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

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    We will preserve our negligible influence so Pass

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    We’ll throw a token of support behind the Sardakk N’orr. 3 votes for N’orr

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass

    @El Skid

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    El SkidEl Skid The frozen white northRegistered User regular
    Pass @Lykouragh

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I have my first live TI game today so might be slow to respond, although at our speed it probably won't be an issue.

    Can't decide what race to try. Trying to decide between Naluu Letnev XXcha and Hacan. Not sure if I feel like wheeling and dealing enough to play Hacan all day but I do love big piles of TG.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    38thDoe wrote: Β»
    I have my first live TI game today so might be slow to respond, although at our speed it probably won't be an issue.

    Can't decide what race to try. Trying to decide between Naluu Letnev XXcha and Hacan. Not sure if I feel like wheeling and dealing enough to play Hacan all day but I do love big piles of TG.

    Letnev has good planets in their home system but they're pretty boring otherwise. Hacan is probably the strongest of that group. Naalu is just behind them in terms of overall win percentage and has some worthwhile racial abilities and tech.

    Letnev and Xxcha are both in the bottom 3 for win percentage.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Really? Letnev seems like they have a good start.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    38thDoe wrote: Β»
    Really? Letnev seems like they have a good start.

    They have good planets...and not much else. The fleet pool thing saves you like 1-2 command tokens over the course of the game. The combat tech/abilities rarely come into play. Having only 2 commodities blows. Nobody cares about the racial promissory so you can't sell it or trade it for much.

    So far in this game I've saved some fleet tokens. I might not ever use another racial ability. If i do, it's unlikely to have much of an impact.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    You can double tech on the first turn, that’s crazy. Or so it seems. I’ll let you know!

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    38thDoe wrote: Β»
    You can double tech on the first turn, that’s crazy. Or so it seems. I’ll let you know!

    Only if you get to pick Tech. Wouldn't Hacan also be able to after Trade has been played? They can trade with anyone first round without being neighbors in the technical sense, right?

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    LykouraghLykouragh Registered User regular
    Well it looks like the outcome is determined, so pass @38thDoe

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Abstain.

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    MrBlarneyMrBlarney Registered User regular
    Vote Results
    3 votes - N'orr (Cruess)

    N'orr claims the "Crown of Emphidia" card. (VP 1 --> 2)

    The second Agenda of the Agenda Phase is revealed from the top of the deck:

    Incentive Program (Directive)
    For: Draw and reveal 1 Stage I public objective from the deck and place it near the public objectives.
    Against: Draw and reveal 1 Stage II public objective from the deck and place it near the public objectives.

    Clarificaton: The public objectives set out before the game are really part of an objective line, not a deck. If this Agenda is voted on, the drawn objective will come from those not already selected, i.e. be the 6th Stage I or Stage II objective available.

    Potential Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
    Develop Weaponry (1 VP): Own 2 unit upgrade technologies.
    Found Research Outposts (1 VP): Control 3 planets that have technology specialties.
    Intimidate Council (1 VP): Have one or more ships in 2 systems that are adjacent to Mecatol Rex's system.

    Found a Golden Age (2 VP): Spend 16 resources.
    Manipulate Galactic Law (2 VP): Spend 16 influence.
    Centralize Galactic Trade (2 VP): Spend 10 Trade Goods.
    Galvanize the People (2 VP): Spend a total of 6 tokens from your Tactic and/or Strategy pools.
    Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
    Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.
    Subdue the Galaxy (2 VP): Control 11 planets in non-home systems.
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.
    Form Galactic Brain Trust (2 VP): Control 5 planets that have technology specialties.
    Conquer the Weak (2 VP): Control 1 planet that is in another player's home system.

    Voting Order
    The L1z1x Mindnet (Phyphor): Up to 3 votes
    The Ghosts of Creuss (A Half Eaten Oreo): Up to 5 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.

    4463rwiq7r47.png
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    This is meh? I went with mermaids. Neurogkaive is a good deterrent.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    @Phyphor @Lykouragh @El Skid @A Half Eaten Oreo

    Anyone have strong feelings either way?

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    El SkidEl Skid The frozen white northRegistered User regular
    Not really? Seems like this’ll shorten the game either way

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Yeah I have no opinion on this one.

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    LykouraghLykouragh Registered User regular
    We'll be playing three ACs for this agenda.

    Warfare 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 dreadnought from your reinforcements in a system that contains 1 or more of your ships.

    and

    Diplomacy Rider
    After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, choose 1 system that contains a planet you control. Each other player places a command token from their reinforcements in that system.

    both predicting For and

    Politics Rider
    After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 3 action cards and gain the speaker token.

    predicting Against

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    3 For

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    5 For
    @Ketar

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    14 For

    @El Skid

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    El SkidEl Skid The frozen white northRegistered User regular
    Uhhh 12 Against I guess?

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    El SkidEl Skid The frozen white northRegistered User regular
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    What is even this vote? Also you want last pick Muaat?

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    El SkidEl Skid The frozen white northRegistered User regular
    edited March 2019
    Eh, last, second last...whatever, Not that it actually matters unless you’re swaying the vote with ACs.

    Thought I’d be nice and give you the option

    El Skid on
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    LykouraghLykouragh Registered User regular
    (waves fingers from over in the corner, "you waaaaaant second pick....")

