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Twilight Imperium Game 8 - Game Over!

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

    Federation of Sol: Activate the Lykouragh's Path system. (CP 4 --> 3)
    Move in 1 Carrier and 4 Fighters from Everra and 1 Destroyer from Sem-Lore.
    The Clan of Saar: Activate the Mecatol Rex system. (CP 3 --> 2)
    Move in 1 Carrier, 2 Fighters, and 2 Ground Forces from Industrex.
    Land 2 Ground Forces on Mecatol Rex.
    Use racial ability to gain 1 Trade Good. (TG 5 --> 6)
    The Emirates of Hacan: Activate the Arcturus-Sumerian system. (CP 3 --> 2)
    Move in 1 Dreadnought from the Hacan Home System.
    The Arborec: Activate the Mehar Xull system. (CP 3 --> 2)
    Move in the Arborec Flagship, 1 Dreadnought, and 1 Ground Force from Vefut II.
    Land 1 Ground Force on Mehar Xull.
    The Ghosts of Creuss: Play Action Card "Local Unrest", targeting Garbozia. (AC 3 --> 2)
    One Mentak Ground Force is removed and Garbozia returns to neutral control.

    Current Map: Round 5, Action Phase Update 3

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 6 VP
    The Emirates of Hacan: 5 VP
    The Mentak Coalition: 5 VP
    The Arborec: 5 VP
    The Clan of Saar: 4 VP
    The Ghosts of Creuss: 3 VP

    Public Objectives
    [1 VP] I control Mecatol Rex.: Mentak, Hacan, Creuss
    [1 VP] I have at least 5 Technology Advances. Arborec, Mentak, Sol
    [1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.
    [1 VP] I have Technology Advances in all 4 colors. Arborec
    [1 VP] I control 5 planets outside my Home System.: Mentak, Hacan, Saar, Arborec, Sol
    [1 VP] I took control of 3 planets this turn.: Sol, Hacan, Saar, Mentak, Arborec, Creuss
    [2 VP] I have at least 5 Technology Advances of the same color. Sol
    [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. Arborec
    [1 VP] Invader: I control a planet that was controlled by an enemy player this round.: Saar
    [1 VP] Infiltrator: I have destroyed at least 1 enemy ship in a system adjacent to its owner's Home System.: Creuss
    [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 Arborec: 2 Secret Objectives
    The Ghosts of Creuss: 2 Secret Objectives
    The Clan of Saar: 2 Secret Objectives
    The Mentak Coalition: 2 Secret Objectives
    Federation of Sol: 2 Secret Objectives
    The Emirates of Hacan: 2 Secret Objectives

    Special Objectives
    The Crown of Emphidia (LAW): The player that holds this card receives 1 victory point. A player that wins an Invasion Combat against this player immediately claims this card and is transferred that victory point. Saar
    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: 0
    Action Cards: 2
    Political Cards: 2

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

    Trade Contracts: Creuss [2], Sol [2]
    Technology: Gen Synthesis, Transit Diodes, Micro Technology, Transfabrication, Antimass Deflectors, Assault Cannon

    Worlds:
    X - Nestphar (3I, 2R, G)
    R - Capha (3I, 0R)
    R - Hercalor (1I, 0R, Y)
    X - Mehar Xull (1I, 3R, B)
    X - Tiamat (1I, 2R, Y)
    R - Vefut II (2I, 0R, R)
    The Ghosts of Creuss: MrBody
    Trade Goods: 6
    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, Neural Computing, Micro Technology, War Sun, Magen Defense Grid

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

    Strategy Allocation: 0
    Fleet Supply: 7
    Command Pool: 2

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

    Worlds:
    R - Lisis II (1I, 0R)
    X - Ragh (2I, 1R)
    X - Mecatol Rex (1I, 6R)
    X - Arinam (1I, 2R, B)
    R - Industrex (2I, 0R, R (x2))
    X - New Albion (1I, 1R, G)
    R - Quann (2I, 1R, G)
    R - Starpoint (3I, 1R)
    The Mentak Coalition: Kaneski
    Trade Goods: 0
    Action Cards: 5
    Political Cards: 2

