The Ghosts of Creuss: Activate Mecatol Rex system (CP 2 --> 1).
Move in 1 Destroyer from Lodor.
Exhaust Creuss (4R) to build 2 Destroyers (2R) and 1 PDS on Mecatol Rex. Universities of Jol-Nar: Play Primary Ability of (4) Production Strategy Card, exhausting Lirta IV (2R), Nar (2R), Jol (1R), Arinam (1R), and Rigel III (1R), 4 Trade Goods (TG 4 --> 0), +3R from the strategy card and Sarween Tools to build 1 War Sun (12R) and 4 Fighters (2R) at Nar.
Naalu plays on the secondary (SA 2 --> 1), exhausting Druaa (3R) and discarding Political Card "Emperor" (PC 1 --> 0) to build 1 Carrier (3R) and 1 Destroyer (1R) at Druaa.
L1z1x plays on the secondary (SA 1 --> 0), exhausting [0.0.0] (5R) to build 1 Dreadnought (4R) at [0.0.0].
Creuss plays on the secondary (SA 2 --> 1), exhausting Lodor (3R) and Tequ'ran (2R) to build 2 Mechanized Units (4R) and 1 Ground Force (1R) on Creuss.
Muaat plays on the secondary (free), exhausting 2 Trade Goods (TG 2 --> 0), discarding Political Card "Technology Tariffs" (PC 2 --> 1), +1R from Sarween Tools to build 2 PDS (4R) on Quann.
Yin plays on the secondary (SA 2 --> 1), exhausting Hercalor (1R), Qucen'n (1R), and Thibah (1R) to build 3 Destroyers (3R) at Darien. The Yin Brotherhood: Swap resource and influence values of Darien. The Embers of Muaat: Activate Yin Home System (CP 3 --> 2).
Move in 1 Warsun, 4 Fighters, 1 Mechanized Unit, and High Alert Token from Muaat plus 1 Fighter from Quann and 2 Cruisers from Qucen'n-Rarron.
During the space battle, Muaat loses 1 Cruiser and 5 Fighters to Yin's 3 Destroyers and 3 Fighters; combat resolves in favor of Muaat.
Land 1 Mechanized Unit on Darien. Yin's space dock is destroyed. The Naalu Collective: Pass turn.
The L1z1x Mindnet: 4 VP The Ghosts of Creuss: 3 VP Universities of Jol-Nar: 3 VP The Embers of Muaat: 2 VP The Naalu Collective: 1 VP The Yin Brotherhood: 1 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: L1z1x, Creuss, Naalu, Muaat
[1 VP] I am blockading an opponent's Space Dock.: Jol-Nar, Muaat
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.: Creuss, YinJol-Nar
[1 VP] I control Mecatol Rex.: Creuss
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.: Jol-Nar, L1z1x
1 Stage I Objective and 5 Stage II Objectives remain hidden.
Secret Objectives Universities of Jol-Nar: 1 Secret Objective The Naalu Collective: 1 Secret Objective The L1z1x Mindnet: [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems. The Ghosts of Creuss: 1 Secret Objective The Embers of Muaat: 1 Secret Objective The Yin Brotherhood: 2 Secret Objectives
Trade Contracts: (Jol-Nar [3], Jol-Nar [1])
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System
Worlds: X - Jol (1R, 2I) X - Nar (2R, 3I) X - Arinam (1R, 2I, B) X - Bereg (3R, 1I, R) X - Lirta IV (2R, 3I, G) R - Meer (0R, 4I) R - Rigel I (0R, 1I, G) X - Rigel II (1R, 2I) X - Rigel III (1R, 1I, B)
Worlds: X - Creuss (4R, 2I) X - Lodor (3R, 1I, G) R - Mallice (0R, 3I) R - Mecatol Rex (1R, 6I) R - Mirage (1R, 2I, F (x2)) X - Tequ'ran (2R, 0I, R) R - Wellon (1R, 2I)
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator, Magmus Reactor
Worlds: X - Muaat (4R, 1I) X - Darien (2R, 4I) X - Capha (3R, 0I) R - Centauri (1R, 3I) X - Gral (1R, 1I, B) X - Quann (2R, 1I, G) X - Tar'mann (1R, 1I)
Worlds: X - Hercalor (1R, 0I, Y) X - Qucen'n (1R, 2I) R - Rarron (0R, 3I, G) X - Thibah (1R, 1I) R - Tiamat (1R, 2I, Y) R - Vefut II (2R, 0I, R)
Neutral Planets and Special Effects
N - Vega Major (2R, 1I)
Strategic Planning - Muatt may play on Strategy Cards' secondary abilities this round without expending counters from Strategy Allocation.
