Activate HS. The carrier there moves to beta wormhole get the GF and go back, dropping the GF on Tren'Lak. The Dreadnought there moves to Zhobat, get a GF there and goes back (using gravity drive) dropping the GF on Quinarra. Than exaust everything left (Quinarra 3R, Zhobat 3R and Quann 2R) to Build the C'morran N'orr (8R) and 2 fighters (1R, sarween tools).
0/0/6 C/T/A
0/3/0 T/F/S
as saying that the "Carrier there" in the second sentence referred to your home system. Since you mentioned the "beta wormhole" in that sentence, the "Dreadnought there" in the third sentence referred to the unit in the Beta Wormhole system. I think I see what you mean now, though. (And I just noticed that you'd be over fleet capacity otherwise.) I'll update the last two status updates in a bit now that your orders have been clarified.
Activate HS. The carrier there moves to beta wormhole get the GF and go back, dropping the GF on Tren'Lak. The Dreadnought there moves to Zhobat, get a GF there and goes back (using gravity drive) dropping the GF on Quinarra. Than exaust everything left (Quinarra 3R, Zhobat 3R and Quann 2R) to Build the C'morran N'orr (8R) and 2 fighters (1R, sarween tools).
0/0/6 C/T/A
0/3/0 T/F/S
as saying that the "Carrier there" in the second sentence referred to your home system. Since you mentioned the "beta wormhole" in that sentence, the "Dreadnought there" in the third sentence referred to the unit in the Beta Wormhole system. I think I see what you mean now, though. (And I just noticed that you'd be over fleet capacity otherwise.) I'll update the last two status updates in a bit now that your orders have been clarified.
Haha, we'll make gunnery crews out of these bookkeepers yet!
We figured out if you aim for the ships inside your system it makes it easier to hit the ones outside, when you miss.
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
Play secondary on construction. Put a PDS on Moll Primus. 3/3/0
0
Options
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
It should be my turn then.
Activate "Nothing to See Here".
Play In the Silence of Space
After you activate a system: Choose 1 system. During this tactical action, your ships in the chosen system can move through systems that contain other player ships.
In the Silence of Space will apply to my ships at Arinam.
The two cruisers, the fighter, and the GF at Arinam go through the Beta wormhole in Bereg/Lirta, through the Beta wormhole next to N'orr's home system, to "Nothing to See Here."
+1
Options
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
Sardakk N'orr: Play the primary ability of the (4) Construction Strategy Card, building 1 PDS on Tren'lak and 1 PDS on Abyz.
Mentak plays on the secondary (SP 1 --> 0), placing a command counter in the Mentak Home System and placing 1 PDS on Moll Primus. The Mentak Coalition: Activate empty system "Nothing to See Here". (TP 3 --> 2)
Play Action Card "In the Silence of Space", allowing ships to move through systems with other players' ships. (AC 6 --> 5)
Move in 2 Cruisers, 1 Fighter, and 1 Infantry from Arinam. The Barony of Letnev: Activate the Wellon system (TP 1 --> 0)
Move in 1 War Sun, 2 Fighters, and 1 Infantry from the Letnev Home System. The Naalu Collective: Pass turn. The Winnu: Activate the Alpha Wormhole system. (TP 2 --> 1)
Move in 1 Destroyer from the Winnu Home System.
Sardakk N'orr - 6 VP The Mentak Coalition - 6 VP The Winnu - 4 VP The Naalu Collective - 3 VP The Ghosts of Creuss - 3 VP The Barony of Letnev - 2 VP
Public Objectives Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu, Creuss Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: N'orr, Mentak, Letnev Erect a Monument (1 VP): Spend 8 resources.: Creuss, N'orr, Naalu, Letnev, Mentak Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu Develop Weaponry (1 VP): Own 2 unit upgrade technologies.: N'orr Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.
4 Stage II Objectives remain in the deck.
Secret Objectives The Mentak Coalition: Master the Laws of Physics (Status Phase, 1 VP): Own 4 technologies of the same color.
2 unfulfilled secret objectives in hand. The Naalu Collective: 3 unfulfilled secret objectives in hand. The Barony of Letnev: 2 unfulfilled secret objectives in hand. The Ghosts of Creuss: 3 unfulfilled secret objectives in hand. The Winnu: 2 unfulfilled secret objectives in hand. Sardakk N'orr: Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
1 unfulfilled secret objective in hand.
