Claim Objectives The Emirates of Hacan: [1 VP] I have Technology Advances in all 4 colors. (VP 5 --> 6) The L1z1x Mindnet: [2 VP] I have at least 9 Technology Advances. (VP 5 --> 7) Sardakk N'orr: [1 VP] I have at least 5 Technology Advances. (VP 5 --> 6) The Yin Brotherhood: [1 VP] I have at least 5 Technology Advances. (VP 4 --> 5) The Mentak Coalition: [1 VP] I have at least 5 Technology Advances. (VP 6 --> 7) Allocate Counters The Emirates of Hacan: AC 2 --> 3; SA 1 --> 3 The L1z1x Mindnet: AC 3 --> 4; SA 1 --> 2, CP 2 --> 3
Discard Action Card "Military Foresight" to comply with Limits to Individual Power. (AC 4 --> 3) Sardakk N'orr: AC 3 --> 4; FS 6 --> 7, CP 0 --> 1
Discard Action Card "Flanking Tactic" to comply with Limits to Individual Power. (AC 4 --> 3) The Clan of Saar: AC 3 --> 4; CP 4 --> 6
Discard Action Card "Friendly Fire" to comply with Limits to Individual Power. (AC 4 --> 3) The Yin Brotherhood: AC 2 --> 3; FS 8 --> 10 The Mentak Coalition: AC 1 --> 2; CP 1 --> 3
The L1z1x Mindnet: 7 VP The Mentak Coalition: 7 VP The Clan of Saar: 6 VP The Emirates of Hacan: 6 VP Sardakk N'orr: 6 VP The Yin Brotherhood: 5 VP
Public Objectives
[1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.: N'orr, Mentak
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: Hacan. Yin, N'orr, Mentak, Saar
[1 VP] I control Mecatol Rex.: Saar
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.: Hacan, Yin, L1z1x, Mentak, N'orr
[1 VP] I have Technology Advances in all 4 colors.: Mentak, Hacan
[1 VP] I have at least 5 Technology Advances.: Hacan, N'orr, Yin, Mentak
[2 VP] I have at least 9 Technology Advances.: L1z1x
4 Stage II Objectives remain in the deck.
Secret Objectives The Clan of Saar: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces or Mechanized Units here. The Emirates of Hacan: 2 Secret Objectives The Yin Brotherhood: 2 Secret Objectives The Mentak Coalition: 2 Secret Objectives Sardakk N'orr: 2 Secret Objectives The L1z1x Mindnet: [2 VP] Focused: I control at least 4 planets with the same technology specialty.
Imperial Mandate - Each player receives two victory points. (Political card resolved Round 6.)
Trade Contracts: Yin [1] (Hacan [3])
Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon, War Sun, Stasis Capsules, Antimass Deflectors
Worlds: R - Arretze (2R, 0I) R - Hercant (1R, 1I) R - Kamdorn (0R, 1I) R - Bereg (3R, 1I, R) R - Cormund (2R, 0I) R - Garbozia (2R, 1I, G) R - Hope's End (3R, 0I, GF (x2)) R - Lirta IV (2R, 3I, G)
Trade Contracts: Hacan [3], N'orr [2]
Technology: Hylar V Assault Laser, Automated Defense Turrets, Deep Space Cannon, Duranium Armor, Antimass Deflectors, Gravity Drive, Cybernetics
Worlds: R - Darien (2R, 4I) R - Bellatrix (0R, 1I, R) R - Industrex (2R, 0I, R (x2)) R - Mellon (0R, 2I) R - Quann (2R, 1I, G) R - Tequ'ran (2R, 0I, R) R - Torkan (0R, 3I, B) R - Tsion (2R, 2I, TG (x2)) R - Zohbat (3R, 1I, B)
Trade Contracts: N'orr [1], Mentak [1]
Technology: Enviro Compensator, Micro Technology, Stasis Capsules, Cybernetics, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon, Type IV Drive, Advanced Fighters, Light/Wave Deflector, Inheritance Systems
Worlds: R - [0.0.0] (5R, 0I) R - Arinam (1R, 2I, B) R - Gral (1R, 1I, B) R - Lisis II (1R, 0I) R - Mallice (0R, 3I) R - Ragh (2R, 1I) R - Rigel I (0R, 1I, G) R - Rigel II (1R, 2I) R - Rigel III (1R, 1I, B) R - Tempesta (1R, 1I, B (x2))
Neutral Worlds and Special Effects
N - Centauri (1R, 3I)
Free Trade (LAW): Each time a player receives Trade Goods from active trade agreements, they receive 1 additional Trade Good. Limits to Individual Power (LAW): The Action Card hand limit is 3. Whenever a player draws a new Action Card, he must immediately discard down to 3.
