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

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Posts

  • MrBodyMrBody Registered User regular
    pass warfare

  • discriderdiscrider Registered User regular
    jakobagger wrote: »
    Yeah, somebody blew up my pretty space dock, so

    Pass warfare secondary

    It's okay.
    When Embers have only just stopped guttering, we take the plaything that they love most and get them to set it on fire.
    It is a good way to teach them to only value things that burn prettily.
    Perhaps now you have learned the lesson and can work towards a space dock made of oxygen tanks and sparklers.
    We have some designs if you want...

  • MrBlarneyMrBlarney Registered User regular
    All Secret Objective draws have been sent out for expediency, despite the fact that Hacan and Naalu each must return one card to the Secret Objective deck due to hand limits.

    Just waiting on Winnu to confirm on a play/pass of the Warfare secondary before moving on.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    @Phyphor to play or pass on warfare Secondary

  • discriderdiscrider Registered User regular
    Continuing to page dr. @Phyphor

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Sorry, sorry

    Play. Build cruiser + 2 infantry. Spend 2 TG

  • discriderdiscrider Registered User regular
    @ketar 's action

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Play Leadership. Spend 3 TG for 1 additional token. Add 2/1/1 to end up with 2/4/1.

    @MrBody @discrider @Phyphor @jakobagger @Lykouragh to play or pass on secondary.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

  • MrBodyMrBody Registered User regular
    Play Leadership secondary. Exhaust my remaining 3 influence planet for +1 Tactical

    T/F/S: 2/4/0
    AC/C/TG: 7/1/6

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

  • discriderdiscrider Registered User regular
    Exhaust Lirta IV for 3 and add to T. 2/4/1 T/F/S

  • discriderdiscrider Registered User regular
    @Lykouragh does not appear to have 3 influence/TG to spend.
    @Ketar for second action.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    No second action this time.

    @MrBody

  • discriderdiscrider Registered User regular
    I see @MrBody is out and about

  • MrBlarneyMrBlarney Registered User regular
    edited November 2017
    Round 5: Action Phase Update 2

    The Emirates of Hacan: Activate the Hacan Home System. (TP 3 --> 2)
    Move in 1 War Sun, 4 Fighters, and 2 Infantry from Cucumber Jump, 1 Cruiser from Centauri-Gral, and 1 Dreadnought from Coorneeq-Resculon.
    During the space battle, Hacan loses 1 Dreadnought while L1z1x loses 1 Cruiser and expends Action Card "Direct Hit" (L1z1x AC 6 --> 5); combat resolves in favor of Hacan.
    Bombardment destroys 2 L1z1x Infantry.
    During invasion combat, Hacan expends N'orr's "Tekklar Legion" promissory note while L1z1x loses 3 Infantry; combat resolves in favor of L1z1x.
    The L1z1x Space Dock on Arretze is destroyed.
    The Embers of Muaat: Activate the Wellon system. (TP 2 --> 1)
    Move in 1 Destroyer from the Alpha Wormhole system.
    The Winnu: Play the primary ability of the (8) Imperial strategy card.
    Gain 1 victory point for control of Mecatol Rex. (VP 5 --> 6)
    Hacan plays on the secondary (SP 2 --> 1), drawing 1 secret objective and returning 1 to the deck. (2 unscored in hand, 3 total)
    Naalu plays on the secondary (SP 1 --> 0), drawing 1 secret objective and returning 1 to the deck. (2 unscored in hand, 3 total)
    N'orr plays on the secondary (SP 2 --> 1), drawing 1 secret objective. (2 --> 3 unscored in hand, 3 total)
    Muaat plays on the secondary (SP 2 --> 1), drawing 1 secret objective. (1 --> 2 unscored in hand, 3 total)
    The Naalu Collective: Play the primary ability of the (6) Warfare strategy card, removing the counter from the New Albion-Starpoint system and allocating it to Tactic pool. (TP 1 --> 2)
    Winnu plays on the secondary (SP 1 --> 0), exhausting 2 Trade Goods (TG 3 --> 1) to build 1 Cruiser (2R) and 2 Infantry (1R) at Winnu.
    The L1z1x Mindnet: Play the primary ability of the (1) Leadership strategy card, exhausting 3 Trade Goods (TG 8 --> 5) to allocate 2 counters to Tactic pool and 1 counter to each of Fleet pool and Strategy pool. (TP 0 --> 2, FP 3 --> 4, SP 0 --> 1)
    N'orr plays on the secondary, exhausting Torkan (3I) to allocate 1 counter to Tactic pool. (TP 1 --> 2)
    Muaat plays on the secondary, exhausting Lirta IV (3I) to allocate 1 counter to Tactic pool. (TP 1 --> 2)

    Current Map: Round 5, Action Phase Update 2

    Current Technologies

    Victory Points and Objectives
    The Winnu - 6 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.
    2 unscored Secret Objectives in hand.
    The L1z1x Mindnet: 1 unscored Secret Objective in hand.
    The Winnu: 1 unscored 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 unscored 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 unscored Secret Objectives in hand.
    Sardakk N'orr: 3 unscored 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 two times by Winnu (Round 4 and 5)

