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Twilight Imperium Game 8 - Game Over!

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    robinlambertrobinlambert Registered User regular
    Check out their techs.

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    KaneskiKaneski Registered User regular
    Hold up, hold up, hold up...

    Why are Creuss going?

    Unless something I missed modified turn order, last time Creuss went was to take Faunus. Then it's Hacan taking Mecatol and building (which they can because tech lets them have 2 tacticals). Then I built. Then Saar passed. It should be Sol turn now. Sol haven't passed. And I don't see where we skipped @MrBody.

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    KaneskiKaneski Registered User regular
    If Sol get their turn, like (as far as I can see) they should, we might have the two least sneaky, most telegraphed pseudo-betrayal-sneak-attacks back to back. Unprecedented.

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    robinlambertrobinlambert Registered User regular
    Wait? I am up?? Ha...I should really check these things out shouldn't I.

    Well then. I am going to wait for confirmation from MrB and MrB but I am ready.

    Now I don't even have to pull that knife our of my back.

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    MrBodyMrBody Registered User regular
    Whooops, I was looking at the player list instead of the tiny turn order. Last time I take a turn from my phone.

    Pay no attention to the destroyers behind the curtain.

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    MrBlarneyMrBlarney Registered User regular
    I do believe it is Sol's turn to act, and not Creuss's action.

    robinlambert, you may wait for the game status update later tonight or you may go ahead with your action.

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    edited May 2014
    Round 3: Action Phase Update 4

    The Ghosts of Creuss: Activate the Faunus system. (CP 3 --> 2)
    Move in 1 Carrier, 3 Carriers, and 1 Ground Force from Mallice.
    Land 1 Ground Force on Faunus.
    The Emirates of Hacan: Activate the Mecatol Rex system. (CP 4 --> 3)
    Move in Hacan Flagship, 1 Cruiser, 3 Fighters, 1 Mechanized Unit and the High Alert Token from Arretze, loading 1 Ground Force from Lazar (and moving 1 Fighter to the Lazar Carrier); 1 Carrier and 2 Fighters move in from Lazar-Sakulag.
    The Hacan-Mentak trade agreement is broken.
    During the space battle, Hacan loses 3 Fighters and expends Action Card "Shields Holding" (AC 7 --> 6) while Mentak loses the Mentak Flagship and 3 Cruisers; combat resolves in favor of Hacan.
    Hacan plays Action Card "Moment of Triumph" (AC 6 --> 5), gaining 1 victory point for destroying the Mentak Flagship. (VC 3 --> 4)
    Land 1 Mechanized Unit and 1 Ground Force on Mecatol Rex.
    During the invasion combat, Hacan expends Action Card "Geomagnetic Mines" (AC 5 --> 4) while Mentak loses 1 Mechanized Unit and 1 Ground Force; combat resolves in favor of Hacan.
    Mentak collects 2 Trade Goods from Salvage Operations. (TG 8 --> 10)
    Use Fleet Logistics to take a second tactical action.
    Activate the Hacan Home System. (CP 3 --> 2)
    Exhaust Arretze (2R), Hercant (1R), Rigel III (1R), Tempesta (1R), and 6 Trade Goods (TG 6 --> 0) to build 1 Dreadnought (5R), 1 Cruiser (2R), 1 PDS (2R), and 1 Mechanized Unit (2R) at Arretze.
    The Mentak Coalition: Activate the Mentak Home System. (CP 4 --> 3)
    Exhaust Vega Major (2R) and 3 Trade Goods (TG 10 --> 7) to build 1 Cruiser (2R), 1 Carrier (3R), 2 Fighters (1R), and 1 Mechanized Unit (2R) at Moll Primus.
    The Clan of Saar: Pass turn.

    Current Map: Round 3, Action Phase Update 4

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition: 4 VP
    The Emirates of Hacan: 4 VP
    Federation of Sol: 2 VP
    The Clan of Saar: 1 VP
    The Arborec: 1 VP
    The Ghosts of Creuss: 0 VP

    Public Objectives
    [1 VP] I control Mecatol Rex.: Mentak
    [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.: Mentak, Hacan
    [1 VP] I took control of 3 planets this turn.: Sol, Hacan, Saar, Mentak, Arborec
    [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.: Hacan
    [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.: Mentak
    [1 VP] Explorer: I control 2 systems adjacent to Mecatol Rex.: Sol

    Secret Objectives
    The Mentak Coalition: 2 Secret Objectives
    Federation of Sol: 2 Secret Objectives
    The Emirates of Hacan: 2 Secret Objectives

    Special Objectives
    The Emirates of Hacan: Moment of Triumph - Gain 1 victory point, after you destroy an enemy Flagship or War Sun in battle.

