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.
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.
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.
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.
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
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)
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) LeadershipPASSED Federation of Sol: (3) AssemblyCurrent Player The Arborec: (4) ProductionPASSED The Ghosts of Creuss: (5) Trade II The Emirates of Hacan: (6) Warfare II* The Mentak Coalition: (7) Technology II
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.
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.
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?
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
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.
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.
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
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)
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) LeadershipPASSED Federation of Sol: (3) AssemblyCurrent Player The Arborec: (4) ProductionPASSED The Ghosts of Creuss: (5) Trade II The Emirates of Hacan: (6) Warfare II*PASSED The Mentak Coalition: (7) Technology II
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.
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.
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)
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)
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.
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)
Posts
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.
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.
Pay no attention to the destroyers behind the curtain.
robinlambert, you may wait for the game status update later tonight or you may go ahead with your action.
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 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
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)
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)
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)
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)
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)
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 - 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
Move carrier from Everra and cruiser from HS.
Will format later.
@mrbody is up
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.
FULL SCALE INVASION RIGHT THERE!
Plus, I wanted to band together and breach the dimensional barrier to launch an invasion on game 9.
Hacan is 1 planet away from qualifying for the 10 planets objective.
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
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
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
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
It is now @Preda's turn to act.
@Kaneski next.
Probably not... it seems to vary for different game effects.
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
Of course, this is TI3 and I didn't consult any rules before writing this, so I could be terribly wrong.
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 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
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)
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)
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)
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)
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)
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 - 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
More Dreadnaught and Destroyer from HS.
@mrbody up...oops
1/4/0
The Black Hole of Cygnus X-1
Build 2 Cruisers and 2 Ground Forces.
Exhaust Jord (4R) and spend 1TG
@mrbody is up.
Preorder Pass for next action.
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 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
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)
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)
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)
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)
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)
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 - 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.
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
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)
The Black Hole of Cygnus X-1