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Twilight Imperium Game 11 - Round 7: Game Over!

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Posts

  • PredaPreda Registered User regular
    Pass

  • El SkidEl Skid The frozen white northRegistered User regular
  • El SkidEl Skid The frozen white northRegistered User regular
    Whoops you passed. @Lykouragh

  • MrBlarneyMrBlarney Registered User regular
    Round 7: Action Phase Update 5

    The Yin Brotherhood: Pass turn.
    Sardakk N'orr: Activate the Mellon-Zohbat system. (CP 1 --> 0)
    Move in 2 Cruisers and 1 Destroyer from Endless Road, 3 Cruisers, 2 Carriers, 4 Fighters, 2 Mechanized Units, 4 Ground Forces, and 2 PDS from Arcturus-Sumerian.
    The N'orr [2] <--> Yin [1] Trade Agreement is broken.
    During the space combat, N'orr exhausts Action Cards "Morale Boost" and "Recheck" and loses 1 Cruiser, 1 Destroyer, 1 Carrier, 4 Fighters, 2 Mechanized Units, 1 Ground Force, and 1 PDS Unit, while Yin loses 2 Dreadnoughts, 2 Cruisers, 1 Carrier, and 2 Fighters; combat resolves in favor of N'orr.
    Land 3 Ground Forces and 1 PDS Unit on Zohbat.
    During invasion combat, N'orr loses 3 Ground Forces while Yin damages 1 Mechanized Unit; combat resolves in favor of Yin and 1 N'orr PDS unit is destroyed.
    The Mentak Coalition: Activate the N'orr home system. (CP 5 --> 4)
    Move in 1 Cruiser and 1 Destroyer from Prisoner's Gate and 1 Cruiser from Faunus.
    During the space combat, Mentak suffers no casualties while N'orr loses 1 Carrier and 3 Fighters; combat resolves in favor of Mentak.
    The L1z1x Mindnet: Pass turn.
    The Emirates of Hacan: Pass turn.

    Current Map: Action Phase Update 5

    Current Technologies

    Victory Points and Objectives
    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.)

    The Clan of Saar: Auralynx
    Trade Goods: 3
    Action Cards: 2
    Political Cards: 2

    Strategy Allocation: 4
    Fleet Supply: 5
    Command Pool: 4

    Trade Contracts: Mentak [1] (Saar [2])
    Technology: Antimass Deflectors, XRD Transporters, Cybernetics, Floating Factory

    Worlds:
    R - Mecatol Rex (1R, 6I)
    X - Abyz (3R, 0I)
    X - Meer (0R, 4I)
    X - Tsion (2R, 2I, TG (x2))
    The Emirates of Hacan: Preda
    Trade Goods: 0
    Action Cards: 3
    Political Cards: 3

    Strategy Allocation: 2
    Fleet Supply: 6
    Command Pool: 1

    Trade Contracts: Yin [1] (Hacan [3])
    Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon, War Sun, Stasis Capsules, Cybernetics, Antimass Deflectors, Gravity Drive

    Worlds:
    X - Arretze (2R, 0I)
    X - Hercant (1R, 1I)
    X - Kamdorn (0R, 1I)
    X - Bereg (3R, 1I, R)
    X - Cormund (2R, 0I)
    X - Garbozia (2R, 1I, G)
    X - Hope's End (3R, 0I, GF (x2))
    X - Lirta IV (2R, 3I, G)
    The Yin Brotherhood: Phyphor
    Trade Goods: 4
    Action Cards: 3
    Political Cards: 4

    Strategy Allocation: 0
    Fleet Supply: 10
    Command Pool: 4

    Trade Contracts: Hacan [3] (Yin [1])
    Technology: Hylar V Assault Laser, Automated Defense Turrets, Deep Space Cannon, Duranium Armor, Antimass Deflectors, Gravity Drive, Cybernetics, Gen Synthesis

    Worlds:
    R - Darien (2R, 4I)
    R - Bellatrix (0R, 1I, R)
    R - Industrex (2R, 0I, R (x2))
    R - Mellon (0R, 2I)
    X - Quann (2R, 1I, G)
    R - Tequ'ran (2R, 0I, R)
    X - Torkan (0I, 3R, B) (R/I Swap)
    R - Zohbat (3R, 1I, B)
    The Mentak Coalition: El Skid
    Trade Goods: 6
    Action Cards: 2
    Political Cards: 4

    Strategy Allocation: 0
    Fleet Supply: 6
    Command Pool: 4

    Trade Contracts: Saar [1], L1z1x [1]
    Technology: Hylar V Assault Laser, Deep Space Cannon, Automated Defense Turrets, Enviro Compensator, Stasis Capsules, Neural Motivator, Antimass Deflectors, Gravity Drive, Mirror Computing

