The Barony of Letnev: Activate the Letnev Home System. (TP 2 --> 1)
Move in 2 Cruisers and 2 Infantry from Mecatol Rex.
Land 2 Infantry on Wren Terra.
Exhaust Arc Prime (4R), Wren Terra (2R), and Abyz (3R), +1R from Sarween Tools, to build 2 Dreadnoughts (8R) and 2 Fighters (2R) at Arc Prime. The Yssaril Tribes: Activate the Yssaril Home System. (TP 1 --> 0)
Exhaust Saudor (2R) and 5 Trade Goods (TG 5 --> 0) to build 1 Dreadnought (4R), 1 Cruiser (2R), and 1 Fighter (1R) at Retillion. The L1z1x Mindnet: Activate the Alpha Wormhole system. (TP 2 --> 1)
Move in 2 Dreadnoughts, 2 Fighters, and 2 Infantry from the L1z1x Home System and 1 Carrier and 4 Fighters from Coorneeq-Resculon. Sardakk N'orr: Pass turn. The Embers of Muaat: Pass turn. The Barony of Letnev: Pass turn. The Yssaril Tribes: Pass turn. The L1z1x Mindnet: Activate the L1z1x Home System. (TP 1 --> 0)
Move in 1 Carrier from Coorneq-Resculon.
Exhaust [0.0.0] (5R) and 2 Trade Goods (TG 8 --> 6), +1R from Sarween Tools to build Flagship "[0.0.1]" (8R) at L1z1x. The L1z1x Mindnet: Pass turn.
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: 1
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: X - Arc Prime (4R, 0I) X - Wren Terra (2R, 1I) X - Mecatol Rex (1R, 6I) X - Abyz (Hazardous, 3R, 0I) X - Arinam (Industrial, 1R, 2I) X - Fria (Hazardous, 2R, 0I) X - Meer (Hazardous, 0R, 4I, R) 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: 0
Action Cards: 9
Tactic Pool: 0
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) X - 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.
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: 6
Action Cards: 4
Tactic Pool: 0
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: X - [0.0.0] (5R, 0I) X - Coorneeq (Cultural, 1R, 2I) X - Lazar (Industrial, 1R, 0I, Y) X - Resculon (Cultural, 2R, 0I) X - Sakulag (Hazardous, 2R, 1I)
Other Racial Data:
- Racial Unit: Super-Dreadnought (Dreadnought): As Dreadnought, but Carry Capacity 2.
- Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hits 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 Sardakk N'orr (38thDoe) - (5) Trade The Embers of Muaat (El Skid) - (7) Technology The Barony of Letnev (Ketar) - (8) Imperial
All players may now each claim up to one Public Objective and one Secret Objective.
Public: None cause we are bad.
Secret: Claim βForm a Spy Networkβ discarding: Unstable Planet(1), Bunker(2), Parley(3), Infiltrate(4), and Economic Initiative(5)
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
We are so completely unlike terrorists itβs absurd that you would say that.
We will also magnanimously mention that there are objectives to spend both influence and resources, and you have a bazillion trade goods that you refuse to share, and could be converted into either.
