I would suggest letting me win, personally.
...
Please?
You are at 9 and it's completely impossible for me to score a 2vp objective
You could get the 5 planets with a tech specialty pretty easily this round, actually. Especially with those extra command tokens you're about to get.
You could also get 1 point by winning a battle against Naalu and then would need a 1 point objective or Imperial + Mec Rex.
You could even manage the 2 point objective for 2 techs in 4 different colors if you have the action card that lets you research a tech.
It is, of course, easier for discrider to get the 1 point he needs.
I have access to 6 planets with tech specialties sure. Except one is next to your homeworld which I can't reach with any meaningful ships anyway, one is next to hacans homeworld and one is held by the player with my ceasefire
Focused research and technology rider has already been played and in any case i would need both tech and trade goods to pull it off even if I had it
I think that's everyone but @MrBody for Sabotage calls, so it's his turn now to confirm his votes or play a Sabotage. Here's the current voting status:
Fleet Regulations (Law) For: Each player cannot have more than 4 tokens in his fleet pool. Against: Each player places 1 command token from his reinforcements in his fleet pool.
Voting Order Sardakk N'orr: Up to 7 votes The Embers of Muaat: Up to 8 votes The L1z1x Mindnet: Warfare Rider - Against The Winnu: Leadership Rider - For; Politics Rider - Against The Emirates of Hacan: Up to 13 votes The Naalu Collective: Up to 6 votes; Speaker
First Agenda
The top card of the Agenda deck is drawn: "Shard of the Throne".
Naalu plays Action Card "Imperial Rider", predicting an outcome of L1z1x. (AC 7 --> 6)
Winnu plays Action Card "Veto", but is countered by Naalu's "Sabotage" play. (Winnu AC 5 --> 4; Naalu AC 6 --> 5)
Vote results: 7 - Naalu (N'orr, Muaat)
Naalu gains control of the "Shard of the Throne" card. (VP 6 --> 7) Second Agenda
The top card of the Agenda deck is drawn: "Fleet Regulations".
L1z1x plays Action Card "Warfare Rider", predicting an outcome of Against. (AC 5 --> 4)
Winnu plays Action Card "Leadership Rider", predicting an outcome of For, and "Politics Rider", predicting an outcome of Against. (AC 4 --> 2)
Vote results: 20 - Against (N'orr, Hacan), 14 - For (Muaat, Naalu)
All players add 1 command token to their Fleet Pool. (Naalu FP 3 --> 4; N'orr FP 4 --> 5; Muaat FP 3 --> 4; L1z1x FP 4 --> 5; Winnu FP 5 --> 6; Hacan FP 4 --> 5)
L1z1x places a Dreadnought in the L1z1x Home System from their successful "Warfare Rider" prediction.
Winnu draws 3 Action Cards and gains the Speaker token from their successful "Politics Rider" prediction. (AC 2 --> 5)
The Embers of Muaat - 9 VP The Winnu - 8 VP The Emirates of Hacan - 7 VP The Naalu Collective - 7 VP Sardakk N'orr - 7 VP The L1z1x Mindnet - 3 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, L1z1x 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.: Muaat Conquer the Weak (2 VP): Control 1 planet that is in another player's home system.: N'orr, Winnu, Muaat Master the Sciences (2 VP): Own 2 technologies in each of 4 colors. Form Galactic Brain Trust (2 VP): Control 5 planets that have technology specialties.
