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Gaming > Cosmic Encounter > Power Of The Da...
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Power Of The Day -- Queue

by Hadsil <forumite@[EMAIL PROTECTED] > Feb 12, 2008 at 03:02 PM

QUEUE				Interphase, Phase 6, Infinity

Selects Order Of Play

You have the power to order.  At the end of each player's turn, you
choose which player will next take a turn.  You must give each player
a turn in each "round" of play.  For example, with four players, you
may choose any of them to go first, then you choose any of the
remaining three to go next, then one of the remaining two, and finally
the last one plays.  You may then choose any of the four to play next,
starting a new round.  If you lose your power, play passes clockwise
as normal.  You may also order the commitment of allies and decide
timing conflicts however you want instead of by the timing conflicts
rule.  When using your power, you may also accept bribes according to
the rules for deals except that you cannot gain a base.  At the
beginning of the game, each player starts with three Lucre and
receives the additional Lucre he is entitled to when you say it is his
turn.

HISTORY: The semi-metallic Queues generate electropsychic fields that
induce them, and all within their influence, to form orderly lines.
The Queues use this knack in their attempt to place themselves at the
head of the cosmic line.

FLARE

Infinity
Wild: You may take the top 10 cards of the deck, arrange them in any
order, and return them to the deck.

Interphase
Super: You may give yourself two turns as offensive player.

PULSAR

Infinity
Con: Queue must accept your bribe for your preferred timing order.
The bribe is to look through your hand and take any card he wants,
except this one.

Interphase
Pro: You may skip a player in a round of turns.  You cannot skip the
same player twice in a row.

Eon/Avalon:

No Changes

Experience Rating: Advanced

Cosmic Monopoly

Power as is.  Bribes are in monopoly money.  Power works better in
long version.

Commentary: This is a rules power.  This is a very nice power.  Timing
is everything.  The ability to have the defensive player go before the
offensive player or even main players before allies is quite
powerful.  You can always put yourself at the best timing place, such
as allying last.  In my experience players forget that Queue can be
bribed.  It couldn't hurt to remind them now and then.  To avoid
potential problems, it is perhaps best not to have Queue and Einstein
in the same game, but otherwise, Queue determines when Einstein takes
his turn, and Einstein can do whatever else he wants whenever he
wants.  Playing Queue/Einstein is cool.

Gerald Katz
Don't forget to tip the Butler!




 1 Posts in Topic:
Power Of The Day -- Queue
Hadsil <forumite@[EMAI  2008-02-12 15:02:40 

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tan12V112 Tue May 13 15:39:41 CDT 2008.