It is time to begin.
The galaxy has long been preparing, unconsciously, for a moment like this. For the precise time when the stability of the worlds would be shattered, and when each would take their time to usurp the imperial throne.
Pax Magnifica Bellum Gloriosum.
This is Twilight Imperium
ORDER OF PLAY: Current Turn
--
Naalu
Jol-Nar
Sol
Mentak
L1z1x
Letnev
ACTIVE LAWS
-Jol-Nar is the Minister of Exploration (Gain 1 trade good each time another player takes over a neutral planet)
-Fleet Regulations is in play (The maximum fleet size is 5)
-Planets not garrisoned with at least 1 ground force immediately revert to neutral.
PUBLIC OBJECTIVES
[1]I control the planets needed to have at least one of each of the 3 technology specialties (MENTAK NAALU L1Z1X)
[1]I have 3 technology advances of the same color (MENTAK L1Z1X JOL-NAR SOL NAALU)
[1]I have technology advances in all 4 colors (NAALU JOL-NAR L1Z1X SOL LETNEV)
[1]I now spend 10 resources. (MENTAK, NAALU JOL-NAR, L1Z1X)
[1]I control 5 planets outside my home system (MENTAK, SOL, L1Z1X, LETNEV, NAALU)
[1]I have controlled Mecatol Rex the entire Strategy Phase and Action Phase of this round (LETNEV)
[2]I now spend 20 influence (NAALU)
[2]I now spend 12 trade goods (MENTAK)
SECRET OBJECTIVES:
Letnev - 2 - I control Mecatol Rex have all 5 Dreadnoughts on the board and all 3 space docks
The Rules
The order of players, going clockwise:
Team 1:
Hermenegilde and
Darklyre
Team 2:
CrimsonCoyote
Team 3:
GrimmyTOA +
Darian
Team 4:
Orange Soda
Team 5:
SpectralSpork +
piL
Team 6:
Ryadic +
Zellpher
Reference Map (thanks completely and TOTALLY to, none other than,
MrBlarney!):
Current Map:
Last Update:
The contenders are announcedTRADE GOODS UNCLAIMED- 34
Trade(5) - 1Bureaucracy (8) - 1
NEUTRAL PLANETS
E - Lodor [GREEN] [3,1]
E - New Albion [GREEN] [1,1]
E - Quann [GREEN] [2,1]
E - Starpoint [3,1]
E - Tar'Mann [1,1]
Player 1 - The Naalu Collective - Hermenegilde and DarklyrePLANETSE - Arinam [BLUE] [1,2]
E - Druaa [3,1]
E - Maaluuk [0,2]
E - Meer [0,4]
E - Rarron [GREEN] [0,3]
Trade Goods: 0
-Trading with L1z1x for 1-Trading with Jol-Nar for 3Strategy: Production (4) - 0TECHNOLOGIESEnviro CompensatorMicro TechnologyStasis CapsulesNeural MotivatorsCyberneticsAntimass DeflectorsXRD TransportersHylar V Assault LaserDeep Space CannonOTHER
Victory Points: 7
Player 2 - The Universities of Jol-Nar - CrimsonCoyotePLANETSE - Centauri [1,3]
E - Gral [BLUE] [1,1]
E - Jol [1,2]
E - Nar [2,3]
E - Wellon [1,2]
Trade Goods: 3
-Trading with Naalu for 2-<1>Strategy: Leadership (1) - 0TECHNOLOGIESEnviro CompensatorSarween ToolsMicro TechnologyIntegrated EconomyGraviton Laser SystemStasis CapsulesCyberneticsNeural MotivatorAntimass DeflectorsXRD TransportersHylar V Assault LaserDeep Space CannonMagen Defense GridOTHER
Victory Points: 3
-Minister of Exploration: Receives 1 trade good each time a neutral planet is colonized.
