The Agenda is voted AGAINST: The Lazax places Command Counters from their reserves into the Quann and Lodor systems.
Civilization Secondary
The Xxcha Kingdom: PASS The Federation of Sol: PLAY (Initiative), exhausting Mellon (2I). The Lazax: PASS The Barony of Letnev: PASS The Sardakk N’orr: PASS The Emirates of Hacan: PASS
Solwill ACTIVATE the secondary, spending no SA and exhausting Mellon(2I) to draw two cards.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Once Tmoiy gets back on the forum (hasn't been on since Sunday according to the profile), I'm sure he'll make his action in a timely fashion. If it doesn't happen in the next day or so, I'll figure out a way to keep things moving.
Well, considering the resources available to the N'orr, I'm going to call a PASS on the secondary ability. I'll give until the end of the weekend for Tmoiy to check in, otherwise I'll search for another player - I don't believe LeumasWhite is following the game any longer.
For now, sartori and jakobagger may take their next turn.
Move the carrier from our home system, picking up the two fighters and two ground forces, and dropping a ground force on Coorneeq and another on Resculon.
TG/AC: 1/3
S/F/C: 1/3/1
The Federation of Sol: Activate Jord and Mellon-Zohbat. (CP 1 --> 0)
Move 1 Carrier from Mellon-Zohbat to Jord.
Exhaust Jord (4R) and Sakulag (2R) to build 2 Cruisers (4R) and 4 Fighters (2R) at Jord. The Universities of Jol-Nar: Activate Primary Ability of (3) Civilization Strategy, selecting the agenda "Broad Cloaking Technology" (LAW).
Xxcha spends a Strategic Allocation counter (SA 2 --> 1) to draw a new agenda, "Clearing the Wormholes".
The agenda is voted 30-3 AGAINST: The Lazax place Command Counters into the Quann and Lodor systems. The following race plays on the secondary ability:
Sol (Initiative), exhausting Mellon (2I). (AC 1 --> 3) The Lazax: Activate Dal Bootha-Xxehan. (CP 1 --> 0)
Move 1 Cruiser and 1 Ground Force in from Lodor.
Land Ground Force on Xxehan. The Sardakk N’orr: Activate Coorneeq-Resculon. (CP 2 --> 1)
Move 1 Carrier, 2 Fighters, and 2 Ground Forces in from N'orr Home System.
Land 1 Ground Force on each of Coorneeq and Resculon.
Worlds: R - Mecatol Rex (3R, 6I) R - Industrex (2R, 0I, R (x2)) R - Lodor (3R, 1I, G) R - Mehar Xull (1R, 3I, B) R - Quann (2R, 1I, G) R - Qucen'n (1R, 2I) E - Tempesta (1R, 1I, B (x2)) R - Vefut II (2R, 0I, R) E - Xxehan (1R, 1I, G)
Trade Contracts: Letnev [1], Hacan [3]
Technology: Hylar V Assault Laser, Deep Space Cannon
Worlds: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) E - Arinam (1R, 2I, B) E - Coorneeq (1R, 2I, R) E - Meer (0R, 4I) E - Resculon (2R, 0I) R - Saudor (2R, 2I)
Worlds: R - Archon Ren (2R, 3I) R - Archon Tau (1R, 1I) R - New Albion (1R, 1I, G) R - Starpoint (3R, 1I) E - Tequ'ran (2R, 0I, R) E - Torkan (0R, 3I, B)
Worlds: E - Jord (4R, 2I) E - Centauri (1R, 3I) E - Gral (1R, 1I, B) R - Lazar (1R, 0I) R - Mellon (0R, 2I) E - Sakulag (2R, 1I) R - Zohbat (3R, 1I, B)
Neutral Worlds
N - Dal Bootha (0R, 2I, R)
N - Rarron (0R, 3I, G)
N - Tar'mann (1R, 1I)
Agenda Effects
Disbanding the Empire: Against - Another round will be added to the end of the game; win conditions referring to round eight instead refer to round nine.
