Oh yeah. @Phyphor saving that AC for now instead of using it on Ketar's home planet pretty much guarantees that moving everything off MR was the right move
With Winnu's pass, Nekro is the only player who is still active in the Action Phase. @Phyphor, action is on you. Map update can be made available if you need it before the end of the phase.
The Naalu Collective: Pass turn. Nekro Virus: Activate the Mecatol Rex system. (TP 6 --> 5)
Move in 1 Carrier, 1 Fighter, and 6 Infantry from the Nekro Home System.
Space Cannon Offense results in no hits.
Land 6 Infantry on Mecatol Rex.
During invasion combat, Nekro loses 2 Infantry, while Naalu loses 3 Infantry; combat resolves in favor of Nekro.
Use racial ability Technological Singularity to gain Winnu's racial technology Hegemonic Trade Policy via Valefar Assimilator Y.
Use Dacxive Animators to gain 1 Infantry on Mecatol Rex.
Play Action Card "Infiltrate" (AC 5 --> 4) to replace the Space Dock and PDS on Mecatol Rex with their own.
Use Hegemonic Trade Policy to swap Mecatol Rex's resource and influence values for production.
Exhaust Nar (2R) and Centauri (1R), +1R from Sarween Tools to build 8 Infantry (4R) at Mecatol Rex. The Winnu: Activate the Winnu Home System. (TP 1 --> 0)
Use Hegemonic Trade Policy to swap Winnu's resource and influence values for production.
Exhaust Winnu (4R), Arinam (1R), +1R for Sarween Tools to build 2 Cruisers (4R) and 4 Infantry (2R) at Winnu.
Destroy 1 Destroyer to comply with fleet limits. The Ghosts of Creuss: Pass turn. Nekro Virus: Activate empty system "End of the Line". (TP 5 --> 4)
Move in 3 Dreadnougts, 1 Destroyer, and 3 Fighters from the Nekro Home System.
At the start of space combat, Nekro uses Assault Cannon to destroy 1 Sol Destroyer.
Use racial ability Technological Singularity to gain Neural Motivator. The Winnu: Pass turn. Nekro Virus: Activate the Nekro Home System. (TP 4 --> 3)
Exhaust Mordai II (4R) and Jol (1I), +1R from Sarween Tools to build 1 Carrier (3R) and 5 Infantry (3R) at Mordai II. Nekro Virus: Pass turn.
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: 0
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: X - Winnu (3R, 4I) X - 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: 4
Tactic Pool: 3
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, Neural Motivator, Gravity Drive, Light/Wave Deflector, Sarween Tools, Hegemonic Trade Policy via Valefar Assimilator Y, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X, Dreadnought II
Worlds: X - Mordai II (4R, 0I) X - Mecatol Rex (1R, 6I) X - Jol (1R, 2I) X - Nar (2R, 3I) X - Arnor (Industrial, 2R, 1I) X - Centauri (Cultural, 1R, 3I) X - Dal Bootha (Cultural, 0R, 2I) X - Gral (Industrial, 1R, 1I, B) X - Lor (Industrial, 1R, 2I) 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) Construction Nekro Virus (Phyphor) - (1) Leadership Federation of Sol (MrBody) - (2) Diplomacy Universities of Jol-Nar (Ketar) - (3) Politics The Winnu (discrider) - (6) Warfare The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
Each player except for Jol-Nar may now claim up to one Public Objective and one Secret Objective; Jol-Nar may only claim a Secret Objective.
Claim
Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
I'm not sure how? I'm not getting MR back. No conceivable way of getting either of the other stage 2 objectives. Pretty sure none of the other stage 2 objectives. I have no secret objectives. There is no way anyone is giving me support for the throne or voting me more VPs. I have the massive fleets of 3 players poised to take my homeworld.
This has been an extremely odd game. Early Jol-Nar super aggression. Crazy tech trading. Nekro gobbling up an obscene amount from wormholes and everyone having tech. Lightwave drives for everyone. MR hot potato. Over a dozen trade goods saved up by multiple players. Winnu being the first to war suns and beating out Jol-nar for it. 4 wormholes bordering homeworlds.
You potentially qualify for 2 of the possible 8 objective draws and neither winnu nor naalu could invade - naalu is not in position and winnu lacks light/wave & gravity drive & carrier II
You potentially qualify for 2 of the possible 8 objective draws and neither winnu nor naalu could invade - naalu is not in position and winnu lacks light/wave & gravity drive & carrier II
So a 25% chance of winning at the end of 2 more complete rounds, which is plenty of time for 3 powerhouse fleets to invade my homeworld.
@38thDoe, Lead from the Front only allows spending from Tactic and Strategy pools, and not Fleet pool; you only have 1 counter in each of Tactic and Strategy pool available. Please update your objective claims.
MrBlarney on
0
Options
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Posts
I still believe leaving MR open was the better play here for me honestly.
@discrider
Activate Winnu. Flip it's values.
Construct 4 GF, 2 cruisers for 6R.
Destroy a destroyer to fleet limits.
