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Twilight Imperium 4e - Game 5: Round 6 - Status Phase / Game End

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited February 2019
    Re-confirm 2:2 commodity trade with Muaat, just to make sure.

    Activate Abyz-Fria. Move in 1 cruiser with fighter from Mecatol Rex and 1 dreadnought with fighter from Letnev home system.


    2/2/0


    @Lykouragh

    Ketar on
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    LykouraghLykouragh Registered User regular
    Activate DB/XX and move in both cruisers from home system, T/F/S->1/3/1, @Phyphor

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    MrBlarneyMrBlarney Registered User regular
    edited February 2019
    Round 3: Action Phase Update 3

    The Embers of Muaat: Perform transaction, giving 2 Commodities to Letnev in exchange for 2 Commodities. (Muaat C 4 --> 2, TG 1 --> 3; Letnev C 2 --> 0, TG 4 --> 6)
    Activate the Muaat Home System. (TP 2 --> 1)
    Exhaust Muaat (4R), Bereg (3R), 2 Trade Goods (TG 3 --> 1), +1R from Sarween Tools to build 1 War Sun (10R) at Muaat.
    The Barony of Letnev: Activate the Abyz-Fria system. (TP 3 --> 2)
    Move in 1 Cruiser and 1 Fighter from Mecatol Rex and 1 Dreadnought and 1 Fighter from the Letnev Home System.
    The Yssaril Tribes: Activate the Dal Bootha-Xxehan system. (TP 2 --> 1)
    Move in 2 Cruisers from the Yssaril Home System.

    Current Map: Action Phase Update 3

    Current Technologies

    Victory Points and Objectives
    The Barony of Letnev - 4 VP
    The L1z1x Mindnet - 1 VP
    The Yssaril Tribes - 1 VP
    Sardakk N'orr - 1 VP
    The Ghosts of Creuss - 1 VP
    The Embers of Muaat - 0 VP

    Public Objectives
    Expand Borders (1 VP): Control 6 planets in non-home systems. - Yssaril, Letnev
    Erect a Monument (1 VP): Spend 8 resources. - N'orr
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    Sway the Council (1 VP): Spend 8 influence. - Letnev
    1 Stage I Objective 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 - 2 unfulfilled secret objectives in hand.
    The Yssaril Tribes - 1 unfulfilled secret objective in hand.
    Sardakk N'orr - 1 unfulfilled secret objective in hand.
    The L1z1x Mindnet - 2 unfulfilled secret objectives 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.
    Letnev's Support for the Throne (1 VP) - Held by Creuss.
    Imperial Primary (1 VP) - Claimed by Letnev, Round 3.

    The Barony of Letnev (Ketar)
    Commodities: 0 / 2
    Trade Goods: 6
    Action Cards: 4

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

    Promissory Notes: Creuss' Ceasefire, Muaat's Ceasefire (Trade Agreement, Political Secret, War Funding)
    Technology: Antimass Deflectors, Gravity Drive, Plasma Scoring, Sarween Tools, Neural Motivator, Cruiser II

    Worlds:
    R - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    X - Mecatol Rex (1R, 6I)
    R - Abyz (Hazardous, 3R, 0I)
    X - Arinam (Industrial, 1R, 2I)
    X - Fria (Hazardous, 2R, 0I)
    X - Meer (Hazardous, 0R, 4I, R)
    X - 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)
    Commodities: 2 / 4
    Trade Goods: 1
    Action Cards: 4

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

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

    Worlds:
    X - Muaat (4R, 1I)
    X - Bereg (Hazardous, 3R, 1I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - 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: 9

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

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

    Worlds:
    R - Retillion (2R, 3I)
    R - Shalloq (1R, 2I)
    R - Dal Bootha (Cultural, 0R, 2I)
    X - Lodor (Cultural, 3R, 1I)
    R - Saudor (Industrial, 2R, 2I)
    X - Tar'mann (Industrial, 1R, 1I, G)
    R - 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) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 16
    Action Cards: 3

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

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

    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)
    X - Wellon (Industrial, 1R, 2I, Y)
    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: 6
    Action Cards: 5

    Tactic Pool: 2
    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, Super-Dreadnought II

    Worlds:
    R - [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: 4 / 4
    Trade Goods: 0
    Action Cards: 6

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

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

    Worlds:
    X - Creuss (4R, 2I)
    X - 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 and Overarching Game Effects
    Regulated Conscription: When a player produces units, they produce only 1 fighter or infantry for its cost instead of 2.
    Minister of Sciences: Held by Muaat. When Muaat resolves the primary or secondary ability of the "Technology" strategy card, they do not need to spend resources to research technology.

    Order of Play
    The Yssaril Tribes (Lykouragh) - (1) Leadership
    The L1z1x Mindnet (@Phyphor) - (3) Politics Current Player
    The Ghosts of Creuss (A Half Eaten Oreo) - (4) Construction
    Sardakk N'orr (38thDoe) - (5) Trade
    The Embers of Muaat (El Skid) - (7) Technology
    The Barony of Letnev (Ketar) - (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Frontline Deployment
    Action: Place 3 infantry from your reinforcements on 1 planet you control.


