Technology
The WARP Technology

Technology


The Fantasy Flight version of Cosmic Encounter includes a new variant called Technology (Tech for short).

Tech cards represent revolutionary technologies that players can research during the game. Each tech card has an effect and a research number on it, which represents how long it takes to develop the technology.

Setup

If players decide to play with this variant, shuffle the technology deck and deal two tech cards to each player after completing the normal game setup. Each player then looks at his or her two tech cards, selects one, and discards the other, faceup, next to the technology deck. The selected tech card is placed facedown in front of the player, and is not considered part of his or her hand.

Using Technology

At the start of any player's Regroup Phase, before the offense retrieves a ship from the warp, each player may research their tech card, complete their tech card, or do nothing.

Researching a Tech Card

To research a tech card, the player takes one of his or her ships from any of the player's colonies and moves it on top of his or her tech card. The ship is now researching that tech card. Once a ship is researching a tech card, it cannot be removed from that tech card until the tech card is completed.

Completing a Tech Card

To complete a tech card, the player turns the tech card faceup. If there are a number of ships researching the tech equal to or greater than the tech card's research number, the tech is completed. The player returns the researching ships to any of his or her colonies. The completed tech card remains in play and may now be used. If the number of ships on the tech card is lower than its research number, the tech card is abandoned.

The player returns the researching ships to any of his or her colonies, as before, but the tech card is discarded, faceup, next to the technology deck instead of being used.

Note that technology cards may have many different effects. Some of them are discarded after being used, while others remain in play for the rest of the game once completed.

Getting New Tech Cards

If a player is eligible to have a second encounter during his or her turn, he or she may give up the opportunity to have a second encounter and instead obtain a new tech card. The player draws a number of tech cards equal to his or her current foreign colonies plus one, selects one, and discards the others. The selected tech card is placed facedown in front of the player and must be researched before it can be completed, just as before. There is no limit to the number of tech cards a player can have facedown in front of him or her, but a player may only research or complete one tech card during each Regroup Phase. If the tech deck runs out, shuffle the tech discard pile to make a new tech deck.

Note: The Machine may give up its second or later encounter to obtain a new tech card, but doing so ends its turn, regardless of its alien power.

Losing Researching Ships

Ships researching a tech card are considered to be in that player's home system, but may not participate in any encounters. Players may not aim the hyperspace gate at a tech card, but ships can be lost from a tech card in other ways (such as the Shadow's power).

Tech Cards

Coldsleep Ship
Gain Colony. Once complete, you may discard this tech at the start of any encounter to gain a new colony on any planet in any other player's system when you don't already have one. You may place up to four ships on that colony, moving them from your other colonies or this tech card. Your ships coesist with any ships already on the planet.(9)

Collapsium Hulls
Save Ship. Once completed, this tech stays in play. While it is in play, when you lose an encounter as the defense by 5 or less, one of your ships may remain on the planet instead of going to the warp. Your ship coexists with any ships that establush a colony on the planet during the encounter.(4)

Cosmic Field Generator
Stop Alien Power. Once complete, you may discard this tech to cancel one use of any alien's power, including your own. That power may not be used again during the current encounter. This use of this tech is considered to be a "Cosmic Zap", but this is not an artifact card.(2)

Delta Scanners
Draw from Discard. Once complete, you may discard this tech at the start of any encounter to take any one card from the discard pile and add it to your hand.(2)

Energy Cloak
Prevent Allies. Once complete, you may discard this tech when you are the offense after aiming the hyperspace gate. The defense may not invite any players to ally with him or her during this encounter.(4)

Enigma Device
Reset All Hands to 8 Cards. Once complete, you may discard this tech at the start of any encounter. Each player, starting with you and continuing clockwise, either draws cards from the deck or discards cards at random as needed to bring his or her hand to exactly eight cards. You (and only you) may discard as many of your cards as you wish beforehand.(4)