Reveal Public Objective Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
5 Stage II Objectives remain in the deck.
All players draw Action Cards to hand and command counters for allocation: The Yssaril Tribes (Lykouragh): 3 cards, followed by 1 discard from hand; 3 command counters The L1z1x Mindnet (Phyphor): 2 cards; 3 command counters The Ghosts of Creuss (A Half Eaten Oreo): 2 cards; 3 command counters Sardakk N'orr (38thDoe): 2 cards; 2 command counters The Embers of Muaat (El Skid): 1 card; 2 command counters The Barony of Letnev (Ketar): 2 cards; 2 command counters
The Ghosts of Creuss: At the start of the Status Phase, use Wormhole Generator to place the Creuss Alpha Wormhole token in the Arnor-Lor system. Score Objectives The Yssaril Tribes: Exhaust Retillion (3I), Shalloq (2I), Dal Bootha (2I), and Xxehan (1I) to claim public objective "Sway the Council". (VP 1 --> 2) The Ghosts of Creuss: Discard Action Card "Unstable Planet", "Bunker", "Parley", "Infiltrate", and "Economic Initiative" (AC 6 --> 1) to claim secret objective "Form a Spy Network". (VP 1 --> 2) The Embers of Muaat: Exhaust Lirta IV (3I), Rarron (3I), and Qucen'n (2I) to claim public objective "Sway the Council". (VP 0 --> 1) Reveal Public Objective Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
5 Stage II Objectives remain in the deck. Gain Action Cards and Command Tokens; Redistribute Command Areas The Yssaril Tribes: AC 9 --> 11; TP 0 --> 1, FP 3 --> 4, SP 1 --> 2
Draw 1 additional Action Card due to Scheming and discard "Repeal Law" from hand. The L1z1x Mindnet: AC 4 --> 6; TP 0 --> 2, SP 0 --> 1 The Ghosts of Creuss: AC 1 --> 3; TP 2 --> 3, SP 1 --> 3 Sardakk N'orr: AC 4 --> 6; FP 2 --> 3, SP 2 --> 3 The Embers of Muaat: AC 4 --> 5; TP 1 --> 2, SP 1 --> 2 The Barony of Letnev: AC 4 --> 6; SP 0 --> 2
The first Agenda of the Agenda Phase is revealed from the top of the deck:
The Crown of Emphidia (Law) Elect Player: The elected player gains this card and 1 victory point. A player gains this card and 1 victory point after he gains control of a planet in the home system of this card's owner. Then, the previous owner of this card loses 1 victory point.
Voting Order The L1z1x Mindnet (Phyphor): Up to 3 votes The Ghosts of Creuss (A Half Eaten Oreo): Up to 8 votes The Barony of Letnev (Ketar): Up to 14 votes The Embers of Muaat (El Skid): Up to 12 votes The Yssaril Tribes (Lykouragh): Up to 12 votes Sardakk N'orr (38thDoe): Up to 9 votes; Speaker
At least 24 hours will be allocated for discussion, deals, transactions, and Action Card declarations, unless all players collectively call for voting to start before then.
We would point out that it is substantially more difficult to take our singular homeworld vs one of norr's two. We are also the least likely to even be able to score objectives
Oh MrBlarney I think I should've place a wormhole before we scored.
Correct - you have Wormhole Generator now. Since I don't think the game state's been changed that much with the card draws and allocations, I'll let you make the placement now. (And write a mental note to myself to add that to the script next time the Status Phase rolls around.)
I'm gonna call the voting period open at this point. As a reminder of what's at stake:
The Crown of Emphidia (Law) Elect Player: The elected player gains this card and 1 victory point. A player gains this card and 1 victory point after he gains control of a planet in the home system of this card's owner. Then, the previous owner of this card loses 1 victory point.
Voting Order The L1z1x Mindnet (@Phyphor): Up to 3 votes The Ghosts of Creuss (A Half Eaten Oreo): Up to 8 votes The Barony of Letnev (Ketar): Up to 14 votes The Embers of Muaat (El Skid): Up to 12 votes The Yssaril Tribes (Lykouragh): Up to 12 votes Sardakk N'orr (38thDoe): Up to 9 votes; Speaker
Deals and transactions can, of course, continue to be made.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Construction Rider
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 space dock from your reinforcements on a planet you control.
Construction Rider
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 space dock from your reinforcements on a planet you control.
Predict LIZIX
So still want to be up for that deal then? I'll cast my votes now if so
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Probably but lets see how the votes upstream of you go.
Posts
@Ketar
@Lykouragh
@Phyphor
Activate home system, move in carrier from resculon, build my flagship. Exhaust 0.0.0 & spend 2 TG
The Barony of Letnev: Activate the Letnev Home System. (TP 2 --> 1)
Move in 2 Cruisers and 2 Infantry from Mecatol Rex.
Land 2 Infantry on Wren Terra.