Order of Play
The Federation of Sol: (1) Initiative The Universities of Jol-Nar: (3) Civilization (Inactive) The Lazax: (4) Logistics (Active) The Sardakk N’orr: (5) Trade (Active) The Barony of Letnev: (6) Warfare (Active) Current Turn The Xxcha Kingdom: (7) Technology (Active) The Emirates of Hacan: (8) Industry (Active)
I activate the primary ability of the (6)Warfare strategy -
retrieving the Command Counter from the Arc Prime system and placing it back in my Command Pool.
Everyone else should PLAY or PASS on the secondary.
Secondary Ability: Patrols
Spend one Command Counter from your Strategy Allocation area to choose one or two of your Destroyer/Cruiser units anywhere on the board. Each unit may now move to an adjacent empty (non-Home) system. Then place one of your Command Counters from your reinforcements in each destination system.
(Notes: An empty system is defined as one that does not contain units and which is not a red-bordered Special System. Ships moved by the secondary ability may come from activated systems and may move to activated systems.)
I believe you should be at SA/FS/CP: 1/3/3, stever777, unless I missed some actions somewhere?
Warfare Secondary
The Sardakk N’orr: PASS The Emirates of Hacan: PASS The Universities of Jol-Nar: PASS The Xxcha Kingdom: PASS The Federation of Sol: PASS The Lazax: PASS
FunkyWaltDogg, you're going to have to revise your orders. Not only is the Asteroid Field impassable to movement without the Antimass Deflectors technology, you can never end your movement in such a system anyways.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
The Federation of Sol: PASS The Lazax: PLAY (SA 1 --> 0), exhausting Lodor (2R) and Quann (3R) and using 3 Technology Specialties from Vefut II and Industrex (2x) to gain Deep Space Cannon. The Barony of Letnev: PASS The Sardakk N’orr: PASS The Emirates of Hacan: PASS The Universities of Jol-Nar: PLAY (SA 1 --> 0), gaining Neural Motivator (Racial Ability).
Only the Lazax and Jol-Nar need to report their decisions to PLAY or PASS on the secondary; all other players are considered to have automatically PASSed for lack of resources.
I PLAY the secondary ability of Technology, spending a Strategy Allocation counter, exhausting Quann (2R) and, and Lodor (3R), and using the Technology Specialty discount from Vefut II (1 Red) and Industrex (2 Red) to gain “Deep Space Cannon”.
Take a Transfer Action, activating Hacan homeworlds and Thibah.
Move the Carrier (w/ Fighters) to the homeworlds.
Move a Cruiser to Thibah.
Build a Destroyer at Arretze, using the resource from Sarween Tools.
Take a Transfer Action, activating Hacan homeworlds and Thibah.
Move the Carrier (w/ Fighters) to the homeworlds.
Move a Cruiser to Thibah.
Build a Destroyer at Arretze, using the resource from Sarween Tools. Exhaust Bereg (3 resources) and build a Mechanized Unit and two Fighters at Arretze.
TG/AC: 0/1
SA/FS/CP: 3/4/0
If we're permitted to modify our order, I've added/underlined the extra production at the bottom. It's still within the unit limit for Arretze (up to 5 plastic)
Posts
Civilization Secondary
The Xxcha Kingdom: PASS
The Federation of Sol: PLAY (Initiative), exhausting Mellon (2I).
The Lazax: PASS
The Barony of Letnev: PASS
The Sardakk N’orr: PASS
The Emirates of Hacan: PASS
Hacan passes the secondary.
The Black Hole of Cygnus X-1
The Black Hole of Cygnus X-1
For now, sartori and jakobagger may take their next turn.
Take a Tactical Action, activating the Dal Bootha/Xxehan system.
Move 1 Cruiser and 1 GF from Lodor to Xxehan.
Land 1 GF on Xxehan.
TG/AC: 0/3
SA/FS/CP: 1/3/0
N'orr
Tactical action, activating Coorneeq/Resculon.
Move the carrier from our home system, picking up the two fighters and two ground forces, and dropping a ground force on Coorneeq and another on Resculon.
TG/AC: 1/3
S/F/C: 1/3/1
Record of Actions
The Federation of Sol: Activate Jord and Mellon-Zohbat. (CP 1 --> 0)
Move 1 Carrier from Mellon-Zohbat to Jord.
Exhaust Jord (4R) and Sakulag (2R) to build 2 Cruisers (4R) and 4 Fighters (2R) at Jord.