    Worlds:
    R - Moll Primus (4R, 1I)
    X - Arnor (2R, 1I)
    X - Faunus (1R, 3I, G (x2))
    X - Fria (2R, 0I, B)
    X - Lor (1R, 2I, R)
    Sardakk N'orr: Lykouragh
    Trade Goods: 4
    Action Cards: 0
    Political Cards: 2

    Strategy Allocation: 0
    Fleet Supply: 10
    Command Pool: 0

    Trade Contracts: L1z1x [1] (N'orr [2])
    Technology: Hylar V Assault Laser, Deep Space Cannon, Enviro Compensator, Stasis Capsules, Antimass Deflectors, XRD Transporters

    Worlds:
    R - Tren'lak (1R, 0I)
    X - Quinarra (3R, 1I)
    R - Arcturus (1R, 1I)
    R - Lazar (1R, 0I)
    R - Lisis (2R, 2I)
    X - Lodor (3R, 1I, G)
    X - Mirage (1R, 2I, F (x2))
    R - Sakulag (2R, 1I)
    X - Sumerian (2R, 2I, TG (x2))
    R - Velnor (2R, 0I, R)
    The L1z1x Mindnet: Void Slayer
    Trade Goods: 0
    Action Cards: 3
    Political Cards: 3

    Strategy Allocation: 1
    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:
    X - [0.0.0] (5R, 0I)
    X - Arinam (1R, 2I, B)
    R - Gral (1R, 1I, B)
    X - Lisis II (1R, 0I)
    X - Mallice (0R, 3I)
    X - Ragh (2R, 1I)
    X - Rigel I (0R, 1I, G)
    R - Rigel II (1R, 2I)
    X - 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 Yin Brotherhood: (1) Leadership PASSED
    Sardakk N'orr: (2) Diplomacy II Current Player
    The Mentak Coalition: (3) Assembly
    The Clan of Saar: (4) Production PASSED
    The L1z1x Mindnet: (6) Warfare II* PASSED
    The Emirates of Hacan: (7) Technology II PASSED

    4463rwiq7r47.png
  • LykouraghLykouragh Registered User regular
    Pass

  • El SkidEl Skid The frozen white northRegistered User regular
    Pass turn

  • MrBlarneyMrBlarney Registered User regular
    Round 7 - Status Phase

    Order of Play
    The Yin Brotherhood:
    Sardakk N'orr:
    The Mentak Coalition:
    The Clan of Saar:
    The L1z1x Mindnet:
    The Emirates of Hacan:

    All players may now claim one Public Objective card and one Secret Objective card. If a player reaches 9 VP, they will win the game - order of play matters. @Phyphor, @Lykouragh, and @El Skid, your confirmations are needed first.

    (Also, I'm going to be on vacation for the next two weeks starting in the morning, so any end-of-game posts may be delayed until the weekend.)

    4463rwiq7r47.png
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I am blockading a space dock

  • LykouraghLykouragh Registered User regular
    Claim [1 VP] I have Technology Advances in all 4 colors

    Also claim [2 VP] Regulator: I am blockading or have destroyed Space Docks controlled by two different players this turn.

    Puts me at 9. @El Skid

  • El SkidEl Skid The frozen white northRegistered User regular
    Norr win then, just before I get my 9. :(

    Apparently I should have attacked Mellon instead of the Norr homeworld :(

    Oh well, good game all!

  • LykouraghLykouragh Registered User regular
    I thought tiebreaker was like number of objectives or something, not who hits nine first?

  • El SkidEl Skid The frozen white northRegistered User regular
    MrBlarney wrote: »

    All players may now claim one Public Objective card and one Secret Objective card. If a player reaches 9 VP, they will win the game - order of play matters.

    That's not what Mr. B said...

  • PredaPreda Registered User regular
    Who pick firs wins. Congartulations.

  • El SkidEl Skid The frozen white northRegistered User regular
    I think the tie thing only happens in cicumstances where the game immediately ends, like Imperium Rex. You're free to convince Mr. B otherwise of course haha... But well played!

  • LykouraghLykouragh Registered User regular
    Well... good game then everybody!

  • MrBlarneyMrBlarney Registered User regular
    Round 7: Status Phase

    Sardakk N'orr: Psas turn.
    The Mentak Coalition: Pass turn.

