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Twilight Imperium Game 9 - Round 8: Game Over.

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    discriderdiscrider Registered User regular
    Realistically, we would have been happy being a go-between for Nekro and Yssaril, taking their 1 value contracts for my 2 value ones, if they wanted the extra TG and the Naalu wanted their 2 contracts.

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    faintpremonitionfaintpremonition Registered User regular
    discrider wrote: »
    Realistically, we would have been happy being a go-between for Nekro and Yssaril, taking their 1 value contracts for my 2 value ones, if they wanted the extra TG and the Naalu wanted their 2 contracts.

    Sure, why wouldn't you? But I don't want the race winning by a large margin to have more advantages. I'm confused why you'd assume I would let you trade at all, much less for free. Even if you don't agree with the general principle of not giving money to the VP leader, you've seen how I run trade, and how I'm not as generous as other players who have had it.

    If you wanted to trade, where is your offer? You're sitting on a stack of trade goods.

    If the Muaat declines to make a generous offer, we pass our turn to the Xxcha. If a generous offer is forthcoming we'll negotiate.

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    discriderdiscrider Registered User regular
    I'm confused as to why you'd completely discount an extra TG a turn as 'free'.
    As for our stack of trade goods, we appreciate your direct help in the matter. But we'd much rather take Trade next turn and break your contracts than let you see any of them.
    Assuming there is a next turn of course.
    zsqhoNC.gif
    @MrBlarney

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    faintpremonitionfaintpremonition Registered User regular
    edited October 2014
    discrider wrote: »
    I'm confused as to why you'd completely discount an extra TG a turn as 'free'.
    As for our stack of trade goods, we appreciate your direct help in the matter. But we'd much rather take Trade next turn and break your contracts than let you see any of them.
    Assuming there is a next turn of course.
    zsqhoNC.gif
    @MrBlarney

    Because an extra TG a turn isn't worth giving you four a turn. I'm confused as to why you think that math checks out. Of course I completely and utterly discount it. And believe me, I'm fine if you wind up with trade next turn, that'll mean the game is still going and things are going rightly.

    faintpremonition on
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    discriderdiscrider Registered User regular
    discrider wrote: »
    I'm confused as to why you'd completely discount an extra TG a turn as 'free'.
    As for our stack of trade goods, we appreciate your direct help in the matter. But we'd much rather take Trade next turn and break your contracts than let you see any of them.
    Assuming there is a next turn of course.
    zsqhoNC.gif
    @MrBlarney

    Because an extra TG a turn isn't worth giving you four a turn. I'm confused as to why you think that math checks out. Of course I completely and utterly discount it. And believe me, I'm fine if you wind up with trade next turn, that'll mean the game is still going and things are going rightly.

    I don't think that math checks out.
    It would be three a turn for me, excluding picking Trade. 1 + 1 + 2 - 1, unless I'm mistaken.
    Although maybe you misunderstood our intention?
    The full arrangement would have been:

    Naalu 2: Yssaril 2
    Naalu 1: Nekro 2
    Nekro 1: Muaat 2
    Yssaril 1: Muaat 2


    Really, we were offering this trade schedule up as an alternative to the current Trade arrangement that might have resolved the Nekro issue you were negotiating.
    We did not expect it to be accepted or even considered, but it was worth putting it out there just in case.
    The Naalu may have been concerned over the stability of their Nekro border for example.

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    faintpremonitionfaintpremonition Registered User regular
    edited October 2014
    @MrBlarney‌ For Xxcha's turn.

    faintpremonition on
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    MrBlarneyMrBlarney Registered User regular
    edited October 2014
    EDIT: Whoops. Not my turn. Yssaril's turn.

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    Should be @El Skid up next in the turn order, following Naalu.

    4463rwiq7r47.png
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    El SkidEl Skid The frozen white northRegistered User regular
    edited October 2014
    Yssaril skip their turn.

    @MrBlarney‌ should be Xxcha up now, as Naalu just did trade

    El Skid on
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    faintpremonitionfaintpremonition Registered User regular
    My bad I always forget one is less than two.

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    MrBlarneyMrBlarney Registered User regular
    I'm just gonna keep on delaying and poking my stick.

