New Campaign Alien Selection Methods

Below are some “semi-official” new selection variants for you to use in a campaign (or not!).

  • Eeny Meany

The oldest player draws a number of random aliens equal to one more than the number of players.  That player assigns each other player one of the aliens.  The youngest player decides which of the remaining two aliens to assign to the oldest player. 

  • Democracy

Draw a random alien.  On the count of three, all players point at any other player they want to assign that alien to.  If a majority of players vote for the same player, they get the alien.  If there is a tie, the alien is set aside and a new one is drawn.  Repeat until all players have an alien except one.  That player chooses one of the set-aside aliens if there are any, otherwise they draw one at random.  

  • Try Your Luck

Deal out 2 aliens per player, half face up and half face down. Choose a player to go first, picking any alien, and continue counter-clockwise until all players have one alien.  Whichever player chose last will be the first player when the game starts. 

  • All-in All-the-time

Use only aliens that can be used as any player, any phase, randomly assigned.  

  • White Elephant

The first player draws a random alien and adds it to their coalition.  The next player clockwise can either steal an alien from any player’s coalition, or draw a random one and add it.  Proceed until every player has the same number of aliens in their coalitions.  When a player has had an alien stolen from them, they can either steal an alien from someone else (if it hasn’t been stolen since the last time a new alien was drawn), or else draw a random alien.  Once a specific alien has been stolen three times, it cannot be stolen again.  After the last player has added an alien to their coalition, the first player can choose to steal an alien from anyone, giving them one of their aliens in return. 

  • Vote Bowl

Draw an alien for all to see.  Players vote whether or not to add it to the alien pool.  If a majority vote yes, set it aside.  Otherwise discard it.  Continue this until there are as many aliens in the pool as there are players.  Then take the alien pool and deal it out randomly to the players.


Beyond Odyssey

We are building new resources online in Tabletop Simulator for a project we call “Beyond Odyssey”, which includes exclusive “unofficial” content: new Ages for campaigns, new aliens, and other new variants and components. Will these every become official? There’s always a chance. Join us on the Future Pastimes discord to be part of the process and try out the new stuff: https://discord.gg/rD3pp6k7YV

Designing New Tech for Cosmic Odyssey

Since the base game was released, I've heard from a lot of players about wanting new tech added to the game. But I also heard from just about as many players that tech, while pretty interesting and novel, wasn't being used that much. They had some issues with it, including that it took too long to research the really good stuff, and that it was too hard to get additional tech in the game. I have wanted more tech from the get-go, but just "adding more" was never a driving factor in the design process. I wanted to make sure that in additional to adding more of a variant, that we also brought something new to it.

There have been many homebrew ideas in the area of new tech, and I didn't see any reason not to tap into that existing space. Thus, several of the new techs in CO are based on or at least inspired by these homebrew ideas. I wanted to focus more energy on what new elements could be brought into techs, and I wanted to address the perceived deficiencies with the mechanism.

Two new types of tech were created to help getting more powerful effects into play more quickly. Mili-Tech and Haz-Techs.

Mili-Techs are not researched with ships, and you can potentially complete one on the very first turn of the game. They require you to discard certain attack cards from your hand during regroup. There are 3 types of Mili-Techs:
X=X : You have to discard two attack cards of the game value, like a pair of 8s.
X+1 : This requires two attack cards with sequential values, like 5 and 6.
≥X : Discard any number of attack cards with a sum that is equal to or greater than the number indicated.

It's true that "luck of the draw" is a factor here, it also opens up rarely used areas of deal making. Who has an attack 6 and wants to make a deal? There's also the soft benefit of being able to discard lowish attack cards to complete many of these techs.

Haz-Techs tie into the Harzard warnings on Destiny cards. You research them normally, adding a ship each encounter, but there's no specific number needed to complete them. Instead, whenever a hazard warning appears in destiny, you can choose to reveal that tech and trigger its effect. It's doubly-hazardous though, because the researching ships are sent to the warp. But the effects tend to be more powerful, and their power scales based on the number of ships you had on there. So, with even just 4 or 5 ships on there, it can pack a pretty big punch.

Being able to get new techs more easily was an important consideration, so I included a concept that we called "Tech Refresh" in the design process. Many of the new techs in the design phase had a "Tech Refresh" bar on it, which meant you would automatically draw a new tech once you completed that one. FFG implemented it more simply by just adding text to certain techs that made this part of its particular effect. The end result is the same: you get to just draw a new one once you finish the old one.

There was a homebrew concept about "Resetting" a tech, which involves completing it normally, then turning it face down so you can research it again. I thought this was a fine idea, so a few of the new tech do this too. I also added a couple more techs that you complete, and then give to a player when you use them.

