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Twilight Imperium Game 8 - Game Over!

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Posts

  • MrBlarneyMrBlarney Registered User regular
    edited April 2014
    Corrections made, robinlambert has the next action.

    EDIT: Looked like he posted while I was writing this one. Action cards mean Sabotage calls. All players to declare or pass on playing a Sabotage action card on:

    Good Year
    Receive one Trade Good for each planet you control outside your Home System.
    Play: As an action.

    MrBlarney on
    4463rwiq7r47.png
  • PredaPreda Registered User regular
    edited April 2014
    That's an insanely good card...
    No sabotage.

    Preda on
  • stever777stever777 AFK most Saturdays Registered User regular
    No sabotage.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • LykouraghLykouragh Registered User regular
    No sabo.

  • stever777stever777 AFK most Saturdays Registered User regular
    Play Action Card Good Year.

    Gain 5TG.

    But you only have 4 worlds outside your HS.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • robinlambertrobinlambert Registered User regular
    Then 4TG

  • KaneskiKaneski Registered User regular
    edited April 2014
    I think it's OK to assume noone will sabotage that.

    No sabo

    Edit: damn, thought @MrBody already no-sabo'ed. Could've got all 5 if you took Garbozia first :P

    Kaneski on
  • MrBodyMrBody Registered User regular
    No sabo

  • KaneskiKaneski Registered User regular
    That's all the sabos, so... my turn

    Spend CC from CP to activate Mecatol Rex.

    Move all ships from Mellon/Zohbat, with the Flagship carrying the GF from Mellon and MU from Zohbat.

    Land the GF and MU on Mecatol Rex

  • KaneskiKaneski Registered User regular
    @MrBlarney for custodians battle

  • MrBodyMrBody Registered User regular
    Kaneski wrote: »
    That's all the sabos, so... my turn

    Spend CC from CP to activate Mecatol Rex.

    Move all ships from Mellon/Zohbat, with the Flagship carrying the GF from Mellon and MU from Zohbat.

    Land the GF and MU on Mecatol Rex

    Space Switzerland! Noooo!

  • KaneskiKaneski Registered User regular
    Well if Sol aren't space Switzerland (with the neutrality), then... what? Space France?

  • robinlambertrobinlambert Registered User regular
    Yikes!

  • MrBlarneyMrBlarney Registered User regular
    Round 2 - Battle at Mecatol Rex

    Pre-combat barrage and Round 1

    Mentak has their Flagship and 3 Cruisers.
    Custodians have 3 Fighters.

    I will be rolling Mentak's racial ability alongside the round 1 results; the first two Cruiser rolls count towards the racial ability which may negate later rolls by the Custodians.

    Geth roll 2d10t5+5d10t8 for Mentak
    Geth roll 3d10t9 for Custodians

    Mentak:
    2d10t5+5d10t8 6 [2d10t5=8, 9] [5d10t8=9, 10, 3, 8, 8]
    Custodians:
    3d10t9 0 [3d10t9=4, 6, 1]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Custodians remove 3 Fighters; combat resolves in favor of Mentak. Mentak collects 2 Trade Goods via Salvage Operations. (TG 0 --> 2)

    Round 2 - Invasion of Mecatol Rex

    Mentak has 1 Mechanized Unit and 1 Ground Force.
    Custodians have 2 Ground Forces.

    Geth roll 2d10t6+1d10t8 for Mentak
    Geth roll 2d10t8 for Custodians

    Mentak:
    2d10t6+1d10t8 3 [2d10t6=10, 8] [1d10t8=10]
    Custodians:
    2d10t8 1 [2d10t8=3, 10]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Custodians remove 2 Ground Forces. Mentak must allocate one hit, after which combat will be resolved in their favor. @Kaneski, what unit will take the hit?

