The Ghosts of Creuss: Activate Wormhole Nexus (CP 3 --> 2).
Move in 1 Detroyer from Lodor. Universities of Jol-Nar: Activate Arinam-Meer system (CP 5 --> 4).
Move in Flagship and 1 Cruiser from Naalu Home System and 1 Carrier, 1 Mechanized Unit, and 2 Ground Forces from Bereg-Lirta IV. The Yin Brotherhood: Activate Centauri-Gral (CP 2 --> 1).
Move in 2 Cruisers and 2 Ground Forces from Yin Home System.
Muaat PDS Fire misses.
Land 1 Ground Force on each of Centauri and Gral.
In the battle on Centauri, Yin loses 1 Ground Force while Muaat takes no casualties; combat resolves in favor of Muaat.
In the battle on Gral, Yin converts 1 Muaat Ground Force and loses 2 Ground Forces while Muaat takes no further casualties; combat resolves in favor of Muaat. The Embers of Muaat: Play Primary Ability of (6) Warfare II Strategy Card, placing the High Alert token in the Muaat Home System.
No player plays on the secondary. The Naalu Collective: Activate Bereg-Lirta IV system (CP 2 --> 1).
Move in 1 Cruiser, 1 Carrier, and 4 Fighters from Queen's Folly. The L1z1x Mindnet: Activate Thibah system (CP 3 --> 2).
Move in 2 Dreadnoughts from Queen's Rift.
The L1z1x Mindnet: 4 VP The Ghosts of Creuss: 3 VP Universities of Jol-Nar: 3 VP The Embers of Muaat: 2 VP The Naalu Collective: 1 VP The Yin Brotherhood: 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.: Jol-Nar, Muaat
[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, YinJol-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
Trade Contracts: (Jol-Nar [3], Jol-Nar [1])
Technology: Hylar V Assault Laser, Deep Space Cannon, Magen Defense Grid, War Sun, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System
Worlds: R - Jol (1R, 2I) R - Nar (2R, 3I) R - Arinam (1R, 2I, B) X - Bereg (3R, 1I, R) R - Lirta IV (2R, 3I, G) R - Meer (0R, 4I) R - Rigel I (0R, 1I, G) X - Rigel II (1R, 2I) R - Rigel III (1R, 1I, B)
Worlds: R - Creuss (4R, 2I) R - Lodor (3R, 1I, G) R - Mallice (0R, 3I) R - Mecatol Rex (1R, 6I) R - Mirage (1R, 2I, F (x2)) R - Tequ'ran (2R, 0I, R) R - Wellon (1R, 2I)
Worlds: R - Darien (2R, 4I) R - Hercalor (1R, 0I, Y) R - Qucen'n (1R, 2I) R - Rarron (0R, 3I, G) R - Thibah (1R, 1I) R - Tiamat (1R, 2I, Y) R - Vefut II (2R, 0I, R)
Neutral Planets and Special Effects
N - Vega Major (2R, 1I)
Strategic Planning - Muatt may play on Strategy Cards' secondary abilities this round without expending counters from Strategy Allocation.
Order of Play The Naalu Collective: (0) Technology II The L1z1x Mindnet: (1) Leadership The Ghosts of Creuss: (3) Assembly Current Turn Universities of Jol-Nar: (4) Production The Yin Brotherhood: (5) Trade II The Embers of Muaat: (6) Warfare II
caliber and GrimmyTOA, I really will be moving away from you this round, I have no hope of holding your PDS defended areas from your fleets, please do not attack. At least hold off one more turn to see what I am doing.
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!
We'll happily do something other than take potshots at your flagship with our PDS this turn, VS. If you're planning on moving away from our home systems, however, we urge you in the strongest terms to do so soon.
Jol Nar plays the Primary Ability of the Production Strategy Card. We exhaust our remaining planets (Jol, Nar, Arinam, Lirta IV, and Rigel 3) for 7 resources, add in two resources for Production, and Four Trade Goods, and our Sarween Tools bonus, giving us a production value of 14.
We build one War Sun and four fighters (using our Eviro-Compensator bonus to allow us to squeak out the fourth).
Play on secondary, spend 2 trade goods, Sarween Tools, and discard Technology Tariffs (LAW) to build on Quann 2 PDS (4R).
TG/AC/PC:0/5/1
SA/FS/CP:2/4/3
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!
Technology Tariffs (LAW)
For: All red technology costs +4 resources to purchase.
Against: Green technology cannot be acquired or purchased for the remainder of this round.
