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

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    MrBodyMrBody Registered User regular
    The Queen mother apologizes if this timing messes up other races' plans to acquire technology this round. Such a shame. Truly.

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    MrBlarneyMrBlarney Registered User regular
    In order to keep things moving at a steady pace, it looks like some rules need to be set for negotiations and transactions, including promissory notes. Basing things off of what is going on in Game 1, how does the following sound to everyone:
    • Negotiations are, as always, free to be performed at any time.
    • Instead of transactions being performable only by the active player in the Action Phase, each player can make transaction proposals at any time, but only once per neighbor per turn taken. That is, opportunities to offer a transaction are refreshed after each action taken by a player, and valid neighbors are counted after the resolution of the active player's action.
    • Possession of all promissory notes is public information.

    4463rwiq7r47.png
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    discriderdiscrider Registered User regular
    ?
    Not sure how this speeds things up.

    @Ketar how did 4:3 3:2 at some point into future between me; jakobagger; you sound?

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Still thinking on that. It's possible, but I'm not 100% sure.

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    MrBlarneyMrBlarney Registered User regular
    It's the second bullet point that's the most important. This way, players don't need to wait for transaction proposals to complete before taking a turn, both on the part of the active player and the next player in the order.

    4463rwiq7r47.png
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    discriderdiscrider Registered User regular
    edited September 2017
    Honestly, I'd expect players to propose things early and then stall in their turn if transactions are in doubt.
    Otherwise the active player may not know what resources they have.

    discrider on
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    discriderdiscrider Registered User regular
    edited September 2017
    Welp.
    We do not like inconstant stars.
    And so our auraers have advised a Pass @Lykouragh

    discrider on
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    discrider wrote: »
    ?
    Not sure how this speeds things up.

    @Ketar how did 4:3 3:2 at some point into future between me; jakobagger; you sound?

    So in this model I am giving away and receiving 6 total? Just uh, pretend I'm an idiot.

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    discriderdiscrider Registered User regular
    Yes, that is correct.

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    I suppose I could go for that.

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    LykouraghLykouragh Registered User regular
    Activate Imperial to draw a secret objective. Secondary open (spend a strat counter to draw a secret objective)

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    discriderdiscrider Registered User regular
    ??? These are not Action Cards. Pass

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    discriderdiscrider Registered User regular
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Pass

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass

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    MrBodyMrBody Registered User regular
    pass

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    discrider wrote: »
    ?
    Not sure how this speeds things up.

    @Ketar how did 4:3 3:2 at some point into future between me; jakobagger; you sound?

    On the one hand, I like trade goods. On the other hand, the two strat cards I wanted to use them for have already been played and one of them was played by you and has left me a little salty that I cannot use trade goods for a CC now. And we are also going to have to talk about Saudor sooner or later. So perhaps we can discuss something agreeable for the future that would make me more inclined to save a token for the neighbor I am most likely to become embroiled in war with.

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    discriderdiscrider Registered User regular
    Your intransigence is at least understandable

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    We can still potentially make your proposed deal happen. I would just like to work on some additional understanding between our empires that would make saving you that token make sense for me.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

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    discriderdiscrider Registered User regular
    edited September 2017
    I activate the Lirta IV and ... Beeer system and move my junk in consisting of like 2 fighters 2 ground troops and my war sun, (leaving 2 ground troops behind) and start constructing solar panels on both planets
    2/4/4 T/F/S
    @jakobagger

    discrider on
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Activate Centauri/Gral system and move carrier, cruiser, 2 GFs and 2 fighters there, place GF on each planet.

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
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    discriderdiscrider Registered User regular
    edited September 2017
    jakobagger wrote: »
    Activate Centauri/Gral system and move carrier, cruiser, 2 GFs and 2 fighters there, place GF on each planet.

    Carrier has a carrying capacity of 3 @jakobagger

    discrider on
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    discriderdiscrider Registered User regular
    edited September 2017
    Or not. I'm dumb
    We conflated the carry capacity with the 3/3/3 thing

    discrider on
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    I think the L1z1x are actually up next. And we would like to get Trade out of the way so as not to miss any further spending opportunities.

    So, @jakobagger we'd be willing to trade you 2 commodities for 3 of yours. Or to trade 2 + our Trade Agreement for 6 of yours, which would end up with 4 trade goods total for you right away.

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    MrBodyMrBody Registered User regular
    I just realized that Muaat's promissory note means that they give away movement 2 warsuns that they don't even know how to build themselves yet.

