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Twilight Imperium Game 10 - Game Over!

MrBlarneyMrBlarney Registered User regular
edited December 2015 in Critical Failures
TwilightImperiumLogo.png
Twilight Imperium

Over three thousand years ago, the Lazax ruled the galaxy. But after many millennia of control, the Lazax grew complacent with their position over the other races. The six great races of Sol, Hylar, N'orr, Hacan, Letnev, and Xxcha began to chafe under the rule of the Lazax Empire. And so when a trade dispute over the Quann wormhole resulted in the Sol armada acting against the Letnev, a flame spread like wildfire throughout the galaxy, igniting a civil war between races that had only tenuously been held back by the Lazax rule. In the centuries that followed, the Twilight War eradicated the Lazax race and turned back thousands of years of progress. The great races retreated to their home planets to rebuild, and once the Galactic Council was once again able to meet, it was a shadow of its former strength. And now, thousands of years later, after the long era of the Dark Years, the time is right for a new race to step up and become the rulers of the galaxy, and the guiding hand for all races within its domain.


Twilight Imperium is a boardgame of galactic empire-building on a large scale, often described as a 4X game given physical form. Players build ships, conquer planets, research technology, and engage in trade and diplomacy, all in the pursuit of earning victory points toward claiming the Imperial Throne of Mecatol Rex and rule over the entire galaxy. For this forum game, I am planning on including the following options from the game's two expansions and a number of house rules:
  • Wormhole Nexus; Empty Worlds stack includes both Wormhole systems for setup; Regular Worlds stack includes Lodor and Quann systems for setup
  • Modified galaxy creation, starting location, and race selection
  • Strategy card set from Shattered Empire with modification to Warfare II
  • Modified starting Secret Objective selection and completion
  • Mixed Public Objective deck from base set and Shattered Empire with modifications
  • Action Card deck cut from combined 170-card deck to 120 cards
  • Political Card deck cut from combined 110-card deck to 60 cards; Political cards cannot be spent as Trade Goods but instead provide a Trade Good when drawn
  • Racial Technologies, Flagships, Mechanized Units with modification, Shock Troops with modification
  • Tactical Retreats
  • Custodians of Mecatol Rex

Rules and Utilities

Base Set Rules
Shattered Empire Rules
Shards of the Throne Rules
Official FAQ
Tech Tree

Walkthrough/Tutorial
Previous Games on PA: Game I, Game II, Game III (setup), Game IV, Game V, Game VI, Game VII, Game VIII, Game IX

There are a lot of rules to read through, and the summary I am putting into these opening posts will not be entirely comprehensive. I recommend reading through the Walkthrough/Tutorial linked above for starters and as a good review of the base game for veterans. You might also want to look at previous games played on the forum for an idea of the flow of the game. Keep an eye out for text in darkorange to note house rule modifications.

In general, actions will be noted in bold dodgerblue, bold limegreen, and bold red: see the sections below for specific formatting. Alternatively, players may post actions in bold using their race's color. Except for conversations between teammates and those initiated by the host, all inter-player conversation must be done in-thread. If you have need for clarifications, feel free to ask in bold darkorange.

Game Objectives
In order to claim the Imperial Throne of Mecatol Rex, players must accumulate 10 victory points (VP). VPs are earned by fulfilling Objective cards, including Public Objectives, Preliminary Objectives, and Secret Objectives. As soon as any player has completed 9 VP worth of Objectives, the game ends immediately, even if another player could have gained more VP later in the round.

The Public Objective deck is comprised of 6 Stage I cards and 5 Stage II cards. Among the Stage II cards is "Imperium Rex", which acts as a bit of a game clock: if it is revealed, the game ends immediately and the player with the most VPs wins. In case of a tie, ties are broken in order by number of Objective Cards fulfilled, number of planets controlled, number of reserve Command Counters, and number of allocated Command Counters. If none of these measures break the tie, then the game ends in a draw.

At the start of the game, each player starts with two Secret Objective cards in hand. When a player completes a Secret Objective, all remaining Secret Objectives in their hand (even if they have drawn additional objectives) are returned to the Secret Objective deck and the deck shuffled.

Races and Special Abilities
The Yssaril Tribes:
  • Starting Units: 1 Space Dock, 5 Ground Forces, 1 PDS, 2 Carriers, 1 Cruiser, 2 Fighters
  • Starting Technologies: Antimass Deflectors, XRD Transporter
  • Trade Contracts: 1, 2
  • You are allowed to skip your action turn during the Action Phase. You may not skip two such action turns in a row.
  • You draw one additional Action Card during every Status Phase. You are never limited to a hand size of Action Cards, regardless of the game rules and any active Political Cards.
  • Once during every Strategy Phase, you may look at one other player’s hand of Action Cards.
  • Racial Technology: Shuttle Logistics (Cost: +3) - At the start of the Status Phase, you may choose a system that does not contain any enemy ships. Your Ground Forces in the chosen system may move to any friendly planet in the same or an adjacent system (that does not contain any enemy ships).
  • Racial Technology: Mageon Implants (Cost: +4) - When looking at your opponent’s hand of Action Cards using your racial ability, you may steal 1 card of your choice and add it to your hand.
  • Flagship: Y’sia Y’ssrila (Cost: 9) - Battle 7 (x2), Movement 2, Capacity 5, Sustain Damage - This ship may move through systems containing enemy ships.

The Barony of Letnev:
  • Starting Units: 1 Space Dock, 1 Dreadnought, 1 Destroyer, 1 Carrier, 3 Ground Forces
  • Starting Technologies: Hylar V Assault Laser, Antimass Deflectors
  • Trade Contracts: 1, 1
  • Before any Space Battle or Invasion Combat Round, you may spend 2 Trade Goods to give all your Spaceships +1, or all of your Ground Forces +2, on their Combat Rolls for that Combat Round.
  • Your Fleets may always contain one more Ship than your number of Command Counters in your Fleet Supply.
  • Racial Technology: L4 Disruptors (Cost: +6) - You may use your race’s special ability during Invasion Combat without paying any Trade Goods.
  • Racial Technology: Noneuclidean Shielding (Cost: +4) - When you use the sustain damage ability of one of your units, it prevents 2 casualties (instead of just 1).
  • Flagship: Arc Secundus (Cost: 10) - Battle 5 (x2), Movement 1, Capacity 2, Sustain Damage, Bombard - This ship may bombard planets that contain PDS units. At the start of each combat round, repair this ship.

The Naalu Collective:
  • Starting Units: 1 Space Dock, 4 Ground Forces, 1 PDS, 1 Carrier, 1 Cruiser, 1 Destroyer, 4 Fighters
  • Starting Technologies: Antimass Deflectors, Enviro Compensator
  • Trade Contracts: 1, 2
  • The initiative number on your chosen Strategy Card is always “0” (replacing the normal initiative number of the Strategy Card). This means that you are always first in the order of play.
  • If attacked, a Naalu fleet may retreat before the beginning of the Space Battle step of the Tactical Action sequence (following the normal retreat rules and restrictions).
  • All Naalu Fighters receive +1 on Combat Rolls during Space Battles.
  • Racial Technology: Telepathic Mind Weapon (Cost: +5) - When your opponent activates a system that you control, he immediately loses 1 Command Counter from the Fleet Supply area of his race sheet.
  • Racial Technology: Hybrid Crystal Drives (Cost: +3) - Your Carriers and unsupported Advanced Fighters each only count as 1/2 a ship (rounded up) towards the Fleet Supply.
  • Flagship: Matriarch (Cost: 9) - Battle 8 (x2), Movement 2, Capacity 6, Sustain Damage - Your Fleet Supply limit in this system is increased by 1.