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 worry about the delays. I can try to call for another person to act as a partner for you if you want to, though?
Hi. I've been reading this game since turn 2, I think. If I can help, I'd love to.
Fidoh on
0
Options
Iron WeaselDillon!You son of a bitch!Registered Userregular
A new addition to the MindNet would be great; I wouldn't feel so bad about being away if I knew someone was available to make our plays and keep the game going.
Currently Playing:
The Division, Warframe (XB1)
GT: Tanith 6227
I want to point out, if it hasn't been pointed out already, that the Creuss are getting their secret objective this turn (8 ships and a space dock on Mecatol Rex). It might not be a bad idea for the Muaat to move their cruisers from Qucen'n and Rarron to Mecatol Rex, as this would most likely keep the Ghosts' number of ships below 8.
Also, to keep things moving, I'll just play...
The Mindnet plays on the secondary of Production and exhausts L1Z1X to build 1 dreadnought on L1Z1X.
You machines and your faulty logic loops, you always seem to get stuck on these things.
Probably would have taken diplomacy if I need to camp the middle for an objective.
Reinforced the middle to keep it from being easy pickings from Muaat while leaving my homeworld undefended to his warsun. Can't claim objectives w/o a homeworld. Only got to build troops there due to well timed production.
Muaat can go at all the remaining public objectives by taking Mecatol-that seems bad.
Okay then, well, you all saw this coming a mile away but still...
Ya'll gonna have to deal with Crues by yourself.
Honestly that production I am miffed at.
Could have totally invaded his homeworld thanks jol-nar.
I mean... ally, would never do that and all that stuff.
Anyway I get a bonus to space combat which means...
Muaat
Activate Darien with a tactical action. Move Warsun carrying 4 fighters and a mechanized infantry to Darien from Muaat, pass through Quann and pick up another fighter. Move 2 cruisers from Rarron to Darien. Move High Alert Token to Darien.
TG/AC/PC:0/5/1
SA/FS/CP:2/4/2
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!
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!
We would like to report an error in the galactic universal translator software. A bug seems to report the Muaat phrase "We're invading your homeworld" as "We will withdraw from your space".
Everyone be sure to recalibrate your device next Muaat dealing.
Planetary Landing on Darien with the mechanized infantry.
Look, our translators were built by the fish, blame them.
I take it you would not be willing to come to a trade agreement then this turn?
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!
I thought that the active player got to fire PDS, then the active players ships were vulnerable to PDS from other players, so your ships could have been hit or your PDS could have hit my ships, but a third party could not have PDS fired at my ships.
So jol nar did cover you by attacking my flagship with PDS last turn.
Just wondering.
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, mrbody, the only way we could have shot at VS would have been to activate our home system last turn, which would have utterly penned us in. His most recent move wasn't PDS-eligible for us.
Not that I wouldn't be totally ruthless if there was an opening, but I also wouldn't go making promises to the contrary then break it first thing. Pretty low.
I guess it's safe to say at this point that both my secret objectives involved Mecatol Rex. One was possible, but a lot harder for Yin to pull off than anyone else. The other was bonkers crazy that required over 30 resources dumped into stuff no one would want and could be undone at any time. That objective was 2 points, which contributed to at least an extra inch of my jaw dropping when I saw L1z1x's "own 2 systems adjacent to homeworlds" objective for 2 points.
Posts
The Ghosts of Creuss: Activate Wormhole Nexus (CP 3 --> 2).
Move in 1 Detroyer from Lodor.
Universities of Jol-Nar: Activate Arinam-Meer system (CP 5 --> 4).
Move in Flagship and 1 Cruiser from Naalu Home System and 1 Carrier, 1 Mechanized Unit, and 2 Ground Forces from Bereg-Lirta IV.
The Yin Brotherhood: Activate Centauri-Gral (CP 2 --> 1).
Move in 2 Cruisers and 2 Ground Forces from Yin Home System.
Muaat PDS Fire misses.
Land 1 Ground Force on each of Centauri and Gral.
In the battle on Centauri, Yin loses 1 Ground Force while Muaat takes no casualties; combat resolves in favor of Muaat.
In the battle on Gral, Yin converts 1 Muaat Ground Force and loses 2 Ground Forces while Muaat takes no further casualties; combat resolves in favor of Muaat.
The Embers of Muaat: Play Primary Ability of (6) Warfare II Strategy Card, placing the High Alert token in the Muaat Home System.
No player plays on the secondary.
The Naalu Collective: Activate Bereg-Lirta IV system (CP 2 --> 1).
