Twilight Imperium - Game 6: Round 5 - Action Phase

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Play an action card.

    Mining Initiative
    Action: Gain trade goods equal to the resource value of 1 planet you control.

    Gain 2 TG by choosing Nar.


    @MrBody

  • MrBlarneyMrBlarney Registered User regular
    Normally, this might be where we have a Sabotage call / decline, but it's a relatively small card, early in the game, and only MrBody and discrider have Action Cards to possibly counter. I'm happy to require declarations if someone requests it, however.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    edited June 3
    MrBody should totally earn the ire of Ketar as soon as possible by denying his delaying action

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    discrider wrote: »
    MrBody should totally earn the ire of Ketar as soon as possible by denying his delaying action

    I started to agree with that, but then I looked at the map again and Sol is faaaaaar. It's too early in the game to have to dedicate all resources to traversing that distance.

    discrider
  • discriderdiscrider Registered User regular
    Ketar wrote: »
    discrider wrote: »
    MrBody should totally earn the ire of Ketar as soon as possible by denying his delaying action

    I started to agree with that, but then I looked at the map again and Sol is faaaaaar. It's too early in the game to have to dedicate all resources to traversing that distance.

    Sure, but I have to encourage all divisive actions on principal, no matter how impractical the revenge might be.

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    Ketar
  • MrBodyMrBody Registered User regular
    Activate Saudor
    -1 TA
    Leave behind 1 GF in Jord, take everything else.
    Land GFs on planet.

    0/3/1

  • MrBodyMrBody Registered User regular
  • MrBodyMrBody Registered User regular
    No sabotage. My action cards suck :\

  • MrBlarneyMrBlarney Registered User regular
    Round 1: Action Phase Update 4

    The Naalu Collective: Activate Alpha Wormhole system "Hawking Hole". (TP 2 --> 1)
    Universities of Jol-Nar: Play Action Card "Mining Intiative" (AC 2 --> 1), targeting Nar and gaining 2 Trade Goods. (TG 4 --> 6)
    Federation of Sol: Activate the Saudor system. (TP 2 --> 1)
    Move in 1 Destroyer, 1 Carrier, 3 Fighters, and 2 Infantry from the Sol Home System.
    Land 2 Infantry on Saudor.

    Current Map: Round 1, Action Phase Update 4

    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
    Federation of Sol: 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.
    3 Stage I Objectives 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: 1 Secret Objective in hand.
    The Naalu Collective: 1 Secret Objective in hand.

    Special Objectives

    The Winnu (discrider)
    Commodities: 3 / 3
    Trade Goods: 0
    Action Cards: 2

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Graviton Laser System

    Worlds:
    R - Winnu (3R, 4I)
    X - Mellon (Cultural, 0R, 2I)
    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: 1

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
    Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Sarween Tools, Plasma Scoring

    Worlds:
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    X - Dal Bootha (Cultural, 0R, 2I)
    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 ativate 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: 4
    Action Cards: 0

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Sarween Tools

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

    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: 3 / 3
    Trade Goods: 3
    Action Cards: 0

    Tactic Pool: 3
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
    Technology: Dacxive Animators (Valefor Assimilator X, Valefor Assimilator Y)

    Worlds:
    X - Mordai II (4R, 0I)
    X - Centauri (Cultural, 1R, 3I)
    X - Gral (Industrial, 1R, 1I, B)

    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: 2

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 0

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

    Worlds:
    X - Jord (4R, 2I)
    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: 3 / 3
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Gift of Prescience)
    Technology: Neural Motivator, Sarween Tools

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - Quann (Cultural, 2R, 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
    N - Mecatol Rex (1R, 6I)
    N - Arinam (Industrial, 1R, 2I)
    N - Arnor (Industrial, 2R, 1I)
    N - Lodor (Cultural, 3R, 1I)
    N - Lor (Industrial, 1R, 2I)
    N - Meer (Hazardous, 0R, 4I, R)
    N - Mehar Xull (Hazardous, 1R, 3I, R)
    N - New Albion (Industrial, 1R, 1I, G)
    N - Qucen'n (Industrial, 1R, 2I)
    N - Rarron (Cultural, 0R, 3I)
    N - Starpoint (Hazardous, 3R, 1I)
    N - Tar'mann (Industrial, 1R, 1I, G)
    N - Tequ'ran (Hazardous, 2R, 0I)
    N - Thibah (Industrial, 1R, 1I, B)
    N - Torkan (Cultural, 0R, 3I)
    N - Vefut II (Hazardous, 2R, 2I)
    N - Wellon (Industrial, 1R, 2I, Y)

    Order of Play
    The Naalu Collective (38thDoe) - (0) Construction
    Universities of Jol-Nar (Ketar) - (1) Leadership
    Federation of Sol (MrBody) - (3) Politics
    Nekro Virus (Phyphor) - (5) Trade Current Player
    The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare
    The Winnu (discrider) - (7) Technology

    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Activate Hawking Hole. Move cruiser in

  • MrBlarneyMrBlarney Registered User regular
    Combat will be resolved after orders are received from @A Half Eaten Oreo.

