The Naalu Collective: Activate Bereg-Lirta IV System. (CP 3 --> 2)
Move in 1 Destroyer, 1 Carrier, 1 Fighter, and 1 Ground Force from Druaa.
Land 1 Ground Force on Lirta IV. The Ghosts of Creuss: Activate Creuss Home System. (CP 2 --> 1)
Exhaust Creuss (4R) to build 1 Carrier (3R) and 2 Ground Forces (1R). The Yin Brotherhood: Activate Vefut II System. (CP 2 --> 1)
Move in 1 Carrier and 1 Ground Force from Yin Home System.
Land 1 Ground Force on Vefut II. The L1z1x Mindnet: Play Primary Ability of the (4) Production Strategy Card, exhausting 0.0.0 (5R), discarding Political Card "Labor Force Politics" (PC 2 --> 1), and using 2 free resources to build 2 Dreadnoughts (8R) at 0.0.0.
No player plays on the Secondary Ability.
Universities of Jol-Nar: 0 VP The Naalu Collective: 0 VP The L1z1x Mindnet: 0 VP The Ghosts of Creuss: 0 VP The Embers of Muaat: 0 VP The Yin Brotherhood: 0 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.:
Secret Objectives Universities of Jol-Nar: 1 Secret Objective The Naalu Collective: 1 Secret Objective The L1z1x Mindnet: 1 Secret Objective The Ghosts of Creuss: 1 Secret Objective The Embers of Muaat: 1 Secret Objective The Yin Brotherhood: 1 Secret Objective
Worlds: R - Darien (2R, 4I) X - Hercalor (1R, 0I, Y) X - Tiamat (1R, 2I, Y) X - Vefut II (2R, 0I, R)
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Abaddon (1R, 0I, R)
N - Arinam (1R, 2I, B)
N - Ashtroth (2R, 0I)
N - Faunus (1R, 3I, G (x2))
N - Loki (1R, 2I)
N - Mallice (0R, 3I)
N - Meer (0R, 4I)
N - Mirage (1R, 2I, F (x2))
N - Quann (2R, 1I, G)
N - Qucen'n (1R, 2I)
N - Rarron (0R, 3I, G)
N - Rigel I (0R, 1I, G)
N - Rigel II (1R, 2I)
N - Rigel III (1R, 1I, B)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Thibah (1R, 1I)
N - Torkan (0R, 3I, B)
N - Vega Major (2R, 1I)
N - Vega Minor (1R, 2I, B)
N - Wellon (1R, 2I)
Order of Play The Naalu Collective: (0) Diplomacy II The Ghosts of Creuss: (1) Leadership The Yin Brotherhood: (3) Assembly The L1z1x Mindnet: (4) Production Universities of Jol-Nar: (5) Trade IICurrent Turn The Embers of Muaat: (7) Technology II
Spend a Command Pool Counter to activate Rigel system.
Move one carrier and two ground forces from Home System into Rigel.
Land one ground force onto Rigel 2, and one ground force onto Rigel 3. Take both planets.
Embers of Muaat I will activate the primary ability of (7)Technology and take Micro Technology. I can not use the second part of the primary ability.
Other players to play or pass on the secondary.
TG/AC/PC: 0/0/0
SA/FS/CC: 1/3/2
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Void Slayer, how are you paying for your Racial Technology? (That +5 Cost applies even when obtaining technology through the first part of the Primary Ability.)
OOOh, sorry, sorry have not played with the racial techs.
Since I clearly have no way of possibly paying for them, I will change it to Micro Technology.
I will edit the orders above.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Universities of Jol-Nar: Activate Rigel System. (CP 3 --> 2)
Move in 1 Carrier and 2 Ground Forces from Jol-Nar Home System.
Land 1 Ground Force on Rigel II and 1 Ground Force on Rigel III. The Embers of Muaat: Play Primary Ability of the (7) Technology Strategy Card, gaining Micro Technology.
Jol-Nar plays on the Secondary Ability, spending a Strategy Allocation Counter (SA 2 --> 1) to gain Micro Technology, and exhausting Jol (1R), Nar (2R), and spending 3 Trade Goods (TG 3 --> 0) to gain Nano Technology. The Naalu Collective: Activate Naalu Home System. (CP 2 --> 1)
Exhaust Druaa (3R) and discard Political Card "Minister of War" (PC 2 --> 1) to build 1 Carrier (3R) and 1 Destroyer (1R).