The Nekro Virus:
  • Starting Units: 2 Ground Forces, 1 Mechanized Unit, 1 Carrier, 2 Cruisers, 1 Space Dock
  • Starting Technologies: Gen Synthesis, Hylar V Assault Laser, Dacxive Animators
  • Trade Contracts: 1, 2
  • You may not vote on Political or Agenda cards.
  • When you destroy at least 1 enemy unit in a Space Battle or Invasion Combat (excluding PDS fire), you may copy (receive) 1 free Technology Card (ignoring all prerequisites) that the enemy player has already researched. Limit once per battle.
  • You may not receive Technology Cards from Political, Assembly, Action, or Strategy Cards. Any time you would receive a Technology Card in this way, instead gain 3 Command Counters.
  • Racial Technology: Valefar Assimilator - Cost: Gain this Technology by using your racial ability to copy a racial Technology an opponent has researched. You cannot copy a Technology that modifies his racial ability. Place the race’s Control Marker on this card to remember which ability you have copied.
  • Racial Technology: Valefar Assimilator - Cost: Gain this Technology by using your racial ability to copy a racial Technology an opponent has researched. You cannot copy a Technology that modifies his racial ability. Place the race’s Control Marker on this card to remember which ability you have copied.
  • Flagship: The Alastor (Cost: 9) - Battle 9 (x3), Movement 1, Capacity 1, Sustain Damage - If this ship is destroyed, destroy all friendly and enemy ships in the system.

Federation of Sol:
  • Starting Units: 5 Ground Units, 2 Carriers, 1 Destroyer, 1 Space Dock
  • Starting Technologies: Antimass Deflectors, Cybernetics
  • Trade Contracts: 2, 2
  • As an Action, you may spend one Command Counter from your Strategy Allocation box to place two free Ground Units on any one Planet that you control.
  • During the Status Phase, you receive one extra Command Counter.
  • Racial Technology: Mark II Advanced Carriers (Cost: +4) - Your Carriers now have a capacity of 8 and gain the “sustain damage” ability.
  • Racial Technology: Spec Ops Training (Cost: +5) - Each time you roll a 1 during Invasion Combat, you may reroll the die. You must use the second result.
  • Flagship: Genesis I (Cost: 10) - Battle 5 (x3), Movement 1, Capacity 3, Sustain Damage - Ground Forces on this ship do not count towards its capacity.

Universities of Jol-Nar:
  • Starting Units: 2 Ground Forces, 2 Carriers, 1 Fighter, 2 PDS, 1 Dreadnought, 1 Space Dock
  • Starting Technologies: Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools
  • Trade Contracts: 1, 3
  • You receive -1 on your Combat Rolls.
  • When executing the Secondary Ability of the Technology Strategy, you may execute both its Primary Ability and the Secondary Ability.
  • You may spend a Command Counter from your Strategy Allocation to immediately re-roll any of your die rolls.
  • Racial Technology: Spatial Conduit Network (Cost: +6) - Once per turn when moving, you may move ships from one system you control to any other system you control as if the systems were adjacent. Your ships using this movement must end their movement in a system you control.
  • Racial Technology: Electro-Resonance Turbines (Cost: +2) - When an opponent activates a system you control, gain 3 Trade Goods from the Trade Supply.
  • Flagship: J.N.S. Hylarim (Cost: 10) - Battle 2 (x2), Movement 2, Capacity 2, Sustain Damage - Each 10 rolled by this ship during a Space Battle counts as 3 hits (instead of 1 hit).

Game Setup
At the start of the game, players each draws two Secret Objective cards, and the Public Objective deck is created with the top card immediately revealed. Six races will be randomly dealt out for later selection. Then, players each receive five system tiles for creation of the game map. Mecatol Rex is set at the center, with home system locations on the third ring directly outward. Starting from the first player and proceeding in a snake draft (first to last, last to first, etc.), each player places a system title from their hand with the following restrictions:
  • Each ring must be filled completely before moving on to the next, starting from the center and moving outwards.
  • Special systems with red borders may not be placed adjacent to one another.
  • If a player has placed a system containing no planets, then a system containing at least one planet must be placed on their next turn.
Should a player be unable to place a system according to these rules, their hand of systems is revealed so that they may place a system while breaking the normal rules. The first player changes in each step of galaxy creation: the inner ring starts with player 1, the second ring starts with player 3, and the outer ring starts with player 5 - each round proceeding initially clockwise.

Once the game map has been created, players will conduct a final snake draft for starting location, race, and speaker token. Player order will be re-randomized from the galaxy creation phase. Each player will, on their turn, select a race, starting location, or claim the speaker token. Only one person may claim the speaker token: if taken, that player automatically takes the final choice of race or starting location. If no players claim the speaker token, it is given to the first player in the order.

After race and start location selection, Custodians of Mecatol Rex tokens are placed on Mecatol Rex (see Odds and Ends). Simultaneously, players place their starting units and receive starting technologies. Players then receive 2 Political Cards (and 2 Trade Goods) and allocate 2 Command Counters to Strategy Allocation, 3 counters to Fleet Supply, and 3 counters to Command Pool. The game begins with the first Strategy Phase.

General Game Flow
The game is played over a number of rounds, typically 5-10 in total. Each round is divided into three parts: the Strategy Phase, the Action Phase, and the Status Phase. In the Strategy Phase, players select Strategy Cards: this determines the special action that player may take during the round as well as play order. The bulk of activity takes place in the Action Phase: here players may deploy abilities specified by their choice of Strategy Card, activate systems for unit movement, space combat, invasion of planets, and building of new units, or to play certain action cards. Once everybody has passed their turns in the Action Phase, the Status Phase allows for players to score victory points by claiming objectives and refreshes the board setup for the next round of play.

Strategy Phase
In the Strategy Phase, players select Strategy Cards for the round. Each Strategy Card has a special ability and determines play order in the Action Phase. Starting from the player with the Speaker token and moving clockwise, each player will choose a card; each card may be selected by at most one player. To select a Strategy Card, note your selection in bold dodgerblue. Example:

I select the (1) Leadership Strategy Card.

At the end of the Strategy Phase, there will be two unselected Strategy Cards. A Bonus counter will be added to each card as incentive for selection in future rounds. When a player selects a Strategy Card with a Bonus counter, they immediately exchange each counter for either a Trade Good or Command Counter.

Action Phase
Starting with the player with the lowest-numbered Strategy Card and moving up in number, players take actions sequentially until all players have passed. There are four different types of actions that players can perform: the Strategic Action, Tactical Action, Transfer Action, and using Action Cards that are played as actions. Details about the first three actions are contained in the following sections. The fourth is straightforward: the acting player declares the card they wish to play in bold dodgerblue, noting its effects. For expediency in the forum game environment, players do not need to declare use of the Action Card, wait for others to declare, and then actually play the card. (Please note that the two-step declare-then-play protocol still applies for other phases of the game, including the Strategy Phase, Status Phase, and battles.) Example:

I play an Action Card: Alien Technology.
I exhaust Arnor (2R) and Saudor (2R) to gain the technology Sarween Tools.


If a player does not wish to make any more actions during the round, they may pass their turn. Players must use the Strategic Action specified on their Strategy Card before ending their turn for the round. Players who have passed their turn will still be able to participate in secondary abilities from other players’ Strategic Actions, but take no further actions in the Action Phase. Players may pass their turn in bold red. Example:

I PASS my turn.

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    MrBlarneyMrBlarney Registered User regular
    edited April 2015
    Strategic Action and Strategy Cards
    With a Strategic Action, players activate the ability specified on their chosen Strategy Card. After executing the primary ability, all other players, including players who have already passed their turn, will have a chance to make use of the secondary ability listed on the card by spending a Command Counter from their Strategy Allocation. Normally, players make their choices clockwise from the primary player, but for the purposes of the forum game environment, players may choose to pass or play on a secondary ability out of order if they wish. Text of each card and a short explanation and example for each follow below. Generally, use of a Strategy Card ability is noted in bold dodgerblue. Usage example:

    I activate the primary ability...
    I PLAY the secondary ability...
    I PASS on the secondary ability.

    (1) Leadership
    Primary Ability: Take Charge Receive 3 Command Counters from your reinforcements. You may then immediately use this card's secondary ability.
    Secondary Ability: 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.

    Notes: Unlike other Strategy Cards, there is no need to spend a Strategy Allocation counter to use this card’s secondary ability. Usage examples:

    I activate the primary ability of the (1) Leadership Strategy Card and exhaust Mellon (2I), placing 1 counter into Strategy Allocation, 1 into Fleet Supply, and 2 into Command Pool.