    Play Action Card "Influence in the Merchants' Guild", targeting the Naalu [2] - Yssaril [2] Trade Contract.

    Influence in the Merchants' Guild
    Break one trade agreement in play.
    Play: As an action.

    Sabotages, anyone?

    4463rwiq7r47.png
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    El SkidEl Skid The frozen white northRegistered User regular
    Really? :(

    No sabo.

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    KirindalKirindal Registered User regular
    No Sabotage.

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    discriderdiscrider Registered User regular
    No sabotage.

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    No sabotage

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    faintpremonitionfaintpremonition Registered User regular
    Nope - Naalu.

    Maybe the Mentak should go ahead and eliminate him from the game now before he freezes your fleet!

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    MrBlarneyMrBlarney Registered User regular
    edited January 2015
    Round 6: Action Phase Update 2

    The Nekro Virus: Activate the Mellon-Zohbat system. (CP 3 --> 2)
    Move in 1 Dreadnought, 3 Cruisers, and 1 Destroyer from Mordai II.
    Transfer 2 Trade Goods to Muaat. (Nekro TG 5 --> 3; Muaat TG 2 --> 4)
    The Embers of Muaat: Activate the Dal Bootha-Xxehan system. (CP 2 --> 1)
    Move in 1 Destroyer from Lisis-Velnor.
    During the space combat, Muaat loses 1 Destroyer while Nekro suffers no losses; combat resolves in favor of Nekro.
    Nekro use their racial ability to gain the War Sun technology.
    Nekro transfer 3 Trade Goods to Muaat. (Nekro TG 3 --> 0; Muaat TG 4 --> 7)
    The Naalu Collective: Play the primary ability of the (5) Trade II Strategy Card,
    gaining 3 Trade Goods. (TG 1 --> 4)
    The following Trade Contracts are established:
    Naalu [2] <--> Yssaril [2]
    Naalu [1] <--> Mentak [1]
    Mentak [1] <--> Yssaril [1]
    The Yssaril Tribes: Use racial ability to skip turn.
    The Xxcha Kingdom: Play Action Card "Influence in the Merchants' Guild", breaking the Naalu [2] - Yssaril [2] Trade Contract. (AC 5 --> 4)

    Current Map: Round 6, Action Phase Update 2

    Current Technologies

    Victory Points and Objectives
    The Embers of Muaat: 4 VP
    The Yssaril Tribes: 3 VP
    The Naalu Collective: 2 VP
    The Nekro Virus: 2 VP
    The Mentak Coalition: 1 VP
    The Xxcha Kingdom: 1 VP

    Public Objectives
    [1 VP] I now spend 10 resources or 10 influence.: Yssaril, Naalu, Muaat, Xxcha, Mentak
    [1 VP] I have more than one Technology Advance in 3 different colors.: Yssaril, Muaat
    [1 VP] I won a Space Battle against at least 3 opposing ships in one system this turn.: Naalu, Nekro
    [1 VP] I am blockading an opponent's Space Dock.: Yssaril
    [1 VP] I now spend 4 Trade Goods, 3 resources, and 3 influence.: Nekro
    [1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.
    Public Objective Deck: 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
    Trade Goods: 4
    Action Cards: 3
    Political Cards: 0

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

    Trade Contracts: Mentak [1], (Naalu [2])
    Technology: Antimass Deflectors, XRD Transporter, Enviro Compensator, Sarween Tools, Cybernetics

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    R - Archon Ren (2R, 3I)
    R - Archon Tau (1R, 1I)
    R - Industrex (2R, 0I, R (x2))
    X - Lodor (3R, 1I, G)
    R - Mallice (0R, 3I)
    R - Primor (2R, 1I, GF (x2))
    X - Vega Major (2R, 1I)
    X - Vega Minor (1R, 2I, B)
    The Nekro Virus: Kirindal
    Trade Goods: 0
    Action Cards: 7
    Political Cards: 1

    Strategy Allocation: 4
    Fleet Supply: 6
    Command Pool: 2

    Trade Contracts: (Nekro [2], Nekro [1])
    Technology: Hylar V Assault Laser, War Sun, Gen Synthesis, Dacxive Animators, Sarween Tools

    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)
    The Embers of Muaat: discrider
    Trade Goods: 7
    Action Cards: 7
    Political Cards: 0

