I thought most other races found them dry.
But yeah, the September issues got some great centrefolds of interns submitting the original form in for processing, so we can slip that in for you.
Free refreshes to:
Naalu
Winnu (immediately gives me 1 commodity)
Letnev (immediately gives me 2 commodities, I give them 1)
N'orr
Non-binding future agreement that Naalu will give me a commodity as soon as they can.
Non-binding future agreement that N'orr will give me their racial note as soon as they can
Offer of free refresh to Mentak in exchange for a commodity/TG as soon as they can.
MrBody on
+2
KetarCome on upstairswe're having a partyRegistered Userregular
Any advance into New Albion is going to be considered a blood (ectoplasm?) feud.
I consider that a perfect chokepoint between us. I have no intentions of moving further in your direction. Especially since you would have no choice but to fight to the death, and neither of us wants a war like that.
Some of that force will move on to Quann next round.
Free refreshes to:
Naalu
Winnu (immediately gives me 1 commodity)
Letnev (immediately gives me 2 commodities, I give them 1)
Non-binding future agreement that Naalu will give me a commodity as soon as they can.
Offer of free refresh to N'orr/Mentak in exchange for a commodity/TG as soon as they can.
Hey!
N'orr accepted your offer for a free refresh for their racial note.
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
@MrBody I'd love a refresh, but only having two commodities makes it seem foolish to pay you 1 TG so I end up with 1 commodity. Would you take the same deal I made with Mojo last turn -- you refresh me and we trade 2-for-2 (and I don't pillage) as soon as we become neighbors?
Any advance into New Albion is going to be considered a blood (ectoplasm?) feud.
I consider that a perfect chokepoint between us. I have no intentions of moving further in your direction. Especially since you would have no choice but to fight to the death, and neither of us wants a war like that.
Free refreshes to:
Naalu
Winnu (immediately gives me 1 commodity)
Letnev (immediately gives me 2 commodities, I give them 1)
Non-binding future agreement that Naalu will give me a commodity as soon as they can.
Offer of free refresh to N'orr/Mentak in exchange for a commodity/TG as soon as they can.
Hey!
N'orr accepted your offer for a free refresh for their racial note.
Free refreshes to:
Naalu
Winnu (immediately gives me 1 commodity)
Letnev (immediately gives me 2 commodities, I give them 1)
Non-binding future agreement that Naalu will give me a commodity as soon as they can.
Offer of free refresh to N'orr/Mentak in exchange for a commodity/TG as soon as they can.
Hey!
N'orr accepted your offer for a free refresh for their racial note.
edited
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KetarCome on upstairswe're having a partyRegistered Userregular
Any advance into New Albion is going to be considered a blood (ectoplasm?) feud.
I consider that a perfect chokepoint between us. I have no intentions of moving further in your direction. Especially since you would have no choice but to fight to the death, and neither of us wants a war like that.
@MrBody I'd love a refresh, but only having two commodities makes it seem foolish to pay you 1 TG so I end up with 1 commodity. Would you take the same deal I made with Mojo last turn -- you refresh me and we trade 2-for-2 (and I don't pillage) as soon as we become neighbors?
An immediate 2 commodities to turn into 2 TG of which you'll have to pay me 1 in 1-2 rounds sure sounds like a good deal to me! How is a free TG foolish?
I don't want this precedent of freeloading refreshes to catch on. Denied!
@MrBody I'd love a refresh, but only having two commodities makes it seem foolish to pay you 1 TG so I end up with 1 commodity. Would you take the same deal I made with Mojo last turn -- you refresh me and we trade 2-for-2 (and I don't pillage) as soon as we become neighbors?
An immediate 2 commodities to turn into 2 TG of which you'll have to pay me 1 in 1-2 rounds sure sounds like a good deal to me! How is a free TG foolish?
I don't want this precedent of freeloading refreshes to catch on. Denied!
Everyone else pays you 1 TG to net 2-3 of their own. I hope you can see why paying you 1 in order to net 1 of my own seems awfully rich to me, especially when I'm offering you 2 in order to net 2. But if you're not interested in two TG from me, then you're not interested. So be it.
