The Ghosts of Creuss: Activate the Sol Home System. (CP 2 --> 1)
Move in 1 War Sun, 2 Cruisers, 1 Destroyer, 5 Fighters, and 1 Mechanized Unit from Lodor.
The trade agreement between Creuss and Sol is broken.
Sol plays Action Card "Touch of Genius" and exhausts Jord (4I) to duplicate the effects of "Successful Retreat" (AC 5 --> 4), activating the Everra system and withdrawing 2 Cruisers, 1 Carrier, and 4 Fighters.
Land 1 Mechanized Unit on Jord.
Before Invasion Combat, Sol plays Action Card "Dug In"; Creuss cancels the effect with Action Card "Sabotage". (Sol AC 4 --> 3; Creuss AC 2 --> 1)
Bombardment destroys 2 Sol Ground Forces; combat resolves in favor of Creuss.
Sol's Space Dock at Jord is destroyed. The Mentak Coalition: Activate the Industrex system. (CP 2 --> 1)
Move in 1 Carrier and 1 Ground Force from Mellon and 1 Flagship, 2 Cruisers, 1 Fighter, and 1 Mechanized Unit from the Mentak Home System.
During the Space Battle, Mentak loses no units while Saar loses 2 Fighters; combat resolves in favor of Mentak.
2 Saar Space Docks are destroyed.
Use racial technology Salvage Operations to gain 2 Trade Goods. (TG 2 --> 4)
Land 1 Mechanized Unit and 1 Ground Force on Industrex.
During the Invasion Combat, Mentak loses no units while Saar loses 1 Ground Force; combat resolves in favor of Mentak.
The Crown of Emphidia transfers from Saar to Mentak. (Saar VP 4 --> 3; Mentak VP 5 --> 6)
Mentak transfers 4 Trade Goods to Sol. (Mentak TG 4 --> 0; Sol TG 2 --> 6) Federation of Sol: Activate the Sem-Lore system. (CP 2 --> 1)
Exhaust 5 Trade Goods (TG 6 --> 1) to build 2 Mechanized Units (4R) and 2 Fighters (1R) at Sem-Lore. The Clan of Saar: Pass turn. The Emirates of Hacan: Play Action Card "Influence in the Merchants' Guild", breaking the trade agreement between Arborec and Creuss. (AC 6 --> 5) The Arborec: Pass turn.
The Mentak Coalition: 6 VP Federation of Sol: 6 VP The Emirates of Hacan: 5 VP The Arborec: 5 VP The Clan of Saar: 3 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. Mentak The Emirates of Hacan: Moment of Triumph - Gain 1 victory point, after you destroy an enemy Flagship or War Sun in battle.
Trade Contracts: Sol [2] (Arborec [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)
Worlds: X - Creuss (4I, 2R) X - Jord (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)
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)) X - New Albion (1I, 1R, G) R - Quann (2I, 1R, G) R - Starpoint (3I, 1R) X - Xxehan (1I, 1R, G)
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 - Industrex (2I, 0R, R (x2)) X - Mellon (0I, 2R) X - Vega Major (2I, 1R) X - Vega Minor (1I, 2R, B) X - Zohbat (3I, 1R, B)
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 IICurrent Player The Mentak Coalition: (3) Assembly Federation of Sol: (4) Production The Clan of Saar: (6) Warfare II*PASSED The Emirates of Hacan: (7) Technology II The Arborec: (8) Bureaucracy IIPASSED
@MrBlarney I think that update is missing a shiny new hat that the Coalition Flagship captain is now wearing. It's jewel-encrusted and denotes the Mentak as the monarchs of Emphidia. We have no idea where Emphidia is... but we do try to become the rulers of as many things as possible.
For ground battle on Arnor - GF, then damage MU if needed.
@robinlambert did? You didn't do anything except be in range of my SO attempt. And me being really really really really REALLY lucky with the moves taken by others that let me attempt it.
@robinlambert , I'll let you know when I'll need your help with my super far fetched megaimprobable plan to win this. If it ever works out, your support will not be forgotten in the Empire that would be...
The Ghosts of Creuss: Activate the Lodor system. (CP 1 --> 0)
Exhaust Dal Bootha (2R) and Lodor (1R) to build 2 Fighters (1R) and 1 Mechanized Unit (2R) at Lodor. The Mentak Coalition: Activate the Arnor-Lor system. (CP 1 --> 0)
Move in 1 Cruiser from The Scary Door and 1 Warsun, 2 Cruisers, 2 Mechanized Units, 1 Ground Force, and 3 Fighters from the Vega system.