    4463rwiq7r47.png
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    We were just exploring the wonders of Hawking Hole!
    The captain of the Creuss destroyer frantically tries to update the ship's antivirus.

    We will hope for bad aim and hope to:
    Retreat.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    It's a hole with aliens in it!

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    @MrBlarney if you haven't rolled yet. I forgot retreating cost a token, can the captain sacrifice himself for the cause instead? It's ok if it's too late. Not really used to retreating :pop:

  • discriderdiscrider Registered User regular
    @MrBlarney if you haven't rolled yet. I forgot retreating cost a token, can the captain sacrifice himself for the cause instead? It's ok if it's too late. Not really used to retreating :pop:

    He'll roll in thread.

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    @A Half Eaten Oreo it only costs a token from your reserves, not one of your tokens that are distributed to tactics, fleet or strategy. You'll get the token back at the end of the round, so there's no real cost to retreating and it could prevent the virus from stealing a tech.

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Ketar wrote: »
    @A Half Eaten Oreo it only costs a token from your reserves, not one of your tokens that are distributed to tactics, fleet or strategy. You'll get the token back at the end of the round, so there's no real cost to retreating and it could prevent the virus from stealing a tech.

    Ah well I'm sorry for my lack of reading, then lack of reading comprehension. The retreat is still on!

    He's just going to blow up tho, so it wont matter.

  • discriderdiscrider Registered User regular
    It also doesn't place a second command counter in your already activated system, so Warfare will still work on that system.

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  • MrBlarneyMrBlarney Registered User regular
    Round 1 - Battle at Hawking Hole

    Combat Round 1

    At the start of the combat round, Creuss declares a retreat.

    Nekro has 1 Cruiser.
    Creuss has 1 Destroyer.

    Geth roll 1d10t7 for Nekro
    Geth roll 1d10t9 for Creuss

    Nekro:
    1d10t7 0 [1d10t7=6]
    Creuss:
    1d10t9 0 [1d10t9=4]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    edited June 4
    No hits scored on either side. Creuss retreats their Destroyer to the Bereg-Lirta IV system.

    Action is on @A Half Eaten Oreo. EDIT: Although Phyphor can also perform transactions as well, which I'll count as part of his turn.

    MrBlarney on
    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Damn. Well I will request my TG from jolnar & cruess now
    @A Half Eaten Oreo @Ketar

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Give the virus 1 TG.

  • MrBodyMrBody Registered User regular
    I forget, are flashship costs universal? I'm not seeing any costs listed on the racial descriptions.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yes they all cost the same, 8

    Ketar
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    The cost is listed in the Units summary.

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    That cruiser had the TG. I think they dropped it as they ran away from all the lasers. Maybe it's still there?

    Activate Creuss.
    Produce
    1 Carrier (3R), 2 Fighters (1R), and 1 Destroyer (1R). Paying 4 TG and using Sarween Tools.
    0/3/1


    @discrider

  • MrBodyMrBody Registered User regular
    Ooooooo!

  • discriderdiscrider Registered User regular
    edited June 4
    We attack Creuss with a million Winnu wraiths
    1/3/1
    @38thDoe

    Just so many

    All at once

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  • discriderdiscrider Registered User regular
    As I double check that Creuss has no ACs :/

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  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    We are cardless.

  • discriderdiscrider Registered User regular
    Or action racials.
    Or Hacan trades
    Or Tactical counters.

    Play Warfare :shakes fist:

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    38thDoe
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited June 4
    Well played ghosts.
    Activate Druaa build one carrier and two infantry.
    Swear vengenece but with these resources I guess its nothing to worry about.
    @Ketar

    38thDoe on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    That cruiser had the TG. I think they dropped it as they ran away from all the lasers. Maybe it's still there?

