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Ace
Power to Triumph
Wins with one colony
Ace
FFG
Game Setup
Wild
After encounter cards are revealed, if you are opposed by all other players, you may play this flare to win the encounter. Give this flare to the Ace after use (or discard it, if the Ace isn't playing).
Super
As the defense, if you lose the encounter, instead of sending your ships to the warp you may relocate them to any one other planet in a different system, establishing a colony there. Afterwards, discard this flare.

Ace is an alien with a powerful alternative win condition. The Ace begins with 4 fewer ships and 1 fewer home planet than other players, but if it holds at least one foreign colony at the beginning of its turn, it wins immediately. However, after an opponent draws destiny, they may encounter one of Ace's foreign colonies if they drew Ace's color or a destiny card targeting the system it is in, regardless of the instructions on the destiny card. This has the effect of marking them as a permanent and high-threat target for all other players; thus, the challenge of playing the Ace is in gaining and defending even one colony with the entire cosmos against you.

Strategy[]

As Ace[]

Since no one else will leap to ally with you (and if they do, you should be highly suspicious of their motives), the Ace's best chance is to stall the game - fighting for the defense as often as possible in order to accumulate a strong hand of reward cards and artifacts. Once the turn order rolls around to you, you may wish to spend a Negotiate card to haggle for anything except a foreign colony; even if you must give one up to the opponent, the other players have (numerically speaking) a much longer path to victory than your own.

The Ace should not be afraid to guard their home planets zealously, since they have so few and their power can be lost by losing just two of them, as opposed to three for other aliens. If the Destiny deck is in your favor, and you have at least four living ships and a handful of powerful cards (ideally including Cosmic Zap and Force Field), you may be victorious one turn or another.

Against Ace[]

Ace's power provides its own weakness, as whenever it comes up on destiny, its power allows the opponent to encounter it at any of its colonies, not just home planets, and whenever another player comes up on destiny, Ace's colony in that player's system may be targeted regardless of the instructions on the destiny card. In addition, because it starts with one fewer home planet, it only needs to lose two home colonies to lose its power, as opposed to the three required for other aliens. If the other players work together, they can turn Ace into a non-power.

Text[]

 
Edition Power Text History
CD Game Setup: Remove one of your planets from the game, sending your ships on it to the warp.
You have the power to Triumph. At the start of your turn, if you have any foreign colonies, use this power to win the game. You may still win the game via the normal method.
Other players may have an encounter at one of your foreign colonies whenever the destiny card drawn allows them to target either your home system or the system that hosts that foreign colony.
Fearless freedom fighters for a forbidden force, the legendary Aces terrify lesser warriors. Judged not by their size, but by their peerless physical prowess, each athletic Ace was desperately hunted to presumed extinction. Now, using mystic mind tricks to disguise themselves, these majestic masters of the martial arts seek to fortify one rebel base, and then conquer the cosmos.



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