Player 3 - The Mentak Coalition - GrimmyTOA and DarianPLANETSE - Abyz [3,0]
E - Bereg [RED] [3,1]
E - Dal Bootha [RED] [0,2]
E - Fria [BLUE] [2,0]
E - Lirta IV [GREEN] [2,3]
E - Moll Primus [4,1]
E - Thibah [1,1]
E - Vefut II [RED] [2,0]
E - Xxehan [GREEN] [1,1]
Trade Goods: 1
-Trading with Letnev for 1-Trading with L1z1x for 1Strategy: Assembly (3) - 0TECHNOLOGIESEnviro CompensatorStasis CapsulesAntimass DeflectorsHylar V Assault LaserDeep Space CannonMagen Defense GridOTHER
Victory Points - 6
Player 4 - The L1z1x Mindnet - Orange SodaPLANETSE - 0.0.0 [5,0]
E - Saudor [2,2]
Trade Goods: 1
-Trading with Naalu for 1-Trading with Mentak for 1Strategy: Warfare (6) - 0TECHNOLOGIESSarween ToolsEnviro CompensatorStasis CapsulesCyberneticsAntimass DeflectorsXRD TransportersHylar V Assault LaserDeep Space CannonAssault CannonOTHER
Victory Points: 5
Player 5 - The Federation of Sol - SpectralSpork and piLPLANETSE - Arnor [2,1]
E - Corneeq [RED] [1,2]
E - Lor [RED] [1,2]
E - Jord [4,2]
E - Resculon [2,0]
Trade Goods: 0
-<2>-Trading with Letnev for 1Strategy: Diplomacy (2) - 1TECHNOLOGIESEnviro-CompensatorCyberneticsStasis CapsulesAntimass DeflectorsHylar V Assault LaserDeep Space CannonAssault CannonOTHER
Victory Points - 3
Player 6 - The Barony of Letnev - Ryadic and ZellpherPLANETSE - Arc Prime [4,0]
E - Mecatol Rex [1,6]
E - Mehar Xull [BLUE] [1,3]
E - Mellon [0,2]
E - Qucen'n [1,2]
E - Wren Terra [2,1]
E - Zohbat [BLUE] [3,1]
Trade Goods: 0
-Trading with Mentak for 1-Trading with Sol for 2Strategy: Technology (7) - 0TECHNOLOGIESEnviro CompensatorGraviton Laser SystemStasis CapsulesAntimass DeflectorsHylar V Assault LaserDeep Space CannonOTHER
Victory Points - 5
Posts
(1) Strategic Action
To make a strategic action:
Declare the strategy in cyan.
Also declare any choices you are making, and how they will be resolved. Such as:
Activating Trade (5), choosing option A to snag 3 trade goods.
or
Activating Production (4). Building at my space dock on Arnor, going to exhaust the following planets...
-X
-Y
-And 4 trade goods
to build:
-1 Carrier
-2 Fighters
-1 Dreadnought
For secondary action, declare whether you PLAY or PASS on the secondary action, in Cyan, including any decisions you make as well.
For instance, after activation of Leadership (1)
PLAY
Exhaust the following planets:
-Blargle
-Foobiggs
to purchase 2 Command counters. I put one of them in my Command pool, and one in Strategy allocation.
or
PASS, I don't need any extra command counters!
or simply: PASS
(2) Tactical Action and Transfer Action
To make a tactical action or transfer action:
Declare that you are activating the system or systems, and the location of the system(s), in LIME.
Then,
In cyan, describe your actions for the system.
For instance...
Activating my system at 2-4 with Garbles and Rofland.
I will move one carrier, with 1 ground force and 4 fighters on board, from 2-5, and 2 cruisers from 2-3 to the system.
I will land the ground force on Garbles from the carrier which just moved in.
On the spacedock on Rofland, I will build the following:
-1 Cruiser
-2 Destroyers
by exhausting:
-X
-Y
-And 1 trade good.
(3) Pass
In order to pass your turn, simply: PASS in RED.
AT THE END OF THE TURN
In order, you will need to:
In lime, claim an objective, or PASS
In cyan, distribute your 2 command counters into your 3 pools.
HOW TO PLAY AN ACTION CARD
You may play an action card that affects a previous action (keyword immediate) as long as nothing else of significance has happened since then. It is recommended that you keep me informed with contingencies, such as: "I will use this card in the event of X happening" or something like that. If this is the case, I will interrupt the game personally to resolve the card, even if you are not around.
