The Naalu Collective: Activate the New Albion-Starpoint system. (TP 3 --> 2)
Perform a transaction, giving 1 Trade Good to Winnu. (Naalu TG 12 --> 11; Winnu TG 0 --> 1)
Exhaust Quann (2R), +1R from Sarween Tools, to build 1 Destroyer (1R) and 4 Fighters (2R). Nekro Virus: Play the primary ability of the (1) Leadership Strategy Card, exhausting Meer (4I), Torkan (3I), and Dal Bootha (2I) to allocate 6 counters to Tactic Pool. (TP 1 --> 7)
Sol plays on the secondary, exhausting Coorneeq (2I), Mehar Xull (3I), and Saudor (2R) to allocate 2 counters to Strategy Pool. (SP 0 --> 2)
Naalu plays on the secondary, exhausting Rarron (3I), Maaluuk (2I), and 1 Trade Good (TG 11 --> 10) to allocate 2 counters to Fleet Pool. (FP 4 --> 6)
Winnu plays on the secondary, exhausting Mellon (2I) and 1 Trade Good (TG 1 --> 0) to allocate 1 counter to Tactic Pool. (TP 2 --> 3) Federation of Sol: Pass turn. Universities of Jol-Nar: Pass turn. The Winnu: Activate the Arinam-Meer system. (TP 3 --> 2)
Move in 1 Dreadnought and 1 Infantry from Mecatol Rex.
Bombardment destroys 1 Nekro Infantry.
Land 1 Infantry on Meer.
Federation of Sol: 7 VP The Naalu Collective: 4 VP The Winnu: 3 VP Universities of Jol-Nar: 2 VP The Ghosts of Creuss: 2 VP Nekro Virus: 1 VP
Public Objectives Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: Sol, Jol-Nar, Winnu, Naalu, Creuss Erect a Monument (1 VP): Spend 8 resources.: Naalu, Creuss Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Jol-Nar, Nekro Found Research Outposts (1 VP): Control 3 planets that have technology specialties. Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait. Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Sol Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
3 Stage II Objectives remain in the deck.
Secret Objectives The Winnu: 2 Secret Objectives in hand. Universities of Jol-Nar: 2 Secret Objectives in hand. The Ghosts of Creuss: 1 Secret Objective in hand. Nekro Virus: 1 Secret Objective in hand. Federation of Sol: 0 Secret Objectives in hand, 1 claimed: Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board. The Naalu Collective: 3 Secret Objectives in hand.
Special Objectives Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2. Seed of an Empire (1 VP): Gained by Sol in Round 2. Imperial Primary (1 VP): Gained by Sol in Round 3. Winnu Support for the Throne (1 VP): Held by Naalu (Round 4). Naalu Support for the Throne (1 VP): Held by Winnu (Round 4). Imperial Primary (1 VP): Gained by Sol in Round 5.
The Winnu (discrider) SPEAKER
Commodities: 0 / 3
Trade Goods: 0
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Naalu Ceasefire, Naalu Support for the Throne (Trade Agreement, Acquiescence)
Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, Duranium Armor, Assault Cannon, Neural Motivator, PDS II, War Sun
Worlds: R - Winnu (3R, 4I) X - Mecatol Rex (1R, 6I) R - Arinam (Industrial, 1R, 2I) X - Meer (Hazardous, 0R, 4I, R) X - Mellon (Cultural, 0R, 2I) X - Thibah (Industrial, 1R, 1I, B) X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
- Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
- Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
- Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
- Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
- Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.