Exhaust Arc Prime (4R), Wren Terra (2R), and Abyz (3R), +1R from Sarween Tools, to build 2 Dreadnoughts (8R) and 2 Fighters (2R) at Arc Prime.
The Yssaril Tribes: Activate the Yssaril Home System. (TP 1 --> 0)
Exhaust Saudor (2R) and 5 Trade Goods (TG 5 --> 0) to build 1 Dreadnought (4R), 1 Cruiser (2R), and 1 Fighter (1R) at Retillion.
The L1z1x Mindnet: Activate the Alpha Wormhole system. (TP 2 --> 1)
Move in 2 Dreadnoughts, 2 Fighters, and 2 Infantry from the L1z1x Home System and 1 Carrier and 4 Fighters from Coorneeq-Resculon.
Sardakk N'orr: Pass turn.
The Embers of Muaat: Pass turn.
The Barony of Letnev: Pass turn.
The Yssaril Tribes: Pass turn.
The L1z1x Mindnet: Activate the L1z1x Home System. (TP 1 --> 0)
Move in 1 Carrier from Coorneq-Resculon.
Exhaust [0.0.0] (5R) and 2 Trade Goods (TG 8 --> 6), +1R from Sarween Tools to build Flagship "[0.0.1]" (8R) at L1z1x.
The L1z1x Mindnet: Pass turn.
Current Map: Start of Status Phase
Current Technologies
Victory Points and Objectives
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)
Trade Goods: 6
Action Cards: 4
Tactic Pool: 1
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:
X - Arc Prime (4R, 0I)
X - Wren Terra (2R, 1I)
X - Mecatol Rex (1R, 6I)
X - Abyz (Hazardous, 3R, 0I)
X - Arinam (Industrial, 1R, 2I)
X - Fria (Hazardous, 2R, 0I)
X - Meer (Hazardous, 0R, 4I, R)
X - 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: 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:
- 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: 0
Action Cards: 9
Tactic Pool: 0
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)
X - Saudor (Industrial, 2R, 2I)
X - Tar'mann (Industrial, 1R, 1I, G)
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) SPEAKER
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:
- 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: 6
Action Cards: 4
Tactic Pool: 0
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:
X - [0.0.0] (5R, 0I)
X - Coorneeq (Cultural, 1R, 2I)
X - Lazar (Industrial, 1R, 0I, Y)
X - Resculon (Cultural, 2R, 0I)
X - Sakulag (Hazardous, 2R, 1I)
Other Racial Data:
- Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hits 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: 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:
- 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
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
Sardakk N'orr (38thDoe) - (5) Trade
The Embers of Muaat (El Skid) - (7) Technology
The Barony of Letnev (Ketar) - (8) Imperial
All players may now each claim up to one Public Objective and one Secret Objective.
Claim Public objective: Sway the Council (1 VP): Spend 8 influence. Exhaust Lirta IV, Rarron, Qucen'n.
Beat my head against a desk as I realize I misread a secret objective and totally can't claim it during this phase.
Secret: Claim βForm a Spy Networkβ discarding: Unstable Planet(1), Bunker(2), Parley(3), Infiltrate(4), and Economic Initiative(5)
We are so completely unlike terrorists itβs absurd that you would say that.
We will also magnanimously mention that there are objectives to spend both influence and resources, and you have a bazillion trade goods that you refuse to share, and could be converted into either.
Claim Public objective: Sway the Council (1 VP): Spend 8 influence. Exhaust Retillon, Shallow, Dal Bootha, Xxehan
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
5 Stage II Objectives remain in the deck.
All players draw Action Cards to hand and command counters for allocation:
The Yssaril Tribes (Lykouragh): 3 cards, followed by 1 discard from hand; 3 command counters
The L1z1x Mindnet (Phyphor): 2 cards; 3 command counters
The Ghosts of Creuss (A Half Eaten Oreo): 2 cards; 3 command counters
Sardakk N'orr (38thDoe): 2 cards; 2 command counters
The Embers of Muaat (El Skid): 1 card; 2 command counters
The Barony of Letnev (Ketar): 2 cards; 2 command counters
My AC discard is Repeal Law
Action: Discard 1 law from play.
