By request of Fantasy Flight Games, Board Game Geek lists the various editions of Cosmic Encounter in separate entries. Each edition is the same game at its core, but the features, compatible expansions, and production differ among them. This entry is for the original 1977 Eon version.
Players represent alien races that are seeking to spread themselves onto five foreign worlds. To accomplish this, they make challenges against other players and enlist the aid of interested parties. But alien powers, which are unique to each race, give players ways to bend or outright break some rule in the game.
The game continues until one player occupies five planets in other systems to win. Shared victories are possible and a player need not occupy one's own system to win.
- works well with shared victory
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's not even a game it's just like a story
- why is it there this is the game about inventions and this is basically telling me to make cutesy patterns with tiles
- the bane of my freaking life this horrible game
- I just want to feel like right I can do this I can do this
- just design one good game one good game one good mode
- why can't I tell you
- they just made them a lot worse
- it's a red flag to the game is going to suck
References (from this video)
- Huge variety of asymmetrical powers
- Accessible core rules with deep strategic depth
- Influential on hobby and game design
- Destiny deck can constrain player choices
- Some power interactions can be 'screwy' or contentious
- Diplomacy, negotiation, and conquest in a space opera setting
- A populated galaxy after warp technology discovery
- Competitive, asymmetric, high interaction
- Circadian Chaos Order
- Sidereal Confluence
Mechanics (from transcript analysis)
- card management — Players manage a hand of encounter cards to play during encounters
- Combat/resolution via encounter cards — Encounters are resolved by playing encounter cards and special abilities
- negotiation — Players negotiate with others to support or oppose attacks and defenses
- Variable Powers — Each player has a unique power that can drastically alter play
- Warp/colonies victory condition — Players move ships, establish colonies, and aim to reach five colonies to win
Video topics + discussion points
Quotes (from this video)
- The core rules of Cosmic Encounter are a pretty simple, draw a card, encounter a world and playing encounter cards to hope to win
- the secret to Cosmic Encounter's longevity and influence on board gaming are the huge amounts of variable player powers
- it's pretty accessible and has a lot of depth suitable to a wide audience
- the best thing about this game is its influence on the hobby it's 45 years old and the granddaddy of all variable power games
- Cosmic Encounter as old as me and still going strong
References (from this video)
- Unique, asymmetric powers; strong social interaction
- Long setup or learning curve for new players
- diplomacy, negotiation, and alliance-building
- space empire conflicts among alien civilizations
- story-driven, asymmetric player powers
- Eldritch Horror
- Twilight Imperium
Mechanics (from transcript analysis)
- negotiation — Players negotiate alliances and deals to attack/defend and achieve goals.
- variable_player_powers — Each alien has a unique power affecting interactions.
Video topics + discussion points
Quotes (from this video)
- it's so nostalgic that it's like so much of me wants to own it
- I think this quite possibly could be my top game
- the Mind Games I really like the mind games
- the combination of bag building and push your luck is just really nice
- we'll be seeing Twilight Imperium on Caitlyn's no we will not
References (from this video)
- Rich negotiation and social interaction
- High replayability due to many alien powers
- Epic swings and dramatic turnarounds
- Strong thematic flavor and table dynamics
- Can be complex for new players
- Potential for player-dominant dynamics if not moderated
- Diplomacy, negotiation, alliances, and betrayal among rival civilizations
- A war-torn galaxy where alien races vie for galactic real estate and dominance
- Dynamic, player-driven storytelling with shifting loyalties and evolving powers
- Blood on the Clocktower
- Two Rooms in a Boom
Mechanics (from transcript analysis)
- Alien powers — Each race has a unique special ability that can dramatically alter combat, bidding, or negotiation
- Conflict resolution by card totals — Players choose ships to commit and reveal cards; higher total wins the encounter
- Cosmic events and power-towers — Various event-based powers and location-specific rules modify the game flow
- Destiny deck and encounters — Destiny cards determine who you must fight, the objective, and special effects each turn
- Negotiation and alliances — Players negotiate, form alliances, and trade resources to influence outcomes
Video topics + discussion points
Quotes (from this video)
- We bloody did it!
