Rex: Final Days of an Empire
For thousands of years, the Lazax Empire held dominion over the galaxy. But now, it is in a state of civil war, a broken husk of its former glory. The seat of the empire, Mecatol City, is under siege by the other great races, each vying to gain control of the capitol city. Though the city has been weakened by the combined assault of the great races, control of the city still brings with it great resources, both material and intangible. Mecatol City still carries with it symbolic power, and each great race has their own gains to make from participating in the conflict. Alliances will be made and broken, battles will be won and lost. In the end, the victors of the war for the city will have a great advantage in the war for the galaxy.
Rex: Final Days of an Empire is a reimplementation of the classic 1979 boardgame Dune set in the universe of Twilight Imperium. In this game, players will wage war over control of Mecatol City, the fallen capitol of the Lazax Empire. In the field, players must mobilize forces to gain valuable Influence and evade the Sol dreadnought fleet. In battle, players must outwit one another to pull out victories. Each race has a number of abilities that greatly affect the way the game is played, and it will take great cunning and diplomacy to find victory among the city ruins. The game ends when a player or alliance has control of a sufficient amount of the city's strongholds or after eight rounds have passed, triggering special victory conditions.
Rulebook and Game GuidelinesRulebook, via Fantasy Flight Games’ websiteFAQ, via the same
When making an action, players should note them in
bold limegreen or their player color. In order to keep things moving at a good pace, it is encouraged,
especially for Strategy cards, to submit to me conditional orders for the Bidding Phase, Battle Phase, and Strategy card use. Rules forbidding use of private conversation will be observed. As for taking notes, there is no problem trying to piece things together from information relayed in the thread and information gained via private messages from the game host - this is treated as a byproduct of perfect memory and seems to be a necessary concession for the forum game format.
Races and Special Abilities
Where applicable, racial abilities will also be noted in the game phase descriptions below.
Lazax Empire: Caught off guard by the rebellion brought forth by the other great races, the Lazax must now work hard to recapture their home capitol and try to steady the Empire's course.
- Setup: 10 Influence, 15 Units in Reserve, 5 Mechanized Units in Reserve.
- Free Recruitment: 1 unit.
- Leaders: Centurion (Strength 2), Praetor (Strength 3), Prefect (Strength 3), Chancellor (Strength 5), Mirritar (Strength 6).
- When another player buys a Strategy card, he pays the influence to you instead of the influence pool.
- You have access to 5 Mechanized units. These units provide 2 strength during combat (instead of 1). Deploying (or recruiting) Mechanized units costs the same amount of influence as deploying (or recruiting) regular units. You may only recruit 1 Mechanized unit from the casualty pool each game round. A Mechanized unit may be chosen as your free recruitment.
Federation of Sol: Numerous and impulsive, the actions taken by Sol have brought the galaxy into turmoil, but have also given the young race a chance to experience glory seen by no race outside the Lazax.
- Setup: 3 Influence, 10 Units in Reserve, 10 units distributed as you like in sectors 5, 13, and 16.
- Free Recruitment: 3 units.
- Leaders: Commander (Strength 2), Captain (Strength 3), Colonel (Strength 5), General (Strength 6), Admiral (Strength 7).
- Your units may move up to 3 spaces during your movement step (instead of 2).
- Your units are immune to the "Sol Offensive" Influence card. After resolving the card, you may move any of your units from an affected space to any one space on the board.
- You may secretly look at the top card of the Bombardment deck at any time.
- During the deployment step of your Maneuvering Phase, you may deploy any number of units into one space in sectors 13, 14, 15, 16, or 17 for free. You cannot deploy units to the game board in any way other than this.
- Special Victory: You win if no player has won the game by the end of round 8 and if you (or no player) control the Imperial Palace (sector 16) and Mecatol Power South (sector 12).
Universities of Jol-Nar: Masters of information and technology, the Jol-Nar have their finger on the pulse of all that goes on. They now seek to use their mental strengths to extend their influence to new heights.
- Setup: 10 Influence, 10 Units in reserve, 10 Units in the Civilian Spaceport (sector 2).
- Free recruitment: 2 units.
