Universities of Jol-Nar: Play Primary Ability of the (4) Production Strategy Card, exhausting Jol (1R), Nar (2R), Rigel II (1R), Rigel III (1R), and use Sarween Tools (1R) and 2 free resources to produce 1 Dreadnought (5R), 1 Mechanized Unit (2R), and 2 Ground Forces (1R).
Naalu plays on the secondary (SA 3 --> 2), exhausting Bereg (3R) and Druaa (3R) to build 1 PDS (2R) and 2 Mechanized Units (4R) on Druaa.
L1z1x plays on the secondary (SA 1 --> 0), exhausting [0.0.0] (5R), Saudor (2R), Vega Major (2R), and Vega Minor (1R) to build 2 Dreadnoughts (8R) and 1 PDS (2R) on [0.0.0].
Creuss plays on the secondary (SA 3 --> 2), exhausting Lodor (3R) to build 3 Destroyers (3R) on Creuss. The Embers of Muaat: Activate the Quann System (CP 2 --> 1).
Move in 1 Warsun and 2 Ground Forces (1 each from Centuri an Gral) from the Centuri-Gral system.
Land 2 Ground Forces on Quann. The Ghosts of Creuss: Play the Primary Ability of the (8) Bureaucracy Strategy Card, placing a Command Counter into Command Pool (CP 3 --> 4).
Creuss draws two Objective Cards from the top of the Objective Deck, placing one back on top and revealing: [1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.
Creuss claims the objective [1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas. (SA 2 --> 0, CP 4 --> 3)
Yin plays on the secondary ability (SA 2 --> 1), drawing 1 Action card and 1 Political card (AC 3 --> 4, PC 2 --> 3).
Jol-Nar plays on the secondary abiliy (SA 2 --> 1), drawing 1 Action card and 1 Political card (AC 1 --> 2, PC 2 --> 3).
Naalu plays on the secondary ability (SA 2 --> 1), drawing 1 Action card and 1 Political card (AC 0 --> 1, PC 1 --> 2).
The L1z1x Mindnet: 1 VP The Ghosts of Creuss: 1 VP Universities of Jol-Nar: 0 VP The Naalu Collective: 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.: L1z1x, Creuss
[1 VP] I am blockading an opponent's Space Dock.:
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.:
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) R - Hercalor (1R, 0I, Y) X - Qucen'n (1R, 2I) X - Rarron (0R, 3I, G) X - Thibah (1R, 1I) R - Tiamat (1R, 2I, Y) R - 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 - Loki (1R, 2I)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Torkan (0R, 3I, B)
N - Wellon (1R, 2I)
Order of Play The Naalu Collective: (0) Warfare IICurrent Turn The Yin Brotherhood: (1) Leadership The L1z1x Mindnet: (3) Assembly Universities of Jol-Nar: (4) Production The Embers of Muaat: (5) Trade II The Ghosts of Creuss: (8) Bureaucracy
I believe I have no TG's, as I gave my only one to The L1z1x Mindnet.
I spend a Command Pool Counter to activate Loki system and perform a Tactical Action.
Move High Alert Counter, cruiser, carrier w/2 mechs, 1 GF, 1 fighter & 1 PDS to Loki System,
landing mechs on Ashtroth & Loki, GF & PDS on Abaddon, taking control of the planets.
(E - Your ships in the system with the token gain +1 movement and +1 on all combat rolls.)
I exhaust Lirta IV & build a cruiser in Druaa system.
I then wave "Hi" to our friends, The L1z1x Mindnet.
I'll update the Trade Good count and the associated maps tonight, once I get home.
As SeGaTai states, you can't do all the stuff you want to do there, stever777. Activate your home system and build there, or activate the Ashtroth-Abaddon-Loki system and move in, but not both. Transfer actions are invalid since the Ashtroth-Abaddon-Loki system is empty, not friendly.
PLAY on Leadership Secondary.
Exhaust Meer(4I) and Centauri(3I) to purchase 3 Command Counters, placing 2 in Strategy Allocation and one in Command Pool.
TG/AC/PC: 0/1/0
SA/FS/CP: 2/3/2
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!
Play on Leadership secondary, exhaust Mirage(2I) for 1 command counter in CP
TG/AC/PC:0/1/2
SA/FS/CP:0/5/4
PSN SeGaTai
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Iron WeaselDillon!You son of a bitch!Registered Userregular
edited September 2012
Hey guys, just a head's up that I will not be around as often as I'd like for the next little while.
