Twilight Imperium - Game 6: Round 5 - Action Phase

1343537394045

Posts

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
  • MrBlarneyMrBlarney Registered User regular
    edited September 27
    Status update available on request; otherwise, I'll hold off until the end of the Action Phase (after MrBody finishes all actions and passes).

    MrBlarney on
    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    pass

  • MrBlarneyMrBlarney Registered User regular
    edited September 28
    Round 4: Start of Status Phase

    The Winnu: Activate the Winnu Home System. (TP 2 --> 1)
    Exhaust Hegemonic Trade Policy to swap Resource and Influence values for Winnu for the turn's production.
    Exhaust Winnu (4R*), +1R from Sarween Tools, to build 1 Cruiser (2R), 1 Destroyer (1R), 2 Fighters (1R), and 2 Infantry (1R) on Winnu.
    The Naalu Collective: Pass turn.
    Universities of Jol-Nar: Activate the Dal Bootha-Xxehan system. (TP 1 --> 0)
    Move in 2 Dreadnoughts, 1 Cruiser, 1 Carrier, 2 Fighters, and 2 Infantry from Tar'Mann, loading 1 Infantry from Lirta IV.
    Land 3 Infantry on Dal Bootha.
    Federation of Sol: Perform transaction, giving 4 Commodities to Creuss in exchange for 3 Trade Goods. (Sol C 4 --> 0, TG 0 --> 3; Creuss TG 5 --> 6)
    Activate the Coorneeq-Resculon system. (TP 1 --> 0)
    Move in 1 Carrier and 4 Fighters from Mehar Xull.
    Exhaust Resculon (2R) to build 3 Fighters (2R) at Coorneeq.
    The Winnu: Pass turn.
    Universities of Jol-Nar: Pass turn.
    Federation of Sol: Pass turn.

    Current Map: Round 4, Start of Status Phase

    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: 1
    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:
    X - 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: 0
    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: 6
    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: 0 / 4
    Trade Goods: 3
    Action Cards: 6

    Tactic Pool: 0
    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
    Nekro Virus (Phyphor) - (3) Politics
    The Winnu (discrider) - (5) Trade
    The Naalu Collective (38thDoe) - (7) Technology

    Each player excepting Sol may now claim up to one Public Objective and one Secret Objective; Sol may only claim a Secret Objective.

    MrBlarney on
    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Claim Diversify Research.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Claim Diversify Research (1 VP)

  • discriderdiscrider Registered User regular
    Claim Diversify Research (1 VP)

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • MrBodyMrBody Registered User regular
    no secret objectives in hand

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Claim Erect a Monument, exhausting both my planets and spending 1TG.

  • MrBlarneyMrBlarney Registered User regular
    The top card of the public objective deck is drawn:
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.
    4 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
    Federation of Sol: 2 Action Cards; 3 Command Counters
    The Ghosts of Creuss: 1 Action Card; 2 Command Counters
    Nekro Virus: 1 Action Card; 2 Command Counters
    The Winnu: 1 Action Card; 2 Command Counters
    The Naalu Collective: 2 Action Cards; 3 Command Counters

    Jol-Nar must discard 2 cards and Sol must discard 1 card to comply with hand limits.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    2/4/2

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    1/5/1

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    3/4/1

    Discard Maneuvering Jets and Direct Hit

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    +2/+0/+1

  • MrBodyMrBody Registered User regular
    edited September 29
    2/2/2

    MrBody on
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    1/2/1

  • MrBlarneyMrBlarney Registered User regular
    @MrBody, you need to choose a discard from your hand since you're one card over the hand limit.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    But they're all so great!

    discard
    Tactical Bombardment
    Action: Choose 1 system that contains 1 or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.

  • MrBlarneyMrBlarney Registered User regular
    @MrBody: Ah, I also noticed that you only gave yourself two counters; you can allocate one more. Should be good to go on starting the Agenda Phase once that's cleared up.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    MrBlarney wrote: »
    @MrBody: Ah, I also noticed that you only gave yourself two counters; you can allocate one more. Should be good to go on starting the Agenda Phase once that's cleared up.

    Fixed.

    Also, the free infantry on my flagship.