Order of Play The L1z1x Mindnet: The Clan of Saar: The Emirates of Hacan: The Yin Brotherhood: The Mentak Coalition: Sardakk N'orr:
Each player may now select a Strategy Card in turn order. The (4) Production Strategy Card has one Bonus counter while the (2) Diplomacy II Strategy Card has two Bonus counters. When a player selects one of these cards, they may immediately convert each Bonus counter into a Trade Good or allocate a Command Counter.
Yin has conditional orders to play the following Action Card at the start of the Strategy Phase:
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.
Yin targets the (8) Bureaucracy Strategy Card. All other players to declare or decline Sabotage before Strategy Card selection will begin.
0
Options
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
No sabotage.
0
Options
El SkidThe frozen white northRegistered Userregular
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!
0
Options
El SkidThe frozen white northRegistered Userregular
Mentak uses their racial ability to take one Trade Good from each of Yin and N'orr. (Yin TG 5 --> 4; N'orr TG 5 --> 4; Mentak TG 0 --> 2)
Yin plays Action Card "Strategic Shift", preventing the (8) Bureaucracy Strategy Card from being selected this round. The L1z1x Mindnet: Select the (6) Warfare II* Strategy Card. The Clan of Saar: Select the (4) Production Strategy Card, converting one bonus counter into a Trade Good. (TG 2 --> 3) The Emirates of Hacan: Select the (7) Technology II Strategy Card. The Yin Brotherhood: Select the (1) Leadership Strategy Card. The Mentak Coalition: Select the (3) Assembly Strategy Card. Sardakk N'orr: Select the (2) Diplomacy II Strategy Card, converting two bonus counters into command counters, one allocated to each of Fleet Supply and Command Pool. (FS 7 --> 8, CP 1 --> 2)
Bonus counters are placed on the (5) Trade II and (8) Bureaucracy Strategy Cards.
Order of Play The Yin Brotherhood: (1) Leadership Current Player ( @Phyphor ) Sardakk N'orr: (2) Diplomacy II The Mentak Coalition: (3) Assembly The Clan of Saar: (4) Production The L1z1x Mindnet: (6) Warfare II* The Emirates of Hacan: (7) Technology II
Well no, this game has had no cunning plans from me. I really needed to take assembly and have tech go to you to have a chance because this only works if I go first (an additional dread, carrier and 4 fighters from your build kills me outright and even so this is a coin toss)
Smash. Everything in armor/lor plus the other 3 destroyers to Moll Primus
Well no, this game has had no cunning plans from me. I really needed to take assembly and have tech go to you to have a chance because this only works if I go first (an additional dread, carrier and 4 fighters from your build kills me outright and even so this is a coin toss)
Smash. Everything in armor/lor plus the other 3 destroyers to Moll Primus
Yin has 2 Dreadnoughts, 3 Cruisers, 4 Destroyers, 1 Carrier, and 4 Fighters.
Mentak has Flagship Fourth Moon, 2 Cruisers, 1 Destroyer, 1 Carrier, and 7 Fighters.
