The galaxy is in a state of chaos.
The last scout ships to come out of the Capital warn of a widespread war erupting in the center of the galaxy. Early reports from Mecatol indicate that the surface is smoldering and that there is no official claim to the throne.
The only thing in the hearts and minds of citizens all across the Galaxy is an unsettling fear brought by the rumors of outside invaders. The more optimistic of the citizens hope that somehow the remaining Lazax Survivors will bring order to the tumultuous chaos enveloping the Galaxy.
They hope that it will be their side to claim the Throne and they are prepared to use any and all means necessary to achieve this goal. Citizens are signing up in droves to be part of this historical war for control of the Imperium.
Tensions are high and war is threatening to spread to the entire Galaxy. Who will be strong enough to survive this turmoil and who will emerge victorious?Credits: MrBlarney made nearly all of the components we will be using for the map. The changes I have made to it have been cosmetic and for my own convenience. A lot of the text in these OPs is taken from Rend's first TI game. Thanks to everyone involved. I couldn't have done this without you.
ORDER OF PLAY: Current Turn
(1) Leadership - Hacan - Rend
(2) Diplomacy - Yin - Darian
(3) Assembly - Muatt - Hermenegilde
(4) Production - Winnu - El Skid (Speaker, Minister of Peace, Strategic Planning)
(5) Trade II - Mentak - Jeddicus and Etoychest
(6) Warfare II - L1Z1X - Ryadic
(7) Technology II - Sol - MrBlarney
(8) Bureaucracy - Jol-Nar - Iron Weasel and Megazver
Galaxy Map
Active Laws
Minister of Peace (LAW) - Winnu Elected
“Let there be an impartial judge whose peaceful heart will wield unquestioned judgement.”
Elect Player: Give this card to the elected player. He may discard this card at any time to cancel a fleet’s movement into a system containing an enemy fleet, as long as the elected player controls neither fleet. The target system is still activated by the attacker.
Imperial Mandate - For. Each player received 2 VPs.
“We must not allow the galaxy to descend further into war. The empire must be reestablished as soon as possible!”
For: Each player receives two victory points.
Against: Each player loses one victory point.
Public Objectives and Claimed Secret Objectives
Secret Objectives
- Expansionist - The Federation of Sol (2 VP)
Victory Points
9 VP:8 VP:7 VP:6 VP:5 VP:
4 VP:
3 VP:
2 VP:
- The Universities of Jol-Nar
- The Emirates of Hacan
- The L1Z1X Mindnet
- The Embers of Muaat
- The Mentak Coalition
1 VP:0 VP:
Tie-Breakers
- Greatest Number of resolved Objective Cards.
- Greater Number of planets
- Unused Command Counters (reinforcements)
- Total Number of Command Counters on a player's Race Sheet.
- If still tied after this, the game is a tie.
Trade Goods Unclaimed - 35/52
Neutral Planets
<Planet Name [resource value, influence value, tech color, other] - Domain Counter>
High Risk
- Wellon [1,2] - Domain Counter
Other
- Mecatol Rex [1,6] - Custodians of Mecatol Rex
____________________________________________________
Player 1 (Darian) - The Brotherhood of Yin
Planets:
- Lirta IV [2,3,Green] -> [3,2, Green]
- Bereg [3,1,Red]
Exhausted:
- Capha [3,0]
- Tar'Mann [1,1]
- Vega Major [2,1]
- Vefut II [2,0,Red]
- Gral [1,1,Blue]
- El'Nath [2,0,Blue]
- Primor [2,1,Ground Force]
- Darien [2.4]
- Vega Minor [1,2,Blue]
Command Counters:
- Strategy: 2
- Fleet: 3
- Command: 1
Trade Goods: 3
Action Cards in Hand: 3
Political Cards in Hand: 1
Lazax Survivors - 3 votesTechnology:
- Hylar V Assault Laser
- Automated Defense Turrets
- Deep Space Cannons
- Antimass Deflectors
- XRD Transporters
- Cybernetics
Trade Contracts:
- [1] from Jol-Nar
- [1] from Winnu
____________________________________________________
Player 2 (Megazver and Iron Weasel) - The Universities of Jol-Nar
Planets:
Exhausted:
- Corneeq [1,2,Red]
- Jol [1,2]
- Saudor [2,2]
- Lodor [3,1, Green, 'A' wormhole]
- Thibah [1,1]
- Resculon [2,0]
- Abyz [3,0]
- Fria [2,0,Blue]
- Mallice [0,3, A and B Wormholes]
- Nar [2,3]
Command Counters:
- Strategy: 2
- Fleet: 3
- Command: 1
Trade Goods: 1
Action Cards in Hand: 1
Political Cards in Hand: 0
Technology:
- Hylar V Assault Laser
- Deep Space Cannon
- Magen Defense Grid
- War Sun.
- Antimass Deflectors
- XRD Transporters
- Enviro Compensator
- Sarween Tools
- Micro Technology
- Graviton Laser System
Trade Contracts:
- [3] from Hacan
- [1] from Yin
____________________________________________________
Player 3 (Rend) - The Emirates of Hacan
Planets:
Exhausted:
- Ashtroth [2,0]
- Hercant [1,1]
- Arretze [2,0]
- Abaddon [1,0,Red]
- Perimeter [2,2]
- Arnor [2,1]
- Loki [1,2]
- Lor [1,2,Red]
- Kamdorn [0,1]
Command Counters:
- Strategy: 0
- Fleet: 4
- Command: 1
Trade Goods: 3
Action Cards in Hand: 4
Political Cards in Hand: 0
Technology:
- Enviro Compensator
- Sarween Tools
- Micro Technology
- Hylar V Assault Laser
- Deep Space Cannon
- War Sun
- Production Centers
As an Action, you may spend one Command Counter from your Strategy Allocation area to gain 6 Trade Goods. You must then give 2 of your Trade Goods to one other player. You may only do this once per turn, and only if you have fewer than 6 trade goods.
