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Twilight Imperium 4e - Game 2 - Round 7: Game Over!

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Posts

  • MrBlarneyMrBlarney Registered User regular
    edited September 2017
    Round 0: Option Selection

    Ketar: Select the L1z1x Mindnet.
    Lykouragh: Select the Naalu Collective.
    MrBody: Select the Sardakk N'orr.
    discrider: Select the Embers of Muaat.
    jakobagger: Select the Emirates of Hacan.
    Phyphor: Select the Winnu.
    Phyphor: Select location C.
    jakobagger: Select location D.
    discrider: Select location A.
    MrBody: Select location F.
    Lykouragh: Select location E.
    Ketar: Select location B.

    Starting speaker is randomly selected; a roll of 6 means that MrBody will be the first speaker.

    All players draw two Secret Objective cards; each will choose one to keep and then shuffle the other card back into the deck. In addition, Winnu will select their starting technology.

    The Public Objective line is created, consisting of five Stage I objectives and five Stage II objectives. The first two Public Objectives are revealed:

    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.

    Geth roll 1d6 for Starting speaker

    Starting speaker:
    1d6 6 [1d6=6]

    MrBlarney on
    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    I was just joking about debating taxation of trade routes!

  • discriderdiscrider Registered User regular
    edited September 2017
    Aw man.
    No prommisory notes.
    How am I meant to offload these hot war suns now?

    Edit: I would like to play with prommisory notes because then we have something interesting to do with commodities.

    discrider on
  • MrBlarneyMrBlarney Registered User regular
    edited September 2017
    discrider wrote: »
    Edit: I would like to play with prommisory notes because then we have something interesting to do with commodities.
    I don't mind leaving it up to a player vote since the game hasn't started yet. I wanted to leave them out for this first game so that there would be less bookkeeping to do, but I can add in Promissory Notes if the majority of players want them.

    MrBlarney on
    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I would vote for promissory notes in

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I would prefer not to add something race-specific after already choosing races.

  • MrBodyMrBody Registered User regular
    I would like to have the option of promissory notes.

  • discriderdiscrider Registered User regular
    Ketar wrote: »
    I would prefer not to add something race-specific after already choosing races.

    This is a fair point.
    I picked whilst thinking they were in play because of the racial specific ones being detailed in the racial traits.

    We could perhaps just play without the race specific ones, but with the generic ones?

  • MrBlarneyMrBlarney Registered User regular
    discrider wrote: »
    Ketar wrote: »
    I would prefer not to add something race-specific after already choosing races.

    This is a fair point.
    I picked whilst thinking they were in play because of the racial specific ones being detailed in the racial traits.

    We could perhaps just play without the race specific ones, but with the generic ones?
    I made sure to not list the racial promissory notes whenever I posted the racial abilities, etc., though. If you saw them, I don't think it was in this thread.

    Still waiting on secret objective choices from @Phyphor and @Lykouragh; Phyphor also needs to choose the starting technology for Winnu. Also interested in hearing from Lykouragh and @jakobagger regarding use of Promissory notes (which would include racial notes.)

    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    We have preserved knowledge of Sarween Tools

  • discriderdiscrider Registered User regular
    MrBlarney wrote: »
    discrider wrote: »
    Ketar wrote: »
    I would prefer not to add something race-specific after already choosing races.

    This is a fair point.
    I picked whilst thinking they were in play because of the racial specific ones being detailed in the racial traits.

    We could perhaps just play without the race specific ones, but with the generic ones?
    I made sure to not list the racial promissory notes whenever I posted the racial abilities, etc., though. If you saw them, I don't think it was in this thread.

    Still waiting on secret objective choices from @Phyphor and @Lykouragh; Phyphor also needs to choose the starting technology for Winnu. Also interested in hearing from Lykouragh and @jakobagger regarding use of Promissory notes (which would include racial notes.)

    Yeah, it was probably in the other thread.