    4463rwiq7r47.png
  • KaneskiKaneski Registered User regular
    MU takes the hit

    @MrBody‌

  • robinlambertrobinlambert Registered User regular
    Winnu Suck

  • MrBlarneyMrBlarney Registered User regular
    Round 2: Action Phase Update 4

    The Arborec: Activate the Vefut II system. (CP 2 --> 1)
    Move in 1 Cruiser, 1 Carrier, 2 Fighters, and 1 Ground Force from Hercalor.
    Land 1 Ground Force on Vefut II.
    The Clan of Saar: Activate the Saar Home System. (CP 1 --> 0)
    Move in 1 Carrier and 1 Ground Force from New Albion.
    Land 1 Ground Force on Lisis II.
    Exhaust Lisis II (1R) and 3 Trade Goods (TG 4 --> 1) to build a Space Dock.
    Federation of Sol: Play Action Card "Good Year", gaining 4 Trade Goods. (AC 2 --> 1, TG 0 --> 4)
    The Mentak Coalition: Activate the Mecatol Rex system. (CP 4 --> 3)
    Move in Mentak Flagship, 3 Cruisers, 1 Mechanized Unit, and 1 Ground Force from Mellon-Zohbat.
    During the Space Battle, Mentak suffers no losses while the Custodians lose 3 Fighters; combat resolves in favor of Mentak.
    Mentak gains 2 Trade Goods via Salvage Operations. (TG 0 --> 2)
    Land 1 Mechanized Unit and 1 Ground Force on Mecatol Rex.
    During the Invasion Combat, Mentak damages their Mechanized Unit while the Custodians lose 2 Ground Units; combat resolves in favor of Mentak.

    Current Map: Round 2, Action Phase Update 4

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition: 1 VP
    The Emirates of Hacan: 1 VP
    The Clan of Saar: 1 VP
    Federation of Sol: 1 VP
    The Arborec: 0 VP
    The Ghosts of Creuss: 0 VP

    Public Objectives
    [1 VP] I control Mecatol Rex.
    [1 VP] I have at least 5 Technology Advances. RED TAPE
    [1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn. RED TAPE
    [1 VP] I have Technology Advances in all 4 colors. RED TAPE
    [1 VP] I control 5 planets outside my Home System. RED TAPE
    [1 VP] I took control of 3 planets this turn.: Sol, Hacan, Saar, Mentak
    [2 VP] I have at least 5 Technology Advances of the same color. RED TAPE
    [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. RED TAPE
    [2 VP] I control 10 planets outside my Home System. RED TAPE
    [2 VP] I have at least 9 Technology Advances. RED TAPE
    [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. RED TAPE

    Open Preliminary Objectives
    [1 VP] Researcher: I control at least 4 planets with a Technology specialty.
    [1 VP] Scientist: I have 3 yellow Technology advances.
    [1 VP] Invader: I control a planet that was controlled by an enemy player this round.
    [1 VP] Infiltrator: I have destroyed at least 1 enemy ship in a system adjacent to its owner's Home System.
    [1 VP] Traitor: I have attacked a player this round with whom I have a trade agreement.
    [1 VP] Explorer: I control 2 systems adjacent to Mecatol Rex.

    Secret Objectives
    No Secret Objectives drawn.

    The Arborec: stever777
    Trade Goods: 5
    Action Cards: 2
    Political Cards: 2

    Strategy Allocation: 1
    Fleet Supply: 5
    Command Pool: 1

    Trade Contracts: Creuss [2], Sol [2]
    Technology: Gen Synthesis, Transit Diodes, Micro Technology

    Worlds:
    X - Nestphar (3R, 2I, G)
    R - Arcturus (1R, 1I)
    R - Capha (3R, 0I)
    R - Hercalor (1R, 0I, Y)
    R - Tiamat (1R, 2I, Y)
    X - Vefut II (2R, 0I, R)
    The Ghosts of Creuss: MrBody
    Trade Goods: 1
    Action Cards: 2
    Political Cards: 2

    Strategy Allocation: 2
    Fleet Supply: 3
    Command Pool: 1

    Trade Contracts: Arborec [2], Sol [2]
    Technology: Gravity Drive, Light Wave Deflector, Gen Synthesis, Micro Technology, Magen Defense Grid

    Worlds:
    X - Creuss (4R, 2I)
    R - Lodor (3R, 1I, G)
    X - Mallice (0R, 3I)
    The Clan of Saar: Lykouragh
    Trade Goods: 1
    Action Cards: 4
    Political Cards: 2