In order to play an action card, In Cyan, post the full name and effect of the card, as well as any decisions involved with its resolution.
HOW TO PLAY A POLITICAL AGENDA
In the event that you play a political agenda, In lime, post the name and (if applicable) type of agenda.
Then, In cyan, post the full text of the card.
When you vote, either ELECT in Cyan or vote FOR in lime or AGAINST in red
HOW TO SELECT A STRATEGY CARD
In order to select your strategy during the strategy phase, merely Do so in CYAN
A NOTE ON TURN ORDERS
-Unless there is a dispute, you may PLAY or PASS on a secondary strategy out of turn.
-Starting after the speaker and continuing down the player list is how voting is supposed to go for political agendas. Any player has the right to wait until all players before him in the order have voted, however, players may opt to vote out of turn. AFTER YOU VOTE IN COLOR, YOUR VOTE IS FINAL. BY VOTING EARLY YOU WAIVE YOUR ABILITY TO WAIT FOR THOSE BEFORE YOU IN LINE.
HOW TO NEGOTIATE TRADE AGREEMENTS
-Both players must first Agree to the trade in CYAN
-Then, the active player must Approve the trade in LIME
"I've read the book!... kind of. So how does this work? I'm so confused."
Well, what would you like to know?
"First of all..."
"How do the turns work?"
Phase 1, the strategy phase.
---
Starting with the speaker (or, for the first turn, the person who rolled highest on the die), each player in the player order gets to pick one strategy from the pile of 8 strategies. Each one is numbered 1 to 8, representing when you will go in the turn order in the action phase, lower numbers acting before higher numbers. They also represent your focus for the turn, since the abilities they grant you are important in determining your actions for the phase.
The speaker changes hands through use of the "Assembly" strategy, number 3.
Any strategies that remain un-chosen receive one bonus token each turn they are unloved. By picking up a Strategy with bonus tokens, you gain 1 trade good (currency) OR 1 Command Counter (turn action) per bonus token on the strategy.
Phase 2, the action phase.
---
Going in order by the number on your strategy card (from 1 to 8, or 0 if one of the players always goes first), you may take one of four actions. After this, control of play passes to the next strategy in line. So, for instance, if you picked strategy number 5, you would go after strategy 4 and before strategy 6. Once number 8 is reached, it wraps back around to 1 (or 0) and each player goes again. This continues until each player passes. Once you pass an action phase, you may take no other actions except secondary strategy (see the strategy cards) until the next turn.
Phase 3, the status phase.
---
This is when you refresh exhausted planets, draw more cards, claim objectives, repair ships, and claim victory, if you have sufficient points. It's the bookkeeping phase.
"What are the types of actions I can take?"
Strategic Action
---
This is an action where you activate the primary ability of your strategy card. Simply resolve its text. After that, if there is a secondary ability, each player gets the chance to activate the secondary ability. You do not get to activate your own secondary ability unless specifically stated otherwise. Note: You MUST use your strategic action before passing.
Tactical Action
---
You activate one system. In doing so you may move ships TO that system, land ground troops, take planets, initiate space battles, and build, in that system. Note that ships MAY NOT move from a system which has been activated by the controlling player. So, for example: I activate a system next to my homeworld to move one of my 2 carriers from it, and take over a planet. Then I activate the homeworld to build. I then want to activate another system adjacent to my homeworld, to take my other carrier and land to take over the planet, but alas! I cannot, since my homeworld has been activated already. Once I activated it, all ships there are stuck until the next turn.
Transfer Action
---
Activate 2 systems, moving ships between them, landing, etc. This costs only 1 counter, instead of the normal 2 to activate 2 systems, but it activates both and you may only build at one of the systems or none. Also, you must control both systems: so no exploration or battling with a transfer action!
Pass
---
You pass this turn, taking no further direct action until the next turn.
"So how do I move ships?"
"How do I build ships?"