Order of Play The Naalu Collective: (0) Technology IIPASSED The L1z1x Mindnet: (1) Leadership Current Turn The Ghosts of Creuss: (3) Assembly Universities of Jol-Nar: (4) Production The Yin Brotherhood: (5) Trade II The Embers of Muaat: (6) Warfare II
Just a second, here. I don't think L1z1x is allowed to drop a GF on a neutral planet with their Transfer action. They'll need to revise their orders first.
Ack, sorry. Has been a long weekend. On the plus side I played and won a game of TI3 yesterday (as Sol). I'll confer with my partner and get something up ASAP.
Ack, sorry. Has been a long weekend. On the plus side I played and won a game of TI3 yesterday (as Sol). I'll confer with my partner and get something up ASAP.
Yeah I can't picture any GF based races being useful in a game with mech units.
Sol does get the most hilariously useless racial tech in the game though. Something like Cost + 3 for a 4% chance to turn each ground combat miss into a hit.
Yeah the cost factors of GF based abilities need to be reworked probably while mechanized units are available.
What are the chances, all things even, of 4 GF taking out a mechanized unit? Just wondering.
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!
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 L1z1x Mindnet: Activate Faunus system (CP 2 --> 1).
Move in 2 Cruisers, 1 Destroyer, 1 Carrier, 2 Fighters, 2 Ground Forces, and 1 Mechanized Unit from the Vega system.
Land 2 Ground Forces and 1 Mechanized Unit on Faunus. The Ghosts of Creuss: Activate Tequ'ran-Torkan system (CP 1 --> 0).
Carrier lifts 1 Mechanized Unit from Tequ'ran.
Land 1 Mechanized Unit onto Torkan. Universities of Jol-Nar: Activate the Lucky Lady system (CP 4 --> 3).
Move in 1 Warsun and 6 Fighters from Jol-Nar home system and 1 Dreadnought from Rigel.
PDS Fire destroys the Muaat Flagship. The Yin Brotherhood: Activate Qucen'n-Rarron (CP 2 --> 1).
Exhaust Vefut II (2R) and Tiamat (1R) to build 2 Fighters (1R) and 1 Mechanized Unit (2R) at Rarron. The Embers of Muaat: Spend 1 counter from Strategic Allocation (SA 2 --> 1) to build 1 Destroyer at Quann.
The L1z1x Mindnet: 4 VP The Ghosts of Creuss: 3 VP Universities of Jol-Nar: 3 VP The Embers of Muaat: 2 VP The Naalu Collective: 1 VP The Yin Brotherhood: 1 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: L1z1x, Creuss, Naalu, Muaat
