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Twilight Imperium 4e - Game 4: Round 2 - Strategy Phase

135678

Posts

  • MrBlarneyMrBlarney Registered User regular
    discrider wrote: »
    (What does the Ghost's Delta flagship wormhole link to?)
    The Creuss home system comes in two parts. On the main board is the Creuss Gate; the actual Home System is separate from the board itself. To connect the Home System to the Gate, there is a Delta wormhole in each system.

    chirisigtext.png
  • MrBodyMrBody Registered User regular
    Wow I think we screwed up the galaxy creation...

    and there's not even a top tier race like Jol-Nar or Sol to balance out the worst starting positions.

  • discriderdiscrider Registered User regular
    I blame everyone else

    Preda
  • MrBodyMrBody Registered User regular
    Are Preda and I destined to be stuck with Winnu and N'orr 2 games in a row ? o_O

  • MrBlarneyMrBlarney Registered User regular
    Well, it is your turn for selection, so destiny is in your hands.

    chirisigtext.png
    Mojo_Jojo
  • discriderdiscrider Registered User regular
    edited April 16
    Yeah @MrBody make your move instead of hosting or some such, gosh

    (Said with extreme jest)

    discrider on
  • MrBodyMrBody Registered User regular
    Oh, didn't recognize his comment as a selection.

    Location D in case I get stuck with 1 carrier.

    @Hedgethorn

  • Mojo_JojoMojo_Jojo A lemon squeezed in the salty fist of Poseidon Registered User regular
    Huh, I was sure I was going to end up with no choice of race

    Homogeneous distribution of your varieties of amuse-gueule
  • MrBodyMrBody Registered User regular
    I've seen way more games sunk by bad starting position than weak race.

    Predamindflare77
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    I'll take Mentak and settle for a weak starting placement, come what may.

    @Ketar

  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    Claim Location C.

    @discrider

    Sometimes our strengths lie beneath the surface - far beneath, in some cases - but I'm sure there's more to Ketar than meets the eye!
  • discriderdiscrider Registered User regular
    Mentak can go over there..

    Location E
    @Mojo_Jojo

  • Mojo_JojoMojo_Jojo A lemon squeezed in the salty fist of Poseidon Registered User regular
    claim Starting spot B and Naalu


    @discrider

    Homogeneous distribution of your varieties of amuse-gueule
  • discriderdiscrider Registered User regular
    Take the Speaker token

    @Ketar

  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    The Barony of Letnev

    @Hedgethorn

    Sometimes our strengths lie beneath the surface - far beneath, in some cases - but I'm sure there's more to Ketar than meets the eye!
  • MrBlarneyMrBlarney Registered User regular
    Since the Speaker Token has been claimed, Hedgethorn has no choice but to select starting location A.

    @MrBody is up to select a faction, with Preda to follow. discrider will take the last remaining race.

    Available Items
    The Ghosts of Creuss
    Sardakk N'orr
    The Winnu

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  • Mojo_JojoMojo_Jojo A lemon squeezed in the salty fist of Poseidon Registered User regular
    I feel nobody was super enthused about these races (aside from Mentak)

    Homogeneous distribution of your varieties of amuse-gueule
  • MrBodyMrBody Registered User regular
    Ghosts!

    @Preda to have fun with the N'orr!

  • Mojo_JojoMojo_Jojo A lemon squeezed in the salty fist of Poseidon Registered User regular
    I am shocked you did not pick Winnu or Sardak Norr, MrBody. Absolutely shocked

    Homogeneous distribution of your varieties of amuse-gueule
    KetarPredamindflare77
  • MrBodyMrBody Registered User regular
    There's been ideas of variants where you removed all tech objectives from the game. I'd be totally down to try out N'orr then. But with those objectives in the game, that's just way too many VP out of your reach.

  • discriderdiscrider Registered User regular
    It is @Preda 's turn to pick between N'orr and Winnu

  • PredaPreda Registered User regular
    I didn't expect to have a choice, but even N'orr is better than winnu, especially given that I don't want norr and mentak as neighbours...

    @discrider will have Winnu, @MrBlarney to start up.

  • discriderdiscrider Registered User regular
    Hahaha
    Suckers

    Mojo_JojoHedgethorn
  • MrBlarneyMrBlarney Registered User regular
    edited April 17
    It'll still take me some time to put the final map together, but in the meantime, let's do Secret Objective selection. All players will receive two Secret Objective cards; you'll keep one of them and let me know which one you'll return to the deck. Also, @discrider needs to declare a starting technology for the Winnu.

    MrBlarney on
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  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Do we have the tech tree posted anywhere in this thread? I couldn't locate it if we do.