So for instance, I have 3 planets. One with 3 resource, one with 2 resource, and 1 with 1 resource. I activate my space dock's system to build. I may now build up to 6 cost worth of units. So, I decide to build a Dreadnought (cost 5), and 2 fighters (2 for cost 1). However, keep some things in mind:
-Your space dock can only produce a number of ships total equal to its planet's resource value + 1. So if you have a space dock on a 2 resource planet, it may only make 3 ships per activation.
-Your maximum number of non-fighter ships in a system is equal to the number of Fleet Command counters in your pool. If at any time any system of yours goes over this amount, you must immediately destroy ships to make room.
-If you cannot afford to or do not want to exhaust planets, you may spend 1 trade good instead of 1 resource. In this way, trade goods are basically just floating, free resources and influence, that may be traded among players.
"What is carrier capacity?"
The following rules apply to fighters only:
-Fighters may only survive if they have sufficient support. They may either dock at a Space Dock or a Carrier.
-Carriers can support 6 of any of the three units. Space Docks may support up to 3 fighters, but fighters only.
-If at any time there is not enough support for the fighters in a system, they are immediately destroyed until they have adequate support.
"How do I get trade goods? Those sound sweet.
Whenever a player chooses trade (strategy 5), all players will be able to trade amongst themselves, by offering a trade contract of theirs in exchange for one of their partner's. These contracts range in value from 1 to 3. Remember that the active player must approve all new trade agreements. This may take a bit of old fashioned bribery.
In order to get them, you must either take the trade strategy (5), set up trade contracts with other players, or both. Each time someone takes the trade strategy and uses their strategic action, each player who is not the active player receives trade goods equal to each of their opponents' trade contracts they control, minus one. So if you have traded both of your contracts away for opposing value 2 contracts, you would gain (2+2-1=)3 trade goods that turn. The active player (the one who chose strategy 5, trade) does not suffer the -1 penalty, and gains either 3 extra trade goods or the power to instantly cancel up to 2 trade agreements.
"How do I take over planets?"
When you move a carrier, you may take up, during any part of the movement (before, after, or even during!) ground forces from any planet in the same system (remember you don't have to have a ground force on a planet to control it, but you do have to use 1 ground force or more to take it over initially). So, when you activate a system with planets you'd like to take over, you pick up ground forces with your carrier as part of the movement in which it moves to the system in question.
Then, when it gets there, at the end of the tactical action phase, you may perform landings. In the case of a neutral planet or opposing planet without ground forces or PDS (planetary defense system), your ground forces land and the planet is yours. In the case of a planet with opposing ground forces, you enter into invasion combat.
Then you take the planet card from the deck, exhausted, and voila! New colony.
"Wait, combat?"
-A player activates a system and moves ships into a space area that has enemy ships
-A player attempts to land ground forces on an enemy planet with ground forces or pds
Here's the breakdown of the phases.
SPACE BATTLES
-Destroyer anti-fighter barrage?
1) Announce withdrawals/retreats
2) Roll combat dice
3) Remove Casualties
4) Execute withdrawals/retreats
Each ship has a combat value. That is the number (or greater) which must be rolled on a d10 in order for the ship to score a hit. All ships are rolled simultaneously. After both sides have fired, each side removes a number of ships equal to the casualties dealt by their opponent. If one player is eliminated, the battle ends.
INVASION
a) Bombardment?
b) PDS?
1) Roll combat dice
2) Remove casualties
Bombardment is when a war sun or dreadnought attacks the ground forces of a planet before the troops arrive. You may not bombard a planet with a PDS with a dreadnought, barring technology, but you may bombard a planet with PDS with a war sun. Also, each PDS on the planet gets a free shot at the invading forces as they enter. This happens before the combat, and casualties are not allowed a combat die.
"How do I use politics and action cards?"
Politics cards are drawn under other circumstances, mostly strategy related. You play them when you either take the Assembly Strategy (3) or when someone else does, and chooses you to play a political agenda.
The player in question plays a political card, and each player votes on it. The voting starts to the left of the Speaker, and continues around to the speaker. On For/Against agendas, you may vote "for", "against", or "abstain". On Elections, you must vote for a suitable person/planet/etc.
