Score Objectives
No players claim any objectives. Reveal Public Objective 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. Gain Action Cards and Command Tokens; Redistribute Command Areas The Ghosts of Creuss: AC 0 --> 2; FP 3 --> 2, SP 0 --> 3 Sardakk N'orr: AC 0 --> 1; SP 0 --> 2 The Barony of Letnev: AC 2 --> 3; TP 0 --> 1, FP 3 --> 2, SP 0 --> 2 The Embers of Muaat: AC 0 --> 1; SP 0 --> 2 The Yssaril Tribes: AC 2 --> 4; TP 1 --> 2, FP 3 --> 2, SP 0 --> 2
Draw 1 additional Action Card due to Scheming and discard "Ancient Burial Sites" from hand. The L1z1x Mindnet: AC 0 --> 2; TP 1 --> 3
The Barony of Letnev - 0 VP The Embers of Muaat - 0 VP The Yssaril Tribes - 0 VP Sardakk N'orr - 0 VP The L1z1x Mindnet - 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
(none)
The Barony of Letnev (Ketar) SPEAKER
Commodities: 0 / 2
Trade Goods: 3
Action Cards: 3
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
Worlds: R - Arc Prime (4R, 0I) R - Wren Terra (2R, 1I) R - Abyz (Hazardous, 3R, 0I) R - Fria (Hazardous, 2R, 0I) 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)
Commodities: 2 / 4
Trade Goods: 1
Action Cards: 1
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, Sarween Tools
Worlds: R - Muaat (4R, 1I) R - Bereg (Hazardous, 3R, 1I) R - Lirta IV (Hazardous, 2R, 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: 4
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator, Antimass Deflectors
Worlds: R - Retillion (2R, 3I) R - Shalloq (1R, 2I) R - Dal Bootha (Cultural, 0R, 2I) R - Lodor (Cultural, 3R, 1I) R - Saudor (Industrial, 2R, 2I) 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)
Commodities: 1 / 3
Trade Goods: 2
Action Cards: 1
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
Technology: Sarween Tools
Worlds: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) R - Arnor (Industrial, 2R, 1I) R - Lor (Industrial, 1R, 2I) 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.
The L1z1x Mindnet (Phyphor)
Commodities: 0 / 2
Trade Goods: 1
Action Cards: 2
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems
Worlds: R - [0.0.0] (5R, 0I) R - Lazar (Industrial, 1R, 0I, Y) R - 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: 1 / 4
Trade Goods: 2
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Neural Motivator
Worlds: R - Creuss (4R, 2I) R - Mehar Xull (Hazardous, 1R, 3I, R) 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.
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Arinam (Industrial, 1R, 2I)
N - Coorneeq (Cultural, 1R, 2I)
N - Meer (Hazardous, 0R, 4I, R)
N - Qucen'n (Industrial, 1R, 2I)
N - Rarron (Cultural, 0R, 3I)
N - Resculon (Cultural, 2R, 0I)
N - Tar'mann (Industrial, 1R, 1I, G)
N - Thibah (Industrial, 1R, 1I, B)
N - Vefut II (Hazardous, 2R, 2I)
N - Wellon (Industrial, 1R, 2I, Y)
Order of Play The Barony of Letnev (Ketar) The Embers of Muaat (El Skid) The Yssaril Tribes (Lykouragh) Sardakk N'orr (38thDoe) The L1z1x Mindnet (Phyphor) The Ghosts of Creuss (A Half Eaten Oreo)
There is 1 Trade Good on each of the (4) Construction and (8) Imperial Strategy Cards; the player that selects one of these cards immediately claims the attached Trade Good.
Re: Ketar's Summit play - We'll go through the Sabotage call procedure before proceeding with Strategy Card selection, since it might have an impact on Strategy Card selection.
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El SkidThe frozen white northRegistered Userregular
No sabo
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
El SkidThe frozen white northRegistered Userregular
edited February 2019
@Lykouragh we are very interested in becoming speaker this turn. We would be more than happy to give you first choice of strategies next turn plus a TG if you allow us to go first instead of last.