- The kissing planet
- Tick tock and we simply wait until the universe dies
- Parasite joins alliance at will
- Marry your opponent
References (from this video)
- Rich asymmetry creates varied experiences
- Excellent for capturing tournament-style energy with multiple leaders
- Can be complex for beginners due to numerous powers and interactions
- Negotiation, betrayal, alliances, and asymmetric gameplay.
- A classic space-faring civilization saga where players attempt to dominate by exploring alien powers.
- Epic, with long-term strategic planning and shifting power dynamics.
Mechanics (from transcript analysis)
- asymmetric player powers — Each player has a unique alien power that shapes their strategy and interaction with others.
- Negotiation / alliance formation — Players form and break alliances, trading favors to gain strategic advantage.
Video topics + discussion points
Quotes (from this video)
- this is the board game league six
- they're going to earn different numbers of victory points
- our finale Cosmic Encounter
References (from this video)
- negotiation and alliance-building among diverse species
- space with alien civilizations
- multiplayer negotiation and intrigue
Mechanics (from transcript analysis)
- negotiation/alliances — players negotiate with others to form temporary alliances and outmaneuver opponents.
Video topics + discussion points
Quotes (from this video)
- there's something intrinsically incredibly rewarding about winning a game with a faction no one thinks is any good
- i love games that understand that family friendly doesn't have to be boring and awful
- the fact that there's a game for everyone out there is pretty cool
- i love designing board games
References (from this video)
- Alien Colonization
- Interstellar Space
Mechanics (from transcript analysis)
- diplomacy — Players use special alien powers to establish colonies
Video topics + discussion points
Quotes (from this video)
- Christmas and gifts are not only to please the people around us but primarily they give us an opportunity to convince them to start playing board games
- One great thing about picking smaller board games apart from the fact that they are cheaper is that they can fit anywhere
References (from this video)
- High level of group interaction
- Rich, thematic space diplomacy experience
- Replayable due to shifting aliens and powers
- Can be chaotic or unpredictable with larger groups
- Alliances, betrayals, and strategic power dynamics
- Space diplomacy and alien interaction through negotiation
- Group-driven social interaction with variable alien powers
Mechanics (from transcript analysis)
- Negotiation and alliances — Players form and break alliances to influence the outcome.
- Variable aliens and abilities — Each game features different alien powers that alter strategy.
Video topics + discussion points
Quotes (from this video)
- the changes are so good and the game just feels like this is the switch I really love
- there's nothing like this game
- The thematic experience it's able to deliver
- This is such a game that depends on going into it with the right expectations
References (from this video)
- Iconic classic with highly asymmetric gameplay
- High replayability due to varied alien powers
- Strong thematic feel and memorable interactions
- Potentially long downtimes and complexity can be intimidating
- Downsides not explicitly discussed in this segment
- Alien diplomacy and conquest with asymmetric powers
- Space opera between alien civilizations, late 1970s sci‑fi setting
- Asymmetric powers driving emergent diplomacy and negotiation
Mechanics (from transcript analysis)
- Confrontation and conflict resolution — Conflicts resolve through special abilities and negotiated outcomes.
- Negotiation and alliances — Players negotiate, form, and break alliances to gain advantages.
- Variable player powers — Each alien species has unique abilities that shape strategy and interactions.