Universities of Jol-Nar: 0 VP The Naalu Collective: 0 VP The L1z1x Mindnet: 0 VP The Ghosts of Creuss: 0 VP The Embers of Muaat: 0 VP The Yin Brotherhood: 0 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.:
Secret Objectives Universities of Jol-Nar: 1 Secret Objective The Naalu Collective: 1 Secret Objective The L1z1x Mindnet: 1 Secret Objective The Ghosts of Creuss: 1 Secret Objective The Embers of Muaat: 1 Secret Objective The Yin Brotherhood: 1 Secret Objective
Worlds: R - Darien (2R, 4I) X - Hercalor (1R, 0I, Y) X - Tiamat (1R, 2I, Y) X - Vefut II (2R, 0I, R)
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Abaddon (1R, 0I, R)
N - Arinam (1R, 2I, B)
N - Ashtroth (2R, 0I)
N - Faunus (1R, 3I, G (x2))
N - Loki (1R, 2I)
N - Mallice (0R, 3I)
N - Meer (0R, 4I)
N - Mirage (1R, 2I, F (x2))
N - Quann (2R, 1I, G)
N - Qucen'n (1R, 2I)
N - Rarron (0R, 3I, G)
N - Rigel I (0R, 1I, G)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Thibah (1R, 1I)
N - Torkan (0R, 3I, B)
N - Vega Major (2R, 1I)
N - Vega Minor (1R, 2I, B)
N - Wellon (1R, 2I)
Order of Play The Naalu Collective: (0) Diplomacy II The Ghosts of Creuss: (1) Leadership Current Turn The Yin Brotherhood: (3) Assembly The L1z1x Mindnet: (4) Production Universities of Jol-Nar: (5) Trade II The Embers of Muaat: (7) Technology II
Okay guys. I'm going to be leaving for a week. The creuss is in good hands with Sergatai. See you when I get back around Sept 4th.
0
Options
Iron WeaselDillon!You son of a bitch!Registered Userregular
edited August 2012
L1z1XPASS on Secondary
See you in a week, Soda!
Also: Once everyone has passed or played, the Yin will be up. If you're thinking of playing Assembly, the L1z1X have an agenda which we think will be of interest and benefit to everyone. Please bear this in mind as you consider how to play the Primary ability of your Strategy ( @MrBody ).
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Are political cards usable in place of influence for purposes such as buying CCs with Leadership? Or can they only be traded for resources?
Page 25 of the Base Rules says:
Players may spend Trade Good counters from their Trade Goods area as a substitute for spending either one resource or one influence.
And since you can discard Political Cards for Trade Goods at any time, it looks like you could trade Political Cards for Trade Goods, and then redeem the TGs for Influence to buy Command Counters.
It's the economy!
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
And since you can discard Political Cards for Trade Goods at any time, it looks like you could trade Political Cards for Trade Goods, and then redeem the TGs for Influence to buy Command Counters.
It's the economy!
I should make a careful clarification here, however: when you're discarding a Political Card for resources or influence, it is still a Political Card. The Political Card is used as if it were a Trade Good, but it isn't actually a Trade Good. You can't trade the Political Card to another player, for instance.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Fellow citizens! In these hard times, we recognize that our good friends the Muaat have what it takes to lead us as Speaker next turn! Congratulations! Take a token!
Oh, and we also play Archived Secret
Elect Player: The elected player draws 1 Secret Objective Card. When an ability affects 1 of his Secret Objective Cards, he chooses which one it affects.
The Speaker is actually the last one to vote, so you're first up. Players may vote out of order, and feel free to have some discussion if you wish before voting.
