I activate the primary ability of the (8) Bureaucracy Strategy Card, placing a Command Counter into Command Pool.
TG/AC/PC: 0/3/0
SA/FS/CP: 2/5/2
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!
[2 VP] I successfully invaded two planets, each containing at least 1 opposing Ground Force, this turn.
I then claim the Objective Card: [1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.
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!
Exciting. Kind of a bummer that we didn't win that second invasion. (For the record, a Mechanized unit counts as a "Ground Force" for this objective, right?)
(For the record, a Mechanized unit counts as a "Ground Force" for this objective, right?)
If I recall correctly, I haven't been counting Mechanized Units as Ground Forces for the purposes of satisfying objectives. I don't think that's going to change, at least for this game...
The L1z1x Mindnet: Activate Achtroth-Abaddon-Loki system. (CP 3 --> 2)
move in 1 Dreadnought and 1 Ground Force from Vega system, 2 Cruisers, 1 Carrier, 2 Fighters, 1 Mechanized Unit, and 3 Ground Forces from Faunus, and 1 Dreadnought from Thibah.
Naalu PDS Fire misses.
L1z1x lands 3 Ground Forces on Ashtroth and 1 Mechanized Unit and 1 Ground Force on Loki.
In the invasion combat on Ashtroth, L1z1x takes no losses to Naalu's 1 Ground Unit; combat resolves in favor of L1z1x.
In the invasion combat on Loki, L1z1x loses 1 Mechanized Unit, 1 Ground Force, and expends Action Card "Recheck" (AC 7 --> 6) against Naalu's loss of 1 Mechanized Unit; combat resolves in favor of Naalu. The Yin Brotherhood: Activate Yin Home System. (CP 2 --> 1)
Move in 3 Cruisers and 2 Destroyers from Qucen'n-Rarron and 2 Cruisers from Centauri-Gral.
During the space battle, Yin loses 5 Cruisers and 2 Destroyers, while Muatt expends Action Cards "Morale Boost", "Shields Holding", and "Emergency Repairs" (AC 6 --> 3), losing 1 Cruiser and damaging 1 War Sun; combat resolves in favor of Muaat. Universities of Jol-Nar: Activate Jol-Nar Home System. (CP 3 --> 2)
Exhaust Arinam (1R), Rigel II (1R), Rigel III (1R), 8 Trade Goods (TG 8 --> 0), +1R from Sarween Tools to build 1 War Sun at Nar. The Embers of Muaat: Play Primary Ability of (8) Bureaucracy Strategy Card, placing 1 Command Counter into Command Pool. (CP 1 --> 2)
Muaat looks at the top two cards of the Objective Card deck, revealing the following new objective: [2 VP] I successfully invaded two planets, each containing at least 1 opposing Ground Force, this turn.
The remaining card is placed face down on top of the deck (3 Stage II Objectives remain hidden)
Muaat claims Objective Card: [1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn. (VP 4 --> 5)
Yin plays on the secondary (SA 3 --> 2), drawing 1 Political Card and 1 Action Card to hand. (PC 1 --> 2 AC 3 --> 4)
The Ghosts of Creuss: 5 VP The Embers of Muaat: 5 VP Universities of Jol-Nar: 4 VP The L1z1x Mindnet: 4 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, Jol-Nar
[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, Muaat
[1 VP] I now spend 4 Trade Goods, 3 resources, and 3 influence.
[2 VP] I have 5 Technology Advances of the same color.
[2 VP] I successfully invaded two planets, each containing at least 1 opposing Ground Force, this turn.
3 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: [2 VP] Master of Ships: I control Mecatol Rex, I have a Space Dock here, and at least 8 (non-Fighter) ships in the Mecatol Rex system. The Embers of Muaat: [2 VP] Conqueror: I control all the planets in another player’s Home System. The Yin Brotherhood: 2 Secret Objectives
Trade Contracts: L1z1x [1], Yin [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Duranium Armor, 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) 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) X - Mecatol Rex (1R, 6I) X - Mirage (1R, 2I, F (x2)) X - Tequ'ran (2R, 0I, R) R - Torkan (0R, 3I, B) X - Wellon (1R, 2I)
Trade Contracts: Naalu [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) R - Gral (1R, 1I, B) R - Quann (2R, 1I, G) X - Tar'mann (1R, 1I)
Worlds: X - Hercalor (1R, 0I, Y) X - Qucen'n (1R, 2I) X - Rarron (0I, 3R, G) *values swapped* X - Thibah (1R, 1I) X - Tiamat (1R, 2I, Y) X - Vefut II (2R, 0I, R)
Special Effects
Minister of Peace - Creuss may cancel a fleet's movement into a system containing an enemy fleet, so long as he does not control either fleet. The target system remains activated by the attacker. This ability is discarded after it is used.
