Twilight Imperium - Game 6: Round 3 - Action Phase

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Oh huh I guess you can't retreat to empty systems now

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Probably to balance retreats being free

    Ketar
  • MrBlarneyMrBlarney Registered User regular
    edited August 4
    Round 3: Action Phase Update 5

    The Ghosts of Creuss: Activate the Creuss Home System. (TP 1 --> 0)
    Exhaust Bereg (3R), +1R from Sarween Tools, to build 1 Cruiser (2R) and 4 Fighters (2R) at Creuss.
    Federation of Sol: Use racial ability Orbital Drop, spending 1 counter from Strategy Pool (SP 2 --> 1) to place 2 Infantry on Mecatol Rex.
    Universities of Jol-Nar: Activate the Lodor system. (TP 1 --> 0)
    Move in 2 Dreadnoughts, 1 Cruiser, and 1 Infantry from Lirta IV and 1 Carrier, 4 Fighters, and 1 Infantry from the Jol-Nar Home System (via Gravity Drive).
    Land 2 Infantry on Lodor.

    Current Map: Round 3, Action Phase Update 5

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 3 VP
    The Winnu: 0 VP
    Universities of Jol-Nar: 0 VP
    The Ghosts of Creuss: 0 VP
    Nekro Virus: 0 VP
    The Naalu Collective: 0 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
    Erect a Monument (1 VP): Spend 8 resources.
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    1 Stage I Objective and 5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Winnu: 1 Secret Objective in hand.
    Universities of Jol-Nar: 1 Secret Objective in hand.
    The Ghosts of Creuss: 1 Secret Objective in hand.
    Nekro Virus: 1 Secret Objective in hand.
    Federation of Sol: 0 Secret Objectives in hand, 1 claimed:
    Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
    The Naalu Collective: 1 Secret Objective in hand.

    Special Objectives
    Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2.
    Seed of an Empire (1 VP): Gained by Sol in Round 2.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 4

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

    Promissory Notes: Naalu Ceasefire (Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, PDS II

    Worlds:
    R - Winnu (3R, 4I)
    X - Arinam (Industrial, 1R, 2I)
    R - Meer (Hazardous, 0R, 4I, R)
    X - Mellon (Cultural, 0R, 2I)
    X - Thibah (Industrial, 1R, 1I, B)
    X - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

    Universities of Jol-Nar (Ketar)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 6

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 1

    Promissory Notes: Creuss Ceasefire, Naalu Gift of Prescience - ACTIVE (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
    Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Duranium Armor, Dreadnought II, Carrier II

    Worlds:
    X - Jol (1R, 2I)
    X - Nar (2R, 3I)
    X - Arnor (Industrial, 2R, 1I)
    X - Dal Bootha (Cultural, 0R, 2I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Lodor (Cultural, 3R, 1I)
    X - Lor (Industrial, 1R, 2I)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Flagship: J.N.S. Hylarim: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. When making a combat roll for this ship, each (pre-modified) roll of 9 or 10 produces 2 additional hits.
    - Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
    - Racial Technology: E-Res Siphons (Yellow, requires 2 Yellow): After another player activates a system that contains 1 or more of your ships, gain 4 Trade Goods.
    - Fragile: Apply -1 to the result of each of your units' combat rolls.
    - Brilliant: When you spend a command token to resolve the secondary ability of the Technology Strategy card, you may resolve the primary ability instead.
    - Analytical: When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
    - Racial Promissory Note: Research Agreement: After the Jol-Nar researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.

    The Ghosts of Creuss (A Half Eaten Oreo)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 4

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

    Promissory Notes: Winnu Political Secret (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Sarween Tools, Plasma Scoring, Dimensional Splicer, PDS II

    Worlds:
    X - Creuss (4R, 2I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Vefut II (Hazardous, 2R, 2I)

    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.

