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

13468956

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    MrBodyMrBody Registered User regular
    Lykouragh wrote: »
    Dear N'orr neighbors, this is just a trade envoy, we'll be moving back out next round.

    Activate Torkan/Tequ'ran, move in cruiser from home system.

    (edited for formatting sorry)

    Excuse me? What? That's 2 resources, 3 influence I'm being screwed out of for.....what exactly?

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    LykouraghLykouragh Registered User regular
    Neighborly love! Want a trade good/cookie to demonstrate the neighborly love?

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    MrBodyMrBody Registered User regular
    I'm assuming this is for the Threaten Enemies secret objective. 3 commodities will be required as compensation for missing out on that system for a round. Otherwise the colonization fleet will have to forcibly remove the intruder.

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    LykouraghLykouragh Registered User regular
    Such hostility! And from someone whose available units consist of just a carrier with no support!

    Still though, you seem like nice insects. How about 2 TGs?

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    MrBodyMrBody Registered User regular
    edited September 2017
    We can always HATCH up a plan to take care of it.

    2 resources, 3 influence, and the inconvenience of units being an entire round behind in movement. Not to mention the rudeness of this sudden sneaky sovereignty violation. 3 commodity compensation to fill the larvae feeding vats. No less.

    This kind of disrespect for galactic border never would have happened back in the Lazax days.

    MrBody on
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    discriderdiscrider Registered User regular
    edited September 2017
    If we were you, we would eviscerate him.
    Note how we are able to put ourselves in your shoes?
    If we were us, we would have immolated him in holy conflagration.
    Be yourself.

    discrider on
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited September 2017
    Activate the primary ability of Construction to place a Space Dock and a PDS both on Resculon.

    Pools: Tactic: 1 / Fleet: 3 / Strategy 2


    @MrBody @Ketar @Lykouragh @discrider @Phyphor

    jakobagger on
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    discriderdiscrider Registered User regular
    edited September 2017
    @jakobagger you.. you can't play the secondary of your own card I don't think
    Hence why Leadership duplicates the secondary in the primary

    discrider on
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited September 2017
    Whoops yeah I'm an idiot.

    jakobagger on
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    discriderdiscrider Registered User regular
    Play the secondary and place a space dock on BEEER.
    2/4/2 T/F/S

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    LykouraghLykouragh Registered User regular
    Pass construction secondary. Pay 3 commodities to the nice insect people.

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    discriderdiscrider Registered User regular
    Now that the trade has concluded build two cruisers and eviscerate him.

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    LykouraghLykouragh Registered User regular
    discrider wrote: »
    Now that the trade has concluded build two cruisers and eviscerate him.

    You know we can hear you right?

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    discriderdiscrider Registered User regular
    They're in our heads!
    Eviscerate them!

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

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    MrBodyMrBody Registered User regular
    Spend 1 strategy token (2->1) to place space dock on Zohbat

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    MrBlarneyMrBlarney Registered User regular
    Winnu has conditional orders to PASS on the Construction secondary.

    Action is on @Ketar.

    4463rwiq7r47.png
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited September 2017
    Activate Arnor/Lor. Move in 1 Dreadnought from 0.0.0 carrying 2 infantry. Land one on each planet.

    1/3/1

    Ketar on
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    MrBlarneyMrBlarney Registered User regular
    Winnu has conditional orders to play the primary ability of the (6) Warfare Strategy Card, removing the command token from Abyz-Fria and allocating it to Tactic pool. (TP 1 --> 2)

    All other players (@jakobagger, @Lykouragh, @MrBody, @discrider, @Ketar) to play or pass on the Warfare secondary.

    4463rwiq7r47.png
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass

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    LykouraghLykouragh Registered User regular
    Pass Warfare 2ndary

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    discriderdiscrider Registered User regular
    Play the Warfare secondary and exhaust my home planet to construct a Carrier and 2 fighters.
    2/4/1 T/F/S

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    MrBodyMrBody Registered User regular
    edited September 2017
    Colonization fleet requests escort.

    PLAY warfare secondary (SP 1->0). Exhaust all planets (4R +1 sarween tools) to build 1 dreadnought + 2 fighters in home system.

    MrBody on
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    PLAY Warfare secondary (SP 2>1). Exhaust Arretze (2R) and Hercant (1R) to build a Carrier (3R) and 2 Infantry (1R) with Sarween Tools (+1R).

    Pools: tactics 1 / Fleet 3 / Strategy 1

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    discriderdiscrider Registered User regular
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    MrBodyMrBody Registered User regular
    edited September 2017
    We now take you live to the Tequ'ran system.

    Tactical action in Tequ-ran system (TP 2->1)

    Move in all units from home system. Carrier (2 infantry, 2 fighters) + dreadnought (1 infantry)



    Load all mongoose-tipped ordinance.

    @MrBlarney


    whoops! Missed the fact that he paid me! Redoing

    MrBody on
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    MrBodyMrBody Registered User regular
    edited September 2017
    Tactical action in Thibah system (TP 2->1)

    Move dread from home system + 1 infantry. Claim planet.

    @Lykouragh


    Bugs do not have long memories after the pheromones have left the room. Hive is expecting Tequ'ran vacated next round after you have claimed your silly doo-dad there.

    As insects, your seductive snake boobs have no power over us.

    MrBody on
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    MrBodyMrBody Registered User regular
    Dear Muaat embers,

    There is obviously a natural border between us with no planets to contend over. It would not make sense to cross it and war with each other. We also point out that our racial dreadnought ability is very, very bad news to warsuns.