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

    Trade Contracts: (Muaat [2], Muaat [2])
    Technology: Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, War Sun, Hylar V Assault Laser, Deep Space Cannon, Neural Motivator, Neural Computing

    Worlds:
    R - Muaat (4R, 1I)
    R - Mecatol Rex (1R, 6I)
    R - Arcturus (1R, 1I)
    R - Bellatrix (0R, 1I, R)
    R - Lisis (2R, 2I)
    X - Sumerian (2R, 2I, TG (x2))
    R - Tsion (2R, 2I, TG (x2))
    R - Velnor (2R, 0I, R)
    The Yssaril Tribes: El Skid
    Trade Goods: 2
    Action Cards: 13
    Political Cards: 4

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

    Trade Contracts: Mentak [1], (Yssaril [2])
    Technology: Antimass Deflectors, XRD Transporter, Type IV Drive, Enviro Compensator, Sarween Tools, Cybernetics, Stasis Capsules, Neural Motivator

    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)
    The Mentak Coalition: jakobagger
    Trade Goods: 7
    Action Cards: 6
    Political Cards: 1

    Strategy Allocation: 0
    Fleet Supply: 6
    Command Pool: 3

    Trade Contracts: Naalu [1], Yssaril [1]
    Technology: Hylar V Assault Laser, Enviro Compensator, Sarween Tools, Stasis Capsules, 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)
    The Xxcha Kingdom: GrimmyTOA
    Trade Goods: 0
    Action Cards: 4
    Political Cards: 2

    Strategy Allocation: 3
    Fleet Supply: 6
    Command Pool: 2

    Trade Contracts: (Xxcha [2], Xxcha [2])
    Technology: Antimass Deflectors, XRD Transporters, Enviro Compensator, Hylar V Assault Laser

    Worlds:
    R - Saudor (2R, 2I)

    Neutral Worlds and Special Effects
    Necessary Bureaucracy (LAW): After voting on an agenda, players vote on the next card of the Political deck. Once per agenda.

    Strategic Planning: Until the end of Round 6, Mentak does not need to spend counters from Strategy Allocation to play on the secondary abilities of Strategy Cards.

    Order of Play
    The Naalu Collective: (0) Trade II
    The Yssaril Tribes: (1) Leadership
    The Xxcha Kingdom: (2) Diplomacy II
    The Mentak Coalition: (3) Assembly Current Player
    The Nekro Virus: (7) Technology II
    The Embers of Muaat: (8) Bureaucracy

    MrBlarney on
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    discriderdiscrider Registered User regular
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    PLAY the primary ability of Assembly

    I will wait to consider my new cards before choosing between a or b, but if anyone has a political card they really want to play, feel free to start trying to convince me (I take bribes...)

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    MrBlarneyMrBlarney Registered User regular
    I've got a card I wouldn't mind playing. On the other hand, I kind of want to keep my Political Cards for resource spending. Then again, if someone else wants to overturn an agenda once it's up (and we will have two this round due to Necessary Bureaucracy) I can be bribed to use my racial ability...

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Since I'm over my action card hand limit I will discard Transport.

    Then I will take the speaker token and cede the floor to the honourable Xxcha representative.

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    discriderdiscrider Registered User regular
    What is Transport out of interest?
    I'd sort of like to know what type of ACs are possible

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited October 2014
    Oh, sorry.
    Transport
    Choose a planet you control. You may move up to three Ground Forces from the chosen planet to another planet you control. A route that does not contain enemy ships must exist between these two planets.
    Play: As an action.

    jakobagger on
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    MrBlarneyMrBlarney Registered User regular
    Time to try and save my butt, at least a little longer.

    The aged Xxcha politician rumbles up to the central podium and begins his speech, searching for a time of peace in the search for a new galactic leader.

    Xxcha play "Short Term Truce" for voting:

    Short Term Truce (LAW)
    For: No player may activate any system that contains enemy ships or invade any planet controlled by another player next round. Any player may spend 10 influence at any time to discard this law.
    Against: Each player who voted against this agenda must exhaust one planet. The planet is chosen by the opponent to that player's left.

    And as first player to vote, Xxcha votes FOR the Agenda.