Promissory Notes: Creuss Ceasefire, Winnu Political Secret (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Light/Wave Deflector, Sarween Tools, E-Res Siphons, Plasma Scoring, Duranium Armor, Assault Cannon, Dreadnought II, Carrier II, Fighter II
Worlds: R - Lodor (Cultural, 3R, 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: 5
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne)
Technology: Gravity Drive, Antimass Deflectors, Sarween Tools, Graviton Laser System, Plasma Scoring, Dimensional Splicer, Neural Motivator, Hyper Metabolism, PDS II
Worlds: X - Creuss (4R, 2I) X - Bereg (Hazardous, 3R, 1I) X - Lirta IV (Hazardous, 2R, 3I) X - 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)
Commodities: 0 / 3
Trade Goods: 5
Action Cards: 6
Tactic Pool: 7
Fleet Pool: 6
Strategy Pool: 0
Promissory Notes: Naalu Trade Agreement, Creuss Creuss IFF, Naalu Gift of Prescience (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Dacxive Animators, Hyper Metabolism, X-89 Bacterial Weapon, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X (Valefar Assimilator Y), Dreadnought II
Worlds: R - Mordai II (4R, 0I) R - Jol (1R, 2I) R - Nar (2R, 3I) X - Arnor (Industrial, 2R, 1I) R - Centauri (Cultural, 1R, 3I) X - Dal Bootha (Cultural, 0R, 2I) X - Gral (Industrial, 1R, 1I, B) X - Lor (Industrial, 1R, 2I)x X - Tequ'ran (Hazardous, 2R, 0I) X - Torkan (Cultural, 0R, 3I) X - Xxehan (Cultural, 1R, 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: 5
Action Cards: 6
Tactic Pool: 1
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, Hyper Metabolism, Advanced Carrier II, Fighter II
Worlds: X - Jord (4R, 2I) X - Coorneeq (Cultural, 1R, 2I) X - Mehar Xull (Hazardous, 1R, 3I, R) X - Resculon (Cultural, 2R, 0I) X - Saudor (Industrial, 2R, 2I) R - Wellon (Industrial, 1R, 2I, Y)
Other Racial Data:
- Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
- Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
- Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
- Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
- Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
- Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
- Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne, Nekro Antivirus (Political Secret)
Technology: Neural Motivator, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Plasma Scoring, Hybrid Crystal Fighter II, Carrier II, Infantry II
Worlds: X - Maaluuk (0R, 2I) X - Druaa (3R, 1I) X - New Albion (Industrial, 1R, 1I, G) X - Quann (Cultural, 2R, 1I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
Ongoing Game Effects
Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor. Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other.
Order of Play The Naalu Collective (38thDoe) - (0) Construction Nekro Virus (Phyphor) - (1) Leadership Federation of Sol (MrBody) - (2) DiplomacyPASSED Universities of Jol-Nar (Ketar) - (3) PoliticsPASSED The Winnu (discrider) - (6) Warfare The Ghosts of Creuss (A Half Eaten Oreo) - (7) TechnologyCurrent Player
@38thDoe, I can make some assumptions from what you intend from "Destroyer and 2 fighters at Quann", but I'd rather not have to fill in so many gaps. Could you revise?
Assuming no sabotages Activate Mehar Xull.
Move in all ships from MR and one infantry.
1/4/0 @MrBody to watch me score this secret obj I don't have a second time.
Then invade
@Phyphor to first verify a Sabotage play/pass on the Signal Jamming. If no Sabotage is played, since Nekro has no counters in their reinforcements, Phyphor must decide whether to take one out of Tactic Pool or Fleet Pool.
The Ghosts of Creuss: Activate the Tequ'ran-Torkan system. (TP 2 --> 1)
Move in Flagship "Hil Colish" and 3 Fighters from empty system "Hawking Hole" and 1 Dreadnought and 1 Infantry from Tar'mann.
Land 1 Infantry on Torkan. The Naalu Collective: Activate the Quann System. (TP 2 --> 1)
Move in 4 Fighters from the Naalu Home System.
Exhaust 1 Trade Good (TG 10 --> 9), +1R from Sarween Tools, to build 1 Destroyer (1R) and 2 Fighters (1R) at Quann. Nekro Virus: Play Action Card "Lucky Shot" (AC 6 --> 5), destroying 1 Creuss Dreadnought in the Tequ'ran-Torkan system. The Winnu: Activate the Mehar Xull system. (TP 2 --> 1)
Move in 1 War Sun, 1 Dreadnought, 1 Carrier, 6 Fighters, and 1 Infantry from Mecatol Rex.
Space Cannon Offense destroys 1 Sol Fighter.
Land 1 Infantry on Mehar Xull. The Ghosts of Creuss: Play Action Card "Signal Jamming" (AC 5 --> 4), placing a counter from Nekro's Tactic Pool (TP 7 --> 6; due to empty reinforcements) into the Tequ'ran-Torkan system.
