The Emirates of Hacan: Activate the Vefut II system. (TP 2 --> 1)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from Centauri-Gral.
Land 2 Infantry on Vefut II. The Winnu: Activate the Abyz-Fria system. (TP 2 --> 1)
Move in 1 Cruiser from Mecatol Rex. Sardakk N'orr: Pass turn. The Embers of Muaat: Pass turn. The Emirates of Hacan: Activate the Coorneeq-Resculon system. (TP 1 --> 0)
Move in 1 War Sun, 1 Destroyer, and 2 Fighters from the Hacan Home System and 1 Carrier and 2 Infantry from Qucen'n-Rarron.
Exhaust 1 Trade Good (TG 3 --> 2), +1R from Sarween Tools, to build 4 Fighters (2R). The Winnu: Activate the Mecatol Rex system. (TP 1 --> 0)
Use racial technology "Hegemonic Trade Policy" to swap Mecatol Rex's influence and resource values for production this turn.
Exhaust Winnu (3R), Fria (2R), +1R from Sarween Tools to build 1 Carrier (3R) and 6 Fighters (3R). The Emirates of Hacan: Pass turn. The Winnu: Pass turn.
The Naalu Collective - 2 VP The Winnu - 1 VP The Embers of Muaat - 0 VP The L1z1x Mindnet - 0 VP The Emirates of Hacan - 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.: Naalu Negotiate Trade Routes (1 VP): Spend 5 Trade Goods. Sway the Council (1 VP): Spend 8 influence.
2 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: Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.; 1 Secret Objective in hand. Sardakk N'orr: 1 Secret Objective in hand.
Special Objectives Custodians of Mecatol Rex: Claimed by Winnu
The Embers of Muaat (discrider)
Commodities: 0 / 4
Trade Goods: 5
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Hacan's Trade Agreement (Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Sarween Tools
Worlds: X - Muaat (4R, 1I) X - Bereg (Hazardous, 3R, 1I) X - Dal Bootha (Cultural, 0R, 2I) X - Lirta IV (Hazardous, 2R, 3I) X - Saudor (Industrial, 2R, 2I) X - Tar'mann (Industrial, 1R, 1I, G) X - Xxehan (Cultural, 1R, 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 SPEAKER (Ketar)
Commodities: 0 / 2
Trade Goods: 6
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Muaat's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems
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: 1
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Naalu's Gift of Prescience, Hacan's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Hegemonic Trade Policy
Worlds: X - Winnu (3R, 4I) X - Mecatol Rex (1R, 6I) X - Abyz (Hazardous, 3R, 0I) X - Arinam (Industrial, 1R, 2I) X - Fria (Hazardous, 2R, 0I) X - Meer (Hazardous, 0R, 4I, R) X - Wellon (Industrial, 1R, 2I, Y)
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: 2
Action Cards: 1
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion, (Political Secret, Support for the Throne, Trade Convoys)
Technology: Antimass Deflectors, Sarween Tools, Neural Motivator, War Sun
Worlds: X - Arretze (2R, 0I) X - Hercant (1R, 1I) X - Kamdorn (0R, 1I) X - Centauri (Cultural, 1R, 3I) X - Coorneeq (Cultural, 1R, 2I) X - Gral (Industrial, 1R, 1I, B) X - Quann (Cultural, 2R, 1I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) X - Resculon (Cultural, 2R, 0I) X - Vefut II (Hazardous, 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: 5
Action Cards: 2
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Neural Motivator, Sarween Tools, Antimass Deflectors
Worlds: R - Maaluuk (0R, 2I) X - Druaa (3R, 1I) X - Mehar Xull (Hazardous, 1R, 3I, R) 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: 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 (MrBody)
Commodities: 0 / 3
Trade Goods: 6
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive
Worlds: R - Tren'lak (1R, 0I) X - Quinarra (3R, 1I) X - Lodor (Cultural, 3R, 1I) X - Mellon (Cultural, 0R, 2I) X - Tequ'ran (Hazardous, 2R, 0I) X - Thibah (Industrial, 1R, 1I, B) X - Torkan (Cultural, 0R, 3I) 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
(all worlds claimed!)
Order of Play The Naalu Collective: (0) Construction The Embers of Muaat: (1) Leadership The L1z1x Mindnet: (3) Politics The Emirates of Hacan: (5) Trade The Winnu: (6) Warfare Sardakk N'orr: (7) Technology
All players may now each claim up to one Public Objective and one Secret Objective.