During the Space Battle, Mentak loses 1 Fighter while Sol loses 3 Cruisers; combat resolves in favor of Mentak.
Use racial technology Salvage Operations to gain 2 Trade Goods. (TG 0 --> 2)
Land 1 Mechanized Unit on Lor and 1 Mechanized Unit and 1 Ground Force on Arnor.
During the Arnor Invasion Combat, Mentak suffers no losses while Sol loses 2 Ground Forces; combat resolves in favor of Mentak. Federation of Sol: Pass turn. The Emirates of Hacan: Pass turn. The Ghosts of Creuss: Pass turn. The Mentak Coalition: Pass turn.
The Mentak Coalition: 6 VP Federation of Sol: 6 VP The Emirates of Hacan: 5 VP The Arborec: 5 VP The Clan of Saar: 3 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. Mentak The Emirates of Hacan: Moment of Triumph - Gain 1 victory point, after you destroy an enemy Flagship or War Sun in battle.
Trade Contracts: Sol [2] (Arborec [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)
Worlds: X - Creuss (4I, 2R) X - Jord (4I, 2R) X - Dal Bootha (0I, 2R, R) X - Lazar (1I, 0R) X - Lodor (3I, 1R, G) X - Mallice (0I, 3R) X - Sakulag (2I, 1R)
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)) X - New Albion (1I, 1R, G) R - Quann (2I, 1R, G) R - Starpoint (3I, 1R) X - Xxehan (1I, 1R, G)
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 - Arnor (2I, 1R) X - Industrex (2I, 0R, R (x2)) X - Lor (1I, 2R, R) X - Mellon (0I, 2R) X - Vega Major (2I, 1R) X - Vega Minor (1I, 2R, B) X - Zohbat (3I, 1R, B)
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: The Mentak Coalition: Federation of Sol: The Clan of Saar: The Emirates of Hacan: The Arborec:
All players may now claim up to one unlocked Public Objective and one Secret Objective.
Mentak claim Public Objective: [1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.
Mentak also claim Secret Objective [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems and have at least 4 (non-Fighter) ships in each. I “control” a system if I have at least one (non-Fighter) ship there, and I control every planet in the system.
You were in the lead with swarms of advanced fighters and coming close to your SO of controlling a lot of systems. Neither Hacan or Mentak were going to score a 2 point public objective this turn and you retain your lead. You can't sit back not doing anything until after everyone has revealed their secret objective, so I acted on what was known publicly. Mentak wasn't obviously on the cusp of any secret objectives when I attacked, so I did. With no secret objectives in play, it would have been a 6/6/6/6 tie for the lead, which would have been tense and awesome!
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 [1], Arborec [2]) Sol [2]
Worlds: R - Nestphar (2R, 3I, G) R - Capha (0R, 3I) R - Vefut II (0R, 2I, R) R - Mehar Xull (3R, 1I, B) R - Tiamat (2R, 1I, Y) R - Hercalor (0R, 1I, Y)
All players now draw 1 Action Card (excepting Hacan, who draws two) and either 2 or 3 Command Counters for allocation (2 for Arborec, Saar, and Hacan; 3 for Creuss, Mentak, and Sol). Post your allocations in the thread if you have not done so already.
Posts
No sabs.
PASS my turn
The Black Hole of Cygnus X-1
The Ghosts of Creuss: Activate the Sol Home System. (CP 2 --> 1)
Move in 1 War Sun, 2 Cruisers, 1 Destroyer, 5 Fighters, and 1 Mechanized Unit from Lodor.
The trade agreement between Creuss and Sol is broken.
Sol plays Action Card "Touch of Genius" and exhausts Jord (4I) to duplicate the effects of "Successful Retreat" (AC 5 --> 4), activating the Everra system and withdrawing 2 Cruisers, 1 Carrier, and 4 Fighters.
Land 1 Mechanized Unit on Jord.
Before Invasion Combat, Sol plays Action Card "Dug In"; Creuss cancels the effect with Action Card "Sabotage". (Sol AC 4 --> 3; Creuss AC 2 --> 1)
Bombardment destroys 2 Sol Ground Forces; combat resolves in favor of Creuss.
Sol's Space Dock at Jord is destroyed.
The Mentak Coalition: Activate the Industrex system. (CP 2 --> 1)
Move in 1 Carrier and 1 Ground Force from Mellon and 1 Flagship, 2 Cruisers, 1 Fighter, and 1 Mechanized Unit from the Mentak Home System.
During the Space Battle, Mentak loses no units while Saar loses 2 Fighters; combat resolves in favor of Mentak.
