As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
Options

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

1343537394056

Posts

  • Options
    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited November 2017
    Play:

    Shields Holding
    Before you assign hits to your ships during a space combat: Cancel up to 2 hits.

    jakobagger on
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    jakobagger wrote: »
    Play shields holding

    Text, por favor.

  • Options
    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Sorry, was phone posting.

  • Options
    discriderdiscrider Registered User regular
    Ketar wrote: »
    jakobagger wrote: »
    Play shields holding

    Text, por favor.

    I have also helped:
    http://sketchtoy.com/68421039

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    That's ok with me. No changes.

  • Options
    MrBlarneyMrBlarney Registered User regular
    L1z1x takes 1 hit, losing 1 Fighter.
    Hacan takes 2 hits, playing Action Card "Shields Holding" to cancel them.

    Combat Round 2

    Hacan has 1 Cruiser, 1 Destroyer, 1 Carrier, and 2 Fighters (carrying 2 Infantry).
    L1z1x has 1 Cruiser II and 1 Carrier.

    L1z1x declares a retreat to Abyz-Fria at the conclusion of the round of combat.

    Geth roll 1d10t7+1d10t9+1d10t9+2d10t9 for Hacan
    Geth roll 1d10t6+1d10t9 for L1z1x

    Hacan:
    1d10t7+1d10t9+1d10t9+2d10t9 0 [1d10t7=3] [1d10t9=7] [1d10t9=5] [2d10t9=3, 1]
    L1z1x:
    1d10t6+1d10t9 0 [1d10t6=3] [1d10t9=2]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    No hits registered on either side. Combat resolves in Hacan's favor as L1z1x retreats their units to Abyz-Fria.

    @jakobagger, your action continues.

    4463rwiq7r47.png
  • Options
    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    Drop both infantry on Quann

  • Options
    discriderdiscrider Registered User regular
    edited November 2017
    @Ketar did your ground troop retreat with your fleet?

    discrider on
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    @MrBlarney @jakobagger

    No, I did not bring the ground troop with. You have to declare so separately if you want to bring ground forces on a retreat.

  • Options
    discriderdiscrider Registered User regular
    edited November 2017
    Ketar wrote: »
    @MrBlarney @jakobagger

    No, I did not bring the ground troop with. You have to declare so separately if you want to bring ground forces on a retreat.

    I thought you just decided in the retreat step.

    Edit: but no... The ground force is moved into space at the announcement of the retreat, and is so vulnerable to the transport craft being destroyed in that combat round.

    discrider on
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited November 2017
    Yep.


    If a player wishes to retreat with any of his ground forces that are on planets he controls in the active system, he may
    place those units in the space area of the active system during this step. (This step being the Announce Retreats step)

    Ketar on
  • Options
    MrBodyMrBody Registered User regular
    Did the Hacan navy hire Jol-Nar gunners?

  • Options
    MrBlarneyMrBlarney Registered User regular
    Round 5 - Hacan Invasion of Quann

    Combat Rounds 1- 3

    For expediency, multiple rounds of combat have been rolled. In the case of casualties, roll results will be taken from left to right.

    Hacan has 2 Infantry.
    L1z1x has 1 Infantry.

    Geth roll 3#2d10t8 for Hacan
    Geth roll 3#1d10t8 for L1z1x

    Hacan:
    3#2d10t8 3 # 0 [2d10t8=3, 6] 1 [2d10t8=10, 5] 2 [2d10t8=9, 8]
    L1z1x:
    3#1d10t8 3 # 0 [1d10t8=7] 0 [1d10t8=6] 1 [1d10t8=8]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    In the second round of combat, Hacan scores a hit, destroying the L1z1x infantry. Combat resolves in favor of Hacan.

    Action is now on @discrider.

    4463rwiq7r47.png
  • Options
    discriderdiscrider Registered User regular
    edited November 2017
    Personally, at this point I'd like to do a transfer action. But they no longer exist.