    The Arborec: stever777
    Trade Goods: 5
    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, Antimass Deflectors

    Worlds:
    X - Nestphar (3R, 2I, G)
    X - Capha (3R, 0I)
    X - Hercalor (1R, 0I, Y)
    X - Mehar Xull (1R, 3I, B)
    X - Tiamat (1R, 2I, Y)
    X - Vefut II (2R, 0I, R)
    The Ghosts of Creuss: MrBody
    Trade Goods: 13
    Action Cards: 2
    Political Cards: 2

    Strategy Allocation: 1
    Fleet Supply: 4
    Command Pool: 2

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

    Worlds:
    X - Creuss (4R, 2I)
    X - Dal Bootha (0R, 2I, R)
    X - Faunus (1R, 3I, G (x2))
    X - Lodor (3R, 1I, G)
    X - Mallice (0R, 3I)
    X - Xxehan (1R, 1I, G)
    The Clan of Saar: Lykouragh
    Trade Goods: 1
    Action Cards: 6
    Political Cards: 3

    Strategy Allocation: 2
    Fleet Supply: 5
    Command Pool: 1

    Trade Contracts: Hacan [3] (Saar [1])
    Technology: Antimass Deflectors, Micro Technology, Neural Computing

    Worlds:
    X - Lisis II (1R, 0I)
    X - Ragh (2R, 1I)
    R - Industrex (2R, 0I, R (x2))
    X - Mellon (0R, 2I)
    R - New Albion (1R, 1I, G)
    X - Quann (2R, 1I, G)
    R - Starpoint (3R, 1I)
    The Mentak Coalition: Kaneski
    Trade Goods: 7
    Action Cards: 2
    Political Cards: 1

    Strategy Allocation: 1
    Fleet Supply: 4
    Command Pool: 3

    Trade Contracts: (Mentak [1], Mentak [1])
    Technology: Micro Technology, Gen Synthesis, Assault Cannon, Antimass Deflectors, Mirror Computing, Salvage Operations

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

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

    Trade Contracts: Arborec [1], Creuss [2]
    Technology: Cybernetics, Fleet Logistics, XRD Transporters, Type IV Drive, Antimass Deflectors

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

    Strategy Allocation: 1
    Fleet Supply: 5
    Command Pool: 2

    Trade Contracts: Saar [2] (Hacan [3])
    Technology: Neural Motivator, Antimass Deflector, Fleet Logistics

    Worlds:
    X - Arretze (2R, 0I)
    X - Hercant (1R, 1I)
    X - Kamdorn (0R, 1I)
    X - Mecatol Rex (1R, 6I)
    X - Arcturus (1R, 1I)
    X - Lazar (1R, 0I)
    R - 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 - Meer (0R, 4I)

    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.
    Subsidized Studies (LAW): The cost for all blue Technologies is decreased by 3. The cost for all other non-racial Technologies is increased by 2.

    Order of Play
    The Clan of Saar: (1) Leadership PASSED
    Federation of Sol: (3) Assembly Current Player
    The Arborec: (4) Production PASSED
    The Ghosts of Creuss: (5) Trade II
    The Emirates of Hacan: (6) Warfare II*
    The Mentak Coalition: (7) Technology II

    MrBlarney on
    4463rwiq7r47.png
  • Options
    robinlambertrobinlambert Registered User regular
    Sorry for the delay. The FlashForward we all experienced has thrown me for a loop. Just thinking over options.

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    robinlambertrobinlambert Registered User regular
    Activate Lykouragh's Path.

    Move carrier from Everra and cruiser from HS.

    Will format later.

    @mrbody is up

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    MrBodyMrBody Registered User regular
    Tactical action at Quann. Move both destroyers from Lodor. Play the action card I PMd earlier.

