The Yin Brotherhood: Pass turn. Sardakk N'orr: Activate the Mellon-Zohbat system. (CP 1 --> 0)
Move in 2 Cruisers and 1 Destroyer from Endless Road, 3 Cruisers, 2 Carriers, 4 Fighters, 2 Mechanized Units, 4 Ground Forces, and 2 PDS from Arcturus-Sumerian.
The N'orr [2] <--> Yin [1] Trade Agreement is broken.
During the space combat, N'orr exhausts Action Cards "Morale Boost" and "Recheck" and loses 1 Cruiser, 1 Destroyer, 1 Carrier, 4 Fighters, 2 Mechanized Units, 1 Ground Force, and 1 PDS Unit, while Yin loses 2 Dreadnoughts, 2 Cruisers, 1 Carrier, and 2 Fighters; combat resolves in favor of N'orr.
Land 3 Ground Forces and 1 PDS Unit on Zohbat.
During invasion combat, N'orr loses 3 Ground Forces while Yin damages 1 Mechanized Unit; combat resolves in favor of Yin and 1 N'orr PDS unit is destroyed. The Mentak Coalition: Activate the N'orr home system. (CP 5 --> 4)
Move in 1 Cruiser and 1 Destroyer from Prisoner's Gate and 1 Cruiser from Faunus.
During the space combat, Mentak suffers no casualties while N'orr loses 1 Carrier and 3 Fighters; combat resolves in favor of Mentak. The L1z1x Mindnet: Pass turn. The Emirates of Hacan: Pass turn.
The L1z1x Mindnet: 7 VP The Mentak Coalition: 7 VP The Clan of Saar: 6 VP The Emirates of Hacan: 6 VP Sardakk N'orr: 6 VP The Yin Brotherhood: 5 VP
Public Objectives
[1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.: N'orr, Mentak
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: Hacan. Yin, N'orr, Mentak, Saar
[1 VP] I control Mecatol Rex.: Saar
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.: Hacan, Yin, L1z1x, Mentak, N'orr
[1 VP] I have Technology Advances in all 4 colors.: Mentak, Hacan
[1 VP] I have at least 5 Technology Advances.: Hacan, N'orr, Yin, Mentak
[2 VP] I have at least 9 Technology Advances.: L1z1x
4 Stage II Objectives remain in the deck.
Secret Objectives The Clan of Saar: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces or Mechanized Units here. The Emirates of Hacan: 2 Secret Objectives The Yin Brotherhood: 2 Secret Objectives The Mentak Coalition: 2 Secret Objectives Sardakk N'orr: 2 Secret Objectives The L1z1x Mindnet: [2 VP] Focused: I control at least 4 planets with the same technology specialty.
Imperial Mandate - Each player receives two victory points. (Political card resolved Round 6.)
Trade Contracts: Yin [1] (Hacan [3])
Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon, War Sun, Stasis Capsules, Cybernetics, Antimass Deflectors, Gravity Drive
Worlds: X - Arretze (2R, 0I) X - Hercant (1R, 1I) X - Kamdorn (0R, 1I) X - Bereg (3R, 1I, R) X - Cormund (2R, 0I) X - Garbozia (2R, 1I, G) X - Hope's End (3R, 0I, GF (x2)) X - Lirta IV (2R, 3I, G)
Trade Contracts: Hacan [3] (Yin [1])
Technology: Hylar V Assault Laser, Automated Defense Turrets, Deep Space Cannon, Duranium Armor, Antimass Deflectors, Gravity Drive, Cybernetics, Gen Synthesis
Worlds: R - Darien (2R, 4I) R - Bellatrix (0R, 1I, R) R - Industrex (2R, 0I, R (x2)) R - Mellon (0R, 2I) X - Quann (2R, 1I, G) R - Tequ'ran (2R, 0I, R) X - Torkan (0I, 3R, B) (R/I Swap) R - Zohbat (3R, 1I, B)
Trade Contracts: N'orr [1], Mentak [1]
Technology: Enviro Compensator, Micro Technology, Stasis Capsules, Cybernetics, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon, Type IV Drive, Advanced Fighters, Light/Wave Deflector, Inheritance Systems
Worlds: X - [0.0.0] (5R, 0I) X - Arinam (1R, 2I, B) R - Gral (1R, 1I, B) X - Lisis II (1R, 0I) X - Mallice (0R, 3I) X - Ragh (2R, 1I) X - Rigel I (0R, 1I, G) R - Rigel II (1R, 2I) X - Rigel III (1R, 1I, B) R - Tempesta (1R, 1I, B (x2))
Neutral Worlds and Special Effects
N - Centauri (1R, 3I)
Free Trade (LAW): Each time a player receives Trade Goods from active trade agreements, they receive 1 additional Trade Good. Limits to Individual Power (LAW): The Action Card hand limit is 3. Whenever a player draws a new Action Card, he must immediately discard down to 3.
