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Twilight Imperium 4e - Game 5: Round 3 - Action Phase

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Posts

  • MrBlarneyMrBlarney Registered User regular
    Round 2: Action Phase Update 4

    The Embers of Muaat: Perform transaction, giving 2 Commodities to Yssaril in exchange for 2 Commodities. (Muaat C 2 --> 0, TG 1 --> 3; Yssaril C 2 --> 0, TG 3 --> 5)
    Perform transaction, gaining 1 Trade Good from Letnev. (Muaat TG 3 --> 4; Letnev TG 5 --> 4)
    Activate the Muaat Home System. (TP 2 --> 1)
    Exhaust Bereg (3R), 2 Trade Goods (TG 4 --> 2), +1R from Sarween Tools to build 1 Dreadnought (4R), 2 Fighters (1R), and 2 Infantry (1R) at Muaat.
    The L1z1x Mindnet: Activate the L1z1x Home System. (TP 2 --> 1)
    Exhaust Lazar (1R), Resculon (2R), Sakulag (2R), 1 Trade Good (TG 2 --> 1), +1R from Sarween Tools to build 1 Dreadnought (4R), 2 Fighters (1R), and 4 Infantry (2R) at [0.0.0].
    The Yssaril Tribes: Play Action Card "Ghost Ship" (AC 6 --> 5), gaining 1 Destroyer at Lodor.
    Sardakk N'orr: Activate the Dal Bootha-Xxehan system. (TP 1 --> 0)
    Move in 1 Cruiser, 1 Carrier, and 2 Infantry from Mellon-Zohbat.

    Current Map: Round 2: Action Phase Update 4

    Current Technologies

    Victory Points and Objectives
    The L1z1x Mindnet - 1 VP
    The Barony of Letnev - 0 VP
    The Embers of Muaat - 0 VP
    The Yssaril Tribes - 0 VP
    Sardakk N'orr - 0 VP
    The Ghosts of Creuss - 0 VP

    Public Objectives
    Expand Borders (1 VP): Control 6 planets in non-home systems.
    Erect a Monument (1 VP): Spend 8 resources.
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    2 Stage I Objectives and 5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Barony of Letnev: 1 unfulfilled secret objective in hand.
    The Embers of Muaat: 1 unfulfilled secret objective in hand.
    The Yssaril Tribes: 1 unfulfilled secret objective in hand.
    Sardakk N'orr: 1 unfulfilled secret objective in hand.
    The L1z1x Mindnet: 1 unfulfilled secret objective in hand.
    The Ghosts of Creuss: 1 unfulfilled secret objective in hand.

    Special Objectives
    N'orr's Support for the Throne (1 VP) - Held by L1z1x.

    The Barony of Letnev (Ketar)
    Commodities: 0 / 2
    Trade Goods: 4
    Action Cards: 2

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
    Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools, Neural Motivator, Cruiser II

    Worlds:
    X - Arc Prime (4R, 0I)
    X - Wren Terra (2R, 1I)
    R - Abyz (Hazardous, 3R, 0I)
    R - Arinam (Industrial, 1R, 2I)
    R - Fria (Hazardous, 2R, 0I)
    R - Meer (Hazardous, 0R, 4I, R)
    R - Quann (Cultural, 2R, 1I)

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

    The Embers of Muaat (El Skid) SPEAKER
    Commodities: 0 / 4
    Trade Goods: 2
    Action Cards: 3

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

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

    Worlds:
    X - Muaat (4R, 1I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)

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

    The Yssaril Tribes (Lykouragh)
    Commodities: 0 / 3
    Trade Goods: 5
    Action Cards: 5

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
    Technology: Neural Motivator, Transparasteel Plating, Antimass Deflectors

    Worlds:
    X - Retillion (2R, 3I)
    X - Shalloq (1R, 2I)
    X - Dal Bootha (Cultural, 0R, 2I)
    X - Lodor (Cultural, 3R, 1I)
    R - Saudor (Industrial, 2R, 2I)
    X - Wellon (Industrial, 1R, 2I, Y)
    X - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Flagship: Y'sia Y'ssrila: Combat Value 5 (x2), Movement 2, Carry Capacity 3. Sustain Damage. This ship can move through systems that contain other players' ships.
    - Racial Technology: Transparasteel Plating (Green, requires 1 Green): During your turn of the Action Phase, players that have passed cannot play Action Cards.
    - Racial Technology: Mageon Implants (Green, requires 3 Green): Action: Exhaust this card to look at another player's hand of Action Cards. Choose 1 of those cards and add it to your hand.
    - Stall Tactics: Action: Discard 1 card from your hand.
    - Scheming: When you draw 1 or more action cards, draw 1 additional action card. Then, choose and discard 1 action card from your hand.
    - Crafty: You an have any number of action cards in your hand. Game effects cannot prevent you from using this ability.
    - Racial Promissory Note: Spy Net: At the start of your turn: Look at the Yssaril player's hand of Action Cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.

