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[Twilight Imperium] The Dawn of a New Age - GAME OVER, PAX MENTAKIA

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    HermenegildeHermenegilde Registered User regular
    edited April 2009
    No. He could have paid 1 strategy counter for 1 tech + 1 chance to buy a tech at 6 and 1 chance to buy a tech at 8.

    Hermenegilde on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2009
    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...

    edit2: And the FAQ, page six:
    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.

    Darian on
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    Orange SodaOrange Soda Registered User regular
    edited April 2009
    They can get up to 3 techs per turn with 14 resources

    Orange Soda on
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    HermenegildeHermenegilde Registered User regular
    edited April 2009
    It is specifically written below the technology card that they may get a tech for free.

    Hermenegilde on
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    Orange SodaOrange Soda Registered User regular
    edited April 2009
    [QUOTE=Darian;9804934
    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...
    [/QUOTE]

    Whoa, can you link to the updated faq?

    Orange Soda on
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    crimsoncoyotecrimsoncoyote Registered User regular
    edited April 2009
    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).

    crimsoncoyote on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2009
    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.

    Darian on
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    Orange SodaOrange Soda Registered User regular
    edited April 2009
    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.

    Orange Soda on
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    Orange SodaOrange Soda Registered User regular
    edited April 2009
    Damn that makes rule number 3 we had been playing wrong :-(

    Orange Soda on
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    Orange SodaOrange Soda Registered User regular
    edited April 2009
    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

    Orange Soda on
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    HermenegildeHermenegilde Registered User regular
    edited April 2009
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2009
    Yeah.... I already edited that back into my post above a few minutes ago. ;)

    Darian on
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    crimsoncoyotecrimsoncoyote Registered User regular
    edited April 2009
    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.

    crimsoncoyote on
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    RendRend Registered User regular
    edited April 2009
    Yes, Crimson, that's fine. No harm no foul, especially since it was a rules misunderstanding.

    Those are not uncommon.

    Rend on
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    RendRend Registered User regular
    edited April 2009
    Also, map update.
    timap121.gif

    Rend on
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    ZellpherZellpher Registered User regular
    edited April 2009
    Activate Leadership for sweet, sweet command counters. Not paying for the extras

    Zellpher on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2009
    pass

    Darian on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2009
    Btw, let's not forget that Jol-Nar picked up two trade goods from my planet invasions.

    Darian on
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    RendRend Registered User regular
    edited April 2009
    Four, 2 from L1z1x as well.

    And Zellpher, where are you putting the counters?

    Rend on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2009
    (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.

    Darian on
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    piLpiL Registered User regular
    edited April 2009
    Pass

    piL on
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    crimsoncoyotecrimsoncoyote Registered User regular
    edited April 2009
    I'm keeping track on my mirror, don't you guys worry.

    crimsoncoyote on
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    Orange SodaOrange Soda Registered User regular
    edited April 2009
    Pass

    damn not having any influence :-(

    Orange Soda on
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    HermenegildeHermenegilde Registered User regular
    edited April 2009
    I annexed Quann

    Hermenegilde on
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    piLpiL Registered User regular
    edited April 2009
    Darian wrote: »
    (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.

    piL on
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    HermenegildeHermenegilde Registered User regular
    edited April 2009
    pass

    Hermenegilde on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2009
    I annexed Quann

    That was before the law was passed granting trade goods for capturing neutral planets.

    Darian on
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    crimsoncoyotecrimsoncoyote Registered User regular
    edited April 2009
    Darian wrote: »
    I annexed Quann

    That was before the law was passed granting trade goods for capturing neutral planets.

    And it's only for executing a landing.

    Pass

    crimsoncoyote on
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    RendRend Registered User regular
    edited April 2009
    Darian wrote: »
    I annexed Quann

    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.

    Rend on
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    Orange SodaOrange Soda Registered User regular
    edited April 2009
    Rend that is everyone right? Sol's turn?

    Orange Soda on
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    RendRend Registered User regular
    edited April 2009
    Rend that is everyone right? Sol's turn?

    Yep!

    Rend on
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    piLpiL Registered User regular
    edited April 2009
    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.

    piL on
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    Orange SodaOrange Soda Registered User regular
    edited April 2009
    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.

    Also Jol-Nar it's your go.

    Orange Soda on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2009
    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.

    Darian on
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    crimsoncoyotecrimsoncoyote Registered User regular
    edited April 2009
    Darian wrote: »
    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.

    crimsoncoyote on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2009
    Action: Production Strategy card.

    (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).

    Darian on
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    Orange SodaOrange Soda Registered User regular
    edited April 2009
    Play

    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.
    Build 2 cruisers (4) and 1 pds (2) on Null

    Orange Soda on
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    Orange SodaOrange Soda Registered User regular
    edited April 2009
    Sorry expand 1 CC from strategy

    Orange Soda on
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    crimsoncoyotecrimsoncoyote Registered User regular
    edited April 2009
    Play the Secondary (spend 1 from Strategy).
    Exhaust Jol and Nar to build a Cruiser (2) in Jol-Nar and a PDS (2) on Nar

    crimsoncoyote on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited April 2009
    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.

    Darian on
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