2 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. Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points. Adapt New Strategies (Status Phase, 1 VP): Own 2 faction technologies. 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. Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
1 unscored Secret Objective 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) Winnu's Support of the Throne (1 VP): Promissory note currently held by Naalu Muaat's Support of the Throne (1 VP): Promissory note currently held by Hacan Shard of the Throne (1 VP): Currently held by Naalu
The Embers of Muaat (discrider)
Commodities: 0 / 4
Trade Goods: 4
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: L1z1x's Ceasefire, Hacan's Support for the Throne, Winnu's Ceasefire (Trade Agreement, Fires of the Gashlai)
Technology: Plasma Scoring, Magen Defense Grid, Magmus Reactor, Assault Cannon, Sarween Tools, Cruiser II, Prototype War Sun II
Worlds: R - Muaat (4R, 1I) R - Quinarra (3R, 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 - Thibah (Industrial, 1R, 1I, B) 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: 2
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 5
Strategy Pool: 1
Promissory Notes: Muaat's Ceasefire, Muaat's Political Secret, Naalu's Political Secret, N'orr's Political Secret (Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring, Assault Cannon, Sarween Tools, Inheritance Systems, Fleet Logistics, Gravity Drive, Cruiser II, Super-Dreadnought II
Worlds: R - [0.0.0] (5R, 0I) R - Arnor (Industrial, 2R, 1I) R - 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 SPEAKER (Phyphor)
Commodities: 0 / 3
Trade Goods: 0
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 6
Strategy Pool: 1
Promissory Notes: Hacan's Ceasefire, N'orr's Tekklar Legion, Naalu's Gift of Prescience (Trade Agreement, Political Secret, Acquiescence)
Technology: Sarween Tools, Hegemonic Trade Policy, Plasma Scoring, Antimass Deflectors, Gravity Drive, War Sun
Worlds: R - Winnu (3R, 4I) R - Hercant (1R, 1I) R - Mecatol Rex (1R, 6I) R - Abyz (Hazardous, 3R, 0I) R - Arinam (Industrial, 1R, 2I) R - 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: 4
Action Cards: 7
Tactic Pool: 3
Fleet Pool: 5
Strategy Pool: 2
Promissory Notes: Naalu's Ceasefire, Muaat's Support for the Throne (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: R - Arretze (2R, 0I) R - Kamdorn (0R, 1I) R - Centauri (Cultural, 1R, 3I) R - Coorneeq (Cultural, 1R, 2I) R - Gral (Industrial, 1R, 1I, B) R - Quann (Cultural, 2R, 1I) R - Qucen'n (Industrial, 1R, 2I) R - Rarron (Cultural, 0R, 3I, Holy Planet, Demilitarized) R - Resculon (Cultural, 2R, 0I)
Other Racial Data:
- Flagship: Wrath of Kenara: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. After you roll a die during a Space Combat in this system, you may spend 1 Trade Good to apply +1 to the result.
- Racial Promissory Note: Trade Convoys: Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
- Racial Technology: Production Biomes (Green, requires 2 Green): Action: Exhaust this card and spend 1 token from your Strategy pool to gain 4 Trade Goods and choose 1 other player; that player gains 2 Trade Goods.
- Racial Technology: Quantum Datahub Node (Yellow, requires 3 Yellow): At the end of the Strategy Phase, you may spend 1 token from your Strategy pool and give another player 3 of your Trade Goods. If you do, give 1 of your Strategy cards to that player and take 1 of his Strategy cards.
- Masters of Trade: You do not have to spend a Command token to resolve the secondary ability of the Trade Strategy card.
- Guild Ships: You can negotiate transactions with players who are not your neighbor.
- Arbiters: When negotiating a transaction, Action Cards can be exchanged as part of that transaction.
The Naalu Collective (Lykouragh)
Commodities: 0 / 3
Trade Goods: 0
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Winnu's Support for the Throne (Trade Argeement, Support for the Throne)
Technology: Neural Motivator, Dacxive Animators, Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive, Hybrid Crystal Fighter II
Worlds: R - Druaa (3R, 1I) R - Mehar Xull (Hazardous, 1R, 3I, R) R - New Albion (Industrial, 1R, 1I, G) R - Starpoint (Hazardous, 3R, 1I) R - 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: 1
Tactic Pool: 2
Fleet Pool: 5
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: R - Tren'lak (1R, 0I) R - Maaluuk (0R, 2I) R - Lodor (Cultural, 3R, 1I) R - Mellon (Cultural, 0R, 2I) R - Tequ'ran (Hazardous, 2R, 0I) R - 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. 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. Shard of the Throne: Owned by Naalu. The owner of this card gains 1 victory point. A player gains this card and 1 victory point when he wins a combat against the owner of this card. Then, the previous owner of this card loses 1 victory point.
Order of Play The Winnu: The Emirates of Hacan: The Naalu Collective: Sardakk N'orr: The Embers of Muaat: The L1z1x Mindnet:
The (4) Construction and (6) Warfare Strategy Cards each hold one Trade Good; a player selecting one of these cards acquires the good on that card.
jakobaggerLO THY DREAD EMPIRE CHAOS IS RESTOREDRegistered Userregular
Ok, fine, I'll help you win instead of Phyphor I guess. He did kind of invade my home system, so.