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

    Trade Contracts: Hacan [3], (Mentak [1])
    Technology: Micro Technology, War Sun, Gen Synthesis, Assault Cannon, Antimass Deflectors, Fleet Logistics, Type IV Drive, Mirror Computing, Salvage Operations

    Worlds:
    X - Moll Primus (4I, 1R)
    X - Mellon (0I, 2R)
    X - Vega Major (2I, 1R)
    X - Vega Minor (1I, 2R, B)
    X - Zohbat (3I, 1R, B)
    Federation of Sol: robinlambert
    Trade Goods: 3
    Action Cards: 5
    Political Cards: 2

    Strategy Allocation: 1
    Fleet Supply: 5
    Command Pool: 3

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

    Worlds:
    R - Jord (4I, 2R)
    X - Arnor (2I, 1R)
    R - Everra (3I, 1R)
    R - Lor (1I, 2R, R)
    R - Sem-Lore (3I, 2R, Y)
    The Emirates of Hacan: Preda
    Trade Goods: 1
    Action Cards: 6
    Political Cards: 5

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

    Trade Contracts: Saar [2], Mentak [1]
    Technology: Neural Motivator, Antimass Deflector, Fleet Logistics, Type IV Drive, Light/Wave Deflector, Duranium Armor

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

    Neutral Worlds and Special Effects
    N - Garbozia (2I, 1R, G)
    N - Meer (0I, 4R)
    N - Xxehan (1I, 1R, 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.
    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.
    Labor Force Politics (LAW): The influence and resource values of all planets are reversed.
    The Crown of Emphidia (LAW): The player that holds this card receives 1 victory point. A player that wins an Invasion Combat against this player immediately claims this card and is transferred that victory point.
    Checks and Balances (LAW): When a player chooses a Strategy Card during the Strategy Phase, he must give the chosen card to another player (who does not currently have a Strategy Card).
    Research Grant (LAW): All planets that provide a technology credit now provide that credit to all technology colors (does not count racial technologies).

    Cultural Crisis - For the duration of Round 5, Mentak has lost all racial special abilities, both advantages and disadvantages.

    Order of Play
    The Ghosts of Creuss: (2) Diplomacy II
    The Mentak Coalition: (3) Assembly Current Player
    Federation of Sol: (4) Production
    The Clan of Saar: (6) Warfare II*
    The Emirates of Hacan: (7) Technology II
    The Arborec: (8) Bureaucracy II

    MrBlarney on
    4463rwiq7r47.png
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    KaneskiKaneski Registered User regular
    Oh man... when I sleep on it, I should make a decision. Because right now I can't even do math.

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    stever777stever777 AFK most Saturdays Registered User regular
    edited June 2014
    My Flagship Captain forgot to drop the GF onto Mehar Xull, if I could. No reason to keep them in space.
    He will have his spores peeled for this.

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

    The Black Hole of Cygnus X-1
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    MrBodyMrBody Registered User regular
    You mean he's getting a handjob as punishment?

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    robinlambertrobinlambert Registered User regular
    This must be some pretty impressive arithmatic.

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    KaneskiKaneski Registered User regular
    Actually, it's indecision paralysis. Also, sudden work avalanche. If in 2-3 hours I haven't figured a thing out, I'll flip a coin about whom to attack.

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    KaneskiKaneski Registered User regular
    Man.. I think it's safe to say I've never had such a feeling of uncertainty. I mean, my plans and plots fall apart all the time. But this. Hoo boy... I'm betting on only 1 person attacking the vegas. See if I can snag the 'destroy/blockade a SD' PO before getting overrun. Thanks for the reminder by the way, Lykouragh. I was all set for defence when you pointed out that VP :)

    Ok, one step at a time, because this is important.

    2 Tactical Actions using Fleet Logistics.

    First - Spend CC from CP to Activate B Wormhole. Move in Dreadnought + Cruiser from Scary Door; plus the destroyer from Garbozia.

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    robinlambertrobinlambert Registered User regular
    Guess I lost the coin flip.

