Defensive Mobilizations For: Each player may take any number of friendly units from any 1 system and place them in his Home System. Against: Each player may take any number of friendly units from his Home System and place them in 1 other friendly system he controls.
Votes Available The Yssaril Tribes: 14 votes FOR The Mentak Coalition: 8 votes AGAINST The Xxcha Kingdom: 9 votes FOR The Naalu Collective: 8 votes FOR The Nekro Virus: 0 votes The Embers of Muaat: 11 votes
So looks like the FORs have it?
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El SkidThe frozen white northRegistered Userregular
Assuming my math is not horribly wrong, Yssaril will choose not to move units
We were keen to move last, and take full advantage of our position.
But secondary analysis suggests that we're unable to remove any of our fire from Metacol Rex, and our other single flames are well-placed throughout our territory.
So no movement is required.
Naalu would like to move a carrier and fighters from Lodor to home, however on the map it still shows the GF on the carriers not the planet. I know I had asked if they could be landed to rectify my order, but I'm not sure were we *ahem* landed on that.
If the GF can be landed I'll move the one carrier and 2 fighters, otherwise, no change.
Ah, I forgot about that. I was thinking that we hadn't come to a consensus on whether or not to allow the action that I forgot to make a decision either way. Since there wasn't really any dissention, I'll allow the revision, even though it was made pretty much one full round ago.
Only Nekro left to make a decision on the Politics card result.
Alright, everybody but Muaat has the option to play on the secondary, but as Muaat is the only player who has exhausted worlds, I think it's safe to skip by the secondary and move on to the next turn. That'd be you, @Kirindal.
Still expecting to get a War Sun out of it is pretty damn cocky.
Not that I'm implying that that's what you're doing mind.
Just that that's what I was expecting you're doing when you selected Warfare.
Taking bids on an early or late play of Technology. Need some shiny toy now? Need someone else to not have a shiny toy?
Let a turtle know. Our rates are sort of reasonable!
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El SkidThe frozen white northRegistered Userregular
edited June 2014
Rules question- can fighters be moved to adjacent systems using the warfare secondary without carriers also moving, if there is support available in both systems?
I am not sure if we're following normal movement rules here, or if it's a special thing where you can move ships to adjacent systems outside the rules of normal fighter movement. I don't see it clarified anywhere, but then that could just be because it's a dumb question :P
Rules question- can fighters be moved to adjacent systems using the warfare secondary without carriers also moving, if there is support available in both systems?
I am not sure if we're following normal movement rules here, or if it's a special thing where you can move ships to adjacent systems outside the rules of normal fighter movement. I don't see it clarified anywhere, but then that could just be because it's a dumb question :P
Not sure. Might only be the case with Advanced Fighters. I feel like there's something somewhere that says they can't move independently. I'd assume that's a blanket prohibition.
Yeah, Fighters can't be moved between systems just by themselves (unless they are Advanced Fighters), they need a ship with carry capacity for transport.
The Naalu Collective: Play Action Card "Local Unrest", targeting Lisis. (AC 4 --> 3)
One Muaat Ground Force is destroyed and Lisis, lacking any present Ground Forces, reverts to neutral control. The Embers of Muaat: Play the primary ability of the (3) Assembly Strategy Card, drawing 2 Action Cards and 1 Political Card. (AC 4 --> 6, PC 1 --> 2)
Claim the Speaker Token, electing Nekro to play a Political Card from their hand.
Nekro plays Political Card "Defensive Mobilizations" for voting. (PC 1 --> 0)
The agenda is voted FOR (31 votes via Yssaril, Xxcha, and Naalu, vs. 8 votes AGAINST via Mentak; 11 votes ABSTAINED via Muaat), allowing each player to move any number of friendly units from one system back to their home system.
Mentak moves 1 Carrier and 2 Fighters from Tequ'ran to the Mentak Home System.
Naalu moves 1 Carrier and 2 Fighters from Lodor to the Naalu Home System.
Nekro moves 1 Ground Force from Mellon to Mordai II. The Nekro Virus: Activate the Dal Bootha-Xxehan system. (CP 5 --> 4)
Move in 1 Cruiser and 2 Destroyers from the Nekro Home System. The Yssaril Tribes: Use racial ability to skip turn. The Mentak Coalition: Play the primary ability of the (6) Warfare II Strategy card, placing the High Alert token into the Mentak Home System.
No players play on the secondary.
