Creuss and Naalu, send me a message (as a reply to the conversation I've been using to update your hand status) regarding whether or not you will play any Action cards. (Since there are only Ground Forces, conditional orders seem unnecessary in this situation.) Once received, I will resolve the battle.
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?
And a round of poker should take less then a minute.
We are going out of order on somethings and have a few minutes to plan our strategies in between.
Also the cleanup phase would actually take quite a bit longer.
I am sure it would go fast if you have a group of people who know the game and their options really well but otherwise...
Remember we are only on round 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!
The Embers of Muaat: Play Action Card "Rise of a Messiah" (AC 1 --> 0).
All planets controlled by Muaat gain a Ground Force. The Ghosts of Creuss: Activate Wormhole Nexus system (CP 4 --> 3).
Move in 1 Carrier and 2 Ground Forces from Lodor system.
Land 2 Ground Forces on Mallice, initiating Invasion Combat.
Naalu and Creuss each lose 1 Ground Force, combat is resolved in favor of Creuss. The Naalu Collective: Pass turn. The Yin Brotherhood: Use racial ability to switch resource and influence values of Vefut II. The L1z1x Mindnet: Pass turn.
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)
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 (2I, 0R, R) *values switched*
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 IIPASSED The Yin Brotherhood: (1) Leadership The L1z1x Mindnet: (3) AssemblyPASSED Universities of Jol-Nar: (4) ProductionCurrent Turn The Embers of Muaat: (5) Trade II The Ghosts of Creuss: (8) Bureaucracy
"Noble trading partners of the Jol-Nar Universities, I address you today from a position of remorse for our actions. We have had frondly relations with you in the past and we understand that the sector of space known as the "Lucky Lady" falls very close to both of your domains, but minnow that it is not in our interest to hold this sector long-term. With the surfprising discovery of Ember fugitives within our space, however, we are faced with no recourse but to take what I ashore you are temporary security measures in occupying this sector. As you know, the rebellious Embers used the "Lucky Lady" to escape with our stolen intellectual property originally, and it is appiers that it is via this route that they have returned. I ashore you, again, that this action is not intended as a hostile gesture towards your peoples in any way. We hope to keep any disturbulence our temporary presence has on your peoples to a minnowmum."
- Dr. Albater Conch, Dean of the College of Diplomacy and Communications.
The Universities take a Tactical Action, activating the Lucky Lady system, and moving a dreadnought into the system.
On the topic of game speed, in some ways it's a lot simpler dealing with only digital playing pieces. When you have dozens of plastic units and cards shuffling about the table, it eats up a surprising amount of time.
I activate the primary ability of the (5) Trade II Strategy Card, receiving 9 Trade Goods (3 free + 2 from Micro Technology + 4 from agreements).
All other players may now take trade goods equal to their trade agreements -1.
Negotiations are now open, although I do not think anyone can offer any deals.
TG/AC/PC: 9/0/0
SA/FS/CP: 2/3/2
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!
Did we ever get the Bureaucracy special effect activated?
I must have missed the new victory card revealed.
Oh, just saw it.
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!
Don't remember if we all actually need to post that we are claiming TGs or just have them show up in your totals the next time you post. There are no untraded trade contracts so there are no negotiations.
We did Bureaucracy-you can find the new objectives under the victory points and objectives spoiler.
Yeah, you don't need to claim them I was just putting that in as a reminder.
Negotiations closed!
Creuss up!
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!
Yeah, I'll automatically tally up added Trade Goods without need to claim - as SeGaTai says, players can just add them to their stocks when reporting status after actions. Speaking of actions, since there's no need for Trade Contract negotiations, it is indeed the Creuss turn to act.
Look, I told you dreadnoughts don't have much cargo space!
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 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)
Worlds: X - Darien (2R, 4I) X - Hercalor (1R, 0I, Y) X - Qucen'n (1R, 2I) X - Rarron (0R, 3I, G) X - Thibah (1R, 1I) X - Tiamat (1R, 2I, Y) R - Vefut II (2I, 0R, R) *values switched*
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 IIPASSED The Yin Brotherhood: (1) Leadership The L1z1x Mindnet: (3) AssemblyPASSED Universities of Jol-Nar: (4) ProductionCurrent Turn The Embers of Muaat: (5) Trade II The Ghosts of Creuss: (8) Bureaucracy
I will take a Tactical Action, activate the Muaat system. Moving no ships. Build at Muaat, Exhausting Muaat(4R), Capha (3R), Gral (1R), using Sarween tools(1R) and 7 Trade goods (total 16) to build Flagship: The Inferno (10R), 4 Fighters(2R) and two PDS units(4R).
