Twilight Imperium - Game 6: Round 5 - Action Phase

145791045

Posts

  • discriderdiscrider Registered User regular
    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass

    @Phyphor

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I don't think Creuss have any real possibilities here, but I've been up for 28 hours so @A Half Eaten Oreo

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    I think I could active Creuss for 1R worth of production thanks to Sarween tools, but
    Pass
    1/3/0


    @MrBlarney

  • MrBlarneyMrBlarney Registered User regular
    edited June 11
    Round 1: Start of Status Phase

    The Naalu Collective: Pass turn.
    Universities of Jol-Nar: Activate the Arnor-Lor system (TP 3 --> 2)
    Move in 2 Dreadnoughts, 1 Carrier, 1 Fighter, and 2 Infantry from the Jol-Nar Home System.
    Land 1 Infantry on each of Arnor and Lor.
    Nekro Virus: Activate the Lodor system. (TP 1 --> 0)
    Move in 1 Dreadnought, 1 Cruiser, 1 Destroyer, and 1 Infantry from the Nekro Home System.
    Land 1 Infantry on Lodor.
    The Ghosts of Creuss: Activate the Tar'mann system. (TP 2 --> 1)
    Move in 1 Destroyer, 1 Carrier, 2 Fighters, and 2 Infantry from the Creuss Home System.
    Land 2 Infantry on Tar'mann.
    The Winnu: Pass turn.
    Universities of Jol-Nar: Pass turn.
    Nekro Virus: Pass turn.
    The Ghosts of Creuss: Pass turn.

    Current Map: Round 1, 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
    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: 0
    Fleet Pool: 3
    Strategy Pool: 0

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

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

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 0

    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:
    X - Jol (1R, 2I)
    X - Nar (2R, 3I)
    X - Arnor (Industrial, 2R, 1I)
    X - Dal Bootha (Cultural, 0R, 2I)
    X - Lor (Industrial, 1R, 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: 1
    Fleet Pool: 3
    Strategy Pool: 0

    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)
    X - Tar'mann (Industrial, 1R, 1I, G)

    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: 0
    Action Cards: 0

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

    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)
    X - Lodor (Cultural, 3R, 1I)

    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: 1

    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 - 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 - Tequ'ran (Hazardous, 2R, 0I)
    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
    The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare
    The Winnu (discrider) - (7) Technology

    Status phase procedures will be expedited for this first round, skipping over the dedicated objective claims step. (If you have any objectives to claim, do so during your counter allocations.) The next card from the top of the Public Objectives deck is drawn:
    Erect a Monument (1 VP): Spend 8 resources.
    2 Stage I Objectives and 5 Stage II Objectives remain in the deck.

    Jol-Nar, Sol, and Naalu each draw two Action Cards from the deck; Winnu, Creuss, and Nekro each draw one Action Card. Jol-Nar and Sol gain three Command Counters for allocation, while all other players receive two Command Counters.

    MrBlarney on
    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    edited June 11
    MrBlarney wrote: »
    Jol-Nar gains three Command Counters for allocation, while all other players receive two Command Counters.

    *cough*

    Sol
    +1 SA +2 TA

    2/3/2

    MrBody on
  • discriderdiscrider Registered User regular
    Eh...

    1/2/2

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • MrBlarneyMrBlarney Registered User regular
    MrBody wrote: »
    MrBlarney wrote: »
    Jol-Nar gains three Command Counters for allocation, while all other players receive two Command Counters.

    *cough*

    Sol

    Oh right, racial ability. I've corrected the statement in the update post.

    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    3/3/3

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular

    2/2/2
    Giving up a destroyer in Bereg/Lirta IV
    It was probably infected anyway



  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Hahaha

    2/3/2 and I'll go ahead and take Warfare

    @MrBody

  • MrBodyMrBody Registered User regular
    Technology

    @38thDoe

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
  • MrBlarneyMrBlarney Registered User regular
    edited June 13
    Round 2: Strategy Phase

    Score Objectives
    No players claim any objectives.
    Reveal Public Objective
    Erect a Monument (1 VP): Spend 8 resources.
    2 Stage I Objectives and 5 Stage II Objectives remain in the deck.
    Gain Action Cards and Command Tokens; Redistribute Command Areas
    The Naalu Collective: AC 0 --> 2; TP 0 --> 2, FP 3 --> 2, SP 2 --> 3
    Universities of Jol-Nar: AC 1 --> 3; TP 2 --> 3, FP 4 --> 3, SP 0 --> 3
    Federation of Sol: AC 1 --> 3; TP 1 --> 2, SP 0 --> 2
    Nekro Virus: AC 0 --> 1; TP 0 --> 2, FP 4 --> 3, SP 1 --> 2
    The Ghosts of Creuss: AC 0 --> 1; TP 1 --> 2, FP 3 --> 2, SP 0 --> 2
    Scuttle 1 Destroyer in the Bereg-Lirta IV system to comply with fleet pool limits.
    The Winnu: AC 2 --> 3; TP 0 --> 1, FP 3 --> 2, SP 0 --> 2

    Nekro Virus: Select the (6) Warfare Strategy Card.
    Federation of Sol: Select the (7) Technology Strategy Card.
    The Naalu Collective: Select the (1) Leadership Strategy Card.

