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[Twilight Imperium] Game 5 - Round 8: Game Over!

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Posts

  • MrBlarneyMrBlarney Registered User regular
    Once we get a play or pass on the secondary by L1z1x, it will be the Yin's turn.

    4463rwiq7r47.png
  • KilnagaKilnaga Registered User regular
    Pass

    "The psychedelic mind is a higher dimensional mind, it is not fit for three dimensional space time."
    - Terence McKenna
  • MrBlarneyMrBlarney Registered User regular
    Okay, another correction needed: Yin, you already have six ships at Qucen'n-Rarron, so your stated production secondary builds would put you over your Fleet Supply limit. You'll need to update your orders so that you don't go over.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    Yin

    Change order from 2 destroyers to 1 cruiser, exhausting same planets.

  • MrBlarneyMrBlarney Registered User regular
    Alright. Noting that Naalu should now be at 1 Political Card in hand, it's your action, MrBody.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    Yin

    Play Warfare II primary to put Rarron system on high alert for peacekeeping exercises.


    TG/AC/PC: 1/3/1
    SA/FS/CP: 3/7/2

  • stever777stever777 AFK most Saturdays Registered User regular
    MrBlarney wrote: »
    Alright. Noting that Naalu should now be at 1 Political Card in hand, it's your action, MrBody.

    Fixed.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • KilnagaKilnaga Registered User regular
    Pass on Warfare II secondary.

    "The psychedelic mind is a higher dimensional mind, it is not fit for three dimensional space time."
    - Terence McKenna
  • stever777stever777 AFK most Saturdays Registered User regular
    Pass on Warfare II secondary.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited November 2012
    Muaat

    Play on warfare secondary, spend a strategic allocation to move Warsun carrying two fighters from Muaat to Centauri/Gral and Flagship carrying 4 fighters from Quann to Centauri/Gral.

    Pass on secondary.


    Thank you mrbody, now I do not have to worry about other warsuns.

    TG/AC/PC: 2/6/2
    SA/FS/CP: 1/5/2

    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!
  • MrBlarneyMrBlarney Registered User regular
    Void Slayer, I believe that play is in error since you do not have control over Centauri-Gral as defined by the rules: control requires not only control of planets in the system, but also the presence of at least one non-Fighter ship. Please revise your orders.

    4463rwiq7r47.png
  • SeGaTaiSeGaTai Registered User regular
    Creuss passes on secondary

    PSN SeGaTai
  • calibercaliber Registered User regular
    edited November 2012
    Jol-Nar PLAYS on secondary, moving the J.N.S. Hylarim (flagship) and a dreadnought from Jol-Nar to the Rigel system.

    TG/AC/PC: 4/4/4
    SA/FS/CP: 1/4/4


    Just giving the engines a little exercise, gotta make sure the kinks are all worked out.

    caliber on
  • MrBodyMrBody Registered User regular
    edited November 2012
    Guys, this maneuvering to threaten my planets is making me uncomfortable and I'm an ORPHAN.
    Thank you mrbody, now I do not have to worry about other warsuns.

    Happy to shoot down the proposal you so heavily fought for!

    MrBody on
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Ah right, updated my orders.

    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!
  • GrimmyTOAGrimmyTOA Registered User regular
    MrBody wrote: »
    Guys, this maneuvering to threaten my planets is making me uncomfortable and I'm an ORPHAN.

    We prefer to think of it as a shakedown exercise that, happily, has resulted in our fleet being positioned to defend Rigel.

  • MrBodyMrBody Registered User regular
    *whew*

  • GrimmyTOAGrimmyTOA Registered User regular
    I thought that might allay any fears you might have. Good to see.

  • MrBodyMrBody Registered User regular
    I was referring to Muaat's order mistake.

    YOU are still an orphan-hater!