Think about it anyway
E- by first choice I mean tell me what you want and I won’t take it
@Lykouragh we are very interested in becoming speaker this turn. We would be more than happy to give you first choice of strategies next turn plus a TG if you allow us to go first instead of last.
Think about it anyway
E- by first choice I mean tell me what you want and I won’t take it
The problem is that if you're speaker, I'm lastpick, and someone else is 100% guaranteed to snatch up whatever card it is that I want. I'm open to the idea (I'd actually rather have the trade strategy this round anyway) but the compensation has to be good enough to justify me getting stuck with some awful strategy vs the best strategy next round.
@Lykouragh we are very interested in becoming speaker this turn. We would be more than happy to give you first choice of strategies next turn plus a TG if you allow us to go first instead of last.
Think about it anyway
E- by first choice I mean tell me what you want and I won’t take it
The problem is that if you're speaker, I'm lastpick, and someone else is 100% guaranteed to snatch up whatever card it is that I want. I'm open to the idea (I'd actually rather have the trade strategy this round anyway) but the compensation has to be good enough to justify me getting stuck with some awful strategy vs the best strategy next round.
Wouldn’t you be second pick if he’s speaker? Or does table order rotate at some point? First time player questions :P
A Half Eaten Oreo on
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El SkidThe frozen white northRegistered Userregular
You would indeed be second pick, as the next person clockwise around the board!
...you’re talking to me not 38thDoe right @Lykouragh ? >_>
So instead of me just giving you a TG you’re looking for an exchange of ceasefires? Hmmm
Yes sorry I'm an old man and easily confused.
I'll probably take a TG if you really don't want to trade ceasefires but we are peaceful gollums and like to live peacefully.
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El SkidThe frozen white northRegistered Userregular
I don’t mind the ceasefires in principle... the problem is someone could (for example) be staring down a war sun invasion and offer you an arm and a leg for the ceasefire, and then it’s very inconvenient indeed. Wheras the same probably can’t be said for your ceasefire. The TG is immediately useful for you and doesn’t have the potential downside for me down the road.
I don’t mind the ceasefires in principle... the problem is someone could (for example) be staring down a war sun invasion and offer you an arm and a leg for the ceasefire, and then it’s very inconvenient indeed. Wheras the same probably can’t be said for your ceasefire. The TG is immediately useful for you and doesn’t have the potential downside for me down the road.
I'm honestly much more concerned about the War Sun invasion myself. I'm fine with takign the TG as well if that's the route you want to go, but if you wanted to do the ceasefire exchange I'd be fine with promising not to exchange your ceasefire.
The Barony of Letnev: Play Action Card "Summit", allocating 1 counter to each of Tactic and Strategy pool. (AC 3 --> 2; TP 1 --> 2, SP 2 --> 3)
Select the (7) Technology Strategy Card. The Embers of Muaat: Select the (1) Leadership Strategy Card. The Yssaril Tribes: Select the (3) Politics Strategy Card. Sardakk N'orr: Select the (5) Trade Strategy Card. The L1z1x Mindnet: Select the (2) Diplomacy Strategy Card. The Ghosts of Creuss: Select the (6) Warfare Strategy Card.
Trade Goods are placed on the unselected (4) Construction and (8) Imperial Strategy Cards.
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 The Barony of Letnev (Ketar) - (7) Technology
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El SkidThe frozen white northRegistered Userregular
Move dreadnought, carrier, 2 fighters and 2 infantry to qucen’n/rarron. Drop infantry on each planet
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El SkidThe frozen white northRegistered Userregular
The Embers of Muaat: Activate the Qucen'n-Rarron system. (TP 1 --> 0)
Move in 1 Dreadnought, 1 Carrier, 2 Fighters, and 2 Infantry from the Muaat Home System.
Land 1 Infantry on each of Qucen'n and Rarron. The L1z1x Mindnet: Perform transaction, gaining N'orr's Promissory Note "Support for the Throne". (VP 0 --> 1)
Activate the Coorneeq-Resculon system. (TP 3 --> 2)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from the L1z1x Home System and 1 Carrier and 2 Fighters from Lazar-Sakulag.