Genesis Bomb
Create Planet. Do not reveal this tech until used. You may reveal and discard this tech at the start of any player's encounter to take the Genesis planet and palce it in your home system. You may immediately gain a colony on it using any or all of the ships used to research this tech.(4)

Gluon Mines
Ambush Attackers. Do not reveal this tech until used. You may reveal and discard this tech as the defense after encounter cards are selected but before they are revealed to send one attacking ship to the warp for each ship researching this tech. If there are no attacking ships left afterwards, you win this encounter, otherwise it continues as usual.(X)

Infinity Drive
Extra Encounter. Once complete, you may discard this tech at the end of any encounter (including your own) to immediately have an encounter. Afterwards, play resumed from where it left off..(6)

Lunar Cannon
Defend Two Planets. When you complete this tech, take and place the lunar cannon token between two of your home planets. While this tech is in play, you control the lunar cannon. When you are a main player or an ally, you may add 10 to your side's total in any encounters targeting a world next to the lunar cannon. Each time a wild destiny card is drawn, you may move the lunar cannon token to a new position in any system.(5)

Omega Missile
Destroy Planet. Once complete, you may discard this tech at the start of any player's encounter to choose a planet in any system. Remove that planet from the game and send all ships on it to the warp.(8)

Plasma Thrusters
Add One Ship. Once completed, this tech stays in play. While it is in play, you may launch one extra ship into each encounter as the offense or an ally (for a total of five, normally). As the defense, you may move one ship to your planet being attacked from any of your other colonies during the launch phase.(6)

Precursor Seed
Gain Extra Power. When you complete this tech, draw a random unused alien power and place it faceup in front of you. If it is an alien with Game Setup text or an alien not allowed in this game, discard it and draw again While this tech is in play, you may use the extra alien power you have drawn in addition to your own.(9)

The Prometheus
Create New Ship. When you complete this tech, take the Prometheus token and place it on one of your colonies. While this tech is in play, you control the Prometheus, which is treated in all ways as one of your ships except that it adds an extra +3 to your side's total when it participates in an encounter.(7)

Quark Battery
Hide Encounter Card. When you complete this card, place an encounter card from your hand facedown under it. This card is not considered part of your hand and may not be looked at or taken by other players. Later, after cards are revealed in an encounter in which you are a main player, you may discard this tech to replace your revealed encounter card with the one under this card.(3)

The Qax
Force Ally. Once complete, you may give this tech to another player when you invite them to ally with you. They must ally with you and send 4 ships, although they are not required to abandon any colonies in order to do so. That player may later give this tech to another player (including you), and so on.(4)

Tech Scrambler
Cancel Tech. Do not reveal this tech until used. You may reveal and discard this tech at any time to cancel the effect of any one other tech card. The canceled tech must have a research cost equal or less than the number of ships researching this tech. The canceled tech is then discarded from play.(X)

Vacuum Turbines
Draw Four Cards. Once complete, you may discard this tech at the start of any encounter to draw four cards from the deck. Look at them and add any of them you wish to yrou hand, discarding the rest.(2)

Warpspace Key
Free Ships From Warp. Once completed, you may discard this tech during the regroud phase of one of your encounters to free all of your ships from the warp. Freed ships return to any of your colonies.(3)

Xenon Lasers
Add or Subtract 1 from Total. Once completed, this tech stays in play. While it is in play, you may either add 1 to, or subtract 1 from, your side's total after encounter cards are revealed when you are a main player or ally.(3)

New Tech Cards

Auto-Nova
Nullify Power with Flares. Once completed, this Tech stays in play. While it is in play, whenever you hold the flare of an alien in the game, you may discard it to nullify the effects of its power for that encounter. It does not count as a Cosmic Zap, and does not need to be done when the power is activated. (6)

Corona Radiant
Play Multiple Flares. Once completed, this tech stays in play. While it is in play, you may play more than one flare card per encounter. You may only play a particular flare once per encounter. (4)