Pre-Battle Effects
Mentak PDS fire triggers before the battle.
Mentak uses their racial ability to fire with 2 Cruisers before the first round of combat.
Anti-fighter Barrage will be resolved after these two effects.
Geth roll 4d10t6 for Mentak PDS Fire
Geth roll 2d10t6 for Mentak racial ability
As the results stand I'll sacrifice a destroyer to kill the flagship. If instead the flagship remains undamaged and a cruiser is killed instead I'll have to think about it
El SkidThe frozen white northRegistered Userregular
Oooohhh I thought your ability just killed something, hence the damaged flgagship. I guess I'd have killed a cruiser instead if I'd thought to read that. If you're offering a chance to chamge my declaration I guess I will? Though impact on the battle will be pretty minimal...
It's actually pretty impactful since the attacker takes casualties first; the presence of Fourth Moon on the field would prevent Yin from making use of the Dreadnoughts' Sustain Damage ability for one more round, and it has a higher combat value. Even though it is already Round 7, I feel like I should be fair to allow the smart play for a Cruiser to be destroyed rather than the Fourth Moon damaged. (I probably should have overridden the battle orders in the first place, now that I think about it.) Does this change your use of the racial ability, @Phyphor? Or we can do the house-rule compromise, Mentak keeps their damaged Fourth Moon for the next combat round, but not their flagship's special ability, with Yin able to use their racial ability to trade a Destroyer for a Cruiser.
While either killing the flagship outright or the houserule would be strictly superior for me, I dislike taking advantage of incorrect play based on a rule misread like that, so he can swap to killing a cruiser and I will sacrifice a destroyer to kill the other cruiser
Mentak scores 1 hit: @Phyphor, which unit takes the hit?
Yin scores 3 hits, destroying Mentak Flagship Fourth Moon.
Combat will resolve in favor of Yin.
Play Diplomacy 2, choosing option (a) Choose one system containing a planet you control. Each opponent must place one of his Command Counters into the system from his reinforcements.
on Sumerian/Arcturus
Diplo secondaries up I guess: Secondary Ability: Peaceful Annexation Spend 1 Command Counter from your Strategy Allocation area and 3 Influence to claim an empty planet adjacent to a system you control. Place your Command Marker on the planet.
0
Options
AuralynxDarkness is a perspectiveWatching the ego workRegistered Userregular
Play Diplomacy 2, choosing option (a) Choose one system containing a planet you control. Each opponent must place one of his Command Counters into the system from his reinforcements.
on Sumerian/Arcturus
Diplo secondaries up I guess: Secondary Ability: Peaceful Annexation Spend 1 Command Counter from your Strategy Allocation area and 3 Influence to claim an empty planet adjacent to a system you control. Place your Command Marker on the planet.
Do you care if I trade up to Lisis or Velnor from Meer?
Play Diplomacy 2, choosing option (a) Choose one system containing a planet you control. Each opponent must place one of his Command Counters into the system from his reinforcements.
on Sumerian/Arcturus
Diplo secondaries up I guess: Secondary Ability: Peaceful Annexation Spend 1 Command Counter from your Strategy Allocation area and 3 Influence to claim an empty planet adjacent to a system you control. Place your Command Marker on the planet.
Do you care if I trade up to Lisis or Velnor from Meer?
Nothing I can do to stop you...
It's the last round, I don't think the populations of those planets will mind a change in their allegiances.