- Leaders: Engineer (Strength 1), Analyst (Strength 2), Factorum (Strength 4), Preceptor (Strength 5), Technocrat (Strength 5).
- During the Bidding Phase, you may secretly look at each Strategy card as it comes up for auction before any player bids on it.
- During the Maneuvering Phase, you may secretly look at the top card of the Influence deck.
- At the start of a battle, you may command your opponent to reveal your choice of 1 of the 4 elements he will commit to the battle: his leader, his attack card, his defense card, or the number on his battle dial. If you ask to see your opponent’s attack or defense card and he informs you that he is not playing one, you may not ask to see another element.
Barony of Letnev: For the Letnev, power means everything. Every action they take is tailored to the goal of gaining more power, and the grand civil war is the perfect opportunity to take all of it for themselves.
- Setup: 10 Influence, 10 Units in Reserve, 10 Units in the Imperial Navy Base (sector 18).
- Free recruitment: 2 units.
- Leaders: Spy Master (Strength 1), Legate (Strength 2), Magistrate (Strength 3), Sovereign (Strength 4), Overseer (Strength 6).
- At the start of the game, you keep all 4 of the Traitor cards you are dealt (instead of choosing only 1 card).
- At the start of the game, you are dealt 2 Strategy cards (instead of 1).
- When you buy a Strategy card, you receive 1 extra Strategy card from the top of the deck for free (as long as you do not exceed your hand limit).
- Your maximum hand limit of Strategy cards is 8 (instead of 4).
Emirates of Hacan: Masters of trade, the Hacan stand to gain quite a bit from the business of war. They also stand to gain even more if they're the ones in control of everything else.
- Setup: 5 Influence, 15 Units in Reserve, 5 Units in the Adminus Imperialis (sector 7).
- Free recruitment: 1 unit.
- Leaders: Negotiator (Strength 1), Trade Captain (Strength 2), Master of Lies (Strength 3), Smuggler Lord (Strength 4), Merchant Prince (Strength 5).
- During the deployment step of your Maneuvering Phase, choose one of the following types of deployment: A) Deploy units as normal but at half cost (round up). Instead of deploying units to the game board, you may move any number of your units from one space to any other space on the game board at the cost of one influence per unit.
- When another player deploys units onto the game board, he pays the influence to you instead of to the influence pool.
- Special Victory: You win the game if no player has won the game at the end of round 8.
Xxcha Kingdom: The ancient Xxcha saw the end of the Lazax Empire coming, and were prepared for Mecatol City's fall. How much have they been able to predict, and how grand can the future of their race become now?
- Setup: 5 Influence, 15 Units in Reserve, 5 Units in the Galactic Council.
- Free recruitment: 1 unit.
- Leaders: Ambassador (Strength 5), Diplomat (Strength 5), Emissary (Strength 5), Envoy (Strength 5), Orator (Strength 5).
- At the start of battle, you may command your opponent to not play one of the seven Attack or Defense cards of your choice.
- When another player deploys units onto the game board, you may deploy 1 unit from your reserves onto the Galactic Council for free. You may only perform this once per player per game round.
- At the start of the Battle Phase, you may flip any of your units face up or face down. Face down units do not participate in battle or count toward controlling the space (but are still considered to be on the board for other effects). All units in a space must have the same orientation.
- Special Victory: During setup, predict a player and a round. If that player wins during the round you predicted, you alone win the game instead.
Ally Advantages
- Lazax Empire: Before bidding at least 1 Influence on a Strategy Card, the Lazax player may give the bidding ally any amount of Influence from their reserve. Limit once per game round per ally.
- Federation of Sol: Sol allies are immune to "Sol Offensive" Influence cards. After resolving a "Sol Offensive", they may move any number of units from an affected space to any one space on the board.
- Universities of Jol-Nar: At the start of a battle involving one of their allies, the Jol-Nar player may command their ally’s opponent to reveal the Attack card, Defense card, Leader, or number he will select on his battle dial.
- Barony of Letnev: During a battle involving one of their allies, the Letnev player may reveal a Traitor card against their opponent as if the ally was holding the card.
- Emirates of Hacan: If you are allied with the Hacan, during your Deployment step you may choose to either deploy your units at half cost (rounding up) or move any number of units from one space to any other space at a cost of one influence per unit.
