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.
KetarCome on upstairswe're having a partyRegistered Userregular
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.
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.
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.
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
Posts
Keep him busy whilst you move ahead.
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.
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.
@MrBody Your turn.
Play
Rise of a Messiah
Action: Place 1 infantry from your reinforcements on each planet you control.
MUAD'DIB!
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
Jakobagger too, but Lykourough's pinged you already.
He needs to activate leadership but doing so would let other people do more stuff so he's just stalling us out
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 @discrider @Ketar @Lykouragh @MrBody
Edit: after combat but nothing about that changes my move
Exhaust Quann (2R) and Arretze (2R) for 4R total and gain Gravity Drive
Hacan uses bombardment from their War Sun and Dreadnought on Resculon.
Geth roll 3d10t3+1d10t5 for Hacan Bombardment
Hacan has orders to land 1 Infantry on each of Coorneeq and Resculon.
Technology secondary is open for resolution; game state update to follow.
1-4-0
Exhaust Muaat to Go Plaid.
Research Prototype War Sun II.
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
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 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)
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:
- 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: 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:
- 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: 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:
- 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: 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:
- 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)
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:
- 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)
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:
- 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.
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