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Machine is an alien with the power of Continuity. It is one of the most annoying powers - its turn is not limited to two encounters. The Machine can have as many encounters as it wants in one turn as long as it has at least one encounter card in hand.


Power to continue
Can continue turn
Machine (CEO)

Interestingly, bots will always play a  N  (if possible) when facing Machine in an attempt to take its pods. This is often a good strategy for players to use against Machine. Machine's weakness is that it needs to conserve its resources: ships and pods. If you can force the Machine to use them up, the Machine is in trouble.


Power of continuity
Can continue turn
Machine (FFG)
As the offense, you always have the option to have a second encounter, even if you lost your first encounter or are out of encounter cards. If you have no encounter cards at the start of your second encounter, draw a new hand.
During each of your regroup phases, you may draw the top card from the deck instead of retrieving a ship from the warp.

Machine is slightly more powerful in FFG because of the larger, eight-card hands.


Machine is best played cautiously. To take advantage of your many extra encounters, keep sending one ship at a time, using your weaker attack cards. If you need more cards, send four ships and use a  N  to collect compensation. Your real attacks are done with four ships and a high card. You prefer being a defensive ally to an offensive ally.

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