[1 VP] I am blockading an opponent's Space Dock.: Jol-Nar, Muaat
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.: Creuss, YinJol-Nar
[1 VP] I control Mecatol Rex.: Creuss
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.: Jol-Nar, L1z1x
1 Stage I Objective and 5 Stage II Objectives remain hidden.
Secret Objectives Universities of Jol-Nar: 1 Secret Objective The Naalu Collective: 1 Secret Objective The L1z1x Mindnet: [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems. The Ghosts of Creuss: 1 Secret Objective The Embers of Muaat: 1 Secret Objective The Yin Brotherhood: 2 Secret Objectives
Trade Contracts: (Jol-Nar [3], Jol-Nar [1])
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System
Worlds: X - Jol (1R, 2I) X - Nar (2R, 3I) X - Arinam (1R, 2I, B) X - Bereg (3R, 1I, R) X - Lirta IV (2R, 3I, G) R - Meer (0R, 4I) R - Rigel I (0R, 1I, G) X - Rigel II (1R, 2I) X - Rigel III (1R, 1I, B)
Worlds: X - Creuss (4R, 2I) X - Lodor (3R, 1I, G) R - Mallice (0R, 3I) R - Mecatol Rex (1R, 6I) R - Mirage (1R, 2I, F (x2)) X - Tequ'ran (2R, 0I, R) X - Torkan (0R, 3I, B) R - Wellon (1R, 2I)
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator, Magmus Reactor
Worlds: X - Muaat (4R, 1I) X - Darien (2R, 4I) X - Capha (3R, 0I) R - Centauri (1R, 3I) X - Gral (1R, 1I, B) X - Quann (2R, 1I, G) X - Tar'mann (1R, 1I)
Worlds: X - Hercalor (1R, 0I, Y) X - Qucen'n (1R, 2I) R - Rarron (0R, 3I, G) X - Thibah (1R, 1I) X - Tiamat (1R, 2I, Y) X - Vefut II (2R, 0I, R)
Neutral Planets and Special Effects
N - Vega Major (2R, 1I)
Strategic Planning - Muatt may play on Strategy Cards' secondary abilities this round without expending counters from Strategy Allocation.
Order of Play The Naalu Collective: (0) Technology IIPASSED The L1z1x Mindnet: (1) Leadership Current Turn The Ghosts of Creuss: (3) Assembly Universities of Jol-Nar: (4) Production The Yin Brotherhood: (5) Trade II The Embers of Muaat: (6) Warfare II
0
Options
Iron WeaselDillon!You son of a bitch!Registered Userregular
Activate Vega System.
Move in 1 dreadnaught and 1 gf from 0.0.0
Land GF on Vega Major
TG/AC/PC 0/4/0
SA/FS/CP 0/5/0
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Oh, so it does. That's convenient. L1z1x's turn, then.
The flagship allows cruisers! Yeah that is basically my only ability besides having warsuns.
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!
Oh, I have an elect player PC, and with your current influence it seems you would be the winner of this fabulous mystery prize.
Just a thought, just a thought.
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!
You taking the speaker token helps me, rather then playing one of your own cards and handing it off to another.
Plus, threats aside, we haven't broken our non-aggression pact.
Or choose someone else to play one, mine is just tech oriented, probably too late to matter anyway.
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!
You certainly can. Since Naalu has no Political Cards, one is drawn from the top of the Political Card deck to be voted on:
Equal Threats Elect 2 Players: Each elected player must give his Secret Objective to the other elected player. If 1 of the players does not have a Secret Objective, he simply takes the other player's card (and keeps it).
Vote Values The Embers of Muaat: 3 votes The Yin Brotherhood: 3 votes Universities of Jol-Nar: 5 votes The Naalu Collective: 2 votes The L1z1x Mindnet: 1 vote The Ghosts of Creuss: 13 votes
The two players you elect are considered a set - it's not the top two players that get elected, it's the pair of players that gets the most votes that wins. I can't find official clarification on rulings, but for now I'll say that for the purposes of this card, L1z1x has no Secret Objective (since it has been fulfilled and so is removed from the game) and if Yin is elected, only one card is exchanged (Yin chooses which to keep and which to give away).
Hold on just a sec. I've been informed I forgot about conditional orders that should have come into play.
Before any votes are/were cast, Muaat had orders to play the following Action card:
Veto
Discard the current agenda. The active player must draw another Political Card. Play: After a Political Card is read and before any player has voted on its resolution.