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    KaneskiKaneski Registered User regular
    MrBody's going crazy! Just attacking everyone!

    Also, @robinlambert I was hoping you'd take some of the Rigel planets, because the Coalition totally recognises your territorial rights to that system. And Hacan have bloodthirstier things to worry about.

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    LykouraghLykouragh Registered User regular
    No cards in this HORRIFYING ACT OF AGGRESSION.

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    MrBodyMrBody Registered User regular
    edited April 2014
    Kaneski wrote: »
    MrBody's going crazy! Just attacking everyone!

    FULL SCALE INVASION RIGHT THERE!

    Plus, I wanted to band together and breach the dimensional barrier to launch an invasion on game 9.
    Also, @robinlambert I was hoping you'd take some of the Rigel planets, because the Coalition totally recognises your territorial rights to that system. And Hacan have bloodthirstier things to worry about.

    Hacan is 1 planet away from qualifying for the 10 planets objective.

    MrBody on
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    PredaPreda Registered User regular
    And will be 2 planet away with no easy target to get them, since He wil leave Mecatol first thing next turn...

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    KaneskiKaneski Registered User regular
    So... makes me think Preda's SOs don't need MR. Wormhole ones are out of everyone's reach, because Creuss... Threatening? Or maybe tech-planet based? What else is there. Things that attack immediate neighbours - pulling back from MR makes sense to conserve strength for an attack. Based on Sol's move, my bet is that robin has the one that requires like... 10 systems to be controlled? Even blank ones?

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    robinlambertrobinlambert Registered User regular
    I also was evacuating my systems next to my HW.

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    MrBlarneyMrBlarney Registered User regular
    Round 3 - Battle at Lodor

    Pre-Battle

    Creuss has 2 Destroyers
    Saar has 1 Carrier and 2 Fighters

    Creuss uses Anti-Fighter Barrage before the first round of combat.

    Geth roll 4d10t9 for Creuss Anti-Fighter Barrage

    Creuss Anti-Fighter Barrage:
    4d10t9 0 [4d10t9=4, 2, 7, 1]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    No hits registered.

    Round 1

    Creuss plays Action Card "Morale Boost" before the first round of combat:

    Morale Boost
    For one combat round (not an entire battle), all of your units receive +1 on all combat rolls.
    Play: Immediately before any Space Battle or Invasion Combat round.

    Geth roll 2d10t8 for Creuss
    Geth roll 1d10t9+1d10t9 for Saar

    Creuss:
    2d10t8 1 [2d10t8=4, 10]
    Saar:
    1d10t9+1d10t9 1 [1d10t9=9] [1d10t9=2]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    One hit registered on each side. Creuss removes a Destroyer, Saar removes a Fighter.

    Round 2~4

    Creuss has 1 Destroyer
    Saar has 1 Carrier and 1 Fighter

    Due to the low hit rate of the units in combat, for expediency, I have rolled three sets of rounds.

    Geth roll 1d10t9+1d10t9+1d10t9 for Creuss
    Geth roll 2d10t9+2d10t9+2d10t9 for Saar

    Creuss:
    1d10t9+1d10t9+1d10t9 0 [1d10t9=7] [1d10t9=6] [1d10t9=3]
    Saar:
    2d10t9+2d10t9+2d10t9 0 [2d10t9=3, 6] [2d10t9=3, 4] [2d10t9=4, 2]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    No hits registered.

    Round 5~7

    Creuss has 1 Destroyer
    Saar has 1 Carrier and 1 Fighter

    Due to the low hit rate of the units in combat, for expediency, I have rolled three sets of rounds.

    Geth roll 1d10t9+1d10t9+1d10t9 for Creuss
    Geth roll 2d10t9+2d10t9+2d10t9 for Saar

    Creuss:
    1d10t9+1d10t9+1d10t9 0 [1d10t9=7] [1d10t9=8] [1d10t9=6]
    Saar:
    2d10t9+2d10t9+2d10t9 1 [2d10t9=8, 7] [2d10t9=2, 8] [2d10t9=10, 7]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Creuss removes 1 Destroyer in the 7th round of combat; combat resolves in favor of Saar.

    It is now @Preda's turn to act.