    I'm fine with not playing with promissory notes if it would sabotage the race draft.
    Just a bit hard to see how Commodities will be traded in anything other than a one-for-one basis in that circumstance.

    (Also of note, it looks like anyone can issue a transaction with anyone during the Agenda phase, once that starts, rather than with only neighbours like in the Action phase.)

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    I don't really have enough basis of knowledge to feel strongly either way about promissory notes I don't think.

    This is my first game of TI4 and I only played 3 like a couple of times so expect a lot of helpless flailing around exploring the game space via experimental moves.

  • MrBodyMrBody Registered User regular
    Here are the promissory notes

    Here
    Race specific ones

    The generics are just "big advance notice until you can attack me", "I get all your commodities the next time you them", and "I get to block you for one agenda vote". There is a 4th, but I honestly have no idea who would ever want to give away 1 VP to another player.

    The racial ones I think add very interesting possibilities to the game. I'm not sure how they would affect the draft picks since you never get to use them yourself. I guess Muaat could extract huge favors for his warsun one?

    I think they would be interesting without really adding any rules complexity. I could see the host not wanting to keep track of the extra bookkeeping but as far as the players I don't think they're complex at all.

  • MrBodyMrBody Registered User regular
    Lykouragh wrote: »
    I got to play TI3 IRL today! It was a good time.

    Pick E

    @Ketar

    What was the playtime? Number of players?

  • LykouraghLykouragh Registered User regular
    I think promissory notes would be fun to have in, as long as they don't push logistical overhead through the roof for MrBlarney.

    5 players, 2 of them new to the game, and we got 'er done in 7 hours flat!.... because I prebuilt the map and dumped a bunch of objectives out on the table once they'd got the hang of the game to speed things up ;)

  • MrBlarneyMrBlarney Registered User regular
    I'll have to update my trackers to put Promissory Notes into the game, but since most of the players want it, it will be done. I don't have enough time to do it now as I'm about to head to work, but I'll finish putting things together tonight and we'll start the first round.

    4463rwiq7r47.png
  • LykouraghLykouragh Registered User regular
    Sorry for not checking the thread over the weekend by the way, I'll make sure to start checking from home so I don't slow things down.

  • MrBodyMrBody Registered User regular
    Lykouragh wrote: »
    I think promissory notes would be fun to have in, as long as they don't push logistical overhead through the roof for MrBlarney.

    5 players, 2 of them new to the game, and we got 'er done in 7 hours flat!.... because I prebuilt the map and dumped a bunch of objectives out on the table once they'd got the hang of the game to speed things up ;)

    I've never actually sat down to a physical game before. What is the typical think time for a player's action turn? What were the worse cases of AP?

  • LykouraghLykouragh Registered User regular
    MrBody wrote: »
    Lykouragh wrote: »
    I think promissory notes would be fun to have in, as long as they don't push logistical overhead through the roof for MrBlarney.

    5 players, 2 of them new to the game, and we got 'er done in 7 hours flat!.... because I prebuilt the map and dumped a bunch of objectives out on the table once they'd got the hang of the game to speed things up ;)

    I've never actually sat down to a physical game before. What is the typical think time for a player's action turn? What were the worse cases of AP?

    This group actually had very low AP, but everyone staring at the enormous tech tree is definitely the mechanic that is the worst offender for playtime. The other is just the elaborate turn order with activating strategy secondaries and turns not going linearly around the table- so someone's got to be on top of being the "it's your turn" sheriff or you'll get lots of sitting chatting not taking turns. Sitting at the table with TI3 is actually very nice though because you have a reasonable amount of time to think about your next turn as the turn order goes around, and it's interrupted with light easy decisions like "do I want to spend a CC for an action card" that take no time at all.

    I'd say that nobody took more than 2 minutes to take a turn ever- it's just that between rolling out battles moving stuff around on the board and the maybe 100 decisions per player you make in a game of TI, it really does take more than 1.5 hours per player.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I'm really curious to see how the flatter tech tree works out, there's a lot of potential power available really early

  • MrBodyMrBody Registered User regular
    Especially the buffed L1z1x Inheritance Systems

    C seems by far the best starting location while B is by far the worst. I'm now thinking a snaking draft is the only way to go if you use it.