- Xxcha Kingdom: At the start of a battle involving one of their allies, the Xxcha player may command their ally’s opponent to not play one of the seven Attack or Defense cards of the Xxcha player’s choice.
Strategy Cards
Each player has a maximum hand limit of 4 Strategy cards (
except for the Letnev with 8). Cards may not be discarded voluntarily from the hand: they must be used before they can be discarded. A list of Strategy cards in the Strategy deck follows, in roughly phase order. Cards in
crimson may be played as Attack cards in battles, cards in
dodgerblue may be played as Defense cards in battles.
- 1x Tracking Beacon: Play during the Influence Phase, before a card has been revealed. Immediately resolve a Sol Offensive (following normal rules and restrictions). After this has been resolved, draw and resolve an Influence card as normal. Discard this card after use.
- 2x Field Operative: Play during the Influence Phase, after a card has been revealed. Choose one of the spaces listed on the card and place twice as much influence as the listed number. Limit of 1 "Field Operative" per space. Discard this card after use.
- 1x Diplomatic Interference: Play as required to perform 1 of the following: A) Play ay the start of the Bidding Phase to choose any player except 1 of your allies. That player cannot bid on Strategy cards during this Bidding Phase. Discard this card after use. Play at the start of a Temporary Ceasefire to choose any player except 1 of your allies. That player cannot form new alliances this turn. Discard this card after use.
- 3x Fresh Recruits: Play at the start of the Recruitment Phase. You may recruit either 1 of your leaders or up to 5 of your (non-mechanized) units from the casualty pool for free and place them in your reserve. This card does not count toward your limit of leaders and units you may recruit per game round. Discard this card after use.
- 2x Informant: Play as required to perform 1 of the following: A) Play at the end of your deployment step to perform a second deployment step, ignoring Hacan and Sol racial and ally advantages. Your deployment cost is 1 per unit even if enemy units are present. Discard this card after use. Play when another player attempts to use a racial advantage or ally advantage to cancel the ability. Discard this card after use.
- 2x Rapid Mobilization: Play during the Movement Phase, immediately after resolving your deployment step. You may resolve 1 additional movement step. This movement may involve units that have already moved or have been deployed this phase. Discard this card after use.
- 2x Double Agent: Play at the start of the Battle Phase to perform 1 of the following: A) Draw 1 card from the Traitor deck. This card is added to your hand and may be used just like the Traitor cards received at the start of the game. Discard this card after use. Choose a player, and look at 1 random Traitor card from his hand. Discard this card after use.
- 1x Graviton Negator: Play at the start of the Battle Phase. Choose a shielded space containing at least 1 of your units. Place a destroyed shield token on the space (it is no longer shielded from bombardment). Remove this card from the game after use. You may not place this card during the first round of the game.
- 5x X-35 Biological Weapon: Commit during Battle. Your opponent's leader is destroyed unless he committed an Atmospheric Ionizer or Tactical Retreat card. If this card destroys a leader, you gain influence equal to the destroyed leader's strength.
- 5x Atmospheric Ionizer: Commit during Battle. If your opponent commits an X-35 Biological Weapon, it is canceled and has no effect.
- 5x Energy Rifle: Commit during Battle. Your opponent's leader is destroyed unless he committed a Magen Energy Shield or Tactical Retreat card. If this card destroys a leader, you gain influence equal to the destroyed leader's strength.
- 5x Magen Energy Shield: Commit during Battle. If your opponent commits an Energy Rifle, it is canceled and has no effect.
- 1x Hylar III Pulsar Cannon: Commit during Battle. Your opponent's leader is destroyed unless he committed a Tactical Retreat card. If your opponent committed a Magen Energy Shield, it explodes, destroying all units and influence in the space.
- 3x Tactical Retreat: Commit during Battle. Cancel the battle and return your leader and participating units to your reserves. Players take 0 casualties and reclaim their chosen Strategy cards without effect. Discard this card after use.
- 3x Mercenary: Commit during Battle. Gain +3 strength in this battle. Discard this card after use.