Since I forgot to account for this, the play will still go through - if nobody plays a Sabotage, then the current Political card will be discarded and a new one will be drawn from the top of the Political card deck to be voted upon.
Posts
The Ghosts of Creuss: Activate Mecatol Rex system (CP 2 --> 1).
Move in 1 Destroyer from Lodor.
Exhaust Creuss (4R) to build 2 Destroyers (2R) and 1 PDS on Mecatol Rex.
Universities of Jol-Nar: Play Primary Ability of (4) Production Strategy Card, exhausting Lirta IV (2R), Nar (2R), Jol (1R), Arinam (1R), and Rigel III (1R), 4 Trade Goods (TG 4 --> 0), +3R from the strategy card and Sarween Tools to build 1 War Sun (12R) and 4 Fighters (2R) at Nar.
Naalu plays on the secondary (SA 2 --> 1), exhausting Druaa (3R) and discarding Political Card "Emperor" (PC 1 --> 0) to build 1 Carrier (3R) and 1 Destroyer (1R) at Druaa.
L1z1x plays on the secondary (SA 1 --> 0), exhausting [0.0.0] (5R) to build 1 Dreadnought (4R) at [0.0.0].
Creuss plays on the secondary (SA 2 --> 1), exhausting Lodor (3R) and Tequ'ran (2R) to build 2 Mechanized Units (4R) and 1 Ground Force (1R) on Creuss.
Muaat plays on the secondary (free), exhausting 2 Trade Goods (TG 2 --> 0), discarding Political Card "Technology Tariffs" (PC 2 --> 1), +1R from Sarween Tools to build 2 PDS (4R) on Quann.
Yin plays on the secondary (SA 2 --> 1), exhausting Hercalor (1R), Qucen'n (1R), and Thibah (1R) to build 3 Destroyers (3R) at Darien.
The Yin Brotherhood: Swap resource and influence values of Darien.
The Embers of Muaat: Activate Yin Home System (CP 3 --> 2).
Move in 1 Warsun, 4 Fighters, 1 Mechanized Unit, and High Alert Token from Muaat plus 1 Fighter from Quann and 2 Cruisers from Qucen'n-Rarron.
During the space battle, Muaat loses 1 Cruiser and 5 Fighters to Yin's 3 Destroyers and 3 Fighters; combat resolves in favor of Muaat.
Land 1 Mechanized Unit on Darien. Yin's space dock is destroyed.
The Naalu Collective: Pass turn.
Current Map: Round 6, Action Phase Update 3
Current Technologies
Victory Points and Objectives
The Ghosts of Creuss: 3 VP
Universities of Jol-Nar: 3 VP
The Embers of Muaat: 2 VP
The Naalu Collective: 1 VP
The Yin Brotherhood: 1 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: L1z1x, Creuss, Naalu, Muaat
[1 VP] I am blockading an opponent's Space Dock.: Jol-Nar, Muaat
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.: Creuss, Yin Jol-Nar
[1 VP] I control Mecatol Rex.: Creuss
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.: Jol-Nar, L1z1x
1 Stage I Objective and 5 Stage II Objectives remain hidden.
Secret Objectives
Universities of Jol-Nar: 1 Secret Objective
The Naalu Collective: 1 Secret Objective
The L1z1x Mindnet: [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems.