    Claim Objectives
    The Yin Brotherhood: [1 VP] I am blockading an opponent's Space Dock or have destroyed an opponent's Space Dock this turn. (VP 5 --> 6)
    Sardakk N'orr: [1 VP] I have Technology Advances in all 4 colors AND [2 VP] Regulator: I am blockading or have destroyed Space Docks controlled by two different players this turn. (VP 6 --> 9)

    Sardakk N'orr have reached 9 VP and are the winners of the game!

    End of Game Map

    Current Technologies

    Victory Points and Objectives
    Sardakk N'orr: 9 VP
    The L1z1x Mindnet: 7 VP
    The Mentak Coalition: 7 VP
    The Clan of Saar: 6 VP
    The Emirates of Hacan: 6 VP
    The Yin Brotherhood: 6 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, Yin
    [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, N'orr
    [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 VP] Regulator: I am blockading or have destroyed Space Docks controlled by two different players this turn.
    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
    Trade Goods: 3
    Action Cards: 2
    Political Cards: 2

    Strategy Allocation: 4
    Fleet Supply: 5
    Command Pool: 4

    Trade Contracts: Mentak [1] (Saar [2])
    Technology: Antimass Deflectors, XRD Transporters, Cybernetics, Floating Factory

    Worlds:
    R - Mecatol Rex (1R, 6I)
    X - Abyz (3R, 0I)
    X - Meer (0R, 4I)
    X - Tsion (2R, 2I, TG (x2))
    The Emirates of Hacan: Preda
    Trade Goods: 0
    Action Cards: 3
    Political Cards: 3

    Strategy Allocation: 2
    Fleet Supply: 6
    Command Pool: 1

    Trade Contracts: Yin [1] (Hacan [3])
    Technology: Enviro Compensator, Sarween Tools, Hylar V Assault Laser, Deep Space Cannon, War Sun, Stasis Capsules, Cybernetics, Antimass Deflectors, Gravity Drive

    Worlds:
    X - Arretze (2R, 0I)
    X - Hercant (1R, 1I)
    X - Kamdorn (0R, 1I)
    X - Bereg (3R, 1I, R)
    X - Cormund (2R, 0I)
    X - Garbozia (2R, 1I, G)
    X - Hope's End (3R, 0I, GF (x2))
    X - Lirta IV (2R, 3I, G)
    The Yin Brotherhood: Phyphor
    Trade Goods: 4
    Action Cards: 3
    Political Cards: 4

    Strategy Allocation: 0
    Fleet Supply: 10
    Command Pool: 4

    Trade Contracts: Hacan [3] (Yin [1])
    Technology: Hylar V Assault Laser, Automated Defense Turrets, Deep Space Cannon, Duranium Armor, Antimass Deflectors, Gravity Drive, Cybernetics, Gen Synthesis

    Worlds:
    R - Darien (2R, 4I)
    R - Bellatrix (0R, 1I, R)
    R - Industrex (2R, 0I, R (x2))
    R - Mellon (0R, 2I)
    X - Quann (2R, 1I, G)
    R - Tequ'ran (2R, 0I, R)
    X - Torkan (0I, 3R, B) (R/I Swap)
    R - Zohbat (3R, 1I, B)
    The Mentak Coalition: El Skid
    Trade Goods: 6
    Action Cards: 2
    Political Cards: 4

    Strategy Allocation: 0
    Fleet Supply: 6
    Command Pool: 4

    Trade Contracts: Saar [1], L1z1x [1]
    Technology: Hylar V Assault Laser, Deep Space Cannon, Automated Defense Turrets, Enviro Compensator, Stasis Capsules, Neural Motivator, Antimass Deflectors, Gravity Drive, Mirror Computing

    Worlds:
    R - Moll Primus (4R, 1I)
    X - Arnor (2R, 1I)
    X - Faunus (1R, 3I, G (x2))
    X - Fria (2R, 0I, B)
    X - Lor (1R, 2I, R)
    Sardakk N'orr: Lykouragh
    Trade Goods: 4
    Action Cards: 0
    Political Cards: 2

    Strategy Allocation: 0
    Fleet Supply: 10
    Command Pool: 0

    Trade Contracts: L1z1x [1] (N'orr [2])
    Technology: Hylar V Assault Laser, Deep Space Cannon, Enviro Compensator, Stasis Capsules, Antimass Deflectors, XRD Transporters

    Worlds:
    R - Tren'lak (1R, 0I)
    X - Quinarra (3R, 1I)
    R - Arcturus (1R, 1I)
    R - Lazar (1R, 0I)
    R - Lisis (2R, 2I)
    X - Lodor (3R, 1I, G)
    X - Mirage (1R, 2I, F (x2))
    R - Sakulag (2R, 1I)
    X - Sumerian (2R, 2I, TG (x2))
    R - Velnor (2R, 0I, R)
    The L1z1x Mindnet: Void Slayer
    Trade Goods: 0
    Action Cards: 3
    Political Cards: 3

    Strategy Allocation: 1
    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:
    X - [0.0.0] (5R, 0I)
    X - Arinam (1R, 2I, B)
    R - Gral (1R, 1I, B)
    X - Lisis II (1R, 0I)
    X - Mallice (0R, 3I)
    X - Ragh (2R, 1I)
    X - Rigel I (0R, 1I, G)
    R - Rigel II (1R, 2I)
    X - 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.