Multiculturalism - Creuss has copied Naalu's racial ability regarding their initiative number for the duration of round 7.
Order of Play The Ghosts of Creuss: (0.6) Warfare IICurrent Turn The Naalu Collective: (0.7) Technology II The L1z1x Mindnet: (3) Assembly The Yin Brotherhood: (4) Production Universities of Jol-Nar: (5) Trade II The Embers of Muaat: (8) Bureaucracy
Geez. Not only is it impossible for me to play the action card I got, but the effect is weaker than another card I had that had no prerequisite condition!
0
Options
Iron WeaselDillon!You son of a bitch!Registered Userregular
That's rough, buddy [/Zuko]
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Yeah the action cards can really be divided into three types : Good in specific circumstances, great at all times, and marginal in specific circumstances. You basically have to draw two action cards to get one good one.
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!
I've never looked through the deck of ACs/PCs to see what's possible but ... wow. That has to be in the running for the "least likely to be useful to it's holder" position. I guess it's at least worth a TG, right?
It's from the base game, same as the other card. And to answer the next question I'd expect, I think you're reading the new card you got wrong - it's not a strictly inferior effect but it certainly is less desirable taken as a whole.
Activate Saudor-Move in carrier from Lodor carrying 2 fighters and 2GFs, Move in carrier from Mecatol Rex carrying 2GFs and 1 Mech Unit, 4 cruisers and 2 destroyers. Move the High alert Token with the fleet. Mecatol Rex fleet moves through Wellon and Khan.
Yea if a different objective had come up going for that prize might have been worth it. The muaat have been clever about not keeping enough GFs around.
I agree that the spirit of those cards should count mechanized units as ground forces, since the point is it just does not want unopposed invasions to count. In future games I will certainly push for that, makes a lot more sense.
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!
ERROR: The units moving from Mecatol Rex may not move through the Khan! Ion Storm without stopping. (Nebula and Ion Storm systems do not allow ships to pass through in a single activation.) Please revise orders.
Oh hey, I forgot that technology did that. What do you know. OK, your action is legal then, and I just need to hear back from L1z1x on any preliminary battle conditionals.
I agree that the spirit of those cards should count mechanized units as ground forces, since the point is it just does not want unopposed invasions to count. In future games I will certainly push for that, makes a lot more sense.
That's one of the big things I noticed in the BGG house rules: mech units are changed to be affected by every rule that mentions ground forces, which makes a lot more sense than the official rules. Conditions, bombardment, bacterial weapon: all affect mech units. Really creates a tradeoff in risk/reward.
0
Options
Iron WeaselDillon!You son of a bitch!Registered Userregular
No conditionals, thanks.
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Creuss has 4 Cruisers, 2 Destroyers, 2 Carriers, 2 Fighters (plus High Alert Token and 1 Mechanized Unit and 4 Ground Forces).
L1z1x has 2 Cruisers (and 2 Ground Forces on Saudor).
Posts
The Division, Warframe (XB1)
GT: Tanith 6227
I activate the primary ability of the (8) Bureaucracy Strategy Card, placing a Command Counter into Command Pool.
TG/AC/PC: 0/3/0
SA/FS/CP: 2/5/2
[2 VP] I successfully invaded two planets, each containing at least 1 opposing Ground Force, this turn.
I then claim the Objective Card: [1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.
PASS on the secondary.
The Black Hole of Cygnus X-1
L1Z1X passes on the secondary.
If I recall correctly, I haven't been counting Mechanized Units as Ground Forces for the purposes of satisfying objectives. I don't think that's going to change, at least for this game...
http://www.youtube.com/watch?feature=player_embedded&v=pP1rmsCPbQU
The L1z1x Mindnet: Activate Achtroth-Abaddon-Loki system. (CP 3 --> 2)
move in 1 Dreadnought and 1 Ground Force from Vega system, 2 Cruisers, 1 Carrier, 2 Fighters, 1 Mechanized Unit, and 3 Ground Forces from Faunus, and 1 Dreadnought from Thibah.