0/4/0
@Phyphor saving that AC for now instead of using it on Ketar's home planet pretty much guarantees that moving everything off MR was the right move
@38thDoe
Status post available upon request.
Move in 3 dreads, a destroyer and 3 fighters from the homeworld
Pop destroyer with assault cannon, steal neural motivator
@MrBody for any response
The Naalu Collective: Pass turn.
Nekro Virus: Activate the Mecatol Rex system. (TP 6 --> 5)
Move in 1 Carrier, 1 Fighter, and 6 Infantry from the Nekro Home System.
Space Cannon Offense results in no hits.
Land 6 Infantry on Mecatol Rex.
During invasion combat, Nekro loses 2 Infantry, while Naalu loses 3 Infantry; combat resolves in favor of Nekro.
Use racial ability Technological Singularity to gain Winnu's racial technology Hegemonic Trade Policy via Valefar Assimilator Y.
Use Dacxive Animators to gain 1 Infantry on Mecatol Rex.
Play Action Card "Infiltrate" (AC 5 --> 4) to replace the Space Dock and PDS on Mecatol Rex with their own.
Use Hegemonic Trade Policy to swap Mecatol Rex's resource and influence values for production.
Exhaust Nar (2R) and Centauri (1R), +1R from Sarween Tools to build 8 Infantry (4R) at Mecatol Rex.
The Winnu: Activate the Winnu Home System. (TP 1 --> 0)
Use Hegemonic Trade Policy to swap Winnu's resource and influence values for production.
Exhaust Winnu (4R), Arinam (1R), +1R for Sarween Tools to build 2 Cruisers (4R) and 4 Infantry (2R) at Winnu.
Destroy 1 Destroyer to comply with fleet limits.
The Ghosts of Creuss: Pass turn.
Nekro Virus: Activate empty system "End of the Line". (TP 5 --> 4)
Move in 3 Dreadnougts, 1 Destroyer, and 3 Fighters from the Nekro Home System.
At the start of space combat, Nekro uses Assault Cannon to destroy 1 Sol Destroyer.
Use racial ability Technological Singularity to gain Neural Motivator.
The Winnu: Pass turn.
Nekro Virus: Activate the Nekro Home System. (TP 4 --> 3)
Exhaust Mordai II (4R) and Jol (1I), +1R from Sarween Tools to build 1 Carrier (3R) and 5 Infantry (3R) at Mordai II.
Nekro Virus: Pass turn.
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: 0
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:
X - Winnu (3R, 4I)
X - 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: 4
Tactic Pool: 3
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, Neural Motivator, Gravity Drive, Light/Wave Deflector, Sarween Tools, Hegemonic Trade Policy via Valefar Assimilator Y, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X, Dreadnought II
Worlds:
X - Mordai II (4R, 0I)
X - Mecatol Rex (1R, 6I)
X - Jol (1R, 2I)
X - Nar (2R, 3I)
X - Arnor (Industrial, 2R, 1I)
X - Centauri (Cultural, 1R, 3I)
X - Dal Bootha (Cultural, 0R, 2I)
X - Gral (Industrial, 1R, 1I, B)
X - Lor (Industrial, 1R, 2I)
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
Nekro Virus (Phyphor) - (1) Leadership
Federation of Sol (MrBody) - (2) Diplomacy
Universities of Jol-Nar (Ketar) - (3) Politics
The Winnu (discrider) - (6) Warfare
The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
Each player except for Jol-Nar may now claim up to one Public Objective and one Secret Objective; Jol-Nar may only claim a Secret Objective.
Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
I do have to congratulate you for setting up a 25% scenario where under the radar where you win next turn
This has been an extremely odd game. Early Jol-Nar super aggression. Crazy tech trading. Nekro gobbling up an obscene amount from wormholes and everyone having tech. Lightwave drives for everyone. MR hot potato. Over a dozen trade goods saved up by multiple players. Winnu being the first to war suns and beating out Jol-nar for it. 4 wormholes bordering homeworlds.
So a 25% chance of winning at the end of 2 more complete rounds, which is plenty of time for 3 powerhouse fleets to invade my homeworld.
Centralize Galactic Trade (2 VP): Spend 10 Trade Goods.
2 Stage II Objectives remain in the deck.
Each player draws action cards and gains command counters for allocation:
The Naalu Collective: 2 Action Cards; 3 Command Counters
Nekro Virus: 2 Action Cards; 3 Command Counters
Federation of Sol: 2 Action Cards; 4 Command Counters
Universities of Jol-Nar: 2 Action Cards; 3 Command Counters
The Winnu: 2 Action Cards; 2 Command Counters
The Ghosts of Creuss: 2 Action Cards; 3 Command Counters
Sol will need to discard 1 card due to hand limits.
As spend 10 TG hits the board
1/4/1
discard Industrial Initiative: Gain 1 TG for each industrial planet you control
Okay perhaps I should say destroyed by discrider, as I only have 9 trade goods for some reason...
Frankly I'm still slightly annoyed how the Trade Minister vote went down.
But them's breaks