As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
Options

Twilight Imperium - Game 6: Round 9 - Game Over!

1181921232479

Posts

  • Options
    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Pass

  • Options
    MrBlarneyMrBlarney Registered User regular
    @Phyphor and @Ketar to make a play / pass decision on the Diplomacy secondary, after which it will be Phyphor's turn to act.

    4463rwiq7r47.png
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    0j2gy5suts5c.gif

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    I'm pretty sure I pass on the secondary, but I need to get a few hours of sleep eventually and make a final decision. I'm sorry to be taking so long.

  • Options
    discriderdiscrider Registered User regular
    Ketar wrote: Β»
    I'm pretty sure I pass on the secondary, but I need to get a few hours of sleep eventually and make a final decision. I'm sorry to be taking so long.

    Is fine.

  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Refresh homeworld & tequ'ran

  • Options
    MrBlarneyMrBlarney Registered User regular
    @Ketar, so is that a play or pass on the Diplomacy secondary?

    4463rwiq7r47.png
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass I guess.

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Phyphor, if you're still looking to take Warfare for the next round perhaps you'd consider passing the speakership over this way?

  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Perhaps I could be convinced to do that

    Activate MR. Bring in carrier + both inf from tarmann

    @MrBody @MrBlarney

  • Options
    MrBodyMrBody Registered User regular
    No response

  • Options
    MrBlarneyMrBlarney Registered User regular
    Round 3 - Battle at Mecatol Rex

    Combat Round 1

    Nekro has 1 Carrier and 2 Fighters (carrying 2 Infantry).
    Sol has 1 Carrier.

    Geth roll 1d10t9+2d10t9 for Nekro
    Geth roll 1d10t9 for Sol

    Nekro:
    1d10t9+2d10t9 0 [1d10t9=8] [2d10t9=1, 7]
    Sol:
    1d10t9 0 [1d10t9=6]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    No hits registered on either side.

    Combat Rounds 2-3

    For expediency, multiple combat rounds will be rolled. In the case of Nekro fighter losses, rolls will be taken from left to right.

    Geth roll 2#3d10t9 for Nekro
    Geth roll 2#1d10t9 for Sol

    Nekro:
    2#3d10t9 2 # 0 [3d10t9=3, 1, 7] 1 [3d10t9=5, 3, 10]
    Sol:
    2#1d10t9 2 # 0 [1d10t9=5] 0 [1d10t9=2]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    Nekro scores 1 hit in the third round of combat, destroying the Sol Carrier.
    Combat resolves in favor of Nekro.

    @Phyphor, your action continues.

    4463rwiq7r47.png
  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Sadly it's not over. sol carriers are bullshit and have sustain damage

  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
  • Options
    MrBlarneyMrBlarney Registered User regular
    Oh, right. Sol has Advanced Carrier II. We'll keep going, then.

    Combat Rounds 4-5

    Nekro has 1 Carrier and 2 Fighters (carrying 2 Infantry).
    Sol has 1 Advanced Carrier II (damaged).

    For expediency, multiple combat rounds will be rolled. In the case of Nekro fighter losses, rolls will be taken from left to right.

    Geth roll 2#3d10t9 for Nekro
    Geth roll 2#1d10t9 for Sol

    Nekro:
    2#3d10t9 2 # 1 [3d10t9=4, 2, 9] 0 [3d10t9=2, 7, 3]
    Sol:
    2#1d10t9 2 # 0 [1d10t9=8] 0 [1d10t9=6]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    Nekro scores 1 hit in the 4th combat round, destroying the Sol Carrier.
    Combat resolves in favor of Nekro.

    OK, I think we're good now. Your action continues, @Phyphor.

    4463rwiq7r47.png
  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Well I will steal the sol carriers and that's it. Odds are too poor to do an invasion

    @A Half Eaten Oreo

  • Options
    MrBodyMrBody Registered User regular
    Can the default Nekro ability steal racial techs? I thought they could only copy generic techs, and they needed their racial techs in order to copy other racial techs?

  • Options
    discriderdiscrider Registered User regular
    edited July 2020
    MrBody wrote: Β»
    Can the default Nekro ability steal racial techs? I thought they could only copy generic techs, and they needed their racial techs in order to copy other racial techs?

    I mean, you're right, but:
    Nekro Starting Technologies: Dacxive Animators, Valefar Assimilator X, Valefar Assimilator Y

    And may I say, 8 capacity carriers with ship-like infantry? What have you unleashed Sol.
    Oh wait, that might just be their flagship

    discrider on
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    MrBody wrote: Β»
    Can the default Nekro ability steal racial techs? I thought they could only copy generic techs, and they needed their racial techs in order to copy other racial techs?

