Move carrier + all fighters and infantry from Tequ'ran, dreadnought (gravity drive) + fighter from Mellon.
All fighters and all infantry from the Tequ'ran system. I guess it could have been clearer, but I always refer to multi-planet systems as just the name of the top planet rather than typing out "Tequ'ran/Torkan" or "Mellon/Zohbat". You can see I did the same when referencing the dreadnought move from Mellon/Zohbat.
I guess it would also be more clear if infantry was still called ground forces so the plural would have made it apparent.
Well, there was no ambiguity for the space units coming from Mellon-Zohbat since space units aren't assigned to specific planets, just the system as a whole. It's a very different matter for ground units. Anyways.
Round 5 - N'orr Invasion of Maaluuk
Pre-combat effects
N'orr has 2 Infantry
Naalu has 1 Infantry
N'orr performs bombardment with their Exotrireme II.
The Emirates of Hacan: Activate the Coorneeq-Resculon system. (TP 1 --> 0)
Exhaust 6 Trade Goods (TG 6 --> 0) +1R from Sarween Tools to build 1 Dreadnought (4R), 1 Cruiser (2R), and 2 Fighters (1R) at Resculon. The Embers of Muaat: Activate the Bereg-Lirta IV system. (TP 1 --> 0)
Exhaust Bereg (3R) +1R from Sarween Tools to build 3 Destroyers (3R) and 2 Fighters (1R) at Bereg.
Gain 1 Trade Good from racial technology "Magmus Reactor". (TG 1 --> 2) The Winnu: Play Action Card "Lucky Shot", destroying 1 Muaat Destroyer at Wellon. (AC 6 --> 5) The Naalu Collective: Activate Nebula system "Lion's Head". (TP 1 --> 0)
Move in 1 Carrier and 3 Fighters from New Albion-Starpoint via Gravity Drive. The L1z1x Mindnet: Pass turn. Sardakk N'orr: Activate the Naalu Home System. (TP 1 --> 0)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from Tequ'ran-Torkan and 1 Dreadnought and 1 Fighter from Mellon-Zohbat via Gravity Drive.
During space combat, N'orr damages 1 Dreadnought while Naalu loses 1 Cruiser, 1 Destroyer, 1 Fighter, and expends Action Card "Shields Holding" (AC 5 --> 4); combat resolves in favor of N'orr.
Land 2 Infantry on Maaluuk.
Bombardment destroys 1 Naalu Infantry; no invasion combat needed.
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: 2
Action Cards: 5
Tactic Pool: 0
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) 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(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: 5
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: 0
Action Cards: 5
Tactic Pool: 0
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: 4
Tactic Pool: 0
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 - 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: 0
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 - Maaluuk (0R, 2I) 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 Dreadnought, 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) LeadershipPASSED Sardakk N'orr: (3) Politics The Emirates of Hacan: (4) ConstructionCurrent Player The Embers of Muaat: (7) Technology The Winnu: (8) Imperial
The Emirates of Hacan: Pass turn. The Embers of Muaat: Pass turn. The Winnu: Activate the Abyz-Fria system. (TP 1 --> 0)
Move in 1 Dreadnought, 1 Carrier, 2 Fighters, and 3 Infantry from the Winnu home system.
During space combat, Winnu loses 1 Fighter while L1z1x loses 1 Cruiser and 1 Carrier; combat resolves in favor of Winnu.
Land 2 Infantry on Abyz and 1 Infantry on Fria.
Bombardments on Abyz destroys 1 L1z1x Infantry; no invasion combat needed. The Naalu Collective: Pass turn. Sardakk N'orr: Pass turn. The Winnu: Pass turn.
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: 2
Action Cards: 5
Tactic Pool: 0
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) 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(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 - 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 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: 5
Tactic Pool: 0
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 - 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: 0
Action Cards: 5
Tactic Pool: 0
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: 4
Tactic Pool: 0
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 - 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: 0
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 - Maaluuk (0R, 2I) 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 Dreadnought, 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: The L1z1x Mindnet: Sardakk N'orr: The Emirates of Hacan: The Embers of Muaat: The Winnu:
All players may now each claim one Secret Objective and, if they own all planets in their home system, one Public Objective.
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KetarCome on upstairswe're having a partyRegistered Userregular
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
edited December 2017
Claim public obejective: Diversify Research (1 VP): Own 2 technologies in each of 2 colors (green, yellow)
Claim secret objective: Learn Secrets of the Cosmos (Status Phase, 1 VP): Have one or more ships in 3 systems that are each adjacent to an anomaly. (all around the nebula)
Reveal Public Objective Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
3 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, excepting Hacan who gains three tokens.
Posts
All fighters and all infantry from the Tequ'ran system. I guess it could have been clearer, but I always refer to multi-planet systems as just the name of the top planet rather than typing out "Tequ'ran/Torkan" or "Mellon/Zohbat". You can see I did the same when referencing the dreadnought move from Mellon/Zohbat.
I guess it would also be more clear if infantry was still called ground forces so the plural would have made it apparent.
Round 5 - N'orr Invasion of Maaluuk
Pre-combat effects
N'orr has 2 Infantry
Naalu has 1 Infantry
N'orr performs bombardment with their Exotrireme II.
Geth roll 2d10t4 for N'orr bombardment
Game status update in a few minutes, after which action will be on @jakobagger.
Also, damn I didn't realize N'orr dreads got 2 dice for bombardment!