  • MrBlarneyMrBlarney Registered User regular
    Round 4: Start of Agenda Phase

    Score Objectives
    Universities of Jol-Nar: Claim public objective "Diversify Research". (VP 1 --> 2)
    The Ghosts of Creuss: Exhaust Creuss (4R), Bereg (3R), and 1 Trade Good (TG 6 --> 5) to claim public objective "Corner the Market". (VP 0 --> 1)
    The Winnu: Claim public objective "Diversify Research". (VP 0 --> 1)
    The Naalu Collective: Claim public objective "Diversify Research". (VP 1 --> 2)
    Reveal Public Objective
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.
    4 Stage II Objectives remain in the deck.
    Gain Action Cards and Command Tokens; Redistribute Command Areas
    Universities of Jol-Nar: AC 7 --> 9; TP 0 --> 3, FP 5 --> 4, SP 0 --> 1
    Discard Action Cards "Maneuvering Jets" and "Direct Hit" to comply with hand limits. (AC 9 --> 7)
    Federation of Sol: AC 6 --> 8; TP 0 --> 2, SP 1 --> 2
    Discard Action Card "Tactical Bombardment" to comply with hand limits. (AC 8 --> 7)
    The Ghosts of Creuss: AC 4 --> 5; TP 0 --> 1, SP 0 --> 1
    Nekro Virus: AC 2 --> 3; TP 0 --> 1, SP 0 --> 1
    The Winnu: AC 6 --> 7; TP 1 --> 2, SP 1 --> 2
    The Naalu Collective: AC 4 --> 6; TP 1 --> 3, SP 3 --> 4
    At the end of the Status Phase, Sol gains one Infantry on Flagship Genesis.



    The first Agenda of the Agenda Phase is drawn from the top of the deck:

    Anti-Intellectual Revolution (Law)
    For: After a player researches a technology, he must destroy 1 of his non-fighter ships.
    Against: At the start of the next strategy phase, each player chooses and exhausts 1 planet for each technology he owns.

    Voting Order
    Nekro Virus (Phyphor): Cannot vote due to Galactic Threat
    Federation of Sol (MrBody): Up to 15 votes
    The Naalu Collective (38thDoe): Up to 11 votes
    The Winnu (discrider): Up to 14 votes
    Universities of Jol-Nar (Ketar): Up to 18 votes
    The Ghosts of Creuss (A Half Eaten Oreo): Up to 5 votes; Speaker

    At least 24 hours will be allocated for discussion, deals, transactions, and Action Card declarations, unless all players collectively call for voting to start before then.

    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Veto
    When an agenda is revealed: Discard that agenda and reveal 1 agenda from the top of the deck. Players vote on this agenda instead.


    Sabotage call: @A Half Eaten Oreo @Phyphor @MrBody @38thDoe @discrider

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited September 30
    Pass

    Its amazing that out of the giant agenda deck, I always see the same stupid ones.

    38thDoe on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Amazing

    So everybody has enough tech to exhaust all of their planets

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Also wanted to do this at the start of the phase:

    Ancient Burial Sites
    At the start of the agenda phase: Choose 1 player. Exhaust each cultural planet owned by that player.

    Choose Sol.


    I'm sure MrBody will see this from the other batsignal.

  • MrBodyMrBody Registered User regular
    no sabos

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No sabotage

  • discriderdiscrider Registered User regular
    No sabotage.
    This isn't the blow uppy MR one :(

    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
    The only good agenda!

    discrider
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    No sabos

  • MrBlarneyMrBlarney Registered User regular
    Both of Jol-Nar's action cards go through: Sol's Cultural planets are exhausted, reducing their available votes by 2, and the "Anti-Intellectual Revolution" agenda is discarded and a new one drawn:

    Executive Sanctions (Law)
    For: Each player can have a maximum of 3 action cards in hand.
    Against: Each player discards 1 random action card from his hand.

    Voting Order
    Nekro Virus (Phyphor): Cannot vote due to Galactic Threat
    Federation of Sol (MrBody): Up to 13 votes
    The Naalu Collective (38thDoe): Up to 11 votes
    The Winnu (discrider): Up to 14 votes
    Universities of Jol-Nar (Ketar): Up to 18 votes
    The Ghosts of Creuss (A Half Eaten Oreo): Up to 5 votes; Speaker

    At least 24 hours will be allocated for discussion, deals, transactions, and Action Card declarations, unless all players collectively call for voting to start before then.

    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Fuck you too, Agenda Deck.

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    How many cards does everyone have?

  • discriderdiscrider Registered User regular
    edited September 30
    6-7 aside Nekro with 2
    Creuss with 5.
    It's up the page in the status update

    discrider on
    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Nekro predict Against

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

    Predict Against

  • discriderdiscrider Registered User regular
    Well time to burn through these seven sabotages while I still have them




    No sabotage

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
    38thDoe
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    No sabotage.

    38thDoeA Half Eaten Oreo
  • MrBodyMrBody Registered User regular
    Trade Rider
    After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, gain 5 trade goods.

    predict Against


    I don't think I'd ever use a sabotage on a Rider. Until I declare otherwise, always "no sabo" for that.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Yeah, no sabotage on this one either.

    38thDoe
Sign In or Register to comment.