Video topics + discussion points
Quotes (from this video)
- now is the time to launch our patreon
- board games are the god damn best
- to the 65 000 plus of you who are already on board
- thank you for wanting to give us money
References (from this video)
- fine game
- been in collection for a while
- unique player powers
- very group dependent
- too many expansions make it bloated
- powers are ridiculous and unbalanced
- needs 5 players to use reward decks
- teaching new players is complicated
- product of its time
- less Buzz around recent expansions
- space
- alien civilizations
- conflict
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- it's only a game
- you're listening to the broken meeple show a podcast that speaks passionately about board games
- I am very much a cold blooded I'm a cold blooded lizard I need cold
- the top 50 has finally finished finally it's done
- there is nothing apart from it being bright and sunny there is nothing about the summer that really gets me like you know excited or interested because it's just too hot
- I look at these top 50s uh they certainly increase a bit
- there's a lot of good feedback in terms of what's up next hard to say really
- I would give it at least a seven out of 10 right now and say it's good
- the Arkham Horror games are still pretty solid and you know they're fun to play but they are definitely getting to a point where I don't think I can uh like really say that they're practical
- my tastes were new at that point you know I respected terroriser for its thiness
- I have definitely developed to want more theme in my games
References (from this video)
- Deep, player-driven negotiation and alliance dynamics
- Strong replayability due to asymmetric alien powers
- High social engagement and memorable moments during play
- Can be chaotic or lengthy due to negotiation cycles
- Learning curve with many alien abilities and card types
- Potential for back-and-forth diplomacy to slow game pace
- Cosmic dominance through asymmetric powers and negotiated alliances.
- Galaxy-wide diplomacy and conflict among alien civilizations as they attempt to control colonies on other players' planets.
- Emergent storytelling driven by player-chosen alien abilities and dynamic negotiations.
- Captain Sonar
- Star Wars Unlimited
Mechanics (from transcript analysis)
- Alien powers / asymmetric abilities — Each alien species has a unique special power that can dramatically alter game flow, such as altering combat results, retrieving ships, or reshaping hand/resources.
- alliances and diplomacy — Players may ally with others in a combat to share strength and then contend with the consequences of those alliances, including potential penalties if deals collapse.
- Combat resolution with ships, allies, and encounter cards — Attacker commits ships; defender may defend or ally; both sides draw and resolve encounter cards that modify stats, with reinforcement cards potentially swinging outcomes.
- Destiny deck / encounter resolution — On a turn, flipping the top card of the destiny deck determines the encounter with a specific alien or outcome, driving who you fight and what modifiers apply.
- Encounter decks and asset manipulation — Encounter cards come in several flavors (base stat boosts, reinforcement, artifacts, flare cards, negotiate cards) that affect combat and strategy.
- Warp, compensation, and colonization objective — Ships sent to warp may return as compensation or trigger card effects; first player to five colonies on others' planets wins.
Video topics + discussion points
Quotes (from this video)
- Cosmic Encounter is the game of cosmic dominance
- backstabbing sons of bananas
- it's final time
- blood money
- the game of cosmic dominance
- enjoy as we play Cosmic Encounter
References (from this video)
- creative interactions and memorable table dynamics
- huge variety with different alien powers each game
- depends heavily on group energy; not everyone's cup of tea
- older design with some fiddly components
- alliances, betrayals, and asymmetric victory conditions
- space empire diplomacy with alien powers
- dynamic social negotiation and surprise moments
- Diplomacy
- Resistance/Avalon
Mechanics (from transcript analysis)
- asymmetric_abilities — each alien power changes fundamental rules
- negotiation — players form agreements that can be broken with lasting impact
Video topics + discussion points
Quotes (from this video)
- the box is worn, it is beaten, and yet it is still holding strong
- you've got to have four people and you have to play it with people that you're going to be able to play with again
- the tension of those things... I love the stress and the bet of 'is this the right move?'
- it's the granddaddy of the genre
- Race for the Galaxy sits the top of the list
References (from this video)
- Iconic, social negotiation core
- Rich thematic flavor
- Rules can be dense
- Downtime with many players
- Negotiation and alliances in space
- Interstellar civilization contest with aliens
- Open-ended, asymmetric powers and diplomacy
- Diplomacy
Mechanics (from transcript analysis)
- Alliance and betrayal risk — Diplomacy can shift as players negotiate and backstab.