0
KetarCome on upstairswe're having a partyRegistered Userregular
I believe that makes it @Preda for the next turn then.
The Naalu Collective: Activate the Wellon system. (TP 2 --> 1)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from Coorneeq-Resculon.
Land 2 Infantry on Wellon. The Mentak Coalition: Play Action Card "Spy", taking one of Letnev's Action Cards at random. (Mentak AC 1 --> 1; Letnev AC 3 --> 2) The Winnu: Activate the Lazar-Sakulag system. (TP 2 --> 1)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from Arinam-Meer.
Land 1 Infantry on each of Lazar and Sakulag. The Barony of Letnev: Activate the Tequ'ran-Torkan system. (TP 3 --> 2)
Move in 2 Dreadnoughts and 2 Infantry from Saudor and 1 Cruiser from the Letnev Home System.
Land 1 Infantry on each of Tequ'ran and Torkan. The Ghosts of Creuss: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 0 --> 3)
Refresh commodities for Creuss, Winnu, N'orr, Naalu, and Letnev. (Creuss C 0 --> 4; Winnu C 0 --> 3; N'orr C 0 --> 3; Naalu C 0 --> 3; Letnev C 0 --> 2)
Perform transaction, gaining 1 Commodity from Winnu. (Creuss TG 3 --> 4; Winnu C 3 --> 2)
Perform transaction, giving Letnev 1 Commodity in exchange for 2 Commodities. (Creuss C 4 --> 3, TG 4 --> 6; Letnev C 2 --> 0, TG 0 --> 1)
The Mentak Coalition - 1 VP The Naalu Collective - 1 VP The Barony of Letnev - 0 VP The Ghosts of Creuss - 0 VP The Winnu - 0 VP Sardakk N'orr - 0 VP
Public Objectives Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu Corner the Market (1 VP): Control 4 planets that each have the same planet trait. Erect a Monument (1 VP): Spend 8 resources.
2 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives The Mentak Coalition: 1 unfulfilled secret objective in hand. The Naalu Collective: 1 unfulfilled secret objective in hand. The Barony of Letnev: 1 unfulfilled secret objective in hand. The Ghosts of Creuss: 1 unfulfilled secret objective in hand. The Winnu: 1 unfulfilled secret objective in hand. Sardakk N'orr: 1 unfulfilled secret objective in hand.
Special Objectives Naalu's Support for the Throne (1 VP): Held by Mentak.
The Mentak Coalition (Hedgethorn)
Commodities: 0 / 2
Trade Goods: 1
Action Cards: 1
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Naalu's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Promise of Protection)
Technology: Sarween Tools, Graviton Laser System, Plasma Scoring
Worlds: R - Moll Primus (4R, 1I) R - Arnor (Industrial, 2R, 1I) R - Lor (Industrial, 1R, 2I) R - Tar'mann (Industrial, 1R, 1I, G)
Other Racial Data:
- Flagship: Fourth Moon: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Other players' ships in this system cannot use Sustain Damage.
- Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
- Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
- Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
- Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
- Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.
The Naalu Collective (Mojo_Jojo)
Commodities: 3 / 3
Trade Goods: 0
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Sarween Tools
Worlds: R - Maaluuk (0R, 2I) R - Druaa (3R, 1I) R - Coorneeq (Cultural, 1R, 2I) R - Qucen'n (Industrial, 1R, 2I) R - Rarron (Cultural, 0R, 3I) R - Resculon (Cultural, 2R, 0I) X - Wellon (Industrial, 1R, 2I, Y)
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 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.
- 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.
The Barony of Letnev (Ketar)
Commodities: 0 / 2
Trade Goods: 1
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring
Worlds: R - Arc Prime (4R, 0I) R - Wren Terra (2R, 1I) R - Centauri (Cultural, 1R, 3I) R - Gral (Industrial, 1R, 1I, B) R - Saudor (Industrial, 2R, 2I) X - Tequ'ran (Hazardous, 2R, 0I) X - Torkan (Cultural, 0R, 3I)
Other Racial Data:
- Flagship: Arc Secundus: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage, Bombardment 5 (x3). Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship.
- Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
- Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
- Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
- Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
- Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.