Order of Play The Yin Brotherhood: (1) LeadershipPASSED Sardakk N'orr: (2) Diplomacy IICurrent Player The Mentak Coalition: (3) Assembly The Clan of Saar: (4) ProductionPASSED The L1z1x Mindnet: (6) Warfare II*PASSED The Emirates of Hacan: (7) Technology IIPASSED
Order of Play The Yin Brotherhood: Sardakk N'orr: The Mentak Coalition: The Clan of Saar: The L1z1x Mindnet: The Emirates of Hacan:
All players may now claim one Public Objective card and one Secret Objective card. If a player reaches 9 VP, they will win the game - order of play matters. @Phyphor, @Lykouragh, and @El Skid, your confirmations are needed first.
(Also, I'm going to be on vacation for the next two weeks starting in the morning, so any end-of-game posts may be delayed until the weekend.)
All players may now claim one Public Objective card and one Secret Objective card. If a player reaches 9 VP, they will win the game - order of play matters.
El SkidThe frozen white northRegistered Userregular
I think the tie thing only happens in cicumstances where the game immediately ends, like Imperium Rex. You're free to convince Mr. B otherwise of course haha... But well played!
Sardakk N'orr: Psas turn. The Mentak Coalition: Pass turn.
Claim Objectives The Yin Brotherhood: [1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn. (VP 5 --> 6) Sardakk N'orr: [1 VP] I have Technology Advances in all 4 colors AND [2 VP] Regulator: I am blockading or have destroyed Space Docks controlled by two different players this turn. (VP 6 --> 9)
Sardakk N'orr have reached 9 VP and are the winners of the game!
Sardakk N'orr: 9 VP The L1z1x Mindnet: 7 VP The Mentak Coalition: 7 VP The Clan of Saar: 6 VP The Emirates of Hacan: 6 VP The Yin Brotherhood: 6 VP
Public Objectives
[1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.: N'orr, Mentak, Yin
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: Hacan. Yin, N'orr, Mentak, Saar
[1 VP] I control Mecatol Rex.: Saar
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.: Hacan, Yin, L1z1x, Mentak, N'orr
[1 VP] I have Technology Advances in all 4 colors.: Mentak, Hacan, N'orr
[1 VP] I have at least 5 Technology Advances.: Hacan, N'orr, Yin, Mentak
[2 VP] I have at least 9 Technology Advances.: L1z1x
4 Stage II Objectives remain in the deck.
Secret Objectives The Clan of Saar: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces or Mechanized Units here. The Emirates of Hacan: 2 Secret Objectives The Yin Brotherhood: 2 Secret Objectives The Mentak Coalition: 2 Secret Objectives Sardakk N'orr: [2 VP] Regulator: I am blockading or have destroyed Space Docks controlled by two different players this turn. The L1z1x Mindnet: [2 VP] Focused: I control at least 4 planets with the same technology specialty.
Imperial Mandate - Each player receives two victory points. (Political card resolved Round 6.)