The Ghosts of Creuss: 1 Secret Objective
The Embers of Muaat: 1 Secret Objective
The Yin Brotherhood: 2 Secret Objectives
Universities of Jol-Nar - caliber and GrimmyTOA:
Action Cards: 3
Political Cards: 3
Strategy Allocation: 3
Fleet Supply: 4
Command Pool: 4
Trade Contracts: (Jol-Nar [3], Jol-Nar [1])
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System
Worlds:
X - Jol (1R, 2I)
X - Nar (2R, 3I)
X - Arinam (1R, 2I, B)
X - Bereg (3R, 1I, R)
X - Lirta IV (2R, 3I, G)
R - Meer (0R, 4I)
R - Rigel I (0R, 1I, G)
X - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
Action Cards: 3
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 1
Trade Contracts: (Naalu [2], Naalu [1])
Technology: Antimass Deflectors, Enviro Compensator, Hylar V Assault Laser, Hybrid Crystal Drives
Worlds:
R - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Abaddon (1R, 0I, R)
X - Ashtroth (2R, 0I)
X - Loki (1R, 2I)
Action Cards: 4
Political Cards: 0
Strategy Allocation: 0
Fleet Supply: 5
Command Pool: 2
Trade Contracts: (L1z1x [1], L1z1x [1])
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Neural Motivator, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon
Worlds:
X - [0.0.0] (5R, 0I)
X - Faunus (1R, 3I, G (x2))
X - Saudor (2R, 2I)
R - Torkan (0R, 3I, B)
X - Vega Minor (1R, 2I, B)
Action Cards: 3
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 8
Command Pool: 1
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Antimass Deflectors, XRD Transporters, Hylar V Assault Laser
Worlds:
X - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
R - Mallice (0R, 3I)
R - Mecatol Rex (1R, 6I)
R - Mirage (1R, 2I, F (x2))
X - Tequ'ran (2R, 0I, R)
R - Wellon (1R, 2I)
Action Cards: 5
Political Cards: 1
Strategy Allocation: 2
Fleet Supply: 4
Command Pool: 2
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator, Magmus Reactor
Worlds:
X - Muaat (4R, 1I)
X - Darien (2R, 4I)
X - Capha (3R, 0I)
R - Centauri (1R, 3I)
X - Gral (1R, 1I, B)
X - Quann (2R, 1I, G)
X - Tar'mann (1R, 1I)
Action Cards: 2
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 7
Command Pool: 1
Trade Contracts: (Yin [1], Yin [1])
Technology: Hylar V Assault Laser, Automated Defense Turrets, Enviro Compensator, Stasis Capsules
Worlds:
X - Hercalor (1R, 0I, Y)
X - Qucen'n (1R, 2I)
R - Rarron (0R, 3I, G)
X - Thibah (1R, 1I)
R - Tiamat (1R, 2I, Y)
R - Vefut II (2R, 0I, R)
Neutral Planets and Special Effects
Strategic Planning - Muatt may play on Strategy Cards' secondary abilities this round without expending counters from Strategy Allocation.
Order of Play
The Naalu Collective: (0) Technology II PASSED
The L1z1x Mindnet: (1) Leadership Current Turn
The Ghosts of Creuss: (3) Assembly
Universities of Jol-Nar: (4) Production
The Yin Brotherhood: (5) Trade II
The Embers of Muaat: (6) Warfare II
The Overmind plays a Transfer Action between Faunus and Vega Minor/Major
Move 2 cruisers, 1 destroyer, 1 carrier (2 GF, 1 mech, 2 fighters) to Faunus. Everything lands.
Move 1 carrier (1 ground force) to Vega Minor/Major, and land that GF on Vega Major.
TG/AC/PC:0/4/0
SA/FS/CP: 0/5/1
Tactical action in Tequ'ran/Torkan system, pick up Mechanized unit on Tequ'ran, invade Torkan
TG/AC/PC:3/3/1
SA/FS/CP:1/8/0
The L1z1x Mindnet
The Overmind plays a Tactical Action, activating Faunus.
Move 2 cruisers, 1 destroyer, 1 carrier (2 GF, 1 mech, 2 fighters) to Faunus. Everything lands.
TG/AC/PC:0/4/0
SA/FS/CP: 0/5/1
I'm curious. Were you using mech units?
Sol does get the most hilariously useless racial tech in the game though. Something like Cost + 3 for a 4% chance to turn each ground combat miss into a hit.
What are the chances, all things even, of 4 GF taking out a mechanized unit? Just wondering.
