Universities of Jol-Nar: Play the primary ability of the (6) Warfare Strategy Card, removing the counter from the Lodor system and allocating it to Command Pool. (TP 0 --> 1)
Nekro plays on the secondary (SP 2 --> 1), exhausting Mordai II (4R), Tequ'ran (2R), +1R from Sarween Tools, to build 1 Dreadnought (4R), 1 Destroyer (1R), and 4 Infantry (2R) at Mordai II.
Sol plays on the secondary (SP 1 --> 0), spending 2 Trade Goods (TG 4 --> 2) to build 2 Fighters (1R) and 2 Infantry (1R) at Jord. (See here for action revision.) The Winnu: Pass turn. The Naalu Collective: Pass turn. Federation of Sol: Activate the Mehar Xull system. (TP 1 --> 0)
Move in 1 Carrier, 3 Fighters, and 1 Infantry from Mehar Xull via Gravity Drive, loading 2 Fighters from Jord.
Land 1 Infantry on Mehar Xull. Universities of Jol-Nar: Activate the Tequ'ran-Torkan system. (TP 1 --> 0)
Move in 2 Dreadnoughts, 1 Cruiser, 1 Carrier, 4 Fighters, and 2 Infantry from Lodor.
Land 1 Infantry on each of Tequ'ran and Torkan. Federation of Sol: Pass turn. Universities of Jol-Nar: Pass turn.
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: 6
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) X - Tequ'ran (Hazardous, 2R, 0I) X - Torkan (Cultural, 0R, 3I) 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: 1
Promissory Notes: Naalu 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: X - Mordai II (4R, 0I) X - Centauri (Cultural, 1R, 3I) X - Gral (Industrial, 1R, 1I, B) X - Tar'mann (Industrial, 1R, 1I, G)
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: 2
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 0
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 - Mehar Xull (Hazardous, 1R, 3I, R) 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 - 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 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
Each player may now claim up to one Public Objective and one Secret Objective.
MrBlarney on
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KetarCome on upstairswe're having a partyRegistered Userregular
And I still fucked that up. Damn it, damn it, damn it.
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KetarCome on upstairswe're having a partyRegistered Userregular
Claim Corner the Market (1 VP): Control 4 planets that each have the same planet trait. (Torkan, Lodor, Xxehan and Dal Bootha)
Claim Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
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KetarCome on upstairswe're having a partyRegistered Userregular
...
Ya know, I thought my brain was mush already. But seeing that claim, and then going back and seeing that it is indeed 2 technologies in each of 2 colors, and not 4 colors like I thought it was, really hurts right now. Especially since I could have claimed it a while ago.
You might have been thinking of the 2VP one where I think it's 4 colors.
So, not total mush.
I mean, I definitely was. But I still read the actual text that MrBlarney posted I don't know how many times and never saw it as anything other than 2 in 4 somehow.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Claim erect a monument by exhausting Druaa and Starpoint and spending 2 trade goods.
KetarCome on upstairswe're having a partyRegistered Userregular
Naalu, I'd also be willing to work with you on which tech I research this round if you want to trade for the Jol-nar racial promissory. I was leaning toward Assault Cannon, but I can research pretty much everything else except War Suns, Integrated Economy and Space Dock II.
I don't think Creuss has any public or secret objectives that they can complete this round, so let's move on to the next stage of the Status Phase.
The top card of the public objective deck is drawn: Found Research Outposts (1 VP): Control 3 planets that have technology specialties.
5 Stage II Objectives remain in the deck.
Each player draws action cards and gains command counters for allocation: Universities of Jol-Nar: 2 Action Cards; 3 Command Counters The Winnu: 1 Action Card; 2 Command Counters The Naalu Collective: 2 Action Cards; 2 Command Counters Nekro Virus: 1 Action Card; 2 Command Counters The Ghosts of Creuss: 1 Action Card; 2 Command Counters Federation of Sol: 2 Action Cards; 3 Command Counters
Jol-Nar must also discard 1 card from their Action Cards due to hand limits.
At the end of the Status Phase, Naalu's Gift of Prescience promissory note is returned to Naalu. Before strategy cards are returned, Jol-Nar has conditional orders to play the following action card:
Political Stability When you would return your strategy card(s) during the status phase: Do not return your strategy card(s). You do not choose strategy cards during the next strategy phase.
All other players to play / pass on Sabotage plays before we move on to the Agenda Phase.
Posts
-1 TA
From Saudor, move carrier + 3 fighters + 1 infantry
to Jord
pick up 3 fighters in Jord
proceed to Mexhar Xull, claim planet
0/2/0
Will get an actual turn in shortly.