The Embers of Muaat: 2 VP The Yssaril Tribes: 1 VP The Naalu Collective: 0 VP The Nekro Virus: 0 VP The Mentak Coalition: 0 VP The Xxcha Kingdom: 0 VP
Public Objectives
[1 VP] I now spend 10 resources or 10 influence.: Yssaril
[1 VP] I have more than one Technology Advance in 3 different colors.:
[1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.:
[1 VP] I am blockading an opponent’s Space Dock.:
Public Objective Deck: 2 Stage I Objectives, 5 Stage II Objectives
Secret Objectives The Embers of Muaat: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces here. The Naalu Collective: 1 Secret Objective The Nekro Virus: 1 Secret Objective The Yssaril Tribes: 1 Secret Objective The Mentak Coalition: 1 Secret Objective The Xxcha Kingdom: 1 Secret Objective
Worlds: R - Retillion (2R, 3I) R - Shalloq (1R, 2I) R - Arinam (1R, 2I, B) R - Hercalor (1R, 0I, Y) R - Lazar (1R, 0I) R - Meer (0R, 4I) R - Sakulag (2R, 1I) R - Tiamat (1R, 2I, Y)
Worlds: R - Archon Ren (2R, 3I) R - Archon Tau (1R, 1I) R - Saudor (2R, 2I) R - Vega Major (2R, 1I) R - Vega Minor (1R, 2I, B)
Neutral Worlds and Special Effects
N - Lisis (2R, 2I)
Order of Play The Naalu Collective: (0) Bureaucracy The Embers of Muaat: (3) Assembly The Nekro Virus: (4) Production The Yssaril Tribes: (5) Trade II The Mentak Coalition: (6) Warfare II The Xxcha Kingdom: (7) Technology II Current Player
So, it would be nice if the Xxcha would bring to light what they plan on doing with the Tech card before asking for tribute, but in the meantime we ask the Mentak to do the same.
We force the Mentak into full Disclosure:
Disclosure
Look at all of an opponent's Action Cards. Then choose and discard one of them.
Play: At any time.
Well I figured he'd find out when sabs were called.
Also interested in entertaining expressions of interest with people who also want to know what the Mentak is hiding.
El SkidThe frozen white northRegistered Userregular
...Yes. If only we knew what the Mentak were holding >_>
As usual, bribes to sabotage or not are welcome. Though given the circumstances it would be relatively expensive to get me to sabotage this, and cheap to get me to not sabo.
Posts
So looks like the FORs have it?
But secondary analysis suggests that we're unable to remove any of our fire from Metacol Rex, and our other single flames are well-placed throughout our territory.
So no movement is required.
If the GF can be landed I'll move the one carrier and 2 fighters, otherwise, no change.
Edit: changed quantity.
Only Nekro left to make a decision on the Politics card result.
SA/FS/CP
4/6/4
@El Skid
@Jakobagger
Not that I'm implying that that's what you're doing mind.
Just that that's what I was expecting you're doing when you selected Warfare.
Let a turtle know. Our rates are sort of reasonable!
I am not sure if we're following normal movement rules here, or if it's a special thing where you can move ships to adjacent systems outside the rules of normal fighter movement. I don't see it clarified anywhere, but then that could just be because it's a dumb question :P
Not sure. Might only be the case with Advanced Fighters. I feel like there's something somewhere that says they can't move independently. I'd assume that's a blanket prohibition.
PASS on Warfare secondary
Yssaril PASS on Warfare Secondary.
The Naalu Collective: Play Action Card "Local Unrest", targeting Lisis. (AC 4 --> 3)
One Muaat Ground Force is destroyed and Lisis, lacking any present Ground Forces, reverts to neutral control.
The Embers of Muaat: Play the primary ability of the (3) Assembly Strategy Card, drawing 2 Action Cards and 1 Political Card. (AC 4 --> 6, PC 1 --> 2)
Claim the Speaker Token, electing Nekro to play a Political Card from their hand.
Nekro plays Political Card "Defensive Mobilizations" for voting. (PC 1 --> 0)
The agenda is voted FOR (31 votes via Yssaril, Xxcha, and Naalu, vs. 8 votes AGAINST via Mentak; 11 votes ABSTAINED via Muaat), allowing each player to move any number of friendly units from one system back to their home system.
Mentak moves 1 Carrier and 2 Fighters from Tequ'ran to the Mentak Home System.
Naalu moves 1 Carrier and 2 Fighters from Lodor to the Naalu Home System.
Nekro moves 1 Ground Force from Mellon to Mordai II.
The Nekro Virus: Activate the Dal Bootha-Xxehan system. (CP 5 --> 4)
Move in 1 Cruiser and 2 Destroyers from the Nekro Home System.
The Yssaril Tribes: Use racial ability to skip turn.
The Mentak Coalition: Play the primary ability of the (6) Warfare II Strategy card, placing the High Alert token into the Mentak Home System.
No players play on the secondary.