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited March 2019
    All for. I think. I'm assuming that I'm reading correctly that against is the speaker one. I don't actually understand this actual vote. Its just more objectives possible to score? But its not really a vote because its more objectives either way.

    38thDoe on
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    38thDoe wrote: Β»
    All for. I think. I'm assuming that I'm reading correctly that against is the speaker one. I don't actually understand this actual vote. Its just more objectives possible to score? But its not really a vote because its more objectives either way.

    Yeah I think we're voting for either one extra level 1 or one extra level 2

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    It's a vote for either an easier objective worth 1 VP or a harder objective worth 2.

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    MrBlarneyMrBlarney Registered User regular
    If you need any kind of clarification in the game, you know you can always ask!

    Anyways, since it was bolded, I'm going to just take that vote as set, and resolve the agenda in favor of FOR. One new Stage I objective is added to the game:
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.

    Yssaril's Warfare Rider and Diplomacy Rider cards activate. Once @Lykouragh decides where to place their Dreadnought and the other players' command counters, I'll post the status update to open up round 4.

    4463rwiq7r47.png
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    LykouraghLykouragh Registered User regular
    Name Lodor for Diplomacy rider, put the dreadnought in DB/XX.

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    MrBlarneyMrBlarney Registered User regular
    Round 4: Start of Strategy Phase

    First Agenda
    The top card of the Agenda deck is drawn: "The Crown of Emphidia".
    N'orr plays Action Card "Construction Rider", predicting an outcome of L1z1x. (AC 5 --> 4)
    Vote results: 3 votes - N'orr (Creuss)
    N'orr is elected, claiming the card. (VP 1 --> 2)
    Second Agenda
    The top card of the Agenda deck is drawn: "Incentive Program".
    Yssaril plays Action Card "Warfare Rider", predicting an outcome of FOR. (AC 11 --> 10)
    Yssaril plays Action Card "Diplomacy Rider", predicting an outcome of FOR. (AC 10 --> 9)
    Yssaril plays Action Card "Politics Rider", predicting an outcome of AGAINST. (AC 9 --> 8)
    Vote results: 31 votes - FOR (L1z1x, Creuss, Letnev, N'orr), 12 votes - AGAINST (Muaat)
    A Stage I objective is drawn and added to the public objective line:
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
    Yssaril's "Warfare Rider" activates; 1 Yssaril Dreadnought is placed in the Dal Bootha-Xxehan system.
    Yssaril's "Diplomacy Rider" activates; a command counter from each other player's reinforcements is placed in the Lodor system.

    Current Map: Start of Strategy Phase

    Current Technologies

    Victory Points and Objectives
    The Barony of Letnev - 4 VP
    The Yssaril Tribes - 2 VP
    The Ghosts of Creuss - 2 VP
    Sardakk N'orr - 2 VP
    The L1z1x Mindnet - 1 VP
    The Embers of Muaat - 1 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, Yssaril, Muaat
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
    5 Stage II Objectives remain in the line.

    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 - 0 unfulfilled secret objectives in hand, 1 completed:
    Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.

    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 Crown of Emphidia (1 VP) - Held by N'orr.

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

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

    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)
    R - Mecatol Rex (1R, 6I)
    R - Abyz (Hazardous, 3R, 0I)
    R - Arinam (Industrial, 1R, 2I)
    R - Fria (Hazardous, 2R, 0I)
    R - Meer (Hazardous, 0R, 4I, R)
    R - Quann (Cultural, 2R, 1I)

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

    The Embers of Muaat (El Skid)
    Commodities: 2 / 4
    Trade Goods: 1
    Action Cards: 5

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

    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:
    R - Muaat (4R, 1I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    R - 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: 8

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 2

    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)
    R - Lodor (Cultural, 3R, 1I)
    R - Saudor (Industrial, 2R, 2I)
    R - 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: 4

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

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

    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 - Vefut II (Hazardous, 2R, 2I)
    R - Zohbat (Hazardous, 3R, 1I)

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

    The L1z1x Mindnet (Phyphor)
    Commodities: 0 / 2
    Trade Goods: 6
    Action Cards: 6

    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, Hyper Metabolism, Plasma Scoring, Sarween Tools, Inheritance Systems, Super-Dreadnought II

    Worlds:
    R - [0.0.0] (5R, 0I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Lazar (Industrial, 1R, 0I, Y)
    R - 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, 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: 3

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

    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:
    R - Creuss (4R, 2I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Starpoint (Hazardous, 3R, 1I)
    R - 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.
    The Crown of Emphidia: Held by N'orr. Grants 1 victory point. If a player gains control of a planet in N'orr's home system, this card and its victory point is transferred to that player.

    Order of Play
    Sardakk N'orr (@38thDoe)
    The L1z1x Mindnet (Phyphor)
    The Ghosts of Creuss (A Half Eaten Oreo)
    The Barony of Letnev (Ketar)
    The Embers of Muaat (El Skid)
    The Yssaril Tribes (Lykouragh)

    There is 1 Trade Good on each of the (2) Diplomacy and (6) Warfare Strategy Cards; the player that selects one of these cards immediately claims the attached Trade Good.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    @Phyphor what is your pick?

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I will take tech

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Warfare and it's tasty 1TG
    @Ketar

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

    @El Skid

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    El SkidEl Skid The frozen white northRegistered User regular
    Imperial

    @Lykouragh

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