Federation of Sol: 7 VP The Naalu Collective: 4 VP The Winnu: 3 VP Universities of Jol-Nar: 2 VP The Ghosts of Creuss: 2 VP Nekro Virus: 1 VP
Public Objectives Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: Sol, Jol-Nar, Winnu, Naalu, Creuss Erect a Monument (1 VP): Spend 8 resources.: Naalu, Creuss Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Jol-Nar, Nekro Found Research Outposts (1 VP): Control 3 planets that have technology specialties. Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait. Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Sol Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
3 Stage II Objectives remain in the deck.
Secret Objectives The Winnu: 2 Secret Objectives in hand. Universities of Jol-Nar: 2 Secret Objectives in hand. The Ghosts of Creuss: 1 Secret Objective in hand. Nekro Virus: 1 Secret Objective in hand. Federation of Sol: 0 Secret Objectives in hand, 1 claimed: Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board. The Naalu Collective: 3 Secret Objectives in hand.
Special Objectives Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2. Seed of an Empire (1 VP): Gained by Sol in Round 2. Imperial Primary (1 VP): Gained by Sol in Round 3. Winnu Support for the Throne (1 VP): Held by Naalu (Round 4). Naalu Support for the Throne (1 VP): Held by Winnu (Round 4). Imperial Primary (1 VP): Gained by Sol in Round 5.
The Winnu (discrider) SPEAKER
Commodities: 0 / 3
Trade Goods: 0
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Naalu Ceasefire, Naalu Support for the Throne (Trade Agreement, Acquiescence)
Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, Duranium Armor, Assault Cannon, Neural Motivator, PDS II, War Sun
Worlds: R - Winnu (3R, 4I) X - Mecatol Rex (1R, 6I) R - Arinam (Industrial, 1R, 2I) X - Meer (Hazardous, 0R, 4I, R) X - Mehar Xull (Hazardous, 1R, 3I, 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.
Promissory Notes: Creuss Ceasefire, Winnu Political Secret (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Light/Wave Deflector, Sarween Tools, E-Res Siphons, Plasma Scoring, Duranium Armor, Assault Cannon, Dreadnought II, Carrier II, Fighter II
Worlds: R - Lodor (Cultural, 3R, 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: 4
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne)
Technology: Gravity Drive, Antimass Deflectors, Sarween Tools, Graviton Laser System, Plasma Scoring, Dimensional Splicer, Neural Motivator, Hyper Metabolism, PDS II
Worlds: X - Creuss (4R, 2I) X - Bereg (Hazardous, 3R, 1I) X - Lirta IV (Hazardous, 2R, 3I) X - Tar'mann (Industrial, 1R, 1I, G) X - Torkan (Cultural, 0R, 3I) X - Vefut II (Hazardous, 2R, 2I)
Other Racial Data:
- Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
Nekro Virus (Phyphor)
Commodities: 0 / 3
Trade Goods: 5
Action Cards: 5
Tactic Pool: 6
Fleet Pool: 6
Strategy Pool: 0
Promissory Notes: Naalu Trade Agreement, Creuss Creuss IFF, Naalu Gift of Prescience (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Dacxive Animators, Hyper Metabolism, X-89 Bacterial Weapon, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X (Valefar Assimilator Y), Dreadnought II
Worlds: R - Mordai II (4R, 0I) R - Jol (1R, 2I) R - Nar (2R, 3I) X - Arnor (Industrial, 2R, 1I) R - Centauri (Cultural, 1R, 3I) X - Dal Bootha (Cultural, 0R, 2I) X - Gral (Industrial, 1R, 1I, B) X - Lor (Industrial, 1R, 2I)x X - Tequ'ran (Hazardous, 2R, 0I) X - Xxehan (Cultural, 1R, 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: 5
Action Cards: 6
Tactic Pool: 1
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, Hyper Metabolism, Advanced Carrier II, Fighter II
Worlds: X - Jord (4R, 2I) X - Coorneeq (Cultural, 1R, 2I) X - Resculon (Cultural, 2R, 0I) X - Saudor (Industrial, 2R, 2I) R - Wellon (Industrial, 1R, 2I, Y)
Other Racial Data:
- Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
- Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
- Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
- Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
- Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
- Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
- Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
The Naalu Collective (38thDoe)
Commodities: 0 / 3
Trade Goods: 9
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 6
Strategy Pool: 1
Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne, Nekro Antivirus (Political Secret)
Technology: Neural Motivator, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Plasma Scoring, Hybrid Crystal Fighter II, Carrier II, Infantry II
Worlds: X - Maaluuk (0R, 2I) X - Druaa (3R, 1I) X - New Albion (Industrial, 1R, 1I, G) X - Quann (Cultural, 2R, 1I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
Ongoing Game Effects
Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor. Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other.