The Ghosts of Creuss (MrBody)
Commodities: 3 / 4
Trade Goods: 6
Action Cards: 1
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive
Worlds: R - Creuss (4R, 2I) R - Bereg (Hazardous, 3R, 1I) R - Lirta IV (Hazardous, 2R, 3I) R - New Albion (Industrial, 1R, 1I, G) R - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
The Winnu (discrider)
Commodities: 2 / 3
Trade Goods: 1
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 2
Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive
Worlds: R - Winnu (3R, 4I) R - Arinam (Industrial, 1R, 2I) X - Lazar (Industrial, 1R, 0I, Y) R - Meer (Hazardous, 0R, 4I, R) X - Sakulag (Hazardous, 2R, 1I)
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 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.
- 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.
Sardakk N'orr (Preda) SPEAKER
Commodities: 3 / 3
Trade Goods: 1
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
Technology: (none)
Worlds: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) R - Abyz (Hazardous, 3R, 0I) R - Fria (Hazardous, 2R, 0I) R - Mellon (Cultural, 0R, 2I) R - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial 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.
- 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.
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Lodor (Cultural, 3R, 1I)
N - Quann (Cultural, 2R, 1I)
N - Thibah (Industrial, 1R, 1I, B)
N - Vefut II (Hazardous, 2R, 0I)
Order of Play The Naalu Collective (Mojo_Jojo): (0) Construction The Mentak Coalition (Hedgethorn): (1) Leadership The Winnu (discrider): (2) Diplomacy The Barony of Letnev (Ketar): (3) Politics The Ghosts of Creuss (MrBody): (5) Trade Sardakk N'orr (Preda): (7) Technology Current Player
MrBlarney on
0
KetarCome on upstairswe're having a partyRegistered Userregular
@MrBlarney You have me at 1/3/2 T/F/S in the posted update, and 3/2/3 on the updated map. I believe the correct totals should be 2/2/3 as I started the round at 3/2/3 and took a single tactical action so far.
Also the map update shows me having 2 TG, while I should only have 1.
0
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
Oh, the text update is wrong for me too, it has me at 2/3/1 rather than 1/3/1
Homogeneous distribution of your varieties of amuse-gueule
MrBlarney You have me at 1/3/2 T/F/S in the posted update, and 3/2/3 on the updated map. I believe the correct totals should be 2/2/3 as I started the round at 3/2/3 and took a single tactical action so far.
Also the map update shows me having 2 TG, while I should only have 1.
Yep, I forgot to change the values after the Status Phase.
Oh, the text update is wrong for me too, it has me at 2/3/1 rather than 1/3/1
Fixed.
Thank goodness for detailed record keeping. Having three places where values are recorded means that things are usually caught at some point. There's plenty of minor inconsistencies that I've needed to correct that haven't been explicitly noted.
@MrBody I'd love a refresh, but only having two commodities makes it seem foolish to pay you 1 TG so I end up with 1 commodity. Would you take the same deal I made with Mojo last turn -- you refresh me and we trade 2-for-2 (and I don't pillage) as soon as we become neighbors?
An immediate 2 commodities to turn into 2 TG of which you'll have to pay me 1 in 1-2 rounds sure sounds like a good deal to me! How is a free TG foolish?
I don't want this precedent of freeloading refreshes to catch on. Denied!
Everyone else pays you 1 TG to net 2-3 of their own. I hope you can see why paying you 1 in order to net 1 of my own seems awfully rich to me, especially when I'm offering you 2 in order to net 2. But if you're not interested in two TG from me, then you're not interested. So be it.
It's not the Ghosts' problem that the Mentak lack any kind of work ethic to pick themselves up by their bootstraps and raise their commodity limit past 2! Believe you me, chap. Once the masses see you're ready to compromise with a welfare state, that's when everything goes to hell and those kinds of races move in. *tips top hat*
Posts
Yeah...
I was thinking of perhaps offering a Support for the Throne for it?
But that seems a bit much.
Agreed.
No, thanks. If you grant a free refresh I'd be willing to trade my 2 commodities for 1 of yours.