    I mean, you're right, but:
    Nekro Starting Technologies: Dacxive Animators, Valefar Assimilator X, Valefar Assimilator Y

    And may I say, 8 capacity carriers with ship-like infantry? What have you unleashed Sol.
    Oh wait, that might just be their flagship

    It only applies to the system the flagship is in, but it looks like it applies to all infantry in that system, so...

  • Options
    MrBodyMrBody Registered User regular
    edited July 2020
    Those darn sneaky nanomachines.

    Another good reason we were right to wipe out the Lazax.

    MrBody on
  • Options
    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited July 2020
    Ghost Ship, targeting Hawking Hole
    Action: Place 1 destroyer from your reinforcements in a non-home system that contains a wormhole and does not contain other players' ships.


    @Ketar , @discrider , @38thDoe , @Phyphor @MrBody for unlikely sab

    then on to @MrBody

    A Half Eaten Oreo on
  • Options
    discriderdiscrider Registered User regular
    No Sab

  • Options
    MrBodyMrBody Registered User regular
    no sabby

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited July 2020
    I don't know why I thought it was 38thdoe that did that and not Creuss. Bleargh.

    Makes more sense as a blocking action, but still frustrating.

    Ketar on
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Grrr, I'm actually tempted to try to buy a sab.

  • Options
    discriderdiscrider Registered User regular
    Yeah... Why are you trying to prevent the University from getting to Sol @A Half Eaten Oreo

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    No sab

  • Options
    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited July 2020
    Yeah... Why are you trying to prevent the University from getting to Sol @A Half Eaten Oreo

    I'm not, I may not have noticed I did that...
    I can just pick Lodor if I'm allowed to change my mind. I just need a ship on the board with a chance to survive the turn.

    A Half Eaten Oreo on
  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No sabotage for either target

  • Options
    discriderdiscrider Registered User regular
    edited July 2020
    Put it on Quann :P
    But yeah I don't mind the target changing if you decide

    discrider on
  • Options
    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Quann has ships in it.

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
  • Options
    discriderdiscrider Registered User regular
    edited July 2020
    Ah right
    Didn't see the fighters

    Makes my joke option invalid then :(

    Anyway, could just use your home gate instead.

    discrider on
  • Options
    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited July 2020
    Ah right
    Didn't see the fighters

    Makes my joke option invalid then :(

    Anyway, could just use your home gate instead.
    For some reason I didn’t think I could do that. That would be almost identical to Hawking hole.
    If allowed to change target, change to Creuss Gate.

    A Half Eaten Oreo on
  • Options
    MrBlarneyMrBlarney Registered User regular
    As noted by the racial ability, the Creuss Gate indeed does not count as a home system. But it does have a wormhole, so it is a valid target for the card. Since I don't think anyone will be bothered by it, I'll allow the change in target, and I'm gonna make an executive decision to eschew a revisit to the Sabotage play/pass period. (Making yet another exception to my "bold is bold" policy, but it's seeming like a less-than-perfect policy in general.)

    I'll post a status update in a few minutes, and it'll be action on @MrBody.

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    edited September 2020
    Round 3: Action Phase Update 3

    The Winnu: Perform transaction, exchanging their Trade Agreement promissory note for Naalu's Ceasefire promissory note.
    Play the primary ability of the (1) Leadership Strategy Card, exhausting Winnu (4I), Arinam (2I), Meer (4I), and Mellon (2I) to allocate 2 counters to Tactic Pool, 1 counter to Fleet Pool, and 4 counters to Strategy Pool. (TP 0 --> 2, FP 2 --> 3, SP 1 --> 5)
    Jol-Nar plays on the secondary, exhausting Jol (2I), Dal Bootha (2I), and Lor (2I) to allocate 1 counter to each of Fleet Pool and Strategy Pool. (FP 3 --> 4, SP 1 --> 2)
    Nekro plays on the secondary, exhausting Centauri (3I) and Torkan (3I) to allocate 2 counters to Fleet Pool. (FP 3 --> 5)
    Sol plays on the secondary, exhausting Mecatol Rex (6I), Coorneeq (2I), and 1 Trade Good (TG 6 --> 5) to allocate 1 counter to Tactic Pool and 2 counters to Strategy Pool. (TP 1 --> 2, SP 1 --> 3)
    Naalu plays on the secondary, exhausting Rarron (3I), Maaluuk (2I), and 1 Trade Good (TG 8 --> 7) to allocate 1 counter to each of Tactic Pool and Fleet Pool. (TP 1 --> 2, FP 3 --> 4)
    The Naalu Collective: Perform transaction, receiving Winnu's Ceasefire promissory note.
    Play the primary ability of the (2) Diplomacy Strategy Card, placing a counter from each other player's reserves into the Qucen'n-Rarron system.
    Refresh Druaa and Starpoint.
    Winnu plays on the secondary (SP 5 --> 4), refreshing Winnu and Meer.
    Nekro plays on the secondary (SP 3 --> 2), refreshing Mordai II and Tequ'ran.
    Sol plays on the secondary (SP 3 --> 2), refreshing Resculon and Saudor.
    Nekro Virus: Activate the Mecatol Rex system. (TP 1 --> 0)
    Move in 1 Carrier, 2 Fighters, and 2 Infantry from the Tar'mann system.
    During space combat, Nekro suffers no losses, while Sol loses 1 Carrier; combat resolves in favor of Nekro.
    Use racial ability Technological Singularity to apply Valefar Assimilator X to Sol racial technology Advanced Carrier II.
    The Ghosts of Creuss: Play Action Card "Ghost Ship" (AC 3 --> 2), placing a Destroyer in the empty system "Creuss Gate".