    So instead
    Activate Tar'mann
    Move War Sun, the Space Trooper (the GF in space), 3 fighters and 2 cruisers in from Lirta-Beeer.
    The Cruisers steal the two fighters from Saudor on the way through.
    Land that single ground force on Tar'Mann.
    1/4/0

    discrider on
  • Options
    discriderdiscrider Registered User regular
    @Phyphor for next action

  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Spy
    Action: Choose 1 player. That player gives you 1 random action card from his hand.

    Choose @Ketar

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited November 2017
    Interesting. Let's see what fate has in store for us.

    Ketar on
  • Options
    discriderdiscrider Registered User regular
    edited November 2017
    Mojo_Jojo wrote: »
    Generally the action cards on TI4 are wonderful and not filled with super situational junk. Although I'm a bit sad that local unrest has gone. I'd like to see it brought back in some form or another as it was a great way to open holes in overextended empires

    Hard disagree.
    Local unrest was some hot garbage.
    Threats should be external, not random sectors within your own space.


    Like, I'm pretty stoked about TI4.
    It basically took all my criticism of TI3 and put it into the game.

    And I mean, it does now feel like 7 ACs is the correct option all the time, but I prefer that over a hand of garbage or just unanswerable ACs.

    discrider on
  • Options
    MrBlarneyMrBlarney Registered User regular
    The "Spy" Action Card has been resolved. Action is on @Lykouragh.

    4463rwiq7r47.png
  • Options
    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    MrBody wrote: »
    Did the Hacan navy hire Jol-Nar gunners?

    Apparently! But I mean, in the end we did more damage than we took. A whole half TG worth. . .

  • Options
    LykouraghLykouragh Registered User regular
    Sorry about this, bug-friends, but we've really gotta stall for a round.

    Play Cripple Defenses
    Action: Choose 1 planet. Destroy each PDS on that planet.

    Target Quinarra

  • Options
    discriderdiscrider Registered User regular
    Lykouragh wrote: »
    Sorry about this, bug-friends, but we've really gotta stall for a round.

    Play Cripple Defenses
    Action: Choose 1 planet. Destroy each PDS on that planet.

    Target Quinarra
    ...
    If you just needed to stall, we have to wonder why you'd select a home planet PDS over the one owned by the point leader on MR?

  • Options
    MrBodyMrBody Registered User regular
    Lykouragh wrote: »
    Sorry about this, bug-friends, but we've really gotta stall for a round.

    Play Cripple Defenses
    Action: Choose 1 planet. Destroy each PDS on that planet.

    Target Quinarra

    Sorry for??

    I am curious what last second play people are going to make for MR or the adjacent systems.

    @Ketar

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate L1z1x.

    Play Upgrade:
    After you activate a system that contains 1 or more of your ships: Replace 1 of your cruisers in that system with 1 dreadnought from your reinforcements.

    Spend 1 TG plus Sarween Tools to build 4 fighters. No second action this turn.

    1/4/0


    @MrBody

  • Options
    MrBodyMrBody Registered User regular
    Play

    Unstable Planet
    Action: Choose 1 hazardous planet. Exhaust that planet and destroy 3 infantry on it.


    Anyone want to make offers for me to target a particular planet? I'm just doing it for the delay.

  • Options
    discriderdiscrider Registered User regular
    Not Bereg thanks.

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    I think the only hazardous planet with more than 1 infantry on it is Starpoint. Which would be fairly poetic after Naalu's play on your PDS.

  • Options
    discriderdiscrider Registered User regular
    Like, we will be trying to subvert Phyphor from his rock at some point.
    Exhausting my planet will prevent me from building more shit to throw at him.
    I would have been doing it already but for the Sabotage.

  • Options
    MrBodyMrBody Registered User regular
    edited November 2017
    Oh yeah. I totally forgot Quinarra was one of my homeworlds.

    Target Starpoint with Unstable Planet


    T/F/S: 1/4/0
    AC/C/TG: 5/0/7

    MrBody on
  • Options
    LykouraghLykouragh Registered User regular
    No sabotage

  • Options
    MrBodyMrBody Registered User regular
    @Lykouragh for sabotage, or anyone else

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    @jakobagger is up next then.