Macroscope
View Cards. When you complete this Tech, take the Macroscope token and place it in your system. While this Tech is in play, you control the Macroscope, which always moves to the system indicated by destiny. As a main player, you may look at one type of card in the hand of whoever's system the Macroscope is in: Attack cards, Flares, Negotiates, Artifacts, Reinforcements. (5)

Dampening Field
Flares Are Discarded. Once completed, this Tech stays in play. While it is in play, any time any other player plays a flare card, it must be discarded after use. (8)

Energizer
Have a Third Encounter. Once complete, give this Tech to another player when you successfully complete a second encounter. You may then have a third encounter. (4)

Gamma Converter
Discard to Add to Total. Once completed, this Tech stays in play. While it is in play, as a main player or ally, after cards are revealed in an encounter, you may use this Tech to discard any number of cards at random from your hand to add +1 to your total per card. (5)

Seismic Pulse
Move The Hyperspace Gate. Once completed, discard this Tech after cards are played in an encounter, but before they are revealed to move the Hyperspace Gate, pointing it at any other planet in the same system. Conclude the encounter with the new target. (6)

Primordial Ark
Redeal Aliens. Once completed, discard this Tech at the start of any encounter to collect all players' aliens and redeal them at random. Each player keeps the new alien(s) and play continues. (9)

Transmogrifier
Copy Any Tech Each Encounter. Once completed, this Tech stays in play with all researching ships still on it. While it is in play, during each regroup phase, you may copy any other revealed Tech. To activate the Transmogrifier, you remove one of your ships from this Tech. The Transmogrifier will remain the copied Tech until you activate it again. Once you have removied all six ships on this card, you must discard it. (6)

Axlotl Tank
Retain a Lost Ship. Once completed, this Tech stays in play. While it is in play, whenever you lose more than 1 ship to the Warp, you may use this Tech to retain 1 ship, sending it to any colony where you already have ships. (6)

Destiny Holo-flux
Reflip Destiny. Once completed, discard this Tech at the start of any Destiny phase to cancel the flip of the Destiny pile and flip again. (2)

Emulator
Copy a Revealed Tech. Once completed, this Tech copies any revealed Tech in play. The number of ships researching this Tech must be equal to or greater than the number of the copied Tech. This Tech is treated as the copied Tech in all respects. (X)

From Jack Reda


Nuclear Missile
Destroy target colony. When using this Tech, chose a colony belonging to any player on any planet and completely wipe it out, sending all ships on a planet belonging to that one player to the Warp. Use at a Discard after use. (3)

Reyuban Rod
Force opponent to discard cards in hand. When using this Tech, you may chose a player who will then discard as many cards at random as ships you have researching this. Discard after use. (X)

Quark Fork
Attack two adjacent planets simultaneously. Use this Tech only during after the Destiny Phase but before the Launch Phase. When using this Tech, place the gate between two planets of the color flipped in Destiny. You are now attacking both of them simultaneously, whether or not that player has ships on the second planet. You must play two different encounter cards, one for each attacked planet; your opponent must play two different encounter cards for each planet. If he cannot play an encounter card for one of his planets, count his unplayed card as an attack 0. If you opponent cannot play an encounter card for any of his planets he discards his hand and draws a new one, then plays. When when winning with allies they may only colonize one of the planets should you win both, and upon losing a planet some of your side's ships must be sent to the Warp, half for each player on your side rounded up. Your opponent may ask for allies for both of his planets, allowing a single player to send up to 4 ships for each defending planet. Discard after use. (6)

The Positron v5.1
Keep normally discarded cards. Use this Tech when you are forced to discard your remaining hand due to needing to take a new hand for a lack of encounter cards. You may instead set these cards aside, draw a new hand of 8 cards, and add these cards to it. Discard after use. (4)

Hawking Catapult
Attack without using ships. When revealing this Tech is stays in play permanently as long as ships remain to fuel it. Use this Tech during your offensive encounter to attack with a default attack value of 4, without committing any ships to the encounter. If you win the encounter, you may then place up to 4 of your ships on the planet attacked. Each time this Tech is used remove one of your ships from it and place it in the Warp. (X)