The Universities of Jol-Nar: Activate Primary Ability of (3) Civilization Strategy, selecting the agenda "Broad Cloaking Technology" (LAW).
Xxcha spends a Strategic Allocation counter (SA 2 --> 1) to draw a new agenda, "Clearing the Wormholes".
The agenda is voted 30-3 AGAINST: The Lazax place Command Counters into the Quann and Lodor systems. The following race plays on the secondary ability:
Sol (Initiative), exhausting Mellon (2I). (AC 1 --> 3)
The Lazax: Activate Dal Bootha-Xxehan. (CP 1 --> 0)
Move 1 Cruiser and 1 Ground Force in from Lodor.
Land Ground Force on Xxehan.
The Sardakk N’orr: Activate Coorneeq-Resculon. (CP 2 --> 1)
Move 1 Carrier, 2 Fighters, and 2 Ground Forces in from N'orr Home System.
Land 1 Ground Force on each of Coorneeq and Resculon.
Current Map: Round 2, Action Phase Update 3
Technology Status
The Lazax: sartori and jakobagger
Action Cards: 3
Treaty Cards: 7
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 0
Trade Contracts: Hacan [3], Xxcha [2]
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Integrated Economy, Stasis Capsules, Hylar V Assault Laser
Worlds:
R - Mecatol Rex (3R, 6I)
R - Industrex (2R, 0I, R (x2))
R - Lodor (3R, 1I, G)
R - Mehar Xull (1R, 3I, B)
R - Quann (2R, 1I, G)
R - Qucen'n (1R, 2I)
E - Tempesta (1R, 1I, B (x2))
R - Vefut II (2R, 0I, R)
E - Xxehan (1R, 1I, G)
Action Cards: 3
Treaty Cards: 4
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 2
Trade Contracts: N'orr [1], Jol-Nar [1]
Technology: Hylar V Assault Laser, Antimass Deflectors, XRD Transporters
Worlds:
E - Arc Prime (4R, 0I)
E - Wren Terra (2R, 1I)
R - Arnor (2R, 1I)
R - Lor (1R, 2I, R)
Action Cards: 3
Treaty Cards: 4
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 1
Trade Contracts: Letnev [1], Hacan [3]
Technology: Hylar V Assault Laser, Deep Space Cannon
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
E - Arinam (1R, 2I, B)
E - Coorneeq (1R, 2I, R)
E - Meer (0R, 4I)
E - Resculon (2R, 0I)
R - Saudor (2R, 2I)
Action Cards: 1
Treaty Cards: 4
Strategy Allocation: 3
Fleet Supply: 4
Command Pool: 1
Trade Contracts: Lazax [3], N'orr [2]
Technology: Enviro Compensator, Sarween Tools
Worlds:
E - Arretze (2R, 0I)
E - Hercant (1R, 1I)
R - Kamdorn (0R, 1I)
R - Bereg (3R, 1I, R)
R - Lirta IV (2R, 3I, G)
E - Thibah (1R, 1I)
Action Cards: 1
Treaty Cards: 4
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 1
Trade Contracts: Letnev [1], Sol [2]
Technology: Hylar V Assault Laser, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology
Worlds:
R - Jol (1R, 2I)
R - Nar (2R, 3I)
R - Abyz (3R, 0I)
R - Fria (2R, 0I, B)
E - Wellon (1R, 2I)
Action Cards: 3
Treaty Cards: 4
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 2
Trade Contracts: Lazax [2], Sol [2]
Technology: Antimass Deflectors, Enviro Compensator
Worlds:
R - Archon Ren (2R, 3I)
R - Archon Tau (1R, 1I)
R - New Albion (1R, 1I, G)
R - Starpoint (3R, 1I)
E - Tequ'ran (2R, 0I, R)
E - Torkan (0R, 3I, B)
Action Cards: 3
Treaty Cards: 4
Strategy Allocation: 3
Fleet Supply: 3
Command Pool: 0
Trade Contracts: Jol-Nar [3], Xxcha [2]
Technology: Antimass Deflectors, Cybernetics
Worlds:
E - Jord (4R, 2I)
E - Centauri (1R, 3I)
E - Gral (1R, 1I, B)
R - Lazar (1R, 0I)
R - Mellon (0R, 2I)
E - Sakulag (2R, 1I)
R - Zohbat (3R, 1I, B)
Neutral Worlds
N - Rarron (0R, 3I, G)
N - Tar'mann (1R, 1I)
Agenda Effects
Order of Play
The Federation of Sol: (1) Initiative
The Universities of Jol-Nar: (3) Civilization (Inactive)
The Lazax: (4) Logistics (Active)
The Sardakk N’orr: (5) Trade (Active)
The Barony of Letnev: (6) Warfare (Active) Current Turn
The Xxcha Kingdom: (7) Technology (Active)
The Emirates of Hacan: (8) Industry (Active)
I activate the primary ability of the (6)Warfare strategy -
retrieving the Command Counter from the Arc Prime system and placing it back in my Command Pool.