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Regarding endgame conditions:
    Lykouragh wrote: »
    I thought tiebreaker was like number of objectives or something, not who hits nine first?
    El Skid wrote: »
    I think the tie thing only happens in cicumstances where the game immediately ends, like Imperium Rex.

    This is correct. The first person to get to 9 VP on objective claims will win the game immediately, which is why priority is so important towards the end of the game. It also creates an interesting dynamic with the Bureaucracy Strategy Card, since it also has the highest card number, and thus the lowest priority in the Status Phase.

    Wow, what an interesting ending. Sorry that I ended up being too busy to administer the game at my usual levels of activity, the game ended up being quite long as a result. Good thing everything got in before I hopped on my overseas flight. I think I'm going to take some time to work on some other projects. Maybe in the new year I will run another forum game - probably one that's shorter than Twilight Imperium. Thanks for playing, everyone!

    4463rwiq7r47.png
  • El SkidEl Skid The frozen white northRegistered User regular
    Thanks for running again, Mr. B!

    I am amazed at the level of detail and effort that goes into running one of these, and you keep doing them... You are truly a wonderful human being for enabling us to have fun like this. <3

  • LykouraghLykouragh Registered User regular
    Thank you so much Mr B!

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Congratulations! Also thank you for taking the time to put this together Mr B.

    My one regret was never drawing a sabotage.

    Not a very violent game this time all in all.

    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
    Yeah, there was a lot of positioning of units, but most of the combat was in the last round of play. I wonder how much the map layout affected the way that the game was played. I actually thought that L1z1x had a good chance at victory at the start of the game, but like how MrBody stated a while back, the Imperial Mandate card drove the endgame up quite a bit. The Limits to Individual Power agenda also seemed to have an impact on how much flexible power each player was able to hold on to.

    I don't think I would change much about the game if I was to run another one. Maybe revisit the trimming of the Action Card and Political Card deck again, and do a few more tweaks.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    edited November 2016
    I'm curious what the final VP totals would be if everyone got to claim this round.

    I made this prediction at the start of the game to MrBlarney
    Hacan (to win), with runner up between Mentak and N'orr.
    Everyone has a coreward red system next to their home system, but L1z1x is the only one that's completely impassible. Without crazy wormhole stuff I've never seen someone overcome that to win.
    Just testing a theory I have on the game. Strongest race + most resources in neighboring planets + wormhole adjacency + unobstructed path to Mecatol = winner.
    2 things I've never seen in a game: the Hacan not turning into a powerhouse contender to win, and a player winning with a red system in the center space next to his homeworld.

    It's interesting because this game everyone has a red system in the central space, but L1z1x has the worst of it. Their only wormhole is Lodor and I'm not sure N'orr is going to let them have it. I guess it depends which neighbor Mentak is going for.

    But yeah Hacan to win for sure:

    -Power house race on their own
    -Best wormhole placement for gravity drive slingshotting
    -Got off the easiest with their adjacent red system
    -Bereg/Liria is the single best system in the game
    -Neighbors are the 2 weakest races in the whole game
    -and....Preda is probably the 2nd best TI player here I've seen next to SegaTai.

    The Saar and Yin players actually did a lot better than I expected! I've never seen a quick Saar blitz like that before, nor the Yin to overpower anyone. I do still think the design of the races leave them a lot weaker than the rest.

    Had that mandate law not come into play, the game would have gone on longer and maybe Hacan would have pulled ahead? They're definitely a later game race. Had the L1z1x not got stuck with that supernova, I would have predicted them in the running for 2nd.

    MrBody on
  • PredaPreda Registered User regular
    MrBody wrote: »

    Had that mandate law not come into play, the game would have gone on longer and maybe Hacan would have pulled ahead? They're definitely a later game race. Had the L1z1x not got stuck with that supernova, I would have predicted them in the running for 2nd.

    I was up for 6 point between this and next turn. Not a sure win, even remotely, but given the situation there was no way for anyone to stop me doing my secret next turn.

