Jol-Nar special abilities:
--Special Abilities--
You receive a -1 on your combat rolls during all space battles and invasion combat. -When executing the secondary ability of the technology strategy, you may execute BOTH its primary ability AND the secondary ability.
-You may spend a Command Counter from your Strategy Allocation to immediate reroll any of your die rolls.
I thought that meant they get the free tech from the primary ability, as well as the option of buying an additional tech for 6. Is that not what it means?
edit: From BGG
The FAQ has changed in the newest version. It used to be they had to pay for the secondary to get the free one. Now they have rules that you can just take the free one from the primary, and pay for the second one if you want to get two...
Q: Could you explain how the Jol-Nar and the Xxcha abilities
work as they relate to the primary and secondary abilities of
the Strategy Card?
A: When the Jol-Nar player resolves the secondary ability of
the Technology Card, he may also (in addition) execute the
primary ability. This allows the Jol-Nar to both receive a free
Technology (for the primary ability), as well as purchase a
Technology if desired (for the secondary ability). The Jol-Nar
player may choose to receive only the free technology for the
primary ability, and choose not to pay 8 resources for a second
Technology (but the Jol-Nar must still pay a Command
Counter to resolve the secondary ability, unless they chose the
Initiative Strategy). All other players simply resolve the secondary
ability as usual. The Jol-Nar ability does not trigger a
second “round” of secondary ability resolution.
The FAQ has changed in the newest version. It used to be they had to pay for the secondary to get the free one. Now they have rules that you can just take the free one from the primary, and pay for the second one if you want to get two...
The only reason I know that is that I was the Jol-Nar the one time I've really played this. Feel free to peruse through the faq and see if there are other important clarifications.
Q: Could you explain how the Jol-Nar and the Xxcha abilities
work as they relate to the primary and secondary abilities of
the Strategy Card?
A: When the Jol-Nar player resolves the secondary ability of
the Technology Card, he may also (in addition) execute the
primary ability. This allows the Jol-Nar to both receive a free
Technology (for the primary ability), as well as purchase a
Technology if desired (for the secondary ability). The Jol-Nar
player may choose to receive only the free technology for the
primary ability, and choose not to pay 8 resources for a second
Technology (but the Jol-Nar must still pay a Command
Counter to resolve the secondary ability, unless they chose the
Initiative Strategy). All other players simply resolve the secondary
ability as usual. The Jol-Nar ability does not trigger a
second “round” of secondary ability resolution.
Oh, I thought you had to actually pay the 6 in order to do both.
Sec, checking the tech tree. (If Rend says it's cool to change to what was pointed out).
Rend please allow him to get the tech. The only reason he did not take a free tech is my fault for explaining the ability wrong every time we have played with Jol-Nar
To be fair, I think the Jol-Nar ability is fairly poorly worded.
EDIT: I reread the Technology Strategy Card and the racial ability, and it makes sense now. I'll spend a counter and take Micro Technology, if Rend approves. Otherwise, it's a pass as before.
(1) Leadership
Take Charge
Receive 3 Command Counters from your reinforcements. You may then immediately
use this cards secondary ability.
Secondary: Masterful Tactician
You may spend influence to purchase up to 3 Command Counters from your
reinforcements. You receive 1 Command Counter for every 2 influence you spend.
@piL: You're spending 2 influence, so you only get one command counter to place where you wish.
(1) Leadership
Take Charge
Receive 3 Command Counters from your reinforcements. You may then immediately
use this cards secondary ability.
Secondary: Masterful Tactician
You may spend influence to purchase up to 3 Command Counters from your
reinforcements. You receive 1 Command Counter for every 2 influence you spend.
@piL: You're spending 2 influence, so you only get one command counter to place where you wish.
Yeah, I realized I misread it, so I took it down almost immediately.
Activate Corneed and Resculon system, Move 1 Carrier, and 2 Ground Forces from Home to Corneed and Resculon.
1 ground force invade Corneed, 1 invade Resculon.
Sorry, had to confer with Rend a bit before we made our move.
So Jol-Nar when do we get to see any of those trade goods. What I mean to say is how soon until we find out you are dicking us over?
Open Negotiation to the people of the Mentak, if Jol-Nar doesn't give us trade goods, I will not put any fleet on your border and you can be free to attack them to your hearts content.
His stated plan is to distribute them after the last of the strategy cards is played and fully resolved each round. So... after you play the trade strategy we should see.
His stated plan is to distribute them after the last of the strategy cards is played and fully resolved each round. So... after you play the trade strategy we should see.
This.
Activate 2-3 Pick up the ground forces on both Jol and Nar.
Move a Carrier, Fighter, and both Ground Forces into the Centari-Gral System, placing one Ground Force on each planet.