    Nekro Virus (Phyphor) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 4

    Tactic Pool: 0
    Fleet Pool: 5
    Strategy Pool: 2

    Promissory Notes: Trade Agreement (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
    Technology: Dacxive Animators, Gravity Drive, Sarween Tools, Advanced Carrier II via Valefar Assimilator X (Valefor Assimilator Y)

    Worlds:
    R - Mordai II (4R, 0I)
    X - Centauri (Cultural, 1R, 3I)
    X - Gral (Industrial, 1R, 1I, B)
    X - Tar'mann (Industrial, 1R, 1I, G)
    R - Tequ'ran (Hazardous, 2R, 0I)
    X - Torkan (Cultural, 0R, 3I)

    Other Racial Data:
    - Flagship: The Alastor: Combat Value 9 (x2), Movement 1, Carry Capacity 3. Sustain Damage. At the start of a Space Combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
    - Racial Technology: Valefar Assimilator X (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Racial Technology: Valefar Assimilator Y (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Galactic Threat: You cannot vote on Agendas. Once per Agenda Phase, after an Agenda is revealed, you may predict aloud the outcome of that Agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.
    - Technological Singularity: Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.
    - Propagation: You cannot research technology. When you would research a technology, gain 3 command tokens instead.
    - Racial Promissory Note: Antivirus: At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use his "Technological Singularity" faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.

    Federation of Sol (MrBody)
    Commodities: 0 / 4
    Trade Goods: 4
    Action Cards: 3

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Antimass Deflectors, Gravity Drive, Neural Motivator, Dacxive Animators, Advanced Carrier II

    Worlds:
    X - Jord (4R, 2I)
    X - Mecatol Rex (1R, 6I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Resculon (Cultural, 2R, 0I)
    X - Saudor (Industrial, 2R, 2I)


    Other Racial Data:
    - Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
    - Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
    - Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
    - Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
    - Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
    - Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
    - Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
    - Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.

    The Naalu Collective (38thDoe)
    Commodities: 0 / 3
    Trade Goods: 7
    Action Cards: 3

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

    Promissory Notes: Winnu Trade Agreement, Winnu Ceasefire (Political Secret, Support for the Throne)
    Technology: Neural Motivator, Sarween Tools, Antimass Deflectors, Hybrid Crystal Fighter II, Carrier II

    Worlds:
    X - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - New Albion (Industrial, 1R, 1I, G)
    X - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)
    R - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.

    Neutral Worlds and Ongoing Game Effects
    N - Mehar Xull (Hazardous, 1R, 3I, R)
    N - Wellon (Industrial, 1R, 2I, Y)

    Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor.

    Order of Play
    Universities of Jol-Nar (Ketar) - (0) Warfare
    The Winnu (discrider) - (1) Leadership Current Player
    The Naalu Collective (38thDoe) - (2) Diplomacy
    Nekro Virus (Phyphor) - (3) Politics
    The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
    Federation of Sol (MrBody) - (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    Activate Winnu
    Move in carrier and a single infantry from Thibah
    Exhaust everything reversing Meer, and build a Destroyer, Dreadnought and three infantry
    0/3/4
    @38thDoe

    Steam Community page: http://steamcommunity.com/id/discrider/
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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Exhaust Quann
    Build 4 fighters with 1 trade good and sarween tools.
    0/4/2

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Pass
    @MrBody

  • MrBodyMrBody Registered User regular
    Imperial primary
    +1 VP


    Secondaries

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Play on Imperial secondary.

    0/4/0

  • discriderdiscrider Registered User regular
    edited August 4
    Play 0/3/2 I think

    discrider on
    Steam Community page: http://steamcommunity.com/id/discrider/
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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Play
    one token to draw one secret objective

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Forced pass

  • MrBlarneyMrBlarney Registered User regular
    edited August 4
    discrider, I think you're on 2 counters in Strategy Pool; there was the spend on the Politics Secondary that wasn't accounted for.

    @Phyphor to play or pass on the Imperial Secondary.