The last area I wanted to rectify with techs had to do with deals. The normal rules do not allow for trading techs in a deal, but I felt this was a lost opportunity. I love deal-making in Cosmic Encounter, and I always look for new ways to enhance or foster that. I understand why the rules started this way- it wasn't going to be elegant to trade a semi-researched tech, but I came up with something that I think works pretty well. You can trade a tech you started researching, and the receiving player can immediately place up to that many of their own ships on it. The idea being "we did some of the work, so you don't have to start from scratch". You can also trade techs you haven't researched at all, because why not?

Some of my favorite new techs:
- Brainwave Tracer: This is one you both reset AND give to another player when you use it. It lets you steal a random card from another player.
- Nanite Mining: It only costs 2, and from that point on any time you draw a new hand, you get one more card. It also does the tech refresh of giving you another tech card to research.
- Power Radiant: This lets you zap someone with their own flare. Only costs 3 AND lets you draw a new tech. I had this once in a game and got someone to give me the flare of another player who was closing in on a solo-win. I would be able to zap them with their super flare, which I later did. Not sure if we ended up stopping them in the end, but... deals and tech together!
- Station Dock: This one creates a space station in your system.
- Nuclear Missiles: This Haz-Tech lets you take out ships on any one planet. The number of ships you take out is the number you had on the tech. For targeting a foreign colony, you often only need 2 ships here.
- Cosmic Catapult: A Haz-Tech that lets you add 3 to one side's total for each ship you had on the tech. Even if you aren't in the encounter, you can make a big impact. Another great tool for preventing a win.
- Rewards Distributor: This is a Mili-Tech where if you discard attack cards equaling or exceeding a total of 10 points, you can add the Reward deck (and even Ultra Rewards) to the game- and maybe even get some.
- Plasma Coil: A Mili-Tech (discard two equal attacks). It becomes a +5 reinforcement you can use later. And it gives you a new tech card to research.
- X-Lot-L Pod: This is a Dune reference (heh heh), that lets you save one ship each time you lose ships (sending it somewhere else). Research by discarding 13 or more attack strength.
- Galactose Intolerance: Mili-Tech, discarding 25 or more in attacks. Each other player has to discard all of their non-encounter cards, or else lose 8 ships to the warp. Nasty bit of business, but at a steep cost. This card (and a couple of the others) is a reference to the Avalon Hill edition of Cosmic Encounter, where the attack cards had names. Galactose Intolerance is the attack 30.

First published on BGG

Transforming Borderlands into Arrakis

Ealier this year, I had the pleasure of working on the design of the newly released game, Arrakis: Dawn of the Fremen. The original designers of Borderlands wanted to leverage that game’s original design and mechanics as the basis for a game set in the Dune universe.

We all got to work, interested in using what was original and innovative about Borderlands, but finding ways of updating it. It was incredibly gratifying to see how changes not only improved the game play, but happened to be very thematic in each case.

Some differences between Borderlands and Arrakis

Borderlands uses the concept of phases in a cycle, repeated until there is a winner. Both games have:

Development (creating things with resources you have gathered)

Production (adding resources to a territory that can produce them)

Trade (exchanging resources with other players)

Shipment (moving resources and developments from one territory to another)

Action (attacking another player’s territory, and other possible actions)

Arrakis added another phase called Council, which in some ways acts as the Mental Pause from the Dune board game, but also is a formal time to forge alliances, or simply declare that a player or alliance is unstoppable, so the game should end.

The Production, Trade, and Shipment phases had a die roll at the start in both games. For Borderlands, it was a simple D6, and on a roll of 6 it didn’t happen. There wasn’t really a reason why. For Arrakis, it was clearly the Coriolis Storm that affected a phase. But we also realized that in this day and age, a custom die was easy to use, and since it could have custom icons on it, why stop at just 6 sides? We also felt that a 1 in 6 chance of a phase not happening was too frequent. 1 in 12 was better.

Having some unique effects opened up a lot of design possibilities. Since spice production on Arrakis is rare and dangerous, we felt it was one area where 1 in 12 was maybe too frequent. So we divided the 4 Spice Production tokens into two types: Full moon and Crescent moon. We could put those icons on the Production tokens, and on the Arrakis die too. If you rolled a Crescent moon, then those sites would produce spice, but the Full moon tokens didn’t. The other resources would also produce (food, water, worm teeth).

Borderlands had Horses that you could produce more of, and they helped with Shipment among other things. Here we went with Sandworms, but you had to call them with a thumper. The thumper tokens used the moon symbols on either side, so the Arrakis die could determine if you got another sandworrm to use each cycle.