- Negotiation and treaties — Players bargain, form treaties, or betray to gain advantage.
- Variable player powers — Each alien race provides unique abilities.
Video topics + discussion points
Quotes (from this video)
- Dominion is the greatest deck building game of all time.
- It's a chess with dice.
- It's a horse betting simulator for the whole family.
- The biggest draw of Massive Darkness is that each hero is hugely asymmetric.
- In Space Base, you have your own fleet of ships that are flying into space to generate cash.
References (from this video)
- colorful, chaotic, and highly replayable
- still in print after decades
- balance issues due to many alien powers
- complex to teach to new players
- open-ended negotiation and chaos
- alien civilizations
- mish-mash space opera
Mechanics (from transcript analysis)
- hand management — play cards to replace cards and negotiate outcomes
- table diplomacy — alliances and backstabbing with unique alien abilities
Video topics + discussion points
Quotes (from this video)
- "a dice placement game"
- "game-breaking special ability"
- "elevate this game above its competition"
- "dexterity game"
- "timer on an app or on a watch"
- "fantastic dexterity game"
- "left for dead the board game"
- "never lost a game"
- "best played with more players of the six seven players"
References (from this video)
- Unique alien powers drive varied gameplay
- High replayability
- Memorable game nights and memories
- Rich social interaction via negotiation and bluffing
- Steep learning curve due to asymmetric powers
- Heavy reliance on negotiation may not appeal to all players
- diplomacy, negotiation, alliance-building, and competitive chaos driven by asymmetric powers
- galactic empire-building with alien races vying for influence by founding colonies across foreign planetary systems
- player-driven emergent storytelling through conflicts and alliances
Mechanics (from transcript analysis)
- alliances and negotiation — players form temporary alliances and negotiate outcomes, introducing social dynamics as central gameplay
- Asymmetric powers — each alien race has a unique advantage that reshapes strategy and interactions with other players
- bluffing and soft strategy — the game rewards deception and strategic misdirection during negotiations
- combat resolution — combat outcome is the higher sum of attacking ships plus any power card value and possible reinforcements
- destiny deck — a deck drawn to determine attack targets and influence battles
- reinforcements — additional ships or effects can be played during combat resolution to swing outcomes
Video topics + discussion points
Quotes (from this video)
- cosmic encounter is the most influential game i've ever played
- the real game is in the unique powers given to your alien race
- replayability of this game is top notch
- memories i have are playing cosmic encounter
- that said for strategy the game is entirely negotiation and bluffing
References (from this video)
- high social interaction and bluffing
- strong replayability due to asymmetry
- rule clarity can be uneven across expansions
- game length can drift with negotiation
- negotiation, alliances, and asymmetric powers
- galactic conflict with alien civilizations
- theatrical and social
- Seven Wonders Duel
- Star Wars: Deck-Building Game
- Nemesis
Mechanics (from transcript analysis)
- negotiation and asymmetric powers — aliens with unique abilities negotiate alliances and attempt to outmaneuver others
Video topics + discussion points
Quotes (from this video)
- start the game with superpowers give each player a starting ability of equal value or let them pick between two
- simultaneous turns at the start of every round plan as a team then everyone takes their actions and encounters at the same time
- you paid for the game you better make sure you have fun playing it
- this small tweak helps to keep the tension without the headache of constant noise building up
- if this video gets 500 likes we'll dust off that Eldritch Horror house rule video
- the last game loses and the next one gets picked, adding an extra layer of strategic fun
References (from this video)
- highly asymmetric powers create replayability
- dynamic negotiation and backstabbing keep players engaged
- rules can be complex for new players
- hidden information can obscure what others will do
- Negotiation, backstabbing, and alien powers
- Space empire politics and diplomacy
- Cosmic Encounter
Mechanics (from transcript analysis)
- combat with face-down actions — Players choose attack or negotiation cards without revealing until resolution.
- hidden negotiation — Encounter cards determine alliance or conflict during a negotiation phase.