  • discriderdiscrider Registered User regular
    edited September 2017
    @Ketar do the promissory notes change who you would have picked from the draft?

    discrider on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    discrider wrote: »
    @Ketar do the promissory notes change who you would have picked from the draft?

    I'm not sure. Having the fewest commodities seems like a bigger downside with promissory notes included than it would be without them. And the L1z1x racial promissory note is very unappealing to give out given how difficult it will be for me to replenish strategy tokens with the low influence values of planets near starting location B (which I knew I would end up with unless I chose a starting location and took whatever race came to me). It also doesn't carry enough of a reward to strongly appeal to whoever I would give it to, particularly compared to something like the Muat note, making it unlikely that I would be offered enough to make it worth giving out. I don't like the generic promissory notes and how they'll likely play for the L1z1x much either.



  • discriderdiscrider Registered User regular
    If you are not happy with your race after adding promissory notes I'd strongly prefer to either redraft or leave them out.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I'm not terribly happy about it, and I do think it's pretty crappy to add a mechanic after drafting was done. But I'm also itching to play and I'll get over it. And I'll remember who asked to add the promissory notes, neighbor 8-)

  • MrBlarneyMrBlarney Registered User regular
    Promissory Notes
    Each player also has a hand of Promissory Notes that can be exchanged in transactions. At most one card per player can be exchanged in a transaction; you may also exchange Promissory Notes that are not yours. There are four generic notes held by each player, and one note that is race-specific.

    Generic Notes
    - Ceasefire: After the <color> player activates a system that contains one or more of your units: The <color> player cannot move units into the active system. Then, return this card to the <color> player.
    - Trade Agreement: When the <color> player replenishes commodities: The <color> player gives you all of his commodities. Then, return this card to the <color> player.
    - Political Secret: When an Agenda is revealed: The <color> player cannot vote, play Action Cards, or use faction abilities until after that Agenda has been resolved. Then, return this card to the <color> player.
    - Support for the Throne: When you receive this card, if you are not the <color> player, you must place it faceup in your play area and gain 1 Victory Point. If you activate a system that contains one or more of the <color> player's units, or if the <color> player is eliminated, lose 1 Victory Point and return this card to the <color> player.

    The Embers of Muaat
    - Racial Promissory Note: Fires of the Gashlai: Action: Remove 1 token from the Muaat player's Fleet pool and return it to his reinforcements. Then, gain your War Sun upgrade technology card. Then, return this card to the Muaat player.

    The L1z1x Mindnet
    - Racial Promissory Note: Cybernetic Enhancements: At the start of your turn: Remove 1 token from the L1x1x player's Strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your Strategy pool. Then, return this card to the L1z1x player.

    The Winnu
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

    The Emirates of Hacan
    - Racial Promissory Note: Trade Convoys: Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.

    The Naalu Collective
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.

    Sardakk N'orr
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Round 1: Start of Strategy Phase

    Current Map: Round 1, Start of Strategy Phase

    Current Technologies

    Victory Points and Objectives
    The Embers of Muaat - 0 VP
    The L1z1x Mindnet - 0 VP
    The Winnu - 0 VP
    The Emirates of Hacan - 0 VP
    The Naalu Collective - 0 VP
    Sardakk N'orr - 0 VP

    Public Objectives
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    3 Stage I Objectives and 5 Stage II Objectives have not yet been revealed.

    Secret Objectives
    The Embers of Muaat: 1 Secret Objective in hand.
    The L1z1x Mindnet: 1 Secret Objective in hand.
    The Winnu: 1 Secret Objective in hand.
    The Emirates of Hacan: 1 Secret Objective in hand.
    The Naalu Collective: 1 Secret Objective in hand.
    Sardakk N'orr: 1 Secret Objective in hand.