    Strategy Allocation: 2
    Fleet Supply: 5
    Command Pool: 0

    Trade Contracts: Hacan [3], Mentak [1]
    Technology: Antimass Deflectors, Micro Technology, Neural Computing

    Worlds:
    X - Lisis II (1R, 0I)
    X - Ragh (2R, 1I)
    X - Industrex (2R, 0I, R (x2))
    X - New Albion (1R, 1I, G)
    X - Starpoint (3R, 1I)
    The Mentak Coalition: Kaneski
    Trade Goods: 2
    Action Cards: 2
    Political Cards: 1

    Strategy Allocation: 0
    Fleet Supply: 4
    Command Pool: 3

    Trade Contracts: Hacan [3], Saar [1]
    Technology: Micro Technology, Gen Synthesis, Mirror Computing, Salvage Operations

    Worlds:
    X - Moll Primus (4R, 1I)
    X - Mecatol Rex (1R, 6I)
    X - Mellon (0R, 2I)
    X - Vega Major (2R, 1I)
    X - Vega Minor (1R, 2I, B)
    X - Zohbat (3R, 1I, B)
    Federation of Sol: robinlambert
    Trade Goods: 4
    Action Cards: 1
    Political Cards: 2

    Strategy Allocation: 0
    Fleet Supply: 4
    Command Pool: 2

    Trade Contracts: Arborec [1], Creuss [2]
    Technology: Cybernetics, Fleet Logistics, XRD Transporters

    Worlds:
    R - Jord (4R, 2I)
    R - Arnor (2R, 1I)
    X - Everra (3R, 1I)
    R - Lor (1R, 2I, R)
    R - Sem-Lore (3R, 2I, Y)
    The Emirates of Hacan: Preda
    Trade Goods: 0
    Action Cards: 5
    Political Cards: 3

    Strategy Allocation: 1
    Fleet Supply: 4
    Command Pool: 1

    Trade Contracts: Saar [2], Mentak [1]
    Technology: Neural Motivator, Antimass Deflector

    Worlds:
    X - Arretze (2R, 0I)
    X - Hercant (1R, 1I)
    X - Kamdorn (0R, 1I)
    X - Lazar (1R, 0I)
    X - Mehar Xull (1R, 3I, B)
    X - Rigel I (0R, 1I, G)
    X - Rigel II (1R, 2I)
    X - Rigel III (1R, 1I, B)
    X - Sakulag (2R, 1I)
    X - Sumerian (2R, 2I, TG (x2))
    X - Tempesta (1R, 1I, B (x2))

    Neutral Worlds and Special Effects
    N - Arinam (1R, 2I, B)
    N - Dal Bootha (0R, 2I, R)
    N - Faunus (1R, 3I, G (x2))
    N - Garbozia (2R, 1I, G)
    N - Meer (0R, 4I)
    N - Quann (2R, 1I, G)
    N - Xxehan (1R, 1I, G)

    Necessary Bureaucracy (LAW): After voting on an agenda, players vote on the next card of the Political deck. Once per agenda.
    Vorhal Peace Prize (LAW): The player or players with the lowest Fleet Supply gain 1 additional Command Counter during each Status Phase.

    Order of Play
    The Emirates of Hacan: (1) Leadership
    The Arborec: (2) Diplomacy II
    The Clan of Saar: (3) Assembly
    Federation of Sol: (4) Production
    The Mentak Coalition: (5) Trade II
    The Ghosts of Creuss: (7) Technology II Current Player

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    edited April 2014
    Tactical action at Lodor. Move all units from homeworld. Exhaust Lodor + 1 TG to build space dock.

    2/3/0

    MrBody on
  • MrBodyMrBody Registered User regular
  • MrBodyMrBody Registered User regular
    We can't claim preliminary objectives using the Bureaucracy primary, can we?

  • KaneskiKaneski Registered User regular
    MrBody wrote: »
    We can't claim preliminary objectives using the Bureaucracy primary, can we?