    I PLAY the secondary ability, exhausting Dal Bootha (2I) to place 1 Command Counter into my Command Pool.
    (2) Diplomacy II
    Primary Ability: Demilitarized Zone 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 a Command Counter or any influence.
    Secondary Ability: 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 Command Marker on the planet.

    Notes: The a) side of the primary ability protects a system from interference by other players; if they have no counters in their reserves they must take one from their race sheet if possible. Players may not use the secondary ability to take control of Mecatol Rex or a planet that was just annexed by another player using this ability during the same activation. Players may annex planets under the control of other players if the opponent has no ground units based at that planet. Usage examples:

    I activate the primary ability of the (2) Diplomacy II Strategy Card, choosing option a) and targeting the Abyz-Fria system.

    I PLAY the secondary ability, spending a Strategy Allocation Counter and exhausting Torkan (3I) to annex Vefut II.
    (3) Assembly
    Primary Ability: Senate Draw 1 Political Card and 2 Action Cards. Then choose either a) or b):
    a) Claim the Speaker token and choose one other player to play a Political Card and resolve its agenda. You may not choose this option if you are already the Speaker.
    b) Choose one other player to claim the Speaker token. Play a Political Card from your hand and resolve its agenda. You must select a player that is not currently Speaker.
    Secondary Ability: 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.

    Notes: If a player selected to play a Political Card has none to play, the top card of the Political Card deck is drawn and resolved instead. After negotiation, players vote on the agenda, starting to the left of the Speaker, with the option to also abstain from a vote. Each player's vote is worth the amount of influence on their unexhausted planets (minimum 1); Trade Goods may not be spent here to increase the power of the vote. The option with the most votes wins, with the Speaker breaking any ties. Usage examples:

    I activate the primary ability of the (3) Assembly Strategy Card, choosing option a) to claim the Speaker token and choosing The Universities of Jol-Nar to play a card. (The activating player may wait to receive cards before making a choice)
    Selected player under option a): I choose to bring "Ancient Artifact" to a vote., and posting the Political Card text.
    Voting: I vote FOR the agenda, I vote AGAINST the agenda., I ELECT <item> for the agenda., I ABSTAIN from the agenda.

    I PLAY the secondary ability, spending a Strategy Allocation Counter to refresh Lodor and Xxehan.
    (4) Production
    Primary Ability: Tight Deadlines 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 this system already. Building units here does not activate the system.
    Secondary Ability: 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 Docks, even if you have activated this system already. Building units here does not activate the system.

    Notes: Players are still limited by the normal production capacity of Space Docks during activation of this card. Usage examples:

    I activate the primary ability of the (4) Production Strategy Card, exhausting Fria (2R) to build a Cruiser (2R) and 2 Destroyers (2R) at the Space Dock on Abyz.

    I PLAY the secondary ability, spending a Strategy Allocation Counter and exhausting Lodor (3R) to build a Cruiser (2R) and 2 Fighters (1R) at the Space Dock on Lodor.
    (5) Trade II
    Primary Ability: Free Trade Receive 3 Trade Goods or cancel up to 2 trade agreements. Then all players receive Trade Goods from their active trade agreements. Players who are not the active player receive 1 fewer total Trade Goods. Finally, open trade negotiations among all players. You must approve all new trade agreements.

    Notes: Each race has two Trade Contracts that they may exchange with others to earn Trade Goods in the Trade Strategy Card, and trade agreements must be made between different races (i.e. you can’t exchange both Contracts with the same race). Negotiation is encouraged when making and approving agreements. There is no secondary ability associated with this Strategy card. Players do not need to declare the Trade Goods they gain, but may do so optionally. Usage examples:

    I activate the primary ability of the (5) Trade II Strategy Card, receiving 6 Trade Goods (3 free + 3 from agreements). or
    I activate the primary ability of the (5) Trade II Strategy Card, breaking the Trade agreement between The Universities of Jol-Nar and The Barony of Letnev. I collect 3 Trade Goods (all from agreements).

    When trying to create an agreement: I request the creation of a Trade Agreement between myself [2] and The Xxcha Kingdom [2].
    When approving a trade: I approve of the creation of a Trade Agreement between The Xxcha Kingdom [2] and The Federation of Sol [2].
    (6) Warfare II*
    Primary Ability: High Alert Place the High Alert token in a system. Your ships in the system with the token gain +1 movement and +1 on all rolls during Space Combat. If you move any ships from this system, you may move the token with them. Remove the token from the board at the start of the next Status Phase.
    Secondary Ability: 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 that do not contain enemy units. Then place one of your Command Counters from your reinforcements in each destination system that you did not control before the movement.

    Notes: The High Alert token does not affect the performance of ground units, nor does it affect pre-combat abilities. Moving ships using the secondary ability does not trigger PDS Fire. Control of a system is defined by control of all planets in the system (if any) and the presence of at least one non-Fighter friendly ship. Usage examples:

    I activate the primary ability of the (6) Warfare II Strategy Card, placing the High Alert token in the Abyz-Fria system.

    I PLAY the secondary ability, spending a Strategy Allocation Counter to move a Destroyer from Quann to Qucen'n-Rarron and a Cruiser from Dal Bootha-Xxehan to Qucen'n-Rarron.
    (7) Technology II
    Primary Ability: Technological Focus 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 Ability: 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.

    Notes: Common technologies are divided into four categories and organized into a tech tree. (Tech Tree) If purchasing technology, the cost may be reduced by one for each technology specialty icon matching the type of technology you wish to buy on your unexhausted planets. You do not have to exhaust such planets during technology purchasing to gain their bonus. Each race also has two Race-Specific Technologies only they may purchase. These technologies have no prerequisites, are colorless, and incur an additional resource cost to purchase; this includes if the technology is selected for the 'free' technology in the primary ability. Usage examples:

    I activate the primary ability of the (7) Technology II Strategy Card and exhaust Abyz (3R) to gain racial technology "Production Centers". (Hacan racial technology costing +3 resources)

    I PLAY the secondary ability, spending a Strategy Allocation Counter, exhausting Abyz (3R), Fria (2R), and using the Fria Technology specialty to gain "XRD Transporters".
    (8) Bureaucracy
    SPECIAL After selecting this Strategy Card, reveal cards from the Objective deck equal to the number of Bonus Counters on this card.
    Primary Ability: Senatorial Control Receive 1 Command Counter from your reinforcements. Then draw the top two cards from the Objective deck. Place one faceup 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 Ability: New Agendas Spend 1 Command Counter from your Strategy Allocation area to draw one Political Card and one Action Card.

    Notes: If "Imperium Rex" is revealed, whether by the special action or primary ability, the game ends immediately without any further player actions (including qualification for further objectives). A player must control all planets in their home system in order to claim an objective. Usage examples:

    I activate the primary ability of the (8) Bureaucracy Strategy Card, placing a Command Counter into Command Pool.
    After receiving Objective Cards: I reveal the following Objective Card:, and posting the Objective Card text.[/color][/b]

    I PLAY the secondary ability, spending a Strategy Allocation Counter to draw one Political Card and one Action Card.

    Tactical Action
    With a Tactical Action, players may activate a system for movement, invasion, or production. The following steps are taken in a Tactical Action:
    1. Activate a System One counter will be spent from the Command Pool to activate the chosen system.
    2. Movement into the System Ships cannot be moved out of activated systems and cannot pass through systems with non-Fighter enemy ships. Units with carry ability can pick up units at any time during their movement as long as the systems do not contain enemy ships and are not previously activated.
    3. PDS Fire If there are any enemy PDS units in range, play will be paused to allow their owning players the opportunity to decide whether or not to react. The active player may then choose to activate their own PDS units, if any. Hits are scored as in Space Battles (see below) by each player.
    4. Space Battles A Space Battle occurs when ships of different players are in the same system. See section below.
    5. Planetary Landings Units being carried may be landed at this time; they may be split between multiple planets.
    6. Invasion Combat Invasion Combat occurs when units of different players are in the same planet. See section below.
    7. Produce Units Players may exhaust planets and spend trade goods to build units at a previously established Space Dock, or to build a Space Dock if the planet it is being built on has been controlled the entire round. The maximum number of units that may be produced is equal to 2 plus the resource value of the planet housing the Space Dock.
    If a planet is taken, either by landing a Ground Force or Mechanized Unit on an empty planet or winning Invasion Combat, the planet card is received in exhausted state. Example:

    I spend a Command Pool Counter to activate the Tar'mann system and perform a Tactical Action.
    A Carrier with two Fighters and two Ground Forces from Tequ'ran-Torkan and a Cruiser from the Xxcha Home System will be moved in.
    (If there were PDS in the area, the action would pause for PDS fire. Assuming the system is empty,)
    I land two Ground Forces onto Tar'mann, taking control of the planet.

