The Naalu Collective: Activate the New Albion-Starpoint system. (TP 2 --> 1)
Move in 2 Carriers, 6 Fighters, and 3 Infantry from the Naalu Home System.
Land 2 Infantry on Starpoint and 1 Infantry on New Albion.
Exhaust 2 Trade Goods (TG 4 --> 2) +1R from Sarween Tools to build 1 Destroyer (1R), 2 Fighters (1R), and 2 Infantry (1R) on Starpoint. The L1z1x Mindnet: Activate the Quann system. (TP 2 --> 1)
Move in 1 Cruiser, 1 Carrier, 1 Fighter, and 1 Infantry from Fria.
During space combat, L1z1x suffers no losses while Hacan loses 1 Carrier; combat resolves in favor of L1z1x.
Land 1 Infantry on Quann. The L1z1x Mindnet: Use Fleet Logistics to take a second action.
Activate the Hacan Home System. (TP 1 --> 0)
Move in 1 Cruiser and 1 Infantry from Abyz.
Land 1 Infantry on Arretze.
Use racial ability "Assimilate" to replace the Hacan Space Dock with a L1z1x Space Dock.
Exhaust 1 Trade Good (TG 9 --> 8) +1R from Sarween Tools to build 4 Infantry (2R) at Arretze. Sardakk N'orr: Play the primary ability of the (3) Politics strategy card, claiming the Speaker token and drawing 2 Action Cards. (AC 5 --> 7)
Draw the top two cards of the Agenda deck, returning both to the top.
No players play on the secondary ability.
The Winnu - 5 VP The Naalu Collective - 5 VP The Emirates of Hacan - 4 VP The Embers of Muaat - 4 VP Sardakk N'orr - 3 VP The L1z1x Mindnet - 1 VP
Public Objectives Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu, Winnu, N'orr Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Muaat, N'orr, Winnu, Hacan Sway the Council (1 VP): Spend 8 influence.: Hacan, Winnu, Naalu, Muaat Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: N'orr, Naalu, L1z1x Intimidate Council (1 VP): Have one or more ships in 2 systems that are adjacent to Mecatol Rex's system. Conquer the Weak (2 VP): Control 1 planet that is in another player's home system.
4 Stage II Objectives have not yet been revealed.
Secret Objectives The Embers of Muaat: Become the Gatekeeper (Status Phase, 1 VP): Have one or more ships in a system that contains an Alpha wormhole and 1 or more ships in a system that contains a Beta wormhole.
1 Secret Objective in hand. The L1z1x Mindnet: 1 Secret Objective in hand. The Winnu: 1 Secret Objective in hand. The Emirates of Hacan: Master the Laws of Physics (Status Phase, 1 VP): Own 4 technologies of the same color.