You have as many votes in the council as you have influence in your unexhausted planets.
"So can we go over the strategies already?"
The primary ability of leadership is incredibly useful. Since you have to expend a command counter to do pretty much anything with anything, you will often run out of them quickly. This strategy will give you 3 extras for the low low price of free. Then, you even get to take part in the purchasing of even MORE command counters in exchange for influence. If you find yourself low on turns due to having no command counters in your pools, this is a good strategy to choose (or at the very least activate using the secondary ability).
2. Diplomacy
The primary ability of diplomacy allows you to choose to either make a system of yours invulnerable to a select opponent, or to capture a neutral planet you can't necessarily make it to this turn. Both are useful, however, the secondary ability allows the capture of neutral planets for a strategic counter. This is a good one to take if you have someone breathing down your back and it's just NOT working for you.
3. Assembly
Got a really sweet law to pass, or maybe you absolutely HAVE to have that other strategy card next turn. Both of these are options with assembly. You can either claim speaker for yourself, or resolve your own political card, however you must choose someone to do the other of those two things. Make sure you have allies when using this strategy, though when you do, it shouldn't be hard to make them.
4. Production
This is what you do when you need to build, and fast, and need to move them out immediately. The primary ability allows you to build with an extra 2 resources, but you do not need to activate a system. Alternately you can use it to build in a system which has just activated. So this is a great way to set up some muscle where people aren't expecting it. The secondary does the same thing, but costs a strategic counter and gives no bonus resource.
5. Trade
Build your wealth up with this strategy. Also, you can lock people out of trades by not approving them, or extort people for approval, and you can destroy harmful trade contracts between players who seem to be making just a bit too much money.
6. Warfare
The primary ability of this strategy allows you to select a fleet to make them big and bad. A lot like the boyz in da hood. Except in space. In addition, they gain a faster movement speed, so it's pretty much a blitzkrieg in there. The secondary of this strategy allows you to move ships around, but only in a benign manner. Good use for defending against someone using the PRIMARY ability of this strategy.
7. Technology
Who doesn't love free technology?! What's more, you can double up by spending a bit extra, gaining 2 techs in one turn. Now THAT'S research. The secondary ability is slightly more cost efficient, but only allows for one tech, and since the primary is free unless you want it to cost you, it's definitely superior. This is a high choice.
8. Bureaucracy
This allows you to not only choose the next objective that gets turned over, but also allows you to claim one immediately, instead of waiting for the status phase. As well, this means you can claim 2 objectives in one turn (3, if you are especially savvy about your secret objective). The secondary of this ability allows you to draw cards in exchange for a strategic counter.
"Since we're using the new strategies, what does the expansion rulebook have to say about politics cards specifically?"
Political Cards and the Assembly Strategy Card
When using the new Assembly Strategy Card, Political Cards function in a slightly different manner than in the original game.
Playing Political Cards
Each player starts the game with a hand of 2 Political Cards. These are only played when the Assembly Strategy Card specifies they be played. The Political Cards work in the following manner.
1)Depending upon which option of the Assembly card is chosen, one player will have to play teh Political Card of his choice from his hand. If the player does not have any Political Cards in his hand, he draws the top card of the Political Deck and plays it..
2)The player that has played the Political Card reads it out loud and the agenda is resolved as normal (page 23 in the original rules).
Each Player's hand of Political Cards is limited to 5. If a player ever has more than 5 Political Cards in his hand, he must immediately discard down to 5.
Spending Political Cards as Trade Goods
A player may, at any time, discard a Political Card from his or her hand instead of spending a Trade Good.
From DARIAN:
edit : And we go first too.
Hurray !
Can anyone give me tips for Galaxy making ? What should I aim for ? Planets next to my home system ?
Here's how this will work. Starting with Hermenegilde and Darklyre, each player will place one of their tiles on the board. You must fill ring 1 before moving to ring 2. You must fill ring 2 before moving to ring 3. You do not need to place your home system, that will be done last, after all of the remaining tiles have been placed.
