rock


--
   The opinions expressed are not necessarily those of the University of
     North Carolina at Chapel Hill, the Campus Office for Information
        Technology, or the Experimental Bulletin Board Service.
           internet:  laUNChpad.unc.edu or 152.2.22.80
From: ee52fbc@sdcc15.ucsd.edu (Maiko Covington)
Newsgroups: rec.games.board.ce
Subject: Wild and Super Flares
Date: 3 Jan 93 19:32:58 GMT
Organization: University of California, San Diego

Quick question: If you are Alien Power A, and you get the flare that
goes with Alien Power A, are you forced to use the super power on
the flare or do you have a choice of using either the wild or super
power? (I have the Mayfair game, btw.)

		Maiko Covington  mcovingt@sdcc13.ucsd.edu

Newsgroups: rec.games.board.ce