Special Objectives Naalu's Support for the Throne (1 VP): Held by Mentak. Mentak's Support for the Throne (1 VP): Held by N'orr. N'orr's Support for the Throne (1 VP): Held by Mentak. Custodians of Mecatol Rex (1 VP): Claimed by Winnu. Letnev's Support for the Throne (1 VP): Held by Winnu. Winnu's Support for the Throne (1 VP): Held by N'orr. Imperial Rider (1 VP): Successful prediction by Creuss. Imperial Primary Ability (1 VP): Claimed by Winnu once (Round 4). Shard of the Throne (1 VP): Held by Mentak.
The Mentak Coalition (Hedgethorn)
Commodities: 0 / 2
Trade Goods: 4
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret)
Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Mirror Computing, Plasma Scoring, Cruiser II, Space Dock II
Worlds: X - Moll Primus (4R, 1I) X - Arinam (Industrial, 1R, 2I) X - Arnor (Industrial, 2R, 1I) X - Lodor (Cultural, 3R, 1I) X - Lor (Industrial, 1R, 2I) X - Tar'mann (Industrial, 1R, 1I, G)
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: 3 / 3
Trade Goods: 0
Action Cards: 6
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Hybrid Crystal Fighter II
Worlds: R - Maaluuk (0R, 2I) X - Druaa (3R, 1I) X - Qucen'n (Industrial, 1R, 2I) R - Rarron (Cultural, 0R, 3I)
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) SPEAKER
Commodities: 0 / 2
Trade Goods: 0
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: N'orr's Ceasefire (Trade Agreement, Political Secret, War Funding)
Technology: Antimass Deflectors, Fleet Logistics, Plasma Scoring, Magen Defense Grid, Non-Euclidean Shielding, Sarween Tools, Dreadnought II, War Sun
Worlds: X - Arc Prime (4R, 0I) X - Wren Terra (2R, 1I) X - Centauri (Cultural, 1R, 3I) X - Coorneeq (Cultural, 1R, 2I) X - Gral (Industrial, 1R, 1I, B) X - Resculon (Cultural, 2R, 0I) X - Saudor (Industrial, 2R, 2I) X - Tequ'ran (Hazardous, 2R, 0I) X - Torkan (Cultural, 0R, 3I) X - Wellon (Industrial, 1R, 2I, Y)
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: 5
Action Cards: 7
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 2
Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator, Sarween Tools, Fighter II
Worlds: X - Creuss (4R, 2I) R - Bereg (Hazardous, 3R, 1I) X - Lirta IV (Hazardous, 2R, 3I) X - New Albion (Industrial, 1R, 1I, G) R - Starpoint (Hazardous, 3R, 1I)
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)
Commodities: 0 / 3
Trade Goods: 2
Action Cards: 6
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Creuss' Ceasefire, Letnev's Support for the Throne, Mentak's Promise of Protection (Trade Agreement, Political Secret, Acquiescence)
Technology: Sarween Tools, Hegemonic Trade Policy, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II, Space Dock II
Worlds: X - Winnu (3R, 4I) X - Mecatol Rex (1R, 6I) X - Lazar (Industrial, 1R, 0I, Y) X - Meer (Hazardous, 0R, 4I, R) X - Sakulag (Hazardous, 3R, 2I, Terraforming Initiative) X - Thibah (Industrial, 1R, 1I, B)
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: 1
Action Cards: 6
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Letnev's Ceasefire, Mentak's Support for the Throne, Winnu's Support for the Throne (Trade Agreement, Political Secret)
Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Sarween Tools, Carrier II, Fighter II
Worlds: X - Tren'lak (1R, 0I) X - Quinarra (3R, 1I) X - Abyz (Hazardous, 3R, 0I) X - Fria (Hazardous, 2R, 0I) X - Mellon (Cultural, 0R, 2I) X - Quann (Cultural, 2R, 1I) X - Vefut II (Hazardous, 2R, 2I) X - Zohbat (Hazardous, 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.
Agenda Effects
Terraforming Intiative - Attached to Sakulag. The resource and influence values of this planet are increased by 1. Minister of Commerce - Held by Winnu. After Winnu replenishes commodities, they gain 1 trade good for each player that is their neighbor. Shard of the Throne - Held by Mentak. Provides its bearer 1 victory point. This card, and its victory point, changes hands when a player wins a combat against the owner of this card.
Order of Play The Naalu Collective (Mojo_Jojo): (0) TechnologyPASSED The Winnu (discrider): (1) Leadership The Ghosts of Creuss (MrBody): (3) PoliticsCurrent Player Sardakk N'orr (Preda): (4) Construction The Mentak Coalition (Hedgethorn): (6) Warfare The Barony of Letnev (Ketar): (8) Imperial
@MrBody planning to do something big with his fleet...
Wasting another tactical action setting up a block to my home system after that last PDS action.
Otherwise you're looking at, what, four movement from me, or others coming through Lirta-Bereg.