  • MrBlarneyMrBlarney Registered User regular
    edited November 2012
    Round 5: Action Phase Update 2

    The Embers of Muaat: Play the Primary Ability of the (3) Assembly Strategy Card, drawing 1 Political Card and 2 Action Cards (PC 1 --> 2, AC 4 --> 6).
    Claim the Speaker Token, electing Creuss to play a Political Card.
    Creuss plays Political Card "Sharing of Technology" (PC 2 --> 1).
    During voting, Yin plays Action Card "Fantastic Rhetoric", increasing his vote's power by 10 (AC 4 --> 3).
    The agenda is voted 52 AGAINST (Yin, Jol-Nar, L1z1x) to 5 FOR (Naalu) (Creuss and Muaat abstaining): all trade agreements are immediately broken.
    The Ghosts of Creuss: Play the Primary Ability of the (4) Production Strategy Card, exhausting Creuss (4R), 2 Trade Goods (TG 9 --> 7), and 2 free resources to build 3 Cruisers (6R) and 2 Destroyers (2R) at Lodor.
    Muaat plays on the secondary (SA 2 --> 1), exhausting Muaat (4R), Capha (3R), Quann (2R), 3 Trade Goods (TG 5 --> 2), and 1 resource from Sarween Tools to build 1 Warsun (12R) and 2 Fighters (1R) at Muaat.
    Yin plays on the secondary (SA 4 --> 3), exhausting Vefut II (2R), Thibah (1R), and Hercalor (1R) to build 1 Cruiser (2R) and 1 Mechanized Unit (2R) at Rarron.
    Jol-Nar plays on the secondary (SA 3 --> 2), exhausting Jol (1R), Nar (2R), Bereg (3R), Lirta IV (2R), Arinam (1R), Rigel II (1R), Rigel III (1R), and 1 resource from Sarween Tools to build their Flagship (10R) and 1 Cruiser (2R) at Nar.
    Naalu plays on the secondary (SA 2 --> 1), exhausting Loki (1R) and discarding Political Card "Wormhole Reconstruction" and "Repeal" (PC 3 --> 1) to build 1 Cruiser (2R) and 2 Fighters (1R) at Druaa.
    The Yin Brotherhood: Play Primary Ability of the (6) Warfare II Strategy Card, placing the High Alert token into Qucen'n-Rarron.
    Jol-Nar plays on the secondary (SA 2 --> 1), moving their Flagship and 1 Dreadnought from Jol-Nar to the Rigel system.

    Current Map: Round 5, Action Phase Update 2

    Current Technologies

    Victory Points and Objectives
    The L1z1x Mindnet: 4 VP
    The Ghosts of Creuss: 3 VP
    Universities of Jol-Nar: 2 VP
    The Naalu Collective: 1 VP
    The Yin Brotherhood: 1 VP
    The Embers of Muaat: 1 VP


    Public Objectives
    [1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: L1z1x, Creuss, Naalu, Muaat
    [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.: Creuss, Yin Jol-Nar
    [1 VP] I control Mecatol Rex.: Creuss
    [1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force this turn.: Jol-Nar, L1z1x
    1 Stage I Objective and 5 Stage II Objectives remain hidden.

    Secret Objectives
    Universities of Jol-Nar: 1 Secret Objective
    The Naalu Collective: 1 Secret Objective
    The L1z1x Mindnet: [2 VP] Threatening: I control systems adjacent to 2 different player's Home Systems.
    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:
    Trade Goods: 4
    Action Cards: 4
    Political Cards: 4

    Strategy Allocation: 1
    Fleet Supply: 4
    Command Pool: 4

    Trade Contracts: (Jol-Nar [3], Jol-Nar [1])
    Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, Antimass Deflectors, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System

    Worlds:
    X - Jol (1R, 2I)
    X - Nar (2R, 3I)
    X - Arinam (1R, 2I, B)
    X - Bereg (3R, 1I, R)
    X - Lirta IV (2R, 3I, G)
    R - Meer (0R, 4I)
    R - Rigel I (0R, 1I, G)
    X - Rigel II (1R, 2I)
    X - Rigel III (1R, 1I, B)
    The Naalu Collective - stever777:
    Trade Goods: 6
    Action Cards: 3
    Political Cards: 1

    Strategy Allocation: 1
    Fleet Supply: 3
    Command Pool: 2

    Trade Contracts: (Naalu [2], Naalu [1])
    Technology: Antimass Deflectors, Enviro Compensator

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    R - Abaddon (1R, 0I, R)
    R - Ashtroth (2R, 0I)
    X - Loki (1R, 2I)
    The L1z1x Mindnet - Kilnaga and Iron Weasel:
    Trade Goods: 0
    Action Cards: 3
    Political Cards: 0

    Strategy Allocation: 1
    Fleet Supply: 4
    Command Pool: 1

    Trade Contracts: (L1z1x [1], L1z1x [1])
    Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon

    Worlds:
    R - [0.0.0] (5R, 0I)
    R - Faunus (1R, 3I, G (x2))
    R - Saudor (2R, 2I)
    R - Tequ'ran (2R, 0I, R)
    R - Torkan (0R, 3I, B)
    R - Vega Major (2R, 1I)
    R - Vega Minor (1R, 2I, B)
    The Ghosts of Creuss - Orange Soda and SeGaTai:
    Trade Goods: 7
    Action Cards: 4
    Political Cards: 1

    Strategy Allocation: 2
    Fleet Supply: 8
    Command Pool: 3

    Trade Contracts: (Creuss [2], Creuss [2])
    Technology: Antimass Deflectors, XRD Transporters, Hylar V Assault Laser

    Worlds:
    X - Creuss (4R, 2I)
    R - Lodor (3R, 1I, G)
    R - Mallice (0R, 3I)
    R - Mecatol Rex (1R, 6I)
    R - Mirage (1R, 2I, F (x2))
    R - Wellon (1R, 2I)
    The Embers of Muaat - Void Slayer:
    Trade Goods: 2
    Action Cards: 6
    Political Cards: 2

    Strategy Allocation: 1
    Fleet Supply: 5
    Command Pool: 2

    Trade Contracts: (Muaat [2], Muaat [2])
    Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator

    Worlds:
    X - Muaat (4R, 1I)
    X - Capha (3R, 0I)
    R - Centauri (1R, 3I)
    R - Gral (1R, 1I, B)
    X - Quann (2R, 1I, G)
    X - Tar'mann (1R, 1I)
    The Yin Brotherhood - MrBody:
    Trade Goods: 1
    Action Cards: 3
    Political Cards: 1

    Strategy Allocation: 3
    Fleet Supply: 7
    Command Pool: 2

    Trade Contracts: (Yin [1], Yin [1])
    Technology: Hylar V Assault Laser, Automated Defense Turrets, Enviro Compensator, Stasis Capsules

    Worlds:
    R - Darien (2R, 4I)
    X - Hercalor (1R, 0I, Y)
    R - Qucen'n (1R, 2I)
    R - Rarron (0R, 3I, G)
    X - Thibah (1R, 1I)
    R - Tiamat (1R, 2I, Y)
    X - Vefut II (2R, 0I, R)

    Special Effects
    Productivity Spike - For the period of Round 5, the production capacity of the Druaa Space Dock is increased by 1.

    Order of Play
    The Naalu Collective: (0) Trade II Current Turn
    The L1z1x Mindnet: (1) Leadership
    Universities of Jol-Nar: (2) Diplomacy
    The Embers of Muaat: (3) Assembly
    The Ghosts of Creuss: (4) Production
    The Yin Brotherhood: (6) Warfare II

    MrBlarney on
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  • stever777stever777 AFK most Saturdays Registered User regular
    edited November 2012
    Naalu

    CRY HAVOC!
    Once more, into the breach!

    I spend a Command Pool Counter to activate Queen's Folly and perform a Tactical Action.
    1 Carrier with six Fighters and a Cruiser from the Druaa Home System will be moved in.

    Building units (w/+1 Capacity for Productivity Spike): I exhaust Druaa (3R), Abaddon (1R) & Ashtroth (2R) & 5TG.
    Build 2 Carriers (6R), a Cruiser (2R), two Fighters (1R) & a Mech (2R) at Druaa.


    TG/AC/PC: 6/3/1
    SA/FS/CP: 1/3/1

    stever777 on
    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • SeGaTaiSeGaTai Registered User regular
    Building is a separate activation of the Druaa system, one or the other per action

    PSN SeGaTai
  • stever777stever777 AFK most Saturdays Registered User regular
    Thx!
    Fixed.
    War first!

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • MrBlarneyMrBlarney Registered User regular
    edited November 2012
    Currently waiting for some initial orders... action card plays, order of actions, retreat conditionals are requested.

    MrBlarney on
    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Round 5: Battle at Queen's Folly

    Pre-Combat: L1z1x Assault Cannons 2d10 = {3 < 5, 6 > 5}, 1 hit. Naalu removes 1 Fighter.

    Round 1: L1z1x declares a Tactical Retreat, activating the Queen's Rift system (SA 1 --> 0).

