Artifacts (FFG)
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The WARP Artifacts (FFG)

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Artifacts (FFG)


The following is a list of all artifacts contained in the Fantasy Flight Games edition of Cosmic Encounter.

Card Zap - Negates Cards. Play this card at any time to negate a flare or artifact card just as a player attempts to use it. The flare or artifact must then be discarded. (2 +1 in CI)

Cosmic Zap - Stops Power. Play this card at any time to cancel one use of any alien's power, including your own. That power may not be used again during the current encounter. (2 + 1 in CI)

Emotion Control - Alters Attack. Play after encounter cards are revealed to treat all attack cards played this encounter as negotiate cards. The main players must then attempt to make a deal. (1)

Force Field - Stops Allies. Play after alliances are formed during an encounter. You may cancel the alliances of any or all players. Canceled allies return their ships to any of their colonies. (1)

Ionic Gas - Stops Compensation and Rewards. Play after the winner of an encounter is determined. No compensation or defensive ally rewards may be collected this encounter. (1)

Mobius Tubes - Frees Ships. Play at the start of one of your encounters to free all ships from the warp. Freed ships may return to any of their owner's colonies. (2)

Plague - Harms Player. Play at the start of any encounter and choose a player. That player loses three ships of his or her choice to the warp (if possible) and must discard one card of each type that he or she has in hand (such as attack, negotiate, artifact, flare, etc.). (1)

Quash - Kills Deal. Play after a deal is made successfully. Cancel the deal, and the dealing players suffer the penalties for a failed deal. (1)

From Coscmic Incursion.

Card Zap - Negates Cards. Play this card at any time to negate a flare or artifact card just as a player attempts to use it. The flare or artifact must then be discarded. (1)

Cosmic Zap - Stops Power. Play this card at any time to cancel one use of any alien's power, including your own. That power may not be used again during the current encounter. (1)

Finder - Search for Card. Play this card at any time. Choose another player and name a specific card, such as "Attack 40", "Clone flare", or "Plague". Look at the chosen player's hand. If the named card is in his or her hand, you may take it. (1)

Hand Zap - Draw New Hand. Play at the start of any encounter and choose a player (even yourself). That player discards his or her entire hand and draws a new hand of eight cards. No cards may be played in response to this card except cards that cancel its effect. (1)

Space Junk - Take Top Discard. Play this card at any time. Choose any player (even yourself). That player takes the top card of the discard pile and adds it to his or her hand. When several cards go into the discard pile at the same time, you may select any one of them for the targeted player to take. (1)

From Cosmic Dominion.

Omni-Zap - Zaps Anything. Play at any time to copy the effect of any other Zap artifact you name, or to cancel and discard any one card that was just played or revealed. If the encounter or an alien power is now unplayable (e.g., by zapping a destiny, encounter, claw, or schizoid card) then an appropriate replacement is drawn or played (drawing a new hand if ncessary). After use, remove one of your ships from the game or send three of your ships to the warp.(1)

Rebirth - Regains Home Colonies. Play at the start of any encounter and choose a player (even yourself). That player may place one or more of his or her ships, from his or her colonies, onto any planet(s) in his or her home system. (1)

Ship Zap - Sends Ship to Warp. Play at any time. Send to the warp any one ship from anywhere in play, or one that has been removed from the game. (If you remove the offense's last ship from the hyperspace gate, the offense continues with zero ships.) (1)

Solar Wind - Reverses Rewards. Play after encounter cards are revealed. Gains for allies are reversed: defensive allies land on the targeted planet if their side wins, while offensive allies receive rewards if their side wins. (If gains were already reversed, they revert to normal instead.) (1)

Victory Boon - Rewards Defender. Play after the defense wins an encounter. The defense receives rewards equal to the number of his or her ships in the encounter.(1)


See also: Cosmic Incursion Artifacts, Cosmic Dominion Artifacts and Edicts/Artifacts