    Sardakk N'orr (38thDoe)
    Commodities: 2 / 3
    Trade Goods: 8
    Action Cards: 1

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
    Technology: Sarween Tools, Neural Motivator

    Worlds:
    X - Tren'lak (1R, 0I)
    X - Quinarra (3R, 1I)
    R - Arnor (Industrial, 2R, 1I)
    X - Lor (Industrial, 1R, 2I)
    X - Mellon (Cultural, 0R, 2I)
    X - Vefut II (Hazardous, 2R, 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.

    The L1z1x Mindnet (Phyphor)
    Commodities: 0 / 2
    Trade Goods: 1
    Action Cards: 2

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

    Promissory Notes: N'orr's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
    Technology: Neural Motivator, Hyper Metabolism, Plasma Scoring, Sarween Tools, Inheritance Systems

    Worlds:
    X - [0.0.0] (5R, 0I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Lazar (Industrial, 1R, 0I, Y)
    X - Resculon (Cultural, 2R, 0I)
    X - Sakulag (Hazardous, 2R, 1I)

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

    The Ghosts of Creuss (A Half Eaten Oreo)
    Commodities: 2 / 4
    Trade Goods: 3
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 2
    Strategy Pool: 0

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Neural Motivator, Hyper Metabolism

    Worlds:
    X - Creuss (4R, 2I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    X - New Albion (Industrial, 1R, 1I, G)
    X - Starpoint (Hazardous, 3R, 1I)
    X - Thibah (Industrial, 1R, 1I, B)

    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.

    Neutral Worlds
    N - Mecatol Rex (1R, 6I)
    N - Tar'mann (Industrial, 1R, 1I, G)

    Order of Play
    The Embers of Muaat (El Skid) - (1) Leadership
    The L1z1x Mindnet (Phyphor) - (2) Diplomacy
    The Yssaril Tribes (Lykouragh) - (3) Politics
    Sardakk N'orr (38thDoe) - (5) Trade
    The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare Current Player
    The Barony of Letnev (Ketar) - (7) Technology

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  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Ketar wrote: »
    Also the only reason I spent a counter to refresh Arinam and Meer. I spent a lot to make this happen.

    Ditto for Mehar Xull (didn’t realize at the time you could go Cruiser II).
    I think spending resources to try and stop you will be bad long term for the Creuss. Warfare > pass also feels pretty bad.

    Could we maybe secure landing rights for Abyz? Trade cease fires?

  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    @A Half Eaten Oreo I'm open to trading cease fires.

    Where are you going with landing rights for Abyz? I'd possibly be open to letting you hold it briefly, but I'm not seeing where it helps you unless you want Fria as well to hold 4 hazardous planets.

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    I miscounted when I asked for Abyz.

    I feel a bit scared of the Barony's collection of planets, but I think spending resources to stop you isn't worth it.

    Confirm cease fire trade with @Ketar ?

  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    edited February 8
    edit edit edit

    Ketar on
  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    edited February 8
    @A Half Eaten Oreo Put your orders for this turn in first, and we can exchange Cease Fires at the end of the turn.

    Ketar on
  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    Sorry, but I've had shenanigans pulled on me before with a cease fire exchange. If you go ahead and play Warfare, I'll gladly make the exchange before your turn is over.

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited February 8
    I think any shenanigans end with the Barony’s fleet deep in Ghost territory, but I have no issues playing first.
    Play warfare. Return command token from Creuss to reinforcements. Gain 1 command token and redistribute. T/F/S -> 2/2/0

    Secondary: Spend 1 token from your strategy pool to use the PRODUCTION ability of 1 of your space docks in your home system.

    @El Skid @Phyphor @MrBlarney @Lykouragh @38thDoe @Ketar for secondary.

    @Ketar confirm cease fire trade.