Current Map: Round 4, Action Phase Update 1
Current Technologies
Victory Points and Objectives
The Yssaril Tribes: 1 VP
The Naalu Collective: 0 VP
The Nekro Virus: 0 VP
The Mentak Coalition: 0 VP
The Xxcha Kingdom: 0 VP
Public Objectives
[1 VP] I now spend 10 resources or 10 influence.: Yssaril
[1 VP] I have more than one Technology Advance in 3 different colors.:
[1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.:
[1 VP] I am blockading an opponent’s Space Dock.:
Public Objective Deck: 2 Stage I Objectives, 5 Stage II Objectives
Secret Objectives
The Embers of Muaat: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces here.
The Naalu Collective: 1 Secret Objective
The Nekro Virus: 1 Secret Objective
The Yssaril Tribes: 1 Secret Objective
The Mentak Coalition: 1 Secret Objective
The Xxcha Kingdom: 1 Secret Objective
The Naalu Collective: faintpremonition
Action Cards: 3
Political Cards: 1
Strategy Allocation: 2
Fleet Supply: 5
Command Pool: 2
Trade Contracts: Nekro [2], Xxcha [2]
Technology: Antimass Deflectors, Enviro Compensator, Sarween Tools, Cybernetics
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
R - Industrex (2R, 0I, R (x2))
R - Lodor (3R, 1I, G)
R - Mallice (0R, 3I)
R - Primor (2R, 1I, GF (x2))
Action Cards: 4
Political Cards: 0
Strategy Allocation: 4
Fleet Supply: 6
Command Pool: 4
Trade Contracts: Naalu [2], Muaat [2]
Technology: Hylar V Assault Laser, Gen Synthesis, Dacxive Animators
Worlds:
R - Mordai II (4R, 0I)
R - Dal Bootha (0R, 2I, R)
R - Garbozia (2R, 1I, G)
R - Mellon (0R, 2I)
R - Xxehan (1R, 1I, G)
R - Zohbat (3R, 1I, B)
Action Cards: 6
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 3
Trade Contracts: Nekro [1], Xxcha [2]
Technology: Enviro Compensator, Sarween Tools, Micro Technology, War Sun, Hylar V Assault Laser
Worlds:
R - Muaat (4R, 1I)
R - Mecatol Rex (1R, 6I)
R - Arcturus (1R, 1I)
R - Bellatrix (0R, 1I, R)
R - Sumerian (2R, 2I, TG (x2))
X - Tsion (2R, 2I, TG (x2))
R - Velnor (2R, 0I, R)
Action Cards: 7
Political Cards: 2
Strategy Allocation: 3
Fleet Supply: 5
Command Pool: 2
Trade Contracts: Mentak [1], (Yssaril [1])
Technology: Antimass Deflectors, XRD Transporter, Enviro Compensator, Sarween Tools, Cybernetics
Worlds:
R - Retillion (2R, 3I)
R - Shalloq (1R, 2I)
R - Arinam (1R, 2I, B)
R - Hercalor (1R, 0I, Y)
R - Lazar (1R, 0I)
R - Meer (0R, 4I)
R - Sakulag (2R, 1I)
R - Tiamat (1R, 2I, Y)
Action Cards: 6
Political Cards: 0
Strategy Allocation: 2
Fleet Supply: 5
Command Pool: 3
Trade Contracts: Yssaril [2], (Mentak [1])
Technology: Hylar V Assault Laser, Enviro Compensator, Sarween Tools, Salvage Operations, Mirror Computing
Worlds:
R - Moll Primus (4R, 1I)
R - Perimiter (2R, 2I)
R - Quann (2R, 1I, G)
R - Tequ'ran (2R, 0I, R)
R - Thibah (1R, 1I)
R - Torkan (0R, 3I, B)
Action Cards: 6
Political Cards: 3
Strategy Allocation: 3
Fleet Supply: 4
Command Pool: 2
Trade Contracts: Naalu [1], Muaat [2]
Technology: Antimass Deflectors, XRD Transporters, Enviro Compensator
Worlds:
R - Archon Ren (2R, 3I)
R - Archon Tau (1R, 1I)
R - Saudor (2R, 2I)
R - Vega Major (2R, 1I)
R - Vega Minor (1R, 2I, B)
Neutral Worlds and Special Effects
Order of Play
The Naalu Collective: (0) Bureaucracy
The Embers of Muaat: (3) Assembly
The Nekro Virus: (4) Production
The Yssaril Tribes: (5) Trade II
The Mentak Coalition: (6) Warfare II
The Xxcha Kingdom: (7) Technology II Current Player
We force the Mentak into full Disclosure:
Disclosure
Look at all of an opponent's Action Cards. Then choose and discard one of them.
Play: At any time.
@MrBlarney
Also interested in entertaining expressions of interest with people who also want to know what the Mentak is hiding.
As usual, bribes to sabotage or not are welcome. Though given the circumstances it would be relatively expensive to get me to sabotage this, and cheap to get me to not sabo.
No sabotage