My neighbour's house burned down last night, and while my place is still intact, we've suffered some damage and can't live there for a while. I'll be occuppied trying to coordinate repairs and wrangling with my insurance company.
So if the L1z1X do anything to piss you off, it's Kilnaga's fault!
Iron Weasel on
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
Well I'll just leave the PDS behind then (I looked for the Tech List with the explaination of what it did before I posted the move up but couldn't find it. Don't hurt me).
"The psychedelic mind is a higher dimensional mind, it is not fit for three dimensional space time."
- Terence McKenna
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Iron WeaselDillon!You son of a bitch!Registered Userregular
The Universities take a Tactical Action, activating the Arinam/Meer system, and moving a carrier (with 2 ground forces and a mechanized infantry aboard) and one dreadnought into the system from Jol/Nar. Land all forces on Meer, bombard, and begin ground invasion.
Sorry, Muaat. Can't have you right next to our home system. We have no plans to push this conflict beyond our goals of securing the immediate vicinity of our homeworld. @MrBlarney -- you want us to run combat via PMs, correct?
"The temerity of those Embers! First our war sun, then annexing Meer under the cover of Supported Expansion. Supported Expansion indeed!" scoffed Admiral Gl'bolyp. "Feh. We'll give them a whalecome back party they won't forget ..."
MrBlarney -- you want us to run combat via PMs, correct?
Yeah. The way combat will normally work is that I will roll all the numbers, and players will make decisions based on outcomes or may submit to me conditional orders for how they will act in battle. For starters, I'd like each side to tell me whether or not they will be using any Action Cards pre-battle or during the first round of Invasion Combat.
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 Naalu Collective: Activate Ashtroth-Abaddon-Loki system (CP 2 --> 1).
Move in High Alert Counter, 1 Cruiser, 1 Carrier, 1 Fighter, 2 Mechanized Units, 1 Ground Force, and 1 PDS from Naalu Home System.
Land 1 Mechanized Unit on Ashtroth, 1 Ground Force and 1 PDS on Abaddon, and 1 Mechanized Unit on Loki. The Yin Brotherhood: Play Primary Ability of the (1) Leadership Strategy Card, placing 2 Command Counters into Fleet Supply and 1 Command Counter into Command Pool (FS 3 --> 5, CP 1 --> 2).
Naalu plays on the secondary ability, exhausting Maaluuk (2I) to place 1 Command Counter into Strategy Allocation (SA 1 --> 2).
Creuss plays on the secondary ability, exhausting Mirage (2I) to place 1 Command Counter into Command Pool (CP 3 --> 4).
Muaat plays on the secondary ability, exhausting Meer (4I) and Centauri (3I) to place 2 Command Counters into Strategy Allocation and 1 Command Counter into Command Pool (SA 0 --> 2, CP 1 --> 2). The L1z1x Mindnet: Activate Saudor system (CP 2 --> 1).
Move in 2 Dreadnoughts and 1 Ground Force from L1z1x Home System.
Land 1 Ground Force on Saudor. Universities of Jol-Nar: Activate Arinam-Meer system (CP 3 --> 2).
Move in 1 Dreadnought, 1 Carrier, 1 Mechanized Unit, and 2 Ground Units from Jol-Nar Home System.
Land 1 Mechanized Unit and 2 Ground Forces on Meer, initiating Invasion Combat.
Dreadnought bombardment destroys 1 Muaat Ground Force; combat is resolved in favor of Jol-Nar.
The L1z1x Mindnet: 1 VP The Ghosts of Creuss: 1 VP Universities of Jol-Nar: 0 VP The Naalu Collective: 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.: L1z1x, Creuss
[1 VP] I am blockading an opponent's Space Dock.:
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.:
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 - Maaluuk (0R, 2I) X - Druaa (3R, 1I) X - Abaddon (1R, 0I, R) X - Ashtroth (2R, 0I) X - Bereg (3R, 1I, R) R - Lirta IV (2R, 3I, G) X - Loki (1R, 2I) X - Mallice (0R, 3I)
Worlds: R - Darien (2R, 4I) R - Hercalor (1R, 0I, Y) X - Qucen'n (1R, 2I) X - Rarron (0R, 3I, G) X - Thibah (1R, 1I) R - Tiamat (1R, 2I, Y) R - Vefut II (2R, 0I, R)
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Arinam (1R, 2I, B)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Torkan (0R, 3I, B)
N - Wellon (1R, 2I)
Order of Play The Naalu Collective: (0) Warfare II The Yin Brotherhood: (1) Leadership The L1z1x Mindnet: (3) Assembly Universities of Jol-Nar: (4) Production The Embers of Muaat: (5) Trade II Current Turn The Ghosts of Creuss: (8) Bureaucracy
Receive one Ground Force unit on each planet that you control. Play: As an action.