Trade Contracts: Yin [1] (Hacan [3])
Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon, War Sun, Stasis Capsules, Cybernetics, Antimass Deflectors, Gravity Drive
Worlds: X - Arretze (2R, 0I) X - Hercant (1R, 1I) X - Kamdorn (0R, 1I) X - Bereg (3R, 1I, R) X - Cormund (2R, 0I) X - Garbozia (2R, 1I, G) X - Hope's End (3R, 0I, GF (x2)) X - Lirta IV (2R, 3I, G)
Trade Contracts: Hacan [3] (Yin [1])
Technology: Hylar V Assault Laser, Automated Defense Turrets, Deep Space Cannon, Duranium Armor, Antimass Deflectors, Gravity Drive, Cybernetics, Gen Synthesis
Worlds: R - Darien (2R, 4I) R - Bellatrix (0R, 1I, R) R - Industrex (2R, 0I, R (x2)) R - Mellon (0R, 2I) X - Quann (2R, 1I, G) R - Tequ'ran (2R, 0I, R) X - Torkan (0I, 3R, B) (R/I Swap) R - Zohbat (3R, 1I, B)
Trade Contracts: N'orr [1], Mentak [1]
Technology: Enviro Compensator, Micro Technology, Stasis Capsules, Cybernetics, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon, Type IV Drive, Advanced Fighters, Light/Wave Deflector, Inheritance Systems
Worlds: X - [0.0.0] (5R, 0I) X - Arinam (1R, 2I, B) R - Gral (1R, 1I, B) X - Lisis II (1R, 0I) X - Mallice (0R, 3I) X - Ragh (2R, 1I) X - Rigel I (0R, 1I, G) R - Rigel II (1R, 2I) X - Rigel III (1R, 1I, B) R - Tempesta (1R, 1I, B (x2))
Neutral Worlds and Special Effects
N - Centauri (1R, 3I)
Free Trade (LAW): Each time a player receives Trade Goods from active trade agreements, they receive 1 additional Trade Good. Limits to Individual Power (LAW): The Action Card hand limit is 3. Whenever a player draws a new Action Card, he must immediately discard down to 3.
I think the tie thing only happens in cicumstances where the game immediately ends, like Imperium Rex.
This is correct. The first person to get to 9 VP on objective claims will win the game immediately, which is why priority is so important towards the end of the game. It also creates an interesting dynamic with the Bureaucracy Strategy Card, since it also has the highest card number, and thus the lowest priority in the Status Phase.
Wow, what an interesting ending. Sorry that I ended up being too busy to administer the game at my usual levels of activity, the game ended up being quite long as a result. Good thing everything got in before I hopped on my overseas flight. I think I'm going to take some time to work on some other projects. Maybe in the new year I will run another forum game - probably one that's shorter than Twilight Imperium. Thanks for playing, everyone!
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El SkidThe frozen white northRegistered Userregular
Thanks for running again, Mr. B!
I am amazed at the level of detail and effort that goes into running one of these, and you keep doing them... You are truly a wonderful human being for enabling us to have fun like this.
Congratulations! Also thank you for taking the time to put this together Mr B.
My one regret was never drawing a sabotage.
Not a very violent game this time all in all.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Yeah, there was a lot of positioning of units, but most of the combat was in the last round of play. I wonder how much the map layout affected the way that the game was played. I actually thought that L1z1x had a good chance at victory at the start of the game, but like how MrBody stated a while back, the Imperial Mandate card drove the endgame up quite a bit. The Limits to Individual Power agenda also seemed to have an impact on how much flexible power each player was able to hold on to.
I don't think I would change much about the game if I was to run another one. Maybe revisit the trimming of the Action Card and Political Card deck again, and do a few more tweaks.
I'm curious what the final VP totals would be if everyone got to claim this round.
I made this prediction at the start of the game to MrBlarney
Hacan (to win), with runner up between Mentak and N'orr.
Everyone has a coreward red system next to their home system, but L1z1x is the only one that's completely impassible. Without crazy wormhole stuff I've never seen someone overcome that to win.
Just testing a theory I have on the game. Strongest race + most resources in neighboring planets + wormhole adjacency + unobstructed path to Mecatol = winner.
2 things I've never seen in a game: the Hacan not turning into a powerhouse contender to win, and a player winning with a red system in the center space next to his homeworld.
It's interesting because this game everyone has a red system in the central space, but L1z1x has the worst of it. Their only wormhole is Lodor and I'm not sure N'orr is going to let them have it. I guess it depends which neighbor Mentak is going for.
But yeah Hacan to win for sure:
-Power house race on their own
-Best wormhole placement for gravity drive slingshotting
-Got off the easiest with their adjacent red system
-Bereg/Liria is the single best system in the game
-Neighbors are the 2 weakest races in the whole game
-and....Preda is probably the 2nd best TI player here I've seen next to SegaTai.