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    robinlambertrobinlambert Registered User regular
    No retreat. No ACs. Just tears.

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    MrBlarneyMrBlarney Registered User regular
    Round 5 - Battle at the Beta Wormhole

    Pre-battle Round

    Mentak has 1 Dreadnought, 1 Cruiser, and 1 Destroyer.
    Sol has 1 Dreadnought and 1 Destroyer.

    Geth roll 1d10t5 for Mentak Assault Cannons

    Mentak Assault Cannons:
    1d10t5 0 [1d10t5=2]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Assault Cannons miss.

    Round 1

    Geth roll 1d10t5+1d10t7+1d10t9 for Mentak
    Geth roll 1d10t5+1d10t9 for Sol

    Mentak:
    1d10t5+1d10t7+1d10t9 2 [1d10t5=3] [1d10t7=8] [1d10t9=9]
    Sol:
    1d10t5+1d10t9 1 [1d10t5=7] [1d10t9=7]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Sol scores one hit, Mentak two. How will you two allocate your hits?

    4463rwiq7r47.png
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    robinlambertrobinlambert Registered User regular
    Destroyer. Dread.

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    KaneskiKaneski Registered User regular
    Destroyer

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    MrBlarneyMrBlarney Registered User regular
    Sol damages their Dreadnought and destroys a Destroyer.
    Mentak destroys a Destroyer.

    Round 2

    Mentak has 1 Dreadnought and 1 Cruiser.
    Sol has 1 Dreadnought (damaged).

    Geth roll 1d10t5+1d10t7 for Mentak
    Geth roll 1d10t5 for Sol

    Mentak:
    1d10t5+1d10t7 1 [1d10t5=2] [1d10t7=7]
    Sol:
    1d10t5 0 [1d10t5=3]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Mentak scores one hit, destroying Sol's cruiser. Combat resolves in favor of Mentak.

    @Kaneski, will you use Fleet Logistics to take a second Tactical Action?

    4463rwiq7r47.png
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    KaneskiKaneski Registered User regular
    edited June 2014
    Crippling fear of losing all my space docks and homeworld says 'No'. No fleet logistics. I don't like this game anymore.

    @robinlambert is up for Sol. At least now I feel safer.

    Kaneski on
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    stever777stever777 AFK most Saturdays Registered User regular
    edited June 2014
    "In war, groping tactics, half-way measures, lose everything."
    "He who fears being conquered is sure of defeat.”

    Napoléon Bonaparte


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

    The Black Hole of Cygnus X-1
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    KaneskiKaneski Registered User regular
    stever777 wrote: »
    "In war, groping tactics, half-way measures, lose everything."
    "He who fears being conquered is sure of defeat.”

    Napoléon Bonaparte


    "Then Napoleon went 'fuck it, ALL IN' to Russia and got his ass handed to him."

    History

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    stever777stever777 AFK most Saturdays Registered User regular
    Can I be Space Napoleon?

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
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    robinlambertrobinlambert Registered User regular
    I'm really curious as to who you thought would be going for one of your space docks Mentak? I thought it was clear I was going to MR. Course I can't now so thanks for that.

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    KaneskiKaneski Registered User regular
    I'm really curious as to who you thought would be going for one of your space docks Mentak? I thought it was clear I was going to MR. Course I can't now so thanks for that.

    Everyone. Because you are all against me.

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    robinlambertrobinlambert Registered User regular
    Right. Rational Paranoia. Gotcha.

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    robinlambertrobinlambert Registered User regular
    Transfer Action

    Activate HS and Arnor/Lor System

    Move 3 Cruisers from HS To Arnor/Lor

    Build in HS: Build Carrier (3R) and 2 Fighters (1R) and 1 Cruiser (2R) (6R total). Exhaust Everra (1R), Lor (2R), Sem-Lore (2R) and spend 1TG (6R total)


    TAP:2/5/2
    SFC: 1/5/2

    @Lykouragh is up.

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    MrBodyMrBody Registered User regular
    I want to make a Downfall clip with a Mentak face pasted onto Hitler's.