    Doubtful... Bureaucracy specifies a public objective.

  • MrBodyMrBody Registered User regular
    But this is a crazy non-canon alternate dimension Twilight Imperium. Anything can happen!

  • MrBlarneyMrBlarney Registered User regular
    MrBody wrote: »
    We can't claim preliminary objectives using the Bureaucracy primary, can we?
    No, you may not.

    4463rwiq7r47.png
  • robinlambertrobinlambert Registered User regular
    @preda up for action

  • PredaPreda Registered User regular
    Sorry loast last call in a horde of notification...
    Hacan are good and PASS.

    @stever777‌

  • stever777stever777 AFK most Saturdays Registered User regular
    edited April 2014
    The Aborec

    I spend a Command Pool Counter to activate the Tiamat system and perform a Tactical Action.
    Move in the Destoyer from Nestphar.

    Exhaust Capha (3R), Tiamat (1R), Hercalor (1R) & Arcturus (1R)
    EDIT - & spend 1 TG, (as Pod Production cannot be pooled to produce 2 GFs), to build a Dreadnought (5R), a Destroyer (1R) & 1 GF (1R) on Tiamat.

    TG/AC/PC: 4/2/2
    SA/FS/CP: 1/5/0

    0 VP

    Technologies:
    Gen Synthesis (+1 GF Combat & roll 5+ for any destroyed Aborec GF to return to Home System)
    Transit Diodes (Action: 1 SA to move up to 4 GF's from one controlled planet to another)
    Micro Technology (+1 TG for each Trade Agreement)

    Trade Contracts: (Arborec [2], Arborec [1])
    Ghosts [2]; Sol [2]

    Worlds:
    X - Nestphar (3R, 2I, G)
    X - Capha (3R, 0I)
    X - Vefut II (2R, 0I, R)
    X - Tiamat (1R, 2I, Y)
    X - Hercalor (1R, 0I, Y)
    X - Arcturus (1R, 1I)

    @Lykouragh

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • LykouraghLykouragh Registered User regular
  • MrBlarneyMrBlarney Registered User regular
    Hold on a moment - @stever777, each of your Ground Forces currently have only production capacity 1, so spending 1R for more GFs will only produce 1 GF. (You can't split the resource so that half goes to one production center and the other half to another.) Please update your orders.

    4463rwiq7r47.png
  • stever777stever777 AFK most Saturdays Registered User regular
    Yup, just read the FAQ.
    Fixed.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • robinlambertrobinlambert Registered User regular
    Tactical Action - Activate The Scary Door.
    Move Destroyer from Arnor/Lor to TSD.

    Use Fleet Logistics

    Tactical Action - Activate A Wormhole.
    Move Carrier with 6 Fighters from HS to A Wormhole.

    TAP:4/1/2
    SFC: 0/4/0

  • robinlambertrobinlambert Registered User regular
    @kaneski is up.

    And, you can now see my plan (though it only just occurred to be, to get a Preliminary Objective...and you could pretty easily disrupt this plan. And maybe I should have talked to you before hand but I thought, what the heck, it is just a game, let's give it a shot. So, if you could, I would ask that you don't.

    And in return, what can I offer you? Well, I could offer to help you with your Preliminary Objective next turn - either the Infiltrator or Invader. I can make you speaker if Assembly is still around when I am selecting SC next turn. And, well you are going to get a TG from me this turn as I can't spend any more this turn.

    What say you friend?

  • KaneskiKaneski Registered User regular
    edited April 2014
    I had my eye on explorer too.. that and infiltrator vs the destroyer at Arnor/Lor for suitable compensation (of which Garbozia was a part). So, while the messes me up, I think it can be salvaged. We'll discuss it after I reveal this little gem:

    Play Action Card (target: Bureaucracy)

    Flawless Strategy

    You may execute the primary ability of any Strategy Card not chosen during this Strategy Phase. Each other player may then execute the card's secondary ability as usual.
    Play: As an action.



    Sabotage calls from everyone. For the record, I intend to unlock the '5 planets outside home system' PO.