Pre-Battle: Jol-Nar PDS Fire 4d10 = {1, 1 < 6; 7, 8 > 6}; Graviton Laser System 2d10 = {4 < 6; 7 > 6}, 3 hits. Muaat Flagship destroyed.
Combat resolves in favor of Jol-Nar.
I don't believe there's anything else that Jol-Nar can do, so the turn passes to the Yin.
TG/AC/PC:1/2/1
SA/FS/CP:1/7/0
Spend a SA to place a destroyer in Quaan.
TG/AC/PC:0/5/1
SA/FS/CP:1/4/2
The L1z1x Mindnet: Activate Faunus system (CP 2 --> 1).
Move in 2 Cruisers, 1 Destroyer, 1 Carrier, 2 Fighters, 2 Ground Forces, and 1 Mechanized Unit from the Vega system.
Land 2 Ground Forces and 1 Mechanized Unit on Faunus.
The Ghosts of Creuss: Activate Tequ'ran-Torkan system (CP 1 --> 0).
Carrier lifts 1 Mechanized Unit from Tequ'ran.
Land 1 Mechanized Unit onto Torkan.
Universities of Jol-Nar: Activate the Lucky Lady system (CP 4 --> 3).
Move in 1 Warsun and 6 Fighters from Jol-Nar home system and 1 Dreadnought from Rigel.
PDS Fire destroys the Muaat Flagship.
The Yin Brotherhood: Activate Qucen'n-Rarron (CP 2 --> 1).
Exhaust Vefut II (2R) and Tiamat (1R) to build 2 Fighters (1R) and 1 Mechanized Unit (2R) at Rarron.
The Embers of Muaat: Spend 1 counter from Strategic Allocation (SA 2 --> 1) to build 1 Destroyer at Quann.
Current Map: Round 6, Action Phase Update 4
Current Technologies
Victory Points and Objectives
The Ghosts of Creuss: 3 VP
Universities of Jol-Nar: 3 VP
The Embers of Muaat: 2 VP
The Naalu Collective: 1 VP
The Yin Brotherhood: 1 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: L1z1x, Creuss, Naalu, Muaat
[1 VP] I am blockading an opponent's Space Dock.: Jol-Nar, Muaat
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.: Creuss, Yin Jol-Nar
[1 VP] I control Mecatol Rex.: Creuss
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.: Jol-Nar, L1z1x
1 Stage I Objective and 5 Stage II Objectives remain hidden.
Secret Objectives
Universities of Jol-Nar: 1 Secret Objective
The Naalu Collective: 1 Secret Objective
The L1z1x Mindnet: [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems.
The Ghosts of Creuss: 1 Secret Objective
The Embers of Muaat: 1 Secret Objective
The Yin Brotherhood: 2 Secret Objectives
Universities of Jol-Nar - caliber and GrimmyTOA:
Action Cards: 3
Political Cards: 3
Strategy Allocation: 3
Fleet Supply: 4
Command Pool: 3
Trade Contracts: (Jol-Nar [3], Jol-Nar [1])
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System
Worlds:
X - Jol (1R, 2I)
X - Nar (2R, 3I)
X - Arinam (1R, 2I, B)
X - Bereg (3R, 1I, R)
X - Lirta IV (2R, 3I, G)
R - Meer (0R, 4I)
R - Rigel I (0R, 1I, G)
X - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
Action Cards: 3
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 1
Trade Contracts: (Naalu [2], Naalu [1])
Technology: Antimass Deflectors, Enviro Compensator, Hylar V Assault Laser, Hybrid Crystal Drives
Worlds:
R - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Abaddon (1R, 0I, R)
X - Ashtroth (2R, 0I)
X - Loki (1R, 2I)
Action Cards: 4
Political Cards: 0
Strategy Allocation: 0
Fleet Supply: 5
Command Pool: 1
Trade Contracts: (L1z1x [1], L1z1x [1])
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Neural Motivator, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon
Worlds:
X - [0.0.0] (5R, 0I)
X - Faunus (1R, 3I, G (x2))
X - Saudor (2R, 2I)
X - Vega Minor (1R, 2I, B)
Action Cards: 3
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 8
Command Pool: 0