Video topics + discussion points
Quotes (from this video)
- zero downtime
- tons of interaction
- cringe shot
References (from this video)
- excellent player interaction and replayability
- strong, iconic theme with lots of talking points
- diverse powers create varied experiences each game
- can run long with multiple players
- new players may need a quick rules primer
- diplomacy, negotiation, power dynamics
- galactic playground with alien species
- highly interactive, asymmetric powers driving dramatic shifts
Mechanics (from transcript analysis)
- alliances and conflicts — alliances are fluid; betrayals and shifting loyalties are common.
- Asymmetric powers — each alien race has a unique power that can dramatically alter the course of play.
- dynamic negotiation — players bargain, form temporary alliances, and renegotiate as the tides shift.
- high interaction — players constantly engage with each other through deals, deals-enforced effects, and counterplay.
Video topics + discussion points
Quotes (from this video)
- it's absolutely ridiculous
- this game is a riot
- Cosmic Encounter is a great game
- we're going to do a full playthrough
- come on by you can probably find us
- we'll be all over the board game floor
- I'm dying to get this to the table
- it's your video and our community
- we're getting down there Thursday night
- we want to meet you and play some games
References (from this video)
- classic design with strong player interaction
- alien encounters and negotiation
- space-themed alien diplomacy
- social, chaotic, experimental
Mechanics (from transcript analysis)
- Asymmetric abilities — each alien has unique powers affecting negotiation and interaction
Video topics + discussion points
Quotes (from this video)
- this was such a great entry immediate so easy to pick up and enjoy and it had all the core aspects of modern gaming that i love
- kickstarter has changed quite a lot
- the channel takes up all of my time and i worry about releasing quality content for my audience
- libitalia is the only game that i've played and i know that i love and i don't have that
- i'm ruthless i tend to get rid of them as soon as i don't want them anymore
- the big lebowski is a favorite of mine
References (from this video)
- classic, well-known in the hobby
- deep social interaction through negotiation
- teaching can be challenging for new players
- alien diplomacy and negotiation
- Space-faring alien civilizations
- mythic, rule-bending
Mechanics (from transcript analysis)
- hand-management — manage a hand of alien power cards
- negotiation/alliances — players form temporary alliances and negotiate outcomes
Video topics + discussion points
Quotes (from this video)
- 1,198 games it's too many
- 768 that's I don't care what people say that's really good
- we have 394
- we're still playing games and taking names
References (from this video)
- huge replayability due to 50 base alien races and expansions
- deep negotiation and player interaction
- rich combos and bluffing that keep sessions dynamic
- steep learning curve and rules overwhelm for new players
- turns can be lengthy with multiple players and political maneuvering
- alliances, betrayal, negotiation, and asymmetric powers
- Sci‑fi space exploration with alien races negotiating for control of foreign colonies
- asymmetric, player-driven diplomacy and bluffing with evolving alliances
- Game of Thrones
- Kemet
Mechanics (from transcript analysis)
- Alien powers — each player has a unique alien race with one or more special abilities that influence battles and strategy
- alliances and reinforcement — players can invite allies to a battle; allies provide benefits and can influence outcomes
- attack/defense with warp — battles are resolved by total ships; losers' ships go to warp and can lead to colony loss
- cosmic zap — artifact card that can cancel a triggering alien power during a battle
- Encounter cards — cards chosen by offense/defense players to drive battles, negotiations, or special effects
- morph cards — copy an opponent's card effect, creating unpredictable round outcomes
- negotiation — one-minute negotiation window to form deals, trade cards, or exchange colonies
Video topics + discussion points
Quotes (from this video)
- Cosmic Encounter is a Sci-Fi themed negotiation bluffing space exploration style game
- a game of infinite possibilities
- you never play the same game twice
- not recommended to start this game with it; it might be a little overwhelming
- the base game comes with 50 alien races
- Cosmic Zap
- you never know what's going to happen in a particular game
References (from this video)
- Highly social and replayable
- Constant rule-bending fun and innovation
- Variety from many alien options (50+ in base + expansions)
- Complex to learn for new players
- Can be chaotic and lengthy with many players
- alien races with unique superpowers
- Space civilization diplomacy and conflict
- playful, politicized, chaotic diplomacy
Mechanics (from transcript analysis)
- Alien races with special powers — Each alien has a unique ability that shatters standard rules.