    Building units: I exhaust Bereg (3R) to build a Cruiser (2R) and two Fighters (1R).

    Space Battles and Invasion Combat
    Before a Space Battle, pre-combat Actions and anti-Fighter barrage occur. In Anti-Fighter Barrage, each player rolls two dice for each Destroyer they have in the system. Each hit (roll on d10+modifiers at or above the ship’s combat value) destroys a Fighter in the opponent’s fleet. Once complete, Space Battles are resolved in rounds:
    1. Announce Withdrawals/Retreats Attacker has first option to declare a retreat, followed by the Defender. Players may retreat into an adjacent activated system without enemy ships. Alternatively, the defender may spend a counter from Strategy Allocation to activate an adjacent empty or friendly system for the purposes of retreat.
    2. Roll Combat Dice Both players simultaneously roll outcomes for all their ships.
    3. Remove Casualties Both players decide what ships to remove from their own fleets; attacker removes first.
    4. Execute Withdrawals/Retreats If there are still ships of both players in the system and a retreat was declared, it is executed now.
    Battle rounds continue until a player retreats or only ships of one kind (or fewer) remain in the system. Generally, battles will be conducted via private message, and it is encouraged to have conditional orders in place with me in order to expedite the process. Results will be announced in thread at battle’s completion.

    Invasion Combat flows similarly to Space Battles, but without a retreat option. Pre-combat, the attacker has the option of using Planetary Bombardment with his Dreadnoughts and War Suns and the defender may use PDS fire. For Bombardment, ships must be split between planets if there are multiple invasions, and Dreadnoughts may not bombard planets that contain enemy PDS units. PDS units must be on the planet being invaded to be used in PDS fire. For each hit by each player, one Ground Force or Shock Troop is removed or one Mechanized Unit is damaged (but not destroyed). Remaining Ground Forces, Shock Troops, and Mechanized Units fight it out in rounds of rolling combat dice, then removing casualties. If the attacker wins with at least one Ground Force, Shock Troop, or Mechanized Unit remaining, then he gains control of the planet. All enemy Space Dock and PDS units are destroyed, unless the attacker has at least one Shock Troop; in that case, the invader may choose to capture the facilities instead, replacing them with units of his own.

    Units
    The number of each type of unit a player may have on the board is limited, with the exception of Ground Forces and Fighters. Even then, there is a maximum number of 'divisions' of each type. Certain units have a Sustain Damage ability that allows them to take one hit without being destroyed. Damaged units are not hampered combat-wise, though a second hit will destroy them. Damaged ships are repaired in the Status Phase.
    • Space Dock Cost: 4, Max Available: 3. Ground unit, cannot be carried. No combat capabilities, but can support three Fighter units. Builds units; cannot produce units the same turn it is built. If blockaded (in a system with enemy ships), only ground units can be built. Maximum of one can be present on each planet.
    • Ground Force Cost: 1 (for 2), Max Available: unlimited in 12 divisions, Combat Value: 8. Ground unit. Can establish control of planets.
    • Shock Troops Cost: Special, Max Available: 12 across all players, Combat Value: 5. Ground unit. Can establish control of planets, may take over PDS and Space Dock units after battle. Upgrades from Ground Force when Ground Force rolls a natural 10 in Invasion Combat. Must be taken as casualties before Ground Forces. Does not need to be accompanied by other ground units.
    • Mechanized Unit Cost: 2, Max Available: 4, Combat Value: 6 (x2). Ground unit, can sustain damage. Can establish control of planets. Can be damaged (but not destroyed) by bombardment and PDS fire.
    • PDS (Planetary Defense System) Cost: 2, Max Available: 6, Combat Value: 6. Ground unit, Planetary Shield (defend against bombardment), PDS Fire abilities. Maximum of two can be present on each planet.
    • Fighter Cost: 1 (for 2), Max Available: unlimited in 10 divisions, Combat Value: 9. Space unit, must be supported by a Space Dock or unit with carry capacity.
    • Carrier Cost: 3, Max Available: 4, Combat Value: 9, Movement: 1. Space unit. Carry capacity of 6 units. If destroyed, any carried Ground units are immediately lost.
    • Destroyer Cost: 1, Max Available: 8, Combat Value: 9, Movement: 2. Space unit, can use Anti-fighter barrage.
    • Cruiser Cost: 2, Max Available: 8, Combat Value: 7, Movement: 2. Space unit.
    • Dreadnought Cost: 5, Max Available: 5, Combat Value: 5, Movement: 1. Space unit, can bombard, can sustain damage.
    • War Sun Cost: 12, Max Available: 2, Combat Value: 3 (x3), Movement: 2. Space unit, can bombard through Planetary Shield, can sustain damage. Carry capacity of 6 units. If destroyed, any carried Ground units are immediately lost. Requires tech advance to build.
    • Flagship Cost: Varies, Max Available: 1, Combat Value: Varies, Movement: Varies. Space unit, unique stats dependent on race. May only be built at player’s home system.

    Transfer Action
    The Transfer Action bears similarities to the Tactical Action, but can only be used in friendly systems and used only for reorganization of units and production. The following steps are taken in a Transfer Action, with exceptions listed where they differ from the Tactical Action:
    1. Activate Two Systems One counter will come from the Command Pool like in a Tactical Action, the other will come from the reserve tokens. Both systems must be “friendly”, containing at least one friendly unit and no enemy units, and must be adjacent to each other.
    2. Movement Between Systems
    3. PDS Fire
    4. Planetary Landings Units may not be landed on neutral or enemy-controlled planets in the Transfer Action.
    5. Produce Units Units may be produced or a Space Dock may be built at only one of the activated systems.
    Example:

    I spend a Command Pool Counter to activate the Saudor and Arinam-Meer systems and perform a Transfer Action.
    A Carrier with two Fighters and two Ground Forces will move from Saudor to Arinam-Meer; a Cruiser will move from Arinam-Meer to Saudor.
    I will land one Ground Force from the Carrier to each of Arinam and Meer.
    I will exhaust Saudor (2R) and spend 2 Trade Goods to build a Space Dock on Arinam.

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    edited December 2015
    Status Phase
    Once all players have passed their turns, the Action Phase ends and the Status Phase begins. In the Status Phase, the following steps are taken in order:
    1. Qualify for Public/Preliminary/Secret Objective Cards Players may qualify for at most one Public Objective Card and one Secret Objective Card per round. A player must control all planets in their home system in order to claim an objective. All players may claim each Public Objective once; players may not claim other players' Secret Objectives.
    2. Repair Damaged Ships
    3. Remove Command Counters Counters are removed from the board and returned to players' reserves.
    4. Refresh Planet Cards Trade stations and certain worlds have Refresh abilities that can be used immediately after refreshing, causing them to become exhausted.
    5. Receive 1 Action Card and 2 Command Counters
    6. Redistribute Command Areas If a player reduces their Fleet Supply, they must make sure their fleet numbers are in compliance with the new number.
    7. Return Strategy Cards Strategy Cards return to the common area for selection in the next Strategy Phase.
    Players may also scuttle units during the Status Phase, returning the unit to the reserves. Most steps are automatic; outside of potential Action Card plays and scuttling units, players need only declare how they are redistributing their Command Counters in the Status Phase. Example:

    I gain 2 Command Counters, placing one in Strategy Allocation and one in Command Pool., or I gain 2 Command Counters, rearranging my Command Areas to include 2 in Strategy Allocation, 4 in Fleet Supply, and 2 in Command Pool.