Everyone else should PLAY or PASS on the secondary.
Secondary Ability: Patrols
Spend one Command Counter from your Strategy Allocation area to choose one or two of your Destroyer/Cruiser units anywhere on the board. Each unit may now move to an adjacent empty (non-Home) system. Then place one of your Command Counters from your reinforcements in each destination system.
(Notes: An empty system is defined as one that does not contain units and which is not a red-bordered Special System. Ships moved by the secondary ability may come from activated systems and may move to activated systems.)
TG/AC: 0/3
SA/FS/CP: 1/3/3
The Black Hole of Cygnus X-1
Warfare Secondary
The Sardakk N’orr: PASS
The Emirates of Hacan: PASS
The Universities of Jol-Nar: PASS
The Xxcha Kingdom: PASS
The Federation of Sol: PASS
The Lazax: PASS
The Black Hole of Cygnus X-1
- Move one cruiser from Bereg/Lirta IV to Trader's Gap.
- Move one cruiser from Hacan homeworlds to (unnamed) Asteroid Field.
TG/AC: 0/1SA/FS/CP: 2/4/1
FunkyWaltDogg, you're going to have to revise your orders. Not only is the Asteroid Field impassable to movement without the Antimass Deflectors technology, you can never end your movement in such a system anyways.
That's on me; I was thinking of the Nebula rules instead of the Asteroid rules. Sorry!
Take a Strategic Action- Play Technology.
Take Hylar V Assault Lasers.
Sol will PASS on the Warfare secondary.
The Federation of Sol: PASS
The Lazax: PLAY (SA 1 --> 0), exhausting Lodor (2R) and Quann (3R) and using 3 Technology Specialties from Vefut II and Industrex (2x) to gain Deep Space Cannon.
The Barony of Letnev: PASS
The Sardakk N’orr: PASS
The Emirates of Hacan: PASS
The Universities of Jol-Nar: PLAY (SA 1 --> 0), gaining Neural Motivator (Racial Ability).
Only the Lazax and Jol-Nar need to report their decisions to PLAY or PASS on the secondary; all other players are considered to have automatically PASSed for lack of resources.
I PLAY the secondary ability of Technology, spending a Strategy Allocation counter, exhausting Quann (2R) and, and Lodor (3R), and using the Technology Specialty discount from Vefut II (1 Red) and Industrex (2 Red) to gain “Deep Space Cannon”.
TG/AC: 0/3
SA/FS/CP: 0/3/0
TG/AC: 0/1
SA/FS/CP 0/3/1
Take a Transfer Action, activating Hacan homeworlds and Thibah.
Move the Carrier (w/ Fighters) to the homeworlds.
Move a Cruiser to Thibah.
Build a Destroyer at Arretze, using the resource from Sarween Tools.
TG/AC: 0/1
SA/FS/CP: 3/4/0
Take a Transfer Action, activating Hacan homeworlds and Thibah.
Move the Carrier (w/ Fighters) to the homeworlds.
Move a Cruiser to Thibah.
Build a Destroyer at Arretze, using the resource from Sarween Tools.
Exhaust Bereg (3 resources) and build a Mechanized Unit and two Fighters at Arretze.
TG/AC: 0/1
SA/FS/CP: 3/4/0
If we're permitted to modify our order, I've added/underlined the extra production at the bottom. It's still within the unit limit for Arretze (up to 5 plastic)