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Twilight Imperium 4e - Game 2 - Round 7: Game Over!

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    LykouraghLykouragh Registered User regular
    edited September 2017
    whoa!

    leave it if not, sorry i haven't completely finished rereading the rules.

    edit: Ketar's right, PDS can't move any more. Sorry about part, ignore the illegal part of the move and the rest is fine.

    Lykouragh on
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    MrBlarneyMrBlarney Registered User regular
    @Lykouragh : The move is still not legal because the base carry capacity of carriers is now 4. You will need to leave one unit behind.

    4463rwiq7r47.png
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    discriderdiscrider Registered User regular
    Also we appear to start with 3/3/3 command counters...

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited September 2017
    I thought it was 3/3/2.

    Yeah, it is:

    GATHER STARTING COMPONENTS:
    Each player takes the
    starting technology and starting units listed on the back of his
    faction sheet. Each player places the technology cards faceup
    near his faction sheet and the starting units in his home
    system. If a player has multiple planets in his home system,
    it is recommended that he place his space dock and infantry
    on the planet with the highest resource value.

    Each player places three command tokens in his tactic pool,
    three command tokens in his fleet pool (ship silhouette side
    up), and two command tokens in his strategy pool. These
    pools are located on the player’s command sheet

    Ketar on
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    discriderdiscrider Registered User regular
    It's what's in the game setup section of the OP :s

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    I'd be happy with 3/3/3. That's different from the actual rules for TI4 though :P

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    discriderdiscrider Registered User regular
    Yeah, the rules link has 3/3/2

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    MrBlarneyMrBlarney Registered User regular
    It's 3/3/2 everywhere but that section of the opening post. Typo has been corrected.

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    discriderdiscrider Registered User regular
    @Ketar I'd be looking to provide a favourable trade ratio to you on commodities if you would look at replenishing our goods for free.

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    MrBlarneyMrBlarney Registered User regular
    Round 1: Start of Action Phase

    Sardakk N'orr: Select the (7) Technology Strategy Card.
    The Embers of Muaat: Select the (1) Leadership Strategy Card.
    The L1z1x Mindnet: Select the (5) Trade Strategy Card.
    The Winnu: Select the (6) Warfare Strategy Card.
    The Emirates of Hacan: Select the (4) Construction Strategy Card.
    The Naalu Collective: Select the (8) Imperial Strategy Card.

    Trade Goods are placed on the unselected Strategy Cards, (2) Diplomacy and (3) Politics.


    Order of Play
    The Naalu Collective: (0) Imperial Current Player
    The Embers of Muaat: (1) Leadership
    The Emirates of Hacan: (4) Construction
    The L1z1x Mindnet: (5) Trade
    The Winnu: (6) Warfare
    Sardakk N'orr: (7) Technology

    4463rwiq7r47.png
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    discrider wrote: »
    @Ketar I'd be looking to provide a favourable trade ratio to you on commodities if you would look at replenishing our goods for free.

    You have my attention. I don't think we're going to be neighbors in the strict sense required to actually trade with each other soon enough though.

    That said, @jakobagger you can trade with anyone, so if you'd be amenable to trading some commodities with me I could grant that sweet, sweet free replenishment. We could even try some three-way trade action if anything were to make sense :P

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    discriderdiscrider Registered User regular
    Oh right.
    Crap.

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    MrBodyMrBody Registered User regular
    Hacan, surely you wish to trade with the Queen Hive Mother, the one force on the board who is going to keep your neighbor the snakes in check. Funding foreign proxy forces instead of getting your own hands dirty is a long tradition of your people.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Ketar wrote: »
    discrider wrote: »
    @Ketar I'd be looking to provide a favourable trade ratio to you on commodities if you would look at replenishing our goods for free.

    You have my attention. I don't think we're going to be neighbors in the strict sense required to actually trade with each other soon enough though.

    That said, jakobagger you can trade with anyone, so if you'd be amenable to trading some commodities with me I could grant that sweet, sweet free replenishment. We could even try some three-way trade action if anything were to make sense :P

    Ahh but the masters of trade have no need of you to grant them what they already get for free

    We would be willing to provide a small boon if you were to spare us a valuable CC expense

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    LykouraghLykouragh Registered User regular
    Carriers with capacity 4! Completely unplayable.

    Leave another GF behind please, leaving it on Maaluuk.