    Odds and Ends
    • At the start of the game, Mecatol Rex is assigned two Custodians of Mecatol Rex tokens. Before any player may establish control over the planet, they must defeat a standing force of 3 Fighters and 2 Ground Forces. The Fighters are immune to Anti-Fighter Barrage, the Ground Forces immune to Bombardment. Each token returns to full strength if not defeated, but when beaten they are permanently removed from the game, even if control over Mecatol Rex is later lost.
    • As described above, Command Counters in the Strategy Allocation area are (generally) used to play the secondary abilities of Strategy Cards, and counters in the Command Pool area are used to activate systems in Tactical and Transfer actions. Command Counters in the Fleet Supply area are not spent, but instead indicate the maximum number of friendly non-Fighter ships that can be supported in a single system at any time. Each player has a maximum of 16 Command Counters available in the game. If a game effect requires the placement of a Counter from the reserves and none is available, the counter must be taken from one of the allocated areas.
    • Keep in mind that removing all Ground units from a world after establishing control does not relinquish it. Only when an enemy takes over control does ownership transfer.
    • Certain map hexes have special features. Hexes with matching-lettered wormholes are considered adjacent by movement. Asteroid Field systems are impassable unless a player has the Antimass Deflectors technology; even then, movement may not end in this system. Supernova systems are completely impassable to movement. Nebula systems can be activated, but units may not move through them in a single activation. Ships defend with a +1 bonus to combat rolls while inside a Nebula, but their movement is reduced to 1 when moving out of a Nebula system. Ion Storms, much like Nebulas, can be activated, but cannot be passed through without stopping. While inside an Ion Storm, ships may not be fired upon by PDS Units, and Fighters do not fire in combat (though they still may be taken as casualties). Gravity Rifts have a chance of destroying any ship that leaves or moves through the system: for each ship a die is rolled and on a 1-5, the ship and any carried units are destroyed.
    • With the additional components from the expansions, the Trade Good pool is effectively unlimited (88 in total). Trade Goods may be spent at any time as 1 resource or 1 influence, except in voting. Trade Goods are also notable for normally being the only component that may be freely traded between players. Transfers may be performed at any time by noting the action in bold dodgerblue; these are good bargaining chips when making negotiations.
    • Trade Contracts may be broken unilaterally by a player in the Status Phase if they desire. Contracts are also automatically broken if trade partners engage in a Space Battle or Invasion Combat.
    • When playing an Action Card outside of simply as an action, a player must first declare that they are making an Action Card play, after which all other players may also declare a play, or pass. If multiple players wish to play cards at the same time, resolution is in play order (which differs in the Strategy Phase, Action Phase, and Status Phase). The exception to Action Card declaration is the play of "Sabotage" cards: these do not need to be declared until they are played reactively to another Action Card being played. To declare the play of a card, note it in bold dodgerblue at the appropriate period in which it will be played.
    • The maximum hand size for Action Cards is seven. If a player exceeds this number at any time, they must immediately discard down to seven, even if they have more Action Cards to draw. In the latter case, the player may continue drawing cards after discarding down to seven.
    • A similar maximum hand size also exists for Political Cards at five. Unlike the rules as written, Political cards cannot be spent as Trade Goods. Instead, whenever a Political card is drawn, the drawing player also receives a Trade Good.
    • To aid in recordkeeping, and as a common courtesy, it is recommended that you list the number of Trade Goods, Action Cards, Political Cards, and Command Counter Allocation in bold limegreen after each of your actions. For example, at the start of the game, your status might look like this:

      TG/AC/PC: 2/0/2
      SA/FS/CC: 2/3/3



    Game State Links

    Signups
    Player and Race Draw, Galaxy Creation, Update 1, Update 2, Update 3, Update 4, Race and Position Draft
    Round 1: Start of Strategy Phase, Action Phase Update 1, Update 2, Update 3, Update 4, Start of Status Phase
    Round 2: Start of Strategy Phase, Action Phase Update 1, Update 2, Update 3, Update 4, Start of Status Phase
    Round 3: Start of Strategy Phase, Action Phase Update 1, Update 2, Update 3, Update 4, Start of Status Phase
    Round 4: Start of Strategy Phase, Action Phase Update 1, Update 2, Update 3, Update 4, Start of Status Phase
    Round 5: Start of Strategy Phase, Action Phase Update 1, Update 2, Update 3, Update 4, Start of Status Phase
    Round 6: Start of Strategy Phase, Action Phase Update 1, Update 2, Update 3, Update 4, Update 5, Update 6, Start of Status Phase, Status Phase Update

    Naalu has gained the necessary 9 Victory Points and has won the game!

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    Signup Period

    People interested in playing should indicate their interest by posting a message indicating such in bold limegreen. I'll close signups Tuesday 2015 April 21, 10pm PDT, conditional on there being at least six interested players. Six players will be selected randomly for game participation; remaining players will act as reserves in case someone drops from the game or is no longer interested in playing.

    Please take note of the optional modules and numerous house rules that will be employed in this game, as listed at the top of the opening post:
    • Wormhole Nexus; Empty Worlds stack includes both Wormhole systems for setup; Regular Worlds stack includes Lodor and Quann systems for setup
    • Modified galaxy creation, starting location, and race selection
    • Strategy card set from Shattered Empire with modification to Warfare II
    • Modified starting Secret Objective selection and completion
    • Mixed Public Objective deck from base set and Shattered Empire with modifications
    • Action Card deck cut from combined 170-card deck to 120 cards
    • Political Card deck cut from combined 110-card deck to 60 cards; Political cards cannot be spent as Trade Goods but instead provide a Trade Good when drawn
    • Racial Technologies, Flagships, Mechanized Units with modification, Shock Troops with modification
    • Tactical Retreats
    • Custodians of Mecatol Rex

    I am quite open to suggestions for other changes. To aid in your discussion, elaboration on a few of the points above follows:

    Start Location, Race, and Starting Player Selection:
    After galaxy creation, there will be a snake draft for race and starting position. For further fairness, player order will be randomized between galaxy creation and race/location selection. We'll see how this goes, compared to the other selection methods used previously.

    Mixed Public Objective Deck:
    For fairness, I once again list the Public Objectives that will be employed:

    Stage I
    [1 VP] I have at least 5 Technology Advances.
    [1 VP] I have Technology Advances in all 4 colors.
    [1 VP] I now spend 8 resources or 8 influence.
    [1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.
    [1 VP] I am blockading an opponent’s Space Dock or have destroyed an opponent’s Space Dock this turn.
    [1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.
    [1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.
    [1 VP] I took control of 3 planets this turn.
    [1 VP] I control 5 planets outside my Home System.
    [1 VP] I control Mecatol Rex.

    Stage II
    [2 VP] I have at least 5 Technology Advances of the same color.
    [2 VP] I have at least 9 Technology Advances.
    [2 VP] I now spend 16 resources or 16 influence.
    [2 VP] I now spend 6 Command Counters from my Command and/or Strategy Allocation areas.
    [2 VP] I won two Space Battles this turn, each in different systems and against at least 3 opposing ships.
    [2 VP] I successfully invaded two planets, each containing at least 1 opposing Ground Force or Mechanized Unit, this turn.
    [2 VP] I control 10 planets outside my Home System.
    [2 VP] 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.
    [WIN] Domination!: I control all the planets in the Home Systems of two other players and have at least 4 (non-Fighter) ships in each.
    [GAME OVER] Imperium Rex: As soon as this card is revealed, the game ends immediately. The player with the most victory points wins the game.

    Trimmed Action and Political Card Decks:
    The trimming for this game was based on an aggregation of five forumers' opinions. Each forumer was asked to, for each card, mark whether it was an absolute keep, absolute cut, or marginal in either direction. "Keep" cards were given a score of 1, "cut" cards a score of 0, and "marginal" cards a score of 0.6; values were summed across forumers' opinions.

    117 Action Cards achieved a score of above 3.0, having at most one "cut" call and each having at least two "keep" calls. Three Action Cards achieved a score of exactly 3.0 and were selected on the basis of other cards with the same name achieving a score above 3.0 (there were cases where cards with the same name were given different tags), for a total of 120 cards for the Action deck.

