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Twilight Imperium 4e - Game 4: Round 7 - Action Phase / Game End

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    discriderdiscrider Registered User regular
    edited June 2018
    I'm assuming @Hedgethorn didn't set the self-destruct on MR then
    (By leaving that Agenda on top)

    discrider on
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    MrBodyMrBody Registered User regular
    edited June 2018
    Activate Vefut system
    Move in carrier with 4 fighters and 1 infantry from Bereg, using gravity drive.
    Move in ALL units from Meer system (from B wormhole to A wormhole, using slipstream)
    So that's 2 carrieres, 2 dreads, 5 fighters, 3 infantry


    @discrider for PDS

    MrBody on
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    discriderdiscrider Registered User regular
    K.
    Geth roll 3d10t6 for cannons

    cannons:
    3d10t6 2 [3d10t6=4, 6, 7]

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    discriderdiscrider Registered User regular
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    MrBodyMrBody Registered User regular
    Maneuvering Jets
    Before you assign hits produced by another player's Space Cannon roll: Cancel 1 hit.

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    discriderdiscrider Registered User regular
    No Sab

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    discriderdiscrider Registered User regular
    @MrBody
    (Your profile showing a last active time of half an hour before your last post; don't know how that works)

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    MrBodyMrBody Registered User regular
    Don't think anyone else would throw a sabotage at that, but protocol is protocol.

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    discriderdiscrider Registered User regular
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Nobody is going to sab that.

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    MrBodyMrBody Registered User regular
    Know who else didn't use a sabotage on a 3rd party maneuvering jets card?

    Hitler!

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    HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    No sabotage

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    MrBlarneyMrBlarney Registered User regular
    Yeah, I agree - I don't think we need to do the full Sabotage call on this one. Just need some combat orders from @MrBody and @discrider.

    4463rwiq7r47.png
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    MrBodyMrBody Registered User regular
    Lose a fighter
    No cards for now

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    discriderdiscrider Registered User regular
    Meh.
    No cards from @MrBody then.
    Skilled Retreat back into Lazax Sakulag
    Sabotages?

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    MrBodyMrBody Registered User regular
    nope

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    discriderdiscrider Registered User regular
    Destroy a Carrier and Destroyer to Fleet Supply.
    @MrBody to continue
    I can now take another AC :D

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    MrBodyMrBody Registered User regular
    Invade Vefut II

    geth roll 2d6t5 for bombardment

    bombardment:
    2d6t5 1 [2d6t5=4, 6]

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    MrBodyMrBody Registered User regular
    @discrider action

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    discriderdiscrider Registered User regular
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    HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Pass for the round.

    Back to @MrBody

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    discriderdiscrider Registered User regular
    Before I forget, @MrBody may I suggest an alpha wormhole in that asteroid belt next to Hedgethorn's home system?

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    MrBodyMrBody Registered User regular
    discrider wrote: »
    Before I forget, @MrBody may I suggest an alpha wormhole in that asteroid belt next to Hedgethorn's home system?

    Reason?

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    MrBodyMrBody Registered User regular
    pass round

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    discriderdiscrider Registered User regular
    Thought it could rein in Hedgethorn.
    I guess they got that Warsun headed over there anyway

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    discriderdiscrider Registered User regular
    Anyway your choice now @MrBody

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    HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    discrider wrote: »
    Thought it could rein in Hedgethorn.
    I guess they got that Warsun headed over there anyway

    Between Norr and Letnev, pretty sure I'm not scoring any more points.

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    HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Everyone's passed. @MrBlarney for the next phase.

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    discriderdiscrider Registered User regular
    @MrBody for wormhole placement

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    discrider wrote: »
    Thought it could rein in Hedgethorn.
    I guess they got that Warsun headed over there anyway

    What? That would imply that the Letnev are finished shining the bright light of our Peace Star upon the Naalu.

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    MrBodyMrBody Registered User regular
    wormhole A on Vefut II

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    discriderdiscrider Registered User regular
    Alright. Objective time.
    Claim PO "Revolutionize" "Warfare" - 2 VP and SO Fuel the "War Machine" (Have 3 Space Docks)

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    MrBodyMrBody Registered User regular
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait

    Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.

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    MrBlarneyMrBlarney Registered User regular
    edited June 2018
    Round 6: Start of Status Phase

    The Mentak Coalition: Activate the Mecatol Rex system. (TP 1 --> 0)
    Move in 2 Dreadnoughts and 2 Fighters from Tar'mann and 1 Cruiser and 1 Infantry from empty system "Nothing to See Here".
    Winnu Space Cannon Offense lands one hit, but is cancelled by Mentak's Action Card "Maneuvering Jets". (AC 6 --> 5)
    During space combat, Mentak loses 1 Fighter, while Winnu loses 3 Fighters; combat resolves in favor of Mentak.
    Use racial technology "Salvage Operations" to gain 1 Trade Good. (TG 5 --> 6)
    Bombardment destroys Winnu 2 Infantry on Mecatol Rex.
    The Ghosts of Creuss: Activate the Vefut II system. (TP 1 --> 0)
    Move in 1 Carrier, 4 Fighters, and 1 Infantry from Bereg and 2 Dreadnoughts, 1 Carrier, 1 Fighter, and 2 Infantry from Meer.
    Winnu Space Cannon Offense destroys 1 Creuss Fighter and Creuss expends Action Card "Maneuvering Jets" to cancel one other hit. (AC 6 --> 5)
    At the start of space combat, Winnu plays Action Card "Skilled Retreat" to move 1 Dreadnought, 1 Carrier, and 3 Fighters to Lazar-Sakulag (AC 7 --> 6); Winnu destroys 1 Destroyer and 1 Carrier to comply with Fleet Pool limits.
    Land 3 Infantry on Vefut II.
    Bombardment destroys 1 N'orr Infantry.
    The Winnu: Pass turn.
    The Mentak Coalition: Pass turn.
    The Ghosts of Creuss: Pass turn.

