Sardakk N'orr: Play the primary ability of the (7) Technology Strategy Card, exhausting Abyz (3R) and Quinarra (3R) to gain Neural Motivator and Antimass Deflectors.
Perform transaction, giving Winnu 3 Commodities in exchange for 1 Trade Good and 2 Commodities. (N'orr C 3 --> 0, TG 1 --> 4; Winnu C 2 --> 0, TG 1 --> 3)
Mentak plays on the secondary (SP 1 --> 0), exhausting Moll Primus (4R) and Tar'mann (G tech specialty) to gain Cruiser II.
Naalu plays on the secondary (SP 1 --> 0), exhausting Resculon (2R), Coorneeq (1R), and Qucen'n (1R) to gain Dacxive Animators.
Letnev plays on the secondary (SP 3 --> 2), exhausting Arc Prime (4R) to gain Sarween Tools.
Creuss plays on the secondary (SP 2 --> 1), exhausting New Albion (1R) and Starpoint (3R) to gain Sarween Tools.
Winnu plays on the secondary, (SP 2 --> 1), exhausting Winnu (3R) and 1 Trade Good (TG 3 --> 2) to gain Plasma Scoring. The Naalu Collective: Play the primary ability of the (4) Construction Strategy Card, building 1 Space Dock and 1 PDS on Resculon.
Letnev plays on the secondary (SP 2 --> 1), placing a Space Dock on Tequ'ran.
Winnu plays on the secondary (SP 1 --> 0), placing a PDS on Sakulag. The Mentak Coalition: Play the primary ability of the (1) Leadership Strategy Card, exhausting Arnor (1I) and Lor (2I) to allocate 2 counters to each of Tactic and Strategy Pools. (TP 2 --> 4, SP 0 --> 2)
Naalu plays on the secondary, exhausting Rarron (3I) to allocate 1 counter to Strategy Pool. (SP 0 --> 1)
Letnev plays on the secondary, exhausting Centauri (3I) to allocate 1 counter to Strategy Pool. (SP 1 --> 2)
Winnu plays on the secondary, exhausting Arinam (2I) and Meer (4I) to allocate 1 counter to each of Tactic and Fleet Pools. (TP 1 --> 2, FP 2 --> 3)
N'orr plays on the secondary, exhausting Mellon (2I) and 1 Trade Good (TG 4 --> 3) to allocate 1 counter to Tactic Pool. (TP 2 --> 3) The Winnu: Play the primary ability of the (2) Diplomacy Strategy Card to place a counter from each other player's reserves into the Lazar-Sakulag system; Lazar and Sakulag are refreshed.
N'orr plays on the secondary (SP 2 --> 1), refreshing Abyz and Quinarra.
Mentak plays on the secondary (SP 2 --> 1), refreshing Moll Primus and Arnor.
Letnev plays on the secondary (SP 2 --> 1), refreshing Arc Prime and Tequ'ran.
Creuss plays on the secondary (SP 1 --> 0), refreshing New Albion and Starpoint. The Barony of Letnev: Play the primary ability of the (3) Politics Strategy Card, claiming the Speaker Token and drawing 2 Action Cards. (AC 2 --> 4)
Draw the top 2 cards of the Agenda Deck, returning both to the bottom of the deck.
N'orr plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 2 --> 4)
Mentak plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 1 --> 3)
Naalu plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 2 --> 4)
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: 3
Tactic Pool: 4
Fleet Pool: 3
Strategy Pool: 0
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, Cruiser II
Worlds: R - Moll Primus (4R, 1I) R - Arnor (Industrial, 2R, 1I) X - Lor (Industrial, 1R, 2I) X - 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: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Sarween Tools
Worlds: R - Maaluuk (0R, 2I) R - Druaa (3R, 1I) X - Coorneeq (Cultural, 1R, 2I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) X - 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: 4
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools
Worlds: R - Arc Prime (4R, 0I) R - Wren Terra (2R, 1I) X - Centauri (Cultural, 1R, 3I) R - Gral (Industrial, 1R, 1I, B) R - Saudor (Industrial, 2R, 2I) R - 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: 0
Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Sarween Tools
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: 0 / 3
Trade Goods: 2
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive, Plasma Scoring
Worlds: X - Winnu (3R, 4I) X - Arinam (Industrial, 1R, 2I) R - Lazar (Industrial, 1R, 0I, Y) X - Meer (Hazardous, 0R, 4I, R) R - 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: 0 / 3
Trade Goods: 3
Action Cards: 4
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
Technology: Neural Motivator, Antimass Deflectors
Worlds: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) R - Abyz (Hazardous, 3R, 0I) R - Fria (Hazardous, 2R, 0I) X - 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) TradeCurrent Player Sardakk N'orr (Preda): (7) Technology
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Options
KetarCome on upstairswe're having a partyRegistered Userregular
One agenda was set on fire and then put at the bottom of the deck. The other was put on the bottom without the fire.