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    KaneskiKaneski Registered User regular
    It's so relaxing to know that right now Space Stalin is ordering the execution of any officer that does not have an idea for how to resolve this situation.

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    MrBodyMrBody Registered User regular
    edited June 2014
    I do!

    But for security reasons I cannot tell.
    "Then Napoleon went 'fuck it, ALL IN' to Russia and got his ass handed to him."

    History

    History's most disastrous YOLO

    MrBody on
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    LykouraghLykouragh Registered User regular
    So, listen, Creuss.

    I need to very briefly borrow one of your planets here. I'll be back out first thing next round and I'll be happy to pay some rent in TGs.

    Activate Faunus. Move in carrier, 5 fighters, 1 GF, dreadnought, 3 cruisers from Industrex and destroyer from from Arinam/Meer. Take along the High Alert token. Drop GF on Faunus.

    Then, using Fleet Logistics:
    Activate Xxehan/Dal Bootha. Move in Carrier+2 fighters+GF and 2 dreadnoughts from Arinam/Meer. Drop GF on Xxehan.

    T/A/P: 6/3/3
    S/F/C: 0/7/0

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    PredaPreda Registered User regular
    :o Have you left BOTH your space docks unguarded at industrex???

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    LykouraghLykouragh Registered User regular
    No there's like a fighter or two or something! My neighbors are trustworthy I'm not worried about it.

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    LykouraghLykouragh Registered User regular
    Oh and plus two TG from racial.

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    robinlambertrobinlambert Registered User regular
    Lykouragh wrote: »
    No there's like a fighter or two or something! My neighbors are trustworthy I'm not worried about it.

    It's not your neighbors you have to worry about.

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    PredaPreda Registered User regular
    Transfer action. I activate both Home system and Rigel system. Move a cruiser from HS to rigel and the dreadnought from rigel to HS. Than pick up the Mechanized and the PDS from Arretze and drop them on Kamdorn. Than produce in HS exausting everyting still good (6R) and spend 1 TG to Build a PDS and a Mechanized unit on Arretze and 2 fighter and a cruiser on Hercant.

    That should be all...

    T/A/P: 0/6/5
    S/F/C: 0/5/1


    @stever777‌ is next.

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    stever777stever777 AFK most Saturdays Registered User regular
    The Aborec

    I spend a Command Pool Counter to activate the Tiamat system and perform a Tactical Action.
    Move in 2 Cruisers from HS.

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

    5 VP

    Technologies:
    Assault Cannon (Dreadnoughts get one pre-battle preemptive shot)
    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)
    Transfabrication (May scuttle units at start of Produce Units step. Gain 1/2 TGs cost (^) for Non-Fighter & Non-GF units)

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

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

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
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    KaneskiKaneski Registered User regular
    Preda wrote: »
    :o Have you left BOTH your space docks unguarded at industrex???

    Yeah. He has balls. I like balls.

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    KaneskiKaneski Registered User regular
    Well @mrbody shall we determine our spheres of influence or you going it alone? By the way, I hear that space Polynesia is lovely this time of year.

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    MrBodyMrBody Registered User regular
    Request a map update at this critical junction.

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    MrBlarneyMrBlarney Registered User regular
    edited June 2014
    Round 5: Action Phase Update 4