    Current Map: Round 6, Start of Status Phase

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition - 6 VP
    The Winnu - 6 VP
    Sardakk N'orr - 5 VP
    The Naalu Collective - 5 VP
    The Barony of Letnev - 5 VP
    The Ghosts of Creuss - 4 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, Creuss
    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, Winnu, Mentak, Letnev
    Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.: Letnev
    3 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: Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
    Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points.
    1 unfulfilled secret objective in hand.
    The Barony of Letnev: 3 unfulfilled secret objectives in hand.
    The Ghosts of Creuss: 3 unfulfilled secret objectives in hand.
    The Winnu: Become the Gatekeeper (Status Phase, 1 VP): Have one or more ships in a system that contains an Alpha wormhole and 1 or more ships in a system that contains a Beta wormhole.
    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.
    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).

    The Mentak Coalition (Hedgethorn) SPEAKER
    Commodities: 0 / 2
    Trade Goods: 6
    Action Cards: 5

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne)
    Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Mirror Computing, Plasma Scoring, Cruiser II, Space Dock II, PDS II

    Worlds:
    X - Moll Primus (4R, 1I)
    X - Arinam (Industrial, 1R, 2I)
    X - Arnor (Industrial, 2R, 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: 2

    Tactic Pool: 1
    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, Infantry II

    Worlds:
    R - Maaluuk (0R, 2I)
    X - Druaa (3R, 1I)
    X - Lodor (Cultural, 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: 6

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 0

    Promissory Notes: N'orr's Ceasefire, Winnu's Political Secret (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, Destroyer II

    Worlds:
    X - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    X - Coorneeq (Cultural, 1R, 2I)
    R - Gral (Industrial, 1R, 1I, B)
    X - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)
    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: 4
    Action Cards: 5

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator, Sarween Tools, Fighter II, Carrier II, PDS II

    Worlds:
    X - Creuss (4R, 2I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Meer (Hazardous, 0R, 4I, R)
    R - New Albion (Industrial, 1R, 1I, G)
    X - Starpoint (Hazardous, 3R, 1I)
    X - Vefut II (Hazardous, 2R, 2I)
    X - Zohbat (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: 1
    Action Cards: 6

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 0

    Promissory Notes: Letnev's Support for the Throne, Mentak's Promise of Protection (Trade Agreement, Acquiescence)
    Technology: Sarween Tools, Hegemonic Trade Policy, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II, Space Dock II, Dreadnought II

    Worlds:
    X - Winnu (3R, 4I)
    X - Mecatol Rex (1R, 6I)
    X - Lazar (Industrial, 1R, 0I, Y)
    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: 0
    Action Cards: 5

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Letnev's Ceasefire, Winnu's Support for the Throne (Trade Agreement, Political Secret)
    Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Sarween Tools, Carrier II, Fighter II, Exotrireme II

    Worlds:
    X - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)
    X - Abyz (Hazardous, 3R, 0I)
    X - Fria (Hazardous, 2R, 0I)
    X - Mellon (Cultural, 0R, 2I)

    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.
    Representative Government - Players cannot exhaust planets to cast votes during the agenda phase; each player may cast 1 vote on each agenda instead.
    Minister of Industry - Held by Naalu. When Naalu places a space dock in a system, their units in that system may use their Production abilities.

    Order of Play
    The Naalu Collective (Mojo_Jojo)
    The Winnu (discrider)
    The Mentak Coalition (Hedgethorn)
    Sardakk N'orr (Preda)
    The Ghosts of Creuss (MrBody)
    The Barony of Letnev (Ketar)

    All players may now each claim up to one Public Objective and one Secret Objective. Creuss may also make use of their Wormhole Generator racial technology.

    MrBlarney on
    4463rwiq7r47.png
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    MrBodyMrBody Registered User regular
    Welp. No one wins this round. Next is going to be a nail biter.

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    discriderdiscrider Registered User regular
    edited June 2018
    MrBody wrote: »
    Welp. No one wins this round. Next is going to be a nail biter.

    There's still an Agenda phase and a certain Pirate King is the speaker.

    discrider on
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    HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Claim "Revolutionize Warfare" (2 VP) and Cut Supply Lines (1 VP): Have one or more ships in the same system as another player's Space Dock.

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    Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Claim Develop Weaponry (1 VP): Own 2 unit upgrade technologies

    Homogeneous distribution of your varieties of amuse-gueule
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    discriderdiscrider Registered User regular
    We dispute we had any supplies to cut.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Claim Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.

    Claim Monopolize Production (Status Phase, 1 VP): Control 4 industrial planets.

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