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

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Posts

  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    Pass.

    @Preda

  • PredaPreda Registered User regular
    Pass. Shouldn't matter, but there are 2 GF on Abyz and 1 on Fria (I didn't specify last turn).

    @MrBody must pass too (no tactic token and no action cards) so @Hedgethorn next (he'll probably pass too, but is not forced to).

  • Mojo_JojoMojo_Jojo But do you really believe him? Registered User regular
    I'll have spotty internet access tomorrow so may be slow to respond to things.

    Homogeneous distribution of your varieties of amuse-gueule
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    I suppose I ought to have done this earlier in order to have been more ruthless in the timing of Warfare; I could have put several of you in a bad spot. C'est la vie. Consider your second systems a gift from the bounty of the Mentak.

    Activate Moll Primus. Spend two trade goods to build a cruiser and two GFs (Cost lowered by Sarween Tools).

    Then, since everyone else has already passed, it'll be my action again.

    Pass.


    @MrBlarney for status phase.

  • MrBlarneyMrBlarney Registered User regular
    edited April 2018
    Round 1: Start of Status Phase

    The Barony of Letnev: Activate the Saudor System. (TP 2 --> 1)
    Move in 2 Dreadnoughts and 2 Infantry from the Letnev Home System.
    Land 2 Infantry on Saudor.
    Sardakk N'orr: Activate the Abyz-Fria System. (TP 2 --> 1)
    Move in 1 Dreadnought, 1 Carrier, 2 Fighters, and 3 Infantry from Quinarra.
    Land 2 Infantry on Abyz and 1 Infantry on Fria.
    The Ghosts of Creuss: Activate the New Albion-Starpoint system. (TP 1 --> 0)
    Move in 2 Destroyers, 1 Carrier, 2 Fighters, and 2 Infantry from the Creuss Home System.
    Land 1 Infantry on each of New Albion and Starpoint.
    The Mentak Coalition: Activate the Tar'mann system. (TP 2 --> 1)
    Move in 1 Carrier and 2 Infantry from the Arnor-Lor system.
    Land 2 Infantry on Tar'mann.
    The Winnu: Pass turn.
    The Naalu Collective: Pass turn.
    The Barony of Letnev: Pass turn.
    Sardakk N'orr: Pass turn.
    The Ghosts of Creuss: Pass turn.
    The Mentak Coalition: Activate the Mentak Home System. (TP 1 --> 0)
    Exhaust 2 Trade Goods (TG 3 --> 1) +1R from Sarween Tools to build 1 Cruiser (2R) and 2 Infantry (1R) at Moll Primus.
    The Mentak Coalition: Pass turn.

    Current Map: Round 1, Start of Status Phase

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition - 1 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
    Naalu's Support for the Throne (1 VP): Held by Mentak.

    The Mentak Coalition (Hedgethorn)
    Commodities: 0 / 2
    Trade Goods: 1
    Action Cards: 0

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

    Promissory Notes: Naalu's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Promise of Protection)
    Technology: Sarween Tools, Graviton Laser System, Plasma Scoring

    Worlds:
    X - Moll Primus (4R, 1I)
    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: 0 / 3
    Trade Goods: 5
    Action Cards: 0

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

    Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Sarween Tools

    Worlds:
    R - Maaluuk (0R, 2I)
    X - Druaa (3R, 1I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)
    X - Resculon (Cultural, 2R, 0I)

    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: 2

    Tactic Pool: 1
    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:
    X - Arc Prime (4R, 0I)
    X - Wren Terra (2R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    X - Gral (Industrial, 1R, 1I, B)
    X - Saudor (Industrial, 2R, 2I)

    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: 0
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive

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

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

    Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Antimass Deflectors, Gravity Drive

    Worlds:
    X - Winnu (3R, 4I)
    X - Arinam (Industrial, 1R, 2I)
    X - Meer (Hazardous, 0R, 4I, R)

    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) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 1
    Action Cards: 1

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

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

    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 - 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.