Trade Contracts:
- [3] from Jol-Nar
- [2] from Sol
____________________________________________________
Player 4 (MrBlarney) - The Federation of Sol
Planets:
Exhausted
- Jord [4,2]
- Qucen'n [1,2]
- Hope's End [3,0,Shock Troop]
- Moll Primus [4,1]
- New Albion [1,1,Green]
- Xxehan [1,1,Green]
- Mehar Xull [1,3,Blue]
- Zohbat [3,1,Blue]
- Starpoint [3,1]
- Rarron [0,3,Green]
- Mellon [0,2]
Command Counters:
- Strategy: 0
- Fleet: 4
- Command: 0
Trade Goods: 2
Action Cards in Hand: 4
Political Cards in Hand: 0
Technology:
- Antimass Deflectors
- XRD Transporters
- Cybernetics
- Gen Synthesis
- Hypermetabolism
- Stasis Capsules
- Enviro Compensator
Trade Contracts:
- [3] from Hacan
- [3] from Winnu
____________________________________________________
Player 5 (El Skid) - The Winnu - Minister of Peace
Planets:
Exhausted:
- Tequ'Ran [2,0,Red]
- Lesab [2,1,Green]
- Garbozia [2,1,Green]
- Winnu [3,4,Yellow]
- Arinam [1,2,Blue]
- Mirage [1,2,Fighter]
- Meer [0,4]
- Torkan [0,3,Blue]
Command Counters:
- Strategy: 1
- Fleet: 4
- Command: 2
Trade Goods: 4
Action Cards in Hand: 6
Political Cards in Hand: 3
Technology:
- Hylar V Assault Laser
- Antimass Deflectors
- XRD Transporters
- Type-4 drives
- Enviro Compensator
- Stasis Capsules
- Neural Motivators
Trade Contracts:
- [2] from Sol
- [1] from Yin
____________________________________________________
Player 6 (Ryadic) - The L1Z1X Mindnet
Planets:
- Velnor [2,0,Red]
- Null [5,0]
Exhausted:
- Sumerian (Trade Station) [2,2,Trade Good]
- Arcturus [1,1]
- Lisis [2,2]
Command Counters:
- Strategy: 2
- Fleet: 4
- Command: 1
Trade Goods: 3
Action Cards in Hand: 2
Political Cards in Hand: 3
Technology:
- Enviro Compensator
- Stasis Capsules
- Cybernetics
- Hylar V Assault Laser
- Deep Space Cannon
Trade Contracts:
- [1] from Mentak
- [1] from L1Z1X (not used)
____________________________________________________
Player 7 (Hermenegilde) - The Embers of Muaat
Planets:
Exhausted:
- Quann [2,1,Green, 'B' Wormhole]
- Muaat [4,1]
- Lazar [1,0]
- Tsion (Trade Station) [2,2,Trade Good]
- Sakulag [2,1]
- Centauri [1,3]
- Bellatrix [0,1,Red]
Command Counters:
- Strategy: 0
- Fleet: 2
- Command: 0
Trade Goods: 0
Action Cards in Hand: 4
Political Cards in Hand: 1
Technology:
- Enviro Compensator
- Sarween Tools
- War Sun
- Hylar V Assault Laser
- Deep Space Cannons
Trade Contracts:
- [1] from Mentak
- [2] from Muaat (not used)
____________________________________________________
Player 8 (Etoychest and Jeddicus) - The Mentak Coalition
Planets:
Exhausted
Command Counters:
- Strategy: 2
- Fleet: 3
- Command: 0
Trade Goods: 5
Action Cards in Hand: 3
Political Cards in Hand: 1
Technology:
Trade Contracts:
- [1] from L1Z1X
- [2] from Muaat
____________________________________________________
Unit Stats
PDS:
Units Available: 6
Cost: 2
Combat Value: 6
Carrier:
Units Available: 4
Cost: 3
Movement: 1 (2 with XRD Transports)
Combat Value: 9
Fighter:
Units Available: 10 (plus supplement counters)
Cost: 1 (to produce two Fighter units)
Movement: Must move with a Carrier or Warsun (2 with Advanced Fighters)
Combat Value: 9
Technologies:
Cybernetics: +1 on all combat rolls.
Advanced Fighters: +1 on all combat rolls.
Destroyer:
Units Available: 8
Cost: 1
Movement: 2
Combat Value: 9
Technologies:
Hylar V Assault Laser: +1 on all combat rolls.
Crusier:
Units Available: 8
Cost: 2
Movement: 2
Combat Value: 7
Technologies:
Hylar V Assault Laser: +1 on all combat rolls.
Dreadnought:
Units Available: 5
Cost: 5 (4 for the L1Z1X)
Movement: 1 (2 with Type IV Drive)
Combat Value: 5
Racial Abilities:
L1Z1X Mindnet: +1 on Space Battle combat rolls.
War Sun:
Units Available: 2
Cost: 12
Movement: 2 (1 for Muaat until they get Deep Space Cannon)
Combat Value: 3 (x 3 dice rolls)
Action Cards That Affect Rolls:
Morale Boost: (Announced before combat round.) All your units receive +1 on combat rolls.
Recheck: Force any one combat die to be re-rolled. Play immediately after you or an opponent has rolled a
die during a space battle in which you are participating.
Shields Holding: Cancel up to two hits during one round of a Space Battle in which you participate. Play
immediately after your opponent has rolled all combat dice and before you have removed casualties.
Racial Abilities That Affect Rolls:Jol-Nar: -1 to all combat rolls. May spend one strategy allocation token to re-roll 1 of their own dice.