    52 Political Cards achieved a score of above 3.0; adding in the eight cards that had a score of exactly 3.0 generates a set of 60 cards for the Political deck.

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    EntrepidusEntrepidus Registered User new member
    I'm very interested :twisted:

    As a quick suggestion before I hop back off:
    I like to counteract some of the RNG involved in manual galaxy creation for my live games by dealing each player two Preliminary Objectives and two Secret Objectives at the start of the game. Players choose one of each to keep and return their unchosen objectives to be shuffled. The first Secret Objective can't be completed until later in the game (as usual), but upon completing their Preliminary Objective, a player receives another pair of Secret Objectives to choose between (also can't be completing until the standard time). This ensures each player has the potential for at least 5pts worth of Objectives (1*1pt Prelimary and 2*2pts+ Secret) they can choose to suit their board position. It also tends to promote faster games (more or less important in PbF based on the group) with closer point spreads.

    I might have another suggestion or two come Sunday after I've had time to take a closer look.

    (As a personal preference, I'd opt for excluding Imperium Rex just because of how anti-climactic it can be if it's not manually placed at the bottom of the Objectives stack)

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    The BraysterThe Brayster UKRegistered User regular
    I haven't played before, but really want to. Can I sign up

    Steam: TheBrayster
    PSN: TheBrayster_92
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    El SkidEl Skid The frozen white northRegistered User regular
    edited April 2015
    Definitely interested

    El Skid on
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    discriderdiscrider Registered User regular
    Put me down as a reserve.
    I'll not play, but I'll keep the game going should a player disappear at some point.

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    MrBlarneyMrBlarney Registered User regular
    Entrepidus wrote: »
    As a quick suggestion before I hop back off:
    I like to counteract some of the RNG involved in manual galaxy creation for my live games by dealing each player two Preliminary Objectives and two Secret Objectives at the start of the game. Players choose one of each to keep and return their unchosen objectives to be shuffled. The first Secret Objective can't be completed until later in the game (as usual), but upon completing their Preliminary Objective, a player receives another pair of Secret Objectives to choose between (also can't be completing until the standard time). This ensures each player has the potential for at least 5pts worth of Objectives (1*1pt Prelimary and 2*2pts+ Secret) they can choose to suit their board position. It also tends to promote faster games (more or less important in PbF based on the group) with closer point spreads.

    It's an interesting thought, though there are two factors that lead me against this approach. First, having so many hidden Objectives puts a lot of influence on holding secrets, which are harder to react to and work against than the Public Objective cards. I'll have to think a bit whether or not that's actually a good thing or not, but something tells me that it'll change the dynamic of the game greatly. This is especially if someone draws two Secret Objectives that require control of Mecatol Rex, and a player can synergize the two into a huge four-point swing. The other factor that I am concerned about is the fact that there simply aren't enough Public Objective cards to be able to deal each player two at the start (ten cards available, where six players would require twelve at the least). Component limitations puts a damper on this one for the full game.

    I did try in previous games a public line of Preliminary Objective cards preceding a choice between two drawn Secret Objective cards, which is part of the way towards your suggestion. Since I've decided to simplify things a little bit by not using Preliminary Objectives, that just leaves the initial hand of Secret Objective cards. We'll see how that goes.
    Entrepidus wrote: »
    (As a personal preference, I'd opt for excluding Imperium Rex just because of how anti-climactic it can be if it's not manually placed at the bottom of the Objectives stack)

    On the other hand, the hidden possibility of Imperium Rex also puts pressure on being ready for the game to be over at any point (after Round 5) and generates an interesting dynamic for control of the Bureaucracy card. True, it may be anticlimactic for Imperium Rex to surprise folks at the top of the Stage II deck, but the uncertainty can also provide a bit more drive to activity, without the assurance that you can hold back for one more round before making your decisive strike.

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    PredaPreda Registered User regular
    I really want to.
    But having played before I'll wait if someone else who didn't, want in...

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    MrBodyMrBody Registered User regular
    Standard or alternate tech tree?

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    MrBlarneyMrBlarney Registered User regular
    MrBody wrote: »
    Standard or alternate tech tree?
    Standard tech tree. The overall game options are basically in the middle of Game 8 and Game 9.

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    PredaPreda Registered User regular
    MrBlarney wrote: »
    MrBody wrote: »
    Standard or alternate tech tree?
    Standard tech tree. The overall game options are basically in the middle of Game 8 and Game 9.

    Than you have better to correct the OP, since in technology strategy explanation there is a link to the alternated one...

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited April 2015
    I would like to play.

    jakobagger on
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    MrBlarneyMrBlarney Registered User regular
    Preda wrote: »
    MrBlarney wrote: »
    MrBody wrote: »
    Standard or alternate tech tree?
    Standard tech tree. The overall game options are basically in the middle of Game 8 and Game 9.

    Than you have better to correct the OP, since in technology strategy explanation there is a link to the alternated one...
    I also forgot to add it back to the "Rules and Utilities" section. Tech Tree links should be up to date.

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    El SkidEl Skid The frozen white northRegistered User regular
    So MrB...about game setup.

    It seems like setup is going to involve minimal skill and planning, and that things are in fact set up that way on purpose.

    The galaxy is set up before players know their secret objectives, or even the order races/starting positions are seelected, and then when selecting races/start locs they still wont know their secret objectives.

    Could you comment on why you wouldn't want to give SOs at the beginning of the process at least, if only so people could start using that knowledge to plan their moves, and maybe even allow others to guess what they're trying to accomplish?

    Im genuinely curious on this :)

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    MrBlarneyMrBlarney Registered User regular
    Well, I thought that setting up the Objective Deck and dealing out Secret Objective cards was done after galaxy creation, but after cross-referencing the rulebooks, it looks like it's the other way around! So yeah, you'll get to see the first Stage I Objective and get your Secret Objective cards before putting the map together. Funnily enough, the document I have without all the houserule modifications has the game setup steps in the proper order, so I guess I switched it around at some point in a previous game.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I have never played but will sign up

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    KaneskiKaneski Registered User regular
    edited April 2015
    !signup if not late.


    Re: objective mix. There's no preliminary objective that can't be accomplished by anyone on the board. They're not hard, and shouldn't need a choice-of-two thing. I agree to a choice of 1 of 2 SO, to counter the board setup RNG. Imperium Rex should stay in and shuffled as normal, IMO. Players that spend a round building an empire instead of pursuing objectives should lose :D

    After game 8, and all its crazy betting stuff, I'd say abandon it, but leave random homeworld placement to encourage a more balanced galaxy.

    Kaneski on
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    DaemonisDaemonis Registered User regular
    Signup

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    XeadinMCXeadinMC Reasonable Equestrian Lake Forest Park, WARegistered User regular
    edited April 2015
    What the heck, I'll give this a go. Sign me up, if there is room.

    b]Edit[/b I couldn't help but notice that you left out an important part regarding the Trade II Strategy card that is noted on the card itself--
    "The active player initiating the strategy card may not cancel Hacan agreements."

    It's not much of a big deal, but it is something important for the new players to know as well :)

    XeadinMC on
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    MrBlarneyMrBlarney Registered User regular
    Well, it's only important if the Hacan are in the game. And the added text coincides with their natural racial abilities, anyways. (Though I guess it might make a difference if the Hacan are caught under Cultural Crisis.) Consider it a simplification for readability purposes.

    Looks like we're 24 hours from signups closing, and we've got plenty of people signed up. I think I'll lock down any major house rules changes now, so I can be prepared for tomorrow night when the game begins.

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    KaneskiKaneski Registered User regular
    MENTAK! *CLAP CLAP* MENTAK!

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    MrBlarneyMrBlarney Registered User regular
    Speaking of races, rules as in the original rulebook have them being selected first thing in game setup, before the map is created. In the custom rules I've set up here, races are drawn only after the map is created. Since players will be receiving their Secret Objectives before map creation now, should I also move race draws before map creation as well? In this case, players will still only be selecting race and starting location after map creation, but players will know which races will be in play as the map is built. Let me know your opinions and I'll make a decision once signups close.