Borderlands could be. Avery cutthroat game (which was perfect for the harsh life on Arrakis). but Fremen culture has a streak of honor running through it. We felt there should be some safeguards against getting utterly wiped out too quickly. A system of “water debts” was added. When you attacked a player, you owed them a debt. You gave them a water ring token. When a player had some of these, they could be returned in order to gain resources, or to prevent an attack. This ended up being a nice way to keep the game relatively balanced. If players ganged up on someone, they were arming them with the ability to produce a weapon in the next cycle, or to simply thwart an attack at a critical time.

Another element we added to keep players in the game, or to incite aggressive moves was the Scavenge deck. This was an action you could take in the Action phase, drawing a random card. It was always something good or useful, though sometimes it was a matter of when you got something or how you took advantage of it. It also allowed us to incorporate more thematic elements, adding Maula Pistols, Jubba Cloaks, and an Ornithopter. Sometimes you just found some food or spice. Sometimes you found something more powerful.

Borderlands was a game way ahead of its time- first published in the early 80s. By today’s standards, it would seem a bit dated. But Arrakis really modernizes it in many ways, retaining its strengths. It’s a game with no hidden information. Everything is there in plain sight, if you can see your optimal moves, or what your opponent might be able to accomplish. It’s still pretty cutthroat, but if you like interaction, with some elements of negotiation- and if you like the Dune universe, this is a great game for you.

Designing Aliens in Cosmic Odyssey

There are 42 alien sheets in Cosmic Odyssey, and they fall into three categories: The original leftover aliens from the Eon edition of Cosmic (and some Mayfair edition holdovers), brand new aliens, and the Alternate Timeline aliens. Because Future Pastimes was working on a number of possible expansions, and because the older aliens were always contenders for earlier expansions (Dominion and Eons), there was a lot to consider and work on. Also, Peter Olotka was keen to have an FFG set that could list off all the aliens from the original edition, even if some of the effects were changed. We also have heard after the release of pretty much every expansion some version of "There can't be any more good aliens or original ideas left by now", which we don't agree with. I think there's a ton of aliens that still deserve to be published (in fact, I know- because there were even more aliens we wanted to include in CO but they just didn't fit). One thing that was important for me was to include plenty of green alert aliens, and also to try and minimize the number of aliens that have "wall of text" syndrome. It does get challenging to have pithy descriptions, not so much because the effect is complex, but at this point it's to address as many edge cases interacting with other aliens as possible. Certain aliens, like some alt-win aliens, or especially weird ones create brain-busting situations that we want to get in front of as much as possible, so wording becomes tricky. Still, I was pretty happy with the results.

ASSESSOR - This was an original Eon alien. It involved taxing players for using the cone (hyperspace gate) by taking ships, then making deals. It was nobody's favorite alien, and a lot of players had a hard time with it. Mayfair tried to improve it by making it a lucre alien (but then you couldn't use it in a game without lucre). FFG (via Kevin Wilson) decided from the start to not make any aliens that couldn't be used because of a variant. We weren't going to break that rule, so along with other lucre aliens in the past, we made sure none of the remaining original lucre aliens had to require a variant. I wanted to find a design that captured the flavor of the original, so this version taxes for using the gate- but I wanted to make sure players had as much agency as possible (another Kevin Wilson edict I try to uphold), so you can only be taxed for sending more than one ship. Collecting the cards was fine, but instead of Assessor just getting to gain a card, I wanted to play around with the hand management aspect of Cosmic, which is my favorite part of the game. The idea of Assessor giving refunds right when you would otherwise gain a card made this alien much more interesting for me.

AURA - Another original Eon alien whose first version elicited many groans of annoyance. Originally, everyone except Aura played the game with their hands face up most of the time. A novel concept, but ultimately this made the game pretty unfun for many players. Again, I wanted to capture the spirit of the design, but make it more palatable. New Aura reveals a card type from their hand, and anyone with a colony in Aura's system (or in whose system Aura has a colony) has to reveal to everyone all of their cards of that type. It makes attacking Aura a bit undesirable. On the other hand, Aura doesn't have an easier time making deals (though players tend to forget that if I have a foreign colony, I can offer a player a colony on that planet too, not just one in my home system). In any case, I think this is a much better Aura overall, and the information it gets becomes of more tactical exercise.