Ground Force Units
Ground Force (combat value - 8)
Shock Troop (combat value - 5 - must be taken as the first casualty and be present with at least 1 GF)
Racial Abilities:
L1Z1X Mindnet: Ground Force units receive +1 on combat rolls when attacking.
Technologies:
Magen Defense Grid: All defending Ground Forces gain +1 on combat rolls on planets with PDS
units.
Gen Synthesis: All of your Ground Forces now receive +1 on all combat rolls during Invasion
Combat.
Graviton Negator: Your Fighters may participate in an Invasion Combat. Surviving Fighters are
returned to space after the combat. They can never establish control of a planet.
Action Cards:
Recheck: Force any one combat die to be re-rolled. Play immediately after you or an opponent has rolled a
die during an Invasion Combat in which you are participating.
Racial Abilities:
Jol-Nar: -1 to all combat rolls. May spend one strategy allocation token to re-roll 1 of their own dice.
Space Mine:
If the activated system contains space mines, the invading player must roll 1 die individually for each non-
Fighter ship that entered the system. (The active player must announce which ship (s)he is rolling for.) For
each roll of 9 or 10, the ship is immediately hit. After all ships have been rolled for, remove one space mine
token from the system.
Technologies
Maneuvering Jets: You receive -1 to all your Space Mine rolls.
Posts
(1) Strategic Action
Declare the strategy in cyan.
Also declare any choices you are making, and how they will be resolved. Such as:
Activating Trade (5), choosing option A to snag 3 trade goods.
or
Activating Production (4). Building at my space dock on Arnor, going to exhaust the following planets...
-X
-Y
-And 4 trade goods
to build:
-1 Carrier
-2 Fighters
-1 Dreadnought
For secondary action, declare whether you PLAY or PASS on the secondary action, in Cyan, including any decisions you make as well.
For instance, after activation of Leadership (1)
PLAY
Exhaust the following planets:
-Blargle
-Foobiggs
to purchase 2 Command counters. I put one of them in my Command pool, and one in Strategy allocation.
or
PASS, I don't need any extra command counters!
or simply: PASS
(2) Tactical Action and Transfer Action
Declare that you are activating the system or systems, and the location of the system(s), in LIME.
Then,
In cyan, describe your actions for the system.
For instance...
Activating my system at 2-4 with Garbles and Rofland.
I will move one carrier, with 1 ground force and 4 fighters on board, from 2-5, and 2 cruisers from 2-3 to the system.
I will land the ground force on Garbles from the carrier which just moved in.
On the spacedock on Rofland, I will build the following:
-1 Cruiser
-2 Destroyers
by exhausting:
-X
-Y
-And 1 trade good.
(3) Pass
In order to pass your turn, simply: PASS in RED.
AT THE END OF THE TURN
In lime, claim an objective, or PASS
In cyan, distribute your 2 command counters into your 3 pools.
In cyan, Use any refresh abilities for a planet that has a refresh ability on it. That planet will now be exhausted
In Red, announce any units you want to scuttle.
In Red, break any Trade agreements you have with another player
HOW TO PLAY AN ACTION CARD
Whenever someone wants to play an action card(s), they declare their intent in the thread to do so in Cyan.
Every other player may also declare an intent to play an action card (s). This will mostly be necessary for the space battles since most of the other action cards are "play as an action".
If two cards would occur at the same time, they are resolved in initiative order. If someone plays a direct hit on a player who tries to play an emergency repairs, the player with lower initiative's card is played first.
We will try to follow this rule as best as possible and see how it works. If it becomes to cumbersome, we will adjust.
Whenever any action card is played, I will send a message to all players asking if you wish to sabotage it or also play an action card (if it applies to the situation).
This will be done even if there are no sabotages in the game currently. Obviously if I am waiting on one inactive player, it could seem obvious that i am waiting on them to decide if they want to sabotage. I don't want to give you extra meta info about that, but this method will ensure that sabotages are always played exactly as intended without extra info (if two action cards were to get played in a row).
How do you guys want to handle the fact that someone could sabotage an action card played during an IRC battle, but may not want to be there during the battle? It would be unrealistic to expect 8 people to sit in IRC for each battle (although you will certainly be encouraged to do so), but I wanna think of a way we can still have the active battles, and allow for appropriate sabotages (in the rare case that someone not in the conflict would want to waste a valuable sabotage to help one player)
HOW TO PLAY A POLITICAL AGENDA
Then, In cyan, spoiler the flavor text and text of the card.
When you vote, either ELECT in Cyan or vote FOR in lime or AGAINST in red. The voting may be done out of turn, but anyone has the right to request in Orange that the vote be done in order. The voting would then start clockwise of the Speaker and move in a circle. The Speaker breaks ties.
HOW TO SELECT A STRATEGY CARD
In order to select your strategy during the strategy phase, merely Do so in CYAN
A NOTE ON TURN ORDERS
-Starting after the speaker and continuing down the player list is how voting is supposed to go for political agendas. Any player has the right to wait until all players before him in the order have voted, however, players may opt to vote out of turn. AFTER YOU VOTE IN COLOR, YOUR VOTE IS FINAL. BY VOTING EARLY YOU WAIVE YOUR ABILITY TO WAIT FOR THOSE BEFORE YOU IN LINE UNLESS A CALL FOR THE VOTE IN ORDER HAS BEEN MADE.
HOW TO NEGOTIATE TRADE AGREEMENTS
-Then, the active player must Approve the trade in LIME
(we will be playing to 9 victory points)
Action Cards
Whenever any action card is played, I will send a message to all players asking if you wish to sabotage it. This will be done even if there are no sabotages in the game currently. Obviously if I am waiting on one inactive player, it could seem obvious that i am waiting on them to decide if they want to sabotage. I don't want to give you extra meta info about that, but this method will ensure that sabotages are always played exactly as intended without extra info (if two action cards were to get played in a row).