    The Embers of Muaat (discrider)
    Commodities: 0 / 4
    Trade Goods: 3
    Action Cards: 6

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

    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)
    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(Ketar)
    Commodities: 0 / 2
    Trade Goods: 5
    Action Cards: 5

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

    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 - 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: 1
    Action Cards: 7

    Tactic Pool: 2
    Fleet Pool: 5
    Strategy Pool: 0

    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: 2
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: Winnu's Ceasefire, 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 - 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 - 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: 2
    Fleet Pool: 4
    Strategy Pool: 0

    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: 2
    Fleet Pool: 4
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Support for the Throne, Tekklar Legion)
    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)
    X - 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 Current Player
    The Emirates of Hacan: (4) Construction
    The Embers of Muaat: (7) Technology
    The Winnu: (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    edited November 2017
    Activate asteroid field next to me. Move in 1 dread + 1 fighter from Mellon.

    T/F/S: 1/4/1
    AC/C/TG: 7/1/6


    MrBody on
  • MrBodyMrBody Registered User regular
  • MrBlarneyMrBlarney Registered User regular
    @MrBody, do you want to name that Asteroid Field? Also, you keep dropping a Strategy pool token for some reason, unless I've managed to miscount something somewhere along the line.

    4463rwiq7r47.png
  • MrBodyMrBody Registered User regular
    Oh, for some reason I deducted a strategy token for playing the leadership secondary.

    Name asteroid field "Passing Stones"

  • discriderdiscrider Registered User regular
    @MrBlarney ... Looking at your status update, it would probably be better to count completed Secret Objectives in the hand limit, considering each player can only have up to three completed or incomplete objectives.

  • MrBlarneyMrBlarney Registered User regular
    I've been accounting for the Secret Objective limit counting both completed and not-yet completed objectives. Unless you mean for me to add additional elaboration like "2 unscored Secret Objectives in hand"? I guess I never really thought there was that much ambiguity about the three-card Secret Objective limit, but I can make that clarification for future updates (since I'm probably not gonna edit every single past update).

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    edited November 2017
    Yeah, what you've done now is fine.
    It just seemed slightly convoluted to have to check players scored VPs as well as the SO draw to determine how many possible SO points they may now have.

    discrider on
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    PLAY the primary of Construction

    Place a Space Dock and PDS on Arretze


    Secondaries? @discrider @Phyphor @Ketar @Lykouragh @MrBody

  • discriderdiscrider Registered User regular
    I guess I ... Build a space dock on Muaat. 2/4/0 T/F/S

  • MrBodyMrBody Registered User regular
    pass on construction

  • discriderdiscrider Registered User regular
    @MrBody How willing would you be to kamikaze onto Metacol Rex?

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

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

  • MrBodyMrBody Registered User regular
    edited November 2017
    discrider wrote: »
    @MrBody How willing would you be to kamikaze onto Metacol Rex?

    Welp. It would take at least 2 dreads with fighters, plus the command counter. So that's a big investment. I don't have much use for warsun tech. It would a lot more than a couple trade goods. Probably involve taking up a collection from everyone? I'm rethinking the Support for the Throne payment, because that can easily be undone by moving against the player and forcing them to attack you.

    If I did do it i wouldnt have driven my own white Bronco, someone would have to invade between my suicide and before Winnu gets their turn because they could just rebuild everything in one turn (or wait until Winnu passes or already has a command counter on Mecatol).

    WE CAN START with someone giving me a trade good in exchange for my last commodity.

    MrBody on
  • MrBlarneyMrBlarney Registered User regular
    Since Naalu lacks counters to play on the Construction secondary, action moves to @discrider.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    @MrBody sure we can do a TG for a commodity.
    Also my Destroyer attempts to Signal Jam Metacol Rex.
    Signal Jamming
    Action: Choose 1 non-home system that contains or is adjacent to 1 of your ships. Place a command token from another player's reinforcements in that system.
    @Phyphor for response.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Haha fuck no

    Sabotage

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited November 2017
    Activate MR. Build carrier + 4 fighters + 3 infantry. Exhaust MR

    Phyphor on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
  • discriderdiscrider Registered User regular
    Phyphor wrote: »
    Activate MR. Build carrier + 4 fighters + 3 infantry. Exhaust MR

    I don't think it's your turn :S

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Oh I guess you still get to do something then?

  • discriderdiscrider Registered User regular
    Play Technology.
    Get Magmus Reactors and then exhaust Muaat + 2 TG for Assault Cannon
    @Phyphor @Lykouragh @ketar @MrBody @jakobagger to play on the secondary

  • discriderdiscrider Registered User regular
    Phyphor wrote: »
    Oh I guess you still get to do something then?

    More like have to do something :p

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

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