Land 1 Infantry on each of Coorneeq and Resculon. The Yssaril Tribes: Activate the Wellon system. (TP 2 --> 1)
Move in 1 Cruiser, 1 Carrier, and 2 Infantry from Dal Bootha-Xxehan.
Land 2 Infantry on Wellon.
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) SPEAKER
Commodities: 0 / 2
Trade Goods: 3
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools
Worlds: R - Arc Prime (4R, 0I) R - Wren Terra (2R, 1I) R - Abyz (Hazardous, 3R, 0I) R - Fria (Hazardous, 2R, 0I) 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)
Commodities: 2 / 4
Trade Goods: 1
Action Cards: 1
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Sarween Tools
Worlds: R - Muaat (4R, 1I) R - Bereg (Hazardous, 3R, 1I) R - 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: 4
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator, Antimass Deflectors
Worlds: R - Retillion (2R, 3I) R - Shalloq (1R, 2I) R - Dal Bootha (Cultural, 0R, 2I) R - Lodor (Cultural, 3R, 1I) R - Saudor (Industrial, 2R, 2I) X - Wellon (Industrial, 1R, 2I, Y) 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.
Worlds: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) R - Arnor (Industrial, 2R, 1I) R - Lor (Industrial, 1R, 2I) 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.
The L1z1x Mindnet (Phyphor)
Commodities: 0 / 2
Trade Goods: 1
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: N'orr's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems
Worlds: R - [0.0.0] (5R, 0I) X - Coorneeq (Cultural, 1R, 2I) R - Lazar (Industrial, 1R, 0I, Y) X - Resculon (Cultural, 2R, 0I) R - 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: 1 / 4
Trade Goods: 2
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Neural Motivator
Worlds: R - Creuss (4R, 2I) R - Mehar Xull (Hazardous, 1R, 3I, R) 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.
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Arinam (Industrial, 1R, 2I)
N - Meer (Hazardous, 0R, 4I, R)
N - Tar'mann (Industrial, 1R, 1I, G)
N - Thibah (Industrial, 1R, 1I, B)
N - Vefut II (Hazardous, 2R, 2I)
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 Current Player The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare The Barony of Letnev (Ketar) - (7) Technology
Posts
Uh, call for sabotage just in case I guess?
@Phyphor @Lykouragh @A Half Eaten Oreo @38thDoe @El Skid
Score Objectives
No players claim any objectives.
Reveal Public Objective
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.
Gain Action Cards and Command Tokens; Redistribute Command Areas
The Ghosts of Creuss: AC 0 --> 2; FP 3 --> 2, SP 0 --> 3
Sardakk N'orr: AC 0 --> 1; SP 0 --> 2
The Barony of Letnev: AC 2 --> 3; TP 0 --> 1, FP 3 --> 2, SP 0 --> 2
The Embers of Muaat: AC 0 --> 1; SP 0 --> 2
The Yssaril Tribes: AC 2 --> 4; TP 1 --> 2, FP 3 --> 2, SP 0 --> 2
Draw 1 additional Action Card due to Scheming and discard "Ancient Burial Sites" from hand.
The L1z1x Mindnet: AC 0 --> 2; TP 1 --> 3
Current Map: Round 2: Start of Strategy Phase
Current Technologies
Victory Points and Objectives
The Embers of Muaat - 0 VP
The Yssaril Tribes - 0 VP
Sardakk N'orr - 0 VP
The L1z1x Mindnet - 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
(none)
The Barony of Letnev (Ketar) SPEAKER
Trade Goods: 3
Action Cards: 3
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
Worlds:
R - Arc Prime (4R, 0I)
R - Wren Terra (2R, 1I)
R - Abyz (Hazardous, 3R, 0I)
R - Fria (Hazardous, 2R, 0I)
R - Quann (Cultural, 2R, 1I)
Other Racial Data:
- Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
- Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
- Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
- Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
- Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.