    Once that's complete, I'll post a game state update, which I think should take us through the rest of the round.

    MrBlarney on
    4463rwiq7r47.png
    discrider
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

  • MrBlarneyMrBlarney Registered User regular
    edited August 4
    Round 3: Action Phase Update 6

    The Winnu: Activate the Winnu Home System. (TP 1 --> 0)
    Use racial technology Hegemonic Trade Policy to reverse Meer's resource and influence values for production.
    Exhaust Winnu (3R) and Meer (4R) to build 1 Dreadnought (4R), 1 Destroyer (1R), and 3 Infantry (2R) at Winnu.
    The Naalu Collective: Activate the Quann system. (TP 1 --> 0)
    Exhaust 1 Trade Good (TG 7 --> 6), +1R from Sarween Tools, to build 4 Fighters (2R) at Quann.
    Nekro Virus: Pass turn.
    The Ghosts of Creuss: Pass turn.
    Federation of Sol: Play the primary ability of the (8) Imperial Strategy Card, gaining 1 victory point for control of Mecatol Rex. (VP 3 --> 4)
    Naalu plays on the secondary (SP 2 --> 1), drawing 1 Secret Objective card to hand. (2 in hand)
    Winnu plays on the secondary (SP 3 --> 2), drawing 1 Secret Objective card to hand. (2 in hand)
    Jol-Nar plays on the secondary (SP 1 --> 0), drawing 1 Secret Objective card to hand. (2 in hand)

    Current Map: Round 3, Action Phase Update 6

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 4 VP
    The Winnu: 0 VP
    Universities of Jol-Nar: 0 VP
    The Ghosts of Creuss: 0 VP
    Nekro Virus: 0 VP
    The Naalu Collective: 0 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
    Erect a Monument (1 VP): Spend 8 resources.
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    1 Stage I Objective and 5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Winnu: 2 Secret Objectives in hand.
    Universities of Jol-Nar: 2 Secret Objectives in hand.
    The Ghosts of Creuss: 1 Secret Objective in hand.
    Nekro Virus: 1 Secret Objective in hand.
    Federation of Sol: 0 Secret Objectives in hand, 1 claimed:
    Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
    The Naalu Collective: 2 Secret Objectives in hand.

    Special Objectives
    Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2.
    Seed of an Empire (1 VP): Gained by Sol in Round 2.
    Imperial Primary (1 VP): Gained by Sol in Round 3.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 4

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

    Promissory Notes: Naalu Ceasefire (Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, PDS II

    Worlds:
    R - Winnu (3R, 4I)
    X - Arinam (Industrial, 1R, 2I)
    R - Meer (Hazardous, 0R, 4I, R)
    X - Mellon (Cultural, 0R, 2I)
    X - Thibah (Industrial, 1R, 1I, B)
    X - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

    Universities of Jol-Nar (Ketar)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 6

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Creuss Ceasefire, Naalu Gift of Prescience - ACTIVE (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
    Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Duranium Armor, Dreadnought II, Carrier II

    Worlds:
    X - Jol (1R, 2I)
    X - Nar (2R, 3I)
    X - Arnor (Industrial, 2R, 1I)
    X - Dal Bootha (Cultural, 0R, 2I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Lodor (Cultural, 3R, 1I)
    X - Lor (Industrial, 1R, 2I)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Flagship: J.N.S. Hylarim: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. When making a combat roll for this ship, each (pre-modified) roll of 9 or 10 produces 2 additional hits.
    - Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
    - Racial Technology: E-Res Siphons (Yellow, requires 2 Yellow): After another player activates a system that contains 1 or more of your ships, gain 4 Trade Goods.
    - Fragile: Apply -1 to the result of each of your units' combat rolls.
    - Brilliant: When you spend a command token to resolve the secondary ability of the Technology Strategy card, you may resolve the primary ability instead.
    - Analytical: When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
    - Racial Promissory Note: Research Agreement: After the Jol-Nar researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.

