With our diplomatic overture concluded amicably (thanks to the wise decision of the Naalu - may our peace last until the suns burn out), The Universities of Jol-Nar PASS.
I take a Tactical Action, activating the Muaat system and exhausting Muaat(4R) to build two Mechanized Units(4R) and one Destroyer(1R)
TG/AC/PC: 0/0/0
SA/FS/CP: 0/3/1
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!
The Ghosts of Creuss: Play Primary Ability of the (1) Leadership Strategy Card, placing one counter into Strategic Allocation (SA 2 --> 3) and two counters into Command Pool (CP 1 --> 3).
Naalu plays on the secondary, exhausting Maaluuk (2I) to place a counter into Command Pool (CP 1 --> 2). The Yin Brotherhood: Play Primary Ability of the (3) Assembly Strategy Card, gaining 1 Political Card (PC 2 --> 3) and 2 Action Cards (AC 0 --> 2).
The Speaker Token is passed to the Muaat, and the Yin play Political Card "Archived Secret" from their hand. (PC 3 --> 2)
Yin wins the agenda at 5 votes (Yin, Jol-Nar; remaining 4 votes undeclared) and draws a second Secret Objective Card.
Naaly plays on the Secondary Ability, spending a Strategy Allocation Counter (SA 2 --> 1) to refresh Druaa and Maaluuk.
Muaat plays on the Secondary Ability, spending a Strategy Allocation Counter (SA 1 --> 0) to refresh Muaat. The L1z1x Mindnet: Activate Vega System. (CP 2 --> 1)
Move in 2 Dreadnoughts, 1 Carrier, 3 Ground Forces, 3 Fighters, and 1 PDS from L1z1x Home System.
Land 1 Ground Force on Vega Minor and 2 Ground Forces and 1 PDS on Vega Major. Universities of Jol-Nar: Pass turn. The Embers of Muaat: Activate Muaat Home System. (CP 2 --> 1)
Exhaust Muaat (4R) and use Sarween Tools (1R) to produce 2 Mechanized Units (4R) and 1 Destroyer (1R). The Naalu Collective: Pass turn. The Ghosts of Creuss: Pass turn.
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: 2 Secret Objectives
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 - Wellon (1R, 2I)
Order of Play The Naalu Collective: (0) Diplomacy IIPASSED The Ghosts of Creuss: (1) LeadershipPASSED The Yin Brotherhood: (3) AssemblyCurrent Turn The L1z1x Mindnet: (4) Production Universities of Jol-Nar: (5) Trade IIPASSED The Embers of Muaat: (7) Technology II
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!
The Yin Brotherhood: Use racial ability to switch resource and influence values of Darien. The L1z1x Mindnet: Pass turn. The Embers of Muaat: Pass turn. The Yin Brotherhood: Activate Yin Home System. (CP 1 --> 0)
Exhaust Darien (4R*) to build 2 Ground Forces (1R), 2 Fighters (1R), and 1 Cruiser (2R). The Yin Brotherhood: Pass turn.
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: 2 Secret Objectives
Worlds: X - Darien (2I, 4R) *values switched* 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 - Wellon (1R, 2I)
Order of Play The Naalu Collective: The Ghosts of Creuss: The Yin Brotherhood: The L1z1x Mindnet: Universities of Jol-Nar: The Embers of Muaat:
We have now reached the Status Phase. First, all teams will need to declare whether or not they will be fulfilling any objectives. Once all teams have declared, I will send out Action Card draws and teams will need to allocate two Command Counters. All other actions in the Status Phase will be handled automatically.
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!
How does the order work in who gets to claim objectives? Is it just the usual start at speaker and go clockwise?
I messed that up - since everyone still has their Strategy Cards until the end of the Status Phase, the order of play for claiming objectives should be the same as that observed in the Action Phase. This doesn't matter in the early game, but once people get close to the VP threshold, order could be the difference between victory and defeat.
Does the Yin kamikaze ability apply ONLY to the 2nd combat round, or is it the start of every round beginning with the 2nd?
The Yin kamikaze ability only applies to the 2nd combat round.
Since everyone has claimed or declined objectives, we'll move on to Command Counter allocation. I'll be sending out Action Card draws shortly.
Incidentally, I'm here in the airport now, on my way to Seattle for PAX. Let's just say I may be a bit slow in terms of updates for the next week, hmm?
When receiving command counters from the leadership card, where on your sheet do they go? Any of the 3 areas you want? To a reserve that you cannot use until you reallocate them during the status phase?
You specify where to place them when you play the leadership card.