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Antimass Deflectors, XRD Transporters, Hylar V Assault Laser
Worlds:
X - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
R - Mallice (0R, 3I)
R - Mecatol Rex (1R, 6I)
R - Mirage (1R, 2I, F (x2))
X - Tequ'ran (2R, 0I, R)
X - Torkan (0R, 3I, B)
R - Wellon (1R, 2I)
Action Cards: 5
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 4
Command Pool: 2
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator, Magmus Reactor
Worlds:
X - Muaat (4R, 1I)
X - Darien (2R, 4I)
X - Capha (3R, 0I)
R - Centauri (1R, 3I)
X - Gral (1R, 1I, B)
X - Quann (2R, 1I, G)
X - Tar'mann (1R, 1I)
Action Cards: 2
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 7
Command Pool: 1
Trade Contracts: (Yin [1], Yin [1])
Technology: Hylar V Assault Laser, Automated Defense Turrets, Enviro Compensator, Stasis Capsules
Worlds:
X - Hercalor (1R, 0I, Y)
X - Qucen'n (1R, 2I)
R - Rarron (0R, 3I, G)
X - Thibah (1R, 1I)
X - Tiamat (1R, 2I, Y)
X - Vefut II (2R, 0I, R)
Neutral Planets and Special Effects
Strategic Planning - Muatt may play on Strategy Cards' secondary abilities this round without expending counters from Strategy Allocation.
Order of Play
The Naalu Collective: (0) Technology II PASSED
The L1z1x Mindnet: (1) Leadership Current Turn
The Ghosts of Creuss: (3) Assembly
Universities of Jol-Nar: (4) Production
The Yin Brotherhood: (5) Trade II
The Embers of Muaat: (6) Warfare II
Move in 1 dreadnaught and 1 gf from 0.0.0
Land GF on Vega Major
TG/AC/PC 0/4/0
SA/FS/CP 0/5/0
The Division, Warframe (XB1)
GT: Tanith 6227
Play Assembly
The flagship allows cruisers! Yeah that is basically my only ability besides having warsuns.
Just a thought, just a thought.
Plus, threats aside, we haven't broken our non-aggression pact.
Or choose someone else to play one, mine is just tech oriented, probably too late to matter anyway.
I can do that right?
Equal Threats
Elect 2 Players: Each elected player must give his Secret Objective to the other elected player. If 1 of the players does not have a Secret Objective, he simply takes the other player's card (and keeps it).
Vote Values
The Embers of Muaat: 3 votes
The Yin Brotherhood: 3 votes
Universities of Jol-Nar: 5 votes
The Naalu Collective: 2 votes
The L1z1x Mindnet: 1 vote
The Ghosts of Creuss: 13 votes
The two players you elect are considered a set - it's not the top two players that get elected, it's the pair of players that gets the most votes that wins. I can't find official clarification on rulings, but for now I'll say that for the purposes of this card, L1z1x has no Secret Objective (since it has been fulfilled and so is removed from the game) and if Yin is elected, only one card is exchanged (Yin chooses which to keep and which to give away).
L1z1X vote for Muaat and Creuss.
The Division, Warframe (XB1)
GT: Tanith 6227
Universities of Jol-Nar
The Ghosts of Creuss
The Black Hole of Cygnus X-1
Before any votes are/were cast, Muaat had orders to play the following Action card:
Veto
Discard the current agenda. The active player must draw another Political Card.
Play: After a Political Card is read and before any player has voted on its resolution.
Since I forgot to account for this, the play will still go through - if nobody plays a Sabotage, then the current Political card will be discarded and a new one will be drawn from the top of the Political card deck to be voted upon.
No sabotage from L1Z1X