Move in the carrier, two fighters and two infantry from Corneeq/Resculon
Land infantry and claim Wellon
T/F/S 1/3/1
C/TG/AC 0/0/2
@Hedgethorn 's action
@mrbody I'm happy to give you a commodity for a refresh if that interests you
Pfft
That's far too little an offer.
agreed
No-one wants my Support
Also @MrBody I'll give you a TG for a free refresh
I'm assuming you meant 2 Fighters and 2 Infantry, since that's what's there.
As long as it includes crates of Naughty Imperial Lackeys back issues.
But yeah, the September issues got some great centrefolds of interns submitting the original form in for processing, so we can slip that in for you.
Yes. Sorry, mobile only for a week or so combined with the usual stupidity.
Play Spy.
Action: Choose 1 player. That player gives you 1 random action card from his hand.
@MrBlarney to give me one of Ketar's action cards. Then @discrider's action.
Depending on what card they get I may have to carve a path through you to get to them for revenge, so maybe don't be too glad.
I am full of conflicted emotions about the pirates drawing that card
Mermaids gotta predict the future
Move in Carrier, Fighters, GF from Arinam-Meer.
Land on both planets.
1/2/2 T/F/S
@Ketar
2/2/3
@MrBody
Any advance into New Albion is going to be considered a blood (ectoplasm?) feud.
Free refreshes to:
Naalu
Winnu (immediately gives me 1 commodity)
Letnev (immediately gives me 2 commodities, I give them 1)
N'orr
Non-binding future agreement that Naalu will give me a commodity as soon as they can.
Non-binding future agreement that N'orr will give me their racial note as soon as they can
Offer of free refresh to Mentak in exchange for a commodity/TG as soon as they can.
I consider that a perfect chokepoint between us. I have no intentions of moving further in your direction. Especially since you would have no choice but to fight to the death, and neither of us wants a war like that.
Some of that force will move on to Quann next round.
Hey!
N'orr accepted your offer for a free refresh for their racial note.
Or do we???
edited
Have you ever read the flavor text for Letnev?
An immediate 2 commodities to turn into 2 TG of which you'll have to pay me 1 in 1-2 rounds sure sounds like a good deal to me! How is a free TG foolish?
I don't want this precedent of freeloading refreshes to catch on. Denied!
Everyone else pays you 1 TG to net 2-3 of their own. I hope you can see why paying you 1 in order to net 1 of my own seems awfully rich to me, especially when I'm offering you 2 in order to net 2. But if you're not interested in two TG from me, then you're not interested. So be it.
The Naalu Collective: Activate the Wellon system. (TP 2 --> 1)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from Coorneeq-Resculon.
Land 2 Infantry on Wellon.
The Mentak Coalition: Play Action Card "Spy", taking one of Letnev's Action Cards at random. (Mentak AC 1 --> 1; Letnev AC 3 --> 2)
The Winnu: Activate the Lazar-Sakulag system. (TP 2 --> 1)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from Arinam-Meer.
Land 1 Infantry on each of Lazar and Sakulag.
The Barony of Letnev: Activate the Tequ'ran-Torkan system. (TP 3 --> 2)
Move in 2 Dreadnoughts and 2 Infantry from Saudor and 1 Cruiser from the Letnev Home System.
Land 1 Infantry on each of Tequ'ran and Torkan.
The Ghosts of Creuss: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 0 --> 3)
Refresh commodities for Creuss, Winnu, N'orr, Naalu, and Letnev. (Creuss C 0 --> 4; Winnu C 0 --> 3; N'orr C 0 --> 3; Naalu C 0 --> 3; Letnev C 0 --> 2)
Perform transaction, gaining 1 Commodity from Winnu. (Creuss TG 3 --> 4; Winnu C 3 --> 2)
Perform transaction, giving Letnev 1 Commodity in exchange for 2 Commodities. (Creuss C 4 --> 3, TG 4 --> 6; Letnev C 2 --> 0, TG 0 --> 1)
Current Map: Round 2, Action Phase Update 1
Current Technologies
Victory Points and Objectives
The Naalu Collective - 1 VP
The Barony of Letnev - 0 VP
The Ghosts of Creuss - 0 VP
The Winnu - 0 VP
Sardakk N'orr - 0 VP
Public Objectives
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
Erect a Monument (1 VP): Spend 8 resources.