    Neutral Worlds
    N - Mecatol Rex (1R, 6I)
    N - Lazar (Industrial, 1R, 0I, Y)
    N - Lodor (Cultural, 3R, 1I)
    N - Quann (Cultural, 2R, 1I)
    N - Sakulag (Hazardous, 2R, 1I)
    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)

    Order of Play
    The Naalu Collective (Mojo_Jojo): (0) Trade
    The Barony of Letnev (Ketar): (1) Leadership
    Sardakk N'orr (Preda): (3) Politics
    The Ghosts of Creuss (MrBody): (4) Construction
    The Mentak Coalition (Hedgethorn): (6) Warfare
    The Winnu (discrider): (7) Technology

    All players may now each claim up to one Public Objective and one Secret Objective.

    MrBlarney on
    chirisigtext.png
  • Mojo_JojoMojo_Jojo But do you really believe him? Registered User regular
    Claim Negotiate Trade Routes (1 VP) by spending my vast fortune of 5 Trade Goods

    Grumble grumble. Bloody pirates.

    Homogeneous distribution of your varieties of amuse-gueule
  • PredaPreda Registered User regular
    No claim.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    No objectives claimed.

  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    No objectives.

    @discrider @MrBody

  • discriderdiscrider Registered User regular
    No objectives

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • MrBodyMrBody Registered User regular
    nothing

  • PredaPreda Registered User regular
    Add 1 token in tactic and 1 in strategy for 2/3/2

  • discriderdiscrider Registered User regular
    @MrBlarney for ACs

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • MrBodyMrBody Registered User regular
    edited April 2018
    +1 T +1 S

    T/F/S 1/3/2

    MrBody on
  • discriderdiscrider Registered User regular
    Also the next Public Objective <~<

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    2 tactics tokens.
    T/F/S: 2/3/1
    C/T/A: 0/1/0

  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    Add 2 tokens to tactic pool. Move 1 token from fleet to strategy.

    3/2/3

  • discriderdiscrider Registered User regular
    Whatever happened to proper process, gosh darn it?!

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    The objective and my AC won't affect my token arrangement, and I have to work tonight so better to put my orders in now and not potentially hold things up later.

    discriderHedgethornPreda
  • discriderdiscrider Registered User regular
    Madness!

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • MrBlarneyMrBlarney Registered User regular
    Madness indeed.

    Reveal Public Objective
    Erect a Monument (1 VP): Spend 8 resources.
    2 Stage I Objectives and 5 Stage II Objectives remain in the deck.

    All players draw 1 Action Card, excepting Naalu who draws 2 cards. Each player gains 2 Command Tokens for allocation.

    chirisigtext.png
  • discriderdiscrider Registered User regular
    2/2/2 T/F/S I guess?

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • discriderdiscrider Registered User regular
    @Mojo_Jojo for CC allocation.
    Then @Preda for first Strategy card pick.

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • MrBodyMrBody Registered User regular
    If everyone could let me have leadership or tech, that would really help a lot.

  • discriderdiscrider Registered User regular
    ^Post made only to show off new avatar.
    Clearly we have to day 1 MrBody in the lawyer phalla so he can ghost post all the time

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • Mojo_JojoMojo_Jojo But do you really believe him? Registered User regular
    Round 2 is always such slim pickings

    +2 T

    T/F/S 2/3/1


    Homogeneous distribution of your varieties of amuse-gueule
  • discriderdiscrider Registered User regular
    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • MrBlarneyMrBlarney Registered User regular
    edited April 2018
    Round 2: Start of Strategy Phase

    Score Objectives
    The Naalu Collective: Exhaust 5 Trade Goods (TG 5 --> 0) to claim Public Objective "Negotiate Trade Routes". (VP 0 --> 1)
    Reveal Public Objective
    Erect a Monument (1 VP): Spend 8 resources.
    2 Stage I Objectives and 5 Stage II Objectives remain in the deck.
    Gain Action Cards and Command Tokens; Redistribute Command Areas
    The Naalu Collective: AC 0 --> 2; TP 0 --> 2
    The Barony of Letnev: AC 2 --> 3; TP 1 --> 3, FP 3 --> 2, SP 2 --> 3
    Sardakk N'orr: AC 1 --> 2; TP 1 --> 2, SP 1 --> 2
    The Ghosts of Creuss: AC 0 --> 1; TP 0 --> 1, SP 1 --> 2
    The Mentak Coalition: AC 0 --> 1; TP 0 --> 2
    The Winnu: AC 2 --> 3; TP 1 --> 2, FP 3 --> 2, SP 0 --> 2

    Current Map: Round 2, Start of Strategy Phase

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition - 1 VP
    The Naalu Collective - 1 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.: Naalu
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    Erect a Monument (1 VP): Spend 8 resources.
    2 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
    Naalu's Support for the Throne (1 VP): Held by Mentak.