0/4/0
@Phyphor for any response, back to @MrBody after that.
Map and status update will be made available upon request; otherwise, I'll hold off until the end of the phase since it's so close.
@MrBlarney
Universities of Jol-Nar: Play the primary ability of the (6) Warfare Strategy Card, removing the counter from the Lodor system and allocating it to Command Pool. (TP 0 --> 1)
Nekro plays on the secondary (SP 2 --> 1), exhausting Mordai II (4R), Tequ'ran (2R), +1R from Sarween Tools, to build 1 Dreadnought (4R), 1 Destroyer (1R), and 4 Infantry (2R) at Mordai II.
Sol plays on the secondary (SP 1 --> 0), spending 2 Trade Goods (TG 4 --> 2) to build 2 Fighters (1R) and 2 Infantry (1R) at Jord. (See here for action revision.)
The Winnu: Pass turn.
The Naalu Collective: Pass turn.
Federation of Sol: Activate the Mehar Xull system. (TP 1 --> 0)
Move in 1 Carrier, 3 Fighters, and 1 Infantry from Mehar Xull via Gravity Drive, loading 2 Fighters from Jord.
Land 1 Infantry on Mehar Xull.
Universities of Jol-Nar: Activate the Tequ'ran-Torkan system. (TP 1 --> 0)
Move in 2 Dreadnoughts, 1 Cruiser, 1 Carrier, 4 Fighters, and 2 Infantry from Lodor.
Land 1 Infantry on each of Tequ'ran and Torkan.
Federation of Sol: Pass turn.
Universities of Jol-Nar: Pass turn.
Current Map: Round 3, Start of Status Phase
Current Technologies
Victory Points and Objectives
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)
Trade Goods: 0
Action Cards: 6
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:
- 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)
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)
X - Tequ'ran (Hazardous, 2R, 0I)
X - Torkan (Cultural, 0R, 3I)
R - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- 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)
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:
- 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
Trade Goods: 2
Action Cards: 4
Tactic Pool: 0
Fleet Pool: 5
Strategy Pool: 1
Promissory Notes: Naalu 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:
X - Mordai II (4R, 0I)
X - Centauri (Cultural, 1R, 3I)
X - Gral (Industrial, 1R, 1I, B)
X - Tar'mann (Industrial, 1R, 1I, G)
Other Racial Data:
- 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)
Trade Goods: 2
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 0
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 - Mehar Xull (Hazardous, 1R, 3I, R)
X - Resculon (Cultural, 2R, 0I)
X - Saudor (Industrial, 2R, 2I)
Other Racial Data:
- 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)
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:
- 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
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
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
Each player may now claim up to one Public Objective and one Secret Objective.
You only delay the inevitable
And what would that be?
Trading your racial for my VP >:(
Ya know, I thought my brain was mush already. But seeing that claim, and then going back and seeing that it is indeed 2 technologies in each of 2 colors, and not 4 colors like I thought it was, really hurts right now. Especially since I could have claimed it a while ago.
So, not total mush.
I mean, I definitely was. But I still read the actual text that MrBlarney posted I don't know how many times and never saw it as anything other than 2 in 4 somehow.
We would like to help you. What is your offer?
The top card of the public objective deck is drawn:
Found Research Outposts (1 VP): Control 3 planets that have technology specialties.
5 Stage II Objectives remain in the deck.
Each player draws action cards and gains command counters for allocation:
Universities of Jol-Nar: 2 Action Cards; 3 Command Counters
The Winnu: 1 Action Card; 2 Command Counters
The Naalu Collective: 2 Action Cards; 2 Command Counters
Nekro Virus: 1 Action Card; 2 Command Counters
The Ghosts of Creuss: 1 Action Card; 2 Command Counters
Federation of Sol: 2 Action Cards; 3 Command Counters
Jol-Nar must also discard 1 card from their Action Cards due to hand limits.
2/2/1
TA/FS/SA
Discard Morale Boost.
What do you want? We can give you your trade agreement back, maybe a TG. Obviously we can't match a tech a turn for sheer value
2/3/2
I think that doesn't disband anything.
At the end of the Status Phase, Naalu's Gift of Prescience promissory note is returned to Naalu. Before strategy cards are returned, Jol-Nar has conditional orders to play the following action card:
Political Stability
When you would return your strategy card(s) during the status phase: Do not return your strategy card(s). You do not choose strategy cards during the next strategy phase.
All other players to play / pass on Sabotage plays before we move on to the Agenda Phase.
Pass
Guess you're getting last pick next round instead of second-last this round. /shrug