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

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Posts

  • discriderdiscrider Registered User regular
  • MrBodyMrBody Registered User regular
    pffff...well now no one wins in that system

  • discriderdiscrider Registered User regular
    On the plus side, no objectives for him this round.

  • MrBodyMrBody Registered User regular
    That would be good news if I had a "Naalu scores no objectives this round" objective.

  • discriderdiscrider Registered User regular
    edited January 2018
    Nah. It's good news for you too, after having lost all those ships.
    Keep him busy whilst you move ahead.

    discrider on
  • MrBlarneyMrBlarney Registered User regular
    One more reminder for action on @Ketar for the new year.

    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I know that it's on me. I'm having a very hard time determining what to do right now. I'll figure something out by tomorrow at the latest.

  • discriderdiscrider Registered User regular
    Yeah, your big plays haven't worked out this game :(

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    discrider wrote: »
    Yeah, your big plays haven't worked out this game :(

    Eh? I haven't actually made any big plays that were really serious attempts at anything long-term. Taking your homeworld did what I wanted/needed it to do at the time. Taking Hacan's was a spur of the moment, "fuck it, why not" move that was intended to slow him down. And it did.

    I've been boned since early on, and I made my peace with that. Part of it was that with this horrible starting position the only chance at success is aggressively taking territory early, and I didn't do that. Part of it is also that the objectives that have been revealed have made it very easy for most people to score points faster than I would normally expect in a TI game. Part was me not having played TI in years and the combination of rust and not adjusting to some changes fast enough causing me to make some big timing errors in the first two rounds and miss out on strategy secondaries that I really needed to use.

  • discriderdiscrider Registered User regular
    Oh.
    Okay then.

    I think these objectives have been pretty standard for this TI though.
    Like I'm not really sure what's holding the other game back.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yeah I consider the other game really low scoring by comparison, you can probably expect to score around a point per round

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

    @MrBody Your turn.

  • MrBodyMrBody Registered User regular
    edited January 2018
    If I'm not going to be allowed to leave peacefully, let's dig in!

    Play
    Rise of a Messiah
    Action: Place 1 infantry from your reinforcements on each planet you control.


    MUAD'DIB!

    MrBody on
  • LykouraghLykouragh Registered User regular
    Oh, I see how it is.

  • LykouraghLykouragh Registered User regular
    No sabo and @jakobagger is up after some hero sabotages this filthy religious terrorist

  • MrBlarneyMrBlarney Registered User regular
    Yeah, considering the nature of this card, let's do some Sabotage / No Sabotage calls all around?

    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    No sabotage of the card that doesn't affect me at all :P

  • discriderdiscrider Registered User regular
    Ketar wrote: »
    Activate Muaat.

    @MrBody Your turn.

    Hold up.
    @Ketar am I right in thinking none of your ships have the movement to get to Muuat?

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    discrider wrote: »
    Ketar wrote: »
    Activate Muaat.

    @MrBody Your turn.

    Hold up.
    @Ketar am I right in thinking none of your ships have the movement to get to Muuat?

    Does it matter? I activated Muaat, and then ended my turn. Nothing is going to Muaat. :)

  • discriderdiscrider Registered User regular
    Ketar wrote: »
    discrider wrote: »
    Ketar wrote: »
    Activate Muaat.

    @MrBody Your turn.

    Hold up.
    @Ketar am I right in thinking none of your ships have the movement to get to Muuat?

    Does it matter? I activated Muaat, and then ended my turn. Nothing is going to Muaat. :)

    Ok???
    I'm confused

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited January 2018
    I had to take a turn, and had nothing I actually wanted to do right now. Activating Muaat protects it from me for the remainder of the round and should enhance our happy happy joy joy relations, or something.

    Ketar on
  • discriderdiscrider Registered User regular
    No sabo

  • discriderdiscrider Registered User regular
    @MrBlarney Hacan's faction sheet doesn't appear to have been updated with his new TG total from trade

  • discriderdiscrider Registered User regular
    @Phyphor we're calling for sab/no sab on the above AC
    Jakobagger too, but Lykourough's pinged you already.

  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    No sabotage

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No sabotage

  • discriderdiscrider Registered User regular
    edited January 2018
    @jakobagger for next action

    discrider on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited January 2018
    discrider wrote: »
    Ketar wrote: »
    discrider wrote: »
    Ketar wrote: »
    Activate Muaat.

    MrBody Your turn.

    Hold up.
    Ketar am I right in thinking none of your ships have the movement to get to Muuat?