Naalu PDS Fire misses.
L1z1x lands 3 Ground Forces on Ashtroth and 1 Mechanized Unit and 1 Ground Force on Loki.
In the invasion combat on Ashtroth, L1z1x takes no losses to Naalu's 1 Ground Unit; combat resolves in favor of L1z1x.
In the invasion combat on Loki, L1z1x loses 1 Mechanized Unit, 1 Ground Force, and expends Action Card "Recheck" (AC 7 --> 6) against Naalu's loss of 1 Mechanized Unit; combat resolves in favor of Naalu.
The Yin Brotherhood: Activate Yin Home System. (CP 2 --> 1)
Move in 3 Cruisers and 2 Destroyers from Qucen'n-Rarron and 2 Cruisers from Centauri-Gral.
During the space battle, Yin loses 5 Cruisers and 2 Destroyers, while Muatt expends Action Cards "Morale Boost", "Shields Holding", and "Emergency Repairs" (AC 6 --> 3), losing 1 Cruiser and damaging 1 War Sun; combat resolves in favor of Muaat.
Universities of Jol-Nar: Activate Jol-Nar Home System. (CP 3 --> 2)
Exhaust Arinam (1R), Rigel II (1R), Rigel III (1R), 8 Trade Goods (TG 8 --> 0), +1R from Sarween Tools to build 1 War Sun at Nar.
The Embers of Muaat: Play Primary Ability of (8) Bureaucracy Strategy Card, placing 1 Command Counter into Command Pool. (CP 1 --> 2)
Muaat looks at the top two cards of the Objective Card deck, revealing the following new objective: [2 VP] I successfully invaded two planets, each containing at least 1 opposing Ground Force, this turn.
The remaining card is placed face down on top of the deck (3 Stage II Objectives remain hidden)
Muaat claims Objective Card: [1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn. (VP 4 --> 5)
Yin plays on the secondary (SA 3 --> 2), drawing 1 Political Card and 1 Action Card to hand. (PC 1 --> 2 AC 3 --> 4)
Current Map: Round 7, Action Phase Update 3
Current Technologies
Victory Points and Objectives
The Embers of Muaat: 5 VP
Universities of Jol-Nar: 4 VP
The L1z1x Mindnet: 4 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, Jol-Nar
[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, Muaat
[1 VP] I now spend 4 Trade Goods, 3 resources, and 3 influence.
[2 VP] I have 5 Technology Advances of the same color.
[2 VP] I successfully invaded two planets, each containing at least 1 opposing Ground Force, this turn.
3 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: [2 VP] Master of Ships: I control Mecatol Rex, I have a Space Dock here, and at least 8 (non-Fighter) ships in the Mecatol Rex system.
The Embers of Muaat: [2 VP] Conqueror: I control all the planets in another player’s Home System.
The Yin Brotherhood: 2 Secret Objectives
Universities of Jol-Nar - caliber and GrimmyTOA:
Action Cards: 5
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 4
Command Pool: 2
Trade Contracts: L1z1x [1], Yin [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Duranium Armor, 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)
R - Meer (0R, 4I)
R - Rigel I (0R, 1I, G)
X - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
Action Cards: 5
Political Cards: 0
Strategy Allocation: 0
Fleet Supply: 4
Command Pool: 1
Trade Contracts: Muaat [2], Yin [1]
Technology: Antimass Deflectors, Enviro Compensator, Hylar V Assault Laser, Deep Space Cannon, Hybrid Crystal Drives
Worlds:
R - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
R - Abaddon (1R, 0I, R)
X - Bereg (3R, 1I, R)
X - Lirta IV (2R, 3I, G)
R - Loki (1R, 2I)
Action Cards: 6
Political Cards: 1
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 2
Trade Contracts: Jol-Nar [3] (L1z1x [1])
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Gen Synthesis, Neural Motivator, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon
Worlds:
R - [0.0.0] (5R, 0I)
X - Ashtroth (2R, 0I)
X - Faunus (1R, 3I, G (x2))
X - Saudor (2R, 2I)
R - Vega Major (2R, 1I)
X - Vega Minor (1R, 2I, B)
Action Cards: 6
Political Cards: 1
Strategy Allocation: 0
Fleet Supply: 8
Command Pool: 2
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Antimass Deflectors, XRD Transporters, Maneuvering Jets, Hylar V Assault Laser
Worlds:
X - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
R - Mallice (0R, 3I)
X - Mecatol Rex (1R, 6I)
X - Mirage (1R, 2I, F (x2))
X - Tequ'ran (2R, 0I, R)
R - Torkan (0R, 3I, B)
X - Wellon (1R, 2I)
Action Cards: 3
Political Cards: 0
Strategy Allocation: 2
Fleet Supply: 5
Command Pool: 2
Trade Contracts: Naalu [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)
R - Gral (1R, 1I, B)
R - Quann (2R, 1I, G)
X - Tar'mann (1R, 1I)
Action Cards: 4
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 7
Command Pool: 1
Trade Contracts: Jol-Nar [1], Naalu [1]
Technology: Hylar V Assault Laser, Automated Defense Turrets, Enviro Compensator, Stasis Capsules
Worlds:
X - Hercalor (1R, 0I, Y)
X - Qucen'n (1R, 2I)
X - Rarron (0I, 3R, G) *values swapped*
X - Thibah (1R, 1I)
X - Tiamat (1R, 2I, Y)
X - Vefut II (2R, 0I, R)
Special Effects
Multiculturalism - Creuss has copied Naalu's racial ability regarding their initiative number for the duration of round 7.