  • MrBlarneyMrBlarney Registered User regular
    Hedgethorn wrote: »
    Do we have the tech tree posted anywhere in this thread? I couldn't locate it if we do.
    It's linked in the opening post, in the Rules and Utilities section, under General Technologies.

    chirisigtext.png
    Hedgethorn
  • discriderdiscrider Registered User regular
    Sarween @MrBlarney

  • MrBlarneyMrBlarney Registered User regular
    edited April 19
    Round 1: Start of Strategy Phase

    Preda: Select location F.
    MrBody: Select location D.
    Hedgethorn: Select the Mentak Coalition.
    Ketar: Select location C.
    discrider: Select location E.
    Mojo_Jojo: Select location B.
    Mojo_Jojo: Select the Naalu Collective.
    discrider: Select the Speaker Token.
    Ketar: Select the Barony of Letnev.
    Hedgethorn: Select location A.
    MrBody: Select the Ghosts of Creuss.
    Preda: Select the Sardakk N'orr.
    discrider: Select the Winnu.
    Select Sarween Tools for starting Technology.

    All players draw two Secret Objectives, keeping one and returning the other to the deck. The Secret Objectives deck is then shuffled.
    The top two cards of the Public Objective deck are revealed:
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    3 Stage I Objectives and 5 Stage II Objectives remain in the deck.

    Current Map: Start of Strategy Phase

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition - 0 VP
    The Naalu Collective - 0 VP
    The Barony of Letnev - 0 VP
    The Ghosts of Creuss - 0 VP
    The Winnu - 0 VP
    Sardakk N'orr - 0 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    3 Stage I Objectives and 5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Mentak Coalition: 1 unfulfilled secret objective in hand.
    The Naalu Collective: 1 unfulfilled secret objective in hand.
    The Barony of Letnev: 1 unfulfilled secret objective in hand.
    The Ghosts of Creuss: 1 unfulfilled secret objective in hand.
    The Winnu: 1 unfulfilled secret objective in hand.
    Sardakk N'orr: 1 unfulfilled secret objective in hand.

    Special Objectives
    The Mentak Coalition (Hedgethorn)
    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, Promise of Protection)
    Technology: Sarween Tools, Plasma Scoring

    Worlds:
    R - Moll Primus (4R, 1I)

    Other Racial Data:
    - Flagship: Fourth Moon: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Other players' ships in this system cannot use Sustain Damage.
    - Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
    - Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
    - Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
    - Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
    - Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.
    The Naalu Collective (Mojo_Jojo)
    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 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.
    - 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.
    The Barony of Letnev (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, War Funding)
    Technology: Antimass Deflectors, Plasma Scoring

    Worlds:
    R - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)

    Other Racial Data:
    - Flagship: Arc Secundus: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage, Bombardment 5 (x3). Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship.
    - Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
    - Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
    - Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
    - Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
    - Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.
    The Ghosts of Creuss (MrBody)
    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, Creuss IFF)
    Technology: Gravity Drive

    Worlds:
    R - Creuss (4R, 2I)

    Other Racial Data:
    - Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
    - Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
    - Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
    - Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
    - Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
    - Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
    - Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
    The Winnu (discrider) SPEAKER
    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 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.
    - 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.
    Sardakk N'orr (Preda)
    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 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.
    - 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.

    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 - 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 - 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 - Zohbat (Hazardous, 3R, 1I)

    Order of Play
    The Winnu
    Sardakk N'orr
    The Mentak Coalition
    The Naalu Collective
    The Barony of Letnev
    The Ghosts of Creuss

    All players will now select one Strategy Card in order, starting from the Speaker.

    MrBlarney on
    chirisigtext.png
  • MrBlarneyMrBlarney Registered User regular
    This game is on. @discrider has the first Strategy Card selection.

    chirisigtext.png
  • discriderdiscrider Registered User regular
    Tech @Preda

  • MrBodyMrBody Registered User regular
    You took the speaker token to make me pick last just to punish me for badmouthing the Winnu, didn't you.

  • discriderdiscrider Registered User regular
    Nah, I picked Winnu

  • discriderdiscrider Registered User regular
    to punish myself

    mindflare77
  • discriderdiscrider Registered User regular
    On that note, could I encourage you to move in the other direction @MrBody ?

  • KetarKetar Lacks the basic intelligence required for pretty much everythingRegistered User regular
    discrider wrote: »
    On that note, could I encourage you to move in the other direction @MrBody ?

    That would be ill-advised.

    Sometimes our strengths lie beneath the surface - far beneath, in some cases - but I'm sure there's more to Ketar than meets the eye!
  • discriderdiscrider Registered User regular
    Ketar wrote: »
    discrider wrote: »
    On that note, could I encourage you to move in the other direction @MrBody ?

    That would be ill-advised.

    I doubt it; you'd have to get through him before preventing me from encouraging him

  • MrBodyMrBody Registered User regular
    edited April 18
    discrider wrote: »
    On that note, could I encourage you to move in the other direction @MrBody ?

    You mean straight towards Mecatol instead of you?

    MrBody on
  • discriderdiscrider Registered User regular
    MrBody wrote: »
    discrider wrote: »
    On that note, could I encourage you to move in the other direction @MrBody ?

    You mean straight towards Mecatol instead of you?

    Around the other side of that Asteroid field even.

  • discriderdiscrider Registered User regular
    edited April 18
    Basically wondering if there's any way we could come to an agreement over Lirta Bereg @MrBody

    discrider on
  • MrBodyMrBody Registered User regular
    I would have to see what strategy card everyone else picks and what I end up getting. I would say letting you have that system would be a minimum free refresh if you get Trade plus 2 TGs.

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