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This article or section uses Eon and Mayfair terminology ("token" for ship, "base" for colony, etc.).
Filth

Filth is an alien with the power to Reek. Whenever Filth's ships share a planet with other players' ships, Filth forces the other players' ships to leave the planet and return to their other colonies.

Text[]

 
Edition Power Text History
Eon You have the power to reek. When you land on a planet, all other tokens on that planet must leave and go to other bases. However, your allies in a winning offensive challenge are permitted to land on any other planet in the defensive system. No player can remain on a planet where you have tokens, and a player who somehow has a base there must immediately leave. When you agree to trade bases in a deal, you and that other player must each vacate a planet for the other player to land on. Players who win an offensive attack against your tokens on a planet do not immediately gain a base, but must return their tokens to their other bases. Your losing tokens go to the Warp normally and the planet is "fumigated". On subsequent challenges players can challenge the empty planet and move tokens onto it if they win. (add eon history when available)
CC You have the power to Reek. Any time any of your ships are coexisting on the same planet as any other player's ships, use this power to force the other player's ships to return to his or her other colonies.
Your allies in a winning offensive encounter do not land on the defending planet with you. However, they each still gain a colony on any other planet of their choice (each player chooses separately) in the defending system.
When you lose an encounter as the defense on a planet where you have ships, use this power to force all opposing ships to return to their other colonies instead of landing on your planet. Your losing ships go to the warp normally and the planet is then "fumigated."
When you agree to trade colonies in a deal, you and that player must each vacate a planet for the other player to land on.
The Filth's reverence for the past leaves it unable to remove any trace of earlier events - whether yesterday's glatorp stains or last year's diseased kinzosh. Having driven all other lifeforms from their home worlds, they are slowly extending out to leave their mark - a ring around the Cosmos.

Wild Flare - You may declare a planet "filthy" and all tokens there are returned to other bases (or to the Warp if they have no bases). Any tokens which should land there on that challenge return to other bases. Use once and discard.

Super Flare - When you are the offensive player and you point the cone at the defensive planet or moon, all other players' tokens there must immediately go to others of their bases (or to the Warp if none).

History[]

The Filth's reverence for the past leaves it unable to remove any trace of earlier events - whether yesterday's glatorp stains or last year's diseased kinzosh. Having driven all other lifeforms from their home worlds, they are slowly extending out to leave their mark - a ring around the Cosmos.

Strategy[]

The main benefit the Filth get for their power is that it takes two encounters for enemy players to conquer a Filth planet: one to remove the defenders, then another to actually land on the planet. This means that they generally lose planets at only half the rate of other players.

Another advantage of the Filth is its ability to remove other players' foreign colonies. For instance, if the Vulch has ships on one of the Mind's planets, and the Filth successfully attacks that planet, the Vulch must evacuate as well as the Mind, thus losing one of his colonies. This tends to make Filth more and more disliked over the course of the game.

A disadvantage of the Filth is that other players are more reluctant to make a deal, since it means they will have to evacuate an entire planet to allow Filth to land there.

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