I've never played Cosmic Encounter before, but pulled it out tonight and played it most of the way through with some other people, and am a bit disappointed. It isn't that I don't like the game. I've played games I don't like before and haven't minded. It's the fact that this game seems to have needed another couple months playtesting and a better editor.
There are just a bunch of little fiddly mistakes on the cards that have no business being there.
For instance, the Macron card says (I believe) something about after playing an attack card as a main player or an ally, add 1 to your total for each ship. Well, you don't play an attack card as an ally, so the card couldn't apply in that case. So from a strict rules standpoint (the standpoint that I like to adopt whenever possible), this card wouldn't help you as an ally. Obviously, that wasn't the intent, and it's not the way we play, but it is what the card says.
Then again, the Observer ability says that you can launch a ship from the warp as a main player or an ally, but the card says to play it during the launch phase, before you should know if you are an ally or not. Again, that is obviously a mistake, and you should be allowed to play it in either the launch or the Alliance phase, as applicable. But still, it is an error that shouldn't be there.
If it were just a matter of the interactions of abilities not working together, I wouldn't mind. Good heavens, I play Descent! And a bigger pile of special abilities that don't interact in obvious ways and have to be explained in the FAQ would be impossible to find! But these are all isolated errors that aren't affected by anything else; so they rankle a lot because they should have been easy to avoid.
So we have errors on two of the 10 flare cards we are using (possibly more).
Also, the five types of cards (attack, negotiate, morph, artifact, and flare) are not obvious. We played for a part of the game thinking that the card types were Artifact, Flare, and Encounter (which makes sense; the cards say "encounter" at the top where the others say "flare" and "artifact"). It just felt like another messy little detail that could have been done so much better by writing better cards.
And what about reinforcement cards? Would it have been so difficult to say "after the attack cards have been revealed, every player, starting with the offense and going left, has the oppurtunity to play a reinforcement card. Keep going around the table till every player has passed consecutively"? Instead, we spend a few minutes poking about in the rules which said nothing about it before deciding to do this based on the "timing" section.
Also, the special abilities don't seem balanced in relation to each other. Take the Vacuum. You get to send opposing ships to the warp along with your own. It means that if something bad happens to you, you can make it happen to one other player. Nowhere near as good, imo, as allowing something good to happen to you to try to prevent the bad things. Getting +1 and everyone else getting +0 is a lot better than getting -1 and causing one other player to get -1. I think that of the five we are playing (the Vulch, the Observer, the Trader, the Reserve, and the Vacuum), the Vacuum are clearly the worst. It is true that our player could use them better than he is, by using threats and intimidation (if you don't support me, I'll suck you into the warp with me! MWAHAHAHA!), but still. The Observer has a good argument for supporting him, and can support others basically at no risk. The Trader can dump a hand of worthless cards, the Reserve can win basically any small card war, and the Vulch get to use every artifact in the deck at least once!
And looking through some of the other cards, I also got the feeling that some were much more/less powerful than others. Now, I don't usually jump to declare something imbalanced (I was one of the last who stoutheartedly insisted that Road to Legend wasn't horribly imbalanced). I usually test things out thoroughly and try a bunch of stuff before doing anything. Also, I don't mind minor imbalances, and recognize that they are inevitable in this type of game (I don't mind any of the imbalances in Twilight Imperium, for instance). But there looks to be far to much variance in the abilities.
I can only remeber feeling like this after a new game once among the the games I've played (somewhere around 150 different ones). It's not that I don't like the game; I've played lots of games I don't like, but usually just laugh good naturdly and say "well, to each his own. I don't care for it, but I see why some people might". And I actually would like to like this game. I'm certainly interested in giving it another try.
However, it just doesn't feel well put together for some reason. As I said in the title, it feels rather a mess.
Does anyone else get this feeling, or is it just me?