Play: Public Disgrace - Play when another player chooses a strategy card during the strategy phase. They must choose a different strategy card, if able.
Targeting @Phyphor to choose a non-Imperial strategy card.
I think we're waiting on @Ketar to confirm / decline Sabotage play, or for @Phyphor to do the same or just go ahead and select a different strategy card.
+1
Options
KetarCome on upstairswe're having a partyRegistered Userregular
edited February 2018
I thought we were just waiting for phyphor. I'm not about to sabotage a card I suggested someone should play :P
Not sure if I take Diplomacy and hope to win, or take Imperial and hope to win.
I think the right move is Imperial and roll some dice.
Although obviously we thank @jakobagger for affording us the choice.
Posts
https://youtu.be/WvHdlQVaqEU
Fleet Regulations (Law)
For: Each player cannot have more than 4 tokens in his fleet pool.
Against: Each player places 1 command token from his reinforcements in his fleet pool.
Voting Order
Sardakk N'orr: Up to 7 votes
The Embers of Muaat: Up to 8 votes
The L1z1x Mindnet: Warfare Rider - Against
The Winnu: Leadership Rider - For; Politics Rider - Against
The Emirates of Hacan: Up to 13 votes
The Naalu Collective: Up to 6 votes; Speaker
confirm 7 votes against
@jakobagger
I hope somebody who voted against has an action card that can stop Phyphor from taking Imperial...
First Agenda
The top card of the Agenda deck is drawn: "Shard of the Throne".
Naalu plays Action Card "Imperial Rider", predicting an outcome of L1z1x. (AC 7 --> 6)
Winnu plays Action Card "Veto", but is countered by Naalu's "Sabotage" play. (Winnu AC 5 --> 4; Naalu AC 6 --> 5)
Vote results: 7 - Naalu (N'orr, Muaat)
Naalu gains control of the "Shard of the Throne" card. (VP 6 --> 7)
Second Agenda
The top card of the Agenda deck is drawn: "Fleet Regulations".
L1z1x plays Action Card "Warfare Rider", predicting an outcome of Against. (AC 5 --> 4)
Winnu plays Action Card "Leadership Rider", predicting an outcome of For, and "Politics Rider", predicting an outcome of Against. (AC 4 --> 2)
Vote results: 20 - Against (N'orr, Hacan), 14 - For (Muaat, Naalu)
All players add 1 command token to their Fleet Pool. (Naalu FP 3 --> 4; N'orr FP 4 --> 5; Muaat FP 3 --> 4; L1z1x FP 4 --> 5; Winnu FP 5 --> 6; Hacan FP 4 --> 5)
L1z1x places a Dreadnought in the L1z1x Home System from their successful "Warfare Rider" prediction.
Winnu draws 3 Action Cards and gains the Speaker token from their successful "Politics Rider" prediction. (AC 2 --> 5)
Current Map: Round 7, Start of Strategy Phase
Current Technologies
Victory Points and Objectives
The Winnu - 8 VP
The Emirates of Hacan - 7 VP
The Naalu Collective - 7 VP
Sardakk N'orr - 7 VP
The L1z1x Mindnet - 3 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, L1z1x
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.: Muaat
Conquer the Weak (2 VP): Control 1 planet that is in another player's home system.: N'orr, Winnu, Muaat
Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
Form Galactic Brain Trust (2 VP): Control 5 planets that have technology specialties.
2 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.
Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points.
Adapt New Strategies (Status Phase, 1 VP): Own 2 faction technologies.
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.
Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
1 unscored Secret Objective 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)
Winnu's Support of the Throne (1 VP): Promissory note currently held by Naalu
Muaat's Support of the Throne (1 VP): Promissory note currently held by Hacan
Shard of the Throne (1 VP): Currently held by Naalu
The Embers of Muaat (discrider)
Trade Goods: 4
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: L1z1x's Ceasefire, Hacan's Support for the Throne, Winnu's Ceasefire (Trade Agreement, Fires of the Gashlai)
Technology: Plasma Scoring, Magen Defense Grid, Magmus Reactor, Assault Cannon, Sarween Tools, Cruiser II, Prototype War Sun II
Worlds:
R - Muaat (4R, 1I)
R - Quinarra (3R, 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 - Thibah (Industrial, 1R, 1I, B)
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: 2
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 5
Strategy Pool: 1
Promissory Notes: Muaat's Ceasefire, Muaat's Political Secret, Naalu's Political Secret, N'orr's Political Secret (Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Plasma Scoring, Assault Cannon, Sarween Tools, Inheritance Systems, Fleet Logistics, Gravity Drive, Cruiser II, Super-Dreadnought II
Worlds:
R - [0.0.0] (5R, 0I)
R - Arnor (Industrial, 2R, 1I)
R - 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 SPEAKER (Phyphor)
Trade Goods: 0
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 6
Strategy Pool: 1
Promissory Notes: Hacan's Ceasefire, N'orr's Tekklar Legion, Naalu's Gift of Prescience (Trade Agreement, Political Secret, Acquiescence)
Technology: Sarween Tools, Hegemonic Trade Policy, Plasma Scoring, Antimass Deflectors, Gravity Drive, War Sun
Worlds:
R - Winnu (3R, 4I)
R - Hercant (1R, 1I)
R - Mecatol Rex (1R, 6I)
R - Abyz (Hazardous, 3R, 0I)
R - Arinam (Industrial, 1R, 2I)
R - 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: 4
Action Cards: 7
Tactic Pool: 3
Fleet Pool: 5
Strategy Pool: 2
Promissory Notes: Naalu's Ceasefire, Muaat's Support for the Throne (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:
R - Arretze (2R, 0I)
R - Kamdorn (0R, 1I)
R - Centauri (Cultural, 1R, 3I)
R - Coorneeq (Cultural, 1R, 2I)
R - Gral (Industrial, 1R, 1I, B)
R - Quann (Cultural, 2R, 1I)
R - Qucen'n (Industrial, 1R, 2I)
R - Rarron (Cultural, 0R, 3I, Holy Planet, Demilitarized)
R - 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: 0
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Winnu's Support for the Throne (Trade Argeement, Support for the Throne)
Technology: Neural Motivator, Dacxive Animators, Sarween Tools, Graviton Laser System, Antimass Deflectors, Gravity Drive, Hybrid Crystal Fighter II
Worlds:
R - Druaa (3R, 1I)
R - Mehar Xull (Hazardous, 1R, 3I, R)
R - New Albion (Industrial, 1R, 1I, G)
R - Starpoint (Hazardous, 3R, 1I)
R - 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: 1
Tactic Pool: 2
Fleet Pool: 5
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:
R - Tren'lak (1R, 0I)
R - Maaluuk (0R, 2I)
R - Lodor (Cultural, 3R, 1I)
R - Mellon (Cultural, 0R, 2I)
R - Tequ'ran (Hazardous, 2R, 0I)
R - 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.
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.
Shard of the Throne: Owned by Naalu. The owner of this card gains 1 victory point. A player gains this card and 1 victory point when he wins a combat against the owner of this card. Then, the previous owner of this card loses 1 victory point.
Order of Play
The Winnu:
The Emirates of Hacan:
The Naalu Collective:
Sardakk N'orr:
The Embers of Muaat:
The L1z1x Mindnet:
The (4) Construction and (6) Warfare Strategy Cards each hold one Trade Good; a player selecting one of these cards acquires the good on that card.
Batsignal @MrBody @Ketar @Lykouragh @jakobagger to do something because I certainly can't.
Play: Public Disgrace - Play when another player chooses a strategy card during the strategy phase. They must choose a different strategy card, if able.
Targeting @Phyphor to choose a non-Imperial strategy card.
Welcome to the getting your strategy card stolen club.
Tech. Use naalu racial
@jakobagger
We concluded that the only thing Imperial modifies is the timing of the PO score, as otherwise you could double-score a PO with it.
@discrider
@MrBlarney I should have 7 VP
I think the right move is Imperial and roll some dice.
Although obviously we thank @jakobagger for affording us the choice.
@Ketar
Really though, more surprised by jakobagger, and can only assume he doesn't need it.