    The Mentak Coalition: Activate the Beta Wormhole system. (CP 3 --> 2)
    Move in 1 Dreadnought and 1 Cruiser from The Scary Door and 1 Destroyer from Garbozia.
    In the space battle, Mentak loses 1 Destroyer while Sol loses 1 Dreadnought and 1 Destroyer; combat resolves in favor of Mentak.
    Use racial technology Salvage Operations to gain 2 Trade Goods. (TG 0 --> 2)
    Federation of Sol: Activate the Arnor-Lor and Sol Home Systems. (CP 3 --> 2)
    Move 3 Cruisers from Sol Home System to Arnor-Lor.
    Exhaust Lor (2R), Sem-Lore (2R), Everra (1R), and 1 Trade Good (TG 3 --> 2) to build 1 Cruiser (2R), 1 Carrier (3R), and 2 Fighters (1R) at Jord.
    The Clan of Saar: Activate the Faunus system. (CP 2 --> 1)
    Move in the High Alert Token, 1 Dreadnought, 3 Cruisers, 1 Carrier, 5 Fighters, and 1 Ground Force from Industrex and 1 Destroyer from Arinam-Meer.
    Land 1 Ground Force on Faunus.
    Use racial ability to gain 1 Trade Good. (TG 6 --> 7)
    Use Fleet Logistics to take a second Tactical Action.
    Activate the Dal Bootha-Xxehan system. (CP 1 --> 0)
    Move in 2 Dreadnoughts, 1 Carrier, 2 Fighters, and 1 Ground Force from Arinam-Meer.
    Land 1 Ground Force on Xxehan.
    Use racial ability to gain 1 Trade Good. (TG 7 --> 8)
    The Emirates of Hacan: Activate the Rigel and Hacan Home Systems. (CP 2 --> 1)
    Move 1 Cruiser from Hacan Home System to Rigel and 1 Dreadnought from Rigel to Hacan Home System; Hacan Home System Carrier loads 1 Mechanized Unit and 1 PDS from Arretze.
    Land 1 Mechanized Unit and 1 PDS on Kamdorn.
    Exhaust Hercant (1R), Arcturus (1R), Rigel III (1R), Sumerian (2R), Tempesta (1R), and 1 Trade Good (TG 1 --> 0) to build 1 Mechanized Unit (2R) and 1 PDS (2R) at Arretze and 1 Cruiser (2R) and 2 Fighters (1R) at Hercant.
    The Arborec: Activate the Hercalor-Tiamat system. (CP 2 --> 1)
    Move in 2 Cruisers from the Arborec Home System.

    Current Map: Round 5, Action Phase Update 4

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 6 VP
    The Emirates of Hacan: 5 VP
    The Mentak Coalition: 5 VP
    The Arborec: 5 VP
    The Clan of Saar: 4 VP
    The Ghosts of Creuss: 3 VP

    Public Objectives
    [1 VP] I control Mecatol Rex.: Mentak, Hacan, Creuss
    [1 VP] I have at least 5 Technology Advances. Arborec, Mentak, Sol
    [1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.
    [1 VP] I have Technology Advances in all 4 colors. Arborec
    [1 VP] I control 5 planets outside my Home System.: Mentak, Hacan, Saar, Arborec, Sol
    [1 VP] I took control of 3 planets this turn.: Sol, Hacan, Saar, Mentak, Arborec, Creuss
    [2 VP] I have at least 5 Technology Advances of the same color. Sol
    [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. Arborec
    [1 VP] Invader: I control a planet that was controlled by an enemy player this round.: Saar
    [1 VP] Infiltrator: I have destroyed at least 1 enemy ship in a system adjacent to its owner's Home System.: Creuss
    [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 Arborec: 2 Secret Objectives
    The Ghosts of Creuss: 2 Secret Objectives
    The Clan of Saar: 2 Secret Objectives
    The Mentak Coalition: 2 Secret Objectives
    Federation of Sol: 2 Secret Objectives
    The Emirates of Hacan: 2 Secret Objectives

    Special Objectives
    The Crown of Emphidia (LAW): The player that holds this card receives 1 victory point. A player that wins an Invasion Combat against this player immediately claims this card and is transferred that victory point. Saar
    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: 0
    Action Cards: 2
    Political Cards: 2

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

    Trade Contracts: Creuss [2], Sol [2]
    Technology: Gen Synthesis, Transit Diodes, Micro Technology, Transfabrication, Antimass Deflectors, Assault Cannon

    Worlds:
    X - Nestphar (3I, 2R, G)
    R - Capha (3I, 0R)
    R - Hercalor (1I, 0R, Y)
    X - Mehar Xull (1I, 3R, B)
    X - Tiamat (1I, 2R, Y)
    R - Vefut II (2I, 0R, R)
    The Ghosts of Creuss: MrBody
    Trade Goods: 6
    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, Neural Computing, Micro Technology, War Sun, Magen Defense Grid