- 1x Intel Report: Play during the Bombardment Phase, immediately after a Bombardment card is drawn. Cancel the drawn Bombardment card. Instead, choose a number between 0 and 10 and move the dreadnought fleet this many spaces. Discard this card after use. You may not play this card on the first round of the game.
Game Flow and Objectives
In this game, players are vying over control of strongholds in the Empire's capitol, Mecatol City, in an attempt to take control of the remnants of the Lazax Empire. The game is played over a series of rounds, each round divided into seven phases (detailed in the following sections). At the end of each round, there is a check for victory.
The board is divided into 28 interconnected spaces. 27 of these spaces belong to one of 18 numbered sectors. The Sol dreadnought fleet will move through these sectors sequentially during the game; units and Influence in a space that the fleet passes over will be destroyed unless protected by a shield, denoted by the green icons. The only space without a sector number is the Galactic Council, denoted by the yellow icon and border. The dreadnought fleet will never pass over this space, and units from different players may coexist here without conflict. The 16 spaces with the blue icons indicate spaces where Influence, the game's currency, will appear over the game. Players must establish control of these spaces with units to gain more funds. Finally, there are five spaces denoted by the red icon and border that form the main objective of the game, the strongholds. Two of these strongholds have an additional icon in white that provides a bonus to their controlling player during the Maneuvering Phase.
An unallied player wins if he controls at least three strongholds at the end of a round. An alliance of two players win if they control four strongholds, and an alliance of three players win if they control all five strongholds. All players in an alliance share victory.
If, at the end of 8 game rounds, no player has won and Sol or no player controls the Imperial Palace and Mecatol Power South strongholds, Sol and their allies win. If, at the end of 8 rounds, Sol does not complete their condition, then Hacan and their allies win. Finally, if the Xxcha has successfully predicted a winning player and round (including Sol and Hacan special victories), they take a solo victory instead.
Posts
Phase 1: Influence Phase
Sixteen cards comprise the Influence deck. Eight cards in the Influence deck place Influence in two locations each. If a location is under bombardment, the Influence is not placed. Once one of these Influence cards has been resolved, the phase ends; this means that each location will gain Influence at most once per game. A list of location pairs follows:
The remaining eight cards in the Influence deck are split evenly between the "Sol Offensive" and "Temporary Ceasefire" card types. If a "Sol Offensive" is drawn, all Influence and units in the locations on the most previously drawn Influence card are destroyed. Units belonging to the Sol player and their allies are immune to the "Sol Offensive" effect. Instead, any number of units in an affected area may be moved to any other area for free. At most one "Sol Offensive" card may be resolved per round. If a "Sol Offensive" card is drawn in the first round, it is set aside instead and shuffled back into the Influence deck at the end of the phase.
If a "Temporary Ceasefire" is drawn, then players may freely make and break alliances and trade Influence. An alliance can be comprised of up to three players and must be mutual between all allied players. While in an alliance, players share Ally advantages (see Special Abilities section above) but may not deploy or have units in the same space. Alliances may only be broken during a "Temporary Ceasefire", but may be done at any time during one. Influence may be traded freely between players during a "Temporary Ceasefire", regardless of alliances. At most one "Temporary Ceasefire" card may be resolved per round.
Phase 2: Bidding Phase
The first opening bidder is the first player for the turn. After each card is won, the opening bidder position passes to the player next in order from the last opening bidder. If a player does not have Influence to bid or are at the maximum hand limit, the opening bidder role passes to the next player. Once per round per ally, the Lazax player may transfer Influence to an ally before their first bid on a Strategy Card. The phase ends when a number of cards have been purchased equal to the number of players eligible to bid at the start of the phase, or all players pass on a single card, leaving it unpurchased. (The deck is reshuffled in the latter case.) Discarded Strategy cards may be shuffled to create a new Strategy deck if it has been depleted.
Phase 3: Recruitment Phase
Phase 4: Maneuvering Phase
In the Movement Step, players may move any number of units from one area into another area up to two spaces away. The Sol player may move their units up to three spaces and if the moving player controlled the Imperial Navy Base or Civilian Spaceport locations at the start of the Phase, they may move units up to four spaces. Players may not move into, out of, or through any sector space covered by the dreadnought fleet. Players may pass through spaces containing units controlled by other players, but may not end their movement in a space with units controlled by one of their allies.