    4463rwiq7r47.png
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    KaneskiKaneski Registered User regular
    And now MrBody finds out that 'Ship' in 'Infiltrator' means a non-fighter... *scary! boo!*

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    robinlambertrobinlambert Registered User regular
    Does it?

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    PredaPreda Registered User regular
    Hacan have already done enough mischief this turn, so PASS for now...

    @Kaneski‌ next.

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    KaneskiKaneski Registered User regular
    Does it?

    Probably not... it seems to vary for different game effects.

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    KaneskiKaneski Registered User regular
    Spend CC from CP to Activate Vega Minor / Vega Major. Tactical Action.

    Load 2GF from Vega Major. Land on Vega Minor.

    Spend 4TG (8R) to build 1 MU (2R) on Vega Major, 1 Destroyer (1R), 2 Fighters (1R) and Space Dock on Vega Minor(4R)


    Back to @robinlambert for Sol

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    LykouraghLykouragh Registered User regular
    I think fighters count as ships by default- that's why it often explicitly says "non-fighter ship".

    Of course, this is TI3 and I didn't consult any rules before writing this, so I could be terribly wrong.

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    MrBlarneyMrBlarney Registered User regular
    edited May 2014
    Round 3: Action Phase Update 5

    Federation of Sol: Activate the Lykouragh's Path system. (CP 3 --> 2)
    Move in 1 Cruiser from Jord and 1 Carrier from Everra.
    The Ghosts of Creuss: Activate the Quann system. (CP 2 --> 1)
    Move in 2 Destroyers from Lodor.
    During the space battle, Creuss loses 2 Destroyers and exhausts Action Card "Morale Boost" (AC 2 --> 1) while Saar loses 1 Fighter; combat resolves in favor of Saar.
    The Emirates of Hacan: Pass turn.
    The Mentak Coalition: Activate the Vega Major-Vega Minor system. (CP 3 --> 2)
    Load 2 Ground Forces from Vega Major to the Carrier.
    Land 2 Ground Forces on Vega Minor.
    Exhaust 4 Trade Goods (TG 7 --> 3) to build 1 Space Dock (4R) on Vega Minor and 1 Destroyer (1R), 2 Fighters (1R), and 1 Mechanized Unit (2R) at Vega Major.

    Current Map: Round 3, Action Phase Update 5

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition: 4 VP
    The Emirates of Hacan: 4 VP
    Federation of Sol: 2 VP
    The Clan of Saar: 1 VP
    The Arborec: 1 VP
    The Ghosts of Creuss: 0 VP

    Public Objectives
    [1 VP] I control Mecatol Rex.: Mentak
    [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.: Mentak, Hacan
    [1 VP] I took control of 3 planets this turn.: Sol, Hacan, Saar, Mentak, Arborec
    [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.: Hacan
    [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.: Mentak
    [1 VP] Explorer: I control 2 systems adjacent to Mecatol Rex.: Sol

    Secret Objectives
    The Mentak Coalition: 2 Secret Objectives
    Federation of Sol: 2 Secret Objectives
    The Emirates of Hacan: 2 Secret Objectives

    Special Objectives
    The Emirates of Hacan: Moment of Triumph - Gain 1 victory point, after you destroy an enemy Flagship or War Sun in battle.

    The Arborec: stever777
    Trade Goods: 5
    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, Antimass Deflectors

    Worlds:
    X - Nestphar (3R, 2I, G)
    X - Capha (3R, 0I)
    X - Hercalor (1R, 0I, Y)
    X - Mehar Xull (1R, 3I, B)
    X - Tiamat (1R, 2I, Y)
    X - Vefut II (2R, 0I, R)
    The Ghosts of Creuss: MrBody
    Trade Goods: 13
    Action Cards: 1
    Political Cards: 2

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

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

    Worlds:
    X - Creuss (4R, 2I)
    X - Dal Bootha (0R, 2I, R)
    X - Faunus (1R, 3I, G (x2))
    X - Lodor (3R, 1I, G)
    X - Mallice (0R, 3I)
    X - Xxehan (1R, 1I, G)
    The Clan of Saar: Lykouragh
    Trade Goods: 1
    Action Cards: 6
    Political Cards: 3

    Strategy Allocation: 2
    Fleet Supply: 5
    Command Pool: 1

    Trade Contracts: Hacan [3] (Saar [1])
    Technology: Antimass Deflectors, Micro Technology, Neural Computing