Dark Matter Beam
Target player loses a turn. Use this Tech only when a player is about to take a second encounter or a new Tech. When using this Tech, that player loses their second encounter or their opportunity to gain a new Tech. This ends Machine's turn. Discard after use. (4)

Quasar Spear
Add +35 to an attack. When using this Tech, treat it as a Reinforcement +35 an play it as such. Discard after use. (6)

Nu'x'xian Orb
Gain immunity to Wild Flares. When revealing this Tech is stays in play. As long as you have this Tech revealed, no Wild Flare can be directly used against you. (7)

Galactose Intolerance
Degenerate opponents. When using this Tech each enemy player is forced to discard all non-encounter cards and also 2 ships of their choice to the Warp. (8)

Warp Breaker
Free your ships from Warp. When using this Tech free all of your ships from the Warp. Discard after use. (3)

Wormhole Generator
Swap colonies. When using this Tech chose a colony of any player on any planet and swap it with another colony of any player on any other planet. You may also swap a colony with an uninhabited planet, simply placing it on the uninhabited planet. Discard after use. (6)

Pulsar Power Plant
Take more and give less cards. When revealing this Tech it stays in play. When using this Tech you receive an additional card from the Deck when drawing cards or from an opponent when collecting compensation. When being forced to discard or give away more than one card, you may discard or give away one less card. This does not effect having to discard your entire hand to draw a new one due to lack of encounter cards. (7)

Mass Driver Armor
Lost offensive ships send winning defensive ships to Warp. Use this Tech when losing an enoucnter as the offensive main player. When using this technology you may send 1 enemy ship from the defending planet to the Warp for each ship you lost in this encounter. (3)

From Christopher Oliviera


Strange Attractor
Acquire Flare. Once completed, you may discard this tech at any time to reveal all Flares in the discard pile and in each other player's hand. If any revealed Flare corresponds to your alien power, acquire one. Otherwise, acquire one revealed Flare of your choice. (5)

From Paul Hlavacek


Tech Aliens


CIRCUIT [O:FFGfo:T] Trades Technology Cards Adam Rouse (Tech)

You have the power to Switch. At the start of any other player's turn before Tech is researched, you may use this power to look at all of his Tech cards. You may then take one of his Tech cards and replace it with one of your own. All researching ships stay in their home system and are placed on the newly switched card.

History: From a world of constantly raging electrical storms, the Circuits have long ago learned to use these currents to their advantage. Preferring to use their opponents' energy against them, the Circuits are confident that conquest of the cosmos is as simple as a flick of a switch.

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power. If Circuit switches Tech with Scientist, he would switch only one card, not the whole stack. If using Super Switch, he'd unstack them first, and Scientist would stack any received Tech immediately.

Wild: At the start of any other player's turn, you may remove one ship from any of his Tech cards.

Super: You may use your power to switch all of your Tech for all of your opponent's Tech. If either player ends up with no Tech, his researching ships return to bases.



COLLOID [M:FFGfo] Researches First Christopher Oliveira (Tech)

You have the power of Homogeny. No one is allowed to place any ships towards researching Tech unless you do so first during the same encounter.

History: After many eons these mercury-based beings have found a way to become one with the universe. The Colloid are able to control the use of machinery by bonding with it secretly for as long as they desire, rendering it all useless until they decide to act suddenly against their enemies.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: When another player researches his or her Tech, you may force that player to send their researching ship to the warp.

Super: No other player may have any more Tech cards then you do being researched or owned.



CORSAIR [O:Warp:T] Attacks Researching Tech Jack Reda (Tech)

You have the power to Seize. As the offense, you may use this power to attack a player's researching Tech rather than one of his or her colonies. Point the hyperspace gate at the player's Tech (so long as it has at least one researching ship on it). No alliances are permitted. Losing ships go to the warp, and whoever wins takes control of the Tech with whatever ships were involved in the encounter.

History:

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: When a player discards a Tech after revealing it, you may take control of that Tech and place it facedown in front of you. The Tech may now be researched normally.