2 Secret Objectives 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.
2 Secret Objectives in hand. Sardakk N'orr: 2 Secret Objectives in hand.
Special Objectives Custodians of Mecatol Rex (1 VP): Claimed by Winnu Holy Planet of Ixth (1 VP): Granted to owner of Rarron, currently Hacan Hacan's Support of the Throne (1 VP): Promissory note currently held by Muaat Imperial Primary Ability (1 VP): Claimed by Winnu
The Embers of Muaat (discrider)
Commodities: 0 / 4
Trade Goods: 3
Action Cards: 6
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 2
Promissory Notes: L1z1x's Ceasefire, Hacan's Support for the Throne (Trade Agreement, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Magen Defense Grid, Sarween Tools, Cruiser II
Worlds: R - Muaat (4R, 1I) R - Bereg (Hazardous, 3R, 1I) X - Dal Bootha (Cultural, 0R, 2I) R - 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(Ketar)
Commodities: 0 / 2
Trade Goods: 8
Action Cards: 6
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Muaat's Ceasefire, Muaat's Political Secret, Naalu's Political Secret, N'orr's Political Secret (Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems, Fleet Logistics, Gravity Drive, Cruiser II
Worlds: X - [0.0.0] (5R, 0I) X - Arretze (2R, 0I) X - Abyz (Hazardous, 3R, 0I) X - Arnor (Industrial, 2R, 1I) X - Fria (Hazardous, 2R, 0I) X - Lazar (Industrial, 1R, 0I, Y) X - Lor (Industrial, 1R, 2I) X - Quann (Cultural, 2R, 1I) 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 Technology: 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: 3
Action Cards: 7
Tactic Pool: 2
Fleet Pool: 5
Strategy Pool: 1
Promissory Notes: Hacan's Ceasefire, (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Hegemonic Trade Policy, Plasma Scoring, War Sun
Worlds: X - Winnu (3R, 4I) R - Mecatol Rex (1R, 6I) X - Arinam (Industrial, 1R, 2I) 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: 8
Action Cards: 7
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion, Naalu's Trade Agreement, Naalu's Ceasefire (Trade Agreement, Political Secret, Trade Convoys)
Technology: Antimass Deflectors, Sarween Tools, Neural Motivator, Dacxive Animators, Hyper Metabolism, Production Biomes, War Sun
Worlds: 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 - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) R - 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: 2
Action Cards: 6
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: (Support for the Throne, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Sarween Tools, Antimass Deflectors, Gravity Drive, Hybrid Crystal Fighter II
Worlds: X - 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) X - Vefut II (Hazardous, 2R, 0I)
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 SPEAKER (MrBody)
Commodities: 1 / 3
Trade Goods: 6
Action Cards: 7
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Support for the Throne)
Technology: Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive, Exotrireme II
Worlds: X - Tren'lak (1R, 0I) R - 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) R - Torkan (Cultural, 0R, 3I) R - 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 and Laws
Research Team: Warfare: Attached to Meer. When the owner of this planet researches technology, he may exhaust this card to ignore 1 red prerequisite. Holy Planet of Ixth: Attached to Rarron. Control of this planet confers 1 victory point (and is lost upon loss of control). Units on this planet cannot use Production. Demilitarized Zone: Attached to Rarron. Players' units cannot land, be produced, or be placed on this planet. Imperial Arbiter: Owned by L1z1x. At the end of the strategy phase, this card may be discarded to swap L1z1x's strategy card with that of another player.
Order of Play The Naalu Collective: (0) Warfare The L1z1x Mindnet: (1) Leadership Sardakk N'orr: (3) Politics The Emirates of Hacan: (4) Construction Current Player The Embers of Muaat: (7) Technology The Winnu: (8) Imperial
Disappointed Google didn't throw up any less motivational and more dumb pictures for 'we believe in you'
I expected like rainbow anime characters or something.
I guess it's my turn... Activate Wellon.
Move Destroyer from the neighbouring warp point in.
1/4/2 T/F/S @Phyphor (@jakobagger in case his turn was not complete after invasion)
Posts
Well, considering invading people's home systems is costly, and may well prevent you from acquiring VPs whilst you do so, then yes.
Pass
Then @jakobagger is up
The Naalu Collective: Activate the New Albion-Starpoint system. (TP 2 --> 1)
Move in 2 Carriers, 6 Fighters, and 3 Infantry from the Naalu Home System.
Land 2 Infantry on Starpoint and 1 Infantry on New Albion.
Exhaust 2 Trade Goods (TG 4 --> 2) +1R from Sarween Tools to build 1 Destroyer (1R), 2 Fighters (1R), and 2 Infantry (1R) on Starpoint.
The L1z1x Mindnet: Activate the Quann system. (TP 2 --> 1)
Move in 1 Cruiser, 1 Carrier, 1 Fighter, and 1 Infantry from Fria.
During space combat, L1z1x suffers no losses while Hacan loses 1 Carrier; combat resolves in favor of L1z1x.
Land 1 Infantry on Quann.
The L1z1x Mindnet: Use Fleet Logistics to take a second action.
Activate the Hacan Home System. (TP 1 --> 0)
Move in 1 Cruiser and 1 Infantry from Abyz.