TG/AC/PC: 2/0/0
SA/FS/CP: 2/3/1
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!
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!
Tactical action, activate Torkan system, moving carrier from Creuss carrying 4GFs and 2 fighters, land 1GF on Torkan, 1GF on Tequ'ran, leave remaining two on cruiser.
Huh? Really? There was no ruse. We just didn't want a War Sun to be able to get to Jol-Nar next turn (if the Muaat researched DSC, of course) so we preemptively interdicted.
Diplomacy, MrB, might have been a better option for all of us.
You mean the diplomacy used before you moved a dred adjacent to 2 of my systems? You college types think you can pull fast ones on the rest of us WELL NOW MY WIFE IS DEAD hope you're happy.
Maaut would have to pick technology next turn (very unlikely it will be unpicked before it reaches him) and spend 8 resources to get deep space cannon, and then risk sending an unescorted war sun right into your system. Not only that but he'd have to survive the counter attack from the rest of your fleet if he wanted to claim the blockade objective at the end of the turn. I don't see that happening.
Our dread can't conquer planets. If you would like to move a destroyer or something in there instead (something that doesn't carry troops), we are happy to listen to proposals. However. In the current circumstances (we choose last next round) we couldn't take the risk that we'd lose our home system before we had a chance to re-enforce it. It was a tough call, and we were concerned that it might aggravate our neighbors, but we didn't really see a viable alternative.
We reiterate in the clearest possible terms: this is a purely defensive move.
Oh you two, don't fight over her, she'll only break your heart.
MuaatPasses
Also please remember the ghosts can move into either A worm holes from the B one...
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: Pass turn. The Embers of Muaat: Activate Muaat Home System (CP 2 --> 1).
Exhaust Muaat (4R), Capha (3R), Gral (1R), and use Sarween Tools (1R) and 7 Trade Goods (TG 9 --> 2) to build Flagship (The Inferno) (10R), 4 Fighters (2R), and 2 PDS (4R) at Muaat. The Ghosts of Creuss: Activate Tequ'ran-Torkan system (CP 2 --> 1).
Move in 1 Carrier, 2 Fighters, and 4 Ground Forces from Creuss Home System.
Land 1 Ground Force on each of Tequ'ran and Torkan. The Yin Brotherhood: Pass turn. The Embers of Muaat: Pass turn. The Ghosts of Creuss: Pass turn.
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)
Worlds: X - Darien (2R, 4I) X - Hercalor (1R, 0I, Y) X - Qucen'n (1R, 2I) X - Rarron (0R, 3I, G) X - Thibah (1R, 1I) X - Tiamat (1R, 2I, Y) R - Vefut II (2I, 0R, R) *values switched*
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Arinam (1R, 2I, B)
N - Tar'mann (1R, 1I)
N - Wellon (1R, 2I)
Order of Play The Naalu Collective: The Yin Brotherhood: The L1z1x Mindnet: Universities of Jol-Nar: The Embers of Muaat: The Ghosts of Creuss:
Teams may now claim up to one Public and one Secret Objective. Once all players have claimed or declined, I will send out Action Card draws and teams will be able to allocate gained Command Counters.
Posts
Take a tactical action, activating wormhole nexus, move carrier from Lodor carrying 2 GFs, invade Mallice w/ 2 GFs-get out of our nexus snakes.
TG/AC/PC:0/1/2
SA/FS/CP:0/5/3
E - If I can't have Mallice, what am I?
The Black Hole of Cygnus X-1
Really? You thought you could claim the wormhole nexus from a race of wormhole aliens?
Down with wormhole aliens!
Up with Tele-Snakes!
The Black Hole of Cygnus X-1
Creuss Ground Forces: 2d10 = 2, 8 (vs. 8), 1 Hit. Naalu Ground Force eliminated.
Naalu Ground Forces: 1d10 = 10 (vs. 8), 1 Hit. Creuss Ground Force eliminated.
Combat resolves in favor of Creuss, 1 Ground Force lost on both sides.
@stever777 is up for his turn.
PASS
TG/AC/PC: 0/1/2
SA/FS/CP: 2/3/1
The Black Hole of Cygnus X-1
Switch R/I values of Vefut II.
@kilnaga
PASS
TG/AC/PC: 1/3/1
SA/FS/CP: 0/3/1
- Terence McKenna
And a round of poker should take less then a minute.
We are going out of order on somethings and have a few minutes to plan our strategies in between.
Also the cleanup phase would actually take quite a bit longer.