I should be solid on everything I want so far, except one thing. How do you guys want to handle the fact that someone could sabotage an action card played during an IRC battle, but may not want to be there during the battle? It would be unrealistic to expect 8 people to sit in IRC for each battle (although you will certainly be encouraged to do so), but I wanna think of a way we can still have the active battles, and allow for appropriate sabotages (in the rare case that someone not in the conflict would want to waste a valuable sabotage to help one player)
Game Options:
New Strategy Cards:
Receive 3 Command Counters from your
reinforcements. You may then immediately
use this cards secondary ability.
Secondary: Masterful Tactician
You may spend influence to purchase up
to 3 Command Counters from your
reinforcements. You receive 1 Command
Counter for every 2 influence you spend
(2) Diplomacy II
Choose either a) or b)
a) Choose one system containing a planet
you control. Each opponent must place one
of his command counters into the system
from his reinforcements.
b) Execute the secondary ability of this card
without paying any command counters or
influence.
Secondary: Peaceful Annexation
Spend 1 Command Counter from your
Strategy Allocation area and 3 influence to
claim an empty planet adjacent to a system
you control. Place your Control Marker on
that planet.
(3) Assembly
Draw 1 Political Card and 2 Action Cards.
Then choose either a) or b). you may not
choose option a if you are the Speaker.
a) Claim the Speaker token and choose one
other player to play a Political Card and
resolve its agenda.
b) Choose one other player to claim the
Speaker token. Play a Political Card from
your hand and resolve its agenda.
Secondary: Morale Boost
Spend 1 Command Counter from your
Strategy Allocation area to refresh any
number of your Planet Cards with total
combined resource and influence of 6 or
less.
(4) Production
Immediately build units in one of your
systems containing one or more friendly
Space Docks, receiving 2 additional resources
with which to build, even if you have
activated the system already. Building units
here does not activate the system.
Secondary: Double Efforts
Spend 1 Command Counter from your
Strategy Allocation area to immediately build
up to 3 units in one of your systems
containing one or more friendly Space Dock,
even if you have activated the system already.
Building units here does not activate the
system.
(5) Trade II
Receive 3 Trade Goods or cancel up to 2
trade agreements. (You may not cancel
Hacan trade agreements.)
Then all players receive Trade Goods from
their active trade agreements. Players who
are not the active player receive one fewer
total Trade Goods.
Finally, open trade negotiations among all
players. You must approve all new trade
agreements.
(6) Warfare II
Place the High Alert token in a system.
Your ships in that system gain +1
movement and +1 on all combat rolls. If
you move any ships from this system, you
may move the HA token with them.
Remove the HA token from the board at
the beginning of the next Status Phase.
Secondary: Reinforce
Spend 1 Command Counter from your
Strategy Allocation area to move up to two
of your ships from unactivated systems
into any adjacent systems you control.
This does not activate the destination
system(s).
(7) Technology II
Receive one Technology advance. You may
then buy a second technology advance at
the cost of 8 resources. You must have the
necessary prerequisites for each
Technology.
Secondary: Advanced Development
Spend 1 Command Counter from your
Strategy Allocation area and 6 resources to
receive one technology advance (for which
you have the necessary prerequisites).
(8) Bureaucracy
Receive 1 Command Counter from your
reinforcements. Then draw the top two cards
from the Objective deck. Place one face up in
the common play area and the other on the top
of the deck. You may then immediately claim
one public objective that you qualify for.
Secondary: New Agendas
Spend 1 Command Counter from your
Strategy Allocation area to draw one Political
Card and one Action Card.
Territorial Distant Suns
High Risk
3 Automated Defense System
3 Hidden Factory
2 Fighter Ambush (2)
1 Fighter Ambush (3)
2 Hostile Locals (2)
1 Hostile Locals (3)
2 Industrial Society
2 Lazax Survivors
4 Natural Wealth (4)
4 Radiation
2 Technological Society
1 Wormhole Alpha
1 Wormhole Beta
Low Risk
4 Biohazard
2 Fighter Ambush (1)
4 Hostage Situation
5 Hostile Locals (1)
4 Native Intelligence
5 Natural Wealth (2)
12 Peaceful Annexation
2 Settlers
What does each Distant Sun do?
Biohazard
Hidden Factory
Fighter Ambush
Hostage Situation
Hostile Locals
Industrial Society
Lazax Survivors
Native Intelligence
Natural Wealth
Peaceful Annexation
Radiation
Settlers
Technological Society
Wormhole
Man, but what if I don't want to land on a planet and have a chance of bad stuff happening?
-This means you can ignore domain counters with cards like Voluntary Annexation.
Probing
The player may secretly look at ever face down Domain Counter in the system. The player may not look at the counters again unless he probes once more During a future activation (Due to the long drawn out nature of a PBP game, I will be waving this rule and allowing you to keep the status PM I send you that has this information in it).
A player may not land GF units on a planet during the same activation in which he probed the planet.
If Lazax Survivors is probed, the counter is removed from the game and the probing player immediately receives one victory point and may immediately draw 3 action cards
Razing
You can only raze one domain counter per war sun/dreadnought.
A razing unit cannot bombard during the same activation.
Since razing is evilllll, a d10 will be rolled after you raze a planet:
1-7 No effect
8-9 Lose 3 random Action Cards
10 Lose 3 random Action Cards and immediately exhaust all his ready planets.
If you raze Lazax Survivors, immediately discard all Action Cards, exhaust all planets, lose all trade goods, and in the next Political Agenda you may not vote.
Sabotage Runs
Decide how many fighters you are attempting to sabotage run with, but it will take place after Anti-Fighter Barrage.
To get through the Outer Defenses, you need to roll a 9 or a 10 for each fighter or they are destroyed.