In the Deployment Step, players may pay Influence to move units from their reserves to the board. Units may not be placed in spaces covered by the dreadnought fleet or in spaces occupied by their allies' units. Units deployed into spaces that are empty, only contain friendly units, or the Galactic Council cost one Influence per unit; units deployed into other spaces that contain enemy units costs two Influence per unit. Influence used for deployment is paid to the Hacan (or if the Hacan player, paid to the Influence pool). Hacan and their allies may deploy at half cost (rounded up) or, instead of a standard deployment, move a number of units on the board to any other area at the cost of one Influence per unit to the Influence pool. Sol may only deploy units to sectors 13, 14, 15, 16, and 17 (even as an ally of the Hacan), but do so for free. (They may still make use of the movement Ally advantage of the Hacan.) Whenever a player other than the Xxcha deploys to the board, once per round per player the Xxcha may place a unit from their reserves into the Galactic Council for free.
Phase 5: Battle Phase
In each battle, each player sets four elements: number of units, leader, attack card, and defense card. First, if the Xxcha player or one of his allies is involved in the battle, the Xxcha may command his or his ally’s opponent to not use one of the seven Attack or Defense cards of the Xxcha player’s choice. Next, if the Jol-Nar player or one of his allies is involved in the battle, the Jol-Nar may command his or his ally’s opponent to reveal the setting of one of the four elements. Now, players privately set their number of units, leader, and decide whether or not they will play cards (keeping in mind any restrictions enforced by special abilities). The Lazax player's Mechanized units count for up to 2 strength each, but only a maximum of 20 units' strength may be committed in a single battle. If a player has a leader available to use, he must use one; leaders may participate in battles in only one space per round. If a player has no leaders, then they also may not play any Strategy cards.
Players then reveal their settings and decide which cards to play, if they have made a commitment. Each player now has the option of playing a Traitor card from their hand to win the battle outright without resolving Strategy cards. The Letnev player may also play a Traitor card on behalf of one of their allies. Both players may choose to play a Traitor card, causing both sides to suffer losing penalties. Otherwise, committed cards are revealed and resolved.
A player’s battle strength is equal to the sum of their committed units, leader strength (if not killed), and any additional support from Strategy cards. The player with the higher total wins, and the initiating player wins ties. The loser destroys all units in the space (not including the leader), whether they were committed or not, and discards all cards committed to battle. The winner destroys a number of units equal to that which were committed on their earlier settings, Lazax Mechanized Units counting as 2, and may choose to keep or discard committed cards (if they do not specify being discarded after use). If victory was attained through the use of a Traitor, the winner does not lose any units, their cards are returned to their hand unrevealed, and the loser's leader is destroyed. Any traitors used are shuffled back into the Traitor deck.
Phase 6: Collection Phase
Phase 7: Bombardment Phase
Barony of Letnev - Egos
Deployed Units: 2 Units
Reserve Units: 17 Units
Available Leaders: Spy Master (Strength 1), Legate (Strength 2), Magistrate (Strength 3)
Casualties: 1 Units, Sovereign (Strength 4), Overseer (Strength 6)
Strategy Cards: 6
Traitor Cards: 4
Allied with Jol-Nar and Hacan
Deployed Units: 4 Units + 1 Mechanized Unit
Reserve Units: 0 Units
Available Leaders: Centurion (Strength 2), Praetor (Strength 3), Prefect (Strength 3), Chancellor (Strength 5), Mirritar (Strength 6)
Casualties: 11 Units + 4 Mechanized Units
Strategy Cards: 2
Traitor Cards: 1
Allied with Sol and Xxcha
Deployed Units: 14 Units
Reserve Units: 2 Units
Available Leaders: Commander (Strength 2), Captain (Strength 3), Colonel (Strength 5), General (Strength 6), Admiral (Strength 7)
Casualties: 4 Units
Strategy Cards: 3
Traitor Cards: 1
Allied with Xxcha and Lazax
Deployed Units: 16 Units
Reserve Units: 0 Unit
Available Leaders: Ambassador (Strength 5), Diplomat (Strength 5), Emissary (Strength 5), Envoy (Strength 5), Orator (Strength 5)
Casualties: 4 Units
Strategy Cards: 3
Traitor Cards: 1
Allied with Sol and Lazax
Deployed Units: 10 Units
Reserve Units: 0 Units
Available Leaders: Engineer (Strength 1), Analyst (Strength 2), Preceptor (Strength 5)
Casualties: 10 Units, Factorum (Strength 4), Technocrat (Strength 5)
Strategy Cards: 1
Traitor Cards: 1
Allied with Hacan and Letnev
Deployed Units: 7 Units
Reserve Units: 0 Units
Available Leaders: Negotiator (Strength 1), Trade Captain (Strength 2), Smuggler Lord (Strength 4), Merchant Prince (Strength 5)
Casualties: 13 Units, Master of Lies (Strength 3)
Strategy Cards: 3
Traitor Cards: 1
Allied with Jol-Nar and Letnev
At the end of Round 6, Sol controls 4 strongholds while Xxcha holds the remaining one.