Let us open the wormholes to seek glory for our race.
Onward, to glory holes!
Activate Bereg system. Transfer infantry from Lirta to Bereg.
Build ambassador Kosh Hil Colish flagship, 2 fighters, 2 infantry. Exhaust every planet but homeworld (9 resources+sarween).
Awaiting confirmation of the support for throne exchange from @Preda
Or even reciept of the "free" 1 TG actually, considering Hedgethorn can just immediately steal it back.
But I still think I Activate Winnu.
Construct Carrier, 2 Fighters, 2 Ground Forces by exhausting remaining planets + Sarween + 1 TG
Confirm Support for the throne excange with @Hedgethorn Mentaks. Than Activate Veefut II. Move in Carrier, Dreadnought, 2 fighter and 1 GF (leave 1 on each planet). Colonize planet.
The Ghosts of Creuss: Activate the Bereg-Lirta IV system. (TP 1 --> 0)
Pick up 1 Infantry from Lirta IV.
Land 1 Infantry on Bereg.
Exhaust Bereg (3R), Lirta IV (2R), New Albion (1R), Starpoint (3R), +1R from Sarween Tools to build flagship "Hil Colish" (8R), 2 Fighters (1R), and 2 Infantry (1R) on Bereg. Sardakk N'orr: Activate the N'orr Home System. (TP 3 --> 2)
Exhaust Tren'lak (1R), Quinarra (3R), Abyz (3R), Fria (2R), and Zohbat (3R) to build 2 Dreadnoughts (8R), 1 Carrier (3R), and 2 Fighters (1R) at Quinarra. The Naalu Collective: Play Action Card "War Effort", gaining a Cruiser in the Qucen'n-Rarron system. (AC 4 --> 3) The Mentak Coalition: Activate the Alpha Wormhole system. (TP 4 --> 3)
Move in 1 Cruiser and 1 Fighter from the Mentak Home System via the Lodor system.
Perform transaction, giving N'orr 1 Trade Good and promissory note "Support for the Throne" in exchange for N'orr's promissory note "Support for the Throne". (Mentak VP 1 --> 2, TG 1 --> 0; N'orr VP 0 --> 1, TG 3 --> 4) The Winnu: Activate the Winnu Home System. (TP 2 --> 1)
Exhaust Lazar (1R), Sakulag (2R), 1 Trade Good (TG 2 --> 1) to build 1 Carrier (3R), 2 Fighters (1R), and 2 Infantry (1R) at Winnu. The Barony of Letnev: Activate the Letnev Home System. (TP 2 --> 1)
Exhaust Arc Prime (4R), Wren Terra (2R), Gral (1R), Saudor (2R), Tequ'ran (2R), +1R from Sarween Tools to build 2 Dreadnoughts (8R), 1 Cruiser (2R), and 3 Fighters (2R) at Arc Prime. The Ghosts of Creuss: Pass turn. Sardakk N'orr: Activate the Vefut II system. (TP 2 --> 1)
Move in 1 Dreadnought, 1 Carrier, 2 Fighters, and 1 Infantry from Abyz.