    Current Map: Round 2, Strategy 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
    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.
    Erect a Monument (1 VP): Spend 8 resources.
    2 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: 3

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

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

    Worlds:
    R - Winnu (3R, 4I)
    R - Mellon (Cultural, 0R, 2I)
    R - Thibah (Industrial, 1R, 1I, B)
    R - 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: 2
    Action Cards: 3

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

    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)
    R - Arnor (Industrial, 2R, 1I)
    R - Dal Bootha (Cultural, 0R, 2I)
    R - Lor (Industrial, 1R, 2I)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Flagship: J.N.S. Hylarim: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. When making a combat roll for this ship, each (pre-modified) roll of 9 or 10 produces 2 additional hits.
    - Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you 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: 1

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

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

    Worlds:
    R - Creuss (4R, 2I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Tar'mann (Industrial, 1R, 1I, G)

    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: 0
    Action Cards: 1

    Tactic Pool: 2
    Fleet Pool: 3
    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:
    R - Mordai II (4R, 0I)
    R - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Lodor (Cultural, 3R, 1I)

    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: 3

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

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

    Worlds:
    R - Jord (4R, 2I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Resculon (Cultural, 2R, 0I)
    R - 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: 2

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

    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)
    R - 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 - 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 - Tequ'ran (Hazardous, 2R, 0I)
    N - Torkan (Cultural, 0R, 3I)
    N - Vefut II (Hazardous, 2R, 2I)
    N - Wellon (Industrial, 1R, 2I, Y)

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

    There is 1 Trade Good on each of the (2) Diplomacy and (8) Imperial Strategy Cards; the player that selects one of these cards immediately claims the attached Trade Good.

    MrBlarney on
    4463rwiq7r47.png
    discrider
  • discriderdiscrider Registered User regular
    edited June 13
    I think the card I most want is Trade
    But yeah. No idea.
    @Ketar

    Open to suggestions :/
    Thought of rolling a d5

    discrider on
    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I mean, probably not Imperial so maybe a d4.

    And Trade looks pretty eh, I would skip that one.

    I have no idea if I should be picking or if you're still making up your mind, so plz to signal again to confirm when you're sure. That you're not picking trade.

  • discriderdiscrider Registered User regular
    Ok @Ketar Trade

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    *shakes fist vaguely in the direction of Winnu*

  • discriderdiscrider Registered User regular
    Well I mean Imperial would still have been on the d5.
    Might have dropped Diplomacy, but idk I need resources

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
  • discriderdiscrider Registered User regular
    Bit annoyed I can't find the Battle Chess 'AI-thinking' icon easily on the internet.
    Because that was me for 12 hours.
    Or that and asleep.

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
    Ketar
  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Construction
    @38thDoe I think?

    discrider
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited June 13
    Activate Quec/Rar move in with Carrier, Cruiser, 2 infantry and a fighter. Deposit infantry on the planets.
    @MrBody 3 for 3 trade? Or some more complicated 3-4 trade in case someone sets of trade before you are ready again? Also cease fires?


    @Ketar I think for next turn, unless I am misremembering the card numbers.

    38thDoe on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    @A Half Eaten Oreo Would you be open to an exchange of Ceasefires? It would be nice if we could both focus more on dealing with attacks from the Virus to try to prevent them from stealing too much tech.

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Agree

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Exchange Ceasefires with Creuss. Activate Jol-Nar and move in carrier from Xxehan system. Exhaust Xxehan for 1R and use Sarween Tools to build 2 fighters and 2 infantry on Nar.

    @A Half Eaten Oreo

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    @MrBlarney One of the destroyers on Bereg / Lirta VI should've been destroyed when I reallocated tokens.

    Activate Verfut II.
    Move in Carrier with 2 fighters and 1 infantry; and the Destroyer from Tar'Mann.
    Land infantry on the planet.
    1/2/2



  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
  • discriderdiscrider Registered User regular
    Waiting on @MrBody to see @38thDoe 's transaction offer.

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • MrBlarneyMrBlarney Registered User regular
    MrBlarney: One of the destroyers on Bereg / Lirta VI should've been destroyed when I reallocated tokens.

    Hmm. That's odd. I remember deleting it from the map but I guess I forgot to save my edits. Map should be fixed.

    Gonna need @A Half Eaten Oreo to also confirm Ketar's transaction to swap Ceasefire notes since the "Agree" was cited before Ketar's post.

    I'll put up a status update in a little bit.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    The original proposal was in the post prior to the agree though?