Move in 1 Cruiser, 1 Carrier, and 4 Fighters from Queen's Folly.
The L1z1x Mindnet: Activate Thibah system (CP 3 --> 2).
Move in 2 Dreadnoughts from Queen's Rift.
Current Map: Round 6, Action Phase Update 2
Current Technologies
Victory Points and Objectives
The Ghosts of Creuss: 3 VP
Universities of Jol-Nar: 3 VP
The Embers of Muaat: 2 VP
The Naalu Collective: 1 VP
The Yin Brotherhood: 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.: Jol-Nar, Muaat
[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:
Action Cards: 3
Political Cards: 3
Strategy Allocation: 3
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, War Sun, Antimass Deflectors, XRD Transporters, Enviro Compensator, Sarween Tools, Micro Technology, Nano Technology, Graviton Laser System
Worlds:
R - Jol (1R, 2I)
R - Nar (2R, 3I)
R - Arinam (1R, 2I, B)
X - Bereg (3R, 1I, R)
R - Lirta IV (2R, 3I, G)
R - Meer (0R, 4I)
R - Rigel I (0R, 1I, G)
X - Rigel II (1R, 2I)
R - Rigel III (1R, 1I, B)
Action Cards: 3
Political Cards: 1
Strategy Allocation: 2
Fleet Supply: 3
Command Pool: 1
Trade Contracts: (Naalu [2], Naalu [1])
Technology: Antimass Deflectors, Enviro Compensator, Hylar V Assault Laser, Hybrid Crystal Drives
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
X - Abaddon (1R, 0I, R)
X - Ashtroth (2R, 0I)
X - Loki (1R, 2I)
Action Cards: 4
Political Cards: 0
Strategy Allocation: 1
Fleet Supply: 5
Command Pool: 2
Trade Contracts: (L1z1x [1], L1z1x [1])
Technology: Enviro Compensator, Stasis Capsules, Cybernetics, Neural Motivator, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon
Worlds:
R - [0.0.0] (5R, 0I)
X - Faunus (1R, 3I, G (x2))
X - Saudor (2R, 2I)
R - Torkan (0R, 3I, B)
X - Vega Minor (1R, 2I, B)
Action Cards: 3
Political Cards: 1
Strategy Allocation: 2
Fleet Supply: 8
Command Pool: 2
Trade Contracts: (Creuss [2], Creuss [2])
Technology: Antimass Deflectors, XRD Transporters, Hylar V Assault Laser
Worlds:
R - Creuss (4R, 2I)
R - Lodor (3R, 1I, G)
R - Mallice (0R, 3I)
R - Mecatol Rex (1R, 6I)
R - Mirage (1R, 2I, F (x2))
R - Tequ'ran (2R, 0I, R)
R - Wellon (1R, 2I)
Action Cards: 5
Political Cards: 2
Strategy Allocation: 2
Fleet Supply: 4
Command Pool: 3
Trade Contracts: (Muaat [2], Muaat [2])
Technology: Enviro Compensator, Sarween Tools, Micro Technology, Hylar V Assault Laser, Deep Space Cannon, War Sun, Neural Motivator, Magmus Reactor
Worlds:
X - Muaat (4R, 1I)
X - Capha (3R, 0I)
R - Centauri (1R, 3I)
X - Gral (1R, 1I, B)
X - Quann (2R, 1I, G)
X - Tar'mann (1R, 1I)
Action Cards: 2
Political Cards: 1
Strategy Allocation: 2
Fleet Supply: 7
Command Pool: 1
Trade Contracts: (Yin [1], Yin [1])
Technology: Hylar V Assault Laser, Automated Defense Turrets, Enviro Compensator, Stasis Capsules
Worlds:
R - Darien (2R, 4I)
R - Hercalor (1R, 0I, Y)
R - Qucen'n (1R, 2I)
R - Rarron (0R, 3I, G)
R - Thibah (1R, 1I)
R - Tiamat (1R, 2I, Y)
R - Vefut II (2R, 0I, R)
Neutral Planets and Special Effects
Strategic Planning - Muatt may play on Strategy Cards' secondary abilities this round without expending counters from Strategy Allocation.