    Does it matter? I activated Muaat, and then ended my turn. Nothing is going to Muaat. :)

    Ok???
    I'm confused

    He needs to activate leadership but doing so would let other people do more stuff so he's just stalling us out

    Phyphor on
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    edited January 2018
    Activate Corneeq-Resculon system (TC 2>1)

    Move in War sun from my home system, carrying 2 infantry and 4 fighters. Bombard Resculon with War Sun and dreadnought.

    If bombardment doesn't kill the dude on Resculon, drop both infantry on him. Otherwise, drop one on each planet.

    jakobagger on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited January 2018
    Technology. Exhaust Homeworld + Arinam + 2TG. Get antimass and gravity drive

    @jakobagger @discrider @Ketar @Lykouragh @MrBody

    Edit: after combat but nothing about that changes my move

    Phyphor on
  • jakobaggerjakobagger LO THY DREAD EMPIRE CHAOS IS RESTORED Registered User regular
    PLAY Tech secondary (SC 1>0)

    Exhaust Quann (2R) and Arretze (2R) for 4R total and gain Gravity Drive

  • MrBlarneyMrBlarney Registered User regular
    Round 6 - Hacan movement into Coorneeq-Resculon

    Hacan uses bombardment from their War Sun and Dreadnought on Resculon.

    Geth roll 3d10t3+1d10t5 for Hacan Bombardment

    Hacan Bombardment:
    3d10t3+1d10t5 3 [3d10t3=1, 8, 4] [1d10t5=5]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    3 hits rolled; 1 L1z1x Infantry destroyed.
    Hacan has orders to land 1 Infantry on each of Coorneeq and Resculon.

    Technology secondary is open for resolution; game state update to follow.

    4463rwiq7r47.png
  • LykouraghLykouragh Registered User regular
    play tech 2ndary, tapping druaa and new albion, SC->0, buy Graviton Laser System

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited January 2018
    Play secondary. Exhaust 0.0.0 + Lazar + Inheritance Systems. Research Assault Cannon.

    1-4-0

    Ketar on
  • discriderdiscrider Registered User regular
    Play tech secondary, 0/4/0 T/F/S.
    Exhaust Muaat to Go Plaid.
    Research Prototype War Sun II.

  • LykouraghLykouragh Registered User regular
    that sounds bad

  • MrBodyMrBody Registered User regular
    I should have had Tequ'ran, Zohbat, and Quinarra exhausted.

    Play tech secondary. Exhaust Lodor, Tren'laq, and Thibah (blue tech spec) to research Light Wave Reflectors.

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

  • MrBlarneyMrBlarney Registered User regular
    edited January 2018
    Round 6: Action Phase Update 2

    The Naalu Collective: Activate the Naalu Home System. (TP 2 --> 1)
    Move in 1 Carrier, 5 Fighters, and 2 Infantry from New Albion-Starpoint, 1 Cruiser from Mehar Xull, and 1 Destroyer from Vefut II.
    During the space battle, Naalu suffers no losses while N'orr loses 1 Dreadnought, 1 Carrier, and 3 Fighters; combat resolves in favor of Naalu.
    Land 2 Infantry on Maaluuk.
    During invasion combat, Naalu loses 2 Infantry while N'orr loses 1 Infantry; combat resolves in favor of N'orr.
    Exhaust Vefut II (2R) to build 2 Fighters (1R) and 2 Infantry (1R) at Druaa.
    The L1z1x Mindnet: Activate the Muaat Home System. (TP 2 --> 1)
    Sardakk N'orr: Play Action Card "Rise of a Messiah", placing 1 Infantry on each planet controlled by N'orr. (AC 6 --> 5)
    The Emirates of Hacan: Activate the Coorneeq-Resculon system. (TP 2 --> 1)
    Move in 1 War Sun, 4 Fighters, and 2 Infantry from the Hacan Home System.
    Bombardment destroys 1 L1z1x Infantry on Resculon.
    Land 1 Infantry on each of Coorneeq and Resculon.
    The Winnu: Play the primary ability of the (7) Technology Strategy Card, exhausting Winnu (3R), Arinam (1R), and 2 Trade Goods (TG 2 --> 0) to gain Antimass Deflectors and Gravity Drive.
    Hacan plays on the secondary (SP 1 --> 0), exhausting Arretze (2R) and Quann (2R) to gain Gravity Drive.
    Naalu plays on the secondary (SP 1 --> 0), exhausting Druaa (3R) and New Albion (1R) to gain Graviton Laser System.
    N'orr plays on the secondary (SP 1 --> 0), exhausting Lodor (3R), Tren'lak (1R) and blue tech specialty from Thibah to gain Light/Wave Deflector.
    Muaat plays on the secondary (SP 1 --> 0), exhausting Muaat (4R) to gain racial technology Prototype War Sun II.
    L1z1x plays on the secondary (SP 1 --> 0), exhausting [0.0.0] (5R), Lazar (1R), and racial technology "Inheritance Systems" to gain Assault Cannon.

