Twilight Imperium - Game 6: Round 5 - Action Phase

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I have to say, even though I got shafted by the agenda last turn I've gotten some very fortunate agenda discards

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    @MrBlarney The picture update still shows me with 4 commodities and 2 TG rather than 6 TG. The text update has it correct.

  • discriderdiscrider Registered User regular
    Discard
    Disable
    At the start of an invasion in a system that contains 1 or more of your opponents' PDS units: Your opponents' PDS units lose Planetary Shield and Space Cannon during this invasion.

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  • discriderdiscrider Registered User regular
    Looks like our exchange of getting my Political Secret back for the free refresh didn't go through, @A Half Eaten Oreo , so shall we trade that back now?

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  • discriderdiscrider Registered User regular
    edited September 24
    And I think I use Flank Speed on Mellon Zohbat so flagging for no sabotages @Ketar @38thDoe @MrBody @Phyphor @A Half Eaten Oreo
    Flank Speed
    After you activate a system: Apply +1 to the move value of each of your ships during the tactical action.
    Before moving the carrier from Thibah to Winnu with 1 infantry, joining with the Dreadnought there, and moving the other 3 infantry and fighter out of the Winnu system as well
    2/4/1

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I cannot imagine anyone sabotaging that play.

  • discriderdiscrider Registered User regular
    Yeah.
    Waiting for Creuss to confirm giving our political secret back as promised though.

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yeah no sabotage

    38thDoe
  • MrBlarneyMrBlarney Registered User regular
    Oh, I see what happened there. I think I completely overwrote Creuss handing back the Political Secret Promissory Note with the Commodity exchange. Since there was an agreement back then, I'll just edit into that previous transaction. We can just move on with the Sabotage calls, since we're already in the middle of that.

    4463rwiq7r47.png
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    discrider wrote: »
    Looks like our exchange of getting my Political Secret back for the free refresh didn't go through, @A Half Eaten Oreo , so shall we trade that back now?

    Yeah

  • discriderdiscrider Registered User regular
    edited September 24
    It is @38thDoe 's action unless MrBody feels like sabotaging my ship jostling

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    He does have five sabotages.

  • discriderdiscrider Registered User regular
    Whereas my hand,

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  • MrBodyMrBody Registered User regular
    38thDoe wrote: »
    He does have five sabotages.

    nah, no sabo

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Will probably have to wait for tonight.

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited September 25
    Activate Naalu system, exhaust Quann for 2.
    Move 1 carrier in from starpoint.
    Build Matriarch and 2 fighters and 2 infantry, using sarween tools for cost 8+1+1-1=9
    Spend 7 trade goods to finance construction.

    @Ketar

    38thDoe on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited September 25
    Activate home system. Produce 3 destroyers and 4 fighters for a total cost of 5R -1 for Sarween Tools = 4R. Exhaust Arnor and Nar to pay.

    1/5/0


    @MrBody

    Ketar on
  • MrBodyMrBody Registered User regular
    Activate Wellon
    Move in carrier, 1 fighter, and infantry from flagship from Coorneeq
    Land on planet
    1/2/1


    @A Half Eaten Oreo

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    They had to pass already.

    @Phyphor

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
  • MrBlarneyMrBlarney Registered User regular
    edited September 28
    Round 4: Action Phase Update 5

    The Winnu: Activate the Mellon-Zohbat system. (TP 3 --> 2)
    Play Action Card "Flank Speed", increasing the movement of all ships into the system. (AC 7 --> 6)
    Move in 1 Dreadnought and 1 Infantry from the Winnu Home System and 1 Carrier and 1 Infantry from Thibah, loading 1 Fighter and 2 Infantry from the Winnu Home System.
    Land 2 Infantry on each of Mellon and Zohbat.
    The Naalu Collective: Activate the Naalu Home System. (TP 2 --> 1)
    Move in 1 Carrier from New Albion-Starpoint, loading 1 Infantry from Druaa.
    Land 1 Infantry on Maaluuk.
    Exhaust Quann (2R) and 7 Trade Goods (TG 11 --> 4), +1R from Sarween Tools to build Flagship Matriarch (8R), 2 Fighters (1R), and 2 Infantry (1R) at Druaa.
    Universities of Jol-Nar: Activate the Jol-Nar Home System. (TP 2 --> 1)
    Exhaust Nar (2R), Arnor (2R), +1R from Sarween Tools to build 3 Destroyers (3R) at Jol and 4 Fighters (2R) at Nar.
    Federation of Sol: Activate the Wellon system. (TP 2 --> 1)
    Move in 1 Carrier and 1 Fighter from Coorneeq-Resculon, loading 1 Infantry from Coorneeq-Resculon space.
    Land 1 Infantry on Wellon.
    Nekro Virus: Pass turn.