Order of Play The Naalu Collective (38thDoe) - (0) ConstructionCurrent Player Nekro Virus (Phyphor) - (1) Leadership Federation of Sol (MrBody) - (2) DiplomacyPASSED Universities of Jol-Nar (Ketar) - (3) PoliticsPASSED The Winnu (discrider) - (6) Warfare The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
MrBlarney on
0
Options
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Nekro scores 4 hits, destroying 3 Winnu Infantry.
Combat resolves in favor of Nekro.
Nekro uses Technological Singularity to gain racial technology Hegemonic Trade Policy via Valefar Assimilator Y.
Nekro uses Dacxive Animators to gain 1 Infantry on Mecatol Rex.
Nekro plays Action Card "Infiltrate":
Infiltrate When you gain control of a planet: Replace each PDS and space dock that is on that planet with a matching unit from your reinforcements.
Posts
Winnu has 1 Dreadnought for bombardment. +1 die roll for Plasma Scoring.
Geth roll 2d10t5 for Winnu bombardment
@discrider, anything else on your action?
The Naalu Collective: Activate the New Albion-Starpoint system. (TP 3 --> 2)
Perform a transaction, giving 1 Trade Good to Winnu. (Naalu TG 12 --> 11; Winnu TG 0 --> 1)
Exhaust Quann (2R), +1R from Sarween Tools, to build 1 Destroyer (1R) and 4 Fighters (2R).
Nekro Virus: Play the primary ability of the (1) Leadership Strategy Card, exhausting Meer (4I), Torkan (3I), and Dal Bootha (2I) to allocate 6 counters to Tactic Pool. (TP 1 --> 7)
Sol plays on the secondary, exhausting Coorneeq (2I), Mehar Xull (3I), and Saudor (2R) to allocate 2 counters to Strategy Pool. (SP 0 --> 2)
Naalu plays on the secondary, exhausting Rarron (3I), Maaluuk (2I), and 1 Trade Good (TG 11 --> 10) to allocate 2 counters to Fleet Pool. (FP 4 --> 6)
Winnu plays on the secondary, exhausting Mellon (2I) and 1 Trade Good (TG 1 --> 0) to allocate 1 counter to Tactic Pool. (TP 2 --> 3)
Federation of Sol: Pass turn.
Universities of Jol-Nar: Pass turn.
The Winnu: Activate the Arinam-Meer system. (TP 3 --> 2)
Move in 1 Dreadnought and 1 Infantry from Mecatol Rex.
Bombardment destroys 1 Nekro Infantry.
Land 1 Infantry on Meer.
Current Map: Round 6, Action Phase Update 5
Current Technologies
Victory Points and Objectives
The Naalu Collective: 4 VP
The Winnu: 3 VP
Universities of Jol-Nar: 2 VP
The Ghosts of Creuss: 2 VP
Nekro Virus: 1 VP
Public Objectives
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu
Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: Sol, Jol-Nar, Winnu, Naalu, Creuss
Erect a Monument (1 VP): Spend 8 resources.: Naalu, Creuss
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Jol-Nar, Nekro
Found Research Outposts (1 VP): Control 3 planets that have technology specialties.
Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Sol
Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
3 Stage II Objectives remain in the deck.
Secret Objectives
The Winnu: 2 Secret Objectives in hand.
Universities of Jol-Nar: 2 Secret Objectives in hand.
The Ghosts of Creuss: 1 Secret Objective in hand.
Nekro Virus: 1 Secret Objective in hand.
Federation of Sol: 0 Secret Objectives in hand, 1 claimed:
Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
The Naalu Collective: 3 Secret Objectives in hand.
Special Objectives
Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2.
Seed of an Empire (1 VP): Gained by Sol in Round 2.
Imperial Primary (1 VP): Gained by Sol in Round 3.
Winnu Support for the Throne (1 VP): Held by Naalu (Round 4).
Naalu Support for the Throne (1 VP): Held by Winnu (Round 4).
Imperial Primary (1 VP): Gained by Sol in Round 5.
