The new forums will be named Coin Return (based on the most recent
vote)! You can check on the status and timeline of the transition to the new forums
here.
The Guiding Principles and New Rules
document is now in effect.
[Twilight Imperium] Game 5 - Round 8: Game Over!
Posts
Tell me if I am doing this right.
Play on the secondary ability, Spend a Strategic Allocation Command Counter, Exhaust Muaat and spend both political cards as trade goods to annex Capha.
Do I need to post my political cards?
Just to clarify does the secondary ability count wormhole connected systems as adjacent or is it just for movement?
I will also agree to that exchange on a provisional basis @Orange Soda while I consult the flames.
[limegreen]TG/AC/PC: 0/0/0
SA/FS/CC: 1/3/3[/color]
@Orange Soda
TG/AC/PC: 0/0/0
SA/FS/CC: 1/3/3
TG/AC/PC: 0/0/2
SA/FS/CC: 2/3/2
Anyway the trade agreement seems fine, I don't like directly opposing telepathic organisms on principle anyway.
Threats of violence are always appreciated though when directed at others.
The Black Hole of Cygnus X-1
Yeah I am scared of the super fast ghosts. Seriously what the hell XRD transporters?
To @stever777 ... my point stands on the telepathic snakes thing. You will probably see few Warsuns headed to bombard your planet.
I mean... none from us.
The Black Hole of Cygnus X-1
No prob, It's PbP, not by chat.
E - Our last game took 2 months!
The Black Hole of Cygnus X-1
I should probably find a more threatening Janeway.
Muaat has discarded the Political Cards "Repeal Labor Laws" and "New Constitution".
Systems connected by wormholes are adjacent only for movement - you may not use the Diplomacy II Secondary to annex a world through a wormhole. (See page 9 of the FAQ).
Is there a more threatening Janeway?
Maybe she's holding a walker?
The Black Hole of Cygnus X-1
Yah, I am very much a fan of starting off a TI game with XRD already
The Universities are quite interested in learning from our less corporeal brethren. I'm sure a profitable research grant could be worked out in the interests of friendship and science.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
There's nothing "confrontational" about pointing out that you got the value of your own Trade Agreements wrong.
On the other hand, issuing veiled threats about the placement of wormholes and promising to destroy people who are actively working to make sure you don't short-change yourself seems very aggressive indeed. Are you sure you've got the gas mixture in your pressure suit right?
The Division, Warframe (XB1)
GT: Tanith 6227
The Division, Warframe (XB1)
GT: Tanith 6227
Activate Heracolor/Tiamat system. Move 1 destroyer, 1 carrier, 3 fighters, and 3 ground forces there. Land 1 ground force on Heracolor, 2 on Tiamat.
There was some confusion on whether this exhausted our home planet or not.
I think we're all learning something about SeGaTai.
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
There is an action card called "unexpected action" I think, which removes a command counter from the board.
With production, you can build at a spacedock, even if the system is already activated.
I think if someone attacks your system which has already been activated, you should still be able to use the "tactical retreat" game option we are playing with to use a CC from strategy allocation to retreat into an unactivated sytem that is empty or that you control (I could be wrong about it being allowed to be empty.. i'd have to look up the specifics)
I'll make an updated game status post in a few minutes.
The Naalu Collective: Play Primary Ability of the (2) Diplomacy Strategy Card to annex Bereg.
Muaat plays on the Secondary Ability, spending a Strategy Allocation Counter (SA 2 --> 1), exhausting Muaat (1I), and discarding Political Cards "Repeal Labor Laws" and "New Constitution" (PC 2 --> 0 ) to annex Capha.
The Ghosts of Creuss: Activate Lodor System. (CP 3 --> 2)
Move in 1 Destroyer, 1 Carrier, and 2 Ground Forces from Creuss Home System.
Land 2 Ground Forces on Lodor.
The Yin Brotherhood: Activate Hercalor-Tiamat System. (CP 3 --> 2)
Move in 1 Destroyer, 1 Carrier, 3 Fighters, and 3 Ground Forces from Yin Home System.