    The Mentak Coalition (Hedgethorn)
    Commodities: 0 / 2
    Trade Goods: 1
    Action Cards: 1

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: Naalu's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Promise of Protection)
    Technology: Sarween Tools, Graviton Laser System, Plasma Scoring

    Worlds:
    R - Moll Primus (4R, 1I)
    R - Arnor (Industrial, 2R, 1I)
    R - Lor (Industrial, 1R, 2I)
    R - 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: 0 / 3
    Trade Goods: 0
    Action Cards: 2

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Sarween Tools

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    R - Resculon (Cultural, 2R, 0I)

    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: 3

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

    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)
    R - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Saudor (Industrial, 2R, 2I)

    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: 1

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive

    Worlds:
    R - Creuss (4R, 2I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - 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: 0
    Action Cards: 3

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

    Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Antimass Deflectors, Gravity Drive

    Worlds:
    R - Winnu (3R, 4I)
    R - Arinam (Industrial, 1R, 2I)
    R - Meer (Hazardous, 0R, 4I, R)

    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) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 1
    Action Cards: 2

    Tactic Pool: 2
    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)
    R - Abyz (Hazardous, 3R, 0I)
    R - Fria (Hazardous, 2R, 0I)
    R - Mellon (Cultural, 0R, 2I)
    R - 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.

    Neutral Worlds
    N - Mecatol Rex (1R, 6I)
    N - Lazar (Industrial, 1R, 0I, Y)
    N - Lodor (Cultural, 3R, 1I)
    N - Quann (Cultural, 2R, 1I)
    N - Sakulag (Hazardous, 2R, 1I)
    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)

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

    There is 1 Trade Good on each of the (2) Diplomacy and (8) Imperial Strategy Cards; the player that selects one of these cards immediately claims the attached Trade Good.

    MrBlarney on
    chirisigtext.png
  • PredaPreda Registered User regular
    Technology

    @Hedgethorn

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Leadership.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
  • discriderdiscrider Registered User regular
    They took our cards @MrBody !

    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • Mojo_JojoMojo_Jojo But do you really believe him? Registered User regular
    edited April 2018
    Construction
    @ketar

    Mojo_Jojo on
    Homogeneous distribution of your varieties of amuse-gueule
  • MrBodyMrBody Registered User regular
    ugh, to build the fleet I wanted this round or erect a monument...

  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    edited April 2018
    Politics

    @MrBody

    Ketar on
  • MrBodyMrBody Registered User regular
    Trade

    @discrider

  • discriderdiscrider Registered User regular
    edited April 2018
    Diplomacy @Mojo_Jojo for first action.
    And now I have a TG too

    discrider on
    Steam Community page: http://steamcommunity.com/id/discrider/
    Oh hey! A knife!
  • MrBlarneyMrBlarney Registered User regular
    Round 2: Start of Action Phase

    Sardakk N'orr: Select the (7) Technology Strategy Card.
    The Mentak Coalition: Select the (1) Leadership Strategy Card.
    The Naalu Collective: Select the (4) Construction Strategy Card.
    The Barony of Letnev: Select the (3) Politics Strategy Card.
    The Ghosts of Creuss: Select the (5) Trade Strategy Card.
    The Winnu: Select the (2) Diplomacy Strategy Card, claiming 1 Trade Good. (TG 0 --> 1)

    Trade Goods are placed on the (6) Warfare and (8) Imperial Strategy Cards.



    Order of Play
    The Naalu Collective (Mojo_Jojo): (0) Construction
    The Mentak Coalition (Hedgethorn): (1) Leadership
    The Winnu (discrider): (2) Diplomacy
    The Barony of Letnev (Ketar): (3) Politics
    The Ghosts of Creuss (MrBody): (5) Trade
    Sardakk N'orr (Preda): (7) Technology

    chirisigtext.png
  • MrBodyMrBody Registered User regular
    discrider wrote: »
    Diplomacy @Mojo_Jojo for first action.
    And now I have a TG too

    ho ho ho

    discriderHedgethorn
  • MrBodyMrBody Registered User regular
    I'll offer N'orr a free trade refresh for your racial note as soon as we can trade (reserving it from being handed out to others until then) @Preda

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