    The Ghosts of Creuss (A Half Eaten Oreo)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 4

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

    Promissory Notes: Winnu Political Secret (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Sarween Tools, Plasma Scoring, Dimensional Splicer, PDS II

    Worlds:
    X - Creuss (4R, 2I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Vefut II (Hazardous, 2R, 2I)

    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.

    Nekro Virus (Phyphor) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 4

    Tactic Pool: 0
    Fleet Pool: 5
    Strategy Pool: 2

    Promissory Notes: Trade Agreement (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
    Technology: Dacxive Animators, Gravity Drive, Sarween Tools, Advanced Carrier II via Valefar Assimilator X (Valefor Assimilator Y)

    Worlds:
    R - Mordai II (4R, 0I)
    X - Centauri (Cultural, 1R, 3I)
    X - Gral (Industrial, 1R, 1I, B)
    X - Tar'mann (Industrial, 1R, 1I, G)
    R - Tequ'ran (Hazardous, 2R, 0I)
    X - Torkan (Cultural, 0R, 3I)

    Other Racial Data:
    - Flagship: The Alastor: Combat Value 9 (x2), Movement 1, Carry Capacity 3. Sustain Damage. At the start of a Space Combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
    - Racial Technology: Valefar Assimilator X (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Racial Technology: Valefar Assimilator Y (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Galactic Threat: You cannot vote on Agendas. Once per Agenda Phase, after an Agenda is revealed, you may predict aloud the outcome of that Agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.
    - Technological Singularity: Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.
    - Propagation: You cannot research technology. When you would research a technology, gain 3 command tokens instead.
    - Racial Promissory Note: Antivirus: At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use his "Technological Singularity" faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.

    Federation of Sol (MrBody)
    Commodities: 0 / 4
    Trade Goods: 4
    Action Cards: 3

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Antimass Deflectors, Gravity Drive, Neural Motivator, Dacxive Animators, Advanced Carrier II

    Worlds:
    X - Jord (4R, 2I)
    X - Mecatol Rex (1R, 6I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Resculon (Cultural, 2R, 0I)
    X - Saudor (Industrial, 2R, 2I)


    Other Racial Data:
    - Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
    - Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
    - Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
    - Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
    - Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
    - Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
    - Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
    - Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.

    The Naalu Collective (38thDoe)
    Commodities: 0 / 3
    Trade Goods: 6
    Action Cards: 3

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 1

    Promissory Notes: Winnu Trade Agreement, Winnu Ceasefire (Political Secret, Support for the Throne)
    Technology: Neural Motivator, Sarween Tools, Antimass Deflectors, Hybrid Crystal Fighter II, Carrier II

    Worlds:
    X - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - New Albion (Industrial, 1R, 1I, G)
    X - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)
    R - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.

    Neutral Worlds and Ongoing Game Effects
    N - Mehar Xull (Hazardous, 1R, 3I, R)
    N - Wellon (Industrial, 1R, 2I, Y)

    Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor.

    Order of Play
    Universities of Jol-Nar (@Ketar) - (0) Warfare Current Player
    The Winnu (discrider) - (1) Leadership
    The Naalu Collective (38thDoe) - (2) Diplomacy
    Nekro Virus (Phyphor) - (3) Politics PASSED
    The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology PASSED
    Federation of Sol (MrBody) - (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Play Warfare. Remove the command counter from Lodor and redistribute to 1/4/0.

    @38thDoe @discrider @Phyphor @MrBody to play or pass on secondary. Creuss are forced to pass, unfortunately.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    @MrBlarney small bit of recordkeeping: your written updates have indicated that Jol-Nar has 4 commodities available for a while now, while the map shows 0. I believe the map is correct, and that the issue comes some time after Creuss and I exchanged commodities last round - at about round 2 action update 3 or so. I got the TG from trading commodities and spent them later that round, and I have had no way of refreshing commodities since then, so I believe I should be at 0 commodities.