The Saar and Yin players actually did a lot better than I expected! I've never seen a quick Saar blitz like that before, nor the Yin to overpower anyone. I do still think the design of the races leave them a lot weaker than the rest.
Had that mandate law not come into play, the game would have gone on longer and maybe Hacan would have pulled ahead? They're definitely a later game race. Had the L1z1x not got stuck with that supernova, I would have predicted them in the running for 2nd.
Had that mandate law not come into play, the game would have gone on longer and maybe Hacan would have pulled ahead? They're definitely a later game race. Had the L1z1x not got stuck with that supernova, I would have predicted them in the running for 2nd.
I was up for 6 point between this and next turn. Not a sure win, even remotely, but given the situation there was no way for anyone to stop me doing my secret next turn.
I'm curious what the final VP totals would be if everyone got to claim this round.
I made this prediction at the start of the game to MrBlarney
Hacan (to win), with runner up between Mentak and N'orr.
Everyone has a coreward red system next to their home system, but L1z1x is the only one that's completely impassible. Without crazy wormhole stuff I've never seen someone overcome that to win.
Just testing a theory I have on the game. Strongest race + most resources in neighboring planets + wormhole adjacency + unobstructed path to Mecatol = winner.
2 things I've never seen in a game: the Hacan not turning into a powerhouse contender to win, and a player winning with a red system in the center space next to his homeworld.
It's interesting because this game everyone has a red system in the central space, but L1z1x has the worst of it. Their only wormhole is Lodor and I'm not sure N'orr is going to let them have it. I guess it depends which neighbor Mentak is going for.
But yeah Hacan to win for sure:
-Power house race on their own
-Best wormhole placement for gravity drive slingshotting
-Got off the easiest with their adjacent red system
-Bereg/Liria is the single best system in the game
-Neighbors are the 2 weakest races in the whole game
-and....Preda is probably the 2nd best TI player here I've seen next to SegaTai.
The Saar and Yin players actually did a lot better than I expected! I've never seen a quick Saar blitz like that before, nor the Yin to overpower anyone. I do still think the design of the races leave them a lot weaker than the rest.
Had that mandate law not come into play, the game would have gone on longer and maybe Hacan would have pulled ahead? They're definitely a later game race. Had the L1z1x not got stuck with that supernova, I would have predicted them in the running for 2nd.
Industrialist (control Mecatol, have 5 dreadnoughts and 3 space docks) the other (forceful) wasn't in the plans.
I had 2 MRex-related objectives and really no choice but to go straight there, which I actually felt pretty good about pulling off as quickly as I did.
Everything from there out was kind of a disaster, but I remain pleased with my execution on the blitz.
Ouch. Industrialist really is a bummer SO. It's straight up more difficult than a lot of other Mecatol objectives.
Nothing beats the "control X color planets" when none are near you, and I still think the worst is getting "master of wormholes" when there's a Ghosts of Creuss player in play and the wormhole nexus.
Secret Objective unevenness is why I'm a fan of the "draw 2, fulfill 1" house rule. That way, you can look at your options and hopefully have a little bit of flexibility despair at how crap both of them are.
I was actually shocked at being able to get Regulator. My other objective was [2 VP] Merciless: This turn, I successfully took control of an opponent's planet that held his last Space Dock on the board...
turns out because of the wording, because Saar SDs are not on a planet, you can't execute this against the Saar at all...
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El SkidThe frozen white northRegistered Userregular
I had two pretty difficult SOs:
[2 VP] Technocrat: I control at least 6 planets with a technology specialty.
[2 VP] Expansionist: I control 8 systems outside of my Home System. I "control" a system if I have at least one (non-Fighter) ship there, and I control every planet in the system.
I didn't really think I could get enough military on the board to expand that much, so I just worked on getting non-secret objectives... and I came so close to winning that way too.
It sounds like expansionist also requires systems with planets in them, not an issue for the map we played on since it is balanced but in a more randomized map you might be even more ruined by empty systems.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
I'm pretty sure empty systems count. I think the card is interpreted as "there are no planets NOT under my control in the system". You just need at least one ship in the system.
What would really screw that is having a supernova system near you.