- Endgame confrontation with table talk — Powers and diplomacy drive dramatic wins.
- Negotiation and alliance — Players form temporary alliances and backstab as needed.
Video topics + discussion points
Quotes (from this video)
- betrayal at house of the hill is the tropius game ever made
- deception is one of the most accessible social deduction games for one
- it's a simple move and attack fighting game with variable player powers
- Chinatown is one of the greatest bargaining games ever made
- this is the best social deduction game ever made
- Cosmic Encounter the best of all the games
- board games provide so much of that because they're so social
References (from this video)
- high social interaction and memorable moments
- great variability with different alien combinations
- rules complexity can be intimidating
- learning curve for new players is non-trivial
- diplomacy, negotiation, and alliance-building
- space-faring civilizations with alien species
- highly variable due to alien powers and player interaction
- Dune: Imperium
- Talisman
Mechanics (from transcript analysis)
- Alien powers — each player has a unique special ability that can drastically reshape turns
- hand management — managing cards to bid for deals and form fleets
- negotiation/alliances — players form and break alliances to gain advantage in conflicts
Video topics + discussion points
Quotes (from this video)
- the sandbox of what's going to happen in this epic Cooperative experience
- the bane of Arkham Horror's existence was the stupid gate burst
- best bang for the buck
- 75 plays
- epic 3D maps
- nostalgic for me
References (from this video)
- classic, highly replayable
- great for groups who like negotiation-heavy play
- older design can show its age
- scaling with many players may require house rules
- Negotiation, alliance-building, and quirky aliens
- Interstellar civilizations vying for dominance
- Open-ended with emphasis on diplomacy and strategy
Mechanics (from transcript analysis)
- negotiation / diplomacy — players negotiate alliances and treaties to gain advantage
- Variable player powers — each alien race has special abilities influencing strategy
Video topics + discussion points
Quotes (from this video)
- i know i had a really awesome time uh it's kind of like my one big man vacation
- Dead of Winter was great it was everything i'd hoped it would be
- the crossroads cards you know you're taking your turn and there's this person over across from you or that to your right actually they're reading this crossroad card with a condition that they they just hope that you don't fulfill accidentally
- best cosplay of pax i think in our opinion king hippo mike tyson's punch oh hands down
- you guys are awesome the viewers it makes this it makes us happy that we're doing this when you get great feedback like that from you guys
- happy birthday oh yeah it was my birthday it was on monday
- that was epic
References (from this video)
- rich player interaction and negotiation
- extremely replayable due to many alien powers
- memorable group-centric moments when groups click
- highly dependent on the right group; can fall flat with passive players
- steep learning curve for newcomers due to many rules and powers
- diplomacy, alliance, and upheaval through alien powers
- Space age with alien civilizations exploring the galaxy
- player-driven negotiation with variable alien abilities
Mechanics (from transcript analysis)
- Alien powers — each player has a unique power that modifies core rules
- alliances and betrayals — alliances are negotiated and broken across the table to influence outcomes
- colony conquest — players expand by forming colonies on other players' planets and compete to reach five colonies
Video topics + discussion points
Quotes (from this video)
- the variety of the aliens is just incredible
- it's not only the mechanics of what's happening but a lot of what's happening between players at the table
- it's pretty group dependent
- I just love the pressure when a team is on you
- you need four people exactly four that are going to want to play a card game
- the strategy of it is so much deeper
- you've got to take off the training wheels for you Daniel, it's time for ride the Mage Knight bike on your own
- the rule book is dense and hard to learn
- it's a doozy
- it's eight hours long and an all day experience
- you really want six people, that's the ideal
References (from this video)