Order of Play
The Naalu Collective: (0) Technology II
The L1z1x Mindnet: (1) Leadership
The Ghosts of Creuss: (3) Assembly Current Turn
Universities of Jol-Nar: (4) Production
The Yin Brotherhood: (5) Trade II
The Embers of Muaat: (6) Warfare II
Activate Mecatol Rex-Build 2 destroyers and 1 PDS, exhausting Creuss(4R), move in 1 destroyer from Lodor
TG/AC/PC:3/3/1
SA/FS/CP:2/8/1
Jol Nar plays the Primary Ability of the Production Strategy Card. We exhaust our remaining planets (Jol, Nar, Arinam, Lirta IV, and Rigel 3) for 7 resources, add in two resources for Production, and Four Trade Goods, and our Sarween Tools bonus, giving us a production value of 14.
We build one War Sun and four fighters (using our Eviro-Compensator bonus to allow us to squeak out the fourth).
Others may now play on the Secondary.
Spend one SA to build 3 destroyers in Darien, exhausting Thibath (1R) Qucen'n (1R) and Heracalor (1R)
TG/AC/PC:1/2/1
SA/FS/CP:1/7/1
PLAY secondary
Spend one SA to build a carrier & a destroyer in Druaa, exhausting Druaa (3R) and discarding 1 PC -
Emperor (LAW)
Elect Player: The elected player immediately gains 1 victory point. If he ever loses this card, he loses 1 victory point.
TG/AC/PC: 0/3/0
SA/FS/CP: 1/3/1
The Black Hole of Cygnus X-1
TG/AC/PC:3/3/1
SA/FS/CP:1/8/1
TG/AC/PC:0/5/1
SA/FS/CP:2/4/3
For: All red technology costs +4 resources to purchase.
Against: Green technology cannot be acquired or purchased for the remainder of this round.
The Division, Warframe (XB1)
GT: Tanith 6227
So much hate for you... Raaaar&etc
Hi. I've been reading this game since turn 2, I think. If I can help, I'd love to.
The Division, Warframe (XB1)
GT: Tanith 6227
Also, to keep things moving, I'll just play...
The Mindnet plays on the secondary of Production and exhausts L1Z1X to build 1 dreadnought on L1Z1X.
TG/AC/PC:0/4/0
SA/FS/CP:0/5/2
Probably would have taken diplomacy if I need to camp the middle for an objective.
Reinforced the middle to keep it from being easy pickings from Muaat while leaving my homeworld undefended to his warsun. Can't claim objectives w/o a homeworld. Only got to build troops there due to well timed production.
Muaat can go at all the remaining public objectives by taking Mecatol-that seems bad.
Do your own dirty work lazy robots.
Flip values of Darien
Ya'll gonna have to deal with Crues by yourself.
Honestly that production I am miffed at.
Could have totally invaded his homeworld thanks jol-nar.
I mean... ally, would never do that and all that stuff.
Anyway I get a bonus to space combat which means...
Muaat
Activate Darien with a tactical action. Move Warsun carrying 4 fighters and a mechanized infantry to Darien from Muaat, pass through Quann and pick up another fighter. Move 2 cruisers from Rarron to Darien. Move High Alert Token to Darien.
TG/AC/PC:0/5/1
SA/FS/CP:2/4/2
The Black Hole of Cygnus X-1
First, however, we need to resolve the battle at Darien. I'll get that going once I get confirmation of any pre-battle orders.
No orders
The Division, Warframe (XB1)
GT: Tanith 6227
Pre-Battle: Yin Anti-Fighter Barrage 9#1d10+3 = {8, 5, 8, 4 < 9; 11, 10, 10, 9, 9 >= 9}, 5 hits. Muaat removes 5 Fighters.
Round 1: Muaat War Sun 3#1d10+1 = {6, 4, 8 > 3}, Cruisers 2#1d10+2 = {9, 11 > 7}, 5 hits. Yin, what units will take the hits?
Yin Destroyers 3#1d10+1 = {3, 6, 5 < 9}, Fighters 3d10 = {7, 8, 8 < 9}, no hits.
Everyone be sure to recalibrate your device next Muaat dealing.
Look, our translators were built by the fish, blame them.
I take it you would not be willing to come to a trade agreement then this turn?
So jol nar did cover you by attacking my flagship with PDS last turn.
Just wondering.
I guess it's safe to say at this point that both my secret objectives involved Mecatol Rex. One was possible, but a lot harder for Yin to pull off than anyone else. The other was bonkers crazy that required over 30 resources dumped into stuff no one would want and could be undone at any time. That objective was 2 points, which contributed to at least an extra inch of my jaw dropping when I saw L1z1x's "own 2 systems adjacent to homeworlds" objective for 2 points.
PASS
TG/AC/PC: 0/3/0
SA/FS/CP: 1/3/1
The Black Hole of Cygnus X-1