Yep, empty systems are controlled by having ships in the system, and count towards the Expansionist Secret Objective. In fact, having close-by empty systems can be desired if you have this SO, since it is unlikely that your opponents will find them desirable to fight over. Well, that's if they don't get suspicious that you are going for Expansionist.
Posts
The Yin Brotherhood: Pass turn.
Sardakk N'orr: Activate the Mellon-Zohbat system. (CP 1 --> 0)
Move in 2 Cruisers and 1 Destroyer from Endless Road, 3 Cruisers, 2 Carriers, 4 Fighters, 2 Mechanized Units, 4 Ground Forces, and 2 PDS from Arcturus-Sumerian.
The N'orr [2] <--> Yin [1] Trade Agreement is broken.
During the space combat, N'orr exhausts Action Cards "Morale Boost" and "Recheck" and loses 1 Cruiser, 1 Destroyer, 1 Carrier, 4 Fighters, 2 Mechanized Units, 1 Ground Force, and 1 PDS Unit, while Yin loses 2 Dreadnoughts, 2 Cruisers, 1 Carrier, and 2 Fighters; combat resolves in favor of N'orr.
Land 3 Ground Forces and 1 PDS Unit on Zohbat.
During invasion combat, N'orr loses 3 Ground Forces while Yin damages 1 Mechanized Unit; combat resolves in favor of Yin and 1 N'orr PDS unit is destroyed.
The Mentak Coalition: Activate the N'orr home system. (CP 5 --> 4)
Move in 1 Cruiser and 1 Destroyer from Prisoner's Gate and 1 Cruiser from Faunus.
During the space combat, Mentak suffers no casualties while N'orr loses 1 Carrier and 3 Fighters; combat resolves in favor of Mentak.
The L1z1x Mindnet: Pass turn.
The Emirates of Hacan: Pass turn.
Current Map: Action Phase Update 5
Current Technologies
Victory Points and Objectives
The Mentak Coalition: 7 VP
The Clan of Saar: 6 VP
The Emirates of Hacan: 6 VP
Sardakk N'orr: 6 VP
The Yin Brotherhood: 5 VP
Public Objectives
[1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.: N'orr, Mentak
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: Hacan. Yin, N'orr, Mentak, Saar
[1 VP] I control Mecatol Rex.: Saar
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.: Hacan, Yin, L1z1x, Mentak, N'orr
[1 VP] I have Technology Advances in all 4 colors.: Mentak, Hacan
[1 VP] I have at least 5 Technology Advances.: Hacan, N'orr, Yin, Mentak
[2 VP] I have at least 9 Technology Advances.: L1z1x
4 Stage II Objectives remain in the deck.
Secret Objectives
The Clan of Saar: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces or Mechanized Units here.
The Emirates of Hacan: 2 Secret Objectives
The Yin Brotherhood: 2 Secret Objectives
The Mentak Coalition: 2 Secret Objectives
Sardakk N'orr: 2 Secret Objectives
The L1z1x Mindnet: [2 VP] Focused: I control at least 4 planets with the same technology specialty.
Imperial Mandate - Each player receives two victory points. (Political card resolved Round 6.)
