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Cosmic Encounter
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== Influence == ''Cosmic Encounter'' was one of the first commercial board games with a simple set of core rules and a specific set of modifications to those rules for each player.<ref name="Eurogames">{{cite book | title=Eurogames: The Design, Culture and Play of Modern European Board Games | last=Woods | first=Stuart | year=2009 | publisher=[[McFarland & Company|McFarland]] | isbn=978-0786467976}}</ref> The game has been described as one of the innovative games from the 1970s that influenced the development of modern board games.<ref>{{Cite web |title=SFE: Board Game |url=https://sf-encyclopedia.com/entry/board_game |access-date=2022-08-24 |website=sf-encyclopedia.com}}</ref> Future Pastimes employed this technique in some of their other designs, notably the ''[[Dune (board game)|Dune]]'' board game.<ref name="bgn2007">{{cite web |work=Boardgame news |url=http://boardgamegeek.com/blogpost/3419/interview-peter-olotka-on-cosmic-encounter-and-dne |title=Peter Olotka on Cosmic Encounter and D*ne |author=W. Eric Martin |quote=We stole heavily from Cosmic Encounter when we designed Dune; the idea of having these well-defined and different powers, we applied it to Darkover, to Dune, and to Cosmic Encounter. }}</ref> [[Steve Jackson (US game designer)|Steve Jackson]] was influenced by ''Cosmic Encounter'' when he designed ''[[Illuminati (game)|Illuminati]]'' in 1982 (each player has a special power as well as a special victory condition).<ref name="illdn">{{cite web |url=http://www.sjgames.com/illuminati/designart.html |title=Illuminati Designer Article |author=Steve Jackson}}</ref> This design element has become more widespread in boardgames since then; it is especially applicable to games where the players represent individual characters in a [[role-playing game]]-like situation (for example, ''[[Talisman (board game)|Talisman]]'' and ''[[Arkham Horror]]'', both originally published in the 1980s). The possibility of an organic and completely different experience every time one plays was one of the influences in the design of the card game ''[[Magic: The Gathering]]''. ''Magic'' designer [[Richard Garfield]] has often cited ''Cosmic Encounter'' as being influential in the design of ''Magic, the Gathering'', going so far as to say, "[''Magic'''s] most influential ancestor is a game for which I have no end of respect: ''Cosmic Encounter''."<ref>[https://books.google.com/books?id=OjIYWtqWxtAC&dq=%22most+influential+ancestor+is+a+game+for+which+I+have+no+end+of+respect%22&pg=PA191 Game design workshop: a playcentric approach to creating innovative games]</ref><!-- This quote is from Garfield's article "The Creation of Magic: The Gathering," which is reprinted in the book Game Design Workshop, ISBN 1578202221-->
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