- science_fiction
- space
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- everybody game your abc's start with a and end with z
- arkham horror that's a fright
- b is for battle or there's monsters to fight
- cosmic encounter that's right
- fury of dracula he turns into mist she is gone
- shown clever you'll feel so smart
- hogwarts battle defend against the dark arts
- jabberwocky you can't play it alone
- in that runner they don't make it anymore
- on mars get a galactic high score
- paladins for the kingdom
- quellenberg proportions the best
- space space if you like your sci-fi
- viticulture watch those wine grapes get smashed
- welcome to build a neighborhood
References (from this video)
- classic space negotiation experience
- high player interaction
- can be chaotic with many players
- Alliance-building and diplomacy
- Space diplomacy and conflict
- negotiation-driven, asymmetric powers
- Twilight Imperium
- Twilight Struggle
Mechanics (from transcript analysis)
- alliances — temporary treaties with varying effects
- hand management — players manage cards to activate abilities
- negotiation — deal with players to form alliances and back-stab others
Video topics + discussion points
Quotes (from this video)
- it's based on the disney movie onward
- it's a disney theme obviously
- i'm a sucker for space games especially space exploration games
- this is a 4x game where i mean you're basically just building out your empire and exploring space
- this game is adorable and fun and i'm really excited for it
- cooperative exploration you're on this mysterious seventh continent and you're exploring and placing new tiles
- winter queen is an abstract game drafting pattern building and set collection
References (from this video)
- timeless theme
- deep strategic options
- negotiation and asymmetric powers
- Cosmic diplomacy and alien races
- role-based powers with diplomacy
- Quacks of Quedlinburg
- Star Wars Unlimited
Mechanics (from transcript analysis)
- Asymmetric powers — Each alien race has unique abilities.
- negotiation — Alliances and deals influence outcomes.
Video topics + discussion points
Quotes (from this video)
- Welcome back to the top 100 games of all time.
- I am not a crook.
- Continuity. Continuity.
- Let's get started. Here we go.
- The people love it.
References (from this video)
- High replayability due to many alien powers
- Engaging social interaction and negotiation
- Complex for new players
- Rules interactions can be dense for beginners
- negotiation, alliances, and variable player powers
- Space with alien civilizations and unique powers
- dynamic interaction with shifting alliances
- Twilight Imperium
- Diplomacy
Mechanics (from transcript analysis)
- Asymmetric powers — Each alien race has a distinct ability that alters standard rules.
- Secret bid/negotiation — Players negotiate with others to form alliances and to win battles.
Video topics + discussion points
Quotes (from this video)
- There are four of us. Uh this we were three for four. 75% pretty good.
- I like to be the ghost. I like True. I like to give the clue giving and figure out ways to uh help my fellow players guess their person, their place, and then their object.
- Push your luck and in this game you can do that.
- Eight out of 10 for Dune.
- This is Times Up title recall.
References (from this video)
- Cosmic Encounter (original)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- We put in the work to rank them; it was a grind but worth it.
- Shame is the secret word for the entry in case you forgot.
- This is the first installment; the series only gets better.
References (from this video)
- High social interaction and dynamic negotiation
- Asymmetric powers create varied experience
- Entertaining bluffing moments
- Rule complexity and potential chaotic negotiations
- Luck-based outcomes and table politics
- Diplomacy, negotiation, betrayal, and alliance-building
- Outer space, multiple alien civilizations and planets
- Asymmetric powers driven by player interactions
Mechanics (from transcript analysis)
- Alien powers — Each player has a unique special power shaping strategy.
- Encounters and combat — Turns are resolved via encounters using ships, alliances, and cards.
- Negotiation and deals — Players bargain, form alliances, bluff, and sometimes backstab.
- victory conditions — First to five foreign colonies; additional win conditions from powers.
