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Cyborg is an alien with the power of Bionics. Its power gives it three face-up cards on its sheet that it always has access to. When it plays one of its face-up cards, it draws a new card from the deck and places it on its sheet as a replacement, or replaces the card back on its sheet if the card is not normally discarded after being played.

Text[]

 
Edition Power Text History
CA Game Setup: After starting hands are dealt, Cyborg is dealt three extra cards faceup on this sheet. These cards are not part of the Cyborg's hand and cannot be stolen.
You have the power of Bionics. At any time, you may play one of your faceup non-encounter cards as though it were in your hand. If the card would normally be discarded after being played, discard the played card, draw a new card, and place it faceup on this sheet. If the card would not normally be discarded after playing, return it faceup to this sheet after resolving it.
As a main player or ally, after your side reveals an encounter card, you may use this power to discard your side's revealed encounter card and replace it with an encounter card that is faceup on this sheet. After the encounter ends, draw a new card and place it faceup on this sheet.
A perfect marriage of biology and technology, the Cyborgs have been an odd mix of contrasts ever since they first showed up in the Cosmos. Loyal and caring towards one another, yet coldly logical when need be, the Cyborgs have done the math and know that they will eventually rule the Cosmos for the greater good of all race.

Flare[]

Wild: Play the top card of the discard pile as though it were in your hand. This flare may only be played once per encounter.

Super: Add a fourth card to your sheet. If you lose possession of this flare, you must discard a card from your sheet.


Notes[]

Cyborg's power's text states that if a card played from its sheet would be discarded after being played, the card is discarded and a new card is drawn and placed on its sheet, and if the card is not normally discarded after being played, the card returns to Cyborg's sheet. This does not account for flares that must be given to another player after being used, such as Sorcerer's Wild flare - as written, Cyborg's power would let it keep these flares on its sheet instead of giving them to another player, as they are not discarded after being played. FFG's 2018 FAQ addresses this by listing each flare that must be given to another player after use and stating that Cyborg may not use its power to keep them on its sheet; it must instead give the flare to the appropriate player and then draw a new card to add to its sheet. This seems to indicate that the intention of Cyborg's power in general is that if a card it plays from its sheet would return to its hand, it returns to its sheet instead, otherwise it draws a new card and places it on its sheet.

The Cyborg's Super flare also seems like a dead card if it ends up on Cyborg's sheet. If Cyborg plays its Super flare from its hand, it adds a fourth card to its sheet, potentially giving it four useful cards on its sheet. But if it plays its flare from its sheet, it adds a fourth card to its sheet but still only has three usable cards on its sheet because the Super flare now has no further benefit. The Cosmodex suggests a house rule that while Cyborg's flare is on its sheet, it does not count toward the three (or four) card limit that Cyborg may have on its sheet.

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