The Clan of Saar: Auralynx
Action Cards: 2
Political Cards: 2
Strategy Allocation: 4
Fleet Supply: 5
Command Pool: 4
Trade Contracts: Mentak [1] (Saar [2])
Technology: Antimass Deflectors, XRD Transporters, Cybernetics, Floating Factory
Worlds:
R - Mecatol Rex (1R, 6I)
X - Abyz (3R, 0I)
X - Meer (0R, 4I)
X - Tsion (2R, 2I, TG (x2))
Action Cards: 3
Political Cards: 3
Strategy Allocation: 2
Fleet Supply: 6
Command Pool: 1
Trade Contracts: Yin [1] (Hacan [3])
Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon, War Sun, Stasis Capsules, Cybernetics, Antimass Deflectors, Gravity Drive
Worlds:
X - Arretze (2R, 0I)
X - Hercant (1R, 1I)
X - Kamdorn (0R, 1I)
X - Bereg (3R, 1I, R)
X - Cormund (2R, 0I)
X - Garbozia (2R, 1I, G)
X - Hope's End (3R, 0I, GF (x2))
X - Lirta IV (2R, 3I, G)
Action Cards: 3
Political Cards: 4
Strategy Allocation: 0
Fleet Supply: 10
Command Pool: 4
Trade Contracts: Hacan [3] (Yin [1])
Technology: Hylar V Assault Laser, Automated Defense Turrets, Deep Space Cannon, Duranium Armor, Antimass Deflectors, Gravity Drive, Cybernetics, Gen Synthesis
Worlds:
R - Darien (2R, 4I)
R - Bellatrix (0R, 1I, R)
R - Industrex (2R, 0I, R (x2))
R - Mellon (0R, 2I)
X - Quann (2R, 1I, G)
R - Tequ'ran (2R, 0I, R)
X - Torkan (0I, 3R, B) (R/I Swap)
R - Zohbat (3R, 1I, B)
Action Cards: 2
Political Cards: 4
Strategy Allocation: 0
Fleet Supply: 6
Command Pool: 4
Trade Contracts: Saar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Automated Defense Turrets, Enviro Compensator, Stasis Capsules, Neural Motivator, Antimass Deflectors, Gravity Drive, Mirror Computing
Worlds:
R - Moll Primus (4R, 1I)
X - Arnor (2R, 1I)
X - Faunus (1R, 3I, G (x2))
X - Fria (2R, 0I, B)
X - Lor (1R, 2I, R)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 0
Fleet Supply: 10
Command Pool: 0
Trade Contracts: L1z1x [1] (N'orr [2])
Technology: Hylar V Assault Laser, Deep Space Cannon, Enviro Compensator, Stasis Capsules, Antimass Deflectors, XRD Transporters
Worlds:
R - Tren'lak (1R, 0I)
X - Quinarra (3R, 1I)
R - Arcturus (1R, 1I)
R - Lazar (1R, 0I)
R - Lisis (2R, 2I)
X - Lodor (3R, 1I, G)
X - Mirage (1R, 2I, F (x2))
R - Sakulag (2R, 1I)
X - Sumerian (2R, 2I, TG (x2))
R - Velnor (2R, 0I, R)
Action Cards: 3
Political Cards: 3
Strategy Allocation: 1
Fleet Supply: 8
Command Pool: 3
Trade Contracts: N'orr [1], Mentak [1]
Technology: Enviro Compensator, Micro Technology, Stasis Capsules, Cybernetics, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon, Type IV Drive, Advanced Fighters, Light/Wave Deflector, Inheritance Systems
Worlds:
X - [0.0.0] (5R, 0I)
X - Arinam (1R, 2I, B)
R - Gral (1R, 1I, B)
X - Lisis II (1R, 0I)
X - Mallice (0R, 3I)
X - Ragh (2R, 1I)
X - Rigel I (0R, 1I, G)
R - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
R - Tempesta (1R, 1I, B (x2))
Neutral Worlds and Special Effects
Free Trade (LAW): Each time a player receives Trade Goods from active trade agreements, they receive 1 additional Trade Good.
Limits to Individual Power (LAW): The Action Card hand limit is 3. Whenever a player draws a new Action Card, he must immediately discard down to 3.
Order of Play
The Yin Brotherhood: (1) Leadership PASSED
Sardakk N'orr: (2) Diplomacy II Current Player
The Mentak Coalition: (3) Assembly
The Clan of Saar: (4) Production PASSED
The L1z1x Mindnet: (6) Warfare II* PASSED
The Emirates of Hacan: (7) Technology II PASSED
Order of Play
The Yin Brotherhood:
Sardakk N'orr:
The Mentak Coalition:
The Clan of Saar:
The L1z1x Mindnet:
The Emirates of Hacan:
All players may now claim one Public Objective card and one Secret Objective card. If a player reaches 9 VP, they will win the game - order of play matters. @Phyphor, @Lykouragh, and @El Skid, your confirmations are needed first.
(Also, I'm going to be on vacation for the next two weeks starting in the morning, so any end-of-game posts may be delayed until the weekend.)
Also claim [2 VP] Regulator: I am blockading or have destroyed Space Docks controlled by two different players this turn.
Puts me at 9. @El Skid
Apparently I should have attacked Mellon instead of the Norr homeworld
Oh well, good game all!
That's not what Mr. B said...