Super: You may invite allies to help you seize a Tech. If you win, they receive rewards as if they were winning defensive allies.



ENGINEER [O:Warp:T] Develops Tech Faster Jack Reda (Tech)

You have the power to Develop. Whenever you choose to research Tech, you may place more than one ship on the developing Tech. All researching ships must come from the same home base.

History:

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: Move a ship from one of your external bases to a Tech card you are currently developing.

Super: Additional ships you place on a single turn can come from any of your bases (even external bases).



ENGINEER [O:FFGfo:T] Colonizes Tech Cards Christopher Oliveira (Tech)

You have the power of Construction. Whenever you have at least 4 of your ships researching a tech card with no token on it, use this power to place a token on that tech card. It counts as both a foreign colony and a home colony for you as long it is in your possession.

You may further research, complete and reveal a tech card with a token on it, but if that tech can't remain in play without needing to be used then you lose the token.

History: One of the most intuitive and clever races in all the cosmos, the Engineers are strangely reclusive and stay out of most skirmishes and major battles. Unbeknown to the rest of the intergalactic world is that they are secretly building a super weapon of war out of many high tech parts that can eliminate entire galaxies...

Restriction: Use only in a game with tech cards.

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: At the beginning of your turn you may discard as many reinforcement cards as you desire and place that many of your ships on any tech card(s) you are researching.

Super: When you win an encounter, you may place as many of your winning ships from that encounter as you desire onto tech cards you are researching.



ENGINEER [O:CD] Gains Tech When Losing Fantasy Flight (Tech)

You have the power of Technology. As a main player, when you lose an encounter or fail to deal, you may use this power. Draw two tech cards from the technology deck (even if it is not otherwise in play). You may choose one of the drawn cards to place facedown on this sheet. If you do so, and another tech was already on this sheet, the new one replaces it. The tech(s) you do not keep are discarded.

You may research the tech card on this sheet normally and/or count your ships in the warp toward its research cost. When the tech is completed, move it off this sheet. Ships counted from the warp do not return to colonies with other researching ships, but may be used for the effect of a tech such as Coldsleep Ship or Genesis Bomb.

If this power or a tech card on it is stolen, discarded, etc., any ships that were researching the tech card on this sheet are returned to any of your colonies.

History: Engineers seek to rule the Universe through technological superiority. Valuing intelligence and ingenuity over might, they use scientific breakthroughs to subjugate those who oppose them, no matter how strong.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: You may draw cards from the deck until you draw an artifact card. Non-artifacts drawn are discarded. If you exhaust the deck without drawing an artifact, take any one artifact from the discard pile. Give this flare to the Engineer after use (or discard it, if the Engineer isn't playing). (As Any Player) (Any Phase)

Super: When using your power, instead of drawing two tech cards you may look through the technology deck and take one card your choice. Then, shuffle the technology deck.



FUSION [M:FFGfo] Wins With Completed Techs Christopher Oliveira (Tech)

You have the power of Construction. At the beginning of any player's regroup phase if you have completed Techs in your possession equal to the number of players +1, use this power to automatically win. You may still win by the normal method.

History: One of the most intuitive and clever races in all the cosmos, the Fission are strangely reclusive and stay out of most skirmishes and major battles. Unbeknownst to the rest of the intergalactic world is that they are secretly building a super weapon of war out of many high tech parts that can eliminate entire galaxies...

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Expert. This is a Rules type power.

Wild: At the beginning of your turn you may discard as many Reinforcement cards as you desire and place that many of your ships on any Tech you are researching.

Super: Whenever you win an encounter as a main player you may place as many ships as you desire that you had involved in that encounter onto a Tech you are researching.



GRASP [M:FFGfo:T] Holds Other Player's Reasearching Ships Christopher Oliveira (Tech)

You have the power to Hijack. Whenever you are a main player and win an encounter use this power to capture as many ships from your main opponent's ships researching Tech as you had in the encounter. These ships are now placed on your Tech. When you reveal a completed Tech that is being researched with enemy ships, send those enemy ships to the warp. If you hijack ships and have no Tech to be researched, hijacked ships are sent to the warp.