    Special Objectives

    The Embers of Muaat (discrider)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 3
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
    Technology: Plasma Scoring

    Worlds:
    R - Muaat (4R, 1I)

    Other Racial Data:
    - Racial Unit: Prototype War Sun (War Sun): As War Sun, but Movement 1.
    - Flagship: The Inferno: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Action: Spend 1 token from your Strategy pool to place 1 Cruiser in this unit's system.
    - Racial Promissory Note: Fires of the Gashlai: Action: Remove 1 token from the Muaat player's Fleet pool and return it to his reinforcements. Then, gain your War Sun upgrade technology card. Then, return this card to the Muaat player.
    - Racial Technology: Magmus Reactor (Red, requires 2 Red): Your ships may move into supernovas. After 1 or more of your units use Production in a system that either contains a War Sun or is adjacent to a supernova, gain 1 Trade Good.
    - Racial Technology: Prototype War Sun II (unit upgrade, requires 3 Red and 1 Yellow): As War Sun, but Cost 10, Movement 3.
    - Star Forge: Action: Spend 1 token from your Strategy pool to place either 2 Fighters or 1 Destroyer from your reinforcements in a system that contains 1 or more of your War Suns.
    - Gashlai Physiology: Your ships can move through Supernovas.

    The L1z1x Mindnet (Ketar)
    Commodities: 0 / 2
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 3
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
    Technology: Neural Motivator, Plasma Scoring

    Worlds:
    R - [0.0.0] (5R, 0I)

    Other Racial Data:
    - Racial Unit: Super-Dreadnought (Dreadnought): As Dreadnought, but Carry Capacity 2.
    - Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hist produced by this ship and by your Dreadnoughts in this system must be assigned to non-Fighter ships if able.
    - Racial Promissory Note: Cybernetic Enhancements: At the start of your turn: Remove 1 token from the L1x1x player's Strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your Strategy pool. Then, return this card to the L1z1x player.
    - Racial Tehcnology: Inheritance Systems (Yellow, requires 2 Yellow): You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
    - Racial Technology: Super-Dreadnought II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Combat Value 4, Movement 2, Carry Capacity 2. Sustain Damage, Bombardment 4. This unit cannot be destroyed by "Direct Hit" Action Cards.
    - Assimilate: When you gain control of a planet, replace each PDS and Space Dock that is on that planet with a matching unit from your reinforcements.
    - Harrow: After each round of Ground Combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.

    The Winnu (Phyphor)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 3
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
    Technology: Sarween Tools

    Worlds:
    R - Winnu (3R, 4I)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.

    The Emirates of Hacan (jakobagger)
    Commodities: 0 / 6
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 3
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Trade Convoys)
    Technology: Antimass Deflectors, Sarween Tools

    Worlds:
    R - Arretze (2R, 0I)
    R - Hercant (1R, 1I)
    R - Kamdorn (0R, 1I)

    Other Racial Data:
    - Flagship: Wrath of Kenara: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. After you roll a die during a Space Combat in this system, you may spend 1 Trade Good to apply +1 to the result.
    - Racial Promissory Note: Trade Convoys: Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
    - Racial Technology: Production Biomes (Green, requires 2 Green): Action: Exhaust this card and spend 1 token from your Strategy pool to gain 4 Trade Goods and choose 1 other player; that player gains 2 Trade Goods.
    - Racial Technology: Quantum Datahub Node (Yellow, requires 3 Yellow): At the end of the Strategy Phase, you may spend 1 token from your Strategy pool and give another player 3 of your Trade Goods. If you do, give 1 of your Strategy cards to that player and take 1 of his Strategy cards.
    - Masters of Trade: You do not have to spend a Command token to resolve the secondary ability of the Trade Strategy card.
    - Guild Ships: You can negotiate transactions with players who are not your neighbor.
    - Arbiters: When negotiating a transaction, Action Cards can be exchanged as part of that transaction.