Assembly Vote: The Yin Brotherhood: 4 votes - Yin Universities of Jol-Nar: 1 vote - Yin The Naalu Collective: 1 vote The L1z1x Mindnet: 1 vote The Ghosts of Creuss: 1 vote The Embers of Muaat: 1 vote
Allow me to be the first to say that the Yin seem to have a fine head on their collective shoulders. The Universities must meet in conclave before we officially vote (we are a duocracy after all) but... Err, just put it over in the corner. No, the other one. Blasted paperwork. Ah, where was I? Oh yes, the Yin are a likely group of fellow to bear the mantle of this illustrious... erm... position.
Posts
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
The Black Hole of Cygnus X-1
The Naalu Collective: Activate Bereg-Lirta IV System. (CP 3 --> 2)
Move in 1 Destroyer, 1 Carrier, 1 Fighter, and 1 Ground Force from Druaa.
Land 1 Ground Force on Lirta IV.
The Ghosts of Creuss: Activate Creuss Home System. (CP 2 --> 1)
Exhaust Creuss (4R) to build 1 Carrier (3R) and 2 Ground Forces (1R).
The Yin Brotherhood: Activate Vefut II System. (CP 2 --> 1)
Move in 1 Carrier and 1 Ground Force from Yin Home System.
Land 1 Ground Force on Vefut II.
The L1z1x Mindnet: Play Primary Ability of the (4) Production Strategy Card, exhausting 0.0.0 (5R), discarding Political Card "Labor Force Politics" (PC 2 --> 1), and using 2 free resources to build 2 Dreadnoughts (8R) at 0.0.0.
No player plays on the Secondary Ability.
Current Map: Round 1, Action Phase Update 3
Current Technologies
Victory Points and Objectives
The Naalu Collective: 0 VP
The L1z1x Mindnet: 0 VP
The Ghosts of Creuss: 0 VP
The Embers of Muaat: 0 VP
The Yin Brotherhood: 0 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.:
Secret Objectives
Universities of Jol-Nar: 1 Secret Objective
The Naalu Collective: 1 Secret Objective
The L1z1x Mindnet: 1 Secret Objective
The Ghosts of Creuss: 1 Secret Objective
The Embers of Muaat: 1 Secret Objective
The Yin Brotherhood: 1 Secret Objective
Universities of Jol-Nar - caliber and GrimmyTOA:
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 3
Trade Contracts: Creuss [2], Yin [1]
Technology: Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools
Worlds:
R - Jol (1R, 2I)
R - Nar (2R, 3I)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 2
Trade Contracts: L1z1x [1], Muaat [2]
Technology: Antimass Deflectors, Enviro Compensator
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
X - Bereg (3R, 1I, R)
X - Lirta IV (2R, 3I, G)
Action Cards: 0
Political Cards: 1
Strategy Allocation: 3
Fleet Supply: 3
Command Pool: 2
Trade Contracts: Naalu [1], Yin [1]
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser
Worlds:
X - [0.0.0] (5R, 0I)
X - Saudor (2R, 2I)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 1
Trade Contracts: Jol-Nar [3], Muaat [2]
Technology: Antimass Deflectors, XRD Transporters
Worlds:
X - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
Action Cards: 0
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 2
Trade Contracts: Naalu [2], Creuss [2]
Technology: Enviro Compensator, Sarween Tools, War Sun
Worlds:
X - Muaat (4R, 1I)
X - Capha (3R, 0I)
X - Centauri (1R, 3I)
X - Gral (1R, 1I, B)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 1
Trade Contracts: Jol-Nar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Automated Defense Turrets
Worlds:
R - Darien (2R, 4I)
X - Hercalor (1R, 0I, Y)
X - Tiamat (1R, 2I, Y)
X - Vefut II (2R, 0I, R)
Neutral Worlds
N - Abaddon (1R, 0I, R)
N - Arinam (1R, 2I, B)
N - Ashtroth (2R, 0I)
N - Faunus (1R, 3I, G (x2))
N - Loki (1R, 2I)
N - Mallice (0R, 3I)
N - Meer (0R, 4I)
N - Mirage (1R, 2I, F (x2))
N - Quann (2R, 1I, G)
N - Qucen'n (1R, 2I)
N - Rarron (0R, 3I, G)
N - Rigel I (0R, 1I, G)
N - Rigel II (1R, 2I)
N - Rigel III (1R, 1I, B)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Thibah (1R, 1I)
N - Torkan (0R, 3I, B)
N - Vega Major (2R, 1I)
N - Vega Minor (1R, 2I, B)
N - Wellon (1R, 2I)
Order of Play
The Naalu Collective: (0) Diplomacy II
The Ghosts of Creuss: (1) Leadership
The Yin Brotherhood: (3) Assembly
The L1z1x Mindnet: (4) Production
Universities of Jol-Nar: (5) Trade II Current Turn
The Embers of Muaat: (7) Technology II
@caliber and @GrimmyTOA are up for the Jol-Nar's action.