Land 1 Infantry on Vefut II. The Naalu Collective: Activate the Coorneeq-Resculon system. (TP 1 --> 0)
Exhaust Druaa (3R), +1R from Sarween Tools to build 1 Carrier (3R) and 2 Infantry (1R) at Resculon. The Mentak Coalition: Activate the Lodor system. (TP 3 --> 2)
Move 1 Cruiser from Lodor through Lor, loading 1 Infantry, before returning to Lodor.
Land 1 Infantry on Lodor.
The Mentak Coalition - 2 VP The Naalu Collective - 1 VP Sardakk N'orr - 1 VP The Barony of Letnev - 0 VP The Ghosts of Creuss - 0 VP The Winnu - 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. Mentak's Support for the Throne (1 VP): Held by N'orr. N'orr's Support for the Throne (1 VP): Held by Mentak.
The Mentak Coalition (Hedgethorn)
Commodities: 0 / 2
Trade Goods: 0
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret, Promise of Protection)
Technology: Sarween Tools, Graviton Laser System, Plasma Scoring, Cruiser II
Worlds: R - Moll Primus (4R, 1I) R - Arnor (Industrial, 2R, 1I) X - Lodor (Cultural, 3R, 1I) X - Lor (Industrial, 1R, 2I) X - 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: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Sarween Tools
Worlds: R - Maaluuk (0R, 2I) X - Druaa (3R, 1I) X - Coorneeq (Cultural, 1R, 2I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) X - 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: 4
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools
Worlds: X - Arc Prime (4R, 0I) X - Wren Terra (2R, 1I) X - Centauri (Cultural, 1R, 3I) X - Gral (Industrial, 1R, 1I, B) X - 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: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Sarween Tools
Worlds: R - Creuss (4R, 2I) X - Bereg (Hazardous, 3R, 1I) X - Lirta IV (Hazardous, 2R, 3I) X - New Albion (Industrial, 1R, 1I, G) X - 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: 0 / 3
Trade Goods: 1
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive, Plasma Scoring
Worlds: X - Winnu (3R, 4I) X - Arinam (Industrial, 1R, 2I) X - Lazar (Industrial, 1R, 0I, Y) X - 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: 0 / 3
Trade Goods: 4
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
Technology: Neural Motivator, Antimass Deflectors
Worlds: X - Tren'lak (1R, 0I) X - Quinarra (3R, 1I) X - Abyz (Hazardous, 3R, 0I) X - Fria (Hazardous, 2R, 0I) X - Mellon (Cultural, 0R, 2I) X - Vefut II (Hazardous, 2R, 0I) X - 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 - Quann (Cultural, 2R, 1I)
N - Thibah (Industrial, 1R, 1I, B)
Order of Play The Naalu Collective (Mojo_Jojo): (0) Construction The Mentak Coalition (Hedgethorn): (1) Leadership The Winnu (discrider): (2) DiplomacyCurrent Player The Barony of Letnev (Ketar): (3) Politics The Ghosts of Creuss (MrBody): (5) TradePASSED Sardakk N'orr (Preda): (7) Technology
The Winnu: Pass turn. The Barony of Letnev: Pass turn. Sardakk N'orr: Pass turn. The Naalu Collective: Pass turn. The Mentak Coalition: Activate the Mentak Home System. (TP 2 --> 1)
Exhaust Moll Primus (4R) and Arnor (2R), +1R from Sarween Tools to build 3 Cruisers (6R) and 2 Fighters (1R) at Moll Primus. The Mentak Coalition: Pass turn.
The Mentak Coalition - 2 VP The Naalu Collective - 1 VP Sardakk N'orr - 1 VP The Barony of Letnev - 0 VP The Ghosts of Creuss - 0 VP The Winnu - 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. Mentak's Support for the Throne (1 VP): Held by N'orr. N'orr's Support for the Throne (1 VP): Held by Mentak.