The Emirates of Hacan: Activate the Coorneeq-Resculon system. (TP 1 --> 0)
Exhaust 6 Trade Goods (TG 6 --> 0) +1R from Sarween Tools to build 1 Dreadnought (4R), 1 Cruiser (2R), and 2 Fighters (1R) at Resculon.
The Embers of Muaat: Activate the Bereg-Lirta IV system. (TP 1 --> 0)
Exhaust Bereg (3R) +1R from Sarween Tools to build 3 Destroyers (3R) and 2 Fighters (1R) at Bereg.
Gain 1 Trade Good from racial technology "Magmus Reactor". (TG 1 --> 2)
The Winnu: Play Action Card "Lucky Shot", destroying 1 Muaat Destroyer at Wellon. (AC 6 --> 5)
The Naalu Collective: Activate Nebula system "Lion's Head". (TP 1 --> 0)
Move in 1 Carrier and 3 Fighters from New Albion-Starpoint via Gravity Drive.
The L1z1x Mindnet: Pass turn.
Sardakk N'orr: Activate the Naalu Home System. (TP 1 --> 0)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from Tequ'ran-Torkan and 1 Dreadnought and 1 Fighter from Mellon-Zohbat via Gravity Drive.
During space combat, N'orr damages 1 Dreadnought while Naalu loses 1 Cruiser, 1 Destroyer, 1 Fighter, and expends Action Card "Shields Holding" (AC 5 --> 4); combat resolves in favor of N'orr.
Land 2 Infantry on Maaluuk.
Bombardment destroys 1 Naalu Infantry; no invasion combat needed.
Current Map: Round 5, Action Phase Update 5
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.
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)
Trade Goods: 2
Action Cards: 5
Tactic Pool: 0
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)
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(Ketar)
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:
- 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: 1
Action Cards: 5
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:
- 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: 0
Action Cards: 5
Tactic Pool: 0
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:
- 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: 4
Tactic Pool: 0
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 - 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: 7
Action Cards: 6
Tactic Pool: 0
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 - Maaluuk (0R, 2I)
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:
- 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 PASSED
Sardakk N'orr: (3) Politics
The Emirates of Hacan: (4) Construction Current Player
The Embers of Muaat: (7) Technology
The Winnu: (8) Imperial
Edit: never mind I apparently had a rule wrong
N'orr pre-orders to pass next turn
@Ketar for response
Does someone have a Direct Hit card they were going to play until they saw the Dreadnought II immunity rule?
Combat Round 1
Winnu has 1 Dreadnought, 1 Carrier, and 2 Fighters (carrying 3 Infantry).
L1z1x has 1 Cruiser II and 1 Carrier.
Geth roll 1d10t5+1d10t9+2d10t9 for Winnu
Geth roll 1d10t6+1d10t9 for L1z1x
@MrBlarney
Combat Round 2
Winnu has 1 Dreadnought, 1 Carrier, and 2 Fighters (carrying 3 Infantry).
L1z1x has 1 Cruiser II.
Geth roll 1d10t5+1d10t9+2d10t9 for Winnu
Geth roll 1d10t6 for L1z1x
L1z1x scores 1 hit; Winnu must allocate 1 hit.
Combat will resolve once the hit is allocated, and Winnu's action will continue. (@Phyphor)
Round 5 - Winnu invasion of Abyz
Pre-combat effects
Winnu has 2 Infantry.
L1z1x has 1 Infantry.
Winnu has 1 Dreadnought that can perform Bombardment.
Geth roll 1d10t5 for Winnu bombardment
Since all players have passed or put in an order to pass, this is the end of the Action Phase; game status update will be up in a few minutes.
The Emirates of Hacan: Pass turn.
The Embers of Muaat: Pass turn.
The Winnu: Activate the Abyz-Fria system. (TP 1 --> 0)
Move in 1 Dreadnought, 1 Carrier, 2 Fighters, and 3 Infantry from the Winnu home system.
During space combat, Winnu loses 1 Fighter while L1z1x loses 1 Cruiser and 1 Carrier; combat resolves in favor of Winnu.
Land 2 Infantry on Abyz and 1 Infantry on Fria.
Bombardments on Abyz destroys 1 L1z1x Infantry; no invasion combat needed.
The Naalu Collective: Pass turn.
Sardakk N'orr: Pass turn.
The Winnu: Pass turn.
Current Map: Round 5, Start of Status Phase
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.
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)
Trade Goods: 2
Action Cards: 5
Tactic Pool: 0
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)
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(Ketar)
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 - 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 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: 1
Action Cards: 5
Tactic Pool: 0
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 - 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: 0
Action Cards: 5
Tactic Pool: 0
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:
- 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: 4
Tactic Pool: 0
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 - 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: 7
Action Cards: 6
Tactic Pool: 0
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 - Maaluuk (0R, 2I)
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:
- 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:
The L1z1x Mindnet:
Sardakk N'orr:
The Emirates of Hacan:
The Embers of Muaat:
The Winnu:
All players may now each claim one Secret Objective and, if they own all planets in their home system, one Public Objective.
Claim secret objective: Learn Secrets of the Cosmos (Status Phase, 1 VP): Have one or more ships in 3 systems that are each adjacent to an anomaly. (all around the nebula)
Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
3 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, excepting Hacan who gains three tokens.
T/F/S: 1/4/1
AC/C/TG: 6/0/7
T2/F3/S1
2/4/1
2/3/1