Land 1 Infantry on Arretze.
Use racial ability "Assimilate" to replace the Hacan Space Dock with a L1z1x Space Dock.
Exhaust 1 Trade Good (TG 9 --> 8) +1R from Sarween Tools to build 4 Infantry (2R) at Arretze.
Sardakk N'orr: Play the primary ability of the (3) Politics strategy card, claiming the Speaker token and drawing 2 Action Cards. (AC 5 --> 7)
Draw the top two cards of the Agenda deck, returning both to the top.
No players play on the secondary ability.
Current Map: Round 5, Action Phase Update 1
Current Technologies
Victory Points and Objectives
The Naalu Collective - 5 VP
The Emirates of Hacan - 4 VP
The Embers of Muaat - 4 VP
Sardakk N'orr - 3 VP
The L1z1x Mindnet - 1 VP
Public Objectives
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu, Winnu, N'orr
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Muaat, N'orr, Winnu, Hacan
Sway the Council (1 VP): Spend 8 influence.: Hacan, Winnu, Naalu, Muaat
Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: N'orr, Naalu, L1z1x
Intimidate Council (1 VP): Have one or more ships in 2 systems that are adjacent to Mecatol Rex's system.
Conquer the Weak (2 VP): Control 1 planet that is in another player's home system.
4 Stage II Objectives have not yet been revealed.
Secret Objectives
The Embers of Muaat: Become the Gatekeeper (Status Phase, 1 VP): Have one or more ships in a system that contains an Alpha wormhole and 1 or more ships in a system that contains a Beta wormhole.
1 Secret Objective in hand.
The L1z1x Mindnet: 1 Secret Objective in hand.
The Winnu: 1 Secret Objective in hand.
The Emirates of Hacan: Master the Laws of Physics (Status Phase, 1 VP): Own 4 technologies of the same color.
2 Secret Objectives 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.
2 Secret Objectives in hand.
Sardakk N'orr: 2 Secret Objectives in hand.
Special Objectives
Custodians of Mecatol Rex (1 VP): Claimed by Winnu
Holy Planet of Ixth (1 VP): Granted to owner of Rarron, currently Hacan
Hacan's Support of the Throne (1 VP): Promissory note currently held by Muaat
Imperial Primary Ability (1 VP): Claimed by Winnu
The Embers of Muaat (discrider)
Trade Goods: 3
Action Cards: 6
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 2
Promissory Notes: L1z1x's Ceasefire, Hacan's Support for the Throne (Trade Agreement, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Magen Defense Grid, Sarween Tools, Cruiser II
Worlds:
R - Muaat (4R, 1I)
R - Bereg (Hazardous, 3R, 1I)
X - Dal Bootha (Cultural, 0R, 2I)
R - 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(Ketar)
Trade Goods: 8
Action Cards: 6
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Muaat's Ceasefire, Muaat's Political Secret, Naalu's Political Secret, N'orr's Political Secret (Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring, Sarween Tools, Inheritance Systems, Fleet Logistics, Gravity Drive, Cruiser II
Worlds:
X - [0.0.0] (5R, 0I)
X - Arretze (2R, 0I)
X - Abyz (Hazardous, 3R, 0I)
X - Arnor (Industrial, 2R, 1I)
X - Fria (Hazardous, 2R, 0I)
X - Lazar (Industrial, 1R, 0I, Y)
X - Lor (Industrial, 1R, 2I)
X - Quann (Cultural, 2R, 1I)
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 Technology: 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: 3
Action Cards: 7
Tactic Pool: 2
Fleet Pool: 5
Strategy Pool: 1
Promissory Notes: Hacan's Ceasefire, (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Hegemonic Trade Policy, Plasma Scoring, War Sun
Worlds:
X - Winnu (3R, 4I)
R - Mecatol Rex (1R, 6I)
X - Arinam (Industrial, 1R, 2I)
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: 8
Action Cards: 7
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion, Naalu's Trade Agreement, Naalu's Ceasefire (Trade Agreement, Political Secret, Trade Convoys)
Technology: Antimass Deflectors, Sarween Tools, Neural Motivator, Dacxive Animators, Hyper Metabolism, Production Biomes, War Sun
Worlds:
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 - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
R - Resculon (Cultural, 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: 2
Action Cards: 6
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: (Support for the Throne, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Sarween Tools, Antimass Deflectors, Gravity Drive, Hybrid Crystal Fighter II
Worlds:
X - 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)
X - Vefut II (Hazardous, 2R, 0I)
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 SPEAKER (MrBody)
Trade Goods: 6
Action Cards: 7
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Support for the Throne)
Technology: Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive, Exotrireme II
Worlds:
X - Tren'lak (1R, 0I)
R - 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)
R - Torkan (Cultural, 0R, 3I)
R - 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 and Laws
Holy Planet of Ixth: Attached to Rarron. Control of this planet confers 1 victory point (and is lost upon loss of control). Units on this planet cannot use Production.