For holding all strongholds at the end of the round, the Lazax, Sol, and Xxcha alliance is declared victorious!
Game Updates
Setup
Round 1 Start, After Phase 2, After Phase 4
Round 2 Start, Phase 1, After Phase 3, After Phase 4,After Phase 5
Round 3 Start, After Phase 2, After Phase 3, After Phase 4, After Phase 5
Round 4 Start, Phase 1, After Phase 2, After Phase 3, After Phase 4, After Phase 5
Round 5 Start, Phase 1, After Phase 2, After Phase 3, After Phase 4, After Phase 5
Round 6 Start, Phase 1, After Phase 2, After Phase 3, After Phase 4, After Phase 5
Sign up to play by indicating your interest in bold limegreen. Signups will be open for approximately 24 hours, or until we have six signups, whichever comes later. In the case that there are more than six people who have signed up, then six players will be randomly selected from all that have signed up.
We'll be playing as closely to the rules as set by FFG as possible by restricting private conversation between players. Because everything that's done in the game will be public and referable, I won't be strict about the note-taking rules, however. For this game, we won't be playing with the optional Betrayal cards, unless there is high demand for using them from the players.
(I haven't played before, but would love to have a go).
Failing on the coding tonight....>.<
From the Desk of Darth Vertroue Diplomat to the USA.
Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
I'm new to play-by-post games, played Rex once.
I can imagine the bidding phase taking a long time (relative to all other phases) though.
Choose Your Own Chat 1 Choose Your Own Chat 2 Choose Your Own Chat 3
I've played two games of Dune before, but haven't tried Rex yet. The betrayal cards are those new things allowing solo victories in an alliance right? I can live without those. I hope we are playing with traitorous leaders though.
In fact I'm going to buy this game tomorrow and try it with friends
Lazax = Emperor
Sol = Fremen
Jol-Nar = Atredies
Letnev = Harkonnen
Hacan = Guild
Xxcha = Bene Gesserit
?
And signup
Yep. I am very sad they couldn't license the theme as well as the mechanics. The Twilight Imperium universe doesn't really do it for me, generally. But Dune is in like my top five of all time, so I must deal with it.jpg
Yeah, it's a shame the Dune games didn't really go anywhere
The RNG has spoken, and this will be our player list for this game:
- Egos
- jakobagger
- Phyphor
- Alegis
- vertroue
- blahmcblah
Reserves, if necessary, will be called in the following order:- BobCesca
- NotoriusBEN
- SeGaTai
- Majestic Goat
- Bogart
Starting from Egos and going down, each player will publicly choose one race to play by noting it in bold limegreen. Once all races have been selected, Traitor cards will go out via private message - each player (except the Letnev) will select one and return the remaining three to me via PM. jakobagger and blahmcblah are also tasked with each giving me a number from 0 to 20 to determine the starting position of the dreadnought fleet - they can do this after getting traitor cards or opt to do so before then if desired. Once the dreadnought fleet has been placed, each player will obtain one Strategy Card, two in the case of the Letnev. The Sol player should then choose where to set their starting units, or may opt to tell me via PM where they will be placed before this step.And then the game can start in earnest.