The Embers of Muaat (El Skid)
Trade Goods: 1
Action Cards: 1
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, Sarween Tools
Worlds:
R - Muaat (4R, 1I)
R - Bereg (Hazardous, 3R, 1I)
R - Lirta IV (Hazardous, 2R, 3I)
Other Racial Data:
- 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)
Trade Goods: 2
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator, Antimass Deflectors
Worlds:
R - Retillion (2R, 3I)
R - Shalloq (1R, 2I)
R - Dal Bootha (Cultural, 0R, 2I)
R - Lodor (Cultural, 3R, 1I)
R - Saudor (Industrial, 2R, 2I)
R - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- 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)
Trade Goods: 2
Action Cards: 1
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
Technology: Sarween Tools
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
R - Arnor (Industrial, 2R, 1I)
R - Lor (Industrial, 1R, 2I)
R - Mellon (Cultural, 0R, 2I)
R - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
The L1z1x Mindnet (Phyphor)
Trade Goods: 1
Action Cards: 2
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems
Worlds:
R - [0.0.0] (5R, 0I)
R - Lazar (Industrial, 1R, 0I, Y)
R - Sakulag (Hazardous, 2R, 1I)
Other Racial Data:
- 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)
Trade Goods: 2
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Neural Motivator
Worlds:
R - Creuss (4R, 2I)
R - Mehar Xull (Hazardous, 1R, 3I, R)
R - New Albion (Industrial, 1R, 1I, G)
R - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
Neutral Worlds
N - Arinam (Industrial, 1R, 2I)
N - Coorneeq (Cultural, 1R, 2I)
N - Meer (Hazardous, 0R, 4I, R)
N - Qucen'n (Industrial, 1R, 2I)
N - Rarron (Cultural, 0R, 3I)
N - Resculon (Cultural, 2R, 0I)
N - Tar'mann (Industrial, 1R, 1I, G)
N - Thibah (Industrial, 1R, 1I, B)
N - Vefut II (Hazardous, 2R, 2I)
N - Wellon (Industrial, 1R, 2I, Y)
Order of Play
The Barony of Letnev (Ketar)
The Embers of Muaat (El Skid)
The Yssaril Tribes (Lykouragh)
Sardakk N'orr (38thDoe)
The L1z1x Mindnet (Phyphor)
The Ghosts of Creuss (A Half Eaten Oreo)
There is 1 Trade Good on each of the (4) Construction and (8) Imperial Strategy Cards; the player that selects one of these cards immediately claims the attached Trade Good.
Ghosties still to declare
Choose Technology.
@El Skid
@Lykouragh
@38thDoe
Think about it anyway
E- by first choice I mean tell me what you want and I won’t take it
The problem is that if you're speaker, I'm lastpick, and someone else is 100% guaranteed to snatch up whatever card it is that I want. I'm open to the idea (I'd actually rather have the trade strategy this round anyway) but the compensation has to be good enough to justify me getting stuck with some awful strategy vs the best strategy next round.
Wouldn’t you be second pick if he’s speaker? Or does table order rotate at some point? First time player questions :P
Heck yeah then @38thDoe , I'll happily speaker you in exchange for a trade of Ceasefires and my pick of strats next turn.
So instead of me just giving you a TG you’re looking for an exchange of ceasefires? Hmmm
@Phyphor
Yes sorry I'm an old man and easily confused.
I'll probably take a TG if you really don't want to trade ceasefires but we are peaceful gollums and like to live peacefully.
I'm honestly much more concerned about the War Sun invasion myself. I'm fine with takign the TG as well if that's the route you want to go, but if you wanted to do the ceasefire exchange I'd be fine with promising not to exchange your ceasefire.
@A Half Eaten Oreo
@MrBlarney
The Barony of Letnev: Play Action Card "Summit", allocating 1 counter to each of Tactic and Strategy pool. (AC 3 --> 2; TP 1 --> 2, SP 2 --> 3)
Select the (7) Technology Strategy Card.
The Embers of Muaat: Select the (1) Leadership Strategy Card.
The Yssaril Tribes: Select the (3) Politics Strategy Card.
Sardakk N'orr: Select the (5) Trade Strategy Card.
The L1z1x Mindnet: Select the (2) Diplomacy Strategy Card.
The Ghosts of Creuss: Select the (6) Warfare Strategy Card.