History: Although mind-control and slavery is looked down upon by most civilized and sophisticated races in the cosmos, the Grasp specialize in these areas to manipulate hostile lifeforms into slave-labor. Those who have escaped the clutches of the Grasp recount stories of giant burning hands taking hold of their ship before they lost consciousness and found themselves working on alien machinery...

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: Whenever you win an encounter as an offensive main player, for each ship you had in the encounter, use this to send as many ships as your main opponent has researching Tech to the warp.

Super: When you remove the last ship from an opponent's Tech through use of your power, your opponent must discard the Tech. When you reveal a completed Tech card that is being researched with enemy ships, you must place all enemy ships on any other Techs you have being researched, otherwise they are sent to the warp.



HUB [O:Warp:T] Researching Ships Add to Total Jack Reda (Tech)

You have the power to Connect. As a main player, you may use this power to add the number of ships you have researching Tech to your total in an encounter.

History:

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Novice. This is a Combat type power.

Wild: You may collect compensation in the amount of the number of ships you have researching Tech instead of the normal amount.

Super: You may use your power to connect as an ally.



NANITE [O:Warp:T] Uses Other Player's Tech Jack Reda (Tech)

You have the power to Undermine. Once per encounter, if you have a colony in another player's system, you may use this power to take control of their revealed Tech card and use it. That player no longer has control of the Tech. You may only control the Tech if you are activating it.

History:

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: You may send one of your ships to the Warp to cancel the effects of another player's Tech.

Super: You may use your power on a player that has a colony in your system.



NECESSITY [O:FB] Gains Tech When Losing Warren Denning (Tech)

You have the power to invent. Place the Technology deck near you at the beginning of the game. When you lose an encounter as the Main Player or ally, draw the top card from the top of the Technology deck during the Resolution phase and place it on your power sheet. If the number of your ships in the Warp is equal to or greater than the Research Number on the card, you may use the Technology card. Every time you draw a new Technology card it replaces the last Technology card you drew.

History: Noted for an emphasis on conformity and utilitarian existence focused only on the necessities of life, this primary female eusocial society comes alive during crisis periods. Invaders and raiders have been stunned by counter-attacks by Necessity hives using previously unseen inventions seemingly born out of thin air. Now with the home system once again secure, the most powerful of the hives have struck out into the universe fueled by new ideas and novel interstellar propellants born from the previous dark times the race hopes to avoid.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: Draw from the top of the Encounter deck and keep the first artifact card you find. Discard the rest of the cards. If you run out of cards before finding an artifact, shuffle the discard pile and keep drawing.

Super: When you lose an encounter, play this card to search the Technology deck and put into play one card of your choosing.



NECROCRAT [O:Warp:T] Lost Ships May Be Used To Research Jack Reda (Tech)

You have the power of Necrosis. Whenever your ships are sent to the Warp, you may use this power to place one of them onto one of your researching Techs.

History:

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: If you lose ships as part of a failed deal, you may send them all to your researching Tech.

Super: All of your ships lost to the Warp are sent to a researching Tech.



OLIGOPOLY [M:FFGfo:T] Benefits from others completed techs Jon Gon (Tech)

You have the power of technologic competition. When any player, except you, completes one tech, immediately complete one tech card that you currently control. If you don't have tech cards, you immediately receive one from the top of the tech deck. In the second case the technology must then be researched.

History:

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: In any regroup phase discard this flare and receive one tech card from the tech deck.

Super: Use this flare in the beginning of your turn to steal one researched technology from any other player. Discard after use.



PLAGIARIST [O:BGG:T] Attacks Technology Luke O'Hearn (Tech)

You have the power of imitation. After you draw a destiny card, use this power to aim the gate an an opponents technology card (face up, or face down). Any ships researching that technology count for the defense. Allies may not partake in this encounter. If you win the encounter, any researching ships are sent to the warp and you gain control of this technology (placing it face down in your system with any surviving attacking ships placed atop it as researchers). Attacking and defending ships may not coexist on a tech card, regardless of other powers.