    Naalu Cruiser 1d10 = {6 < 7}, Carrier 1d10 = {8 < 9}, Fighters 5#1d10+1 = {8, 2, 6, 8 < 9, 11 > 9}, 1 hit. L1z1x takes damage to one of his Dreadnoughts.
    L1z1x Dreadnoughts 2#1d10+1 = {2 < 5; 5 = 5}, 1 hit. Naalu removes 1 Fighter.

    L1z1x retreats his Dreadnoughts to the Queen's Rift; it is now L1z1x's turn to act.

    4463rwiq7r47.png
  • KilnagaKilnaga Registered User regular
    edited November 2012
    The L1Z1X play LEADERSHIP and gains three CCs, putting 2 in CP and 1 in SA. The L1Z1X play on the secondary, exhausting Torkan (3I) and Faunus (3I) to gain 3 more CCs, placing 2 in CP and 1 in SA.


    TG/AC/PC: 0/3/0
    SA/FS/CP: 2/4/5

    Kilnaga on
    "The psychedelic mind is a higher dimensional mind, it is not fit for three dimensional space time."
    - Terence McKenna
  • MrBodyMrBody Registered User regular
    Yin PASS on secondary.

  • Iron WeaselIron Weasel Dillon! You son of a bitch!Registered User regular
    Neener neener neener! Catch us if you can!

    Currently Playing:
    The Division, Warframe (XB1)
    GT: Tanith 6227
  • calibercaliber Registered User regular
    Jol-Nar PLAYS on secondary, exhausting Meer (4I) and Rigel I (1I) and cashing in a PC for 2 CCs, placing 1 each in SA and CP.

    Political card burned is:

    Class Struggle (LAW)
    For: When players receive Trade Goods from the Trade Strategy card, all Trade Goods are added together and distributed evenly to every player that would receive at least 1. Any that cannot be evenly distributed are lost.
    Against: Each player immediately loses 2 Trade Goods.

    TG/AC/PC: 4/4/1
    SA/FS/CP: 2/4/5

  • SeGaTaiSeGaTai Registered User regular
    edited November 2012
    Creuss

    play on secondary, exhaust mecatol rex for 6I=3 counters, placing 1 in FS, 21 in CP

    TG/AC/PC:7/4/1
    SA/FS/CP:2/9/4

    SeGaTai on
    PSN SeGaTai
  • stever777stever777 AFK most Saturdays Registered User regular
    Naalu PASS on secondary.

    Hosting Android: Netrunner - Thread 2: The Revenge

    The Black Hole of Cygnus X-1
  • MrBlarneyMrBlarney Registered User regular
    Jol-Nar, each command counter costs two influence, not three. Might want to revise those orders.

    4463rwiq7r47.png
  • calibercaliber Registered User regular
    So they do! Conferring now to see where we want to put the last CC, purchase stands as is.

  • calibercaliber Registered User regular
    Ok, put the third in SA as well.

    TG/AC/PC: 4/4/1
    SA/FS/CP: 3/4/5

  • MrBlarneyMrBlarney Registered User regular
    Creuss, I just noticed something that I forgot to make notification about, that being the Command Counter limit. Each player has a maximum of 16 Command Counters; since there is already one on the board from Diplomacy, you can have only 15 allocated and can only purchase two additional counters. For future note, if a player has allocated all their counters and a game effect requires a command counter to be placed from the reserves, such as Diplomacy, then the player must select an allocated counter to be placed instead.

    Once Creuss has updated orders and Muaat has made theirs, the turn will pass to Jol-Nar.

    4463rwiq7r47.png
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    edited November 2012
    I thought I had 5 in Fleet, 4 at the round beginning and added 1 from the bonus counter on assembly, but I might be wrong, the board says 4.

    Muaat

    I will exhaust Centauri(3I) and Gral(1I) to take two command counters, placing both in fleet supply.

    TG/AC/PC: 2/6/2
    SA/FS/CP: 1/7/2

    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!
  • MrBlarneyMrBlarney Registered User regular
    edited November 2012
    Yeah, I forgot to add the bonus counter. It'll be corrected shortly. If you want to update your orders, then feel free to do so.

    MrBlarney on
    4463rwiq7r47.png
  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Updated, lucky number 7 fleet strength.

    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!
  • MrBlarneyMrBlarney Registered User regular
    Alright, just waiting on @SeGaTai to update his secondary play in accordance with Command Counter limits.

    4463rwiq7r47.png
  • SeGaTaiSeGaTai Registered User regular
    Sorry, take away one of the CP counters. Didn't know there were component limits

    PSN SeGaTai
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