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

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    MrBlarneyMrBlarney Registered User regular
    Nekro scores 9 hits, @38thDoe to assign them to their units. All remaining ships will retreat to the Naalu Home System, note if additional units require being removed from the board due to fleet limits or if additional Infantry will be loaded from Quann.
    Naalu scores 9 hits, @Phyphor to assign them to their units. After all hits have been assigned, the Nekro action will continue.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited June 2021
    ed: actually, thinking

    Phyphor on
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    discriderdiscrider Registered User regular
    (Infantry are loaded when the retreat is declared)

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I think if I destroy 9 fighters the rest fit?
    discrider tells me I cannot load infantry so that's fine too I guess.

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    MrBlarneyMrBlarney Registered User regular
    As of version 1.2 of the living rules reference, ground forces may be loaded onto ships as ships make their retreat, reversing the original rules that ground forces must be loaded right at the retreat declaration. I've made multiple statements earlier in the thread that I was going off of v1.2, so we'll go with that and say that the Infantry can get picked up. Bringing the full stock should not produce any capacity problems once the fleet hits the home system. Of course, the Infantry must still remain in the space area after the retreat since there is no "Invasion" step for Naalu to land them.

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    discriderdiscrider Registered User regular
    Yeah.
    I must admit I randomly click rules in the OP and missed the revision.
    Sorry

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    MrBlarneyMrBlarney Registered User regular
    Hey, no apologies: I forgot in a different way. As noted in one of the posts where I mentioned v1.2, I intended to update my opening post template to link to v1.2 from the start of the game, but I forgot to update it from v1.1. So it's an understandable miss, and the link should be pointing to the right place now.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Okay, can't risk it

    Soak 6 on dreads & carriers. Lose a carrier, fighter & destroyer

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Do not load any additional infantry actually.

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    MrBlarneyMrBlarney Registered User regular
    Naalu retreats Flagship "Matriarch", 2 Cruisers, 2 Carrier IIs, 7 Hybrid Crystal Fighters, and 5 Infantry II to the Naalu Home System.
    Nekro has Flagship "The Alastor", 2 Dreadnought IIs (both damaged), 3 Advanced Carrier IIs (all damaged), 11 Fighter IIs, and 8 Infantry II in Quann.

    @Phyphor, you have the rest of your Tactical Action and may choose whether or not to perform Invasion.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Nope I'm done

    @discrider

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Fighting Infantry II are way better than ground capable fighters.

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    discriderdiscrider Registered User regular
    Play Mining Initiative
    Action: Gain trade goods equal to the resource value of 1 planet you control.
    Winnu for 3 TG
    Sab call @Phyphor @38thDoe @ketar @A Half Eaten Oreo @MrBody
    Otherwise next player

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Nobody's going to sabotage this.

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    discriderdiscrider Registered User regular
    Yeah, but pinging everyone seemed easier than figuring out it was @38thDoe 's turn next

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Fair.

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    MrBlarneyMrBlarney Registered User regular
    If you're going to ping everyone though, I'm gonna assume you want to go through the full Sabotage call process? Play or pass declarations from everyone.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No sabotage

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I'd like a map update before my turn if possible.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    no Sab

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    discriderdiscrider Registered User regular
    @MrBlarney for map update

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    MrBlarneyMrBlarney Registered User regular
    edited July 2021
    Round 8: Action Phase Update 2

    Nekro Virus: Activate the Quann System. (TP 3 --> 2)
    Return 1 counter from Fleet Pool to reinforcements due to Naalu's Neuroglaive. (FP 10 --> 9)
    Play Action Card "Flank Speed", increasing the movement of all ships by +1 for the action. (AC 6 --> 5)
    Move in 1 Dreadnought, 1 Carrier, and 9 Fighters from the Nekro Home System, Flagship "The Alastor", 1 Carrier, 2 Fighters, and 5 Infantry from Jord, and 1 Dreadnought, 1 Destroyer, 2 Carriers, 1 Fighter, and 3 Infantry from the Centauri-Gral system.
    During space combat, Nekro damages 2 Dreadnoughts and 3 Carriers, loses 1 Destroyer, 1 Carrier, and 1 Fighter, and exhausts Action Card "Fighter Prototype" (AC 5 --> 4), while Naalu loses 1 Destroyer and 9 Fighters, and exhausts Action Card "Morale Boost" (AC 5 --> 4).
    Naalu retreats Flagship "Matriarch", 2 Cruisers, 2 Carrier IIs, 7 Hybrid Crystal Fighters, and 5 Infantry II to the Naalu Home System; combat resolves in favor of Nekro.
    The Winnu: Play Action Card "Mining Initiative" (AC 7 --> 6), gaining 3 Trade Goods. (TG 5 --> 8).