BOOMERANG - This was an Eon alien whose original effect was pretty similar to what the Invader alien in Cosmic Conflict already does now. We felt it would be best to explore a brand new effect. The new Boomerang is wildly different. Probably the most obvious characteristic of a boomerang is that it returns. So that was the driving design concept. We started with a Boomerang that literally had to return all of its ships from foreign colonies to home planets. This was interesting, but the wording to deal with edge cases and various effects was a massive wall of text, and even then there were some effects like Fungus and Void that further complicated the design. We ended up with one that starts with most ships on its sheet, but one on each home planet. You are incentivized to attack yourself whenever possible (something you rarely do in Cosmic), and a balancing act of abandoning your home planets in order to commit more ships from the sheet. I find Boomerang a lot of fun to play because of how atypical its game play ends up being. At this point with over 200 aliens, I want to see more that utterly change how to you normally play the game. It's now part of my Cosmic Bucketlist Challenge.

BOOSTER - This was a new alien that was originally a promo designed specifically for the Escape Velocity scifi convention near Washington DC, and for the first ever Galactic Championship tournament. The Demon promo alien offered at CosmicCon was pretty successful (especially for a POD product), but the EV promo was not a standard size, so it was not quite as successful. But, it was one alien that wouldn't need brand new art, so it was a good choice for inclusion. It was designed to be an easy to grok and clearly useful green alert alien (again, dealing with hand management). It also provides the player with an interesting choice regarding ship commitment. I see a lot of games where allies are happy to throw 1 or 2 ships into the encounter (especially as offense), so the reward is much greater than the risk. But Booster gets more out of big commitments, and I like aliens that can shake up routines.

BRUTE - This is the first Alt-Timeline alien. It's not a secret that most of these aliens were candidates for improvement over their original design. This comes from Cosmic Storm, which gets beat up a lot for its aliens. We felt there were 2 aliens in that set which cried out for a do-over, this being one. While I don't love a handful of the other aliens in Storm, I don't think they are total duds or broken. Brute was broken in my opinion. It was overpowered, stole too much of Mind's thunder, and was doing too much. This is the only alien in CO that is clearly "Weaker" than its counterpart. That is why the art for this Brute is covered in little flowers. He's clearly a friendlier Brute than the original. New Brute only works as an ally (he's a hired thug), and the number of cards he sees is the number of ships that player sends- so agency falls on the victim.

BUBBLE - This is a new alien. I have a pretty trippy spreadsheet that tracks all of the existing aliens by effect. The list of effects is long, but it's useful to know how many aliens "grant a colony", or "take a card away", or "mess with the destiny deck", etc. Aliens that play with Reinforcements was a column with few aliens, so it was design space I wanted to play with more. Bubble makes having a reinforcement very valuable, and it can change how cavalier players are about playing them. There's also an interesting soft advantage whenever Bubble "pops". It makes the opposing main player nervous, and they are more likely to negotiate or simply dump a low card- so even if no one on your side plays a Reinforcement as an encounter card (which is part of what Bubble lets you do), it can help you win the encounter.

COSMOS - I loved the concept of Essence aliens from Cosmic Eons, and it was something I felt could be explored some more. Additionally, one of the gimmicks for CO is that it references or enhances every other expansion in some way. I knew adding more Alliance Dials was not going to happen, so building on Eons' essence concept was the best way to go. Cosmos can add in new rules (making it something of a distorted cousin to the Anarchist alien). Cosmos is much more controlled, and while the new rules might benefit the other players, they always benefit Cosmos if they are used.

DAREDEVIL - This is the Alt Alien for Cosmic Dominion. I wanted to have at least one Alt Timeline alien for each expansion. I think Bill Martinson, Jefferson Krogh, and I did a pretty good job assembling aliens and streamlining their effects for that expansion, so there weren't a lot that jumped out as needed new version (yes, your mileage will vary). And while we all liked Daredevil, after playing it several times upon publishing, it has turned out to be an alien that doesn't quite live up to its potential. And I still don't think it needed that much nudging to improve it. I really like the art modifications for this version of Daredevil, which make it so much more Daredevily- important because the art was not originally intended for Daredevil at all. We had to assign something to be Daredevil, and that croc-looking beast was the best fit.

DECOY - This is a new alien that essentially gets to play 2 encounter cards and then decide which one to use. It has some similarity to what Oracle does, but quite a bit different in terms of actual game play in my opinion. Firstly, Decoy plays a card face up before anyone selects their encounter card. Decoy can do this as a deterrent, or a bribe, or to telegraph intent. But the actual decision point is once both sides have revealed. I like to either play the negotiate to show that a deal is definitely possible, or a high attack card to say "this can be yours if you just throw it". And when cards are revealed, I can sometimes decide to use one card instead of the other because of how the math works out. I find it creates more interaction between the main players.

DELEGATOR - This was an original Eon alien, and the one that needed no real changes at all. While Usurper in CD has some adjacency, the two aliens are technically quite different. It's a really interesting alien, and risky to use sometimes. Delegator can force main players and allies to switch their roles. You'll still be fighting on the same side, but what you get out of the encounter, and who plays cards can change. And Delegator can do this to just one side, or two both sides. It's bananas.