KetarCome on upstairswe're having a partyRegistered Userregular
Also, Lykouragh and Phyphor please recall our earlier deal for commodity refreshes in round 1. One trade good or commodity will be expected once the agenda phase begins.
Reveal Public Objective Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
1 Stage I Objective and 5 Stage II Objectives have not yet been revealed.
Muaat, Winnu, and N'orr each draw 1 Action Card, while L1z1x, Hacan, and Naalu each draw 2 cards. All players gain two command tokens for allocation.
Also, Lykouragh and Phyphor please recall our earlier deal for commodity refreshes in round 1. One trade good or commodity will be expected once the agenda phase begins.
I still intend to pay you but I was ruthlessly blackmailed so I'm broke, I'll make sure to save a TG/commodity the next moment I get one.
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jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Also, Lykouragh and Phyphor please recall our earlier deal for commodity refreshes in round 1. One trade good or commodity will be expected once the agenda phase begins.
I still intend to pay you but I was ruthlessly blackmailed so I'm broke, I'll make sure to save a TG/commodity the next moment I get one.
Blackmail! Is that what the snakes are calling blocking the humanitarian aid convoys trying to get to Tequ'ran!
We have just noticed how favourable being last in the order is in the upcoming agenda votes.
Feel free to contact our ambassador if you wish to arrange any ... mutually beneficial pacts.
We have just noticed how favourable being last in the order is in the upcoming agenda votes.
Feel free to contact our ambassador if you wish to arrange any ... mutually beneficial pacts.
We have just noticed how favourable being last in the order is in the upcoming agenda votes.
Feel free to contact our ambassador if you wish to arrange any ... mutually beneficial pacts.
KetarCome on upstairswe're having a partyRegistered Userregular
edited October 2017
In the interests of keeping things going, the first agenda will involve electing a single planet to give it a research specialty. Red. So consider whether that would be worth wheeling and dealing to you.
KetarCome on upstairswe're having a partyRegistered Userregular
edited October 2017
It's still pretty worthwhile if you have an interest in more advanced red techs. Each time you use it saves you from one round of choosing the tech strategy, or spending one strat counter and 4 resources.
Edit: Ok, not necessarily each time. But at least the first time, and possibly more than that depending on your tech goals.
Score Objectives The Naalu Collective: Exhaust 5 Trade Goods (TG 5 --> 0) to claim public objective "Negotiate Trade Routes". (VP 2 --> 3) The Embers of Muaat: Exhaust 5 Trade Goods (TG 5 --> 0) to claim public objective "Negotiate Trade Routes". (VP 0 --> 1) Sardakk N'orr: Exhaust 5 Trade Goods (TG 6 --> 1) to claim public objective "Negotiate Trade Routes". (VP 0 --> 1) Reveal Public Objective Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
1 Stage I Objective and 5 Stage II Objectives have not yet been revealed. Gain Action Cards and Command Tokens; Redistribute Command Areas The Naalu Collective: AC 2 --> 4; TP 0 --> 1, SP 0 --> 1 The Embers of Muaat: AC 3 --> 4; TP 2 --> 3. FP 3 --> 4 The L1z1x Mindnet: AC 4 --> 6; TP 1 --> 2, SP 0 --> 1 The Emirates of Hacan: AC 1 --> 3; TP 0 --> 2 The Winnu: AC 3 --> 4; TP 0 --> 2 Sardakk N'orr: AC 3 --> 4; TP 0 --> 2
The first agenda is revealed from the deck: Research Team: Warfare (Law) Elect Hazardous Planet: Attach this card to the elected planet's card. When the owner of this planet researches technology, he may exhaust this card to ignore 1 red prerequisite.
Voting Order The Winnu: Up to 18 votes; must be in even increments The Emirates of Hacan: Up to 14 votes The Naalu Collective: Up to 8 votes Sardakk N'orr: Up to 9 votes The Embers of Muaat: Up to 11 votes The L1z1x Mindnet: Up to 4 votes; Speaker
I'll allow for about 24 hours for discussion before sending out a ping to start voting (though feel free to continue to discuss afterwards; this is just to allow some clean time for deals, negotiation, and Action Card plays). For simplicity, you can just list a number of votes to apply to the vote without listing planets. Vote count restrictions have been listed after the semicolon, if any.
MrBlarney on
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KetarCome on upstairswe're having a partyRegistered Userregular
I believe voting can begin right away if phyphor should want to. There's no required discussion/negotiation period. Though people who want more time could just hold up when their turn is up to vote, so :P
Also, phyphor if we could please get that 1 commodity or trade good now, we would appreciate it.