I'd thought with the Mentak now gone, that the block was no longer necessary.
Ok so, there are two things:
1. You used an AC on @Hedgethorn which he forgot to Pillage, so it was unclear whether this continued pattern of behaviour was deliberate or not.
2. The PDS units were originally built as a Lirta-Bereg tax, due because of you picking Creuss. They have been highly ineffectual at this, due to you picking Creuss and just building everything in your home system.
Posts
Construction. Build a Pds on Tren'Lak and Abyz.
@MrBody and @Hedgethorn for secondary, the others have no counters.
as saying that the "Carrier there" in the second sentence referred to your home system. Since you mentioned the "beta wormhole" in that sentence, the "Dreadnought there" in the third sentence referred to the unit in the Beta Wormhole system. I think I see what you mean now, though. (And I just noticed that you'd be over fleet capacity otherwise.) I'll update the last two status updates in a bit now that your orders have been clarified.
(Would also require the Dreadnought to move 3)
FIRE ZE CANNONS!
Geth roll 2d10t6 for CANNONS
We figured out if you aim for the ships inside your system it makes it easier to hit the ones outside, when you miss.
Activate "Nothing to See Here".
Play In the Silence of Space
After you activate a system: Choose 1 system. During this tactical action, your ships in the chosen system can move through systems that contain other player ships.
In the Silence of Space will apply to my ships at Arinam.
The two cruisers, the fighter, and the GF at Arinam go through the Beta wormhole in Bereg/Lirta, through the Beta wormhole next to N'orr's home system, to "Nothing to See Here."
I think I No sab
No sabotage
I thought about risking the gravity rift to bring them all the way to my home system, but that seemed a bit excessive.
0/4/0
@Mojo_Jojo is up
Move in a destroyer.
1/3/0 T/F/S
@MrBody
Sardakk N'orr: Play the primary ability of the (4) Construction Strategy Card, building 1 PDS on Tren'lak and 1 PDS on Abyz.
Mentak plays on the secondary (SP 1 --> 0), placing a command counter in the Mentak Home System and placing 1 PDS on Moll Primus.
The Mentak Coalition: Activate empty system "Nothing to See Here". (TP 3 --> 2)
Play Action Card "In the Silence of Space", allowing ships to move through systems with other players' ships. (AC 6 --> 5)
Move in 2 Cruisers, 1 Fighter, and 1 Infantry from Arinam.
The Barony of Letnev: Activate the Wellon system (TP 1 --> 0)
Move in 1 War Sun, 2 Fighters, and 1 Infantry from the Letnev Home System.
The Naalu Collective: Pass turn.
The Winnu: Activate the Alpha Wormhole system. (TP 2 --> 1)
Move in 1 Destroyer from the Winnu Home System.
Current Map: Round 5, Action Phase Update 4
Current Technologies
Victory Points and Objectives
The Mentak Coalition - 6 VP
The Winnu - 4 VP
The Naalu Collective - 3 VP
The Ghosts of Creuss - 3 VP
The Barony of Letnev - 2 VP
Public Objectives
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu, Creuss
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: N'orr, Mentak, Letnev
Erect a Monument (1 VP): Spend 8 resources.: Creuss, N'orr, Naalu, Letnev, Mentak
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu
Develop Weaponry (1 VP): Own 2 unit upgrade technologies.: N'orr
Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.
4 Stage II Objectives remain in the deck.
Secret Objectives
The Mentak Coalition: Master the Laws of Physics (Status Phase, 1 VP): Own 4 technologies of the same color.
2 unfulfilled secret objectives in hand.
The Naalu Collective: 3 unfulfilled secret objectives in hand.
The Barony of Letnev: 2 unfulfilled secret objectives in hand.
The Ghosts of Creuss: 3 unfulfilled secret objectives in hand.
The Winnu: 2 unfulfilled secret objectives in hand.
Sardakk N'orr: Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
1 unfulfilled secret objective in hand.
Special Objectives
Naalu's Support for the Throne (1 VP): Held by Mentak.
Mentak's Support for the Throne (1 VP): Held by N'orr.
N'orr's Support for the Throne (1 VP): Held by Mentak.
Custodians of Mecatol Rex (1 VP): Claimed by Winnu.
Letnev's Support for the Throne (1 VP): Held by Winnu.
Winnu's Support for the Throne (1 VP): Held by N'orr.
Imperial Rider (1 VP): Successful prediction by Creuss.
Imperial Primary Ability (1 VP): Claimed by Winnu once (Round 4).
Shard of the Throne (1 VP): Held by Mentak.