After the turn order has been executed, it will start from the last player, who will place a second system, and then work it's way back up to the top. So, for example, team 1, then 2, 3, 4, 5, 6, followed by team 6 again, 5, 4, 3, 2, and 1, etc.
Also, keep in mind: If you place a system with no planets, next time you place, you must place a system with planets if able. If not, you must reveal the remainder of your tiles, and you are freed from that restriction. Also, you may not place a red-bordered tile (nebula, asteroid field, supernova) next to another, unless it is the only option available.
Here's how to read the tiles:
1) Empty space: This tile is space. It can be traveled freely and is not useful.
2) Habitable system: There will be one or more planets. Each planet has two numbers. The first is resources, the second is influence. Resources allow you to build things, influence allows you to vote. You want the highest possible numbers near your home system so that you may capitalize on those gains.
3) Wormholes: There are 2 types, alpha and beta. Any system with a wormhole is considered adjacent to any other system with the same type of wormhole, IN EVERY WAY.
4) Asteroid Field: You cannot pass through unless you have Antimass deflector technology. A ship may never end its movement in an asteroid field.
5) Nebula: If you enter or leave a nebula, your movement is automatically reduced to 1 for the remainder of the movement (ie, you may only move into a nebula from adjacent systems, and you may only move out of a nebula INTO adjacent systems). Defenders gain +1 to all combat rolls inside a nebula.
6) Supernova: Impassable terrain.
This is how you will post your planet:
Post the full description of your system in Cyan. ie:
-Supernova
And post the location of your system in Lime. ie:
1-4
Once it is your turn, feel free to take it. The turn order is up at the top. First choice is Hermenegilde and Darklyre.
[EDIT] Also sorry for the blurry image, i'll make that fixed in time for the game proper.
You can't see the images hosted there? Do you have an alternative?
edited for colors
Empty Space in Position 1-2
GrimmyTOarian
Bravo.
Also, we'll put Habitable System -- Thibah: 1-1 in position 1-3
And hopefully Darian won't kill me for doing it.
Also keep in mind the Initial Placement goes
Team 1, Team 2, Team 3, Team 4, Team 5, Team 6
then
Team 6, Team 5, Team 4, Team 3, Team 2, Team 1
then
Team 1, etc.
Just for opening setup.
Also I'm squeeling like a girl for Twilight Imperium.
I'm very much okay with going 4th.
Go Space Empires !
Why, you little!
Remind me of exactly what it means to control a system, if you would be so kind.
Also, since the old thread had links to the rules and such, it might be good to include a link to it from the OP of this thread.
Edit: Also also, would you prefer we make use of both threads, as in IC (actions only) and OOC (random smack talk, conversations, rules clarifications, etc) thread? Or should we be doing everything here now?
Also, to be more clear about the transfer action:
1) In this case the precise wording is that it is limited to only 2 systems that are adjacent, and, only contain units belonging to the active player. Both systems must also have units belonging to the active player in them, I believe, though if one of the more seasoned vets tells me this is incorrect we will go with that one instead.
Pg 12 of the rules wrote:
only contain units belonging to the active player
Page 12 of the rules wrote:
Both activated systems must contain at least one unit controlled by the active player and must contain absolutely no enemy unites (including Ground Forces and PDS)
IIRC, space docks still count as enemy units since an enemy unit is pretty much defined as any plastic piece on the board. I don't remember the context, but it came up at some point for some reason.
Also, should we already have our Secret Objectives? That is step 7 of setup whereas the galaxy creation is not until step nine. It might make a difference on how people prioritize their available systems.
Yes, the rule book defines a unit as any plastic piece on the board. I remember that.
Also, Darian, I believe you're correct. In my games the precise order in the beginning has been a bit nebulous, so my apologies for that, I'll send them out.
Sure.
Technically we should have our trade agreements, secret objectives, and starting 2 political cards, but I'm sure Rend will get to it when he gets to it. They really shouldn't effect your starting placement much, although I think there is a technology based one.
Actually I think we should get secret objectives before we proceed since some of them could effect initial placement.
Keeper of Gates, Technocrat, Focused, Expansionist (barely)