Demilitarized Zone: Attached to Rarron. Players' units cannot land, be produced, or be placed on this planet.
Imperial Arbiter: Owned by L1z1x. At the end of the strategy phase, this card may be discarded to swap L1z1x's strategy card with that of another player.
Order of Play
The Naalu Collective: (0) Warfare
The L1z1x Mindnet: (1) Leadership
Sardakk N'orr: (3) Politics
The Emirates of Hacan: (4) Construction Current Player
The Embers of Muaat: (7) Technology
The Winnu: (8) Imperial
Cucumber Jump - War Sun, 2 infantry, 4 fighters
Centauri - Cruiser
Resculon - Dreadnought
@Ketar for any response
The name of that color is goldenrod? That's fantastic. We had no idea.
No further response.
@jakobagger
Round 5 - Hacan movement into the Hacan Home System
Hacan has 1 War Sun, 1 Dreadnought, 1 Cruiser, 4 Fighters (and 2 Infantry).
L1z1x has 1 Cruiser II.
Geth roll 3d10t3+1d10t5+1d10t7+4d10t9 for Hacan
Geth roll 1d10t6 for L1z1x
L1z1x lands 1 hit, damaging Hacan's Dreadnought.
No sabotage, I guess.
Bombard with the war sun.
Disappointed Google didn't throw up any less motivational and more dumb pictures for 'we believe in you'
I expected like rainbow anime characters or something.
Combat Round 1
Hacan has 2 Infantry. +1 to hit due to Tekklar Legion support.
L1z1x has 3 Infantry.
Geth roll 2d10t7 for Hacan
Geth roll 3d10t8 for L1z1x
Combat Round 2
Hacan has 2 Infantry. +1 to hit due to Tekklar Legion support.
L1z1x has 3 Infantry.
Geth roll 2d10t7 for Hacan
Geth roll 3d10t8 for L1z1x
Combat Round 3
Hacan has 2 Infantry. +1 to hit due to Tekklar Legion support.
L1z1x has 3 Infantry.
Geth roll 2d10t7 for Hacan
Geth roll 3d10t8 for L1z1x
Combat Round 4, 5, 6
For expediency due to reduced unit numbers, multiple rounds have been rolled. In case of casualties, rolls will be taken from left to right.
Hacan has 2 Infantry. +1 to hit due to Tekklar Legion support.
L1z1x has 1 Infantry.
Geth roll 3#2d10t7 for Hacan
Geth roll 3#1d10t8 for L1z1x
Action moves to @discrider.
Activate Wellon.
Move Destroyer from the neighbouring warp point in.
1/4/2 T/F/S
@Phyphor (@jakobagger in case his turn was not complete after invasion)
Nah. Hacan rolled no sevens :P
Frankly, we should be charging more for them!
@discrider @jakobagger @Lykouragh @MrBody
1/4/1 T/F/S
T/F/S: 1/4/1
AC/C/TG: 7/1/6
TC 2 / FS 3 /SC 1
Pass warfare secondary