Sardakk N'orr: Psas turn.
The Mentak Coalition: Pass turn.
Claim Objectives
The Yin Brotherhood: [1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn. (VP 5 --> 6)
Sardakk N'orr: [1 VP] I have Technology Advances in all 4 colors AND [2 VP] Regulator: I am blockading or have destroyed Space Docks controlled by two different players this turn. (VP 6 --> 9)
Sardakk N'orr have reached 9 VP and are the winners of the game!
End of Game Map
Current Technologies
Victory Points and Objectives
The L1z1x Mindnet: 7 VP
The Mentak Coalition: 7 VP
The Clan of Saar: 6 VP
The Emirates of Hacan: 6 VP
The Yin Brotherhood: 6 VP
Public Objectives
[1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.: N'orr, Mentak, Yin
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: Hacan. Yin, N'orr, Mentak, Saar
[1 VP] I control Mecatol Rex.: Saar
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.: Hacan, Yin, L1z1x, Mentak, N'orr
[1 VP] I have Technology Advances in all 4 colors.: Mentak, Hacan, N'orr
[1 VP] I have at least 5 Technology Advances.: Hacan, N'orr, Yin, Mentak
[2 VP] I have at least 9 Technology Advances.: L1z1x
4 Stage II Objectives remain in the deck.
Secret Objectives
The Clan of Saar: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces or Mechanized Units here.
The Emirates of Hacan: 2 Secret Objectives
The Yin Brotherhood: 2 Secret Objectives
The Mentak Coalition: 2 Secret Objectives
Sardakk N'orr: [2 VP] Regulator: I am blockading or have destroyed Space Docks controlled by two different players this turn.
The L1z1x Mindnet: [2 VP] Focused: I control at least 4 planets with the same technology specialty.
Imperial Mandate - Each player receives two victory points. (Political card resolved Round 6.)
The Clan of Saar: Auralynx
Action Cards: 2
Political Cards: 2
Strategy Allocation: 4
Fleet Supply: 5
Command Pool: 4
Trade Contracts: Mentak [1] (Saar [2])
Technology: Antimass Deflectors, XRD Transporters, Cybernetics, Floating Factory
Worlds:
R - Mecatol Rex (1R, 6I)
X - Abyz (3R, 0I)
X - Meer (0R, 4I)
X - Tsion (2R, 2I, TG (x2))
Action Cards: 3
Political Cards: 3
Strategy Allocation: 2
Fleet Supply: 6
Command Pool: 1
Trade Contracts: Yin [1] (Hacan [3])
Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon, War Sun, Stasis Capsules, Cybernetics, Antimass Deflectors, Gravity Drive
Worlds:
X - Arretze (2R, 0I)
X - Hercant (1R, 1I)
X - Kamdorn (0R, 1I)
X - Bereg (3R, 1I, R)
X - Cormund (2R, 0I)
X - Garbozia (2R, 1I, G)
X - Hope's End (3R, 0I, GF (x2))
X - Lirta IV (2R, 3I, G)
Action Cards: 3
Political Cards: 4
Strategy Allocation: 0
Fleet Supply: 10
Command Pool: 4
Trade Contracts: Hacan [3] (Yin [1])
Technology: Hylar V Assault Laser, Automated Defense Turrets, Deep Space Cannon, Duranium Armor, Antimass Deflectors, Gravity Drive, Cybernetics, Gen Synthesis
Worlds:
R - Darien (2R, 4I)
R - Bellatrix (0R, 1I, R)
R - Industrex (2R, 0I, R (x2))
R - Mellon (0R, 2I)
X - Quann (2R, 1I, G)
R - Tequ'ran (2R, 0I, R)
X - Torkan (0I, 3R, B) (R/I Swap)
R - Zohbat (3R, 1I, B)
Action Cards: 2
Political Cards: 4
Strategy Allocation: 0
Fleet Supply: 6
Command Pool: 4
Trade Contracts: Saar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Automated Defense Turrets, Enviro Compensator, Stasis Capsules, Neural Motivator, Antimass Deflectors, Gravity Drive, Mirror Computing
Worlds:
R - Moll Primus (4R, 1I)
X - Arnor (2R, 1I)
X - Faunus (1R, 3I, G (x2))
X - Fria (2R, 0I, B)
X - Lor (1R, 2I, R)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 0
Fleet Supply: 10
Command Pool: 0
Trade Contracts: L1z1x [1] (N'orr [2])
Technology: Hylar V Assault Laser, Deep Space Cannon, Enviro Compensator, Stasis Capsules, Antimass Deflectors, XRD Transporters
Worlds:
R - Tren'lak (1R, 0I)
X - Quinarra (3R, 1I)
R - Arcturus (1R, 1I)
R - Lazar (1R, 0I)
R - Lisis (2R, 2I)
X - Lodor (3R, 1I, G)
X - Mirage (1R, 2I, F (x2))
R - Sakulag (2R, 1I)
X - Sumerian (2R, 2I, TG (x2))
R - Velnor (2R, 0I, R)