    Current Map: Round 4, Action Phase Update 5

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 5 VP
    Universities of Jol-Nar: 1 VP
    The Naalu Collective: 1 VP
    The Winnu: 0 VP
    The Ghosts of Creuss: 0 VP
    Nekro Virus: 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.: Sol
    Erect a Monument (1 VP): Spend 8 resources.: Naalu
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Jol-Nar
    Found Research Outposts (1 VP): Control 3 planets that have technology specialties.
    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: 7
    Action Cards: 6

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

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

    Worlds:
    R - Winnu (3R, 4I)
    X - Arinam (Industrial, 1R, 2I)
    X - 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: 6
    Action Cards: 7

    Tactic Pool: 1
    Fleet Pool: 5
    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, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Duranium Armor, Dreadnought II, Carrier II

    Worlds:
    X - Jol (1R, 2I)
    X - Nar (2R, 3I)
    X - Jord (4R, 2I)
    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 - Tar'mann (Industrial, 1R, 1I, G)
    X - 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) SPEAKER
    Commodities: 0 / 4
    Trade Goods: 3
    Action Cards: 4

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

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

    Worlds:
    R - Creuss (4R, 2I)
    R - 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)
    Commodities: 0 / 3
    Trade Goods: 5
    Action Cards: 2

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

    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), Dreadnought II

    Worlds:
    X - Mordai II (4R, 0I)
    X - Centauri (Cultural, 1R, 3I)
    X - Gral (Industrial, 1R, 1I, B)
    X - 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: 4 / 4
    Trade Goods: 0
    Action Cards: 6

    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, Fighter II

    Worlds:
    X - Mecatol Rex (1R, 6I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Mehar Xull (Hazardous, 1R, 3I, R)
    R - Resculon (Cultural, 2R, 0I)
    X - Saudor (Industrial, 2R, 2I)
    X - Wellon (Industrial, 1R, 2I, Y)

    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: 4
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 3

    Promissory Notes: Winnu Ceasefire (Political Secret, Support for the Throne)
    Technology: Neural Motivator, Hyper Metabolism, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Hybrid Crystal Fighter II, Carrier II, Infantry II

    Worlds:
    R - Maaluuk (0R, 2I)
    X - 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)
    X - 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.

    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.
    Minister of War - Held by Naalu. After performing an action, Naalu may discard this card to remove 1 of their command tokens from the game board and return it to their reinforcements; then, they may perform 1 additional action.

    Order of Play
    Universities of Jol-Nar (Ketar) - (0) Warfare
    Federation of Sol (MrBody) - (1) Leadership
    The Ghosts of Creuss (A Half Eaten Oreo) - (2) Diplomacy PASSED
    Nekro Virus (Phyphor) - (3) Politics PASSED
    The Winnu (discrider) - (5) Trade Current Player
    The Naalu Collective (38thDoe) - (7) Technology

    MrBlarney on
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  • discriderdiscrider Registered User regular
    edited September 26
    Oh.
    Looking at the map, can I also land the four infantry, 2 a piece on Mellon and Zohbat @MrBlarney ?

    There being no reason to keep them in space whatsoever, other than I forgot they were in space as part of the move

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Can I move infantry from one planet to the other as part of my move or no because build is last?

  • discriderdiscrider Registered User regular
    Looks like you should be able to shift already built infantry around, yes.

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  • MrBlarneyMrBlarney Registered User regular
    Yes on both questions; as discrider noted, only the Infantry that were already stationed prior to the build can be moved.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    edited September 26
    Activate Winnu. Swap R and I.
    Build a Destroyer, Cruiser, two infantry and two fighters exhausting it
    1/4/1
    @38thDoe

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Swap one infantry into maaluk

  • discriderdiscrider Registered User regular
    Action is on you @38thDoe

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Will do when I get back to the computer

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I think I pass at this point.

  • discriderdiscrider Registered User regular
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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate Dal Bootha system. Move in all units from Tar'mann and pick up the infantry on Lirta IV on the way. Land all infantry on Dal Bootha.

    0/5/0


    @MrBody

  • MrBodyMrBody Registered User regular
    @A Half Eaten Oreo 4 of my commodities for 3 of your TGs?

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    MrBody wrote: »
    @A Half Eaten Oreo 4 of my commodities for 3 of your TGs?

    Deal

  • MrBodyMrBody Registered User regular
    MrBody wrote: »
    @A Half Eaten Oreo 4 of my commodities for 3 of your TGs?

    Deal

    confirm

  • MrBodyMrBody Registered User regular
    Activate Coorneeq
    Move in everything but 1 fighter from Mehar Xull
    build 3 fighters
    exhaust Resculon

    0/2/1

  • MrBodyMrBody Registered User regular
  • discriderdiscrider Registered User regular
    Pass @ketar

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited September 27
    Pass

    Ketar on
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