2 Saar Space Docks are destroyed.
Use racial technology Salvage Operations to gain 2 Trade Goods. (TG 2 --> 4)
Land 1 Mechanized Unit and 1 Ground Force on Industrex.
During the Invasion Combat, Mentak loses no units while Saar loses 1 Ground Force; combat resolves in favor of Mentak.
The Crown of Emphidia transfers from Saar to Mentak. (Saar VP 4 --> 3; Mentak VP 5 --> 6)
Mentak transfers 4 Trade Goods to Sol. (Mentak TG 4 --> 0; Sol TG 2 --> 6)
Federation of Sol: Activate the Sem-Lore system. (CP 2 --> 1)
Exhaust 5 Trade Goods (TG 6 --> 1) to build 2 Mechanized Units (4R) and 2 Fighters (1R) at Sem-Lore.
The Clan of Saar: Pass turn.
The Emirates of Hacan: Play Action Card "Influence in the Merchants' Guild", breaking the trade agreement between Arborec and Creuss. (AC 6 --> 5)
The Arborec: Pass turn.
Current Map: Round 5, Action Phase Update 5
Current Technologies
Victory Points and Objectives
Federation of Sol: 6 VP
The Emirates of Hacan: 5 VP
The Arborec: 5 VP
The Clan of Saar: 3 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. Mentak
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: 0
Fleet Supply: 5
Command Pool: 1
Trade Contracts: Sol [2] (Arborec [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)
Action Cards: 1
Political Cards: 2
Strategy Allocation: 1
Fleet Supply: 4
Command Pool: 1
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Gravity Drive, Light/Wave Deflector, Gen Synthesis, Neural Computing, Micro Technology, War Sun, Magen Defense Grid
Worlds:
X - Creuss (4I, 2R)
X - Jord (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)
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))
X - New Albion (1I, 1R, G)
R - Quann (2I, 1R, G)
R - Starpoint (3I, 1R)
X - Xxehan (1I, 1R, G)
Action Cards: 5
Political Cards: 2
Strategy Allocation: 0
Fleet Supply: 4
Command Pool: 1
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 - Industrex (2I, 0R, R (x2))
X - Mellon (0I, 2R)
X - Vega Major (2I, 1R)
X - Vega Minor (1I, 2R, B)
X - Zohbat (3I, 1R, B)
Action Cards: 3
Political Cards: 2
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 1
Trade Contracts: Arborec [1] (Sol [2])
Technology: Cybernetics, Fleet Logistics, XRD Transporters, Type IV Drive, Antimass Deflectors, Maneuvering Jets, Advanced Fighters
Worlds:
X - Arnor (2I, 1R)
X - Everra (3I, 1R)
X - Lor (1I, 2R, R)
X - Sem-Lore (3I, 2R, Y)
Action Cards: 5
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 - 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* PASSED
The Emirates of Hacan: (7) Technology II
The Arborec: (8) Bureaucracy II PASSED
1/4/0
Tactical Action. Spent CC from CP to activate Arnor/Lor.
Move in Cruiser from Scary Door; 2 Cruisers and Warsun+2MU+GF+3fighters from Vega Major/Minor. Leave 3 fighters on the Minor spacedock.
After space combat - Land 1MU on Lor and 1MU+1GF on Arnor. Warsun to bombard Arnor.
Wish I knew what I did.
Round 1
Mentak has 1 War Sun (carrying 2 Mechanized Units and 1 Ground Force), 3 Cruisers, and 3 Fighters.
Sol has 3 Cruisers.
Geth roll 3d10t3+3d10t7+3d10t9 for Mentak
Geth roll 3d10t7 for Sol
Sol scores 1 hit; @Kaneski, which ship will take the hit?
For ground battle on Arnor - GF, then damage MU if needed.
@robinlambert did? You didn't do anything except be in range of my SO attempt. And me being really really really really REALLY lucky with the moves taken by others that let me attempt it.
One Mechanized Unit lands on Lor and establishes control; one Ground Force and one Mechanized Unit land on Arnor and initiate Invasion Combat.
Round 5 - Invasion of Arnor
Pre-Combat Round
Mentak has 1 Mechanized Unit and 1 Ground Force.
Sol has 2 Ground Forces.
Mentak performs bombardment with his War Sun.
Geth roll 3d10t3 for Mentak Bombardment
It is now Sol's turn to act.
PASS. End the pain.
Preda up.
@robinlambert , I'll let you know when I'll need your help with my super far fetched megaimprobable plan to win this. If it ever works out, your support will not be forgotten in the Empire that would be...