Action Cards: 3
Political Cards: 3
Strategy Allocation: 1
Fleet Supply: 8
Command Pool: 3
Trade Contracts: N'orr [1], Mentak [1]
Technology: Enviro Compensator, Micro Technology, Stasis Capsules, Cybernetics, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon, Type IV Drive, Advanced Fighters, Light/Wave Deflector, Inheritance Systems
Worlds:
X - [0.0.0] (5R, 0I)
X - Arinam (1R, 2I, B)
R - Gral (1R, 1I, B)
X - Lisis II (1R, 0I)
X - Mallice (0R, 3I)
X - Ragh (2R, 1I)
X - Rigel I (0R, 1I, G)
R - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
R - Tempesta (1R, 1I, B (x2))
Neutral Worlds and Special Effects
Free Trade (LAW): Each time a player receives Trade Goods from active trade agreements, they receive 1 additional Trade Good.
Limits to Individual Power (LAW): The Action Card hand limit is 3. Whenever a player draws a new Action Card, he must immediately discard down to 3.
This is correct. The first person to get to 9 VP on objective claims will win the game immediately, which is why priority is so important towards the end of the game. It also creates an interesting dynamic with the Bureaucracy Strategy Card, since it also has the highest card number, and thus the lowest priority in the Status Phase.
Wow, what an interesting ending. Sorry that I ended up being too busy to administer the game at my usual levels of activity, the game ended up being quite long as a result. Good thing everything got in before I hopped on my overseas flight. I think I'm going to take some time to work on some other projects. Maybe in the new year I will run another forum game - probably one that's shorter than Twilight Imperium. Thanks for playing, everyone!
I am amazed at the level of detail and effort that goes into running one of these, and you keep doing them... You are truly a wonderful human being for enabling us to have fun like this.
My one regret was never drawing a sabotage.
Not a very violent game this time all in all.
I don't think I would change much about the game if I was to run another one. Maybe revisit the trimming of the Action Card and Political Card deck again, and do a few more tweaks.
I made this prediction at the start of the game to MrBlarney
The Saar and Yin players actually did a lot better than I expected! I've never seen a quick Saar blitz like that before, nor the Yin to overpower anyone. I do still think the design of the races leave them a lot weaker than the rest.
Had that mandate law not come into play, the game would have gone on longer and maybe Hacan would have pulled ahead? They're definitely a later game race. Had the L1z1x not got stuck with that supernova, I would have predicted them in the running for 2nd.
I was up for 6 point between this and next turn. Not a sure win, even remotely, but given the situation there was no way for anyone to stop me doing my secret next turn.
I had 2 MRex-related objectives and really no choice but to go straight there, which I actually felt pretty good about pulling off as quickly as I did.
Everything from there out was kind of a disaster, but I remain pleased with my execution on the blitz.
Nothing beats the "control X color planets" when none are near you, and I still think the worst is getting "master of wormholes" when there's a Ghosts of Creuss player in play and the wormhole nexus.
turns out because of the wording, because Saar SDs are not on a planet, you can't execute this against the Saar at all...
[2 VP] Technocrat: I control at least 6 planets with a technology specialty.
[2 VP] Expansionist: I control 8 systems outside of my Home System. I "control" a system if I have at least one (non-Fighter) ship there, and I control every planet in the system.
I didn't really think I could get enough military on the board to expand that much, so I just worked on getting non-secret objectives... and I came so close to winning that way too.
What would really screw that is having a supernova system near you.