To get through the Inner Defense, you need to roll a 10 and the War Sun is destroyed. All failures result in death for a fighter.
Some fun numbers!
1 fighter = 2% success rate
2 fighters = 3.96%
3 fighters = 5.88%
5 = 9.6%
10 = 18.2%
20 = 33.2%
50 = 63.5%
100 = 86.7%
You actually need 149 fighters before your chance of success is over 95%.
Jesus! 149 fighters?!?!?! How do I get that many fighters!
Under normal rules:
Advanced fighters (w/fleet supply 14) = 14 fighters
3 x Saar spacedocks = 15 fighters
Play AC Grand Armarda,
build 18 more in the system using imperial secondary/production secondary
Activate the system, build 18 more.
move in with 4 carriers, 2 warsuns = 36 fighters.
Play AC unexpected action
Buy 2 CC's from logistics -> Command pool
Activate the system, build 18 more.
Play AC unexpected action with touch of genious
Activate the system, build 18 more.
Activate Warfare I, retaking the CC from the system
Activate the system, build 18 more
total:
155, you now have over 95% in taking down a single war sun (and you have wasted 77.5 resources, 6 influence and 3 AC's)
but you lose them all at the end of your turn and this would only ever work if a player was stupid enough to attack your home system the turn it has 155 fighters on it :P
When should I use Sabbotage Runs instead of normal attacks?
you can calculate the number of fighters at which the chance of getting a sabotage success = chance if getting at least 2 hits in the combat.
Solving:
1 - 0.98^n = 1 - 0.8^n - (0.2)(0.8^(n-1))n
gives the answer.
That works out to n = 2.43
So, if you have 1 or 2 fighters, do a sabotage run.
3 or more, just fight it like a man and your chances are better.
(this is only if those 2 hits would be applied to the warsun though )
Militaristic Objective Deck and Combined Secret Objectives:
I control Mecatol Rex. (1 VP)
I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left. (1 VP)
I have more than one Technology Advance in 3 different colors (1 VP)
I new spend 3 Command Counters from my Command and/or Strategy Allocation areas. (1 VP)
I now spend 10 resources or 10 influence. (1 VP)
I now spend 4 Trade Goods, 3 resources, and 3 influence. (1 VP)
I successfully invaded one planet containing at least 1 opposing Ground Force this turn. (1 VP)
I took control of 3 planets this turn. (1 VP)
I won a Space Battle against at least 3 opposing ships in one system this turn. (1 VP)
Possible Stage II:
I control the Mecatol Rex system and at least 3 systems adjacent to it. I “control” a system if I have at least one (non-Fighter) ship there, and I control every planet in the system. (2 VP)
I destroyed an opponent’s Space Dock at the end of combat this turn. (2 VP)
I have 5 Technology Advances of the same color. (2 VP)
I have at least 4 (non-Fighter) ships in two different opponent’s Home Systems. (I Win the Game)
I now spend 20 resources or 20 influence (2 VP)
I now spend 6 Command Counters from my Command and/or Strategy Allocation areas. (2 VP)
I successfully invaded two planets, each containing at least 1 opposing Ground Force, this turn. (2 VP)
I won two Space Battles this turn, each in different systems and against at least 3 opposing ships. (2 VP)
Imperium Rex (Game Over)
Possible Secret Objectives (2 VP each):
Diversified - I control Mecatol Rex; I have a Space Dock here, and I have at least 2 Technology Advances in each of three different colors.
Expansionist - I control 8 systems outside of my Home System. I "control a system if I have at least one (non-Fighter) ship there, AND I control every planet in the system.
Focused - I control at least 4 planets with the same technology specialty
Forceful - I control Mecatol Rex; I have a Space Dock here, and at least 4 Dreadnoughts in the Mecatol Rex system.
Industrial - I control Mecatol Rex, and I have all 3 of my Space Docks and all 5 of my Dreadnoughts on the board
Keeper of Gates - I have at least 1 (non-Fighter) ship in every system containing a wormhole
Master of Ships - I control Mecatol Rex. I have a Space Dock here, and at least 8 (non-Fighter) ships in the Mecatol Rex system.
Merciless - This turn, I successfully took control of my neighbor's planet that held his last Space Dock on the board. (My neighbor is another player directly to my right or left.)
Regulator - I destroyed Space Docks controlled by two different players this turn.
Technocrat - I control at least 6 planets with a technology specialty.
Threatening - I control systems adjacent to 2 different player's Home Systems. I "control" a systesm if I have at least one (non-Fighter) ship there, AND I control every planet in the system.
Usurper - I control Mecatol Rex; I have a Space Dock and at least 6 Ground Foreces here.
Race-Specific Technologies
So if you buy your race specific tech off of Tech II secondary, it costs you 6+(cost).
Shock Troops
If you take over a system with a space dock or PDS present and you have a surviving shock troop, you gain control of the space dock or PDS, provided you still have units available to replace them with.
Shock troops are always taken first as a casualty and must always be present with a GF unit. If it isn't, it is turned back into a GF unit.
Any card that says it targets "Ground Forces" also targets Shock Troops.
You may have a lone shock troop in a fleet (like in a cruiser or dreadnought) provided you have at least 1 GF in the fleet with them.
Space Mines
After PDS fire, Space Mines are triggered anytime an enemy ship enters or
is built in the system. This includes the Warfare secondary
ability, transfer actions, retreats, and when building new units.
This does not include moving through a system (unless picking
up units from the system).
If the activated system contains space mines, the invading player must roll 1 die individually for each non-
Fighter ship that entered the system. (The active player must announce which ship (s)he is rolling for.) For
each roll of 9 or 10, the ship is immediately hit. After all ships have been rolled for, remove one space mine
token from the system.
Q: Are space mines considered units (for example, for purposes
of the Diplomacy II Strategy or for Tactical Retreats)?