The Winnu (discrider) SPEAKER
Trade Goods: 0
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Naalu Ceasefire, Naalu Support for the Throne (Trade Agreement, Acquiescence)
Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, Duranium Armor, Assault Cannon, Neural Motivator, PDS II, War Sun
Worlds:
R - Winnu (3R, 4I)
X - Mecatol Rex (1R, 6I)
R - Arinam (Industrial, 1R, 2I)
X - Meer (Hazardous, 0R, 4I, R)
X - Mellon (Cultural, 0R, 2I)
X - Thibah (Industrial, 1R, 1I, B)
X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- 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)
Trade Goods: 20
Action Cards: 5
Tactic Pool: 3
Fleet Pool: 6
Strategy Pool: 2
Promissory Notes: Creuss Ceasefire, Winnu Political Secret (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Light/Wave Deflector, Sarween Tools, E-Res Siphons, Plasma Scoring, Duranium Armor, Assault Cannon, Dreadnought II, Carrier II, Fighter II
Worlds:
R - Lodor (Cultural, 3R, 1I)
Other Racial Data:
- 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)
Trade Goods: 0
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne)
Technology: Gravity Drive, Antimass Deflectors, Sarween Tools, Graviton Laser System, Plasma Scoring, Dimensional Splicer, Neural Motivator, Hyper Metabolism, PDS II
Worlds:
X - Creuss (4R, 2I)
X - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
X - Tar'mann (Industrial, 1R, 1I, G)
X - Vefut II (Hazardous, 2R, 2I)
Other Racial Data:
- 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)
Trade Goods: 5
Action Cards: 6
Tactic Pool: 7
Fleet Pool: 6
Strategy Pool: 0
Promissory Notes: Naalu Trade Agreement, Creuss Creuss IFF, Naalu Gift of Prescience (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Dacxive Animators, Hyper Metabolism, X-89 Bacterial Weapon, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X (Valefar Assimilator Y), Dreadnought II
Worlds:
R - Mordai II (4R, 0I)
R - Jol (1R, 2I)
R - Nar (2R, 3I)
X - Arnor (Industrial, 2R, 1I)
R - Centauri (Cultural, 1R, 3I)
X - Dal Bootha (Cultural, 0R, 2I)
X - Gral (Industrial, 1R, 1I, B)
X - Lor (Industrial, 1R, 2I)x
X - Tequ'ran (Hazardous, 2R, 0I)
X - Torkan (Cultural, 0R, 3I)
X - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- 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)
Trade Goods: 5
Action Cards: 6
Tactic Pool: 1
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, Hyper Metabolism, Advanced Carrier II, Fighter II
Worlds:
X - Jord (4R, 2I)
X - Coorneeq (Cultural, 1R, 2I)
X - Mehar Xull (Hazardous, 1R, 3I, R)
X - Resculon (Cultural, 2R, 0I)
X - Saudor (Industrial, 2R, 2I)
R - Wellon (Industrial, 1R, 2I, Y)
Other Racial Data:
- 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)
Trade Goods: 10
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 6
Strategy Pool: 1
Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne, Nekro Antivirus (Political Secret)
Technology: Neural Motivator, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Plasma Scoring, Hybrid Crystal Fighter II, Carrier II, Infantry II
Worlds:
X - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - New Albion (Industrial, 1R, 1I, G)
X - Quann (Cultural, 2R, 1I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
Ongoing Game Effects
Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other.
Order of Play
The Naalu Collective (38thDoe) - (0) Construction
Nekro Virus (Phyphor) - (1) Leadership
Federation of Sol (MrBody) - (2) Diplomacy PASSED
Universities of Jol-Nar (Ketar) - (3) Politics PASSED
The Winnu (discrider) - (6) Warfare
The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology Current Player
Move in Hil Colish with 3 fighters, one Dreadnaught with one infantry.
Land the infantry on Torkan.
1/2/1
@38thDoe
fighters = trade goods
"at Quaan" = to Sol
activate Quann,
build Destroyer and 2 fighters at Quann cost 2-1 sarween tools pay with one trade good
move 4 fighters from home hex[/b]
Action is on @Phyphor.
Action: Destroy 1 dreadnought, cruiser, or destroyer in a system that contains a planet you control.
Pop cruess's dread in tequ'ran system
@A Half Eaten Oreo
Signal Jamming a Nekro Virus token on Tequ'Ran/Torkan
@38thDoe
Oh my bad ignore my post, I thought you were tagging me cause it's my turn not to respond.
Activate Mehar Xull.