2 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives
The Mentak Coalition: 1 unfulfilled secret objective in hand.
The Naalu Collective: 1 unfulfilled secret objective in hand.
The Barony of Letnev: 1 unfulfilled secret objective in hand.
The Ghosts of Creuss: 1 unfulfilled secret objective in hand.
The Winnu: 1 unfulfilled secret objective in hand.
Sardakk N'orr: 1 unfulfilled secret objective in hand.
Special Objectives
Naalu's Support for the Throne (1 VP): Held by Mentak.
The Mentak Coalition (Hedgethorn)
Trade Goods: 1
Action Cards: 1
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Naalu's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Promise of Protection)
Technology: Sarween Tools, Graviton Laser System, Plasma Scoring
Worlds:
R - Moll Primus (4R, 1I)
R - Arnor (Industrial, 2R, 1I)
R - Lor (Industrial, 1R, 2I)
R - Tar'mann (Industrial, 1R, 1I, G)
Other Racial Data:
- Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
- Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
- Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
- Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
- Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.
The Naalu Collective (Mojo_Jojo)
Trade Goods: 0
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Sarween Tools
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
R - Coorneeq (Cultural, 1R, 2I)
R - Qucen'n (Industrial, 1R, 2I)
R - Rarron (Cultural, 0R, 3I)
R - Resculon (Cultural, 2R, 0I)
X - Wellon (Industrial, 1R, 2I, Y)
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 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.
- 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.
The Barony of Letnev (Ketar)
Trade Goods: 1
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring
Worlds:
R - Arc Prime (4R, 0I)
R - Wren Terra (2R, 1I)
R - Centauri (Cultural, 1R, 3I)
R - Gral (Industrial, 1R, 1I, B)
R - Saudor (Industrial, 2R, 2I)
X - Tequ'ran (Hazardous, 2R, 0I)
X - Torkan (Cultural, 0R, 3I)
Other Racial Data:
- Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
- Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
- Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
- Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
- Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.
The Ghosts of Creuss (MrBody)
Trade Goods: 6
Action Cards: 1
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive
Worlds:
R - Creuss (4R, 2I)
R - Bereg (Hazardous, 3R, 1I)
R - Lirta IV (Hazardous, 2R, 3I)
R - New Albion (Industrial, 1R, 1I, G)
R - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
The Winnu (discrider)
Trade Goods: 1
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 2
Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive
Worlds:
R - Winnu (3R, 4I)
R - Arinam (Industrial, 1R, 2I)
X - Lazar (Industrial, 1R, 0I, Y)
R - Meer (Hazardous, 0R, 4I, R)
X - Sakulag (Hazardous, 2R, 1I)
Other Racial Data:
- 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.
- 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.
Sardakk N'orr (Preda) SPEAKER
Trade Goods: 1
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
Technology: (none)
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
R - Abyz (Hazardous, 3R, 0I)
R - Fria (Hazardous, 2R, 0I)
R - Mellon (Cultural, 0R, 2I)
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 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.
- 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.
Neutral Worlds
N - Lodor (Cultural, 3R, 1I)
N - Quann (Cultural, 2R, 1I)
N - Thibah (Industrial, 1R, 1I, B)
N - Vefut II (Hazardous, 2R, 0I)
Order of Play
The Naalu Collective (Mojo_Jojo): (0) Construction
The Mentak Coalition (Hedgethorn): (1) Leadership
The Winnu (discrider): (2) Diplomacy
The Barony of Letnev (Ketar): (3) Politics
The Ghosts of Creuss (MrBody): (5) Trade
Sardakk N'orr (Preda): (7) Technology Current Player
Also the map update shows me having 2 TG, while I should only have 1.
Thank goodness for detailed record keeping. Having three places where values are recorded means that things are usually caught at some point. There's plenty of minor inconsistencies that I've needed to correct that haven't been explicitly noted.
It's not the Ghosts' problem that the Mentak lack any kind of work ethic to pick themselves up by their bootstraps and raise their commodity limit past 2! Believe you me, chap. Once the masses see you're ready to compromise with a welfare state, that's when everything goes to hell and those kinds of races move in. *tips top hat*