2/3/1
The Ghosts of Creuss: At the start of the Status Phase, use Wormhole Generator to place the Creuss Alpha Wormhole token in the Arnor-Lor system.
Score Objectives
The Yssaril Tribes: Exhaust Retillion (3I), Shalloq (2I), Dal Bootha (2I), and Xxehan (1I) to claim public objective "Sway the Council". (VP 1 --> 2)
The Ghosts of Creuss: Discard Action Card "Unstable Planet", "Bunker", "Parley", "Infiltrate", and "Economic Initiative" (AC 6 --> 1) to claim secret objective "Form a Spy Network". (VP 1 --> 2)
The Embers of Muaat: Exhaust Lirta IV (3I), Rarron (3I), and Qucen'n (2I) to claim public objective "Sway the Council". (VP 0 --> 1)
Reveal Public Objective
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
5 Stage II Objectives remain in the deck.
Gain Action Cards and Command Tokens; Redistribute Command Areas
The Yssaril Tribes: AC 9 --> 11; TP 0 --> 1, FP 3 --> 4, SP 1 --> 2
Draw 1 additional Action Card due to Scheming and discard "Repeal Law" from hand.
The L1z1x Mindnet: AC 4 --> 6; TP 0 --> 2, SP 0 --> 1
The Ghosts of Creuss: AC 1 --> 3; TP 2 --> 3, SP 1 --> 3
Sardakk N'orr: AC 4 --> 6; FP 2 --> 3, SP 2 --> 3
The Embers of Muaat: AC 4 --> 5; TP 1 --> 2, SP 1 --> 2
The Barony of Letnev: AC 4 --> 6; SP 0 --> 2
The first Agenda of the Agenda Phase is revealed from the top of the deck:
The Crown of Emphidia (Law)
Elect Player: The elected player gains this card and 1 victory point. A player gains this card and 1 victory point after he gains control of a planet in the home system of this card's owner. Then, the previous owner of this card loses 1 victory point.
Voting Order
The L1z1x Mindnet (Phyphor): Up to 3 votes
The Ghosts of Creuss (A Half Eaten Oreo): Up to 8 votes
The Barony of Letnev (Ketar): Up to 14 votes
The Embers of Muaat (El Skid): Up to 12 votes
The Yssaril Tribes (Lykouragh): Up to 12 votes
Sardakk N'orr (38thDoe): Up to 9 votes; Speaker
At least 24 hours will be allocated for discussion, deals, transactions, and Action Card declarations, unless all players collectively call for voting to start before then.
By my count N'orr, L1z1x, and Muaat all have 1 VP each. Of those I'd be happiest supporting N'orr as well.
@38thDoe If I voted for you with all my votes on this one, could I borrow Mellon for 1 round after you exhaust it?
Also @MrBlarney I moved my carrier home too
Edit: wait that doesn't work, one minute
re-edit: yes it does, saudor isn't cultural, we're good, How about that plan?
Correct - you have Wormhole Generator now. Since I don't think the game state's been changed that much with the card draws and allocations, I'll let you make the placement now. (And write a mental note to myself to add that to the script next time the Status Phase rolls around.)
The Crown of Emphidia (Law)
Elect Player: The elected player gains this card and 1 victory point. A player gains this card and 1 victory point after he gains control of a planet in the home system of this card's owner. Then, the previous owner of this card loses 1 victory point.
Voting Order
The L1z1x Mindnet (@Phyphor): Up to 3 votes
The Ghosts of Creuss (A Half Eaten Oreo): Up to 8 votes
The Barony of Letnev (Ketar): Up to 14 votes
The Embers of Muaat (El Skid): Up to 12 votes
The Yssaril Tribes (Lykouragh): Up to 12 votes
Sardakk N'orr (38thDoe): Up to 9 votes; Speaker
Deals and transactions can, of course, continue to be made.
Yes.
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 space dock from your reinforcements on a planet you control.
Predict LIZIX
So still want to be up for that deal then? I'll cast my votes now if so