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

    Strategy Allocation: 1
    Fleet Supply: 4
    Command Pool: 2

    Trade Contracts: (Mentak [1], Mentak [1])
    Technology: Micro Technology, Gen Synthesis, Assault Cannon, Antimass Deflectors, Mirror Computing, Salvage Operations

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

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

    Trade Contracts: Arborec [1], Creuss [2]
    Technology: Cybernetics, Fleet Logistics, XRD Transporters, Type IV Drive, Antimass Deflectors

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

    Strategy Allocation: 1
    Fleet Supply: 5
    Command Pool: 2

    Trade Contracts: Saar [2] (Hacan [3])
    Technology: Neural Motivator, Antimass Deflector, Fleet Logistics

    Worlds:
    X - Arretze (2R, 0I)
    X - Hercant (1R, 1I)
    X - Kamdorn (0R, 1I)
    X - Mecatol Rex (1R, 6I)
    X - Arcturus (1R, 1I)
    X - Lazar (1R, 0I)
    R - 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 - Meer (0R, 4I)

    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.
    Subsidized Studies (LAW): The cost for all blue Technologies is decreased by 3. The cost for all other non-racial Technologies is increased by 2.

    Order of Play
    The Clan of Saar: (1) Leadership PASSED
    Federation of Sol: (3) Assembly Current Player
    The Arborec: (4) Production PASSED
    The Ghosts of Creuss: (5) Trade II
    The Emirates of Hacan: (6) Warfare II* PASSED
    The Mentak Coalition: (7) Technology II

    MrBlarney on
    4463rwiq7r47.png
  • Options
    robinlambertrobinlambert Registered User regular
    edited May 2014
    Activate the Beta Wormhole.

    More Dreadnaught and Destroyer from HS.


    @mrbody up...oops

    robinlambert on
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    MrBodyMrBody Registered User regular
    edited May 2014
    Tactical action Lodor. Spend 13 TGs to build warsun + 2 fighters.

    1/4/0

    MrBody on
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    PredaPreda Registered User regular
    edited May 2014
    MrBody anticipated me...

    Preda on
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    MrBodyMrBody Registered User regular
    HMMmmmm?

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    PredaPreda Registered User regular
    I was writing it was your turn, not @Kaneski‌ one as robinlambert wrote (and than corrected after), but you posted just before I finished writing.

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    stever777stever777 AFK most Saturdays Registered User regular
    Glad I passed before all this space craziness.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
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    KaneskiKaneski Registered User regular
    Mentak PASS

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    robinlambertrobinlambert Registered User regular
    Activate Jord

    Build 2 Cruisers and 2 Ground Forces.

    Exhaust Jord (4R) and spend 1TG


    @mrbody is up.

    Preorder Pass for next action.

  • Options
    MrBodyMrBody Registered User regular
    PASS

  • Options
    MrBlarneyMrBlarney Registered User regular
    edited May 2014
    Round 3: Start of Status Phase

    Federation of Sol: Activate the Beta Wormhole system. (CP 2 --> 1)
    Move in 1 Dreadnought and 1 Destroyer from Jord.
    The Ghosts of Creuss: Activate the Lodor system. (CP 1 --> 0)
    Exhaust 13 Trade Goods (TG 13 --> 0) to build 1 War Sun (12R) and 2 Fighters (1R) at Lodor.
    The Mentak Coalition: Pass turn.
    Federation of Sol: Activate the Sol Home System. (CP 1 --> 0)
    Exhaust Jord (4R) and 1 Trade Good (TG 1 --> 0) to build 2 Cruisers (4R) and 2 Ground Forces (1R) at Jord.
    The Ghosts of Creuss: Pass turn.
    Federation of Sol: Pass turn.