Order of Play
The Ghosts of Creuss: (0.6) Warfare II Current Turn
The Naalu Collective: (0.7) Technology II
The L1z1x Mindnet: (3) Assembly
The Yin Brotherhood: (4) Production
Universities of Jol-Nar: (5) Trade II
The Embers of Muaat: (8) Bureaucracy
The Division, Warframe (XB1)
GT: Tanith 6227
"If you control Mecatol Rex, double its influence value for a single vote"
So that's:
-IF you control the most contested system on the map
-IF an important vote comes up (most of them aren't)
+6 extra votes
I guess that would be "negligible in double specific circumstances"
It's especially funny when you remember that there's another action card that just straight up gives you an extra 10 votes with no prerequisites.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
It's actually the best card I could have got. No way do I have the slightest chance of winning so laughter is the best draw right now.
Still...
Activate Saudor-Move in carrier from Lodor carrying 2 fighters and 2GFs, Move in carrier from Mecatol Rex carrying 2GFs and 1 Mech Unit, 4 cruisers and 2 destroyers. Move the High alert Token with the fleet. Mecatol Rex fleet moves through Wellon and Khan.
TG/AC/PC:3/6/1
SA/FS/CP:0/8/1
That's one of the big things I noticed in the BGG house rules: mech units are changed to be affected by every rule that mentions ground forces, which makes a lot more sense than the official rules. Conditions, bombardment, bacterial weapon: all affect mech units. Really creates a tradeoff in risk/reward.
The Division, Warframe (XB1)
GT: Tanith 6227
Creuss has 4 Cruisers, 2 Destroyers, 2 Carriers, 2 Fighters (plus High Alert Token and 1 Mechanized Unit and 4 Ground Forces).
L1z1x has 2 Cruisers (and 2 Ground Forces on Saudor).
Round 1: Creuss Cruisers 4#1d10+2 = {11, 12, 8, 11 > 7}, Destroyers 2#1d10+2 = {6, 5 < 9}, Carriers 2#1d10+1 = {8, 3 < 9}, Fighters 2#1d10+1 = {11, 11 > 9}, 6 hits. L1z1x destroys 2 Cruisers.
L1z1x Cruisers 2#1d10+1 = {11, 8 > 7}, 2 hits. Creuss destroys 2 Fighters.
Combat resolves in favor of Creuss, who lands 1 Mechanized Unit and 4 Ground Forces on Saudor.
Round 7 - Invasion of Saudor
Round 1: Creuss Mechanized Unit 2d10 = {2 < 6, 10 > 6}, Ground Forces 4d10 = {3 < 8; 8, 9, 9 > 8}, 4 hits. L1z1x destroys 2 Ground Forces.
L1z1x Ground Forces 2#1d10+1 = {4 < 8; 11 > 8}, 1 hit. Creuss, which unit will take the hit?
L1z1x Gen Synthesis 2d10 = {2 < 5; 5 = 5}, 1 Ground Force regenerated on [0.0.0].
Combat resolves in favor of Creuss; once they have decided how their hit will be allocated, it will be Naalu's turn to act.
PASS
TG/AC/PC: 0/5/0
SA/FS/CP: 0/4/1
The Black Hole of Cygnus X-1