    A Half Eaten Oreo on
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    You’d think the other player with spaces in their user name would know how to tag.

    38thDoeKetar
  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    Confirm exchange of cease fires.

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    You’d think the other player with spaces in their user name would know how to tag.


    Also edited notifications do not push.

    Also edit is back apparently!



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  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    38thDoe wrote: »
    You’d think the other player with spaces in their user name would know how to tag.


    Also edited notifications do not push.

    Also edit is back apparently!

    Oh right. @El Skid

  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    Play on Warfare secondary. Exhaust Abyz, and Fria for 5R. +1R from Sarween gives me 6R worth of production. Produce 2 cruisers, 2 fighters and 2 infantry for a total of 6R.

    1/2/1

  • MrBlarneyMrBlarney Registered User regular
    Phyphor has conditional orders (and no tokens besides) to PASS on the Warfare secondary.

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  • El SkidEl Skid The frozen white northRegistered User regular
    Pass on Warfare secondary

    mrpaku wrote: »
    my name is precisionk and i'm ten tanks

    wrath God fear traitor evil
  • LykouraghLykouragh Registered User regular
    @El Skid that's a tough price for me to pay, because the only planet you have access to is Lodor, which is my only reasonable production planet. How about 2 TG and Tar'mann next turn?

    I'm also willing to sell, though I can see that it might be hard to buy, an Undetermined but Awesome Action Card Favor at some point in the future. A lot of these cards piling up in my unlimited cards are effects that might be useful to you later...

    Play Warfare secondary, exhausting Saudor (2) and spending 3 TG to produce 2 cruisers and 2 fighters in my home system. T/F/S->2/3/0

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Pass



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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    @Ketar I think.



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  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    @38thDoe to play or pass on Warfare secondary.

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Passed, back to you.



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  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    edited February 9
    Activate Mecatol Rex. Move in 3 cruisers from home system with 2 infantry and 1 fighter. Land on MR. Exhaust Arinam and Meer to pay for it.

    0/2/1


    @El Skid

    The edit was not for the batsignal, no need to signal him again.

    Ketar on
  • El SkidEl Skid The frozen white northRegistered User regular
    Before my turn you’ll have to fight the custodians...

    @MrBlarney

    @Lykouragh we can’t directly trade action cards (Hacan are OP)... are you offering to play one on my behalf? Perhaps negate an AC being played against me?

    mrpaku wrote: »
    my name is precisionk and i'm ten tanks

    wrath God fear traitor evil
  • KetarKetar My autocomplete is a tad agressive today.Registered User regular
    I exhausted Arinam and Meer for the 6I for the custodians.

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    "El wrote:
    we can’t directly trade action cards (Hacan are OP)... are you offering to play one on my behalf? Perhaps negate an AC being played against me?

    I think they are talking about their racial note.



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  • El SkidEl Skid The frozen white northRegistered User regular
    Ohhhhhhhh!

    I mean, I’m certainly not averse to that, though I had mentally filed that under “things that never get played”

    mrpaku wrote: »
    my name is precisionk and i'm ten tanks

    wrath God fear traitor evil
  • El SkidEl Skid The frozen white northRegistered User regular
    @Lykouragh Can I get a sneak preview of what strategy you’ll be claiming next turn? Really I just need to know if it’s technology so I can figure out how many resources/TGs I am going to need.

    Currently with the 2 TGs I am exactly 1 short of what I need for my plan next turn.

    mrpaku wrote: »
    my name is precisionk and i'm ten tanks

    wrath God fear traitor evil
  • LykouraghLykouragh Registered User regular
    I think I'm wanting Leadership actually. And yeah I'd be open to selling either my racial not or just Trust Me I Will Do Something Nice for You :)

  • El SkidEl Skid The frozen white northRegistered User regular
    Hmm. Okay, So I’ll get technology but can be a few resources off for next turn.

    Propose Yssaril give me their promissary note in exchange for getting Tar’mann for one turn.

    I’ll continue on from there, and if you ever can do something nice for me I can give you your note back in exchange, to be agreed upon at the time

    mrpaku wrote: »
    my name is precisionk and i'm ten tanks

    wrath God fear traitor evil
  • LykouraghLykouragh Registered User regular
    Deal confirmed

  • MrBlarneyMrBlarney Registered User regular
    Action still on @El Skid.