Move in all ships from MR and one infantry.
1/4/0
@MrBody to watch me score this secret obj I don't have a second time.
Then invade
Have to march my war sun towards you regardless.
I'm sure those three GF are fine.
Space Cannon Offense
Winnu has 1 PDS II for Space Cannon Offense. +1 die for Plasma Scoring. -1 to hit for Sol Antimass Deflectors.
Geth roll 2d10t6 for Winnu Space Cannon Offense
Round 6 - Invasion of Mehar Xull
Winnu has 1 War Sun and 1 Dreadnought for bombardment. +1 die for Plasma Scoring.
Geth roll 4d10t3+1d10t5 for Winnu Bombardment
I guess I like the smell of napalm in the morning?
I thought Mehar Xull was empty of GF
Winnu lands 1 Infantry and takes control of the planet.
Status update post coming later in the afternoon / evening, but @A Half Eaten Oreo, you are free to confirm your action before that.
@38thDoe
Losing a fleet token would cause me to destroy a ship so I'll not do that
The Ghosts of Creuss: Activate the Tequ'ran-Torkan system. (TP 2 --> 1)
Move in Flagship "Hil Colish" and 3 Fighters from empty system "Hawking Hole" and 1 Dreadnought and 1 Infantry from Tar'mann.
Land 1 Infantry on Torkan.
The Naalu Collective: Activate the Quann System. (TP 2 --> 1)
Move in 4 Fighters from the Naalu Home System.
Exhaust 1 Trade Good (TG 10 --> 9), +1R from Sarween Tools, to build 1 Destroyer (1R) and 2 Fighters (1R) at Quann.
Nekro Virus: Play Action Card "Lucky Shot" (AC 6 --> 5), destroying 1 Creuss Dreadnought in the Tequ'ran-Torkan system.
The Winnu: Activate the Mehar Xull system. (TP 2 --> 1)
Move in 1 War Sun, 1 Dreadnought, 1 Carrier, 6 Fighters, and 1 Infantry from Mecatol Rex.
Space Cannon Offense destroys 1 Sol Fighter.
Land 1 Infantry on Mehar Xull.
The Ghosts of Creuss: Play Action Card "Signal Jamming" (AC 5 --> 4), placing a counter from Nekro's Tactic Pool (TP 7 --> 6; due to empty reinforcements) into the Tequ'ran-Torkan system.
Current Map: Round 6, Action Phase Update 6
Current Technologies
Victory Points and Objectives
The Naalu Collective: 4 VP
The Winnu: 3 VP
Universities of Jol-Nar: 2 VP
The Ghosts of Creuss: 2 VP
Nekro Virus: 1 VP
Public Objectives
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu
Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: Sol, Jol-Nar, Winnu, Naalu, Creuss
Erect a Monument (1 VP): Spend 8 resources.: Naalu, Creuss
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Jol-Nar, Nekro
Found Research Outposts (1 VP): Control 3 planets that have technology specialties.
Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Sol
Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
3 Stage II Objectives remain in the deck.
Secret Objectives
The Winnu: 2 Secret Objectives in hand.
Universities of Jol-Nar: 2 Secret Objectives in hand.
The Ghosts of Creuss: 1 Secret Objective in hand.
Nekro Virus: 1 Secret Objective in hand.
Federation of Sol: 0 Secret Objectives in hand, 1 claimed:
Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
The Naalu Collective: 3 Secret Objectives in hand.
Special Objectives
Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2.
Seed of an Empire (1 VP): Gained by Sol in Round 2.
Imperial Primary (1 VP): Gained by Sol in Round 3.
Winnu Support for the Throne (1 VP): Held by Naalu (Round 4).
Naalu Support for the Throne (1 VP): Held by Winnu (Round 4).
Imperial Primary (1 VP): Gained by Sol in Round 5.