(4) Production Primary: Tight Deadlines
Immediately build units in one of your systems containing one or more friendly
Space Docks, receiving 2 additional resources with which to build, even if you have
activated the system already. Building units here does not activate the system. Secondary: Double Efforts
Spend 1 Command Counter from your Strategy Allocation area to immediately build
up to 3 units in one of your systems containing one or more friendly Space Dock,
even if you have activated the system already. Building units here does not activate the
system.
Build at Moll Primus, exhausting it for 4 resources. With the production bonus, that gives 6 to build with a limit of 7 units. Build a carrier (3), two ground forces (1), and two destroyers (2).
Exhaust Null for 5 resources, Use Regressive Rhetoric for 1 trade good.
(LAW)
-FOR: The cost of all technologies increases by 2. Players who do not execute the secondary ability of the technology strategy may instead draw a free action card.
-AGAINST: All players must immediately discard one action card, if able.
Can you do that? I thought the PDS was stuck on the planet where it was built (with the space dock) until such time as a carrier is active in the system to move it.
Posts
--Special Abilities--
You receive a -1 on your combat rolls during all space battles and invasion combat.
-When executing the secondary ability of the technology strategy, you may execute BOTH its primary ability AND the secondary ability.
-You may spend a Command Counter from your Strategy Allocation to immediate reroll any of your die rolls.
I thought that meant they get the free tech from the primary ability, as well as the option of buying an additional tech for 6. Is that not what it means?
edit: From BGG
edit2: And the FAQ, page six:
edit: From BGG [/QUOTE]
Whoa, can you link to the updated faq?
Sec, checking the tech tree. (If Rend says it's cool to change to what was pointed out).
work as they relate to the primary and secondary abilities of
the Strategy Card?
A: When the Jol-Nar player resolves the secondary ability of
the Technology Card, he may also (in addition) execute the
primary ability. This allows the Jol-Nar to both receive a free
Technology (for the primary ability), as well as purchase a
Technology if desired (for the secondary ability). The Jol-Nar
player may choose to receive only the free technology for the
primary ability, and choose not to pay 8 resources for a second
Technology (but the Jol-Nar must still pay a Command
Counter to resolve the secondary ability, unless they chose the
Initiative Strategy). All other players simply resolve the secondary
ability as usual. The Jol-Nar ability does not trigger a
second “round” of secondary ability resolution.
Rend please allow him to get the tech. The only reason he did not take a free tech is my fault for explaining the ability wrong every time we have played with Jol-Nar
page 6
EDIT: I reread the Technology Strategy Card and the racial ability, and it makes sense now. I'll spend a counter and take Micro Technology, if Rend approves. Otherwise, it's a pass as before.
Those are not uncommon.
And Zellpher, where are you putting the counters?
Take Charge
Receive 3 Command Counters from your reinforcements. You may then immediately
use this cards secondary ability.
Secondary: Masterful Tactician
You may spend influence to purchase up to 3 Command Counters from your
reinforcements. You receive 1 Command Counter for every 2 influence you spend.
@piL: You're spending 2 influence, so you only get one command counter to place where you wish.
damn not having any influence :-(
Yeah, I realized I misread it, so I took it down almost immediately.
That was before the law was passed granting trade goods for capturing neutral planets.
And it's only for executing a landing.
Pass
And i forgot to note it in the map. Thanks.
Yep!
1 ground force invade Corneed, 1 invade Resculon.
Sorry, had to confer with Rend a bit before we made our move.
Open Negotiation to the people of the Mentak, if Jol-Nar doesn't give us trade goods, I will not put any fleet on your border and you can be free to attack them to your hearts content.
Also Jol-Nar it's your go.
This.
Activate 2-3
Pick up the ground forces on both Jol and Nar.
Move a Carrier, Fighter, and both Ground Forces into the Centari-Gral System, placing one Ground Force on each planet.
(4) Production
Primary: Tight Deadlines
Immediately build units in one of your systems containing one or more friendly
Space Docks, receiving 2 additional resources with which to build, even if you have
activated the system already. Building units here does not activate the system.
Secondary: Double Efforts
Spend 1 Command Counter from your Strategy Allocation area to immediately build
up to 3 units in one of your systems containing one or more friendly Space Dock,
even if you have activated the system already. Building units here does not activate the
system.
Build at Moll Primus, exhausting it for 4 resources. With the production bonus, that gives 6 to build with a limit of 7 units. Build a carrier (3), two ground forces (1), and two destroyers (2).
Exhaust Null for 5 resources, Use Regressive Rhetoric for 1 trade good.
-FOR: The cost of all technologies increases by 2. Players who do not execute the secondary ability of the technology strategy may instead draw a free action card.
-AGAINST: All players must immediately discard one action card, if able.
Exhaust Jol and Nar to build a Cruiser (2) in Jol-Nar and a PDS (2) on Nar