    Worlds:
    X - Creuss (4I, 2R)
    R - Dal Bootha (0I, 2R, R)
    X - Lazar (1I, 0R)
    R - Lodor (3I, 1R, G)
    X - Mallice (0I, 3R)
    X - Sakulag (2I, 1R)
    The Clan of Saar: Lykouragh
    Trade Goods: 8
    Action Cards: 3
    Political Cards: 3

    Strategy Allocation: 0
    Fleet Supply: 7
    Command Pool: 0

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

    Worlds:
    R - Lisis II (1I, 0R)
    X - Ragh (2I, 1R)
    X - Mecatol Rex (1I, 6R)
    X - Arinam (1I, 2R, B)
    X - Faunus (1I, 3R, G (x2))
    R - Industrex (2I, 0R, R (x2))
    X - New Albion (1I, 1R, G)
    R - Quann (2I, 1R, G)
    R - Starpoint (3I, 1R)
    X - Xxehan (1I, 1R, G)
    The Mentak Coalition: Kaneski
    Trade Goods: 2
    Action Cards: 5
    Political Cards: 2

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

    Trade Contracts: Hacan [3], (Mentak [1])
    Technology: Micro Technology, War Sun, Gen Synthesis, Assault Cannon, Antimass Deflectors, Fleet Logistics, Type IV Drive, Mirror Computing, Salvage Operations

    Worlds:
    X - Moll Primus (4I, 1R)
    X - Mellon (0I, 2R)
    X - Vega Major (2I, 1R)
    X - Vega Minor (1I, 2R, B)
    X - Zohbat (3I, 1R, B)
    Federation of Sol: robinlambert
    Trade Goods: 2
    Action Cards: 5
    Political Cards: 2

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

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

    Worlds:
    R - Jord (4I, 2R)
    X - Arnor (2I, 1R)
    X - Everra (3I, 1R)
    X - Lor (1I, 2R, R)
    X - Sem-Lore (3I, 2R, Y)
    The Emirates of Hacan: Preda
    Trade Goods: 0
    Action Cards: 6
    Political Cards: 5

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

    Trade Contracts: Saar [2], Mentak [1]
    Technology: Neural Motivator, Antimass Deflector, Fleet Logistics, Type IV Drive, Light/Wave Deflector, Duranium Armor

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

    Neutral Worlds and Special Effects
    N - Garbozia (2I, 1R, G)
    N - Meer (0I, 4R)

    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.
    Labor Force Politics (LAW): The influence and resource values of all planets are reversed.
    The Crown of Emphidia (LAW): The player that holds this card receives 1 victory point. A player that wins an Invasion Combat against this player immediately claims this card and is transferred that victory point.
    Checks and Balances (LAW): When a player chooses a Strategy Card during the Strategy Phase, he must give the chosen card to another player (who does not currently have a Strategy Card).
    Research Grant (LAW): All planets that provide a technology credit now provide that credit to all technology colors (does not count racial technologies).

    Cultural Crisis - For the duration of Round 5, Mentak has lost all racial special abilities, both advantages and disadvantages.

    Order of Play
    The Ghosts of Creuss: (2) Diplomacy II Current Player
    The Mentak Coalition: (3) Assembly
    Federation of Sol: (4) Production
    The Clan of Saar: (6) Warfare II*
    The Emirates of Hacan: (7) Technology II
    The Arborec: (8) Bureaucracy II

    MrBlarney on
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  • Options
    KaneskiKaneski Registered User regular
    @MrBlarney I do believe I get 2 TGs from the space battle? Cultural Crisis gets rid of my racial abilities (precombat shots and stealing), not my racial technologies?

  • Options
    MrBlarneyMrBlarney Registered User regular
    Kaneski wrote: »
    MrBlarney I do believe I get 2 TGs from the space battle? Cultural Crisis gets rid of my racial abilities (precombat shots and stealing), not my racial technologies?
    Mm hmm, forgot about that.

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