DEMON - Demon was the promo alien from CosmicCon. It was also a special addition to the 42nd anniversary edition of Cosmic (and 51st base set alien). Demon was also an original Eon edition alien that hadn't been published. Its original design tread too much on the player agency edict, which is why it was passed over. For CosmicCon, we held a fan-design contest (since Dominion was fan-driven, and we were still celebrating that expansion's release). Robin's design won out, but because of the time crunch for the convention, we really didn't tinker with it very much. The design team did feel like a few iterations of test and analysis would have been beneficial. In any case, because I wanted to offer an Alt Alien from every release, targeting Demon was a good opportunity. It also worked out because I wanted to have an even mix of alert levels. There are 4 Alt aliens for each alert color. Since Demon was going to be Alted, I felt it would be interesting to revisit the original design area and try to honor that if possible. The new Demon possesses ships, which is what the original did, but with some edits. Original Demon could too easily stop a win from happening, so the new one only affects allies. There's some risk for Demon, but also an interesting capture effect that benefits Demon down the road.

DRAGON - The original Dragon was a lucre alien, so we knew that changing its effect was necessary. Original Dragon started with more lucre and gained lucre when others bought stuff. We felt that an alien that just gained more cards was not interesting, and we didn't want to tie Dragon to lux. Peter, Greg, and Bill had recently worked on The Iron Throne boardgame for FFG, which was a Game of Thrones themed game with Cosmic-like mechanics. They still had dragons from that show on the brain, so they wanted to scorch planets. It was also an opportunity to have another alien that interacts with the destiny deck (something few aliens do). Dragon collects certain destiny cards, and when they have 3 of the same color, they can nuke that planet, sending everyone there to the warp. This means dealing with Dragon is a big plus, since your colony with Dragon's ships on it is likely safe. Dragon can also choose to spend one of these destiny cards to instead "fly" to that system on offense.

EXTRACTOR - This is a new alien that was absolutely inspired by the Netflix movie with Chris Hemsworth. Peter Olotka has a habit of spontaneously naming new aliens when hearing a word in conversation. "Conversationalist, power to talk", he might say. And maybe there's an alien idea that is born. I did this after watching the movie, and wondered if there was an alien. Extractor pulls ships out of the hot zone and puts them somewhere safe. Or something like that. What it really does is make pointing the hyperspace gate a really important decision. If someone points it at a planet where someone else has a foreign colony, that player is going to be nervous about Extractor being on the offense. It also gives Extractor reason to join the offense when the gate is pointed at a planet where Extractor already has a foreign colony. A lot of interesting new situations tend to arise.

FORCE - This was an original Eon alien name. The original Force was conceptually interesting, but in practice tended to be a mixed bag. It was too ambiguous. Also, the Assistant from Cosmic Eons was starting to encroach on what Force could have become. We needed to go into new territory. Then I remembered Busybody from the Mayfair edition, an alien that most players felt was a good design that deserved to be included in the FFG edition. The original designers had a pretty unpleasant experience with the Mayfair edition, and have never been particularly keen to recognize that version, but they felt it was probably fine to swipe that concept and repackage it for Force. We also beefed it up just a tad. I wrote an easter egg about the Busybody origins into new Force's history, but it got changed. Oh well.

GEEK - This is a new alien that came from Peter one day saying "Geek, power of geekiness". He felt we should have a Geek alien because of how much time we spent on BGG. I figured a Geek alien would be geeking out on Cosmic itself, so the design centered around a player's knowledge of the massive collection of aliens. Geek is a meta alien that can gain a new alien mid game, and potentially optimize which alien it is throughout the game. Mostly it's just fun to test your trivia.

GREMLIN - This is a new alien. While we were committed to not having any aliens that required the use of a variant, we loved the Engineer from CD could use tech cards (even if no one else was using them). We felt that including at least one alien using the model was a good idea. Gremlin can use the Hazard deck (whether it's being used generally or not). It collects them and then can spring them on the players to gain advantage or to impede other players.

GRUMPUS - This is an Alt Timeline alien, and the one we all most felt needed an upgrade. I tried to find a way to build on the original concept, but make it more formidable. Watching someone win the game in playtesting using their power to Grrr-ump was highly satisfying. New Grumpus forces everyone with a colony in their system to lose a ship there whenever Grumpus loses an encounter. Players have to commit big when attacking, if they even think attacking there is worth it. Even the colony you just established in Grumpus' sytem loses a ship. If losing a ship in this way causes you to lose your colony there, Grumpus gets a colony in your system. Humbug!

