Technology
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The WARP Technology

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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 \n"; } elseif ($timing_type=='mayfair') { echo ""; } elseif ($timing_type=="ff") { // get phases to invert switch ($phase) { case 0: case 1: $ff_phases["Start Turn"]=1; break; case 2: $ff_phases["Destiny"]=1; break; case 3: $ff_phases["Launch"]=1; break; case 4: case 5: case 6: $ff_phases["Alliance"]=1; break; case 7: $ff_phases["Planning"]=1; break; case 8: $ff_phases["Reveal"]=1; break; case 9: case 10: $ff_phases["Resolution"]=1; break; } // end of switch } } // end of foreach if ($timing_type=="ff") { echo ""; echo ""; foreach ($ff_phases as $phase => $state) { if ($state==0 AND $phases!="any") { $phaseclass="ff_phase_off"; } else { $phaseclass="ff_phase_on"; } echo ""; } echo "
$phase
"; } //end of ff type } // end of do_timing() /* make connection to database */ MYSQL_CONNECT($hostname, $dbusername, $password) OR DIE("Unable to connect to database"); @mysql_select_db( "$dbName") or die( "Unable to select database"); $totalnum = MYSQL_NUMROWS(mysql_query("select * from powers")); $on = "powers.powerID=flares.powerID"; switch ($flarestyle) { // set up query for different flare styles case 1: break; case 2: $on .= " AND (flares.flaretype='Wild1' OR flares.flaretype='Super1')"; break; case 3: $on .= " AND (flares.flaretype='Wild' OR flares.flaretype='Super')"; break; case 4: $on .= " AND (flares.flaretype='Wild1' OR flares.flaretype='Super' OR flares.flaretype='Con')"; break; } $set=stripslashes($set); if ($set<>"") $where = $set; if ($debug) echo "

set ekers '$set'

"; $query = "SELECT powers.*, flares.flaretype, flares.cardtext"; if ($showart=="yes") $query .= ", art.url, art.artist"; $query .= " FROM powers "; $query .= "LEFT JOIN flares ON $on "; if ($showart=="yes") $query .= "LEFT JOIN art ON powers.powerID=art.powerID "; if ($where<>"") $query .= "WHERE $where "; $query .= " ORDER BY $sortorder "; if ($limit<>"") $query .= " LIMIT " . $limit; if ($debug){ echo "This page is currently being worked on. Don't panic if you see strange results

"; echo "

$query

"; echo "showart ekers $showart"; echo ", showtype ekers $showtype"; echo ", shownotes ekers $shownotes"; } $result = mysql_query($query); while ($row = mysql_fetch_array($result)) { if ($displaytype=="normal" or $displaytype=="ffgames") { /* normal output */ if ($row["powerID"]<>$lastline) { /* only show power info if first time */ echo "
\n


"; if ($edit=="yes") { /* if in edit mode */ echo "edit power " . $row["powerID"] . "
"; } // end edit $powerof=eregi_replace($powerblurb . "([^.]*).", $powerblurb . "\\1.", $row["longdesc"]); /* embolden the the "power of " string */ if ($row["url"]<>"") echo "" . $row["powername"] . " by " . $row["artist"] . "

" ; echo "". $row["powername"] .""; echo " [".$row["omb"].":".$row["origin"]; if ($row['restricticons']<>"") echo ":".$row["restricticons"]; echo "] ". $row["shortdesc"]; if ($showauthor=="yes") { // show authors with links echo " "; echo $row["author"]; echo ""; } if (($showtheme=="yes") AND ($row["theme"]<>"")) { // show themes with links echo " "; echo "(" . $row["theme"] . ")"; echo ""; } echo "

\n\n"; echo $powerof . "

\n\n"; if ($showhistory=="yes") echo "History: " . $row["history"]. "

\n\n"; if ($row["restrictiontext"]<>"") echo "Restriction: ". $row["restrictiontext"] . "

\n\n"; if ($row["timing"]) { // if there is timing data echo "Timing:
\n"; // foreach (explode(",",$row['timing']) as $phase) { // echo $timingtext[$phase]."
\n"; // } do_timing($row['timing'],$timingstyle); echo "
\n"; } // check for any kinds of notes if (($shownotes=="yes" AND $row['notes']) OR ($showexperience=="yes" AND $row['experience']) OR ($showtype=="yes" AND $row['type'])) { echo "Notes:"; if ($showexperience=="yes" AND $row["experience"]<>'') { // if there is experience to show echo " The recommended experience level for this power is ".$row['experience']."."; } if ($showtype=="yes" AND $row["type"]<>'') { // if there is a type to show echo " This is a ".$row['type']." type power."; } if ($shownotes=="yes" AND $row["notes"]<>'') { // if there is a type to show echo " ".$row['notes']; } echo "

\n\n"; } $lastline=$row["powerID"]; // mark lastline so we know if this is the start of a new power next time $powercount++; //increment the number of powers found } // end first line if (($row["flaretype"]<>"") AND ($flarestyle<>5)) echo "". $row["flaretype"] . ": " . $row["cardtext"] . "

\n\n"; } //end normal elseif ($displaytype=="raw") { /* ceconvert format */ } } echo "Displayed $powercount powers."; if (!$supresslink) { echo "

"; echo "

View these powers with:
"; echo "

"; echo ""; echo ""; echo "
"; } ?>