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    MrBlarneyMrBlarney Registered User regular
    edited September 2017
    Round 1: Action Phase Update 4

    The Emirates of Hacan: Play the primary ability of the (4) Construction strategy card, placing a Space Dock and PDS on Resculon.
    N'orr plays on the secondary (SP 2 --> 1), placing a Space Dock on Zohbat.
    Muaat plays on the secondary (SP 3 --> 2), placing a Space Dock on Bereg.
    The L1z1x Mindnet: Activate the Arnor-Lor system. (TP 2 --> 1)
    Move in 1 Dreadnought and 2 Infantry from the L1z1x Home System.
    Land 1 Infantry on each of Arnor and Lor.
    The Winnu: Play the primary ability of the (6) Warfare strategy card, removing the command token from Abyz-Fria and allocating it to Tactic pool. (TP 1 --> 2)
    Hacan plays on the secondary (SP 2 --> 1), exhausting Arretze (2R), Hercant (1R), +1R from Sarween Tools to build 1 Cruiser (3R) and 2 Infantry (1R) in the Hacan Home System.
    N'orr plays on the secondary (SP 1 --> 0), exhausting Quinarra (3R), Tren'lak (1R), +1R from Sarween Tools to build 1 Dreadnought (4R) and 2 Fighters (1R) in the N'orr Home System.
    Muaat plays on the secondary (SP 2 --> 1), exhausting Muaat (4R) to build 1 Carrier (3R) and 2 Fighters (1R) in the Muaat Home System.
    Sardakk N'orr: Perform transaction, receiving 3 Commodities from Naalu. (N'orr TG 2 --> 5; Naalu C 3 --> 0)
    Activate the Thibah system. (CP 2 --> 1)
    Move in 1 Dreadnought and 1 Infantry from the N'orr Home System.
    Land 1 Infantry on Thibah.

    Current Map: Round 1, Action Phase Update 4

    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: 4 / 4
    Trade Goods: 0
    Action Cards: 0

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 1

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

    Worlds:
    X - 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: 1 / 2
    Trade Goods: 5
    Action Cards: 0

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 1

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

    Worlds:
    X - [0.0.0] (5R, 0I)
    X - Arnor (Industrial, 2R, 1I)
    X - Lazar (Industrial, 1R, 0I, Y)
    X - Lor (Industrial, 1R, 2I)
    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: 1 / 3
    Trade Goods: 2
    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:
    X - 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: 3
    Action Cards: 0

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: L1z1x Trade Agreement, N'orr Trade Agreement (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Trade Convoys)
    Technology: Antimass Deflectors, Sarween Tools

    Worlds:
    X - Arretze (2R, 0I)
    X - 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: 1
    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: 5
    Action Cards: 0

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 0

    Promissory Notes: (Ceasefire, Political Secret, Support for the Throne, Tekklar Legion)
    Technology: Sarween Tools

    Worlds:
    X - Tren'lak (1R, 0I)
    X - Quinarra (3R, 1I)
    X - Mellon (Cultural, 0R, 2I)
    X - Thibah (Industrial, 1R, 1I, B)
    X - Zohbat (Hazardous, 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 - Dal Bootha (Cultural, 0R, 2I)
    N - Lodor (Cultural, 3R, 1I)
    N - Meer (Hazardous, 0R, 4I, R)
    N - Mehar Xull (Hazardous, 1R, 3I, R)
    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 - Torkan (Cultural, 0R, 3I)
    N - Vefut II (Hazardous, 2R, 0I)
    N - Wellon (Industrial, 1R, 2I, Y)
    N - Xxehan (Cultural, 1R, 1I)

    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

    MrBlarney on
    4463rwiq7r47.png
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    LykouraghLykouragh Registered User regular
    That alternate universe scared us right down to our snake booties!

    Pass

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
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    discriderdiscrider Registered User regular
    Dear marauding bugs,

    We are shocked by your inability to capitalise on the telepathic snakes' mistakes.
    Also you would need to research that dreadnought ability first.
    We will not make such miscalculations.

    Everything I own in Muaat is pouring into Dal Bootha and XXchan and taking it over at the moment anyway.

    1/4/1 T/F/S


    Happy conflagrations,

    The Embers.

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    discriderdiscrider Registered User regular
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited September 2017
    Spend 1 counter from tactics pool (1 > 0) to ACTIVATE the Qucen'n-Rarron system. Move in Carrier and 2 infantry from home system and take control of both planets.

    Pool: Tactic 0 / Fleet 3 / Strategy 1
    Comm: 0 TG: 3

    jakobagger on
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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass

    @Phyphor

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    discriderdiscrider Registered User regular
    @MrBlarney for Phyphor

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    discriderdiscrider Registered User regular
    jakobagger wrote: »
    Spend 1 counter from tactics pool (1 > 0) to ACTIVATE the Qucen'n-Rarron system. Move in Carrier and 2 infantry from home system and take control of both planets.

    Pool: Tactic 1 / Fleet 3 / Strategy 1
    Comm: 0 TG: 3

    Also, you should spend the counter from your pool that you said you were spending :P

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    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    discrider wrote: »
    jakobagger wrote: »
    Spend 1 counter from tactics pool (1 > 0) to ACTIVATE the Qucen'n-Rarron system. Move in Carrier and 2 infantry from home system and take control of both planets.

    Pool: Tactic 1 / Fleet 3 / Strategy 1
    Comm: 0 TG: 3

    Also, you should spend the counter from your pool that you said you were spending :P

    If I just believe in myself I can keep taking tactical actions forever!

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