Alright, Lazax for me then.
I'll try space turtles (Xxcha Kingdom)
From the Desk of Darth Vertroue Diplomat to the USA.
Traitor cards are going out.
Strategy cards will be going out shortly; I will need to know what locations Phyphor will deploy his initial units. Round 1 will follow after this is performed.
5 in Tilzin Commerce Region
4 in Sai Morgai Industrial Sector
Pre-Game Setup
Players have selected the following races:
Egos - Barony of Letnev
jakobagger - Lazax Empire
Phyphor - Federation of Sol
Alegis - Xxcha Kingdom
vertroue - Universities of Jol-Nar
blahmcblah - Emirates of Hacan
Dreadnought fleet placement: jakobagger dials 9, blahmcblah dials 17: the bombardment fleet will start in Sector 8.
Phyphor places 1 unit in the Imperial Palace, 5 units in Tilzin Commerce Region, and 4 units in Sai Morgai Industrial Sector.
Current Situation
Barony of Letnev - Egos
Deployed Units: 10 Units
Reserve Units: 10 Units
Available Leaders: Spy Master (Strength 1), Legate (Strength 2), Magistrate (Strength 3), Sovereign (Strength 4), Overseer (Strength 6)
Casualties: 0
Strategy Cards: 2
Traitor Cards: 4
Deployed Units: 0 Units
Reserve Units: 15 Units + 5 Mechanized Units
Available Leaders: Centurion (Strength 2), Praetor (Strength 3), Prefect (Strength 3), Chancellor (Strength 5), Mirritar (Strength 6)
Casualties: 0
Strategy Cards: 1
Traitor Cards: 1
Deployed Units: 10 Units
Reserve Units: 10 Units
Available Leaders: Commander (Strength 2), Captain (Strength 3), Colonel (Strength 5), General (Strength 6), Admiral (Strength 7)
Casualties: 0
Strategy Cards: 1
Traitor Cards: 1
Deployed Units: 5 Units
Reserve Units: 15 Units
Available Leaders: Ambassador (Strength 5), Diplomat (Strength 5), Emissary (Strength 5), Envoy (Strength 5), Orator (Strength 5)
Casualties: 0
Strategy Cards: 1
Traitor Cards: 1
Deployed Units: 10 Units
Reserve Units: 10 Units
Available Leaders: Engineer (Strength 1), Analyst (Strength 2), Factorum (Strength 4), Preceptor (Strength 5), Technocrat (Strength 5)
Casualties: 0
Strategy Cards: 1
Traitor Cards: 1
Deployed Units: 5 Units
Reserve Units: 15 Units
Available Leaders: Negotiator (Strength 1), Trade Captain (Strength 2), Master of Lies (Strength 3), Smuggler Lord (Strength 4), Merchant Prince (Strength 5)
Casualties: 0
Strategy Cards: 1
Traitor Cards: 1
Round 1: Phase 1: Influence Phase
The top card of the Influence deck is drawn: it is a Sol Offensive. Since it is the first round of the game, it is set aside and a new card is drawn: Critical Intel. 8 Influence is placed in the Imperial Intelligence HQ (sector 10) and 6 Influence is placed in the Tarraguth Slums (sector 1). Phyphor peeks at the top card of the Bombardment deck as per his racial advantage. The previously drawn Sol Offensive is placed back into the Influence deck, which is reshuffled.
Round 1: Phase 2: Bidding Phase
No players are at their card limit and all players have at least one Influence, so a maximum of six cards will be auctioned off during the Phase. vertroue peeks at the first Strategy card to be auctioned, bidding begins with Egos. Remember that on your turn you must bid more than the previous bidder (or 1 if the first bidder) or pass, and that once you pass, you may no longer bid on that card.
From the Desk of Darth Vertroue Diplomat to the USA.
if so I'll pass
jakobagger is the last player to not pass and wins the Strategy card, paying 3 influence to the bank. (Lazax Influence 10 --> 7)
vertroue peeks at the second Strategy card, and jakobagger starts the bidding.
From the Desk of Darth Vertroue Diplomat to the USA.