    Current Map: Round 8, Action Phase Update 2

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 8 VP
    Nekro Virus: 7 VP
    The Naalu Collective: 6 VP
    The Ghosts of Creuss: 6 VP
    The Winnu: 4 VP
    Universities of Jol-Nar: 2 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu, Sol, Nekro
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: Sol, Jol-Nar, Winnu, Naalu, Creuss, Nekro
    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.: Winnu
    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.: Nekro, Creuss
    Centralize Galactic Trade (2 VP): Spend 10 Trade Goods.: Naalu
    Found a Golden Age (2 VP): Spend 16 resources.
    1 Stage II Objective remains in the deck.

    Secret Objectives
    The Winnu: 3 Secret Objectives in hand.
    Universities of Jol-Nar: 2 Secret Objectives in hand.
    The Ghosts of Creuss: 0 Secret Objectives in hand, 2 claimed:
    Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
    Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.
    Nekro Virus: 0 Secret Objectives in hand, 1 claimed:
    Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
    Federation of Sol: 1 Secret Objective 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.
    Imperial Primary (1 VP): Gained by Nekro in Round 7.

    The Winnu (discrider) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 8
    Action Cards: 6

    Tactic Pool: 5
    Fleet Pool: 4
    Strategy Pool: 1

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

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

    Universities of Jol-Nar (Ketar)
    Commodities: 0 / 4
    Trade Goods: 10
    Action Cards: 7

    Tactic Pool: 7
    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, War Sun

    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: 4 / 4
    Trade Goods: 2
    Action Cards: 7

    Tactic Pool: 4
    Fleet Pool: 6
    Strategy Pool: 2

    Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Antimass Deflectors, Sarween Tools, Graviton Laser System, Plasma Scoring, Dimensional Splicer, Neural Motivator, Hyper Metabolism, PDS II

    Worlds:
    R - Creuss (4R, 2I)
    R - Bereg (Hazardous, 3R, 1I)
    X - Dal Bootha (Cultural, 0R, 2I)
    R - Lirta IV (Hazardous, 2R, 3I)
    X - Tar'mann (Industrial, 1R, 1I, G)
    R - Vefut II (Hazardous, 2R, 2I)
    X - Xxehan (Cultural, 1R, 1+2I)

    Other Racial Data:
    - Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
    - Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
    - Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
    - Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
    - Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
    - Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
    - Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

    Nekro Virus (Phyphor)
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 4

    Tactic Pool: 2
    Fleet Pool: 9
    Strategy Pool: 1

    Promissory Notes: (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, Antimass Deflectors, Sarween Tools, E-Res Siphons via Valefar Assimilator Y, Graviton Laser System, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X, Dreadnought II, Fighter II, PDS II

    Worlds:
    R - Mordai II (4R, 0I)
    R - Jord (4R, 2I)
    X - Mecatol Rex (1R, 6I)
    X - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Tequ'ran (Hazardous, 2R, 0I)
    X - Torkan (Cultural, 0R, 3I)

    Other Racial Data:
    - Flagship: The Alastor: Combat Value 9 (x2), Movement 1, Carry Capacity 3. Sustain Damage. At the start of a Space Combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
    - Racial Technology: Valefar Assimilator X (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Racial Technology: Valefar Assimilator Y (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Galactic Threat: You cannot vote on Agendas. Once per Agenda Phase, after an Agenda is revealed, you may predict aloud the outcome of that Agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.
    - Technological Singularity: Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.
    - Propagation: You cannot research technology. When you would research a technology, gain 3 command tokens instead.
    - Racial Promissory Note: Antivirus: At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use his "Technological Singularity" faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.