0
Options
El SkidThe frozen white northRegistered Userregular
Posts
Claim Objectives
The Emirates of Hacan: [1 VP] I have Technology Advances in all 4 colors. (VP 5 --> 6)
The L1z1x Mindnet: [2 VP] I have at least 9 Technology Advances. (VP 5 --> 7)
Sardakk N'orr: [1 VP] I have at least 5 Technology Advances. (VP 5 --> 6)
The Yin Brotherhood: [1 VP] I have at least 5 Technology Advances. (VP 4 --> 5)
The Mentak Coalition: [1 VP] I have at least 5 Technology Advances. (VP 6 --> 7)
Allocate Counters
The Emirates of Hacan: AC 2 --> 3; SA 1 --> 3
The L1z1x Mindnet: AC 3 --> 4; SA 1 --> 2, CP 2 --> 3
Discard Action Card "Military Foresight" to comply with Limits to Individual Power. (AC 4 --> 3)
Sardakk N'orr: AC 3 --> 4; FS 6 --> 7, CP 0 --> 1
Discard Action Card "Flanking Tactic" to comply with Limits to Individual Power. (AC 4 --> 3)
The Clan of Saar: AC 3 --> 4; CP 4 --> 6
Discard Action Card "Friendly Fire" to comply with Limits to Individual Power. (AC 4 --> 3)
The Yin Brotherhood: AC 2 --> 3; FS 8 --> 10
The Mentak Coalition: AC 1 --> 2; CP 1 --> 3
Current Map: Start of Strategy Phase
Current Technologies
Victory Points and Objectives
The Mentak Coalition: 7 VP
The Clan of Saar: 6 VP
The Emirates of Hacan: 6 VP
Sardakk N'orr: 6 VP
The Yin Brotherhood: 5 VP
Public Objectives
[1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn.: N'orr, Mentak
[1 VP] I now spend 3 Command Counters from my Command and/or Strategy Allocation areas.: Hacan. Yin, N'orr, Mentak, Saar
[1 VP] I control Mecatol Rex.: Saar
[1 VP] I successfully invaded one planet containing at least 1 opposing Ground Force or Mechanized Unit this turn.: Hacan, Yin, L1z1x, Mentak, N'orr
[1 VP] I have Technology Advances in all 4 colors.: Mentak, Hacan
[1 VP] I have at least 5 Technology Advances.: Hacan, N'orr, Yin, Mentak
[2 VP] I have at least 9 Technology Advances.: L1z1x
4 Stage II Objectives remain in the deck.
Secret Objectives
The Clan of Saar: [2 VP] Usurper: I control Mecatol Rex; I have a Space Dock and at least 6 Ground Forces or Mechanized Units here.
The Emirates of Hacan: 2 Secret Objectives
The Yin Brotherhood: 2 Secret Objectives
The Mentak Coalition: 2 Secret Objectives
Sardakk N'orr: 2 Secret Objectives
The L1z1x Mindnet: [2 VP] Focused: I control at least 4 planets with the same technology specialty.
Imperial Mandate - Each player receives two victory points. (Political card resolved Round 6.)
The Clan of Saar: Auralynx
Action Cards: 3
Political Cards: 2
Strategy Allocation: 5
Fleet Supply: 5
Command Pool: 6
Trade Contracts: Mentak [1] (Saar [2])
Technology: Antimass Deflectors, XRD Transporter, Cybernetics, Floating Factory
Worlds:
R - Mecatol Rex (1R, 6I)
R - Meer (0R, 4I)
Action Cards: 3
Political Cards: 3
Strategy Allocation: 3
Fleet Supply: 6
Command Pool: 2
Trade Contracts: Yin [1] (Hacan [3])
Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon, War Sun, Stasis Capsules, Antimass Deflectors
Worlds:
R - Arretze (2R, 0I)
R - Hercant (1R, 1I)
R - Kamdorn (0R, 1I)
R - Bereg (3R, 1I, R)
R - Cormund (2R, 0I)
R - Garbozia (2R, 1I, G)
R - Hope's End (3R, 0I, GF (x2))
R - Lirta IV (2R, 3I, G)
Action Cards: 3
Political Cards: 4
Strategy Allocation: 1
Fleet Supply: 10