    Current Map: Round 6, Action Phase Update 2

    Current Technologies

    Victory Points and Objectives
    The Winnu - 6 VP
    The Emirates of Hacan - 6 VP
    Sardakk N'orr - 6 VP
    The Naalu Collective - 5 VP
    The Embers of Muaat - 4 VP
    The L1z1x Mindnet - 2 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, L1z1x
    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, Hacan
    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.: N'orr
    Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
    3 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.
    Learn Secrets of the Cosmos (Status Phase, 1 VP): Have one or more ships in 3 systems that are each adjacent to an anomaly.
    1 unscored Secret Objective in hand.
    The Naalu Collective: Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.
    2 unscored Secret Objectives in hand.
    Sardakk N'orr: Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
    2 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: 8
    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, Prototype War Sun II

    Worlds:
    X - Muaat (4R, 1I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Dal Bootha (Cultural, 0R, 2I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Saudor (Industrial, 2R, 2I)
    R - Tar'mann (Industrial, 1R, 1I, G)
    R - 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: 1
    Action Cards: 3

    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, Assault Cannon, Sarween Tools, Inheritance Systems, Fleet Logistics, Gravity Drive, Cruiser II, Super-Dreadnought II

    Worlds:
    X - [0.0.0] (5R, 0I)
    R - Arnor (Industrial, 2R, 1I)
    X - Lazar (Industrial, 1R, 0I, Y)
    R - Lor (Industrial, 1R, 2I)
    R - 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: 0
    Action Cards: 6

    Tactic Pool: 0
    Fleet Pool: 5
    Strategy Pool: 1

    Promissory Notes: Hacan's Ceasefire, N'orr's Tekklar Legion (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Hegemonic Trade Policy, Plasma Scoring, Antimass Deflectors, Gravity Drive, 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)
    R - Meer (Hazardous, 0R, 4I, R, Research Team: Warfare)
    R - 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: 11
    Action Cards: 7

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

    Promissory Notes: Winnu's Ceasefire, Naalu's Ceasefire (Trade Agreement, Political Secret, Trade Convoys)
    Technology: Antimass Deflectors, Gravity Drive, Sarween Tools, Graviton Laser System, Neural Motivator, Dacxive Animators, Hyper Metabolism, Production Biomes, War Sun

    Worlds:
    X - Arretze (2R, 0I)
    R - Hercant (1R, 1I)
    R - Kamdorn (0R, 1I)
    R - Centauri (Cultural, 1R, 3I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Gral (Industrial, 1R, 1I, B)
    X - Quann (Cultural, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I, Holy Planet, Demilitarized)
    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 SPEAKER (Lykouragh)
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 7

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

    Promissory Notes: (Trade Argeement, Support for the Throne, Gift of Prescience)
    Technology: Neural Motivator, Dacxive Animators, Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive, Hybrid Crystal Fighter II

    Worlds:
    X - Druaa (3R, 1I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    X - New Albion (Industrial, 1R, 1I, G)
    R - 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: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.

    Sardakk N'orr (MrBody)
    Commodities: 0 / 3
    Trade Goods: 4
    Action Cards: 5

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

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

    Worlds:
    X - Tren'lak (1R, 0I)
    X - Quinarra (3R, 1I)
    R - Maaluuk (0R, 2I)
    X - Lodor (Cultural, 3R, 1I)
    R - Mellon (Cultural, 0R, 2I)
    X - Tequ'ran (Hazardous, 2R, 0I)
    X - Thibah (Industrial, 1R, 1I, B)
    R - Torkan (Cultural, 0R, 3I)
    X - 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.
    Committee Formation: Owned by N'orr. Before players vote on an agenda that requires a player to be elected, N'orr may discard this card to choose a player to be elected. Players do not vote on that agenda.

    Order of Play
    The Naalu Collective: (0) Politics
    The L1z1x Mindnet: (1) Leadership
    Sardakk N'orr: (2) Diplomacy
    The Emirates of Hacan: (5) Trade
    The Winnu: (7) Technology
    The Embers of Muaat: (8) Imperial Current Player

    MrBlarney on
    4463rwiq7r47.png
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