Move one carrier and two ground forces from Home System into Rigel.
Land one ground force onto Rigel 2, and one ground force onto Rigel 3. Take both planets.
Thank you. I believe that @Void Slayer is up.
I will activate the primary ability of (7)Technology and take Micro Technology. I can not use the second part of the primary ability.
Other players to play or pass on the secondary.
TG/AC/PC: 0/0/0
SA/FS/CC: 1/3/2
Since I clearly have no way of possibly paying for them, I will change it to Micro Technology.
I will edit the orders above.
We take Micro Technology then spend 3TG and tap Jol(1R) and Nar(2R) for Nano Technology.
TG/AC/PC: 0/0/2
SA/FS/CC: 1/3/2
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
- Terence McKenna
The Black Hole of Cygnus X-1
@MrBody @BertezBertez
- Terence McKenna
Yeah auto-pass us if we can't afford an action.
The Division, Warframe (XB1)
GT: Tanith 6227
Take a Tactical Action, activating Druaa system
Exhaust Druaa (3R) & discard Political Card Minister of War (LAW)
Build 1 Carrier & 1 Destroyer.
TG/AC/PC: 0/0/1
SA/FS/CP: 2/3/1
The Black Hole of Cygnus X-1
Universities of Jol-Nar: Activate Rigel System. (CP 3 --> 2)
Move in 1 Carrier and 2 Ground Forces from Jol-Nar Home System.
Land 1 Ground Force on Rigel II and 1 Ground Force on Rigel III.
The Embers of Muaat: Play Primary Ability of the (7) Technology Strategy Card, gaining Micro Technology.
Jol-Nar plays on the Secondary Ability, spending a Strategy Allocation Counter (SA 2 --> 1) to gain Micro Technology, and exhausting Jol (1R), Nar (2R), and spending 3 Trade Goods (TG 3 --> 0) to gain Nano Technology.
The Naalu Collective: Activate Naalu Home System. (CP 2 --> 1)
Exhaust Druaa (3R) and discard Political Card "Minister of War" (PC 2 --> 1) to build 1 Carrier (3R) and 1 Destroyer (1R).
Current Map: Round 1, Action Phase Update 4
Current Technologies
Victory Points and Objectives
The Naalu Collective: 0 VP
The L1z1x Mindnet: 0 VP
The Ghosts of Creuss: 0 VP
The Embers of Muaat: 0 VP
The Yin Brotherhood: 0 VP
Public Objectives
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.:
Secret Objectives
Universities of Jol-Nar: 1 Secret Objective
The Naalu Collective: 1 Secret Objective
The L1z1x Mindnet: 1 Secret Objective
The Ghosts of Creuss: 1 Secret Objective
The Embers of Muaat: 1 Secret Objective
The Yin Brotherhood: 1 Secret Objective
Universities of Jol-Nar - caliber and GrimmyTOA:
Action Cards: 0
Political Cards: 2
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 2
Trade Contracts: Creuss [2], Yin [1]
Technology: Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology
Worlds:
X - Jol (1R, 2I)
X - Nar (2R, 3I)
X - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
Action Cards: 0
Political Cards: 1
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 1
Trade Contracts: L1z1x [1], Muaat [2]
Technology: Antimass Deflectors, Enviro Compensator
Worlds:
R - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Bereg (3R, 1I, R)
X - Lirta IV (2R, 3I, G)
Action Cards: 0
Political Cards: 1
Strategy Allocation: 3
Fleet Supply: 3
Command Pool: 2
Trade Contracts: Naalu [1], Yin [1]
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser
Worlds:
X - [0.0.0] (5R, 0I)
X - Saudor (2R, 2I)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 1
Trade Contracts: Jol-Nar [3], Muaat [2]
Technology: Antimass Deflectors, XRD Transporters
Worlds:
X - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