A: No. Space mines are not considered units.
Q: During the Production step, can you build a Cruiser and
then immediately use that Cruiser to deploy a space mine in
that system?
A: No. When producing units and mines during the Production
step, all of a player’s units and mines are produced simultaneously.
You determine what you wish to produce, pay the
resources, and build them all at once. You therefore cannot
build a Cruiser and then deploy a space mine with that Cruiser
during the same Production step.
Q: Can Space Mines be scuttled?
A: No. Space mines are not units, and cannot be scuttled.
The Wormhole Nexus
Players that have Keeper of the Gates secret objective do not need to control Malice (or any wormhole from Domain Counters) to fulfill that objective, but the system makes it easier since you have access to all the wormhole systems.
Tactical Retreats
Custodians of Mecatol Rex
Must then defeat the 2 ground force token (equivalent to the Hostile Locals (2)) and then it is removed from the game.
Since these tokens are already face up, they may not be razed. You may discard the Custodians if you use the Voluntary Annexation Action Card.
Options Not used.
Leaders will not be used.
Artifacts will not be used.
Facilities will not be used.
Simulated Early Turns will not be used.
__________________________________________________
If someone is planning on going on vacation or something they could pick up a reserve (if they don't already have a partner) to play for them while they are gone and when they get back, they will finish the game as a team.
If someone finds this to be too much of a time commitment, they can withdraw from the game and either be replaced by their partner or by a reserve.
______________________________________________________
I am throwing around the possibility of doing any battles in IRC if both players wish to do so. The PBP option will still be available for those that would rather do it this way. Contingencies will need to be made in the case of the PBP option.
All rolling will be done by me and linked from invisible castle, unless we are doing a battle in IRC. I will use a dice bot.
__________________________________________
All Questions, Concerns, Contingencies, and anything that should be PM'd to me should be sent to Lazax Survivor
___________________________________________
Rules
Expansion Rules
Errata
Space Battles and Invasion Combat
Twilight Imperium: The instant tutorial
"I've read the book!... kind of. So how does this work? I'm so confused."
Well, what would you like to know?
"First of all..."
"How do the turns work?"
Phase 1, the strategy phase.
---
Starting with the speaker (or, for the first turn, the person who rolled highest on the die), each player in the player order gets to pick one strategy from the pile of 8 strategies. Each one is numbered 1 to 8, representing when you will go in the turn order in the action phase, lower numbers acting before higher numbers. They also represent your focus for the turn, since the abilities they grant you are important in determining your actions for the phase.
The speaker changes hands through use of the "Assembly" strategy, number 3.
Any strategies that remain un-chosen receive one bonus token each turn they are unloved. By picking up a Strategy with bonus tokens, you gain 1 trade good (currency) OR 1 Command Counter (turn action) per bonus token on the strategy.
Phase 2, the action phase.
---
Going in order by the number on your strategy card (from 1 to 8, or 0 if one of the players always goes first), you may take one of four actions. After this, control of play passes to the next strategy in line. So, for instance, if you picked strategy number 5, you would go after strategy 4 and before strategy 6. Once number 8 is reached, it wraps back around to 1 (or 0) and each player goes again. This continues until each player passes. Once you pass an action phase, you may take no other actions except secondary strategy (see the strategy cards) until the next turn.
Phase 3, the status phase.
---
This is when you refresh exhausted planets, draw more cards, claim objectives, repair ships, and claim victory, if you have sufficient points. It's the bookkeeping phase.
"What are the types of actions I can take?"
Strategic Action
---
This is an action where you activate the primary ability of your strategy card. Simply resolve its text. After that, if there is a secondary ability, each player gets the chance to activate the secondary ability. You do not get to activate your own secondary ability unless specifically stated otherwise. Note: You MUST use your strategic action before passing.
Tactical Action
---
You activate one system. In doing so you may move ships TO that system, land ground troops, take planets, initiate space battles, and build, in that system. Note that ships MAY NOT move from a system which has been activated by the controlling player. So, for example: I activate a system next to my homeworld to move one of my 2 carriers from it, and take over a planet. Then I activate the homeworld to build. I then want to activate another system adjacent to my homeworld, to take my other carrier and land to take over the planet, but alas! I cannot, since my homeworld has been activated already. Once I activated it, all ships there are stuck until the next turn.
Transfer Action
---
Activate 2 systems, moving ships between them, landing, etc. This costs only 1 counter, instead of the normal 2 to activate 2 systems, but it activates both and you may only build at one of the systems or none. Also, you must control both systems: so no exploration or battling with a transfer action!
Pass
---
You pass this turn, taking no further direct action until the next turn.
"So how do I move ships?"
"How do I build ships?"
So for instance, I have 3 planets. One with 3 resource, one with 2 resource, and 1 with 1 resource. I activate my space dock's system to build. I may now build up to 6 cost worth of units. So, I decide to build a Dreadnought (cost 5), and 2 fighters (2 for cost 1). However, keep some things in mind:
-Your space dock can only produce a number of ships total equal to its planet's resource value + 1. So if you have a space dock on a 2 resource planet, it may only make 3 ships per activation.
-Your maximum number of non-fighter ships in a system is equal to the number of Fleet Command counters in your pool. If at any time any system of yours goes over this amount, you must immediately destroy ships to make room.
-If you cannot afford to or do not want to exhaust planets, you may spend 1 trade good instead of 1 resource. In this way, trade goods are basically just floating, free resources and influence, that may be traded among players.
"What is carrier capacity?"
The following rules apply to fighters only:
-Fighters may only survive if they have sufficient support. They may either dock at a Space Dock or a Carrier.
-Carriers can support 6 of any of the three units. Space Docks may support up to 3 fighters, but fighters only.