    Current Map: Round 3, Action Phase Update 3

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 3 VP
    The Winnu: 0 VP
    Universities of Jol-Nar: 0 VP
    The Ghosts of Creuss: 0 VP
    Nekro Virus: 0 VP
    The Naalu Collective: 0 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
    Erect a Monument (1 VP): Spend 8 resources.
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
    1 Stage I Objective and 5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Winnu: 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: 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: 1 Secret Objective 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.

    The Winnu (discrider) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 4

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

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

    Worlds:
    R - Winnu (3R, 4I)
    X - Arinam (Industrial, 1R, 2I)
    R - Meer (Hazardous, 0R, 4I, R)
    X - Mellon (Cultural, 0R, 2I)
    X - Thibah (Industrial, 1R, 1I, B)
    X - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

    Universities of Jol-Nar (Ketar)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 4

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

    Promissory Notes: Creuss Ceasefire, Naalu Gift of Prescience - ACTIVE (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
    Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Duranium Armor, Dreadnought II, Carrier II

    Worlds:
    X - Jol (1R, 2I)
    X - Nar (2R, 3I)
    X - Arnor (Industrial, 2R, 1I)
    X - Dal Bootha (Cultural, 0R, 2I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - 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 activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
    - Racial Technology: E-Res Siphons (Yellow, requires 2 Yellow): After another player activates a system that contains 1 or more of your ships, gain 4 Trade Goods.
    - Fragile: Apply -1 to the result of each of your units' combat rolls.
    - Brilliant: When you spend a command token to resolve the secondary ability of the Technology Strategy card, you may resolve the primary ability instead.
    - Analytical: When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
    - Racial Promissory Note: Research Agreement: After the Jol-Nar researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.

    The Ghosts of Creuss (A Half Eaten Oreo)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 2

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

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

    Worlds:
    X - Creuss (4R, 2I)
    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: 2
    Action Cards: 2

    Tactic Pool: 0
    Fleet Pool: 5
    Strategy Pool: 2

    Promissory Notes: Naalu Trade Agreement (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
    Technology: Dacxive Animators, Gravity Drive, Sarween Tools, Advanced Carrier II via Valefar Assimilator X (Valefor Assimilator Y)

    Worlds:
    R - Mordai II (4R, 0I)
    X - Centauri (Cultural, 1R, 3I)
    X - Gral (Industrial, 1R, 1I, B)
    X - Lodor (Cultural, 3R, 1I)
    X - Tar'mann (Industrial, 1R, 1I, G)
    R - 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: 5
    Action Cards: 3

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

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

    Worlds:
    R - Jord (4R, 2I)
    X - Mecatol Rex (1R, 6I)
    X - 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: 7
    Action Cards: 3

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

    Promissory Notes: Winnu Trade Agreement, Winnu Ceasefire (Political Secret, Support for the Throne)
    Technology: Neural Motivator, Sarween Tools, Antimass Deflectors, Hybrid Crystal Fighter II, Carrier II

    Worlds:
    X - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - New Albion (Industrial, 1R, 1I, G)
    R - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)
    R - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.

    Neutral Worlds and Ongoing Game Effects
    N - Mehar Xull (Hazardous, 1R, 3I, R)
    N - Wellon (Industrial, 1R, 2I, Y)

    Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor.

    Order of Play
    Universities of Jol-Nar (Ketar) - (0) Warfare
    The Winnu (discrider) - (1) Leadership
    The Naalu Collective (38thDoe) - (2) Diplomacy
    Nekro Virus (Phyphor) - (3) Politics
    The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
    Federation of Sol (MrBody) - (8) Imperial Current Player

    MrBlarney on
    4463rwiq7r47.png
  • Options
    MrBodyMrBody Registered User regular
    edited July 2020
    Activate Corneeq system.
    -1 TA
    Exhaust all remaining planets +1 TG for 9 resources
    Build Flagship Genesis & 2 fighters
    Move everything from home system to Corneeq (leave behind infantry)

    1/2/2


    @Ketar

    MrBody on
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    1/2/2 :P

Sign In or Register to comment.