Command Pool: 2
Trade Contracts: Hacan [3], N'orr [2]
Technology: Hylar V Assault Laser, Automated Defense Turrets, Deep Space Cannon, Duranium Armor, Antimass Deflectors, Gravity Drive, Cybernetics
Worlds:
R - Darien (2R, 4I)
R - Bellatrix (0R, 1I, R)
R - Industrex (2R, 0I, R (x2))
R - Mellon (0R, 2I)
R - Quann (2R, 1I, G)
R - Tequ'ran (2R, 0I, R)
R - Torkan (0R, 3I, B)
R - Tsion (2R, 2I, TG (x2))
R - Zohbat (3R, 1I, B)
Action Cards: 2
Political Cards: 4
Strategy Allocation: 1
Fleet Supply: 6
Command Pool: 3
Trade Contracts: Saar [1], L1z1x [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Automated Defense Turrets, Enviro Compensator, Stasis Capsules, Antimass Deflectors, Gravity Drive, Mirror Computing
Worlds:
R - Moll Primus (4R, 1I)
R - Abyz (3R, 0I)
R - Arnor (2R, 1I)
R - Faunus (1R, 3I, G (x2))
R - Fria (2R, 0I, B)
R - Lor (1R, 2I, R)
Action Cards: 3
Political Cards: 2
Strategy Allocation: 1
Fleet Supply: 7
Command Pool: 1
Trade Contracts: Yin [1], L1z1x [1]
Technology: Hylar V Assault Laser, Deep Space Cannon, Enviro Compensator, Stasis Capsules, Antimass Deflectors
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
R - Arcturus (1R, 1I)
R - Lazar (1R, 0I)
R - Lisis (2R, 2I)
R - Lodor (3R, 1I, G)
R - Mirage (1R, 2I, F (x2))
R - Sakulag (2R, 1I)
R - Sumerian (2R, 2I, TG (x2))
R - Velnor (2R, 0I, R)
Action Cards: 3
Political Cards: 3
Strategy Allocation: 2
Fleet Supply: 8
Command Pool: 3
Trade Contracts: N'orr [1], Mentak [1]
Technology: Enviro Compensator, Micro Technology, Stasis Capsules, Cybernetics, Hylar V Assault Laser, Automated Defense Turrets, Assault Cannon, Type IV Drive, Advanced Fighters, Light/Wave Deflector, Inheritance Systems
Worlds:
R - [0.0.0] (5R, 0I)
R - Arinam (1R, 2I, B)
R - Gral (1R, 1I, B)
R - Lisis II (1R, 0I)
R - Mallice (0R, 3I)
R - Ragh (2R, 1I)
R - Rigel I (0R, 1I, G)
R - Rigel II (1R, 2I)
R - Rigel III (1R, 1I, B)
R - Tempesta (1R, 1I, B (x2))
Neutral Worlds and Special Effects
Free Trade (LAW): Each time a player receives Trade Goods from active trade agreements, they receive 1 additional Trade Good.
Limits to Individual Power (LAW): The Action Card hand limit is 3. Whenever a player draws a new Action Card, he must immediately discard down to 3.
Order of Play
The L1z1x Mindnet:
The Clan of Saar:
The Emirates of Hacan:
The Yin Brotherhood:
The Mentak Coalition:
Sardakk N'orr:
Each player may now select a Strategy Card in turn order. The (4) Production Strategy Card has one Bonus counter while the (2) Diplomacy II Strategy Card has two Bonus counters. When a player selects one of these cards, they may immediately convert each Bonus counter into a Trade Good or allocate a Command Counter.
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.
Yin targets the (8) Bureaucracy Strategy Card. All other players to declare or decline Sabotage before Strategy Card selection will begin.
Choose 6 warfare
@Phyphor
@el skid
I'll take the TG.
Select Assembly
Mentak uses their racial ability to take one Trade Good from each of Yin and N'orr. (Yin TG 5 --> 4; N'orr TG 5 --> 4; Mentak TG 0 --> 2)
Yin plays Action Card "Strategic Shift", preventing the (8) Bureaucracy Strategy Card from being selected this round.