    Federation of Sol (MrBody)
    Commodities: 0 / 4
    Trade Goods: 11
    Action Cards: 7

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

    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 - Coorneeq (Cultural, 1R, 2I)
    R - Resculon (Cultural, 2R, 0I)
    R - Saudor (Industrial, 2R, 2I)
    X - 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: 11
    Action Cards: 4

    Tactic Pool: 3
    Fleet Pool: 6
    Strategy Pool: 2

    Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne, Nekro Antivirus (Trade Agreement, Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Hyper Metabolism, Neuroglaive, Sarween Tools, Graviton Laser System, Antimass Deflectors, Light/Wave Deflector, Plasma Scoring, Hybrid Crystal Fighter II, Carrier II, Infantry II

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

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

    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.
    Publicize Weapon Schematics - All players may ignore all prerequisites on War Sun technologies. All war suns lose Sustain Damage.
    Senate Sanctuary - Attached to Xxehan. The influence value of this planet is increased by 2.

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

    MrBlarney on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Oh retreat activates the system. Well it was a good try.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Play Imperial, claim Found a Golden Age (2 VP): Spend 16 resources
    spend

    R - Druaa (3R, 1I)
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Quann (Cultural, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Starpoint (Hazardous, 3R, 1I)

    plus 3 Trade goods.

    Secondary Ability: Spend 1 token from your Strategy pool to draw 1 Secret Objective.

    @discrider @Ketar @A Half Eaten Oreo @Phyphor @MrBody

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Play

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass.

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    discriderdiscrider Registered User regular
    Play

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    MrBodyMrBody Registered User regular
    Play

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    MrBlarneyMrBlarney Registered User regular
    @A Half Eaten Oreo to play or pass on the Imperial Secondary.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Play

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    MrBlarneyMrBlarney Registered User regular
    Secret Objective draws have been sent out.

    Action is on @A Half Eaten Oreo.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Play Unstable Planet on Zohbat killing the one infantry.
    Action: Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
    @discrider for sab/reaction.
    @Ketar is next.

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    discriderdiscrider Registered User regular
    Not sure why you're not hitting Naalu or Nekro with that @A Half Eaten Oreo

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    discrider wrote: »
    Not sure why you're not hitting Naalu or Nekro with that @A Half Eaten Oreo

    Their hazardous planets are already exhausted? Unless I misread the map.

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    discriderdiscrider Registered User regular
    edited June 2021
    Teq'ran isn't, but has no infantry.
    Starpoint is, but has tons of infantry.

    .. but you're forced to exhaust I think.

    discrider on
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    MrBlarneyMrBlarney Registered User regular
    Correct. The target of the Action Card must be a readied (non-exhausted) planet. It does not require having any Infantry on it since 0 is within the bounds of "up to 3".

    So that means your valid targets for the card are Tequ'ran and Zohbat. Can I verify your card target, @A Half Eaten Oreo?

    4463rwiq7r47.png
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    MrBlarney wrote: »
    Correct. The target of the Action Card must be a readied (non-exhausted) planet. It does not require having any Infantry on it since 0 is within the bounds of "up to 3".

    So that means your valid targets for the card are Tequ'ran and Zohbat. Can I verify your card target, @A Half Eaten Oreo?

    I did misread the map. My first pass was to look for Naalu/Virus hazardous unexhausted planets. I'll target Tequ'ran if that's ok..

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    MrBodyMrBody Registered User regular
    I don't like that secret objective.
    Keep dealing me more and I'll tell you when to stop.

    :(

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    MrBlarneyMrBlarney Registered User regular
    MrBlarney wrote: »
    Correct. The target of the Action Card must be a readied (non-exhausted) planet. It does not require having any Infantry on it since 0 is within the bounds of "up to 3".

    So that means your valid targets for the card are Tequ'ran and Zohbat. Can I verify your card target, "A Half Eaten Oreo"?

    I did misread the map. My first pass was to look for Naalu/Virus hazardous unexhausted planets. I'll target Tequ'ran if that's ok..

    I think changing the target is fine. @Phyphor to play or pass on Sabotage; if not Sabotaged, action will be on Ketar.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No sabotage

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