MrBlarney had handled all the rolling in previous games w/conditional interrupts for action cards and what have you, it's worked out pretty well doing it that way.
Incidentally, I'm here in the airport now, on my way to Seattle for PAX. Let's just say I may be a bit slow in terms of updates for the next week, hmm?
What is this PAX and why is it more important then Muaat! (Have a good time, we will no doubt be waiting eagerly to destroy eachother)
Muaatplace one counter into Strategy Allocation and one into Command Pool.
TG/AC/PC: 0/1/0
SA/FS/CP: 1/3/2
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!
My understanding of the rules was that you could totally rearrange all command markers on your sheet during the status phase. The wording here makes it sound like placements are permanent and you only get a choice where to place new ones. Which is correct?
Not sure how limited MrBlarney's access will be but that should wrap up the status phase if we want to start choosing strategies. Muaat is the new speaker and starts us off. 1 bonus counter was placed on the (6) warfare and (8) bureaucracy strategies.
I'll Play Strategic Shift on (7) Technology II Card.
Strategic Shift
Choose one Strategy Card. No player may choose that Strategy Card this round.
Play: During the Strategy Phase, before the first player chooses a Strategy Card.
Iron WeaselDillon!You son of a bitch!Registered Userregular
edited August 2012
Sneaky snakes!
If anyone wants to Sabotage that, they should say so now.
Once everyone has confirmed whether or not they are going to Sabotage, we can proceed with Strategy selection as SeGaTai outlined above.
L1z1X: No Sabotage
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Not sure if order starts from the speaker or to the right of the Naalu, only really matters if more than one race plans on sabotaging it. It's usually rare for more than one race to consider playing a sabotage so strict order usually isn't followed. Regardless Creuss won't be sabotaging.
Posts
boardgamegeek.com/geeklist/144814/twilight-imperium-race-ranking-by-thumbs-up
Well... at least you aren't playing the Lazax, right? SIlver linings?
I hate being the first guy to do that.
- Terence McKenna
I take a Tactical Action, activating the Muaat system and exhausting Muaat(4R) to build two Mechanized Units(4R) and one Destroyer(1R)
TG/AC/PC: 0/0/0
SA/FS/CP: 0/3/1
TG/AC/PC: 0/0/1
SA/FS/CP: 1/3/2
The Black Hole of Cygnus X-1
TG/AC/PC: 0/0/1
SA/FS/CP: 3/3/3
Thought Leadership hadn't been played yet.
The Black Hole of Cygnus X-1
The Black Hole of Cygnus X-1
It seems pertinent to point out the Queen's Folly map sector here. :P
- Terence McKenna
The Black Hole of Cygnus X-1
The Ghosts of Creuss: Play Primary Ability of the (1) Leadership Strategy Card, placing one counter into Strategic Allocation (SA 2 --> 3) and two counters into Command Pool (CP 1 --> 3).
Naalu plays on the secondary, exhausting Maaluuk (2I) to place a counter into Command Pool (CP 1 --> 2).
The Yin Brotherhood: Play Primary Ability of the (3) Assembly Strategy Card, gaining 1 Political Card (PC 2 --> 3) and 2 Action Cards (AC 0 --> 2).
The Speaker Token is passed to the Muaat, and the Yin play Political Card "Archived Secret" from their hand. (PC 3 --> 2)
Yin wins the agenda at 5 votes (Yin, Jol-Nar; remaining 4 votes undeclared) and draws a second Secret Objective Card.
Naaly plays on the Secondary Ability, spending a Strategy Allocation Counter (SA 2 --> 1) to refresh Druaa and Maaluuk.
Muaat plays on the Secondary Ability, spending a Strategy Allocation Counter (SA 1 --> 0) to refresh Muaat.
The L1z1x Mindnet: Activate Vega System. (CP 2 --> 1)
Move in 2 Dreadnoughts, 1 Carrier, 3 Ground Forces, 3 Fighters, and 1 PDS from L1z1x Home System.
Land 1 Ground Force on Vega Minor and 2 Ground Forces and 1 PDS on Vega Major.
Universities of Jol-Nar: Pass turn.
The Embers of Muaat: Activate Muaat Home System. (CP 2 --> 1)
Exhaust Muaat (4R) and use Sarween Tools (1R) to produce 2 Mechanized Units (4R) and 1 Destroyer (1R).
The Naalu Collective: Pass turn.
The Ghosts of Creuss: Pass turn.