  • Options
    MrBlarneyMrBlarney Registered User regular
    edited December 2017
    Round 5: Action Phase Update 4

    The Emirates of Hacan: Activate the Quann system. (TP 2 --> 1)
    Move in 1 Destroyer from Cucumber Jump and 1 Cruiser, 1 Carrier, 2 Fighters, and 2 Infantry from Coorneeq-Resculon.
    During space combat, Hacan expends Action Cards "Morale Boost" and "Shields Holding" while L1z1x loses 1 Fighter; L1z1x retreats 1 Cruiser and 1 Carrier to Abyz-Fria. (Hacan AC 7 --> 5)
    Land 2 Infantry on Quann.
    During invasion combat, Hacan suffers no losses while L1z1x loses 1 Infantry; combat resolves in favor of Hacan.
    The Embers of Muaat: Activate the Tar'mann system. (TP 2 --> 1)
    Move in 1 War Sun, 2 Cruisers, 3 Fighters, and 1 Infantry from Bereg-Lirta IV; the Cruisers load 2 Fighters from Saudor.
    Land 1 Infantry on Tar'mann.
    The Winnu: Play Action Card "Spy", taking 1 random Action Card from L1z1x. (Winnu AC 6 --> 6; L1z1x AC 4 --> 3)
    The Naalu Collective: Play Action Card "Cripple Defenses", destroying 1 PDS on Quinarra. (AC 6 --> 5)
    The L1z1x Mindnet: Activate the L1z1x Home System. (TP 2 --> 1)
    Play Action Card "Upgrade" to replace 1 Cruiser in the system with 1 Dreadnought. (AC 3 --> 2)
    Exhaust 1 Trade Good (TG 6 --> 5) +1R from Sarween Tools to build 4 Fighters (2R) at [0.0.0].
    Sardakk N'orr: Play Action Card "Unstable Planet", destroying 3 Infantry on hazardous planet Starpoint. (AC 6 --> 5)

    Current Map: Round 5, Action Phase Update 4

    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: 1
    Action Cards: 5

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 0

    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, Magmus Reactor, Assault Cannon, Sarween Tools, Cruiser II

    Worlds:
    X - 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: 2

    Tactic Pool: 1
    Fleet Pool: 4
    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, Super-Dreadnought 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 - 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: 6

    Tactic Pool: 1
    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)
    X - 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: 6
    Action Cards: 5

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

    Promissory Notes: Winnu's Ceasefire, Naalu's Trade Agreement, Naalu's Ceasefire (Trade Agreement, Political Secret, Trade Convoys)
    Technology: Antimass Deflectors, Sarween Tools, Graviton Laser System, 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 - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)
    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: 2
    Action Cards: 5

    Tactic Pool: 1
    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: 0 / 3
    Trade Goods: 7
    Action Cards: 6

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: (Ceasefire, Trade Agreement, Support for the Throne, Tekklar Legion)
    Technology: Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive, Exotrireme II, Carrier II

    Worlds:
    X - 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)
    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

    MrBlarney on
    4463rwiq7r47.png
  • Options
    jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited November 2017
    Activate Corneeq-Resculon system (TC 1>0).

    Pay 6 TG for a production of 7 with Sarween Tools.

    Build a dreadnaught, 2 fighters, one cruiser.

    jakobagger on
  • Options
    discriderdiscrider Registered User regular
    edited November 2017
    Activate Lirta IV - Bereg.
    Exhaust Bereg and Sarween tools to build 3 Destroyers and 2 fighters.
    TG 1 -> 2 from Supernova

    Pre-emptive Pass for next round as no CCs left.

    discrider on
  • Options
    discriderdiscrider Registered User regular
  • Options
    discriderdiscrider Registered User regular
  • Options
    FlimflammeryFlimflammery There's always money in the banana stand... Oxford, UKRegistered User regular
    jakobagger wrote: »
    Activate Corneeq-Resculon system (TC 1>0).

    Pay 6 TG for a production of 7 with Sarween Tools.

    Build a dreadnaught, 2 fighters, one desrtoyer.

    [/lurk] Quick point: I think that is only 6 resources' worth, so you only need spend 5 TG (dreadnaught = 4, fighters =1, destroyer = 1)

    Am enjoying spectating the game, guys, thanks!

    [lurk]

Sign In or Register to comment.