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Cosmic Zap is an artifact that can be used to cancel one use of any alien's power and disable it for the rest of the encounter. Note that if a player's power is canceled, they may not play their Super version of their flare, but they may play its Wild version.

Interaction with Super flares[]

A Cosmic Zap cannot be played to cancel a flare. However, as clarified in FFG's 2009 FAQ, if an alien's Super flare allows the alien to use its power at a different time than stated on the alien's sheet (e.g. Trickster's Super flare), a Cosmic Zap may be played at this time to cancel the alien's power even though the power is not being used per the alien's sheet. The flare in this case is not discarded but is returned to the player's hand and does not count against the player's one flare per encounter. The player may play the flare later during this encounter to get its Wild effect.

Cards that are "considered a Cosmic Zap"[]

Some cards, such as the Cosmic Field Generator tech card, state that using them counts as the use of a Cosmic Zap. This means that their effects follow the same rules as the Cosmic Zap (i.e. they may be used to cancel an alien's power or Super flare for one encounter) but do not count as artifact cards and thus the Card Zap cannot be used against them.

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