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    MrBodyMrBody Registered User regular
    Why would the Hacan trust LITERAL snakes!

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    MrBodyMrBody Registered User regular
    edited September 2017
    edit

    MrBody on
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    MrBodyMrBody Registered User regular
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Phyphor wrote: »
    Ketar wrote: »
    discrider wrote: »
    @Ketar I'd be looking to provide a favourable trade ratio to you on commodities if you would look at replenishing our goods for free.

    You have my attention. I don't think we're going to be neighbors in the strict sense required to actually trade with each other soon enough though.

    That said, jakobagger you can trade with anyone, so if you'd be amenable to trading some commodities with me I could grant that sweet, sweet free replenishment. We could even try some three-way trade action if anything were to make sense :P

    Ahh but the masters of trade have no need of you to grant them what they already get for free

    We would be willing to provide a small boon if you were to spare us a valuable CC expense

    Mmm, yes, we did miss that.

    What kind of small boon could you provide though? While close, we cannot trade unless you're planning to park a ship somewhere in the empty space or wormhole entrance between us.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Ketar wrote: »
    Phyphor wrote: »
    Ketar wrote: »
    discrider wrote: »
    @Ketar I'd be looking to provide a favourable trade ratio to you on commodities if you would look at replenishing our goods for free.

    You have my attention. I don't think we're going to be neighbors in the strict sense required to actually trade with each other soon enough though.

    That said, jakobagger you can trade with anyone, so if you'd be amenable to trading some commodities with me I could grant that sweet, sweet free replenishment. We could even try some three-way trade action if anything were to make sense :P

    Ahh but the masters of trade have no need of you to grant them what they already get for free

    We would be willing to provide a small boon if you were to spare us a valuable CC expense

    Mmm, yes, we did miss that.

    What kind of small boon could you provide though? While close, we cannot trade unless you're planning to park a ship somewhere in the empty space or wormhole entrance between us.

    Well yes, it would be a promise of 1 commodity at the earliest opportunity, which may very well be next turn

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    discriderdiscrider Registered User regular
    edited September 2017
    Ya boo.
    We play Leadership, and our sun grants us 3/4/4. T/F/S
    @Phyphor @Ketar @Lykouragh @Mrbody @jakobagger to pass


    Perhaps our commodities may be traded somehow through the trade guild, but we don't see how this free flow of energy would be unobscured.
    Perhaps we simply refresh our goods next round when we are more co-located.

    discrider on
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    discriderdiscrider Registered User regular
    @Lykouragh @Phyphor perhaps could burn their starting planets for CC

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

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    MrBodyMrBody Registered User regular
    Nothing the N'orr can do.

    Pass

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    No available influence. Pass.

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    LykouraghLykouragh Registered User regular
    Pass Leadership 2ndary.

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    MrBlarneyMrBlarney Registered User regular
    @jakobagger has the next action.

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Pass on Leadership secondary

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    MrBlarneyMrBlarney Registered User regular
    @jakobagger, it is your turn to act.

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited September 2017
    Activate Corneed/Resculon system.

    Move 1 carrier and 2GF from home system and place 1 GF on each planet.

    jakobagger on
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate Lazar/Sakulag. Move in carrier with 2 infantry. Drop 1 GF on Lazar, 1 GF on Sakulag.

    2/3/2

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
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    discriderdiscrider Registered User regular
    So, we would be very interested in trading in at a deficit if we could look at getting our commodities refreshed for free.
    We don't see how we get there though.

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    discrider wrote: »
    So, we would be very interested in trading in at a deficit if we could look at getting our commodities refreshed for free.
    We don't see how we get there though.

    I'm willing to act as middleman in some sort of three way trade, in return for suitable compensation of course (not gonna be greedy, I mostly just want to trade as much as possible).

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    discriderdiscrider Registered User regular
    jakobagger wrote: »
    discrider wrote: »
    So, we would be very interested in trading in at a deficit if we could look at getting our commodities refreshed for free.
    We don't see how we get there though.

    I'm willing to act as middleman in some sort of three way trade, in return for suitable compensation of course (not gonna be greedy, I mostly just want to trade as much as possible).

    We could go 4:3 3:2 perhaps. Not sure how @Ketar or you would feel about that.