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!
Play on card ability, adding 1 Ground Force to each planet.
Then that's it for my turn, Creuss up.
TG/AC/PC: 0/1/0
SA/FS/CP: 2/3/2
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!
Looking at this game I can't believe how real life games take 5+ hours. It doesn't seem THAT time consuming, not any more complex than Arkham Horror. Is it just setup, rules explanation, and AP that bog down physical games?
Posts
SA/FS/CP 1/3/3
Universities of Jol-Nar: Play Primary Ability of the (4) Production Strategy Card, exhausting Jol (1R), Nar (2R), Rigel II (1R), Rigel III (1R), and use Sarween Tools (1R) and 2 free resources to produce 1 Dreadnought (5R), 1 Mechanized Unit (2R), and 2 Ground Forces (1R).
Naalu plays on the secondary (SA 3 --> 2), exhausting Bereg (3R) and Druaa (3R) to build 1 PDS (2R) and 2 Mechanized Units (4R) on Druaa.
L1z1x plays on the secondary (SA 1 --> 0), exhausting [0.0.0] (5R), Saudor (2R), Vega Major (2R), and Vega Minor (1R) to build 2 Dreadnoughts (8R) and 1 PDS (2R) on [0.0.0].
Creuss plays on the secondary (SA 3 --> 2), exhausting Lodor (3R) to build 3 Destroyers (3R) on Creuss.
The Embers of Muaat: Activate the Quann System (CP 2 --> 1).
Move in 1 Warsun and 2 Ground Forces (1 each from Centuri an Gral) from the Centuri-Gral system.
Land 2 Ground Forces on Quann.
The Ghosts of Creuss: Play the Primary Ability of the (8) Bureaucracy Strategy Card, placing a Command Counter into Command Pool (CP 3 --> 4).
Creuss draws two Objective Cards from the top of the Objective Deck, placing one back on top and revealing: [1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.
Creuss claims the objective [1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas. (SA 2 --> 0, CP 4 --> 3)
Yin plays on the secondary ability (SA 2 --> 1), drawing 1 Action card and 1 Political card (AC 3 --> 4, PC 2 --> 3).
Jol-Nar plays on the secondary abiliy (SA 2 --> 1), drawing 1 Action card and 1 Political card (AC 1 --> 2, PC 2 --> 3).
Naalu plays on the secondary ability (SA 2 --> 1), drawing 1 Action card and 1 Political card (AC 0 --> 1, PC 1 --> 2).
Current Map: Round 2, Action Phase Update 2
Current Technologies
Victory Points and Objectives
The Ghosts of Creuss: 1 VP
Universities of Jol-Nar: 0 VP
The Naalu Collective: 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.: L1z1x, Creuss
[1 VP] I am blockading an opponent's Space Dock.:
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.:
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: 2
Political Cards: 3
Strategy Allocation: 1
Fleet Supply: 3
Command Pool: 3
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)
R - Rigel I (0R, 1I, G)
X - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
Action Cards: 1
Political Cards: 2
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)
X - Druaa (3R, 1I)
X - Bereg (3R, 1I, R)
R - Lirta IV (2R, 3I, G)
X - Mallice (0R, 3I)
Action Cards: 3
Political Cards: 1
Strategy Allocation: 0
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 - Faunus (1R, 3I, G (x2))
X - Saudor (2R, 2I)
X - Vega Major (2R, 1I)
X - Vega Minor (1R, 2I, B)
Action Cards: 1
Political Cards: 2
Strategy Allocation: 0
Fleet Supply: 5
Command Pool: 3
Trade Contracts: Jol-Nar [3], Muaat [2]
Technology: Antimass Deflectors, XRD Transporters
Worlds:
R - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
R - Mirage (1R, 2I, F (x2))
Action Cards: 1
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:
R - Muaat (4R, 1I)
R - Capha (3R, 0I)
R - Centauri (1R, 3I)
R - Gral (1R, 1I, B)
R - Meer (0R, 4I)
X - Quann (2R, 1I, G)
Action Cards: 4
Political Cards: 3
Strategy Allocation: 1
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)
R - Hercalor (1R, 0I, Y)
X - Qucen'n (1R, 2I)
X - Rarron (0R, 3I, G)
X - Thibah (1R, 1I)
R - Tiamat (1R, 2I, Y)
R - Vefut II (2R, 0I, R)
Neutral Worlds
N - Abaddon (1R, 0I, R)
N - Arinam (1R, 2I, B)
N - Ashtroth (2R, 0I)
N - Loki (1R, 2I)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Torkan (0R, 3I, B)
N - Wellon (1R, 2I)
Order of Play
The Naalu Collective: (0) Warfare II Current Turn
The Yin Brotherhood: (1) Leadership
The L1z1x Mindnet: (3) Assembly
Universities of Jol-Nar: (4) Production
The Embers of Muaat: (5) Trade II
The Ghosts of Creuss: (8) Bureaucracy
That would make for a much longer game-your secret objective can only be claimed by you
I believe I have no TG's, as I gave my only one to The L1z1x Mindnet.
