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Worm is an alien that has to power to re-aim the hyperspace gate after encounter cards are revealed as either the offense or defense.

Eon[]

Worm
Power to tunnel
Repositions cone
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Eon
Reveal
Wild
At the start of your turn you may put tokens from bases onto one planet in your home system where you have no tokens.
Super
If challenged on a home planet where you have no tokens, you may turn the cone to any other home planet after cards are revealed.

Worm debuted in the first Eon expansion.

Mayfair[]

Worm
Power to tunnel
Repositions cone
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Mayfair
Reveal
Wild
At the start of your turn you may move tokens from your bases onto a planet in your home system where you have no base.
Super
If challenged on a home planet where you have no tokens, you may turn the cone to any other home planet after cards are revealed.

Worm debuted in the first Eon expansion.

Strategy[]

The most obvious tactic for the Worm is to pile up a bunch of ships on one of their home worlds. The Worm's real strength is in the fact that he uses his power in Reveal. This means that he knows whether he is going to win by switching the cone to his "stronghold" planet or to a weaker enemy world. If a certain loss stares him in the face, he can move the cone to a planet where he has only a single ship, minimizing his losses.

The Worm gets a little stronger over time, because other aliens' worlds tend to end up with different numbers of ships on them after a few challenges. On the other hand, his "stronghold" world gets weaker, because that is where he is forced to draw from for his own offensive challenges.

Text[]

 
Edition Power Text History
Eon You have the power to tunnel. When you are the offensive player, once cards are revealed you can move the cone, pointing it at any planet in the defensive player's system. Total the results as if you had originally challenged your opponent on that planet. Also, if a player challenges you on one of your home planets where you have a base, after cards are revealed you may point the cone at any other of your home planets where you also have a base, and total the results with that as the planet under challenge. When starting the game, you may arrange your tokens however you wish among your 5 planets, so long as there is at least one token on every planet. The Worms learned hidden attack and surprise confrontations on the vast sandscapes of home. Now, as the first segments leave for space, who knows where they will surface.
Mayfair You have the power to tunnel. During setup at the beginning of the game, you may arrange your tokens however you wish among your five planets as long as you have at least one token on each planet. As offensive player, you can move the cone after cards are revealed, pointing it at any planet in the defensive player's system. Total the results as if this had been your original target. Also, as defensive player, you may move the cone from one of you home bases to another of your home bases after revealing cards, again computing the results as if the second base had been the original target. The Worms learned how to use the hidden attacks and surprise confrontations on the vast sandscapes of home. Now, as the first segments leave for space, who knows where they will surface?
CS Game Setup: You may distribute your ships among your planets however you wish as long as there is at least one ship on each planet.
You have the power to Tunnel. As a main player, after encounter cards are revealed, you may use this power to re-aim the hyperspace gate anywhere the offense can have a legal encounter against the defense (in any system), as long as the offense does not already have a colony there. All offensive and ally ships move along with the gate and the encounter then continues normally.
Evolving beneath the rolling sands of the vast deserts of their home worlds, the Worms became adept at mounting surprise attacks and befuddling aggressors. As this fledgling race expands into the Cosmos, no alien knows where they will surface next.
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