    Current Map: Round 3, Start of Status Phase

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition: 4 VP
    The Emirates of Hacan: 4 VP
    Federation of Sol: 2 VP
    The Clan of Saar: 1 VP
    The Arborec: 1 VP
    The Ghosts of Creuss: 0 VP

    Public Objectives
    [1 VP] I control Mecatol Rex.: Mentak
    [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.: Mentak, Hacan
    [1 VP] I took control of 3 planets this turn.: Sol, Hacan, Saar, Mentak, Arborec
    [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.: Hacan
    [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.: Mentak
    [1 VP] Explorer: I control 2 systems adjacent to Mecatol Rex.: Sol

    Secret Objectives
    The Mentak Coalition: 2 Secret Objectives
    Federation of Sol: 2 Secret Objectives
    The Emirates of Hacan: 2 Secret Objectives

    Special Objectives
    The Emirates of Hacan: Moment of Triumph - Gain 1 victory point, after you destroy an enemy Flagship or War Sun in battle.

    The Arborec: stever777
    Trade Goods: 5
    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, Antimass Deflectors

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

    Strategy Allocation: 1
    Fleet Supply: 4
    Command Pool: 0

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

    Worlds:
    X - Creuss (4R, 2I)
    X - Dal Bootha (0R, 2I, R)
    X - Faunus (1R, 3I, G (x2))
    X - Lodor (3R, 1I, G)
    X - Mallice (0R, 3I)
    X - Xxehan (1R, 1I, G)
    The Clan of Saar: Lykouragh
    Trade Goods: 1
    Action Cards: 6
    Political Cards: 3

    Strategy Allocation: 2
    Fleet Supply: 5
    Command Pool: 1

    Trade Contracts: Hacan [3] (Saar [1])
    Technology: Antimass Deflectors, Micro Technology, Neural Computing

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

    Strategy Allocation: 1
    Fleet Supply: 4
    Command Pool: 2

    Trade Contracts: (Mentak [1], Mentak [1])
    Technology: Micro Technology, Gen Synthesis, Assault Cannon, Antimass Deflectors, Mirror Computing, Salvage Operations

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

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

    Trade Contracts: Arborec [1], Creuss [2]
    Technology: Cybernetics, Fleet Logistics, XRD Transporters, Type IV Drive, Antimass Deflectors

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

    Strategy Allocation: 1
    Fleet Supply: 5
    Command Pool: 2

    Trade Contracts: Saar [2] (Hacan [3])
    Technology: Neural Motivator, Antimass Deflector, Fleet Logistics

    Worlds:
    X - Arretze (2R, 0I)
    X - Hercant (1R, 1I)
    X - Kamdorn (0R, 1I)
    X - Mecatol Rex (1R, 6I)
    X - Arcturus (1R, 1I)
    X - Lazar (1R, 0I)
    R - 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 - Meer (0R, 4I)

    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.
    Subsidized Studies (LAW): The cost for all blue Technologies is decreased by 3. The cost for all other non-racial Technologies is increased by 2.

    Order of Play
    The Clan of Saar: (1) Leadership
    Federation of Sol: (3) Assembly
    The Arborec: (4) Production
    The Ghosts of Creuss: (5) Trade II
    The Emirates of Hacan: (6) Warfare II*
    The Mentak Coalition: (7) Technology II

    All players may now claim up to one unlocked Public Objective and one Open Preliminary Objective or Secret Objective. Since each Preliminary Objective may be claimed by only one person, turn order matters: we start with @Lykouragh and resolve in order of play. If you do not wish to claim an Open Preliminary Objective or have none to claim, then you may also make your claims out of order.

    MrBlarney on
    4463rwiq7r47.png
  • Options
    KaneskiKaneski Registered User regular
    Mentak - no claim.

  • Options
    stever777stever777 AFK most Saturdays Registered User regular
    The Aborec

    Free GF on Vefut II

    Claim "[1 VP] I control 5 planets outside my Home System." Stage 1 Public Objective

    +1 AC, +1 SA & +1 CP, Move 1 FS to CP

    TG/AC/PC: 5/3/2
    SA/FS/CP: 2/4/2

    2 VP

    Technologies:
    Gen Synthesis (+1 GF Combat & roll 5+ for any destroyed Aborec GF to return to Home System)
    Antimass Deflectors (May move thru Asteroid Fields but not stop in them)
    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:
    R - Nestphar (3R, 2I, G)
    R - Capha (3R, 0I)
    R - Vefut II (2R, 0I, R)
    R - Mehar Xull (1R, 3I, B)
    R - Tiamat (1R, 2I, Y)
    R - Hercalor (1R, 0I, Y)
    R - Arcturus (1R, 1I)

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
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