I spend a Command Pool Counter to activate Loki system and perform a Tactical Action.
Move High Alert Counter, cruiser, carrier w/2 mechs, 1 GF, 1 fighter & 1 PDS to Loki System,
landing mechs on Ashtroth & Loki, GF & PDS on Abaddon, taking control of the planets.
(E - Your ships in the system with the token gain +1 movement and +1 on all combat rolls.)
I exhaust Lirta IV & build a cruiser in Druaa system.
I then wave "Hi" to our friends, The L1z1x Mindnet.
TG/AC/PC: 0/1/2
SA/FS/CP: 1/3/1
The Black Hole of Cygnus X-1
As SeGaTai states, you can't do all the stuff you want to do there, stever777. Activate your home system and build there, or activate the Ashtroth-Abaddon-Loki system and move in, but not both. Transfer actions are invalid since the Ashtroth-Abaddon-Loki system is empty, not friendly.
Maybe, someday, I can do one action without screwing it up.
The Black Hole of Cygnus X-1
@MrBody, I believe it's your action.
Activate Leadership Primary: Receive 3 command counters 0/+2/+1
1/5/2
PASS on secondary
Leadership secondary open to everyone
PLAY on Leadership Secondary.
Exhaust Meer(4I) and Centauri(3I) to purchase 3 Command Counters, placing 2 in Strategy Allocation and one in Command Pool.
TG/AC/PC: 0/1/0
SA/FS/CP: 2/3/2
PLAY on Leadership Secondary.
Exhaust Maaluuk(2I) to purchase 1 Command Counter, placing it in Strategy Allocation.
TG/AC/PC: 0/1/2
SA/FS/CP: 2/3/1
The Black Hole of Cygnus X-1
Play on Leadership secondary, exhaust Mirage(2I) for 1 command counter in CP
TG/AC/PC:0/1/2
SA/FS/CP:0/5/4
My neighbour's house burned down last night, and while my place is still intact, we've suffered some damage and can't live there for a while. I'll be occuppied trying to coordinate repairs and wrangling with my insurance company.
So if the L1z1X do anything to piss you off, it's Kilnaga's fault!
The Division, Warframe (XB1)
GT: Tanith 6227
Hope all's good.
Our house burned down years ago after Christmas.
Not fun.
The Black Hole of Cygnus X-1
- Terence McKenna
1TG/3AC/1PC
0SA/3FS/1CP
- Terence McKenna
- Terence McKenna
The Division, Warframe (XB1)
GT: Tanith 6227
Sorry, Muaat. Can't have you right next to our home system. We have no plans to push this conflict beyond our goals of securing the immediate vicinity of our homeworld. @MrBlarney -- you want us to run combat via PMs, correct?
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
Yeah. The way combat will normally work is that I will roll all the numbers, and players will make decisions based on outcomes or may submit to me conditional orders for how they will act in battle. For starters, I'd like each side to tell me whether or not they will be using any Action Cards pre-battle or during the first round of Invasion Combat.
Jol-Nar Bombardment roll: 1d10-1 = 8 > 5, Hit. Muaat Ground Force eliminated.
Combat has resolved in favor of the Jol-Nar. Game status update coming up shortly.
The Naalu Collective: Activate Ashtroth-Abaddon-Loki system (CP 2 --> 1).
Move in High Alert Counter, 1 Cruiser, 1 Carrier, 1 Fighter, 2 Mechanized Units, 1 Ground Force, and 1 PDS from Naalu Home System.
Land 1 Mechanized Unit on Ashtroth, 1 Ground Force and 1 PDS on Abaddon, and 1 Mechanized Unit on Loki.
The Yin Brotherhood: Play Primary Ability of the (1) Leadership Strategy Card, placing 2 Command Counters into Fleet Supply and 1 Command Counter into Command Pool (FS 3 --> 5, CP 1 --> 2).