Action Cards: 0
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 2
Trade Contracts: Naalu [2], Creuss [2]
Technology: Enviro Compensator, Sarween Tools, Micro Technology, War Sun
Worlds:
X - Muaat (4R, 1I)
X - Capha (3R, 0I)
X - Centauri (1R, 3I)
X - Gral (1R, 1I, B)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 1
Trade Contracts: Jol-Nar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Automated Defense Turrets
Worlds:
R - Darien (2R, 4I)
X - Hercalor (1R, 0I, Y)
X - Tiamat (1R, 2I, Y)
X - Vefut II (2R, 0I, R)
Neutral Worlds
N - Abaddon (1R, 0I, R)
N - Arinam (1R, 2I, B)
N - Ashtroth (2R, 0I)
N - Faunus (1R, 3I, G (x2))
N - Loki (1R, 2I)
N - Mallice (0R, 3I)
N - Meer (0R, 4I)
N - Mirage (1R, 2I, F (x2))
N - Quann (2R, 1I, G)
N - Qucen'n (1R, 2I)
N - Rarron (0R, 3I, G)
N - Rigel I (0R, 1I, G)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Thibah (1R, 1I)
N - Torkan (0R, 3I, B)
N - Vega Major (2R, 1I)
N - Vega Minor (1R, 2I, B)
N - Wellon (1R, 2I)
Order of Play
The Naalu Collective: (0) Diplomacy II
The Ghosts of Creuss: (1) Leadership Current Turn
The Yin Brotherhood: (3) Assembly
The L1z1x Mindnet: (4) Production
Universities of Jol-Nar: (5) Trade II
The Embers of Muaat: (7) Technology II
Arrange the CC's as follows:
3/3/3
See you in a week, Soda!
Also: Once everyone has passed or played, the Yin will be up. If you're thinking of playing Assembly, the L1z1X have an agenda which we think will be of interest and benefit to everyone. Please bear this in mind as you consider how to play the Primary ability of your Strategy ( @MrBody ).
The Division, Warframe (XB1)
GT: Tanith 6227
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
Page 25 of the Base Rules says:
And since you can discard Political Cards for Trade Goods at any time, it looks like you could trade Political Cards for Trade Goods, and then redeem the TGs for Influence to buy Command Counters.
It's the economy!
The Division, Warframe (XB1)
GT: Tanith 6227
I should make a careful clarification here, however: when you're discarding a Political Card for resources or influence, it is still a Political Card. The Political Card is used as if it were a Trade Good, but it isn't actually a Trade Good. You can't trade the Political Card to another player, for instance.
I PLAY the secondary ability, exhaust Maaluuk (2I) & place 1 Command Counter into my Command Pool.
TG/AC/PC: 0/0/1
SA/FS/CP: 2/3/2
The Black Hole of Cygnus X-1
Edit: And thanks for the rules clarifications!
Wins: NBN; Jenny Barnes; Emperor of Mankind; Werewolf (posthumous), Gregor; Colonel Mustard; USSR
Losses: Silas Marsh Bob Jenkins; Slaanesh, Tzeentch, Nurgle; House Harkonnen; Stark; Beravor; Scientist, Dispatcher; Universities of Jol-Nar, Winnu
- Terence McKenna
- Terence McKenna
Waiting on what political and action cards we draw.
- Terence McKenna
We choose option B.
Fellow citizens! In these hard times, we recognize that our good friends the Muaat have what it takes to lead us as Speaker next turn! Congratulations! Take a token!
Oh, and we also play Archived Secret
Time to vote! Muaat starts?
Assembly Vote:
The Yin Brotherhood: 4 votes - Yin
Universities of Jol-Nar: 1 vote - Yin
The Naalu Collective: 1 vote
The L1z1x Mindnet: 1 vote
The Ghosts of Creuss: 1 vote
The Embers of Muaat: 1 vote
---Message Ends---
Muaat, buddy. How about a little vote kickback to us for that awesome speaker position? Rule in our favor in case of tie? Eh? Eh?