    Kaneski on
  • MrBlarneyMrBlarney Registered User regular
    edited April 2014
    Round 2: Action Phase Update 5

    The Ghosts of Creuss: Activate the Lodor system. (CP 1 --> 0)
    Move in 1 Destroyer, 1 Carrier, and 4 Fighters from Creuss.
    Exhaust Lodor (3R) and 1 Trade Good (TG 1 --> 0) to build a Space Dock at Lodor.
    The Emirates of Hacan: Pass turn.
    The Arborec: Activate the Hercalor-Tiamat system. (CP 1 --> 0)
    Move in 1 Destroyer from Nestphar.
    Exhaust Capha (3R), Arcturus (1R), Hercalor (1R), Tiamat (1R), and 1 Trade Good (TG 5 --> 4) to produce 1 Dreadnought (5R) at Hercalor and 1 Destroyer (1R) and 1 Ground Force (1R) at Tiamat.
    The Clan of Saar: Pass turn.
    Federation of Sol: Activate empty system "The Scary Door". (CP 2 --> 1)
    Move in 1 Destroyer from Arnor-Lor.
    Use the Fleet Logistics technology to take a second tactical action.
    Activate the Alpha Wormhole system. (CP 1 --> 0)
    Move in 1 Carrier and 6 Fighters from Jord.

    Current Map: Round 2, Action Phase Update 5

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition: 1 VP
    The Emirates of Hacan: 1 VP
    The Clan of Saar: 1 VP
    Federation of Sol: 1 VP
    The Arborec: 0 VP
    The Ghosts of Creuss: 0 VP

    Public Objectives
    [1 VP] I control Mecatol Rex.
    [1 VP] I have at least 5 Technology Advances. RED TAPE
    [1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn. RED TAPE
    [1 VP] I have Technology Advances in all 4 colors. RED TAPE
    [1 VP] I control 5 planets outside my Home System. RED TAPE
    [1 VP] I took control of 3 planets this turn.: Sol, Hacan, Saar, Mentak
    [2 VP] I have at least 5 Technology Advances of the same color. RED TAPE
    [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. RED TAPE
    [2 VP] I control 10 planets outside my Home System. RED TAPE
    [2 VP] I have at least 9 Technology Advances. RED TAPE
    [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. RED TAPE

    Open Preliminary Objectives
    [1 VP] Researcher: I control at least 4 planets with a Technology specialty.
    [1 VP] Scientist: I have 3 yellow Technology advances.
    [1 VP] Invader: I control a planet that was controlled by an enemy player this round.
    [1 VP] Infiltrator: I have destroyed at least 1 enemy ship in a system adjacent to its owner's Home System.
    [1 VP] Traitor: I have attacked a player this round with whom I have a trade agreement.
    [1 VP] Explorer: I control 2 systems adjacent to Mecatol Rex.

    Secret Objectives
    No Secret Objectives drawn.

    The Arborec: stever777
    Trade Goods: 4
    Action Cards: 2
    Political Cards: 2

    Strategy Allocation: 1
    Fleet Supply: 5
    Command Pool: 0

    Trade Contracts: Creuss [2], Sol [2]
    Technology: Gen Synthesis, Transit Diodes, Micro Technology

    Worlds:
    X - Nestphar (3R, 2I, G)
    X - Arcturus (1R, 1I)
    X - Capha (3R, 0I)
    X - Hercalor (1R, 0I, Y)
    X - Tiamat (1R, 2I, Y)
    X - Vefut II (2R, 0I, R)
    The Ghosts of Creuss: MrBody
    Trade Goods: 0
    Action Cards: 2
    Political Cards: 2

    Strategy Allocation: 2
    Fleet Supply: 3
    Command Pool: 0

    Trade Contracts: Arborec [2], Sol [2]
    Technology: Gravity Drive, Light Wave Deflector, Gen Synthesis, Micro Technology, Magen Defense Grid

    Worlds:
    X - Creuss (4R, 2I)
    X - Lodor (3R, 1I, G)
    X - Mallice (0R, 3I)
    The Clan of Saar: Lykouragh
    Trade Goods: 1
    Action Cards: 4
    Political Cards: 2

