Cosmic Encounter Wiki
Power of peace
Wins with negotiate card
Pacifist (FFG).jpg
As a main player, after you reveal a negotiate card and your opponent reveals an attack card, you may change your negotiate card into an attack 15.
When you fail to make a deal, you may lose 2 fewer ships to the warp, while forcing your opponent to lose 2 extra ships to the warp.

Pacifist is an alien that treats  N  cards differently than others - instead of losing when it reveals a  N  against an attack, it wins. Since it does not lose any ships as a result it, gains no compensation.


Edition Power Text History
FFG You have the power of Peace. As a main player, if you reveal a negotiate card and your opponent reveals an attack card, use this power to win the encounter. If you both reveal negotiate cards, you attempt to make a deal as usual. A simple but ungainly race, the pacifists long ago learned how to turn the power of an opponent against him. Always ready to demonstrate the superiority of retreat in unbalancing an aggressor, the Pacifists now seek to bring the universe to its knees by yielding at just the right moment



Pacifist is straightforward and quite powerful because it can win automatically. With just a  N , the most common card in the deck, Pacifist makes any combat power useless when used against it. Leviathan, Warrior, Human, Virus, Macron, Mirror, Tripler, and a host of others have absolutely no advantage over a negotiating Pacifist.


Pacifist can be predictable and its power is situational. There's no way to absolutely guarantee a steady flow of  N s, and some aliens, like Mutant, can steal  N s out of Pacifist's hand. The presence of Loser is awkward for any auto-win alien. Oracle and Seeker nullify the element of surprise that the Pacifist depends on, although once everyone knows you're Pacifist, you're not likely to surprise them very much anyway. Warhawk is Pacifist's worst enemy, because it essentially removes all negotiates from the game.

Playing as Pacifist[]

Obviously, Pacifist wants to collect lots of  N s by whatever means possible. But Pacifist should remember that just because it can win with  N s doesn't mean it can't with attack cards. Ideally, Pacifist should use  N s only if it doesn't think it can win with an attack, but the unpredictable nature of the game demands improvisation. Realistically, the Pacifist should use its  N s only if its attack cards are really bad.