-If at any time there is not enough support for the fighters in a system, they are immediately destroyed until they have adequate support.
"How do I get trade goods? Those sound sweet.
Whenever a player chooses trade (strategy 5), all players will be able to trade amongst themselves, by offering a trade contract of theirs in exchange for one of their partner's. These contracts range in value from 1 to 3. Remember that the active player must approve all new trade agreements. This may take a bit of old fashioned bribery.
In order to get them, you must either take the trade strategy (5), set up trade contracts with other players, or both. Each time someone takes the trade strategy and uses their strategic action, each player who is not the active player receives trade goods equal to each of their opponents' trade contracts they control, minus one. So if you have traded both of your contracts away for opposing value 2 contracts, you would gain (2+2-1=)3 trade goods that turn. The active player (the one who chose strategy 5, trade) does not suffer the -1 penalty, and gains either 3 extra trade goods or the power to instantly cancel up to 2 trade agreements.
"How do I take over planets?"
When you move a carrier, you may take up, during any part of the movement (before, after, or even during!) ground forces from any planet in the same system (remember you don't have to have a ground force on a planet to control it, but you do have to use 1 ground force or more to take it over initially). So, when you activate a system with planets you'd like to take over, you pick up ground forces with your carrier as part of the movement in which it moves to the system in question.
Then, when it gets there, at the end of the tactical action phase, you may perform landings. In the case of a neutral planet or opposing planet without ground forces or PDS (planetary defense system), your ground forces land and the planet is yours. In the case of a planet with opposing ground forces, you enter into invasion combat.
Then you take the planet card from the deck, exhausted, and voila! New colony.
"Wait, combat?"
-A player activates a system and moves ships into a space area that has enemy ships
-A player attempts to land ground forces on an enemy planet with ground forces or pds
Here's the breakdown of the phases.
SPACE BATTLES
-Destroyer anti-fighter barrage?
1) Announce withdrawals/retreats
2) Roll combat dice
3) Remove Casualties
4) Execute withdrawals/retreats
Each ship has a combat value. That is the number (or greater) which must be rolled on a d10 in order for the ship to score a hit. All ships are rolled simultaneously. After both sides have fired, each side removes a number of ships equal to the casualties dealt by their opponent. If one player is eliminated, the battle ends.
INVASION
a) Bombardment?
b) PDS?
1) Roll combat dice
2) Remove casualties
Bombardment is when a war sun or dreadnought attacks the ground forces of a planet before the troops arrive. You may not bombard a planet with a PDS with a dreadnought, barring technology, but you may bombard a planet with PDS with a war sun. Also, each PDS on the planet gets a free shot at the invading forces as they enter. This happens before the combat, and casualties are not allowed a combat die.
"How do I use politics and action cards?"
Politics cards are drawn under other circumstances, mostly strategy related. You play them when you either take the Assembly Strategy (3) or when someone else does, and chooses you to play a political agenda.
The player in question plays a political card, and each player votes on it. The voting starts to the left of the Speaker, and continues around to the speaker. On For/Against agendas, you may vote "for", "against", or "abstain". On Elections, you must vote for a suitable person/planet/etc.
You have as many votes in the council as you have influence in your unexhausted planets.
"So can we go over the strategies already?"
The primary ability of leadership is incredibly useful. Since you have to expend a command counter to do pretty much anything with anything, you will often run out of them quickly. This strategy will give you 3 extras for the low low price of free. Then, you even get to take part in the purchasing of even MORE command counters in exchange for influence. If you find yourself low on turns due to having no command counters in your pools, this is a good strategy to choose (or at the very least activate using the secondary ability).
2. Diplomacy
The primary ability of diplomacy allows you to choose to either make a system of yours invulnerable to a select opponent, or to capture a neutral planet you can't necessarily make it to this turn. Both are useful, however, the secondary ability allows the capture of neutral planets for a strategic counter. This is a good one to take if you have someone breathing down your back and it's just NOT working for you.
3. Assembly
Got a really sweet law to pass, or maybe you absolutely HAVE to have that other strategy card next turn. Both of these are options with assembly. You can either claim speaker for yourself, or resolve your own political card, however you must choose someone to do the other of those two things. Make sure you have allies when using this strategy, though when you do, it shouldn't be hard to make them.
4. Production
This is what you do when you need to build, and fast, and need to move them out immediately. The primary ability allows you to build with an extra 2 resources, but you do not need to activate a system. Alternately you can use it to build in a system which has just activated. So this is a great way to set up some muscle where people aren't expecting it. The secondary does the same thing, but costs a strategic counter and gives no bonus resource.
5. Trade
Build your wealth up with this strategy. Also, you can lock people out of trades by not approving them, or extort people for approval, and you can destroy harmful trade contracts between players who seem to be making just a bit too much money.
6. Warfare
The primary ability of this strategy allows you to select a fleet to make them big and bad. A lot like the boyz in da hood. Except in space. In addition, they gain a faster movement speed, so it's pretty much a blitzkrieg in there. The secondary of this strategy allows you to move ships around, but only in a benign manner. Good use for defending against someone using the PRIMARY ability of this strategy.
7. Technology
Who doesn't love free technology?! What's more, you can double up by spending a bit extra, gaining 2 techs in one turn. Now THAT'S research. The secondary ability is slightly more cost efficient, but only allows for one tech, and since the primary is free unless you want it to cost you, it's definitely superior. This is a high choice.
8. Bureaucracy
This allows you to not only choose the next objective that gets turned over, but also allows you to claim one immediately, instead of waiting for the status phase. As well, this means you can claim 2 objectives in one turn (3, if you are especially savvy about your secret objective). The secondary of this ability allows you to draw cards in exchange for a strategic counter.
"Since we're using the new strategies, what does the expansion rulebook have to say about politics cards specifically?"