I am sure it would go fast if you have a group of people who know the game and their options really well but otherwise...
Remember we are only on round 2.
The Embers of Muaat: Play Action Card "Rise of a Messiah" (AC 1 --> 0).
All planets controlled by Muaat gain a Ground Force.
The Ghosts of Creuss: Activate Wormhole Nexus system (CP 4 --> 3).
Move in 1 Carrier and 2 Ground Forces from Lodor system.
Land 2 Ground Forces on Mallice, initiating Invasion Combat.
Naalu and Creuss each lose 1 Ground Force, combat is resolved in favor of Creuss.
The Naalu Collective: Pass turn.
The Yin Brotherhood: Use racial ability to switch resource and influence values of Vefut II.
The L1z1x Mindnet: Pass turn.
Current Map: Round 2, Action Phase Update 4
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)
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: 3
Trade Contracts: Jol-Nar [3], Muaat [2]
Technology: Antimass Deflectors, XRD Transporters
Worlds:
R - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
X - Mallice (0R, 3I)
X - Mirage (1R, 2I, F (x2))
Action Cards: 0
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 (2I, 0R, R) *values switched*
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 PASSED
The Yin Brotherhood: (1) Leadership
The L1z1x Mindnet: (3) Assembly PASSED
Universities of Jol-Nar: (4) Production Current Turn
The Embers of Muaat: (5) Trade II
The Ghosts of Creuss: (8) Bureaucracy
- Dr. Albater Conch, Dean of the College of Diplomacy and Communications.
The Universities take a Tactical Action, activating the Lucky Lady system, and moving a dreadnought into the system.
TG/AC/PC: 0/2/3
SA/FS/CP: 1/3/1
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
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
Well if there is nothing else...
I activate the primary ability of the (5) Trade II Strategy Card, receiving 9 Trade Goods (3 free + 2 from Micro Technology + 4 from agreements).
All other players may now take trade goods equal to their trade agreements -1.
Negotiations are now open, although I do not think anyone can offer any deals.
TG/AC/PC: 9/0/0
SA/FS/CP: 2/3/2
I must have missed the new victory card revealed.
Oh, just saw it.
We did Bureaucracy-you can find the new objectives under the victory points and objectives spoiler.
Creuss
Claim 4TGs
TG/AC/PC:4/1/2
SA/FS/CP:0/5/3
Negotiations closed!
Creuss up!
- Terence McKenna
Creuss
Activate Lodor system, build a spaceport on Lodor, exhausting Creuss(4R), move in 1 destroyer from Creuss system.
TG/AC/PC:4/1/2
SA/FS/CP:0/5/2
Naalu has passed so the Yin will be up next
Activate Darien system. Build 4 destroyers, exhausting Darien (2R) Heracalor (1R) and Tiamat (1R) .
TG/AC/PC: 1/4/3
SA/FS/CP: 1/5/1
@grimmyTOA @caliber
Look, I told you dreadnoughts don't have much cargo space!
Universities of Jol-Nar: Activate Lucky Lady system (CP 2 --> 1).
Move in 1 Dreadnought from Jol-Nar home system.
The Embers of Muaat: Activate Primary Ability of (5) Trade II Strategy Card, collecting 9 Trade Goods (3 free + 4 from agreements + 2 from Micro Technology) (TG 0 --> 9).
Yin gains 1 Trade Good (2 from agreements - 1 non-primary) (TG 0 --> 1).
Jol-Nar gains 4 Trade Goods (3 from agreements + 2 from Micro Technology - 1 non-primary) (TG 0 --> 4).
Naalu gains 2 Trade Goods (3 from agreements - 1 non-primary) (TG 0 --> 2).
L1z1x gains 1 Trade Good (2 from agreements - 1 non-primary) (TG 1 --> 2).
Creuss gains 4 Trade Goods (5 from agreements - 1 non-primary) (TG 0 --> 4).
The Ghosts of Creuss: Activate Lodor system (CP 3 --> 2).
Move in 1 Destroyer from Creuss Home System.
Exhaust Creuss (4R) to build a Space Dock (4R) on Lodor.
The Yin Brotherhood: Activate Yin Home System (CP 2 --> 1).
Exhaust Darien (2R), Hercalor (1R), and Tiamat (1R) to build 4 Destroyers (4R).