Naalu plays on the secondary ability, exhausting Maaluuk (2I) to place 1 Command Counter into Strategy Allocation (SA 1 --> 2).
Creuss plays on the secondary ability, exhausting Mirage (2I) to place 1 Command Counter into Command Pool (CP 3 --> 4).
Muaat plays on the secondary ability, exhausting Meer (4I) and Centauri (3I) to place 2 Command Counters into Strategy Allocation and 1 Command Counter into Command Pool (SA 0 --> 2, CP 1 --> 2).
The L1z1x Mindnet: Activate Saudor system (CP 2 --> 1).
Move in 2 Dreadnoughts and 1 Ground Force from L1z1x Home System.
Land 1 Ground Force on Saudor.
Universities of Jol-Nar: Activate Arinam-Meer system (CP 3 --> 2).
Move in 1 Dreadnought, 1 Carrier, 1 Mechanized Unit, and 2 Ground Units from Jol-Nar Home System.
Land 1 Mechanized Unit and 2 Ground Forces on Meer, initiating Invasion Combat.
Dreadnought bombardment destroys 1 Muaat Ground Force; combat is resolved in favor of Jol-Nar.
Current Map: Round 2, Action Phase Update 3
Current Technologies
Victory Points and Objectives
The Ghosts of Creuss: 1 VP
Universities of Jol-Nar: 0 VP
The Naalu Collective: 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.: L1z1x, Creuss
[1 VP] I am blockading an opponent's Space Dock.:
[1 VP] I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left.:
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: 2
Political Cards: 3
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)
R - Meer (0R, 4I)
R - Rigel I (0R, 1I, G)
X - Rigel II (1R, 2I)
X - Rigel III (1R, 1I, B)
Action Cards: 1
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 1
Trade Contracts: L1z1x [1], Muaat [2]
Technology: Antimass Deflectors, Enviro Compensator
Worlds:
X - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Abaddon (1R, 0I, R)
X - Ashtroth (2R, 0I)
X - Bereg (3R, 1I, R)
R - Lirta IV (2R, 3I, G)
X - Loki (1R, 2I)
X - Mallice (0R, 3I)
Action Cards: 3
Political Cards: 1
Strategy Allocation: 0
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 - Faunus (1R, 3I, G (x2))
X - Saudor (2R, 2I)
X - Vega Major (2R, 1I)
X - Vega Minor (1R, 2I, B)
Action Cards: 1
Political Cards: 2
Strategy Allocation: 0
Fleet Supply: 5
Command Pool: 4
Trade Contracts: Jol-Nar [3], Muaat [2]
Technology: Antimass Deflectors, XRD Transporters
Worlds:
R - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
X - Mirage (1R, 2I, F (x2))
Action Cards: 1
Political Cards: 0
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 2
Trade Contracts: Naalu [2], Creuss [2]
Technology: Enviro Compensator, Sarween Tools, Micro Technology, War Sun
Worlds:
R - Muaat (4R, 1I)
R - Capha (3R, 0I)
X - Centauri (1R, 3I)
R - Gral (1R, 1I, B)
X - Quann (2R, 1I, G)
Action Cards: 4
Political Cards: 3
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 2
Trade Contracts: Jol-Nar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Automated Defense Turrets
Worlds:
R - Darien (2R, 4I)
R - Hercalor (1R, 0I, Y)
X - Qucen'n (1R, 2I)
X - Rarron (0R, 3I, G)
X - Thibah (1R, 1I)
R - Tiamat (1R, 2I, Y)
R - Vefut II (2R, 0I, R)
Neutral Worlds
N - Arinam (1R, 2I, B)
N - Tar'mann (1R, 1I)
N - Tequ'ran (2R, 0I, R)
N - Torkan (0R, 3I, B)
N - Wellon (1R, 2I)
Order of Play
The Naalu Collective: (0) Warfare II
The Yin Brotherhood: (1) Leadership
The L1z1x Mindnet: (3) Assembly
Universities of Jol-Nar: (4) Production
The Embers of Muaat: (5) Trade II Current Turn
The Ghosts of Creuss: (8) Bureaucracy
Play action card Rise of a Messiah.
Rise of a Messiah
Receive one Ground Force unit on each planet that you control.
Play: As an action.
The Black Hole of Cygnus X-1
- Terence McKenna
No sabotage.
Then that's it for my turn, Creuss up.
TG/AC/PC: 0/1/0
SA/FS/CP: 2/3/2