The Winnu (discrider) SPEAKER
Trade Goods: 0
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Naalu Ceasefire, Naalu Support for the Throne (Trade Agreement, Acquiescence)
Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, Duranium Armor, Assault Cannon, Neural Motivator, PDS II, War Sun
Worlds:
R - Winnu (3R, 4I)
X - Mecatol Rex (1R, 6I)
R - Arinam (Industrial, 1R, 2I)
X - Meer (Hazardous, 0R, 4I, R)
X - Mehar Xull (Hazardous, 1R, 3I, R)
X - Mellon (Cultural, 0R, 2I)
X - Thibah (Industrial, 1R, 1I, B)
X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- 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)
Trade Goods: 20
Action Cards: 5
Tactic Pool: 3
Fleet Pool: 6
Strategy Pool: 2
Promissory Notes: Creuss Ceasefire, Winnu Political Secret (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Light/Wave Deflector, Sarween Tools, E-Res Siphons, Plasma Scoring, Duranium Armor, Assault Cannon, Dreadnought II, Carrier II, Fighter II
Worlds:
R - Lodor (Cultural, 3R, 1I)
Other Racial Data:
- 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)
Trade Goods: 0
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne)
Technology: Gravity Drive, Antimass Deflectors, Sarween Tools, Graviton Laser System, Plasma Scoring, Dimensional Splicer, Neural Motivator, Hyper Metabolism, PDS II
Worlds:
X - Creuss (4R, 2I)
X - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
X - Tar'mann (Industrial, 1R, 1I, G)
X - Torkan (Cultural, 0R, 3I)
X - Vefut II (Hazardous, 2R, 2I)
Other Racial Data:
- 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)
Trade Goods: 5
Action Cards: 5
Tactic Pool: 6
Fleet Pool: 6
Strategy Pool: 0
Promissory Notes: Naalu Trade Agreement, Creuss Creuss IFF, Naalu Gift of Prescience (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Dacxive Animators, Hyper Metabolism, X-89 Bacterial Weapon, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X (Valefar Assimilator Y), Dreadnought II
Worlds:
R - Mordai II (4R, 0I)
R - Jol (1R, 2I)
R - Nar (2R, 3I)
X - Arnor (Industrial, 2R, 1I)
R - Centauri (Cultural, 1R, 3I)
X - Dal Bootha (Cultural, 0R, 2I)
X - Gral (Industrial, 1R, 1I, B)
X - Lor (Industrial, 1R, 2I)x
X - Tequ'ran (Hazardous, 2R, 0I)
X - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- 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)
Trade Goods: 5
Action Cards: 6
Tactic Pool: 1
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, Hyper Metabolism, Advanced Carrier II, Fighter II
Worlds:
X - Jord (4R, 2I)
X - Coorneeq (Cultural, 1R, 2I)
X - Resculon (Cultural, 2R, 0I)
X - Saudor (Industrial, 2R, 2I)
R - Wellon (Industrial, 1R, 2I, Y)
Other Racial Data:
- 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)
Trade Goods: 9
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 6
Strategy Pool: 1
Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne, Nekro Antivirus (Political Secret)
Technology: Neural Motivator, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Plasma Scoring, Hybrid Crystal Fighter II, Carrier II, Infantry II
Worlds:
X - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - New Albion (Industrial, 1R, 1I, G)
X - Quann (Cultural, 2R, 1I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
Ongoing Game Effects
Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other.
Order of Play
The Naalu Collective (38thDoe) - (0) Construction Current Player
Nekro Virus (Phyphor) - (1) Leadership
Federation of Sol (MrBody) - (2) Diplomacy PASSED
Universities of Jol-Nar (Ketar) - (3) Politics PASSED
The Winnu (discrider) - (6) Warfare
The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
Activate MR, move in carrier from homeworld with 6 infantry & 1 fighter
@MrBlarney @discrider for PDS stuff
Geth roll 2d10t5 for Winnu Space Cannon Offense
Nekro has conditional orders to land all six Infantry units.
Round 6 - Invasion of Mecatol Rex
Space Cannon Defense
Winnu has 1 PDS II for Space Cannon Defense. +1 die for Plasma Scoring.
Geth roll 2d10t5 for Winnu Space Cannon Defense
Combat Round 1
Nekro has 4 Infantry.
Winnu has 3 Infantry.
Geth roll 4d10t8 for Nekro
Geth roll 3d10t8 for Winnu
Combat resolves in favor of Nekro.
Nekro uses Technological Singularity to gain racial technology Hegemonic Trade Policy via Valefar Assimilator Y.
Nekro uses Dacxive Animators to gain 1 Infantry on Mecatol Rex.
Nekro plays Action Card "Infiltrate":
Infiltrate
When you gain control of a planet: Replace each PDS and space dock that is on that planet with a matching unit from your reinforcements.
Pausing for Sabotage play/pass calls all around.