Current Map: Round 2, Action Phase Update 5
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: 1
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)
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: 2
Trade Contracts: Jol-Nar [3], Muaat [2]
Technology: Antimass Deflectors, XRD Transporters
Worlds:
X - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
X - Mallice (0R, 3I)
X - Mirage (1R, 2I, F (x2))
Action Cards: 0
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: 1
Trade Contracts: Jol-Nar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Automated Defense Turrets
Worlds:
X - Darien (2R, 4I)
X - Hercalor (1R, 0I, Y)
X - Qucen'n (1R, 2I)
X - Rarron (0R, 3I, G)
X - Thibah (1R, 1I)
X - Tiamat (1R, 2I, Y)
R - Vefut II (2I, 0R, R) *values switched*
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 PASSED
The Yin Brotherhood: (1) Leadership
The L1z1x Mindnet: (3) Assembly PASSED
Universities of Jol-Nar: (4) Production Current Turn
The Embers of Muaat: (5) Trade II
The Ghosts of Creuss: (8) Bureaucracy
I will take a Tactical Action, activate the Muaat system. Moving no ships. Build at Muaat, Exhausting Muaat(4R), Capha (3R), Gral (1R), using Sarween tools(1R) and 7 Trade goods (total 16) to build Flagship: The Inferno (10R), 4 Fighters(2R) and two PDS units(4R).
TG/AC/PC: 2/0/0
SA/FS/CP: 2/3/1
Tactical action, activate Torkan system, moving carrier from Creuss carrying 4GFs and 2 fighters, land 1GF on Torkan, 1GF on Tequ'ran, leave remaining two on cruiser.
TG/AC/PC:4/1/2
SA/FS/CP:0/5/1
Activate Lucky Lady system. Move in destroyer from Tiamat, carrier (3 fighters) from Rarron.
TG/AC/PC: 1/4/3
SA/FS/CP: 1/5/0
Diplomacy, MrB, might have been a better option for all of us.
Maaut would have to pick technology next turn (very unlikely it will be unpicked before it reaches him) and spend 8 resources to get deep space cannon, and then risk sending an unescorted war sun right into your system. Not only that but he'd have to survive the counter attack from the rest of your fleet if he wanted to claim the blockade objective at the end of the turn. I don't see that happening.
Are we going to let the "rules" get in the way of my safety?
Yin
PASS
We reiterate in the clearest possible terms: this is a purely defensive move.
Muaat Passes
Also please remember the ghosts can move into either A worm holes from the B one...
Creuss Passes
Universities of Jol-Nar: Pass turn.
The Embers of Muaat: Activate Muaat Home System (CP 2 --> 1).
Exhaust Muaat (4R), Capha (3R), Gral (1R), and use Sarween Tools (1R) and 7 Trade Goods (TG 9 --> 2) to build Flagship (The Inferno) (10R), 4 Fighters (2R), and 2 PDS (4R) at Muaat.
The Ghosts of Creuss: Activate Tequ'ran-Torkan system (CP 2 --> 1).
Move in 1 Carrier, 2 Fighters, and 4 Ground Forces from Creuss Home System.
Land 1 Ground Force on each of Tequ'ran and Torkan.
The Yin Brotherhood: Pass turn.
The Embers of Muaat: Pass turn.
The Ghosts of Creuss: Pass turn.
Current Map: Round 2, Start of Status Phase
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: 1
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)
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: 1
Trade Contracts: Jol-Nar [3], Muaat [2]
Technology: Antimass Deflectors, XRD Transporters
Worlds:
X - Creuss (4R, 2I)
X - Lodor (3R, 1I, G)
X - Mallice (0R, 3I)
X - Mirage (1R, 2I, F (x2))
X - Tequ'ran (2R, 0I, R)
X - Torkan (0R, 3I, B)
Action Cards: 0
Political Cards: 0
Strategy Allocation: 2
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)
X - Quann (2R, 1I, G)
Action Cards: 4
Political Cards: 3
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 1
Trade Contracts: Jol-Nar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Automated Defense Turrets
Worlds:
X - Darien (2R, 4I)
X - Hercalor (1R, 0I, Y)
X - Qucen'n (1R, 2I)
X - Rarron (0R, 3I, G)
X - Thibah (1R, 1I)
X - Tiamat (1R, 2I, Y)
R - Vefut II (2I, 0R, R) *values switched*
Neutral Worlds
N - Arinam (1R, 2I, B)
N - Tar'mann (1R, 1I)
N - Wellon (1R, 2I)
Order of Play
The Naalu Collective:
The Yin Brotherhood:
The L1z1x Mindnet:
Universities of Jol-Nar:
The Embers of Muaat:
The Ghosts of Creuss:
Teams may now claim up to one Public and one Secret Objective. Once all players have claimed or declined, I will send out Action Card draws and teams will be able to allocate gained Command Counters.