Political Cards and the Assembly Strategy Card
When using the new Assembly Strategy Card, Political Cards function in a slightly different manner than in the original game.
Playing Political Cards
Each player starts the game with a hand of 2 Political Cards. These are only played when the Assembly Strategy Card specifies they be played. The Political Cards work in the following manner.
1)Depending upon which option of the Assembly card is chosen, one player will have to play teh Political Card of his choice from his hand. If the player does not have any Political Cards in his hand, he draws the top card of the Political Deck and plays it..
2)The player that has played the Political Card reads it out loud and the agenda is resolved as normal (page 23 in the original rules).
Each Player's hand of Political Cards is limited to 5. If a player ever has more than 5 Political Cards in his hand, he must immediately discard down to 5.
Spending Political Cards as Trade Goods
A player may, at any time, discard a Political Card from his or her hand instead of spending a Trade Good.
From DARIAN:
Tech Tree
Clarifications
You decide how you are splitting your forces before invasion combat begins. This includes splitting which ships are bombarding which planets.
You will already have a certain number of ships set to bombard a planet and a certain number of gf/shock troops/pds/fighters (if you have the tech) which are landing for each planet.
The active player then decided which invasion combat step to resolve first.
Page 21 of rules:
"A face down Planet Card cannot be exhausted again until it is refreshed during the Status Phase (or by another effect)."
Page 22 of rules:
"Whenever a player wishes to spend resources or influence, he simply announces the total amount of resource/influence that he wishes to spend, and then exhausts the number of Planet Cards with that (or greater) combined amount of resources/influence."
The way I am seeing this working is that you announce the total amount you plan to spend, then exhaust all those planets... then you could play your card, but you can't say:
"I'm paying 16 resources to build, exhaust, exhaust, play card, exhaust, exhaust."
If someone were to sabotage that in the middle of that happening it would completely mess with how you declare how much you are spending.
Until I find it explicitly elsewhere, the ruling is "You can't do that"
You have all been sent your starting planets. If you have any question about them, let me know. Most are in the format of:
Planet Name [resource value, influence value, tech color, and other properties].
The other properties could be that that system also contains a wormhole or that it has a refresh ability. Refresh abilities mean that during the Status Phase, if you still have that system unexhausted, you may then exhaust it to receive 2 of whatever is listed in that category. If you have something listed as Trade Station after the planet name, you automatically get control of it when you take the planet in the same system as it.
Do not tell anyone what your Race is until your planet is connected to the Galaxy.
Creation Order:
[strike]1st Ring:[/strike]
4 random systems
1,2
[strike]2nd Ring[/strike]:
3,4,5,6,7,8
8,7,6,5,4,3
[strike]3rd Ring[/strike]:
2,1
1,2,3,4,5,6,7,8
8,7,6,5,4,3,2,1
[strike]4th Ring[/strike]:
1,2,3,4,5,6,7,8
8,7,6,5,4,3,2,1
Also, the Tech Tree you posted is for the base set - perhaps you should post one with all the expansion techs in it? That is, if we are playing by the expansion tech tree rules... (ON POST: Gah, Darian!)
And yeah I found the other numbering system too annoying when I wanted to place any systems because I had to start at the top and count.
As soon as the Galaxy is created that numbering system will no longer be used, and all actions will be made by activating something like "The system containing Starpoint". After the Galaxy is created, all empty and red systems will also have unique names to make the use of a numbering system irrelevant.
Actually that's fine... it won't take long to re-arrange stuff.
Darian is Green and everyone else is the color in their position clockwise from Darian.
Then you get to place your 1st system in the inner ring from your hand.
Basically each first number represents a "row" and the second number is just its position in that row.
Place: Thibah [1,1] at position 6-4
[/strike]
Edit: ignore this post. It was supposed to be 5-4; sorry about that. New post is below.
I just realized that I created the exact same thing that I didn't like about that system. Yours was easier during set up, but harder during the game to figure out which system you wanted.
Mine makes the in-game part easier, but set up harder. And given the fact that We won't be using this during the game, I may as well change back to yours.
You may not place a Special System (with an inner red border) adjacent to another Special System, unless you have no other option.
If you placed a system that did not contain a planet during your last placement, you must, if able, place a system that does contain a planet during your next placement. If you are unable to do so, you must reveal your remaining systems to the other players to prove this. Then place one of your available systems.
Place: Thibah [1,1] at position 1-4
But it's already fun
edit: Done
Waiting on Megazver to place his System.
The Following Players have yet to respond to the PM:
Megazver
etoychest
Ryadic
Hopefully they are around tomorrow.
Etoychest has requested a partner and I am double checking with Megazver if he wants one as well.
edit: Jeddicus will be partnering with Etoychest due to the fact that I know for sure that he wants one. Iron Weasel will be partnering with Megazver.
The Division, Warframe (XB1)
GT: Tanith 6227
Sorry it took so long.
Iiiiinteresting.
Anywhere in ring 2.
Creation Order:
[strike]1st Ring:[/strike]
4 random systems
1,2
2nd Ring:
3,4,5,6,7,8
8,7,6,5,4,3
3rd Ring:
2,1
1,2,3,4,5,6,7,8
8,7,6,5,4,3,2,1
4th Ring:
1,2,3,4,5,6,7,8
8,7,6,5,4,3,2,1
Place <Mellon [0,2] and Zohbat [3,1,Blue]> system at 2-12.
You're up, El Skid!
Ryadic is up!
Creation Order:
[strike]1st Ring:[/strike]
4 random systems
1,2
2nd Ring:
3,4,5,6,7,8
8,7,6,5,4,3
3rd Ring:
2,1
1,2,3,4,5,6,7,8
8,7,6,5,4,3,2,1
4th Ring:
1,2,3,4,5,6,7,8
8,7,6,5,4,3,2,1