    Place on resculon

    Sabotages?

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Nope.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    No

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    LykouraghLykouragh Registered User regular
    no sabotage

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    El SkidEl Skid The frozen white northRegistered User regular
    No sabo

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    El SkidEl Skid The frozen white northRegistered User regular
    @38thDoe for sabo then on to Ghosts

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    No

    38thDoE on steam
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Sadly the Ghosts are kinda out of things to do.
    Pass

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Activate Home system, tap Zubat and Arnor for 5, Build 5 Infantry

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
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    El SkidEl Skid The frozen white northRegistered User regular
    Activate Wellon.

    Move in warsun from Lirta IV with 2 fighters via Rarron system, picking up another 2 fighters and 2 infantry from that system.

    @38thDoe Any reaction?


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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Mild surprise; manually rechecking the victory point count; congratulating Letnev on victory.

    38thDoE on steam
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    El SkidEl Skid The frozen white northRegistered User regular
    edited February 2019
    My plan was to take MR this turn as Letnev were moving away... but sadly you took Wellon and blocked me. So I’ll have to take it next turn. This puts me into position to do so.

    This is not your organic Sour Grapes friend Primitives.

    El Skid on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I mean I said I was going to be on wellin for one turn this turn on the first turn and you could have asked.

    38thDoE on steam
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    El SkidEl Skid The frozen white northRegistered User regular
    edited February 2019
    I may have missed the Wellon talk.

    Honestly I played this turn rather poorly. I should have just demanded a free refresh from you or I would take Wellon.

    So are we proceeding to combat then?

    El Skid on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I don’t have magic retreat so unless you changed your mind or wanted to negotiate I don’t have a choice.

    38thDoE on steam
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    El SkidEl Skid The frozen white northRegistered User regular
    Are we allowed to negociate after bolding orders? What are you offering assuming yes?

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    El Skid wrote: »
    Are we allowed to negociate after bolding orders? What are you offering assuming yes?

    You should be able to. Nothing else has happened yet.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    This is 100% how I imagined 38thDoe's reaction to that action last night:

    oa8u1i88axal.png

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    That's kinda just been me all week. My 2 year old had the stomach flu so that was fun, then I got the stomach flu, now the 5 year old has the stomach flu. I miss sleep.

    @El Skid I'm not sure what you want. I mean there's only so many extorted resources you can use. I have the ol racial promissory note which could come in handy, I can give you my trade agreement, or my votes.

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
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    El SkidEl Skid The frozen white northRegistered User regular
    Do you really have *16* trade goods?? I’m sure I could find a use for some of those...

    Offer not to attack Wellon in exchange for 5 TGs and the promise that you’ll leave me a path to MR

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    A bold move demanding the replacement cost in TG

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Eh I’m probably throwing my “chance” at the game but for those prices I’d rather try and take out a few fighters.

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
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    El SkidEl Skid The frozen white northRegistered User regular
    @MrBlarney on with the rolls!

    Going ahead with my bolded orders. Damage to fighters first.

    Once victorious, bombard the planet and land on it.

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    MrBlarneyMrBlarney Registered User regular
    Round 3 - Battle at Wellon

    Combat Round 1

    Muaat has 1 Prototype War Sun II and 4 Fighters (2 Infantry loaded).
    N'orr has 1 Cruiser and 1 Carrier. +1 to hit for all units via Unrelenting.

    Geth roll 3d10t3+4d10t9 for Muaat
    Geth roll 1d10t6+1d10t8 for N'orr

    Muaat:
    3d10t3+4d10t9 5 [3d10t3=9, 7, 4] [4d10t9=7, 10, 4, 9]
    N'orr:
    1d10t6+1d10t8 1 [1d10t6=6] [1d10t8=4]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Muaat scores 5 hits, destroying 1 N'orr Cruiser and 1 Carrier.
    N'orr scores 1 hit, destroying 1 Muaat Fighter.
    Combat resolves in favor of Muaat.

    Muaat lands 2 Infantry on Wellon.

    Round 3 - Invasion of Wellon

    Pre-combat events

    Muaat has 1 Prototype War Sun available for bombardment.

    Geth roll 3d10t3 for Muaat Bombardment

    Muaat Bombardment:
    3d10t3 2 [3d10t3=1, 4, 8]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Bombardment destroys 2 N'orr Infantry; combat resolves in favor of Muaat.

    @El Skid, anything else to take care of on your action?

    4463rwiq7r47.png
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    El SkidEl Skid The frozen white northRegistered User regular
    Land both infantry and on to @Ketar

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    MrBlarneyMrBlarney Registered User regular
    edited February 2019
    Round 3: Action Phase Update 4

    The L1z1x Mindnet: Play Action Card "Frontline Deployment" (AC 5 --> 4), placing 3 Infantry on Resculon.
    The Ghosts of Creuss: Pass turn.
    Sardakk N'orr: Activate the N'orr Home System. (TP 2 --> 1)
    Exhaust Zohbat (3R) and Arnor (2R) to build 5 Infantry (5R) at Quinarra.
    The Embers of Muaat: Activate the Wellon system. (TP 1 --> 0)
    Move in 1 War Sun, and 2 Fighters from Bereg-Lirta IV, loading 2 Fighters and 2 Infantry from Qucen'n-Rarron.
    During space combat, Muaat loses 1 Fighter while N'orr loses 1 Cruiser and 1 Carrier; combat resolves in favor of Muaat.
    Bombardment destroys 2 N'orr Infantry on Wellon.
    Land 2 Infantry on Wellon.

