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Healer
Power to heal
Can save others' tokens from warp
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Eon
Any Phase
Wild
You are immune to "Cosmic Zap" Edicts.
Super
Your fee for healing another player is raised to one card from the deck per token you heal.
Healer
Power to heal
Can save others' tokens from warp
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Mayfair
Any Phase
Wild
Cancel any Zap edict.
Super
You receive one card for each token you heal from the warp in one challenge.
Healer
Power to heal
Can save others's ships from warp
Healer (AH)
AH
Any Phase
Healer
Power to heal
Can save others' ships from warp
Healer (CEO)
CEO
Resolution
Healer
Power to heal
Can save others' ships from warp
Healer (FFG)
FFG
Any Phase
Wild
You may cause any Cosmic Zap played on you to be discarded without effect.
Super
You may raise your fee for healing other players to one card from the deck per ship you heal.

Healer is an alien with the power to Heal. Its power benefits everyone. Whenever another player's ships are sent to the warp or removed from the game, Healer may intervene and rescue the ships. Healer may choose which players to heal; all ships lost by the chosen player(s) at this time are saved and return to their owners' colonies. In return, Healer earns one card drawn from the deck for each player healed.

Note that players' ships must go to the warp or be removed from the game in the first place in order for Healer to heal them. Therefore, Healer cannot heal aliens whose ships do not go to the warp at all, such as Zombie or Observer. However, this also means that Healer cannot use its power to prevent a player from receiving compensation or other benefits associated with ships being sent to the warp, such as Fury's tokens or Ghoul's feasting.


Strategy[]

Strengths Weaknesses
Draws cards consistently Benefits others

As Healer[]

While it seems counter-intuitive, Healer should typically use its power as often as possible. A hand full of cards is often worth the risk of giving other players more ships. The promise of healing can also give other players incentive to ally with Healer using more ships, and you can always refuse to use your power against players whom you deem have wronged you.

Against Healer[]

Since Healer will probably be providing opposing players with many ships, the key to beating Healer is by ridding it of the cards it earns. Healer's ships should also be a target, as it should already be at a ship disadvantage due to not being able to heal itself.

Matchups[]

Healer is a stiff counter to warp-loving aliens such as Masochist and Warpish, while Void is also strongly hindered. Ship-destroying aliens like Vacuum, Cudgel, or Hate give Healer more ships to heal, while the presence of Zombie, Observer, or Fungus does just the opposite.

Text[]

 
Edition Power Text History
Eon You have the power to heal. Whenever any other player loses one or more tokens to the warp, you can return to him all tokens he just lost and earn one card from the deck. (Being healed does not prevent a player from collecting consolation, if earned.) A healed player replaces his tokens on any of his bases. During a challenge you may heal several players, drawing one card for each. You may heal tokens lost to the Void. Rapid geologic activity forced extreme biological diversification on the Healer home-world. Thus acquiring vast knowledge of herbal and mutant lore, the Healers are now prized by other beings for their life-sustaining skills. Amidst loud rejoicings over returned good health, who could deny them their small fee.
Mayfair You have the power to heal. When another player loses tokens to the Warp, you can return to him all the tokens he just lost and earn one card from the deck. Being healed does not prevent a player from receiving consolation. Rapid geological activity forced the extreme biological diversification on the Healer home world. Possessing vast knowledge of herbal and mutant lore, Healers are now prized by other beings for their life sustaining skills. Amidst loud rejoicing over renewed health, who could deny them their small fee?
AH You have the power to heal.
When another player loses ships to the Warp, you can return to that player all the ships he or she just lost and earn one card from the deck for doing so. Being healed does not prevent a player from receiving Compensation.
The player places healed ships on any of his or her existing colonies. You may heal several players at once, receiving one card for each player.
You may heal whenever another player loses ships to the Warp.
Rapid geologic activity forced extreme biological diversification of the Healer home world. Possessing vast knowledge of herbal and mutant lore, Healers are now prized by other beings for their lifesustaining skills. Amidst loud rejoicing over renewed health, who can deny them their small fee?
CEO You have the power to heal. When another alien loses ships to the warp, you can return to that alien all the ships it just lost and earn one pod for doing so. (Being healed does not prevent an alien from receiving compensation.) The alien's healed ships are placed on any of its existing colonies. You may heal several aliens at once, receiving one pod for each alien. You may heal whenever another alien loses ships to the warp. Your power to heal is invoked at the end of a challenge. All ships in the last group to go into the warp are eligible. This may lead to your ability to heal ships that were lost to a Plague at the beginning of an encounter, in the event that no other ships were lost after that time. Rapid geologic activity forced extreme biological diversification of the Healer home world. Possessing vast knowledge of herbal lore, Healers are now prized by other beings for their life-sustaining skills. Amidst loud rejoicing over renewed health, who can deny them their small fee?
FFG You have the power to Heal. When another player loses ships to the warp or has ships removed from the game, you may use this power to return to that player all the ships he or she just lost and earn one card from the deck. Being healed does not prevent a player from receiving compensation. A healed player replaces his or her ships on any of his or her colonies. During an encounter you may heal several players, drawing one card for each. Rapid geological activity forced extreme biological diversification on the Healer home world. Possessing vast knowledge of herbal and mutant lore, Healers are now prized by other beings for their life sustaining skills. Amidst loud rejoicing over renewed health, who could deny them their modest fee?

House rules[]

Due to Healer's power being a strong counter to many other aliens, even making some of them completely useless (such as Masochist or Void), the following two house rules are recommended by the Cosmodex:

  • Healer cannot heal ships that are being removed from the game.
  • The healed player may choose to leave any or all of his or her healed ships in the warp (Healer still draws a card regardless of the healed player's decision).
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