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    MrBlarneyMrBlarney Registered User regular
    edited September 2017
    Round 1: Action Phase Update 1

    The Naalu Collective: Activate the New Albion-Starpoint system. (TP 3 --> 2)
    Move in 1 Destroyer, 1 Carrier, 2 Fighters, and 2 Infantry from Druaa.
    Land 1 Infantry on each of New Albion and Starpoint.
    The Embers of Muaat: Play the primary ability of the (1) Leadership strategy card, allocating 1 counter to Fleet pool and 2 counters to Strategy pool. (FP 3 --> 4, SP 2 --> 4)
    No players play on the secondary ability.
    The Emirates of Hacan: Activate the Corneeq-Resculon system. (TP 3 --> 2)
    Move in 1 Carrier and 2 Infantry from the Hacan Home System.
    Land 1 Infantry on each of Coorneeq and Resculon.
    The L1z1x Mindnet: Activate the Lazar-Sakulag system. (TP 3 --> 2)
    Move in 1 Carrier and 2 Infantry from the L1z1x Home System.
    Land 1 Infantry on each of Lazar and Sakulag.

    Current Map: Round 1, Action Phase Update 1

    Current Technologies

    Victory Points and Objectives
    The Embers of Muaat - 0 VP
    The L1z1x Mindnet - 0 VP
    The Winnu - 0 VP
    The Emirates of Hacan - 0 VP
    The Naalu Collective - 0 VP
    Sardakk N'orr - 0 VP

    Public Objectives
    Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    3 Stage I Objectives and 5 Stage II Objectives have not yet been revealed.

    Secret Objectives
    The Embers of Muaat: 1 Secret Objective in hand.
    The L1z1x Mindnet: 1 Secret Objective in hand.
    The Winnu: 1 Secret Objective in hand.
    The Emirates of Hacan: 1 Secret Objective in hand.
    The Naalu Collective: 1 Secret Objective in hand.
    Sardakk N'orr: 1 Secret Objective in hand.

    Special Objectives

    The Embers of Muaat (discrider)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 3
    Fleet Pool: 4
    Strategy Pool: 4

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
    Technology: Plasma Scoring

    Worlds:
    R - Muaat (4R, 1I)

    Other Racial Data:
    - Racial Unit: Prototype War Sun (War Sun): As War Sun, but Movement 1.
    - Flagship: The Inferno: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Action: Spend 1 token from your Strategy pool to place 1 Cruiser in this unit's system.
    - Racial Promissory Note: Fires of the Gashlai: Action: Remove 1 token from the Muaat player's Fleet pool and return it to his reinforcements. Then, gain your War Sun upgrade technology card. Then, return this card to the Muaat player.
    - Racial Technology: Magmus Reactor (Red, requires 2 Red): Your ships may move into supernovas. After 1 or more of your units use Production in a system that either contains a War Sun or is adjacent to a supernova, gain 1 Trade Good.
    - Racial Technology: Prototype War Sun II (unit upgrade, requires 3 Red and 1 Yellow): As War Sun, but Cost 10, Movement 3.
    - Star Forge: Action: Spend 1 token from your Strategy pool to place either 2 Fighters or 1 Destroyer from your reinforcements in a system that contains 1 or more of your War Suns.
    - Gashlai Physiology: Your ships can move through Supernovas.

    The L1z1x Mindnet (Ketar)
    Commodities: 0 / 2
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
    Technology: Neural Motivator, Plasma Scoring

    Worlds:
    R - [0.0.0] (5R, 0I)
    X - Lazar (Industrial, 1R, 0I, Y)
    X - Sakulag (Hazardous, 2R, 1I)

    Other Racial Data:
    - Racial Unit: Super-Dreadnought (Dreadnought): As Dreadnought, but Carry Capacity 2.
    - Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hist produced by this ship and by your Dreadnoughts in this system must be assigned to non-Fighter ships if able.
    - Racial Promissory Note: Cybernetic Enhancements: At the start of your turn: Remove 1 token from the L1x1x player's Strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your Strategy pool. Then, return this card to the L1z1x player.
    - Racial Tehcnology: Inheritance Systems (Yellow, requires 2 Yellow): You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
    - Racial Technology: Super-Dreadnought II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Combat Value 4, Movement 2, Carry Capacity 2. Sustain Damage, Bombardment 4. This unit cannot be destroyed by "Direct Hit" Action Cards.
    - Assimilate: When you gain control of a planet, replace each PDS and Space Dock that is on that planet with a matching unit from your reinforcements.
    - Harrow: After each round of Ground Combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.