The Ghosts of Creuss: Activate the Lodor system. (CP 1 --> 0)
Exhaust Dal Bootha (2R) and Lodor (1R) to build 2 Fighters (1R) and 1 Mechanized Unit (2R) at Lodor.
The Mentak Coalition: Activate the Arnor-Lor system. (CP 1 --> 0)
Move in 1 Cruiser from The Scary Door and 1 Warsun, 2 Cruisers, 2 Mechanized Units, 1 Ground Force, and 3 Fighters from the Vega system.
During the Space Battle, Mentak loses 1 Fighter while Sol loses 3 Cruisers; combat resolves in favor of Mentak.
Use racial technology Salvage Operations to gain 2 Trade Goods. (TG 0 --> 2)
Land 1 Mechanized Unit on Lor and 1 Mechanized Unit and 1 Ground Force on Arnor.
During the Arnor Invasion Combat, Mentak suffers no losses while Sol loses 2 Ground Forces; combat resolves in favor of Mentak.
Federation of Sol: Pass turn.
The Emirates of Hacan: Pass turn.
The Ghosts of Creuss: Pass turn.
The Mentak Coalition: Pass turn.
Current Map: Round 5, Start of Status Phase
Current Technologies
Victory Points and Objectives
Federation of Sol: 6 VP
The Emirates of Hacan: 5 VP
The Arborec: 5 VP
The Clan of Saar: 3 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. Mentak
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: 0
Fleet Supply: 5
Command Pool: 1
Trade Contracts: Sol [2] (Arborec [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)
Action Cards: 1
Political Cards: 2
Strategy Allocation: 1
Fleet Supply: 4
Command Pool: 0
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Gravity Drive, Light/Wave Deflector, Gen Synthesis, Neural Computing, Micro Technology, War Sun, Magen Defense Grid
Worlds:
X - Creuss (4I, 2R)
X - Jord (4I, 2R)
X - Dal Bootha (0I, 2R, R)
X - Lazar (1I, 0R)
X - Lodor (3I, 1R, G)
X - Mallice (0I, 3R)
X - Sakulag (2I, 1R)
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))
X - New Albion (1I, 1R, G)
R - Quann (2I, 1R, G)
R - Starpoint (3I, 1R)
X - Xxehan (1I, 1R, G)
Action Cards: 5
Political Cards: 2
Strategy Allocation: 0
Fleet Supply: 4
Command Pool: 0
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 - Arnor (2I, 1R)
X - Industrex (2I, 0R, R (x2))
X - Lor (1I, 2R, R)
X - Mellon (0I, 2R)
X - Vega Major (2I, 1R)
X - Vega Minor (1I, 2R, B)
X - Zohbat (3I, 1R, B)
Action Cards: 3
Political Cards: 2
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 1
Trade Contracts: Arborec [1] (Sol [2])
Technology: Cybernetics, Fleet Logistics, XRD Transporters, Type IV Drive, Antimass Deflectors, Maneuvering Jets, Advanced Fighters
Worlds:
X - Everra (3I, 1R)
X - Sem-Lore (3I, 2R, Y)
Action Cards: 5
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 - 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:
The Mentak Coalition:
Federation of Sol:
The Clan of Saar:
The Emirates of Hacan:
The Arborec:
All players may now claim up to one unlocked Public Objective and one Secret Objective.
Mentak also claim Secret Objective [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems and have at least 4 (non-Fighter) ships in each. I “control” a system if I have at least one (non-Fighter) ship there, and I control every planet in the system.
Claim [1 VP] I have at least 5 Technology Advances.
No claims.
The Black Hole of Cygnus X-1
No claims. Cause I can't.
Claim public [1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.
Claim secret [2 VP] Regulator: I am blockading or have destroyed Space Docks controlled by two different players this turn.
And, whoever give Mentak his SC, give him Tech. Then at least most everyone gets to count before he wins.
Good plan. It didn't lead to anyone getting a bunch on VPs or anything so that is good.
[1 VP] I control Mecatol Rex.
[2 VP] Focused: I control at least 4 planets with the same technology specialty.
+1 AC, +1 SA & +1 CP
TG/AC/PC: 0/3/2
SA/FS/CP: 1/5/2
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 [1], Arborec [2])
Sol [2]
Worlds:
R - Nestphar (2R, 3I, G)
R - Capha (0R, 3I)
R - Vefut II (0R, 2I, R)
R - Mehar Xull (3R, 1I, B)
R - Tiamat (2R, 1I, Y)
R - Hercalor (0R, 1I, Y)
The Black Hole of Cygnus X-1