The Mentak Coalition (Hedgethorn)
Commodities: 0 / 2
Trade Goods: 0
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret, Promise of Protection)
Technology: Sarween Tools, Graviton Laser System, Plasma Scoring, Cruiser II
Worlds: X - Moll Primus (4R, 1I) X - Arnor (Industrial, 2R, 1I) X - Lodor (Cultural, 3R, 1I) X - Lor (Industrial, 1R, 2I) X - 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: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Sarween Tools
Worlds: R - Maaluuk (0R, 2I) X - Druaa (3R, 1I) X - Coorneeq (Cultural, 1R, 2I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) X - 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: 4
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools
Worlds: X - Arc Prime (4R, 0I) X - Wren Terra (2R, 1I) X - Centauri (Cultural, 1R, 3I) X - Gral (Industrial, 1R, 1I, B) X - 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: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Sarween Tools
Worlds: R - Creuss (4R, 2I) X - Bereg (Hazardous, 3R, 1I) X - Lirta IV (Hazardous, 2R, 3I) X - New Albion (Industrial, 1R, 1I, G) X - 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: 0 / 3
Trade Goods: 1
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive, Plasma Scoring
Worlds: X - Winnu (3R, 4I) X - Arinam (Industrial, 1R, 2I) X - Lazar (Industrial, 1R, 0I, Y) X - 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: 0 / 3
Trade Goods: 4
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
Technology: Neural Motivator, Antimass Deflectors
Worlds: X - Tren'lak (1R, 0I) X - Quinarra (3R, 1I) X - Abyz (Hazardous, 3R, 0I) X - Fria (Hazardous, 2R, 0I) X - Mellon (Cultural, 0R, 2I) X - Vefut II (Hazardous, 2R, 0I) X - 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 - Quann (Cultural, 2R, 1I)
N - Thibah (Industrial, 1R, 1I, B)
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
All players may now each claim up to one Public Objective and one Secret Objective.
Probably needs to be a delta wormhole in Lirta-Bereg
There is, but there's no special token for it. It's just part of the Creuss Flagship. Just like how I haven't been marking upgraded units as anything special on the map, I haven't been planning on marking racial units in unique ways either.
Posts
4/3/0
T/F/S 1/3/0
Hopefully these will both be incredible and somehow everything will work out great
I know, that's why I didn't tag you :P
@MrBody is next
Sardakk N'orr: Play the primary ability of the (7) Technology Strategy Card, exhausting Abyz (3R) and Quinarra (3R) to gain Neural Motivator and Antimass Deflectors.
Perform transaction, giving Winnu 3 Commodities in exchange for 1 Trade Good and 2 Commodities. (N'orr C 3 --> 0, TG 1 --> 4; Winnu C 2 --> 0, TG 1 --> 3)
Mentak plays on the secondary (SP 1 --> 0), exhausting Moll Primus (4R) and Tar'mann (G tech specialty) to gain Cruiser II.
Naalu plays on the secondary (SP 1 --> 0), exhausting Resculon (2R), Coorneeq (1R), and Qucen'n (1R) to gain Dacxive Animators.
Letnev plays on the secondary (SP 3 --> 2), exhausting Arc Prime (4R) to gain Sarween Tools.
Creuss plays on the secondary (SP 2 --> 1), exhausting New Albion (1R) and Starpoint (3R) to gain Sarween Tools.
Winnu plays on the secondary, (SP 2 --> 1), exhausting Winnu (3R) and 1 Trade Good (TG 3 --> 2) to gain Plasma Scoring.
The Naalu Collective: Play the primary ability of the (4) Construction Strategy Card, building 1 Space Dock and 1 PDS on Resculon.
Letnev plays on the secondary (SP 2 --> 1), placing a Space Dock on Tequ'ran.
Winnu plays on the secondary (SP 1 --> 0), placing a PDS on Sakulag.
The Mentak Coalition: Play the primary ability of the (1) Leadership Strategy Card, exhausting Arnor (1I) and Lor (2I) to allocate 2 counters to each of Tactic and Strategy Pools. (TP 2 --> 4, SP 0 --> 2)
Naalu plays on the secondary, exhausting Rarron (3I) to allocate 1 counter to Strategy Pool. (SP 0 --> 1)
Letnev plays on the secondary, exhausting Centauri (3I) to allocate 1 counter to Strategy Pool. (SP 1 --> 2)
Winnu plays on the secondary, exhausting Arinam (2I) and Meer (4I) to allocate 1 counter to each of Tactic and Fleet Pools. (TP 1 --> 2, FP 2 --> 3)
N'orr plays on the secondary, exhausting Mellon (2I) and 1 Trade Good (TG 4 --> 3) to allocate 1 counter to Tactic Pool. (TP 2 --> 3)
The Winnu: Play the primary ability of the (2) Diplomacy Strategy Card to place a counter from each other player's reserves into the Lazar-Sakulag system; Lazar and Sakulag are refreshed.