  • MrBlarneyMrBlarney Registered User regular
    Ketar wrote: »
    MrBlarney: small bit of recordkeeping: your written updates have indicated that Jol-Nar has 4 commodities available for a while now, while the map shows 0. I believe the map is correct, and that the issue comes some time after Creuss and I exchanged commodities last round - at about round 2 action update 3 or so. I got the TG from trading commodities and spent them later that round, and I have had no way of refreshing commodities since then, so I believe I should be at 0 commodities.
    Yep, that's correct. Usually, I'll just quietly correct text errors when they occur, but since Trade wasn't taken this round, the error just ended up lingering for a while. It's been corrected. It's good that I keep a good detailed record since it makes these kinds of corrections much easier to track down.

    4463rwiq7r47.png
    Ketar
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Play. Build 4 infantry, dread, destroyer
    Exhaust homeworld + tequ'ran + sarween to pay

  • discriderdiscrider Registered User regular
    Pass

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    @MrBody for the Warfare secondary play or pass.

  • MrBodyMrBody Registered User regular
    edited August 6
    PLAY warfare secondary
    -1SA
    Spend 3 TGs
    Build 3 fighters + 2 infantry on homeworld

    1/2/0


    edit: changed fighters to 3 since the dock can only support that.

    MrBody on
  • MrBodyMrBody Registered User regular
    @discrider I believe

  • discriderdiscrider Registered User regular
    Pasd

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • discriderdiscrider Registered User regular
    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
  • MrBodyMrBody Registered User regular
    I know there's a Flank Speed action card. Is there one that simulate Light Wave Reflectors and lets you move through occupied systems? I think the destination system had to be unoccupied? Did fighters count towards occupying?

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Yes there is a card to move through things. Don’t know on the rest. To be fair I’m only 90% on the card existing.

  • MrBlarneyMrBlarney Registered User regular
    Fighters are ships, and so they block movement through their systems. Unless the active player has Light/Wave Deflector or plays In the Silence of Space, of course.

    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited August 6
    MrBody wrote: »
    I know there's a Flank Speed action card. Is there one that simulate Light Wave Reflectors and lets you move through occupied systems? I think the destination system had to be unoccupied? Did fighters count towards occupying?

    If you're worried that I might have such a card, I don't. If I wanted to hit your homeworld, I would have just killed the destroyer at End of the Line and then used Warfare. You have too many fighters, no thank you.

    My crazy also has limits, and angering Sol and Nekro in the same round is past those limits.

    Ketar on
  • MrBodyMrBody Registered User regular
    Is this the text for 4ed In the Silence of Space?

    "Choose 1 system. During this tactical action, your ships in the chosen system can move through systems that contain other players' ships. "

    So it doesn't matter if the target system is occupied or not? A change from 3ed?

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No it's functionally the same. You choose which ships you want to be able to pass through others

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Also don't worry he's going to grab one of my other planets to score the 4 planets of one type objective

    Ketar
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I mean, to be fair I had very much intended to take Corneeq-Resculon and get that objective that way. Sol just built too much stuff there.

  • MrBodyMrBody Registered User regular
    Phyphor wrote: »
    No it's functionally the same. You choose which ships you want to be able to pass through others

    What I'm asking is if the final destination system has to empty of enemy ships, like it did in the 3ed card. The 4ed wording makes no mention of this.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited August 7
    MrBody wrote: »
    Phyphor wrote: »
    No it's functionally the same. You choose which ships you want to be able to pass through others

    What I'm asking is if the final destination system has to empty of enemy ships, like it did in the 3ed card. The 4ed wording makes no mention of this.

    So wouldn't the answer be no, then?

    There's nothing at all in that wording that even mentions a targeted system, because it is irrelevant. It can be empty of units, or it can be occupied. It can be a system with planets, or one with no planets. It can be MR, it can not be MR.

    Ketar on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Oh, yeah this version at least has no restrictions on attacking

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