    In case clarification was needed, in 4th edition, the Custodians of Mecatol Rex is a 6-influence token that needs to be paid in order to land ground forces and take control of the planet. This replaces the effect of the Custodians of Mecatol Rex module from 3rd edition, where defending Fighters and Ground Forces needed to be defeated in order to establish control.

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  • El SkidEl Skid The frozen white northRegistered User regular
    Muaat pass turn.

    @Phyphor

    mrpaku wrote: »
    my name is precisionk and i'm ten tanks

    wrath God fear traitor evil
  • MrBlarneyMrBlarney Registered User regular
    Phyphor has conditional orders to Pass his turn.

    Action on @Lykouragh, with status update to be posted in a few minutes.

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  • MrBlarneyMrBlarney Registered User regular
    edited February 10
    Round 2: Action Phase Update 5

    The Ghosts of Creuss: Play the primary ability of the (6) Warfare Strategy Card, removing the command counter from the Creuss Home System and allocating it to Tactic pool. (TP 1 --> 2)
    Letnev plays on the secondary (SP 2 --> 1), exhausting Abyz (3R), Fria (2R), +1R from Sarween Tools to build 2 Cruisers (4R), 2 Fighters (1R), and 2 Infantry (1R) at Arc Prime.
    Yssaril plays on the secondary (SP 1 --> 0), exhausting Saudor (2R) and 3 Trade Goods (TG 5 --> 2) to build 2 Cruisers (4R) and 2 Fighters (1R) at Retillion.
    Perform transaction, giving the Creuss "Ceasefire" Promissory Note to Letnev in exchange for the Letnev "Ceasefire" Promissory Note.
    The Barony of Letnev: Activate the Mecatol Rex system. (TP 1 --> 0)
    Move in 3 Cruisers, 2 Infantry, and 1 Fighter from the Letnev Home System.
    Exhaust Arinam (2I) and Meer (4I) to claim the Custodians token and land 2 Infantry on Mecatol Rex. (VP 0 --> 1)
    The Embers of Muaat: Perform transaction, gaining Yssaril's racial Promissory Note "Spy Net".
    Pass turn.
    The L1z1x Mindnet: Pass turn.

    Current Map: Round 2: Action Phase Update 5

    Current Technologies

    Victory Points and Objectives
    The Barony of Letnev - 1 VP
    The L1z1x Mindnet - 1 VP
    The Embers of Muaat - 0 VP
    The Yssaril Tribes - 0 VP
    Sardakk N'orr - 0 VP
    The Ghosts of Creuss - 0 VP

    Public Objectives
    Expand Borders (1 VP): Control 6 planets in non-home systems.
    Erect a Monument (1 VP): Spend 8 resources.
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    2 Stage I Objectives and 5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Barony of Letnev: 1 unfulfilled secret objective in hand.
    The Embers of Muaat: 1 unfulfilled secret objective in hand.
    The Yssaril Tribes: 1 unfulfilled secret objective in hand.
    Sardakk N'orr: 1 unfulfilled secret objective in hand.
    The L1z1x Mindnet: 1 unfulfilled secret objective in hand.
    The Ghosts of Creuss: 1 unfulfilled secret objective in hand.

    Special Objectives
    N'orr's Support for the Throne (1 VP) - Held by L1z1x.
    Custodians of Mecatol Rex (1 VP): Claimed by Letnev.

    The Barony of Letnev (Ketar)
    Commodities: 0 / 2
    Trade Goods: 4
    Action Cards: 2

    Tactic Pool: 0
    Fleet Pool: 2
    Strategy Pool: 1

    Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, War Funding)
    Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools, Neural Motivator, Cruiser II

    Worlds:
    X - Arc Prime (4R, 0I)
    X - Wren Terra (2R, 1I)
    X - Mecatol Rex (1R, 6I)
    X - Abyz (Hazardous, 3R, 0I)
    X - Arinam (Industrial, 1R, 2I)
    X - Fria (Hazardous, 2R, 0I)
    X - Meer (Hazardous, 0R, 4I, R)
    R - Quann (Cultural, 2R, 1I)

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

    The Embers of Muaat (El Skid) SPEAKER
    Commodities: 0 / 4
    Trade Goods: 2
    Action Cards: 3

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

    Promissory Notes: Yssaril's Spy Net (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
    Technology: Plasma Scoring, Magen Defense Grid, Sarween Tools

    Worlds:
    X - Muaat (4R, 1I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)