The Mentak Coalition (Hedgethorn)
Trade Goods: 4
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret)
Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Mirror Computing, Plasma Scoring, Cruiser II, Space Dock II
Worlds:
X - Moll Primus (4R, 1I)
X - Arinam (Industrial, 1R, 2I)
X - Arnor (Industrial, 2R, 1I)
X - Lodor (Cultural, 3R, 1I)
X - Lor (Industrial, 1R, 2I)
X - Tar'mann (Industrial, 1R, 1I, G)
Other Racial Data:
- 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)
Trade Goods: 0
Action Cards: 6
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Hybrid Crystal Fighter II
Worlds:
R - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Qucen'n (Industrial, 1R, 2I)
R - Rarron (Cultural, 0R, 3I)
Other Racial Data:
- 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) SPEAKER
Trade Goods: 0
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: N'orr's Ceasefire (Trade Agreement, Political Secret, War Funding)
Technology: Antimass Deflectors, Fleet Logistics, Plasma Scoring, Magen Defense Grid, Non-Euclidean Shielding, Sarween Tools, Dreadnought II, War Sun
Worlds:
X - Arc Prime (4R, 0I)
X - Wren Terra (2R, 1I)
X - Centauri (Cultural, 1R, 3I)
X - Coorneeq (Cultural, 1R, 2I)
X - Gral (Industrial, 1R, 1I, B)
X - Resculon (Cultural, 2R, 0I)
X - Saudor (Industrial, 2R, 2I)
X - Tequ'ran (Hazardous, 2R, 0I)
X - Torkan (Cultural, 0R, 3I)
X - Wellon (Industrial, 1R, 2I, Y)
Other Racial Data:
- 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)
Trade Goods: 5
Action Cards: 7
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 2
Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator, Sarween Tools, Fighter II
Worlds:
X - Creuss (4R, 2I)
R - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
X - New Albion (Industrial, 1R, 1I, G)
R - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- 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)
Trade Goods: 2
Action Cards: 6
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Creuss' Ceasefire, Letnev's Support for the Throne, Mentak's Promise of Protection (Trade Agreement, Political Secret, Acquiescence)
Technology: Sarween Tools, Hegemonic Trade Policy, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II, Space Dock II
Worlds:
X - Winnu (3R, 4I)
X - Mecatol Rex (1R, 6I)
X - Lazar (Industrial, 1R, 0I, Y)
X - Meer (Hazardous, 0R, 4I, R)
X - Sakulag (Hazardous, 3R, 2I, Terraforming Initiative)
X - Thibah (Industrial, 1R, 1I, B)
Other Racial Data:
- 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)
Trade Goods: 1
Action Cards: 6
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Letnev's Ceasefire, Mentak's Support for the Throne, Winnu's Support for the Throne (Trade Agreement, Political Secret)
Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Sarween Tools, Carrier II, Fighter II
Worlds:
X - Tren'lak (1R, 0I)
X - Quinarra (3R, 1I)
X - Abyz (Hazardous, 3R, 0I)
X - Fria (Hazardous, 2R, 0I)
X - Mellon (Cultural, 0R, 2I)
X - Quann (Cultural, 2R, 1I)
X - Vefut II (Hazardous, 2R, 2I)
X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- 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.
Agenda Effects
Minister of Commerce - Held by Winnu. After Winnu replenishes commodities, they gain 1 trade good for each player that is their neighbor.
Shard of the Throne - Held by Mentak. Provides its bearer 1 victory point. This card, and its victory point, changes hands when a player wins a combat against the owner of this card.
Order of Play
The Naalu Collective (Mojo_Jojo): (0) Technology PASSED
The Winnu (discrider): (1) Leadership
The Ghosts of Creuss (MrBody): (3) Politics Current Player
Sardakk N'orr (Preda): (4) Construction
The Mentak Coalition (Hedgethorn): (6) Warfare
The Barony of Letnev (Ketar): (8) Imperial
Wasting another tactical action setting up a block to my home system after that last PDS action.
??
I'm sure people could fly through your flagship if it came to that.
Otherwise you're looking at, what, four movement from me, or others coming through Lirta-Bereg.
I'd thought with the Mentak now gone, that the block was no longer necessary.
Action: Place 1 destroyer from your reinforcements in a non-home system that contains a wormhole and does not contain other players' ships.
To the Creuss Gate
@Preda
That's not what I'd consider wasting...
There will be retribution.
But let's not veil your invasion of Meer in false pretense.
Just stop, dude.
1. You used an AC on @Hedgethorn which he forgot to Pillage, so it was unclear whether this continued pattern of behaviour was deliberate or not.
2. The PDS units were originally built as a Lirta-Bereg tax, due because of you picking Creuss. They have been highly ineffectual at this, due to you picking Creuss and just building everything in your home system.
So yeah, it was going to fire.