Whenever another player discards a technology card from play, use this power to gain control of that card. Place it face down in your system and put any number of ships from your colonies atop it as researchers.

History: Having little or no pride, Plagiarist has never been afraid to take a good idea and make it their own. Even if they have to take it by force.

Notes: The recommended experience level for this power is Expert. This is a Resource type power.

Wild: Take any card from the the technology discard pile, then shuffle that pile into the technology deck.

Super: When attacking a technology card, add +10 to your sides total.



PULSE [M:Warp:T] Tech May Not Be Used Against You Jack Reda (Tech)

You have the power of Electromagnets. Whenever another player uses their Tech, use this power to nullify the effects against you.

History:

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Novice. This is a Rules type power.

Wild: You may use any Zap card to cancel the effects of a Tech. That Tech is then discarded.

Super: When you nullify the effects of a Tech, you may take the Tech unless it is a discard after use Tech.



SCIENTIST [M:FFGfo:T] Researches Multiple Technology Cards Adam Rouse (Tech)

You have the power to Brainstorm. When you draw cards from the Tech deck (including at Game Set-up), use this power to place all Tech drawn face down in a stack. If you already have a stack, add the new Tech to the current stack. When you place a ship on the stack, it is researching all cards. If you reveal a Tech and there are still Tech left in the stack, you may leave any or all researching ships on the stack. You may only reveal one Tech per encounter. When you are zapped, keep only one Tech from those drawn, but it is still added to the stack.

History: The only race in the universe to discover fire and electricity on the same day they invented the wheel, the Scientists can follow multiple trains of thought simultaneously. And given time, one of these trains of thought will assuredly lead to the defeat of their enemies.

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: When you draw Tech, choose two to keep.

Super: You may reveal one additional Tech per Encounter.



SCOTT [M:FFGfo:T] Researching Ships Are Worth Two Toomai (Tech)

You have the power of overestimation. When you are about to complete a Tech, use this power for each of your researching ships to be worth two ships. For example, you only need 3 ships to complete and use a Tech with a research cost of 6. If this power is zapped, you must still complete the Tech.

History: Proficient engineers, the Scotts seem to get things done in a fraction of the time it would take others. While sceptics insist that they merely overestimate their completion times, most simply agree that they are miracle workers.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: You may place two ships on a Tech at once.

Super: Your researching ships are worth three.



TECH PIRATE [O:BGG] Steals technology Mark Hawkinson (Tech)

You have the power to steal and sell technology. Instead of researching a tech you control you may instead place the researching token on a tech someone else controls. As long as a tech someone else controls has one or more of your tokens on it you may look at it or complete as if it was yours. Whenever you complete a technology you may sell it to another player (for cards, colony, or tech).

History:

Restriction: Use only in a game with Technology.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: You may send x tokens to the warp to send the same number of tokens from someone else's technology card to the warp.

Super: You may research another player's technology whenever their color is flipped on the destiny pile.



TECHNICIAN [O:BGG] Researches Tech With Cards S M (Tech)

You have the power of R&D. When You have the opportunity to put a ship on a tech card you may use this power to put one card from your hand on a tech card. This card acts as one ship on the tech and is returned to your hand after the tech is researched or discarded after being abandoned. You always have the option to use tech even in a game without it.

History:

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: During the launch or the alliance phase when you send ship into an encounter one ship may instead be a card from your hand. This card is counted as a normal ship and is not part of your hand. Discard this card at the end of the encounter.

Super: You may send up to two cards that are in your hand to one tech card of your choice instead of just one.



TECHNOCRAT [M:Warp:T] Develops Two Techs Simultaneously Jack Reda (Tech)

You have the power of Tech. Whenever you draw Tech cards, use this power to take three cards, and keep two of your choice. When you add a ship for research, use this power to research two Techs at the same time. Any time you reveal a completed Tech, researching ships may remain on the unrevealed Tech, or be diverted to revealed Techs or your colonies.