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

    The Yssaril Tribes (Lykouragh)
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 5

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Neural Motivator, Transparasteel Plating, Antimass Deflectors

    Worlds:
    X - Retillion (2R, 3I)
    X - Shalloq (1R, 2I)
    X - Dal Bootha (Cultural, 0R, 2I)
    X - Lodor (Cultural, 3R, 1I)
    X - Saudor (Industrial, 2R, 2I)
    X - Wellon (Industrial, 1R, 2I, Y)
    X - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Flagship: Y'sia Y'ssrila: Combat Value 5 (x2), Movement 2, Carry Capacity 3. Sustain Damage. This ship can move through systems that contain other players' ships.
    - Racial Technology: Transparasteel Plating (Green, requires 1 Green): During your turn of the Action Phase, players that have passed cannot play Action Cards.
    - Racial Technology: Mageon Implants (Green, requires 3 Green): Action: Exhaust this card to look at another player's hand of Action Cards. Choose 1 of those cards and add it to your hand.
    - Stall Tactics: Action: Discard 1 card from your hand.
    - Scheming: When you draw 1 or more action cards, draw 1 additional action card. Then, choose and discard 1 action card from your hand.
    - Crafty: You an have any number of action cards in your hand. Game effects cannot prevent you from using this ability.
    - Racial Promissory Note: Spy Net: At the start of your turn: Look at the Yssaril player's hand of Action Cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.

    Sardakk N'orr (38thDoe)
    Commodities: 2 / 3
    Trade Goods: 8
    Action Cards: 1

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
    Technology: Sarween Tools, Neural Motivator

    Worlds:
    X - Tren'lak (1R, 0I)
    X - Quinarra (3R, 1I)
    R - Arnor (Industrial, 2R, 1I)
    X - Lor (Industrial, 1R, 2I)
    X - Mellon (Cultural, 0R, 2I)
    X - Vefut II (Hazardous, 2R, 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.

    The L1z1x Mindnet (Phyphor)
    Commodities: 0 / 2
    Trade Goods: 1
    Action Cards: 2

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

    Promissory Notes: N'orr's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
    Technology: Neural Motivator, Hyper Metabolism, Plasma Scoring, Sarween Tools, Inheritance Systems

    Worlds:
    X - [0.0.0] (5R, 0I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Lazar (Industrial, 1R, 0I, Y)
    X - Resculon (Cultural, 2R, 0I)
    X - Sakulag (Hazardous, 2R, 1I)

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

    The Ghosts of Creuss (A Half Eaten Oreo)
    Commodities: 2 / 4
    Trade Goods: 3
    Action Cards: 4

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

    Promissory Notes: Letnev's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Neural Motivator, Hyper Metabolism

    Worlds:
    X - Creuss (4R, 2I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    X - New Albion (Industrial, 1R, 1I, G)
    X - Starpoint (Hazardous, 3R, 1I)
    X - Thibah (Industrial, 1R, 1I, B)

    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.

    Neutral Worlds
    N - Tar'mann (Industrial, 1R, 1I, G)

    Order of Play
    The Embers of Muaat (El Skid) - (1) Leadership PASSED
    The L1z1x Mindnet (Phyphor) - (2) Diplomacy PASSED
    The Yssaril Tribes (Lykouragh) - (3) Politics Current Player
    Sardakk N'orr (38thDoe) - (5) Trade
    The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare
    The Barony of Letnev (Ketar) - (7) Technology

    MrBlarney on
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  • LykouraghLykouragh Registered User regular
    Activate Tar'Mann, moving in 1 carrier, 1 fighter, and 1 GF from Lodor, dropping the GF. T/F/S->1/30.

    @38thDoe

    (p.s. the ships in my home system didn't show up from that warfare secondary build I think?)

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Activate the Beta Wormhole south of the Memorial. Move in a Carrier from Creuss with 3 Fighters and 1 Infantry. Move in the Carrier from New Albion/Starpoint with 1 Fighter, Space Infantry and the Infantry in New Albion. T/F/S 0/2/0

    @Ketar

  • MrBlarneyMrBlarney Registered User regular
    Lykouragh wrote: »
    (p.s. the ships in my home system didn't show up from that warfare secondary build I think?)

    Fixed.

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

    @Lykouragh

  • LykouraghLykouragh Registered User regular
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Pass
    @MrBlarney

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