Current Map: Round 1, Action Phase Update 5
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: 2 Secret Objectives
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: 1
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: 1
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)
X - Vega Major (2R, 1I)
X - Vega Minor (1R, 2I, B)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 3
Fleet Supply: 3
Command Pool: 3
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: 0
Fleet Supply: 3
Command Pool: 1
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: 2
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 - Wellon (1R, 2I)
Order of Play
The Naalu Collective: (0) Diplomacy II PASSED
The Ghosts of Creuss: (1) Leadership PASSED
The Yin Brotherhood: (3) Assembly Current Turn
The L1z1x Mindnet: (4) Production
Universities of Jol-Nar: (5) Trade II PASSED
The Embers of Muaat: (7) Technology II
- Terence McKenna
and PASS
The Yin Brotherhood: Use racial ability to switch resource and influence values of Darien.
The L1z1x Mindnet: Pass turn.
The Embers of Muaat: Pass turn.
The Yin Brotherhood: Activate Yin Home System. (CP 1 --> 0)
Exhaust Darien (4R*) to build 2 Ground Forces (1R), 2 Fighters (1R), and 1 Cruiser (2R).
The Yin Brotherhood: Pass turn.
Current Map: Round 1, Start of Status Phase
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: 2 Secret Objectives
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: 1
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: 1
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)
X - Vega Major (2R, 1I)
X - Vega Minor (1R, 2I, B)
Action Cards: 0
Political Cards: 2
Strategy Allocation: 3
Fleet Supply: 3
Command Pool: 3
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: 0
Fleet Supply: 3
Command Pool: 1
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: 2
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 0
Trade Contracts: Jol-Nar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Automated Defense Turrets
Worlds:
X - Darien (2I, 4R) *values switched*
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 - Wellon (1R, 2I)
Order of Play
The Naalu Collective:
The Ghosts of Creuss:
The Yin Brotherhood:
The L1z1x Mindnet:
Universities of Jol-Nar:
The Embers of Muaat:
We have now reached the Status Phase. First, all teams will need to declare whether or not they will be fulfilling any objectives. Once all teams have declared, I will send out Action Card draws and teams will need to allocate two Command Counters. All other actions in the Status Phase will be handled automatically.
How does the order work in who gets to claim objectives? Is it just the usual start at speaker and go clockwise?
Does the Yin kamikaze ability apply ONLY to the 2nd combat round, or is it the start of every round beginning with the 2nd?
The Black Hole of Cygnus X-1
TG/AC/PC: 0/0/1
SA/FS/CP: 1/3/0
The Division, Warframe (XB1)
GT: Tanith 6227
The Yin kamikaze ability only applies to the 2nd combat round.
Since everyone has claimed or declined objectives, we'll move on to Command Counter allocation. I'll be sending out Action Card draws shortly.
Incidentally, I'm here in the airport now, on my way to Seattle for PAX. Let's just say I may be a bit slow in terms of updates for the next week, hmm?
When receiving command counters from the leadership card, where on your sheet do they go? Any of the 3 areas you want? To a reserve that you cannot use until you reallocate them during the status phase?
I gain 2 Command Counters, rearranging my Command Areas to include 2 in Strategy Allocation, 3 in Fleet Supply, and 2 in Command Pool.
TG/AC/PC: 0/3/1
SA/FS/CP:2/3/2
MrBlarney had handled all the rolling in previous games w/conditional interrupts for action cards and what have you, it's worked out pretty well doing it that way.
I gain 2 Command Counters, placing both in Strategy Allocation.
TG/AC/PC: 0/1/1
SA/FS/CP: 3/3/2
The Black Hole of Cygnus X-1
I gain two CCs, placing one in fleet, one in strategy
TG/AC/PC: 0/1/1
SA/FS/CP:4/4/3
We gain two CCs, placing both in Command Pool
TG/AC/PC: 0/1/1
SA/FS/CP: 1/3/2
The Division, Warframe (XB1)
GT: Tanith 6227
What is this PAX and why is it more important then Muaat! (Have a good time, we will no doubt be waiting eagerly to destroy eachother)
Muaat place one counter into Strategy Allocation and one into Command Pool.
TG/AC/PC: 0/1/0
SA/FS/CP: 1/3/2
TG/AC/PC: 0/1/2
SA/FS/CP: 2/3/3
Strategic Shift
Choose one Strategy Card. No player may choose that Strategy Card this round.
Play: During the Strategy Phase, before the first player chooses a Strategy Card.
The Black Hole of Cygnus X-1
If anyone wants to Sabotage that, they should say so now.
Once everyone has confirmed whether or not they are going to Sabotage, we can proceed with Strategy selection as SeGaTai outlined above.
L1z1X: No Sabotage
The Division, Warframe (XB1)
GT: Tanith 6227
EDIT: for the sabotage, I mean.