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

by Hadsil <forumite@[EMAIL PROTECTED] > Mar 18, 2008 at 12:30 PM

SENTINEL				Set-Up, Infinity

Patrols Planets

You have the power to patrol. Start the game with 4 extra tokens
around each home planet.  At the start of each player's turn you may
"go on patrol" in that player's system.  Ring 1-4 of your patrol
tokens around a planet or moon in that system.  When tokens attempt to
land on a new base where you have a patrol, even after winning a
challenge, they must first defeat your patrol.  This battle is treated
as an extra challenge with you as defender.  If you are main player or
ally, tokens on your side land normally.  Tokens on patrol are not
considered to be on bases.  Patrol tokens retrieved from the warp may
return to any patrol.  If you have your power and no patrols, you may
restore a patrol on 1 home planet when you retrieve a patrol token
from the warp.  If you lose your power patrol tokens remain, but do
not count.

FLARE

Interphase
Wild: Select any cards from your hand and put them aside face down.
They are no longer part of your hand in any way.  When any player
takes cards from your hand for any reason, they must take from the set
aside cards first until none are left.  This Flare may only be zapped
as it is played.

Phase 3
Super: On an attack in your home system, a player must first attack
your patrol tokens before he can attack your base.  If he loses the
challenge, he may not attack the base and his turn ends.

PULSAR

Infinity
Con: You do not have to challenge Sentinel if you are re-establishing
a base in your home system.

Infinity
Pro: Instead of challenging your patrol tokens, you may have the
player offer you something under normal deal conditions to establish
his base.  If you do not accept, the patrol challenge takes place.

Eon/Avalon:

Power

No Changes

Flare

Wild: When you have no such cards left you may play this Flare again.

Pulsar

No Changes

Experience Rating: Expert

Cosmic Monopoly

Long version only.  You have a second set of tokens known as patrol
tokens.  At game set-up place these tokens on the properties of the
board as you wish.  Whenever another player wants to purchase an
unowned property, he must first challenge your patrol tokens and win
the challenge.  When you retrieve a patrol token from Jail, you may
place it on any property, though this does not give you ownership.
When a player successfully challenges a property, before he gains
ownership he must challenge your patrol tokens.  You do benefit from
any buildings.  If he loses, he does not gain ownership, though he
still doesn't have to pay rent.  If the original losing defender was
the only owner, the property goes back to the bank unowned, otherwise,
who ever still has normal cosmic tokens on the property retains their
ownership.  These unowned properties can be purchases as in the
beginning of the game.  If it has buildings, they must be purchased at
the same time.  Other players still have to challenge your patrol
tokes before they can purchase the property as before.

Commentary: This is a rules power from Matt Stone's set.  The ability
to delay other players gaining bases is a good one.  My only concern
for this power is that you have to stretch your card resources.  It's
fine to use your strong cards to prevent a player from gaining a base,
but then you don't have them for your own use as offensive player to
gain a base of your own or defensive player to save a base.  However,
the power itself is a good one.  I have seen it in play, and it is
effective.

The Wild Flare does trump Finder Edict.  If the wanted card is not
among the set aside cards, the main hand is not touched.

Gerald Katz
Don't forget to tip the Butler!




 1 Posts in Topic:
Power Of The Day -- Sentinel
Hadsil <forumite@[EMAI  2008-03-18 12:30:43 

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tan12V112 Fri May 16 8:03:07 CDT 2008.