Trade Goods are placed on the unselected (4) Construction and (8) Imperial Strategy Cards.
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
The Barony of Letnev (Ketar) - (7) Technology
Also Yssaril, on your turn would you be willing to take a commodity from us and give it to the benevolent Embers on our behalf?
Sure thing, should be able to roll it into the trade I have going with them.
It sounds like the 1 TG for speaker thing is happening, and the Norr TG can just be that TG. Easy peasy.
That would be acceptable, though we would have appreciated this before picking our strategy card as now this screws up the plan
Activate corneeq / resculon, move in carrier, 2 infantry and 2 fighters from the homeworld & carrier, 2 fighters from sakulag
@Lykouragh
@38thDoe
Turn will be later tonight or tomorrow morning.
The Embers of Muaat: Activate the Qucen'n-Rarron system. (TP 1 --> 0)
Move in 1 Dreadnought, 1 Carrier, 2 Fighters, and 2 Infantry from the Muaat Home System.
Land 1 Infantry on each of Qucen'n and Rarron.
The L1z1x Mindnet: Perform transaction, gaining N'orr's Promissory Note "Support for the Throne". (VP 0 --> 1)
Activate the Coorneeq-Resculon system. (TP 3 --> 2)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from the L1z1x Home System and 1 Carrier and 2 Fighters from Lazar-Sakulag.
Land 1 Infantry on each of Coorneeq and Resculon.
The Yssaril Tribes: Activate the Wellon system. (TP 2 --> 1)
Move in 1 Cruiser, 1 Carrier, and 2 Infantry from Dal Bootha-Xxehan.
Land 2 Infantry on Wellon.
Current Map: Round 2: Action Phase Update 1
Current Technologies
Victory Points and Objectives
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) SPEAKER
Trade Goods: 3
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools
Worlds:
R - Arc Prime (4R, 0I)
R - Wren Terra (2R, 1I)
R - Abyz (Hazardous, 3R, 0I)
R - Fria (Hazardous, 2R, 0I)
R - Quann (Cultural, 2R, 1I)
Other Racial Data:
- Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
- Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
- Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
- Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
- Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.
The Embers of Muaat (El Skid)
Trade Goods: 1
Action Cards: 1
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Sarween Tools
Worlds:
R - Muaat (4R, 1I)
R - Bereg (Hazardous, 3R, 1I)
R - Lirta IV (Hazardous, 2R, 3I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
Other Racial Data:
- 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)
Trade Goods: 2
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator, Antimass Deflectors
Worlds:
R - Retillion (2R, 3I)
R - Shalloq (1R, 2I)
R - Dal Bootha (Cultural, 0R, 2I)
R - Lodor (Cultural, 3R, 1I)
R - Saudor (Industrial, 2R, 2I)
X - Wellon (Industrial, 1R, 2I, Y)
R - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- 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)
Trade Goods: 2
Action Cards: 1
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
Technology: Sarween Tools
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
R - Arnor (Industrial, 2R, 1I)
R - Lor (Industrial, 1R, 2I)
R - Mellon (Cultural, 0R, 2I)
R - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
The L1z1x Mindnet (Phyphor)
Trade Goods: 1
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: N'orr's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems
Worlds:
R - [0.0.0] (5R, 0I)
X - Coorneeq (Cultural, 1R, 2I)
R - Lazar (Industrial, 1R, 0I, Y)
X - Resculon (Cultural, 2R, 0I)
R - Sakulag (Hazardous, 2R, 1I)
Other Racial Data:
- 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)
Trade Goods: 2
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Neural Motivator
Worlds:
R - Creuss (4R, 2I)
R - Mehar Xull (Hazardous, 1R, 3I, R)
R - New Albion (Industrial, 1R, 1I, G)
R - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
Neutral Worlds
N - Arinam (Industrial, 1R, 2I)
N - Meer (Hazardous, 0R, 4I, R)
N - Tar'mann (Industrial, 1R, 1I, G)
N - Thibah (Industrial, 1R, 1I, B)
N - Vefut II (Hazardous, 2R, 2I)
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 Current Player
The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare
The Barony of Letnev (Ketar) - (7) Technology