History: Once the homeworlds of the Technocrats had been stripped of all available resources, they were eventually reconstructed out of biomechanical devices, technological platforms, and industrially recycled waste. The entire societal existence of the Technocrats revolves around the concept of machine - love, art, commerce... everything is manufactured, quickly, precisely, and efficiently.

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild: Draw a card from the deck instead of researching your Tech this encounter.

Super: You may draw a new Tech and exchange it for one you are researching (keeping your researching ships on the new Tech).



TECHNOMANCER [O:BGG:T] Creates advanced technology Mark Hawkinson (Tech)

You have the power of technical wizardry. Whenever a tech card is discarded by another player you may use this power to keep it for yourself. You may research techs during the start turn phase as well as the regroup phase.

History:

Restriction: Use only in a game with Technology.

Notes: The recommended experience level for this power is Advanced. This is a Resource type power.

Wild: Discard this flare to use it. Choose a discarded tech card and place it in your research area.

Super: You may research a tech whenever you win an encounter.



THINK-TANK [O:BGG:T] Technology Researched By Other Players Luke O'Hearn (Tech)

You have the power of Scholarship. At the start of any regroup phase, instead of researching one of your uncompleted tech cards, you may use this power to give a scholarship to one opponent. That opponent must send one of his or her ships to help research that tech for you. When you complete the tech, all opponents' researching ships return to their colonies immediately (even if the tech allows its researching ships to go elsewhere).

History:

Notes: The recommended experience level for this power is Novice. This is a Resource type power.

Wild: At the start of any encounter chose a player. That player must remove a researching ship from one of their technology cards. The ship's owner returns it to one of their colonies.

Super: When you complete a technology all opponents' ships that were researching it are placed in the warp instead of on colonies.



WARMONGER [O:FFGfo] Uses Tech As Weaponry Christopher Oliveira (Tech)

You have the power of Armament. As a main player after alliances have been made but before encounter cards are played, you may use this power to discard one of your researching or completed tech cards to use as a weapon. For each ship you had on the tech card, or whatever the value of it if completed, send that many ships involved in the encounter from your opponent to the Warp, and the same number of allied ships for each of his allies.

After using this power and returning any researching ships you had on the tech card to your colonies, draw a new Tech card.

History: In the world of progress and intelligent responsibility, the Warmongers are looked down upon for their extravagant waste of technology and virulent worldview. They do not see it the same way. The Warmonger's motto is "everything is a weapon", and they employ this philosophy to the most destructive degree.

Restriction: Use only in a game with Tech.

Notes: The recommended experience level for this power is Advanced. This is a Combat type power.

Wild: Your total of ships researching Tech and value of completed Tech are added to your total attack power.

Super: As a main player you may use your power after alliances have been made but before encounter cards are played to force your main opponent to discard a Tech card of your choice. For each ship he had on it, or whatever the value of it if fully researched, send that many ships involved in the encounter from your opponent' to the Warp, and the same number of allied ships of each of his allies. Draw a new Tech card.



XENOMORPH [M:Warp:T] Allies Gain Tech but Lose Ships Jack Reda (Tech)

You have the power to Harm. When you accept a player's invitation to ally, use this power to give that player a Tech card from the deck, which is automatically fully researched. If that player wins the encounter, you send to the warp one ship from any colony in that system other than your own (including other allies, or ships from players not even involved).

History: A dangerous alien species, the Xenomorphs proved to be too effective as allies to be shunned outright. Other aliens have learned the risks of associating with the Xenomorphs, and must decide if they outweigh the rewards.

Notes: The recommended experience level for this power is Advanced. This is a Rules type power.

Wild1: You may sacrifice your ships on a colony and take an equal number of ships belonging to other players on the same colony.

Super: You may eliminate ships from the colony even if your side loses.

Con: Xenomorph may not eliminate your ships on a colony he has just occupied.

Displayed 24 powers.

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