    Activate Creuss.
    Produce
    1 Carrier (3R), 2 Fighters (1R), and 1 Destroyer (1R). Paying 4 TG and using Sarween Tools.
    0/3/1

    That was not the deal

  • MrBlarneyMrBlarney Registered User regular
    Round 1: Action Phase Update 5

    Nekro Virus: Activate Alpha Wormhole system "Hawking Hole". (TP 3 --> 2)
    Move in 1 Cruiser from the Nekro Home System.
    During space combat, Nekro scores no hits, while Creuss scores no hits.
    Creuss retreats 1 Destroyer to the Bereg-Lirta IV system.
    Perform transaction, gaining 1 Trade Good from Jol-Nar. (Nekro TG 3 --> 4, Jol-Nar TG 6 --> 5)
    The Ghosts of Creuss: Activate the Creuss Home System. (TP 1 --> 0)
    Exhaust 4 Trade Goods (TG 4 --> 0), +1R from Sarween Tools to build 1 Destroyer (1R), 1 Carrier (3R), and 2 Fighters (1R) at Creuss.
    The Winnu: Activate the Creuss Home System. (TP 2 --> 1)
    The Naalu Collective: Activate the Naalu Home System. (TP 1 --> 0)
    Exhaust Druaa (3R), +1R from Sarween Tools to build 1 Carrier (3R) and 2 Infantry (1R) at Druaa.

    Current Map: Round 1, Action Phase Update 5

    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
    Federation of Sol: 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.
    3 Stage I Objectives 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: 1 Secret Objective in hand.
    The Naalu Collective: 1 Secret Objective in hand.

    Special Objectives

    The Winnu (discrider)
    Commodities: 3 / 3
    Trade Goods: 0
    Action Cards: 2

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Graviton Laser System

    Worlds:
    R - Winnu (3R, 4I)
    X - Mellon (Cultural, 0R, 2I)
    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: 5
    Action Cards: 1

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
    Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Sarween Tools, Plasma Scoring

    Worlds:
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    X - Dal Bootha (Cultural, 0R, 2I)
    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 ativate 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: 0

    Tactic Pool: 0
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Sarween Tools

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

    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: 3 / 3
    Trade Goods: 4
    Action Cards: 0

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
    Technology: Dacxive Animators (Valefor Assimilator X, Valefor Assimilator Y)

    Worlds:
    X - Mordai II (4R, 0I)
    X - Centauri (Cultural, 1R, 3I)
    X - Gral (Industrial, 1R, 1I, B)

    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: 2

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 0

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

    Worlds:
    X - Jord (4R, 2I)
    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: 3 / 3
    Trade Goods: 0
    Action Cards: 0

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

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Gift of Prescience)
    Technology: Neural Motivator, Sarween Tools

    Worlds:
    R - Maaluuk (0R, 2I)
    X - Druaa (3R, 1I)
    X - Quann (Cultural, 2R, 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
    N - Mecatol Rex (1R, 6I)
    N - Arinam (Industrial, 1R, 2I)
    N - Arnor (Industrial, 2R, 1I)
    N - Lodor (Cultural, 3R, 1I)
    N - Lor (Industrial, 1R, 2I)
    N - Meer (Hazardous, 0R, 4I, R)
    N - Mehar Xull (Hazardous, 1R, 3I, R)
    N - New Albion (Industrial, 1R, 1I, G)
    N - Qucen'n (Industrial, 1R, 2I)
    N - Rarron (Cultural, 0R, 3I)
    N - Starpoint (Hazardous, 3R, 1I)
    N - Tar'mann (Industrial, 1R, 1I, G)
    N - Tequ'ran (Hazardous, 2R, 0I)
    N - Thibah (Industrial, 1R, 1I, B)
    N - Torkan (Cultural, 0R, 3I)
    N - Vefut II (Hazardous, 2R, 2I)
    N - Wellon (Industrial, 1R, 2I, Y)

    Order of Play
    The Naalu Collective (38thDoe) - (0) Construction
    Universities of Jol-Nar (Ketar) - (1) Leadership Current Player
    Federation of Sol (MrBody) - (3) Politics
    Nekro Virus (Phyphor) - (5) Trade
    The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare
    The Winnu (discrider) - (7) Technology

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Alright, well, let's try to make this as impersonal as possible. 1 for Federation of Sol, 2 for Winnu.

    Geth roll 1d2

    1d2 2 [1d2=2]

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Spy
    Action: Choose 1 player. That player gives you 1 random action card from his hand.

    Choose Winnu


    @discrider

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Wow, two relevant Action cards. Bravo RNG

    Ketar
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    In retrospect it was probably the correct move to buy action cards instead of just throwing away a token for no reason.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    38thDoe wrote: »
    In retrospect it was probably the correct move to buy action cards instead of just throwing away a token for no reason.

    This was a very fortuitous draw of action cards for this particular round.

    And one that I was initially very disappointed with - there are a lot of cards I would have rather drawn.

  • MrBlarneyMrBlarney Registered User regular
    25% of all Action Cards are those that can be played as an Action. So that's an approximately 6% chance of drawing two such cards from a single Politics pull (accounting for drawing without replacement).

    The card play will be resolved pending any response from discrider.

    4463rwiq7r47.png
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