GUARDIAN - This is a new alien that can be a very powerful ally, especially if you commit big as a main player. Each of Guardian's ships is worth 1 for each ship the main player on their side has in the encounter- totals only. Again, I like to tinker with how players normally behave in the game. How often does the offense go for it with 4 ships? When Guardian sees that, they have a lot of incentive to join the offense. Conversely, Guardian is a great ally for the defense in the early game, and also gives players reasons to consolidate ships on home planets when they have fewer of them to defend.

HURTZ - This was originally a lucre alien from the Eon days. During CD's development, Bill Martinson started noodling a way to make Hurtz a non-lucre alien. We set it aside after an alien called "Mart" was on the menu for inclusion. Mart fizzled and by then we had more than enough aliens. During Cosmic Eons, it was back on the table, but Peddler was developed, so it was set aside again. Afterward, Bill went ahead and perfected the Hurtz design, but it required an extra set of ships. I knew that if we included it in CO, it wasn't going to work if you needed more ships, so I tweaked it to work with just its own ships. I feel like it also tempered Hurtz's strength this way too, which early playtesting seemed to suggest it needed. Hurtz can lease out its uninvolved ships to any of the other others. Leased ships are worth 2 for totals and rewards, so they can be a nice boost. Hurtz collects cosmic tokens as payments, which can be spent to either double their own rewards, or to cancel a lease for another player.

INFERNO - This is a new alien that deals with flares. I was interested in an alien that had more than just one flare. I also thought it would be interesting to have a Vulch-like alien that targeted flares. After hands are dealt, you add 5 more copies of the Inferno flare to the deck. The wild effect can add a big number to your side's totals, but then Inferno gets the flare. If Inferno holds 5 flares and at least 2 are its own flare, it can win the game. This is another alien that was designed to alter normal game play in new and crazy ways.

INSECT - An original Eon alien, whose design was pretty similar to Plant. Both of those aliens have storied histories with rules confusion. We played around with a lot of different takes on what new Insect could do, but the closer we got to the original, the more issues we kept finding. Still, I wanted Insect to fundamentally copy aliens in some way. We ended up with an alien that interacts with flares in an interesting way, and has that meta effect of bringing a new alien into the game. This insect has some options too, because getting your hands on new flares that no ones always has potential. And yes, there appears to be some mix up with alert levels. It was designed as a red alert alien, so at least the flare is correct.

LEMMING - This is a new alien that essentially rewards reckless behavior. Whenever Lemming has 9 or more ships in the warp, they get to send 4 of them out to establish a new foreign colony. Thus, you can commit fully to every encounter more or less, and you'll get something for your trouble regardless. This could possibly have even been green alert, but yellow works.

LLOYD - This was an original lucre alien. Overall it didn't need that much changing- just the form of payment. It doesn't really cost the other players anything to insure their cards, ships, power, other than knowing that Lloyd will be getting "rich" from the transaction. Making sure that temptation was just right was key to making this alien work. It's fine to play, and even though you are guaranteeing you won't lose your ships, or that you can keep your Cosmic Zap after playing it, you still feel kinda dirty.

LOCUST - This is a Alt alien. Before Grumpus, Locust was everyone's favorite alien to hate. Even Kevin admitted it was a great concept that just didn't end up being anything other than "you have the power to not get allies". The new Locust takes a page from Filth, and let's Locust have allies on offense. The allies just get to land on a different planet, and Locust gets to devour more regularly.

MICRON - This is an Alt alien, redoing Macron. Macron is the alien that has probably had the most homebrew revisions of any alien. It started out as a pretty great concept, simple and powerful. Each ship is worth 4. But from its first iteration, it had the hyperspace gate restriction of 1 ship, and that made the myriad of subsequent game effects which could target single ships a problem for Macron. I felt the most elegant solution was just make Macron's effect "each ship is worth 2". But make it 2 for everything- totals, compensation, and rewards. Macron would no longer have the best defense (16 with all 4 ships), but 8 isn't bad, and the threat of negotiating to take a player's whole hand is decent. Plus, the single-ship problem is gone. FFG thought it was be fun to rename it as Micron, which I believe came out of how to alter the artwork in an interesting way. It's the only Alt Alien with a different name, but part of the them of CO is that you are encountering different version of Cosmic through time and space, so it totally works for me. Flare should be green.

MAGNET - This was an original Eon alien, and the one held up as an example of the "agency rule", which is why it was never before published for FFG. We worked hard to capture the original flavor of Magnet, but find a way to address the player agency issue. I think we managed it, because the decision of whether or not you can be affected by Magnet lies with the potential allies. You have to decide to join, knowing you could be pulled to other side, or made to change the number of ships you bring. That secondary effect was also a clear nod to the original Crystal's power.