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Votes Available

    The Xxcha Kingdom: 2 votes - FOR
    The Naalu Collective: 11 votes
    The Nekro Virus: 0 votes - ABSTAIN
    The Embers of Muaat: 13 votes
    The Yssaril Tribes: 14 votes
    The Mentak Coalition: 8 votes

    4463rwiq7r47.png
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    discriderdiscrider Registered User regular
    We believe the current vote order is:

    The Mentak Coalition
    The Xxcha Kingdom
    The Naalu Collective
    The Nekro Virus
    The Embers of Muaat
    The Yssaril Tribes
    as the Yssaril still occupy the Speaker's chair until the end of turn. So barring anyone who feels strongly enough about the outcome to declare it immediately, it is @jakobagger 's representative to vote.

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    MrBlarneyMrBlarney Registered User regular
    I don't believe that's the case. The primary ability of the Assembly Strategy card immediately causes the Speaker token to change hands, and it currently being in the hands of the Mentak, the Xxcha should be making the first vote and Mentak the last.

    4463rwiq7r47.png
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    faintpremonitionfaintpremonition Registered User regular
    Naalu vote For. posting from mobile.

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    discriderdiscrider Registered User regular
    MrBlarney wrote: »
    I don't believe that's the case. The primary ability of the Assembly Strategy card immediately causes the Speaker token to change hands, and it currently being in the hands of the Mentak, the Xxcha should be making the first vote and Mentak the last.

    Ah, fair enough. I wasn't taking the Speaker token to be an instantaneous measure of the current Speaker. But this seems accurate.
    In which case, the Embers ABSTAIN

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    discriderdiscrider Registered User regular
    @El Skid to cast next vote.

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    El SkidEl Skid The frozen white northRegistered User regular
    edited October 2014
    Any bribes, here?

    Mentak, if you want this to fail you can give me a few TGs and agree to exhaust my 1R/0I planet, I'll vote against and then you can abstain yourself...

    Xxcha, you can turn in your 2 remaining PCs for me to vote for...

    El Skid on
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Nah.

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    MrBlarneyMrBlarney Registered User regular
    I've only got one Political Card left (the current agenda is one from my hand) and I'm not exactly sure what you mean by me turning it in.

    4463rwiq7r47.png
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    El SkidEl Skid The frozen white northRegistered User regular
    Oh, I thought you could turn it in for a TG to trade? Guess not!

    I guess we can do a FOR vote, then...

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    ABSTAIN

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    MrBlarneyMrBlarney Registered User regular
    edited October 2014
    El Skid wrote: »
    Oh, I thought you could turn it in for a TG to trade? Guess not!

    Yeah, Political Cards can be discarded as though they were Trade Goods, but they can't be exchanged for Trade Goods. Anyways.

    Agenda Voting
    The Xxcha Kingdom: 2 votes - FOR
    The Naalu Collective: 11 votes - FOR
    The Nekro Virus: 0 votes - ABSTAIN
    The Embers of Muaat: 13 votes - ABSTAIN
    The Yssaril Tribes: 14 votes - FOR
    The Mentak Coalition: 8 votes - ABSTAIN

    The Agenda passes FOR; nobody may activate any system that contains enemy ships or invade any planet controlled by another player next round (Round 7). Any player may spend 10 influence at any time to discard this law.

    Necessary Bureaucracy causes a card to be drawn from the top of the deck for voting:

    Fleet Regulations (LAW)
    For: No player may have more than five Command Counters in his Fleet Supply area.
    Against: Each player receives one Command Counter from his reinforcements and must place it in his Fleet Supply area.

    Anyone want to give me a little something-something to exert my racial ability on this agenda?

    MrBlarney on
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    faintpremonitionfaintpremonition Registered User regular
    Nope, we <3 this law. Naalu will pre order a vote For.

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    discriderdiscrider Registered User regular
    We vote AGAINST.

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    El SkidEl Skid The frozen white northRegistered User regular
    Sooo have the Xxcha decided not to redraw?

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    MrBlarneyMrBlarney Registered User regular
    I've been waiting for other players to make offers for me to perform the redraw. I don't care either way, so if someone wants me to make it happen, I can do it. That's why I haven't voted yet.

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