    Strategy Allocation: 2
    Fleet Supply: 5
    Command Pool: 0

    Trade Contracts: Hacan [3], Mentak [1]
    Technology: Antimass Deflectors, Micro Technology, Neural Computing

    Worlds:
    X - Lisis II (1R, 0I)
    X - Ragh (2R, 1I)
    X - Industrex (2R, 0I, R (x2))
    X - New Albion (1R, 1I, G)
    X - Starpoint (3R, 1I)
    The Mentak Coalition: Kaneski
    Trade Goods: 2
    Action Cards: 2
    Political Cards: 1

    Strategy Allocation: 0
    Fleet Supply: 4
    Command Pool: 3

    Trade Contracts: Hacan [3], Saar [1]
    Technology: Micro Technology, Gen Synthesis, Mirror Computing, Salvage Operations

    Worlds:
    X - Moll Primus (4R, 1I)
    X - Mecatol Rex (1R, 6I)
    X - Mellon (0R, 2I)
    X - Vega Major (2R, 1I)
    X - Vega Minor (1R, 2I, B)
    X - Zohbat (3R, 1I, B)
    Federation of Sol: robinlambert
    Trade Goods: 4
    Action Cards: 1
    Political Cards: 2

    Strategy Allocation: 0
    Fleet Supply: 4
    Command Pool: 0

    Trade Contracts: Arborec [1], Creuss [2]
    Technology: Cybernetics, Fleet Logistics, XRD Transporters

    Worlds:
    R - Jord (4R, 2I)
    R - Arnor (2R, 1I)
    X - Everra (3R, 1I)
    R - Lor (1R, 2I, R)
    R - Sem-Lore (3R, 2I, Y)
    The Emirates of Hacan: Preda
    Trade Goods: 0
    Action Cards: 5
    Political Cards: 3

    Strategy Allocation: 1
    Fleet Supply: 4
    Command Pool: 1

    Trade Contracts: Saar [2], Mentak [1]
    Technology: Neural Motivator, Antimass Deflector

    Worlds:
    X - Arretze (2R, 0I)
    X - Hercant (1R, 1I)
    X - Kamdorn (0R, 1I)
    X - Lazar (1R, 0I)
    X - Mehar Xull (1R, 3I, B)
    X - Rigel I (0R, 1I, G)
    X - Rigel II (1R, 2I)
    X - Rigel III (1R, 1I, B)
    X - Sakulag (2R, 1I)
    X - Sumerian (2R, 2I, TG (x2))
    X - Tempesta (1R, 1I, B (x2))

    Neutral Worlds and Special Effects
    N - Arinam (1R, 2I, B)
    N - Dal Bootha (0R, 2I, R)
    N - Faunus (1R, 3I, G (x2))
    N - Garbozia (2R, 1I, G)
    N - Meer (0R, 4I)
    N - Quann (2R, 1I, G)
    N - Xxehan (1R, 1I, G)

    Necessary Bureaucracy (LAW): After voting on an agenda, players vote on the next card of the Political deck. Once per agenda.
    Vorhal Peace Prize (LAW): The player or players with the lowest Fleet Supply gain 1 additional Command Counter during each Status Phase.

    Order of Play
    The Emirates of Hacan: (1) Leadership PASSED
    The Arborec: (2) Diplomacy II
    The Clan of Saar: (3) Assembly PASSED
    Federation of Sol: (4) Production
    The Mentak Coalition: (5) Trade II Current Player
    The Ghosts of Creuss: (7) Technology II

    MrBlarney on
    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Oh, yes. Sabotage calls, if you would.

    (Between this game and the other, I feel like I need to roleplay the Winnarian custodians working away in the bureaucracies across the galaxy, heh)

    4463rwiq7r47.png
  • stever777stever777 AFK most Saturdays Registered User regular
    No sabotage

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • LykouraghLykouragh Registered User regular
    No sabo.

  • MrBodyMrBody Registered User regular
    edited April 2014
    no sabo

    pass on the secondary if it goes through

    MrBody on
  • PredaPreda Registered User regular
    No sabotage.

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