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    El SkidEl Skid The frozen white northRegistered User regular
    edited April 2015
    That's really great, MrB!

    Yeah, going into map creation knowing your SO and available races would allow for much more strategizing and counter strategizing, especially not knowing who will go first in the race/starting loc selection.

    El Skid on
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    KaneskiKaneski Registered User regular
    edited April 2015
    As long as random placement of homeworlds is done after map is built, it doesn't really matter - knowing your SO doesn't help at all if you don't know where on the map you will be, nevermind WHO you will be.

    Kaneski on
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    El SkidEl Skid The frozen white northRegistered User regular
    edited April 2015
    Kaneski wrote: »
    As long as random placement of homeworlds is done after map is built, it doesn't really matter - knowing your SO doesn't help at all if you don't know where on the map you will be, nevermind WHO you will be.

    I think knowing your SO can definitely aid your placement of the map pieces. If you know you need to take over an enemy homeworld, you can try to ensure that two races will have start locs with good access to each other and plentiful resources in between them, and plan to use your first choice to take one of the two locations. If you need to take Mecatol, you can try to set it up to be less accessible. If you're betting on being a particular race and getting stuck with a weak homeworld you can try to balance the start locs out, and maybe foil what other people are trying to do with their map placements.

    The potential of looking at your opponents' moves and gleaning some sort of information on their SO and plan going forward is there anyway. People could just be placing stuff randomly because they don't feel it matters with the random race/start loc selection order, but I prefer the possibility of bluffing/gleaning info and hoping you have a good SO/order choice over what is guaranteed to be random placement any day :)

    El Skid on
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    LykouraghLykouragh Registered User regular
    !Sign up so hard

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    KaneskiKaneski Registered User regular
    edited April 2015
    @El Skid it sounds plausible, however if you get a placement on opposite side, you just gimped yourself. Say you have the take Mecatol objective and you place an asteroid or a nova on one of the mecatol sides. 1/6 chance that you just cut yourself off from your objective. Placing good planets to take a HW - 5/6 chance you won't get the HW start you're trying to set up. Even balanced placements - eg placing the critical tile between two HWs doesn't improve your odds of making use of that tile much. The odds of getting first pick of placement is exactly the same as just RNG.

    That's not even counting not knowing the placement of your opponents or when you get to pick.

    Balanced galaxy creation, yo.

    Kaneski on
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    XeadinMCXeadinMC Reasonable Equestrian Lake Forest Park, WARegistered User regular
    I've played with a variation to the Leadership Strategy card's secondary ability, in that you don't face the hard 3 CC limit. Instead, the cost to buy more Command Counters becomes more expensive.

    For Instance:
    • 1 Influence -- 1 CC
    • 3 Influence -- 2 CCs
    • 6 Influence -- 3 CCs
    • 10 Influence -- 4 CCs
    • 15 Influence -- 5 CCs
    ... so on and so forth. Of course, you can only obtain however many CCs you have available in your reinforcements.

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    EntrepidusEntrepidus Registered User new member
    Regarding game setup, I'm all for:
    1. Reveal Races and first Public Objective
    2. Deal/Choose Secret Objectives (and Preliminary if you choose to include them)
    3. Create Map
    4. Snake Draft
    Putting Secret Objectives after Race reveals only matters if you're allowing players to choose X from a selection of Y.

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    El SkidEl Skid The frozen white northRegistered User regular
    Kaneski wrote: »
    @El Skid it sounds plausible, however if you get a placement on opposite side, you just gimped yourself. Say you have the take Mecatol objective and you place an asteroid or a nova on one of the mecatol sides. 1/6 chance that you just cut yourself off from your objective. Placing good planets to take a HW - 5/6 chance you won't get the HW start you're trying to set up. Even balanced placements - eg placing the critical tile between two HWs doesn't improve your odds of making use of that tile much. The odds of getting first pick of placement is exactly the same as just RNG.

    That's not even counting not knowing the placement of your opponents or when you get to pick.

    Balanced galaxy creation, yo.

    Yeah exactly, its risk/reward.

    Though placing that nova by itself isnt much of a risk, since the only way you get screwed (assuming youre willing to use your first pick for startloc) is if you pick last and everyone else chooses the startlocs you want first...at which point I guess you get the best race as compensation?

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    MrBlarneyMrBlarney Registered User regular
    Alright then, verdict points to races being selected before map building. Signups close in 1 hour.

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    MrBlarneyMrBlarney Registered User regular
    Player and Race Selection

    The following forum members have signed up as primaries for this game:
    1. Entrepidus
    2. The Brayster
    3. El Skid
    4. jakobagger
    5. Phyphor
    6. Kaneski
    7. Daemonis
    8. XeadinMC
    9. Lykouragh
    with Preda and discrider as reserves. A permutation will be taken to determine who will play and the initial player order. A permutation will also be used to select player races, from the following list:
    1. The Emirates of Hacan
    2. Universities of Jol-Nar
    3. The L1z1x Mindnet
    4. The Barony of Letnev
    5. The Mentak Coalition
    6. The Naalu Collective
    7. Sardakk N'orr
    8. Federation of Sol
    9. The Xxcha Kingdom
    10. The Yssaril Tribes
    11. The Embers of Muaat
    12. The Clan of Saar
    13. The Winnu
    14. The Yin Brotherhood
    15. The Arborec
    16. The Ghosts of Creuss
    17. The Nekro Virus

    And now, the time of judgement:

    Geth roll 9p9 for Player Order
    Geth roll 17p6 for Races

    Player Order:
    9p9 362880 [9p9=7, 2, 5, 9, 4, 3, 8, 1, 6]
    Races:
    17p6 8910720 [17p6=10, 4, 6, 17, 8, 2]

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    MrBlarneyMrBlarney Registered User regular
    edited April 2015
    Player lineup for the start of the game:
    1. Daemonis
    2. The Brayster
    3. Phyphor
    4. Lykouragh
    5. jakobagger
    6. El Skid

    The following races will be vying for the rule of the galaxy:

    The Yssaril Tribes:
    • Starting Units: 1 Space Dock, 5 Ground Forces, 1 PDS, 2 Carriers, 1 Cruiser, 2 Fighters
    • Starting Technologies: Antimass Deflectors, XRD Transporter
    • Trade Contracts: 1, 2
    • You are allowed to skip your action turn during the Action Phase. You may not skip two such action turns in a row.
    • You draw one additional Action Card during every Status Phase. You are never limited to a hand size of Action Cards, regardless of the game rules and any active Political Cards.
    • Once during every Strategy Phase, you may look at one other player’s hand of Action Cards.
    • Racial Technology: Shuttle Logistics (Cost: +3) - At the start of the Status Phase, you may choose a system that does not contain any enemy ships. Your Ground Forces in the chosen system may move to any friendly planet in the same or an adjacent system (that does not contain any enemy ships).
    • Racial Technology: Mageon Implants (Cost: +4) - When looking at your opponent’s hand of Action Cards using your racial ability, you may steal 1 card of your choice and add it to your hand.
    • Flagship: Y’sia Y’ssrila (Cost: 9) - Battle 7 (x2), Movement 2, Capacity 5, Sustain Damage - This ship may move through systems containing enemy ships.

    The Barony of Letnev:
    • Starting Units: 1 Space Dock, 1 Dreadnought, 1 Destroyer, 1 Carrier, 3 Ground Forces
    • Starting Technologies: Hylar V Assault Laser, Antimass Deflectors
    • Trade Contracts: 1, 1
    • Before any Space Battle or Invasion Combat Round, you may spend 2 Trade Goods to give all your Spaceships +1, or all of your Ground Forces +2, on their Combat Rolls for that Combat Round.
    • Your Fleets may always contain one more Ship than your number of Command Counters in your Fleet Supply.
    • Racial Technology: L4 Disruptors (Cost: +6) - You may use your race’s special ability during Invasion Combat without paying any Trade Goods.
    • Racial Technology: Noneuclidean Shielding (Cost: +4) - When you use the sustain damage ability of one of your units, it prevents 2 casualties (instead of just 1).
    • Flagship: Arc Secundus (Cost: 10) - Battle 5 (x2), Movement 1, Capacity 2, Sustain Damage, Bombard - This ship may bombard planets that contain PDS units. At the start of each combat round, repair this ship.