Naalu, we are disappointed by your desire to pay us at a later date than you had agreed to. Do you have anything else suitable that you can offer to us now?
Naalu, we are disappointed by your desire to pay us at a later date than you had agreed to. Do you have anything else suitable that you can offer to us now?
Posts
@jakobagger
The Emirates of Hacan: Activate the Vefut II system. (TP 2 --> 1)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from Centauri-Gral.
Land 2 Infantry on Vefut II.
The Winnu: Activate the Abyz-Fria system. (TP 2 --> 1)
Move in 1 Cruiser from Mecatol Rex.
Sardakk N'orr: Pass turn.
The Embers of Muaat: Pass turn.
The Emirates of Hacan: Activate the Coorneeq-Resculon system. (TP 1 --> 0)
Move in 1 War Sun, 1 Destroyer, and 2 Fighters from the Hacan Home System and 1 Carrier and 2 Infantry from Qucen'n-Rarron.
Exhaust 1 Trade Good (TG 3 --> 2), +1R from Sarween Tools, to build 4 Fighters (2R).
The Winnu: Activate the Mecatol Rex system. (TP 1 --> 0)
Use racial technology "Hegemonic Trade Policy" to swap Mecatol Rex's influence and resource values for production this turn.
Exhaust Winnu (3R), Fria (2R), +1R from Sarween Tools to build 1 Carrier (3R) and 6 Fighters (3R).
The Emirates of Hacan: Pass turn.
The Winnu: Pass turn.
Current Map: Round 2, Start of Status Phase
Current Technologies
Victory Points and Objectives
The Winnu - 1 VP
The Embers of Muaat - 0 VP
The L1z1x Mindnet - 0 VP
The Emirates of Hacan - 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.: Naalu
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
Sway the Council (1 VP): Spend 8 influence.
2 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: Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.; 1 Secret Objective in hand.
Sardakk N'orr: 1 Secret Objective in hand.
Special Objectives
Custodians of Mecatol Rex: Claimed by Winnu
The Embers of Muaat (discrider)
Trade Goods: 5
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Hacan's Trade Agreement (Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Sarween Tools
Worlds:
X - Muaat (4R, 1I)
X - Bereg (Hazardous, 3R, 1I)
X - Dal Bootha (Cultural, 0R, 2I)
X - Lirta IV (Hazardous, 2R, 3I)
X - Saudor (Industrial, 2R, 2I)
X - Tar'mann (Industrial, 1R, 1I, G)
X - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- 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 SPEAKER (Ketar)
Trade Goods: 6
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Muaat's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems
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:
- 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)
Trade Goods: 1
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Naalu's Gift of Prescience, Hacan's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Hegemonic Trade Policy
Worlds:
X - Winnu (3R, 4I)
X - Mecatol Rex (1R, 6I)
X - Abyz (Hazardous, 3R, 0I)
X - Arinam (Industrial, 1R, 2I)
X - Fria (Hazardous, 2R, 0I)
X - Meer (Hazardous, 0R, 4I, R)
X - Wellon (Industrial, 1R, 2I, Y)
Other Racial Data:
- 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)
Trade Goods: 2
Action Cards: 1
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion, (Political Secret, Support for the Throne, Trade Convoys)
Technology: Antimass Deflectors, Sarween Tools, Neural Motivator, War Sun
Worlds:
X - Arretze (2R, 0I)
X - Hercant (1R, 1I)
X - Kamdorn (0R, 1I)
X - Centauri (Cultural, 1R, 3I)
X - Coorneeq (Cultural, 1R, 2I)
X - Gral (Industrial, 1R, 1I, B)
X - Quann (Cultural, 2R, 1I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
X - Resculon (Cultural, 2R, 0I)
X - Vefut II (Hazardous, 2R, 0I)
Other Racial Data:
- 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)
Trade Goods: 5
Action Cards: 2
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Neural Motivator, Sarween Tools, Antimass Deflectors
Worlds:
R - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Mehar Xull (Hazardous, 1R, 3I, R)
X - New Albion (Industrial, 1R, 1I, G)
X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- 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: 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 (MrBody)
Trade Goods: 6
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive
Worlds:
R - Tren'lak (1R, 0I)
X - Quinarra (3R, 1I)
X - Lodor (Cultural, 3R, 1I)
X - Mellon (Cultural, 0R, 2I)
X - Tequ'ran (Hazardous, 2R, 0I)
X - Thibah (Industrial, 1R, 1I, B)
X - Torkan (Cultural, 0R, 3I)
X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- 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
Order of Play
The Naalu Collective: (0) Construction
The Embers of Muaat: (1) Leadership
The L1z1x Mindnet: (3) Politics
The Emirates of Hacan: (5) Trade
The Winnu: (6) Warfare
Sardakk N'orr: (7) Technology
All players may now each claim up to one Public Objective and one Secret Objective.
Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
1 Stage I Objective and 5 Stage II Objectives have not yet been revealed.
Muaat, Winnu, and N'orr each draw 1 Action Card, while L1z1x, Hacan, and Naalu each draw 2 cards. All players gain two command tokens for allocation.
2/3/1
I still intend to pay you but I was ruthlessly blackmailed so I'm broke, I'll make sure to save a TG/commodity the next moment I get one.
Tactical: 2 / Fleet: 3 / Strategic: 1
Blackmail! Is that what the snakes are calling blocking the humanitarian aid convoys trying to get to Tequ'ran!
Strategy is unnecessary!
Feel free to contact our ambassador if you wish to arrange any ... mutually beneficial pacts.
You mean second-to-last in the order?
We meant last in normal rotation, yes.
Bereg, Lirta IV (Muaat)
Sakulag (L1z1x)
Zohbat, Tequ'ran (Norr)
Mehar Xull, Starpoint (Naalu)
Vefut II (Hacan)
Abyz, Fria, Meer? (Winnu)
Also:
Winnu: 18 votes
Hacan: 16 votes
Naalu: 8 votes
Norr: 9 votes
Muaat: 11 votes
L1z1x: 4 votes
Winnu is willing to offer votes for sale, to the highest bidder, in any quantity
We're not necessarily -that- keen to attach a research point to a high output planet.
Edit: Ok, not necessarily each time. But at least the first time, and possibly more than that depending on your tech goals.
Score Objectives
The Naalu Collective: Exhaust 5 Trade Goods (TG 5 --> 0) to claim public objective "Negotiate Trade Routes". (VP 2 --> 3)
The Embers of Muaat: Exhaust 5 Trade Goods (TG 5 --> 0) to claim public objective "Negotiate Trade Routes". (VP 0 --> 1)
Sardakk N'orr: Exhaust 5 Trade Goods (TG 6 --> 1) to claim public objective "Negotiate Trade Routes". (VP 0 --> 1)
Reveal Public Objective
Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
1 Stage I Objective and 5 Stage II Objectives have not yet been revealed.
Gain Action Cards and Command Tokens; Redistribute Command Areas
The Naalu Collective: AC 2 --> 4; TP 0 --> 1, SP 0 --> 1
The Embers of Muaat: AC 3 --> 4; TP 2 --> 3. FP 3 --> 4
The L1z1x Mindnet: AC 4 --> 6; TP 1 --> 2, SP 0 --> 1
The Emirates of Hacan: AC 1 --> 3; TP 0 --> 2
The Winnu: AC 3 --> 4; TP 0 --> 2
Sardakk N'orr: AC 3 --> 4; TP 0 --> 2
The first agenda is revealed from the deck:
Research Team: Warfare (Law)
Elect Hazardous Planet: Attach this card to the elected planet's card. When the owner of this planet researches technology, he may exhaust this card to ignore 1 red prerequisite.
Voting Order
The Winnu: Up to 18 votes; must be in even increments
The Emirates of Hacan: Up to 14 votes
The Naalu Collective: Up to 8 votes
Sardakk N'orr: Up to 9 votes
The Embers of Muaat: Up to 11 votes
The L1z1x Mindnet: Up to 4 votes; Speaker
I'll allow for about 24 hours for discussion before sending out a ping to start voting (though feel free to continue to discuss afterwards; this is just to allow some clean time for deals, negotiation, and Action Card plays). For simplicity, you can just list a number of votes to apply to the vote without listing planets. Vote count restrictions have been listed after the semicolon, if any.
I believe voting can begin right away if phyphor should want to. There's no required discussion/negotiation period. Though people who want more time could just hold up when their turn is up to vote, so :P
Also, phyphor if we could please get that 1 commodity or trade good now, we would appreciate it.
Naalu, we are disappointed by your desire to pay us at a later date than you had agreed to. Do you have anything else suitable that you can offer to us now?
<They really want you to vote for Sakulag>