To play with technology, after normal setup is completed, shuffle the technology deck and deal two tech cards to each player. Each player chooses one to keep face down in front of him or her (separate from his or her hand) and one to discard. Keep the rest of the tech deck face down within reach.
During each player's regroup phase, before the offense retrieves a ship from the warp, each player (not just the offense) has the option to research or complete one of his or her tech cards (a player may do neither, but may not do both in the same regroup phase).
- To research, the player takes one of his or her ships from any of his or her colonies and places it onto one of his or her face-down tech cards. Ships researching tech cards are considered to be in their owners' home systems but do not participate in encounters, and may not voluntarily leave the tech card they are on until the tech is completed.
- To complete a tech, the player turns it face up and returns the ships researching it to his or her colonies. If the number of ships that were researching it is equal to or greater than its research number, the tech is completed (kept face up) and may now be used; if not, the tech is abandoned and discarded. A research value of X on a tech card means the player may use any number of ships to complete it.
If a player has the opportunity to have a second (or further) encounter on his or her turn but chooses not to, he or she may draw additional tech cards. The player draws one tech card plus one more for each foreign colony he or she has and chooses one to keep face down, discarding the rest. There is no limit to the number of tech cards a player may have and no penalty for incomplete tech cards.
Tech cards may not be traded in deals; however, the official FAQ suggests that being able to trade them could be a "fun house rule."
List of technology cards Edit
- Main article: Technology/Card list