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • MrBlarneyMrBlarney Registered User regular
    edited June 17
    Round 2: Action Phase Update 1

    Nekro Virus: Select the (6) Warfare Strategy Card.
    Federation of Sol: Select the (7) Technology Strategy Card.
    The Naalu Collective: Select the (1) Leadership Strategy Card.
    The Winnu: Select the (5) Trade Strategy Card.
    Universities of Jol-Nar: Select the (3) Politics Strategy Card.
    The Ghosts of Creuss: Select the (4) Construction Strategy Card.
    Trade Goods are placed on the unselected (2) Diplomacy and (8) Imperial Strategy Cards.
    Naalu uses racial ability Telepathy to change their initiative value to 0.

    The Naalu Collective: Activate the Qucen'n-Rarron system. (TP 2 --> 1)
    Move in 1 Cruiser, 1 Carrier, 1 Fighter, and 2 Infantry from the Druaa.
    Land 1 Infantry on each of Qucen'n and Rarron.
    Perform transaction, giving 3 Commodities to Sol in exchange for 4 Commodities. (Naalu C 3 --> 0, TG 0 --> 4; Sol C 4 --> 0, TG 0 --> 3) (see below)
    Universities of Jol-Nar: Perform transaction, giving their Ceasefire promissory note to Creuss in exchange for the Creuss' Ceasefire promissory note.
    Activate the Jol-Nar Home System. (TP 3 --> 2)
    Move in 1 Carrier from Dal Bootha-Xxehan.
    Exhaust Xxehan (1R), +1R from Sarween Tools to build 2 Fighters (1R) and 2 Infantry (1R) at Nar.
    The Ghosts of Creuss: Activate the Vefut II system. (TP 2 --> 1)
    Move in 1 Destroyer, 1 Carrier, 2 Fighters, and 1 Infantry from Tar'mann.
    Land 1 Infantry on Vefut II.

    Current Map: Round 2, Action Phase Update 1

    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.
    Erect a Monument (1 VP): Spend 8 resources.
    2 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: 3

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

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

    Worlds:
    R - Winnu (3R, 4I)
    R - Mellon (Cultural, 0R, 2I)
    R - Thibah (Industrial, 1R, 1I, B)
    R - 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: 2
    Action Cards: 3

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

    Promissory Notes: Creuss 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)
    R - Arnor (Industrial, 2R, 1I)
    R - Dal Bootha (Cultural, 0R, 2I)
    R - Lor (Industrial, 1R, 2I)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Flagship: J.N.S. Hylarim: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. When making a combat roll for this ship, each (pre-modified) roll of 9 or 10 produces 2 additional hits.
    - Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you 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: 1

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

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

    Worlds:
    R - Creuss (4R, 2I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Tar'mann (Industrial, 1R, 1I, G)
    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: 3 / 3
    Trade Goods: 0
    Action Cards: 1

    Tactic Pool: 2
    Fleet Pool: 3
    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:
    R - Mordai II (4R, 0I)
    R - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Lodor (Cultural, 3R, 1I)

    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: 3

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

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

    Worlds:
    R - Jord (4R, 2I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Resculon (Cultural, 2R, 0I)
    R - 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: 4
    Action Cards: 2

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

    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)
    R - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)

    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 - Meer (Hazardous, 0R, 4I, R)
    N - Mehar Xull (Hazardous, 1R, 3I, R)
    N - New Albion (Industrial, 1R, 1I, G)
    N - Starpoint (Hazardous, 3R, 1I)
    N - Tequ'ran (Hazardous, 2R, 0I)
    N - Torkan (Cultural, 0R, 3I)
    N - Wellon (Industrial, 1R, 2I, Y)

    Order of Play
    The Naalu Collective (38thDoe) - (0) Leadership
    Universities of Jol-Nar (Ketar) - (3) Politics
    The Ghosts of Creuss (A Half Eaten Oreo) - (4) Construction
    The Winnu (discrider) - (5) Trade Current Player
    Nekro Virus (Phyphor) - (6) Warfare
    Federation of Sol (MrBody) - (7) Technology

    MrBlarney on
    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    discrider wrote: »
    The original proposal was in the post prior to the agree though?

    Eh, true enough. I'll just assume it's officially done.

    If there are any transactions between MrBody and 38thDoe, I'll also add it to the update post.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    @MrBody to consider 38th's offer

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • MrBodyMrBody Registered User regular
    38thDoe wrote: »
    Activate Quec/Rar move in with Carrier, Cruiser, 2 infantry and a fighter. Deposit infantry on the planets.
    @MrBody 3 for 3 trade? Or some more complicated 3-4 trade in case someone sets of trade before you are ready again? Also cease fires?


    @Ketar I think for next turn, unless I am misremembering the card numbers.

    3-4 and I get Wellon?

  • discriderdiscrider Registered User regular
    I'll also be offering refreshes for 1 TG when I play Trade.

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • discriderdiscrider Registered User regular
    If that suits @Ketar and @A Half Eaten Oreo at this point

    Steam Community page: http://steamcommunity.com/id/discrider/
    Some sorta sentient internet aggregator
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    @discrider 1 TG for a refresh is fine.

Sign In or Register to comment.