  • MrBodyMrBody Registered User regular
    Which secret did you get? Mecatol related?

  • PredaPreda Registered User regular
    Industrialist (control Mecatol, have 5 dreadnoughts and 3 space docks) the other (forceful) wasn't in the plans.

  • AuralynxAuralynx Darkness is a perspective Watching the ego workRegistered User regular
    MrBody wrote: »
    I'm curious what the final VP totals would be if everyone got to claim this round.

    I made this prediction at the start of the game to MrBlarney
    Hacan (to win), with runner up between Mentak and N'orr.
    Everyone has a coreward red system next to their home system, but L1z1x is the only one that's completely impassible. Without crazy wormhole stuff I've never seen someone overcome that to win.
    Just testing a theory I have on the game. Strongest race + most resources in neighboring planets + wormhole adjacency + unobstructed path to Mecatol = winner.
    2 things I've never seen in a game: the Hacan not turning into a powerhouse contender to win, and a player winning with a red system in the center space next to his homeworld.

    It's interesting because this game everyone has a red system in the central space, but L1z1x has the worst of it. Their only wormhole is Lodor and I'm not sure N'orr is going to let them have it. I guess it depends which neighbor Mentak is going for.

    But yeah Hacan to win for sure:

    -Power house race on their own
    -Best wormhole placement for gravity drive slingshotting
    -Got off the easiest with their adjacent red system
    -Bereg/Liria is the single best system in the game
    -Neighbors are the 2 weakest races in the whole game
    -and....Preda is probably the 2nd best TI player here I've seen next to SegaTai.

    The Saar and Yin players actually did a lot better than I expected! I've never seen a quick Saar blitz like that before, nor the Yin to overpower anyone. I do still think the design of the races leave them a lot weaker than the rest.

    Had that mandate law not come into play, the game would have gone on longer and maybe Hacan would have pulled ahead? They're definitely a later game race. Had the L1z1x not got stuck with that supernova, I would have predicted them in the running for 2nd.
    Preda wrote: »
    Industrialist (control Mecatol, have 5 dreadnoughts and 3 space docks) the other (forceful) wasn't in the plans.

    I had 2 MRex-related objectives and really no choice but to go straight there, which I actually felt pretty good about pulling off as quickly as I did.

    Everything from there out was kind of a disaster, but I remain pleased with my execution on the blitz.

    kshu0oba7xnr.png

  • MrBodyMrBody Registered User regular
    Ouch. Industrialist really is a bummer SO. It's straight up more difficult than a lot of other Mecatol objectives.

    Nothing beats the "control X color planets" when none are near you, and I still think the worst is getting "master of wormholes" when there's a Ghosts of Creuss player in play and the wormhole nexus.

  • MrBlarneyMrBlarney Registered User regular
    Secret Objective unevenness is why I'm a fan of the "draw 2, fulfill 1" house rule. That way, you can look at your options and hopefully have a little bit of flexibility despair at how crap both of them are.

    4463rwiq7r47.png
  • LykouraghLykouragh Registered User regular
    I was actually shocked at being able to get Regulator. My other objective was [2 VP] Merciless: This turn, I successfully took control of an opponent's planet that held his last Space Dock on the board...


    turns out because of the wording, because Saar SDs are not on a planet, you can't execute this against the Saar at all...

  • El SkidEl Skid The frozen white northRegistered User regular
    I had two pretty difficult SOs:

    [2 VP] Technocrat: I control at least 6 planets with a technology specialty.
    [2 VP] Expansionist: I control 8 systems outside of my Home System. I "control" a system if I have at least one (non-Fighter) ship there, and I control every planet in the system.

    I didn't really think I could get enough military on the board to expand that much, so I just worked on getting non-secret objectives... and I came so close to winning that way too.

  • MrBodyMrBody Registered User regular
    Yeah expansionist is tough. It's so easy for a single action from an opponent to knock it away from you.

  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    It sounds like expansionist also requires systems with planets in them, not an issue for the map we played on since it is balanced but in a more randomized map you might be even more ruined by empty systems.

    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!
  • MrBodyMrBody Registered User regular
    I'm pretty sure empty systems count. I think the card is interpreted as "there are no planets NOT under my control in the system". You just need at least one ship in the system.

    What would really screw that is having a supernova system near you.

  • MrBlarneyMrBlarney Registered User regular
    Yep, empty systems are controlled by having ships in the system, and count towards the Expansionist Secret Objective. In fact, having close-by empty systems can be desired if you have this SO, since it is unlikely that your opponents will find them desirable to fight over. Well, that's if they don't get suspicious that you are going for Expansionist.

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