Sci-Tech
The WARP Sci-Tech

Sci-Tech


ADDITIONAL EQUIPMENT:

Thirty Sci-Tech markers--six for each of the following fields: Attack Sci-Tech, Edict Sci-Tech, Flare Sci-Tech, Moon Sci-Tech, and Power Sci-Tech.

A Sci-Tech marker is a two-sided game piece used to indicate a player's Sci-Sci-Tech level--0, 1, or 2--in a particular field. Appropriately labeled 3" x 1" cardboard rectangles work nicely as markers. Each Sci-Tech marker has a "Level 1" side and "Level 2" side; both sides identify the associated field.

[Example: An Edict Sci-Tech marker has "Edict Sci-Tech Level 1" printed on one side and "Edict Sci-Tech Level 2" on the other.]

ADDITIONAL SETUP:

Sort the Sci-Tech markers by field and set them aside.

During the game, players place Sci-Tech markers on the table in front of themselves (in full view of others) so as to display their current levels in each of the five fields. A player at level 1 or 2 in a field has a marker for that field with the corresponding side ("Level 1" or "Level 2") face up. A player at level 0 in a field has no marker for that field.

[Example: Alice is at Attack Sci-Tech level 0, Edict Sci-Tech level 1, Flare Sci-Tech level 2, Moon Sci-Tech level 0, and Power Sci-Tech level 1. She has three Sci-Tech markers on the table in front of her--an Edict Sci-Tech marker ("Level 1" side up), a Flare Sci-Tech marker ("Level 2" side up), and a Power Sci-Tech marker ("Level 1" side up).] Since every player begins the game at Sci-Tech level 0 in all fields, no markers are distributed during setup.

PLAY:

Advancement--
You advance one Sci-Tech level in the field of your choice at the start of each of your turns. You may also advance when another player uses Sci-Tech against you (see "Wielding Sci-Tech") or as part of a deal (see "Trading Sci-Tech"). To advance in a field:

* If you are currently at level 0 (no marker), draw a Sci-Tech marker for that field and place it in front of yourself with the "Level 1" side face up. You are now at level 1.
* If you are currently at level 1, turn your Sci-Tech marker for that field over to the "Level 2" side. You are now at level 2.
* If you are currently at level 2, turn your Sci-Tech marker for that field over to the "Level 1" side. In addition, all other players must discard their markers for that field. You are now at level 1, and everyone else is at level 0. You can never have more than one marker for the same field.

[Example: Bill is at Attack Sci-Tech level 1, Edict Sci-Tech level 2, Flare Sci-Tech level 0, Moon Sci-Tech level 0, and Power Sci-Tech level 0. At the start of his next turn, he chooses to advance in Power Sci-Tech. He takes a Power Sci-Tech marker and places it in front of himself, "Level 1" side up. Had Bill chosen Attack Sci-Tech, he would have flipped his Attack Sci-Tech marker to the "Level 2" side. Had he chosen Edict Sci-Tech, he would have flipped his Edict Sci-Tech marker to the "Level 1" side, and Alice and Cathy would have discarded their Edict Sci-Tech markers, dropping to Edict Sci-Tech level 0 (Dave, already at Edict Sci-Tech level 0, has no Edict Sci-Tech marker and would not have been affected).]

Wielding Sci-Tech--
Each of the five Sci-Tech fields is related to a specific game action:
* Attack Sci-Tech--winning a challenge as offensive main player.
* Edict Sci-Tech--playing an Edict card.
* Flare Sci-Tech--playing a Wild Flare card.
* Moon Sci-Tech--using (or otherwise activating) a Moon.
* Power Sci-Tech--using an Alien Power and/or playing a Super Flare card.

When another player attempts to take one of these actions, and your Sci-Tech level in the associated field is HIGHER than his, you may "wield" your Sci-Tech in that field against him, with the following results:
* Attack Sci-Tech--All offensive tokens return to bases instead of landing on the challenged planet or moon. (Losing defensive tokens are disposed of as usual, and the challenge still counts as a win for the offensive player.)
* Edict Sci-Tech--The Edict has no effect and must be discarded.
* Flare Sci-Tech--The Wild Flare has no effect and must be discarded.
* Moon Sci-Tech--The Moon has no effect. A "Discard after use" [Eon] or "One-Shot" [Mayfair] Moon is discarded, a "Continuing" Moon resumes its effect at the start of the next challenge, an "Immediate" [Eon] or "Intermittent" [Mayfair] Moon does not take effect until it is reoccupied in a later challenge.
* Power Sci-Tech--The Alien Power and/or Super Flare card have no effect, and neither can be used for the remainder of the challenge. (The Flare card is not discarded and may be reused as a Wild Flare during the same challenge, or as a Super Flare in a later challenge.)

When you wield Sci-Tech against a player, that player advances one level in the field you wielded (see "Advancement"). A wield can be nullified by an Advocate (see "Advocacy").

[Example: Alice, at Edict Sci-Tech level 1, plays The Plague (Edict) on Dave. Bill, at Edict Sci-Tech level 2, wields Edict Sci-Tech against Alice, saving Dave from The Plague. Alice discards The Plague card, without effect, and advances to Edict Sci-Tech level 2.]

Advocacy--
When another player wields Sci-Tech (see "Wielding Sci-Tech"), and your level in the field being wielded is the SAME OR HIGHER than the wielding player, you may declare yourself an Advocate of the intended target. The wield is then canceled.

However, a player at a HIGHER level than the Advocate may "re-wield" Sci-Tech against the same target. This second, higher-level wield can be stopped by another Advocate.

If an Advocate successfully blocks a wield, the game action which prompted the wield is carried out normally, and no one advances a Sci-Tech level as a result.

[Example: Cathy, at Power Sci-Tech level 0, wins a challenge as Macron (Alien Power). Alice, at Power Sci-Tech level 1, wields Power Sci-Tech against Cathy, preventing her from using Macron and thus reducing her total in the challenge below that of her opponent. Seeing that Cathy would now lose the challenge, Bill, at Power Sci-Tech level 1, declares himself an Advocate of Cathy, allowing her to use Macron to win the challenge. Dave, at Power Sci-Tech level 2, could wield Power Sci-Tech against Cathy again, causing her to lose the use of Macron and the challenge, but he chooses not to. Note that Cathy does not advance one level of Power Sci-Tech.]

Trading Sci-Tech--
When making a deal with another player, if your Sci-Tech level in a particular field is HIGHER than his, you may allow him to advance one level in that field (see "Advancement") as part of the deal. A player cannot advance more than one level from a single deal.

[Example: Dave (Edict Sci-Tech level 0, Flare Sci-Tech level 2) is trying to make a deal with Cathy (Edict Level 1, Flare Sci-Tech level 0). He suggests giving her one level of Flare Sci-Tech in exchange for her giving him one level of Edict Sci-Tech. Cathy insists on a base, though, and they finally agree on these terms: Dave gives Cathy a base in his system, Cathy gives Dave one level of Edict Sci-Tech and three cards from her hand.]

Sci-Tech Markers in PDF.

Note: This expansion was previously known as "Tech" (renamed upon release of Technology in the new Fantasy Flight edition of Cosmic Encounter).


Expansion by Bryan Bowe