    Current Map: Action Phase Update 4

    Current Technologies

    Victory Points and Objectives
    The Barony of Letnev - 4 VP
    The L1z1x Mindnet - 1 VP
    The Yssaril Tribes - 1 VP
    Sardakk N'orr - 1 VP
    The Ghosts of Creuss - 1 VP
    The Embers of Muaat - 0 VP

    Public Objectives
    Expand Borders (1 VP): Control 6 planets in non-home systems. - Yssaril, Letnev
    Erect a Monument (1 VP): Spend 8 resources. - N'orr
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    Sway the Council (1 VP): Spend 8 influence. - Letnev
    1 Stage I Objective 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 - 2 unfulfilled secret objectives in hand.
    The Yssaril Tribes - 1 unfulfilled secret objective in hand.
    Sardakk N'orr - 1 unfulfilled secret objective in hand.
    The L1z1x Mindnet - 2 unfulfilled secret objectives 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.
    Letnev's Support for the Throne (1 VP) - Held by Creuss.
    Imperial Primary (1 VP) - Claimed by Letnev, Round 3.

    The Barony of Letnev (Ketar)
    Commodities: 0 / 2
    Trade Goods: 6
    Action Cards: 4

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

    Promissory Notes: Creuss' Ceasefire, Muaat's Ceasefire (Trade Agreement, Political Secret, War Funding)
    Technology: Antimass Deflectors, Gravity Drive, Plasma Scoring, Sarween Tools, Neural Motivator, Cruiser II

    Worlds:
    R - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    X - Mecatol Rex (1R, 6I)
    R - Abyz (Hazardous, 3R, 0I)
    X - Arinam (Industrial, 1R, 2I)
    X - Fria (Hazardous, 2R, 0I)
    X - Meer (Hazardous, 0R, 4I, R)
    X - 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)
    Commodities: 2 / 4
    Trade Goods: 1
    Action Cards: 4

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

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

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

    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: 9

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

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

    Worlds:
    R - Retillion (2R, 3I)
    R - Shalloq (1R, 2I)
    R - Dal Bootha (Cultural, 0R, 2I)
    X - Lodor (Cultural, 3R, 1I)
    R - Saudor (Industrial, 2R, 2I)
    X - Tar'mann (Industrial, 1R, 1I, G)
    R - 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) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 16
    Action Cards: 3

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

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

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

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
    - Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
    - Unrelenting: Apply +1 to the result of each of your units' combat rolls.
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.

    The L1z1x Mindnet (Phyphor)
    Commodities: 0 / 2
    Trade Goods: 8
    Action Cards: 4

    Tactic Pool: 2
    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, Super-Dreadnought II

    Worlds:
    R - [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: 4 / 4
    Trade Goods: 0
    Action Cards: 6

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

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

    Worlds:
    X - Creuss (4R, 2I)
    X - 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 and Overarching Game Effects
    Regulated Conscription: When a player produces units, they produce only 1 fighter or infantry for its cost instead of 2.
    Minister of Sciences: Held by Muaat. When Muaat resolves the primary or secondary ability of the "Technology" strategy card, they do not need to spend resources to research technology.

    Order of Play
    The Yssaril Tribes (Lykouragh) - (1) Leadership
    The L1z1x Mindnet (Phyphor) - (3) Politics
    The Ghosts of Creuss (A Half Eaten Oreo) - (4) Construction PASSED
    Sardakk N'orr (38thDoe) - (5) Trade
    The Embers of Muaat (El Skid) - (7) Technology
    The Barony of Letnev (Ketar) - (8) Imperial Current Player

    MrBlarney on
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate Letnev home system. Move in 2 cruisers with 2 infantry from MR. Land infantry on Wren Terra. Exhaust Arc Prime, Wren Terra and Abyz for 9R. Build 2 dreadnoughts and 2 fighters using that 9R + 1R from Sarween Tools.

    @Lykouragh

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    LykouraghLykouragh Registered User regular
    Activate home system, exhausting Saudor and spending 5 TG to build a dreadnought, a cruiser, and a fighter.

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    LykouraghLykouragh Registered User regular
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Activate alpha wormhole. Move in 2 dreads + 2 fighters + 2 infantry from homeworld, 1 carrier + 4 fighters from sakulag

    @38thDoe

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    MrBlarneyMrBlarney Registered User regular
    Phyphor wrote: »
    Activate alpha wormhole. Move in 2 dreads + 2 fighters + 2 infantry from homeworld, 1 carrier + 4 fighters from sakulag
    I assume that you meant the Carrier and Fighters to come from Coorneeq-Resculon rather than Lazar-Sakulag (where there are only Infantry)?

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Oh yes resculon, not sure how I messed that one up

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Pass @El Skid

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
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