The L1z1x Mindnet: Select the (6) Warfare II* Strategy Card.
The Clan of Saar: Select the (4) Production Strategy Card, converting one bonus counter into a Trade Good. (TG 2 --> 3)
The Emirates of Hacan: Select the (7) Technology II Strategy Card.
The Yin Brotherhood: Select the (1) Leadership Strategy Card.
The Mentak Coalition: Select the (3) Assembly Strategy Card.
Sardakk N'orr: Select the (2) Diplomacy II Strategy Card, converting two bonus counters into command counters, one allocated to each of Fleet Supply and Command Pool. (FS 7 --> 8, CP 1 --> 2)
Bonus counters are placed on the (5) Trade II and (8) Bureaucracy Strategy Cards.
Order of Play
The Yin Brotherhood: (1) Leadership Current Player ( @Phyphor )
Sardakk N'orr: (2) Diplomacy II
The Mentak Coalition: (3) Assembly
The Clan of Saar: (4) Production
The L1z1x Mindnet: (6) Warfare II*
The Emirates of Hacan: (7) Technology II
Smash. Everything in armor/lor plus the other 3 destroyers to Moll Primus
Wish you'd told me.
Yin has 2 Dreadnoughts, 3 Cruisers, 4 Destroyers, 1 Carrier, and 4 Fighters.
Mentak has Flagship Fourth Moon, 2 Cruisers, 1 Destroyer, 1 Carrier, and 7 Fighters.
Pre-Battle Effects
Mentak PDS fire triggers before the battle.
Mentak uses their racial ability to fire with 2 Cruisers before the first round of combat.
Anti-fighter Barrage will be resolved after these two effects.
Geth roll 4d10t6 for Mentak PDS Fire
Geth roll 2d10t6 for Mentak racial ability
Mentak racial ability destroys 1 Yin Fighter.
Geth roll 3d10t6 for Mentak Anti-Fighter Barrage
Geth roll 12d10t6 for Yin Anti-Fighter Barrage
Yin Anti-Fighter Barrage destroys 5 Mentak Fighters.
Combat Round 1
Yin has 2 Dreadnoughts, 3 Cruisers, 4 Destroyers, and 1 Carrier.
Mentak has Flagship Fourth Moon, 2 Cruisers, 1 Destroyer, 1 Carrier, and 2 Fighters.
Geth roll 2d10t5+3d10t6+4d10t8+1d10t9 for Yin
Geth roll 2d10t5+2d10t6+1d10t8+1d10t9+2d10t9 for Mentak
Yin scores 5 hits, damaging the Mentak Flagship Fourth Moon and destroying 1 Mentak Destroyer, 1 Carrier, and 2 Fighters.
As the results stand I'll sacrifice a destroyer to kill the flagship. If instead the flagship remains undamaged and a cruiser is killed instead I'll have to think about it
Yin destroys 2 Destroyers and 1 Carrier.
Combat Round 2
Before the start of the combat round, Yin sacrifices 1 Destroyer to land 1 hit on a Mentak Cruiser, destroying it.
Yin has 2 Dreadnoughts, 3 Cruisers, and 1 Destroyer.
Mentak has Flagship Fourth Moon.
Geth roll 2d10t5+3d10t6+1d10t8 for Yin
Geth roll 2d10t5 for Mentak
Yin scores 3 hits, destroying Mentak Flagship Fourth Moon.
Combat will resolve in favor of Yin.
@Lykouragh, you have the next action.
on Sumerian/Arcturus
Diplo secondaries up I guess: Secondary Ability: Peaceful Annexation Spend 1 Command Counter from your Strategy Allocation area and 3 Influence to claim an empty planet adjacent to a system you control. Place your Command Marker on the planet.
Do you care if I trade up to Lisis or Velnor from Meer?
Nothing I can do to stop you...
It's the last round, I don't think the populations of those planets will mind a change in their allegiances.