MASOCHIST - This is an Alt Alien from the FFG base set. I loved, loved the idea of Alt-Win aliens that Kevin introduced to Cosmic. Masochist has always been my favorite of these aliens, but it did have some situations that could arise, making the alien a total bust. Mobius Tubes of course, and then an alien like Healer. The new Masochist is much much scarier because it can now ignore those effects. I suppose there is still the "tech leak" effect. I actually addressed this in the design process, but it got dropped. House rules!

NEGATOR - This was an Eon alien that, like Force, was too ambiguous in its original form. Essence cards were a great way to organize and codify the effects for Negator. I especially like the optional power effects for Main Player and Ally. You always have three negations, so the real fun for me is trying to optimize the ones in hand, playing some early just to cycle to the tactically critical ones.

PERFECTIONIST - This is an Alt alien from Cosmic Eons. I think there were a couple of aliens that might have been contenders for "alting", but I wasn't going to do any that required additional components. Original Perfectionist isn't terrible, but can be obnoxious, so I softened its effects.

PHANTOM - This is an alien that first appeared in the Mayfair edition. It was a design I always liked, though it had its critics. I juiced up the effects, and it makes Phantom a bit scarier than its predecessor. Each of its ships on the alien sheet adds 2 to Phantom's totals as a Main Player, but their actual ships in the encounter add nothing.

SADIST - This is an alt alien from Cosmic Conflict. Everyone was excited to see a "companion" alien to Masochist, but the final result was tricky to pull off in games. I wanted to find a way to make Sadist not only more likely to pull off its alternate win, but I liked the Alt Win aliens like Genius that gave the players things to do that could help them achieve it. I felt Sadist needed that extra boost, so it can force players to lose another ship if they really didn't lose enough.

SCHIZOID - An Alt Alien from Cosmic Alliance. Part of what drove the decision to alt this alien was that it really ought to have been an Essence alien, but that concept hadn't really been developed yet. So we retroactivated it. The other thing was that homebrew improvement ideas suggested other ways Schizoid could have been implemented, which I liked a lot. I know some folks don't love that it's easier for everyone to see the cards that aren't chosen in this version, but it does have one more win condition than before, and it honestly isn't that easy to suss it out. I love that FFG included a list of the conditions for players to reference. I had such a "cheat sheet" made up, and showed it at Escape Velocity, and people kept asking for it.

SILENCER - This is an original Eon alien that was long overlooked because of how mean it can be, but also because of ambiguity. I was never bothered by the original, and did want to eventually see it make its way to publication, but I agreed that trying to clarify the effects was critical. I'm happy with where we ended up on Silencer- it's still mean, and I am working on a Combo Card called "meanies" or something to that effect, which will have Evil Twin to keep it company.

TENTACLE - This is a new alien. It's super simple, and I kinda love it because of that. I was really keen to have simple green aliens in this expansion, and also felt that playing around with the value of lower or mid-range attack cards would be a fun concept. Tentacle also makes an attractive ally, and often gets underestimated.

THE MEEK - This is a new alien, and it's purposely weird. By the 7th expansion, there should be some outlandish concepts in there. The Meek is an alien that really changes your normal game play approach, and the other players have to adjust to that. Instead of advancing their score when winning, it only advances when they lose. And winning actually lowers their score. The Meek will typically have a short turn as offense, but they love to be attacked.

THROWBACK - This is a new alien by Bill Martinson. Bill designed it for Cosmic Eons, and it would have been a great tribute to the Eon edition. However, FFG at that time was not interested in printing a sheet that was wildly different from the others. With the Odyssey concept of encountering the different editions of cosmic, it fit even better in my opinion. It was also technically another alien that didn't really new new art. Peter dug up the original painting, which we scanned and sent over. This is a truly silly alien, but it's kind of endearing to veteran players, especially those prone to still using the old terminology of cone, challenge, and edict. Even the flare nods to the sleek look of the original flares.

VECTOR - This is a new alien that can switch what it gains as a winning ally. What makes this alien work is the social aspect of the game. You can ally on the offense when you have more foreign colonies than the offensive player (when normally they would not invite you). When players are worried about you getting too many rewards (especially with an ultra reward on top of the deck), the defense can offer you a colony instead to ally with them. It's about having options that normally are not available. The strength of Vector's effect will fluctuate in every game, and throughout a game.

VOID - This is an Alt alien from the base set. Void, like Locust, always seems very scary upon reading its effect. But in practice, the original Void has typically had a fairly low impact on the game. The new Void works as an ally too, which makes it twice as likely to eradicate. Like many others, I was also a little deflated by the "you can't eliminate all of a player's ships" text on the previous Void. I get it for sure, but it further lessens its scariness. New Void can always deal with you do return those ships (if it wants to), so the clause is no longer necessarily necessary.