Land 1 Ground Force on Hercalor and 2 Ground Forces on Tiamat.
Current Map: Round 1, Action Phase Update 1
Current Technologies
Victory Points and Objectives
The Naalu Collective: 0 VP
The L1z1x Mindnet: 0 VP
The Ghosts of Creuss: 0 VP
The Embers of Muaat: 0 VP
The Yin Brotherhood: 0 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.:
Secret Objectives
Universities of Jol-Nar: 1 Secret Objective
The Naalu Collective: 1 Secret Objective
The L1z1x Mindnet: 1 Secret Objective
The Ghosts of Creuss: 1 Secret Objective
The Embers of Muaat: 1 Secret Objective
The Yin Brotherhood: 1 Secret Objective
Universities of Jol-Nar - caliber and GrimmyTOA:
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 3
Trade Contracts: (Jol-Nar [1], Jol-Nar [3])
Technology: Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools
Worlds:
R - Jol (1R, 2I)
R - Nar (2R, 3I)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 3
Trade Contracts: (Naalu [1], Naalu [2])
Technology: Antimass Deflectors, Enviro Compensator
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
X - Bereg (3R, 1I, R)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 3
Fleet Supply: 3
Command Pool: 3
Trade Contracts: (L1z1x [1], L1z1x [1])
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser
Worlds:
R - [0.0.0] (5R, 0I)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 2
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Antimass Deflectors, XRD Transporters
Worlds:
R - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
Action Cards: 0
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 3
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, War Sun
Worlds:
X - Muaat (4R, 1I)
X - Capha (3R, 0I)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 2
Trade Contracts: (Yin [1], Yin [1])
Technology: Hylar V Assault Laser, Automated Defense Turrets
Worlds:
R - Darien (2R, 4I)
X - Hercalor (1R, 0I, Y)
X - Tiamat (1R, 2I, Y)
Neutral Worlds
N - Abaddon (1R, 0I, R)
N - Arinam (1R, 2I, B)
N - Ashtroth (2R, 0I)
N - Centauri (1R, 3I)
N - Faunus (1R, 3I, G (x2))
N - Gral (1R, 1I, B)
N - Lirta IV (2R, 3I, G)
N - Loki (1R, 2I)
N - Mallice (0R, 3I)
N - Meer (0R, 4I)
N - Mirage (1R, 2I, F (x2))
N - Quann (2R, 1I, G)
N - Qucen'n (1R, 2I)
N - Rarron (0R, 3I, G)
N - Rigel I (0R, 1I, G)
N - Rigel II (1R, 2I)
N - Rigel III (1R, 1I, B)
N - Saudor (2R, 2I)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Thibah (1R, 1I)
N - Torkan (0R, 3I, B)
N - Vefut II (2R, 0I, R)
N - Vega Major (2R, 1I)
N - Vega Minor (1R, 2I, B)
N - Wellon (1R, 2I)
Order of Play
The Naalu Collective: (0) Diplomacy II
The Ghosts of Creuss: (1) Leadership
The Yin Brotherhood: (3) Assembly
The L1z1x Mindnet: (4) Production Current Turn
Universities of Jol-Nar: (5) Trade II
The Embers of Muaat: (7) Technology II
EDIT: Yeah, not seeing it. SeGaTai, do you have a reference? Otherwise, I believe MrBody has it right.
- Terence McKenna
The Division, Warframe (XB1)
GT: Tanith 6227
At first glance I figured it was like Axis & Allies where it's only ever worth building 1 or 2 units, but now I'm seeing a use for lots of them.
Activate Saudor and move in 1 dreadnought and 1 Ground Force (using Stasis Capsules) . Land 1 GF on Saudor.
@caliber and @GrimmyTOA are up next for the Universities of Jol-Nar.
The Division, Warframe (XB1)
GT: Tanith 6227
SA/FS/CC: 3/3/2
- Terence McKenna