Video topics + discussion points
Quotes (from this video)
- this game is broken
- love wins
- the enigmatic losers have proven to be quite cunning in battle
- gambling is bad
- it's not going to be strategically sound but I love it
References (from this video)
- Classic, highly replayable social game with memorable moments
- Can be chaotic and long for new players
- Negotiation and power dynamics through alien powers
- Space exploration with alien civilizations
- Dynamic, messy, negotiative social play
Mechanics (from transcript analysis)
- alliances_and_betrayals — Short-term alliances that can be costly to end.
- negotiation — Players negotiate alliances and deals with shifting powers.
- variable_player_powers — Alien power cards grant unique abilities that drastically shift play.
Video topics + discussion points
Quotes (from this video)
- beast of a game on the table
- epic game
- massive box
- one of those awesome massive games that we really do enjoy
- it's tense it's a fantastic experience
- one of the best times for larger groups
- it's one of the most famous cooperative games there is
- we urge you to play Pandemic
- one of the best rondell games that you can play today
- we love Dixit everybody that sticks it you should love it too
- it's a fantastic game we've had so many laughs with Cosmic Encounter
- one of mcgirt's best games and one of his most original games and that is Imperial
- it's a wonderful game
References (from this video)
- rich renegotiation dynamics
- high replayability with alien powers
- spectacle of interstellar politics
- steep learning curve
- chaos can overwhelm beginners
- alien diplomacy, negotiation, and alliance formation
- interstellar space with alien civilizations
- episodic, player-led powers, and dynamic alliances
Mechanics (from transcript analysis)
- Alien powers — each player has a unique power that alters combat or interaction rules.
- colorful ship placement — ships placed on planets to claim influence and trigger battles.
- combat resolution with cards — attack and defense cards determine outcomes with instantaneous negations and boosts.
- Negotiation and alliances — players form temporary alliances to achieve wins, often shifting loyalties.
Video topics + discussion points
Quotes (from this video)
- Cosmic Encounter time let's start the first game
- we are starting with Cosmic Encounter because that is the game that was chosen by our patrons
- donate you put a little comment with the name of the game
- the thing is dead
References (from this video)
- High replayability via alien powers
- Fun, chaotic negotiation dynamic
- Long history of evolvable expansion content
- Can be chaotic for new players
- Rule complexity with certain expansions
- Negotiation, alliance-building, and renegotiation of power
- Alien negotiation and planetary conquest
- Wacky, humorous, and highly variable due to alien powers
- Escape Plan
- The Mind
Mechanics (from transcript analysis)
- Alien powers — Modular powers drastically alter how you interact with others each game.
- Negotiation and alliances — Players form and break alliances to gain strategic advantages.
- Negotiation-driven victory — Outmaneuver others through diplomacy and strategic plays.
Video topics + discussion points
Quotes (from this video)
- it's a quirky game of underwater city
- the gallerist still brilliant I love it
- it's dripping in theme it's difficult it's gritty it's dark
- Surely you can't be serious I am serious and don't call me Shirley
- the crew is now in the top half of the top 100
- Star Wars Outer Rim got the expansion it deserved
References (from this video)
- innovative interaction
- high replayability
- iconic status
- chaotic / unbalanced
- alien races with special abilities
- space empire conflict
- Dune
- Twilight Imperium
Mechanics (from transcript analysis)
- alien abilities — each player has a unique alien race with a special power
- confrontation / diplomacy — land on opponents’ planets with possible back-and-forth
- negotiation / alliances — players negotiate and form temporary alliances
Video topics + discussion points
Quotes (from this video)
- Cosmic Encounter is truly one of a kind.
- This game is basically a fantastic blend of skill and luck.
- I love this game.
- Production is off charts.
- it's not a war game, it's more of an economic game.
- Beyond the Sun is a fantastic game.
- Carcassonne is without doubt one of the greatest games of all time.
- an amazing dice chucking extravaganza