    The Naalu Collective (Lykouragh)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 3
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Gift of Prescience)
    Technology: Neural Motivator, Sarween Tools

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. After combat, return those units to the space area.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.

    Sardakk N'orr SPEAKER (MrBody)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 3
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
    Technology: none

    Worlds:
    R - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
    - Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
    - Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
    - Unrelenting: Apply +1 to the result of each of your units' combat rolls.

    Neutral Worlds
    N - Mecatol Rex (1R, 6I)
    N - Abyz (Hazardous, 3R, 0I)
    N - Arinam (Industrial, 1R, 2I)
    N - Arnor (Industrial, 2R, 1I)
    N - Bereg (Hazardous, 3R, 1I)
    N - Centauri (Cultural, 1R, 3I)
    N - Coorneeq (Cultural, 1R, 2I)
    N - Dal Bootha (Cultural, 0R, 2I)
    N - Fria (Hazardous, 2R, 0I)
    N - Gral (Industrial, 1R, 1I, B)
    N - Lazar (Industrial, 1R, 0I, Y)
    N - Lirta IV (Hazardous, 2R, 3I)
    N - Lodor (Cultural, 3R, 1I)
    N - Lor (Industrial, 1R, 2I)
    N - Meer (Hazardous, 0R, 4I, R)
    N - Mehar Xull (Hazardous, 1R, 3I, R)
    N - Mellon (Cultural, 0R, 2I)
    N - New Albion (Industrial, 1R, 1I, G)
    N - Quann (Cultural, 2R, 1I)
    N - Qucen'n (Industrial, 1R, 2I)
    N - Rarron (Cultural, 0R, 3I)
    N - Resculon (Cultural, 2R, 0I)
    N - Sakulag (Hazardous, 2R, 1I)
    N - Saudor (Industrial, 2R, 2I)
    N - Starpoint (Hazardous, 3R, 1I)
    N - Tar'mann (Industrial, 1R, 1I, G)
    N - Tequ'ran (Hazardous, 2R, 0I)
    N - Thibah (Industrial, 1R, 1I, B)
    N - Torkan (Cultural, 0R, 3I)
    N - Vefut II (Hazardous, 2R, 0I)
    N - Wellon (Industrial, 1R, 2I, Y)
    N - Xxehan (Cultural, 1R, 1I)
    N - Zohbat (Hazardous, 3R, 1I)

    Order of Play
    Sardakk N'orr
    The Embers of Muaat
    The L1z1x Mindnet
    The Winnu
    The Emirates of Hacan
    The Naalu Collective

    All players will now select one Strategy Card in order, starting from the Speaker. MrBody has conditional orders to select the (7) Technology Strategy card, so it is now @discrider 's turn to select.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    Leadership @ketar

  • discriderdiscrider Registered User regular
    I've got no idea though.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited September 2017
    Trade

    I guess. Bleargh. Definitely missing some of the TI3 strategy cards right now.

    @Phyphor

    Ketar on
  • discriderdiscrider Registered User regular
    No idea what was edited but I don't think tags work as an edit. So just in case @Phyphor

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Construction

  • discriderdiscrider Registered User regular
  • LykouraghLykouragh Registered User regular
    Pick Imperial.

    Anything else or should I take my first action?

  • discriderdiscrider Registered User regular
    I think that's it. You should be right to take your turn.

  • MrBlarneyMrBlarney Registered User regular
    Yeah, feel free to start taking actions if you are ready. I'll post a status update tonight regardless of what other progress has been made.

    4463rwiq7r47.png
  • LykouraghLykouragh Registered User regular
    Activate Starpoint/New Albion. Move in destroyer, carrier, 2 fighters, 3 GF (leaving one on Druaa), 1 PDS. Drop 1 GF on New Albion, 2 GF and 1 PDS on Starpoint.

    T/F/S (hah!)-> 2/3/2

  • LykouraghLykouragh Registered User regular
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I don't think PDS cannons can be moved in TI4.

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