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    discriderdiscrider Registered User regular
    We are completely aware that you can remove the spoilers from our war suns.
    But then we have to ask, what exactly is the point of owning one?

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    discriderdiscrider Registered User regular
    Further clarity requested: Does the Hacan ability allow other Active players to resolve a transaction with the Hacan on the Active player's turn?
    I only ask because I read the directionality into it originally, even if two-way makes more sense now. But it also says negotiating instead of resolving transactions, so I guess they just only talk a lot too.

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    MrBlarneyMrBlarney Registered User regular
    Round 1: Action Phase Update 2

    The Winnu: Activate the Abyz-Fria system. (TP 3 --> 2)
    Move in 1 Cruiser, 1 Carrier, 2 Fighters, and 2 Infantry from the Winnu Home System.
    Land 1 Infantry on each of Abyz and Fria.
    Sardakk N'orr: Play the primary ability of the (7) Technology strategy card, gaining Sarween Tools.
    L1z1x plays on the secondary (SP 2 --> 1), exhausting [0.0.0] (5R) to gain Sarween Tools.
    The Naalu Collective: Play the primary ability of the (8) Imperial strategy card, drawing 1 Secret Objective card.
    No players play on the secondary ability.
    The Embers of Muaat: Activate the Bereg-Lirta IV system. (TP 3 --> 2)
    Move in 1 War Sun, 2 Fighters, and 2 Ground Forces from the Muaat Home System.
    Land 1 Infantry on each of Bereg and Lirta IV.
    The Emirates of Hacan: Activate the Centauri-Gral system. (TP 2 --> 1)
    Move in 1 Cruiser, 1 Carrier, 2 Fighters, and 2 Infantry from the Hacan Home System.
    Land 1 Infantry on each of Centauri and Gral.

    Current Map: Round 1, Action Phase Update 2

    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: 2 Secret Objectives 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: 2
    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)
    X - Bereg (Hazardous, 3R, 1I)
    X - Lirta IV (Hazardous, 2R, 3I)

    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: 1

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

    Worlds:
    X - [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: 2
    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)
    X - Abyz (Hazardous, 3R, 0I)
    X - Fria (Hazardous, 2R, 0I)

    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: 1
    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 - Centauri (Cultural, 1R, 3I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Gral (Industrial, 1R, 1I, B)
    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: Sarween Tools

    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 - Arinam (Industrial, 1R, 2I)
    N - Arnor (Industrial, 2R, 1I)
    N - Dal Bootha (Cultural, 0R, 2I)
    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 Current Player
    The Winnu: (6) Warfare
    Sardakk N'orr: (7) Technology

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    MrBlarneyMrBlarney Registered User regular
    discrider wrote: »
    Further clarity requested: Does the Hacan ability allow other Active players to resolve a transaction with the Hacan on the Active player's turn?
    I only ask because I read the directionality into it originally, even if two-way makes more sense now. But it also says negotiating instead of resolving transactions, so I guess they just only talk a lot too.
    It makes sense to allow the Hacan racial ability to be two-way. That is, any active player should be able to perform transactions with the Hacan, even if they are not the Hacan's neighbors. This is more a common sense thing than a literal reading of the text.

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    We are willing to offer a 1:1 trade of commodities with our hacan neighbours

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    MrBodyMrBody Registered User regular
    Wouldn't Hacan prefer to trade commodities with the Snake people's competition rather than the snake people?

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I fear you have us mixed up. We are not the telepathic snakes

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    If anyone is terrified by our no combat bonuses, 2 fighters and a cruiser... Well not much I can do about that

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    That sounds like something a snake person would say.

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    LykouraghLykouragh Registered User regular
    The telepathic snake people are, however, very friendly and willing to trade any time!

    Are you guys absolutely sure we have commodities to trade right now? We won't until Lizix triggers trade right?

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Huh. It looks like you're right, nobody actually has any commodities until they replenish through the Trade card. That, uh, changes things a bit.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Play Trade. Collect 3 trade goods and replenish my commodities (2).

    @Lykouragh @MrBody @Phyphor @discrider to Pass or spend 1 strategy token to replenish their commodities. I'm sure we can safely assume Hacan replenishes theirs.

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    MrBodyMrBody Registered User regular
    You get to choose players that get to refresh them for free.

    The N'orr will offer 1 commodity payable as soon as possible (neighbors or first agenda phase) if you let us.

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