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.
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 multiplestatements 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.
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.
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.
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
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.
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).
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.
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.
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.
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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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Oh retreat activates the system. Well it was a good try.
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.
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?
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..
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.
Posts
Naalu scores 9 hits, @Phyphor to assign them to their units. After all hits have been assigned, the Nekro action will continue.
discrider tells me I cannot load infantry so that's fine too I guess.
I must admit I randomly click rules in the OP and missed the revision.
Sorry
Soak 6 on dreads & carriers. Lose a carrier, fighter & destroyer
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.
@discrider
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
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
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
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:
- 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: 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:
- 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: 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:
- 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: 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:
- 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: 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: 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: 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:
- 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
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
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
Action is on @A Half Eaten Oreo.
Action: Choose 1 hazardous planet. Exhaust that planet and destroy up to 3 infantry on it.
@discrider for sab/reaction.
@Ketar is next.
Their hazardous planets are already exhausted? Unless I misread the map.
Starpoint is, but has tons of infantry.
.. but you're forced to exhaust I think.
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..
Keep dealing me more and I'll tell you when to stop.
I think changing the target is fine. @Phyphor to play or pass on Sabotage; if not Sabotaged, action will be on Ketar.