Hyperspace Cones
The WARP Hyperspace Cones

Hyperspace Cones


The Hyperspace Cone is the game piece that is used to point to the base being attacked by the offensive player. It also holds the tokens used by the attacking players on one end, and defensive allies on the other (placed on the ring that surrounds the pointy end of the cone).

Reverse Cone

Eon and Mayfair editions of CE have a special version of the cone (located on the flip side of the regular cone) called the Reverse Cone. Reverse Cone challenges are signified by the Destiny pile. When these challenges occur, you flip over the cone and proceed with the challenge normally. The only difference between normal cone and Reverse Cone challenges is what the allies receive if their side wins. Their rewards are swapped. Offensive allies gain Rewards of cards or tokens from the Warp (as opposed to gaining the base with the offensive main player). Defensive allies get to land on the base. One quarter of the Destiny pile has Reverse Cone challenges in it.

Because I have so many different Cosmic Encounter sets, I have some cones with unique artwork on it. That, of course, got me thinking about possible cone expansions.

Inverse Cone

When an Inverse Destiny comes up in the Destiny Pile, that player attacks instead of defends. The attacking player (whose turn it was) becomes the defending player now. If a player draws his own color in an Inverse challenge, it counts as a Wild Destiny. If the defending player wins an Inverse Cone challenge, he gets rewards (as in playing a Victory Boon Edict). Since the Destiny Pile is flipped after the main player retrieves a token, the Inverse Cone challenge does nothing to alter that portion of the challenge. In this case, the new attacking player will not have raised a token, and must attack with tokens from bases.

Inverse Cone originally developed by Jeff Leggett (appearing in Encounter 2.3)

Phase Cone

Deal one Phase Cone card into the Destiny pile. The Phase Cone is treated like a normal cone challenge until cards have been played and all card effects have taken place (including effects from powers like Sorcerer, Calculator, Mirror, etc). Before revealing cards, all players with tokens on the cone may then freely move their tokens around to any location on the cone. That is, defensive allies may move some or all of their tokens to the offensive side. The offensive main player and allies may move some or all of their tokens to the defensive end. Challenge Cards are then revealed and totals (and consequent effects) are calculated.

The idea behind the Phase Cone is that it is phasing in and out of reality, causing tokens to shift around in their placements and alligience. In any case, it makes for unique challenge scenarios.

Continuum Cone

Deal one Continuum Cone card into the Destiny pile. The Continuum Cone causes the challenge to proceed in reverse order (since it is out of synch with the Space/Time Continuum. When the Continuum Cone challenge occurs, place the cone on the defensive system of your choice (it is treated as a Wild challenge), but do not point it at a particular planet (or moon). Then follow this challenge sequence (affects Steps 3-8 in the normal turn sequence):

- All players play Reinforcement cards (if they wish)
- Main players choose and simultaneously reveal Challenge Cards
- Players invoke power effects (like Sorcerer, Obverse, etc)
- Main players may play Kickers
- Allies join the sides of their choice
- Main players decide whom to invite
- The offensive player places his tokens on the cone
- The offensive player points the cone to a planet (or moon)
- Calculate the winner of the challenge

Any paradox created by the reverse challenge order is resolved as it happnes. That is, if an ally played a Reinforcement and ended up not being in the challenge, he may place the Reinforcement back into his hand. Likewise, if an ally has placed tokens on the cone and was subsequently not invited, he simply removes his tokens.

A power from Matt Stone's set called Einstein has similar effects on a turn, but in my opinion can get to be too much over the course of a game. The Continuum Cone would show up in the Destiny pile quite infrequently. Edicts and Flares are played as appropriately as possible, following the paradox rule above.


Expansion by Jack Reda