    The Naalu Collective:
    • Starting Units: 1 Space Dock, 4 Ground Forces, 1 PDS, 1 Carrier, 1 Cruiser, 1 Destroyer, 4 Fighters
    • Starting Technologies: Antimass Deflectors, Enviro Compensator
    • Trade Contracts: 1, 2
    • The initiative number on your chosen Strategy Card is always “0” (replacing the normal initiative number of the Strategy Card). This means that you are always first in the order of play.
    • If attacked, a Naalu fleet may retreat before the beginning of the Space Battle step of the Tactical Action sequence (following the normal retreat rules and restrictions).
    • All Naalu Fighters receive +1 on Combat Rolls during Space Battles.
    • Racial Technology: Telepathic Mind Weapon (Cost: +5) - When your opponent activates a system that you control, he immediately loses 1 Command Counter from the Fleet Supply area of his race sheet.
    • Racial Technology: Hybrid Crystal Drives (Cost: +3) - Your Carriers and unsupported Advanced Fighters each only count as 1/2 a ship (rounded up) towards the Fleet Supply.
    • Flagship: Matriarch (Cost: 9) - Battle 8 (x2), Movement 2, Capacity 6, Sustain Damage - Your Fleet Supply limit in this system is increased by 1.

    The Nekro Virus:
    • Starting Units: 2 Ground Forces, 1 Mechanized Unit, 1 Carrier, 2 Cruisers, 1 Space Dock
    • Starting Technologies: Gen Synthesis, Hylar V Assault Laser, Dacxive Animators
    • Trade Contracts: 1, 2
    • You may not vote on Political or Agenda cards.
    • When you destroy at least 1 enemy unit in a Space Battle or Invasion Combat (excluding PDS fire), you may copy (receive) 1 free Technology Card (ignoring all prerequisites) that the enemy player has already researched. Limit once per battle.
    • You may not receive Technology Cards from Political, Assembly, Action, or Strategy Cards. Any time you would receive a Technology Card in this way, instead gain 3 Command Counters.
    • Racial Technology: Valefar Assimilator - Cost: Gain this Technology by using your racial ability to copy a racial Technology an opponent has researched. You cannot copy a Technology that modifies his racial ability. Place the race’s Control Marker on this card to remember which ability you have copied.
    • Racial Technology: Valefar Assimilator - Cost: Gain this Technology by using your racial ability to copy a racial Technology an opponent has researched. You cannot copy a Technology that modifies his racial ability. Place the race’s Control Marker on this card to remember which ability you have copied.
    • Flagship: The Alastor (Cost: 9) - Battle 9 (x3), Movement 1, Capacity 1, Sustain Damage - If this ship is destroyed, destroy all friendly and enemy ships in the system.

    Federation of Sol:
    • Starting Units: 5 Ground Units, 2 Carriers, 1 Destroyer, 1 Space Dock
    • Starting Technologies: Antimass Deflectors, Cybernetics
    • Trade Contracts: 2, 2
    • As an Action, you may spend one Command Counter from your Strategy Allocation box to place two free Ground Units on any one Planet that you control.
    • During the Status Phase, you receive one extra Command Counter.
    • Racial Technology: Mark II Advanced Carriers (Cost: +4) - Your Carriers now have a capacity of 8 and gain the “sustain damage” ability.
    • Racial Technology: Spec Ops Training (Cost: +5) - Each time you roll a 1 during Invasion Combat, you may reroll the die. You must use the second result.
    • Flagship: Genesis I (Cost: 10) - Battle 5 (x3), Movement 1, Capacity 3, Sustain Damage - Ground Forces on this ship do not count towards its capacity.

    Universities of Jol-Nar:
    • Starting Units: 2 Ground Forces, 2 Carriers, 1 Fighter, 2 PDS, 1 Dreadnought, 1 Space Dock
    • Starting Technologies: Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools
    • Trade Contracts: 1, 3
    • You receive -1 on your Combat Rolls.
    • When executing the Secondary Ability of the Technology Strategy, you may execute both its Primary Ability and the Secondary Ability.
    • You may spend a Command Counter from your Strategy Allocation to immediately re-roll any of your die rolls.
    • Racial Technology: Spatial Conduit Network (Cost: +6) - Once per turn when moving, you may move ships from one system you control to any other system you control as if the systems were adjacent. Your ships using this movement must end their movement in a system you control.
    • Racial Technology: Electro-Resonance Turbines (Cost: +2) - When an opponent activates a system you control, gain 3 Trade Goods from the Trade Supply.
    • Flagship: J.N.S. Hylarim (Cost: 10) - Battle 2 (x2), Movement 2, Capacity 2, Sustain Damage - Each 10 rolled by this ship during a Space Battle counts as 3 hits (instead of 1 hit).

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    Round 0: Galaxy Creation

    All players draw two Secret Objective before galaxy creation. The Public Objective deck is created, composed of six Stage I Objective cards on top of five Stage II Objective cards. The top card of the Public Objective deck is revealed:
    [1 VP] I took control of 3 planets this turn.

    Starting Map

    For galaxy creation, 32 system tiles have been shuffled together, comprising 4 red-bordered systems, 8 empty systems (including both wormhole systems), and 20 regular systems (including both wormhole-containing systems). Two systems have been randomly taken out of the stack and each player has received 5 tiles. In turn, players will place tiles to the board observing the following restrictions:
    • Each ring must be filled completely before moving on to the next, starting from the center and moving outwards.
    • Special systems with red borders may not be placed adjacent to one another.
    • If a player has placed a system containing no planets, then a system containing at least one planet must be placed on their next turn.
    Should a player be unable to place a system according to these rules, their hand of systems is revealed so that they may place a system while breaking the normal rules. When a system with no planets is placed, its placer my give it a name for unique identification. Tile placement will be in the following order:
    • Inner Ring (1-X): 1, 2, 3, 4, 5, 6
    • Middle Ring (2-X): 3, 4, 5, 6, 1, 2, 2, 1, 6, 5, 4, 3
    • Outer Ring (3-X): 5, 6, 1, 2, 3, 4, 4, 3, 2, 1, 6, 5
    Once all tiles have been placed, a new draft will be held for race, starting position, and speaker token.

    Secret Objective and system draws going out shortly; Daemonis to place a system when he is ready.

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    MrBodyMrBody Registered User regular
    I'll be a reserve. I've played enough and didn't want to edge out someone who hasn't gotten to yet, but I'll step in if you need someone to keep the game running.

    And I'll bite my tongue on which of those races are the best...

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    MrBlarneyMrBlarney Registered User regular
    edited April 2015
    All initial private messages should be out. Let me know if I've screwed things up already.

    One more thing about map creation: when placing an empty (including systems with only wormholes) or red-bordered system, the player placing the system is free to give it a name of his choosing for identification on the map.

    System Placement Order
    Daemonis Current Player
    The Brayster
    Phyphor
    Lykouragh
    jakobagger
    El Skid
    --
    Phyphor
    Lykouragh
    jakobagger
    El Skid
    Daemonis
    The Brayster
    The Brayster
    Daemonis
    El Skid
    jakobagger
    Lykouragh
    Phyphor
    --
    jakobagger
    El Skid
    Daemonis
    The Brayster
    Phyphor
    Lykouragh
    Lykouragh
    Phyphor
    The Brayster
    Daemonis
    El Skid
    jakobagger

    MrBlarney on
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    DaemonisDaemonis Registered User regular
    Empty system "Emptier than empty" to 1-1.
    @The Brayster

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    KaneskiKaneski Registered User regular
    Literally last. Dicks. Enjoy the fight for the galaxy lads!

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    The BraysterThe Brayster UKRegistered User regular
    Sorry @MrBlarney it is probably better if I just back out now before we start. Got a busy couple of weeks coming up so I can't devote myself to a game I'm unfamiliar with, I'll just slow it down for everyone else.

    Sorry for wasting your time.

    Steam: TheBrayster
    PSN: TheBrayster_92
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