    The Winnu (Phyphor)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 3
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
    Technology: Sarween Tools

    Worlds:
    R - Winnu (3R, 4I)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.

    The Emirates of Hacan (jakobagger)
    Commodities: 0 / 6
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Trade Convoys)
    Technology: Antimass Deflectors, Sarween Tools

    Worlds:
    R - Arretze (2R, 0I)
    R - Hercant (1R, 1I)
    R - Kamdorn (0R, 1I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Resculon (Cultural, 2R, 0I)

    Other Racial Data:
    - Flagship: Wrath of Kenara: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. After you roll a die during a Space Combat in this system, you may spend 1 Trade Good to apply +1 to the result.
    - Racial Promissory Note: Trade Convoys: Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
    - Racial Technology: Production Biomes (Green, requires 2 Green): Action: Exhaust this card and spend 1 token from your Strategy pool to gain 4 Trade Goods and choose 1 other player; that player gains 2 Trade Goods.
    - Racial Technology: Quantum Datahub Node (Yellow, requires 3 Yellow): At the end of the Strategy Phase, you may spend 1 token from your Strategy pool and give another player 3 of your Trade Goods. If you do, give 1 of your Strategy cards to that player and take 1 of his Strategy cards.
    - Masters of Trade: You do not have to spend a Command token to resolve the secondary ability of the Trade Strategy card.
    - Guild Ships: You can negotiate transactions with players who are not your neighbor.
    - Arbiters: When negotiating a transaction, Action Cards can be exchanged as part of that transaction.

    The Naalu Collective (Lykouragh)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Gift of Prescience)
    Technology: Neural Motivator, Sarween Tools

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - New Albion (Industrial, 1R, 1I, G)
    X - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. After combat, return those units to the space area.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.

    Sardakk N'orr SPEAKER (MrBody)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 3
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
    Technology: none

    Worlds:
    R - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
    - Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
    - Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
    - Unrelenting: Apply +1 to the result of each of your units' combat rolls.

    Neutral Worlds
    N - Mecatol Rex (1R, 6I)
    N - Abyz (Hazardous, 3R, 0I)
    N - Arinam (Industrial, 1R, 2I)
    N - Arnor (Industrial, 2R, 1I)
    N - Bereg (Hazardous, 3R, 1I)
    N - Centauri (Cultural, 1R, 3I)
    N - Dal Bootha (Cultural, 0R, 2I)
    N - Fria (Hazardous, 2R, 0I)
    N - Gral (Industrial, 1R, 1I, B)
    N - Lirta IV (Hazardous, 2R, 3I)
    N - Lodor (Cultural, 3R, 1I)
    N - Lor (Industrial, 1R, 2I)
    N - Meer (Hazardous, 0R, 4I, R)
    N - Mehar Xull (Hazardous, 1R, 3I, R)
    N - Mellon (Cultural, 0R, 2I)
    N - Quann (Cultural, 2R, 1I)
    N - Qucen'n (Industrial, 1R, 2I)
    N - Rarron (Cultural, 0R, 3I)
    N - Saudor (Industrial, 2R, 2I)
    N - Tar'mann (Industrial, 1R, 1I, G)
    N - Tequ'ran (Hazardous, 2R, 0I)
    N - Thibah (Industrial, 1R, 1I, B)
    N - Torkan (Cultural, 0R, 3I)
    N - Vefut II (Hazardous, 2R, 0I)
    N - Wellon (Industrial, 1R, 2I, Y)
    N - Xxehan (Cultural, 1R, 1I)
    N - Zohbat (Hazardous, 3R, 1I)

    Order of Play
    The Naalu Collective: (0) Imperial
    The Embers of Muaat: (1) Leadership
    The Emirates of Hacan: (4) Construction
    The L1z1x Mindnet: (5) Trade
    The Winnu: (6) Warfare Current Player
    Sardakk N'orr: (7) Technology

    MrBlarney on
    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Activate abyz/fria, move in everything, 1 GF on each planet

    @MrBody

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    MrBodyMrBody Registered User regular
    Play Technology strategy
    Claim Sarween Tools


    only @Ketar and @discrider are eligible for secondary

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    discriderdiscrider Registered User regular
    @jakobagger interested to hear your thinking on my proposal above before I act on this secondary.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Welp, since there's no way to make a transaction in time: Spend 1 strat token and exhaust 0.0.0 to claim Sarween Tools.

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