WITCH - This is a classic Eon alien that is now an Essence alien. While Nightmare had a similar effect, this Witch behaves differently, and uses Essence cards in a new way. Each Curse is public, and ongoing. It can only be dispelled when a certain number of ships are sacrificed, which was first proposed here on BGG and I thought it was a great idea.

WRACK - An Eon alien. Original Wrack proposed a deal and zapped your ships each time you refused the deal, but if you refused it enough times they would lose. It was an okay concept, but we felt it could be improved. This was just punishes players on the other side for playing cards, which is simple, and can get really nasty when you want to start playing artifacts, flares, and especially reinforcements.

ZILCH - This was an unusual Eon alien concept. It was introduces as a way to add another player to the game without needed any components. I always found it thrilling to play, but others found it tedious. I did like the idea of picking someone to win (ala the Bene Gesserit advantage from Dune), and trying to covertly help them. We used Essence cards again with this alien to streamline the effects. You also pick a destiny card for your chosen winner at start (no need for paper and pencil, which FFG doesn't like), keeping it secret on your sheet. The longer the game goes on, the easier it is for others to figure out who you picked.

ZOMBIE - The last Alt Timeline alien, from the base set. Poor Zombie, which is another great and simply concept that has been punished by another alien's design. Zombie vs Void. And of course the questions of compensation. Doesn't Zombie deserve to gain compensation? It's sometimes an important tactical move, which Zombie is denied. But no more. This was a homebrew of Zombie I had done decades ago, and I think it holds up. Zombie's ships are like everyone else's while of the warp. They can get compensation, and whenever Zombie loses, those ships go to the warp normally. But, every regroup, all of Zombie's ships reanimate, and return to their home planets (even if they had no ships there). It sends up being mostly the same benefits for Zombie, but without any of the downsides. They can't even really lose their power.

That is my run down on thoughts for each alien, and some of the design consideration. Many under went a series of tweaks through our FP playtesting, and even more during FFG's tests, but I am super happy with the turn out. I can say that the Alt aliens are certainly designed to replace their originals, but players will do as they wish. I like that their flares are clearly different, so there's no confusion about which is which if you do combine them. Odyssey will make a pretty great first expansion for those players who only have the base game (though they will be limited to 5p games- which is why I recommend you get them all). I hope players will enjoy these new aliens as much as we do. If you have any great stories with the aliens, please share them. Thanks!

Supply Sets in Firefly: Misbehavin'

Misbehave (Supply card)

One of the most exciting parts of the Factions Deckbuilding system for me is use of the “Supply” cards. At the start of the game, there is a Market of cards you can add to your deck from the Core, Border, and Rim space, but there is also a separate board with Supply sets. While the Market cards are all (more or less) unique, the Supply cards are in sets (5 of the same card for each, except for Shiny which has 6, and The Black which has 12). Shiny and The Black will be in every game, but the other 4 Supply sets can be added or removed.

You can use predetermined Supply sets (and some Episodes will prescribe them), or you can “draft” the Supply sets. The board shows the attributes a Supply set must have to be drafted there (Deal, Fight, Maneuver, and Any). The first player will draft one for any of those four slots, then the next player in counter-clockwise order will draft a set, and so one until all four have been drafted. Then whoever would be next will be the first player when the play starts.

Shiny (Supply card)

So what’s so special about Supply sets? They are one-shot cards. Normally in deckbuilding, you build your deck, and the cards typically stay in there. Sometimes you’ll have effects that let you “trash” cards from your deck, but it’s still part of an action or process. Supply sets, once played to your “Display Area”, return to the Supply board when their effect is resolved. This means your decks will stay pretty streamlined throughout the game (not to mention because you’ll also be playing cards from your deck down onto your player board (or “Tableau”). It’s not unusual to end the game with a deck that is smaller than the one you started with (in fact, I often try to have only a 5 card deck at the end, so I know exactly what I’m drawing, and all of it can be used to defense my win).

Most Supply cards have multiple uses, and you have to decide which effect you want. Shiny can be used for its 2 Influence to help you Recruit another card to your deck, or you can just play it to gain 3 credits. Lastly, you can play it for 2 Credits, and “Cycle” 2 cards in the Market (shuffle them into their decks and then replenish). Misbehave can be used in Fights for 4 Power, or it can cancel a Deal or Steal. It can even cancel an effect that cancels a Deal (like another Misbehave). Lastly, you can just use it to Steal 3 credits from someone else. But in all cases, once played, it returns to the Supply.