N'orr plays on the secondary (SP 2 --> 1), refreshing Abyz and Quinarra.
Mentak plays on the secondary (SP 2 --> 1), refreshing Moll Primus and Arnor.
Letnev plays on the secondary (SP 2 --> 1), refreshing Arc Prime and Tequ'ran.
Creuss plays on the secondary (SP 1 --> 0), refreshing New Albion and Starpoint.
The Barony of Letnev: Play the primary ability of the (3) Politics Strategy Card, claiming the Speaker Token and drawing 2 Action Cards. (AC 2 --> 4)
Draw the top 2 cards of the Agenda Deck, returning both to the bottom of the deck.
N'orr plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 2 --> 4)
Mentak plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 1 --> 3)
Naalu plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 2 --> 4)
Current Map: Round 2, Action Phase Update 2
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: 3
Tactic Pool: 4
Fleet Pool: 3
Strategy Pool: 0
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, Cruiser II
Worlds:
R - Moll Primus (4R, 1I)
R - Arnor (Industrial, 2R, 1I)
X - Lor (Industrial, 1R, 2I)
X - 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: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Sarween Tools
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
X - Coorneeq (Cultural, 1R, 2I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
X - 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: 4
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools
Worlds:
R - Arc Prime (4R, 0I)
R - Wren Terra (2R, 1I)
X - Centauri (Cultural, 1R, 3I)
R - Gral (Industrial, 1R, 1I, B)
R - Saudor (Industrial, 2R, 2I)
R - 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: 0
Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Sarween Tools
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: 2
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive, Plasma Scoring
Worlds:
X - Winnu (3R, 4I)
X - Arinam (Industrial, 1R, 2I)
R - Lazar (Industrial, 1R, 0I, Y)
X - Meer (Hazardous, 0R, 4I, R)
R - 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: 3
Action Cards: 4
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Tekklar Legion)
Technology: Neural Motivator, Antimass Deflectors
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
R - Abyz (Hazardous, 3R, 0I)
R - Fria (Hazardous, 2R, 0I)
X - 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 Current Player
Sardakk N'orr (Preda): (7) Technology
Onward, to glory holes!
Activate Bereg system. Transfer infantry from Lirta to Bereg.
Build ambassador Kosh Hil Colish flagship, 2 fighters, 2 infantry. Exhaust every planet but homeworld (9 resources+sarween).
C/T/A: 3/6/1
T/F/S: 0/3/0
@Preda
C/T/A: 0/3/4
T/F/S: 2/3/0
@Mojo_Jojo next
War Effort
Action: Place 1 cruiser from your reinforcements in a system that contains 1 or more of your ships.
Place a cruiser in Qucen'n/Rarron
C/T/A 3/0/3
T/F/S 1/3/0
@hedgethorn 's action
And any sabotage calls too, I suppose
Pay @Preda 1 TG per our earlier agreement.
S/F/T 3/3/0
C/T/A 0/0/3
@discrider for next action
This is what you get for making deals with space pirates @Preda
Or even reciept of the "free" 1 TG actually, considering Hedgethorn can just immediately steal it back.
But I still think I Activate Winnu.
Construct Carrier, 2 Fighters, 2 Ground Forces by exhausting remaining planets + Sarween + 1 TG
1/3/0 T/F/S
@Ketar is next
1/2/1
@MrBody
C/T/A: 0/4/4
T/F/S: 1/3/0
@Mojo_Jojo next
Activate Corneeq/Resculon
Build 2 infantry and a carrier (cost 4 -1 from saween)
Exhaust Druaa for 3R
T/F/S 0/3/0
And then hedgethorn's action
Activate Lodor. Move one cruiser from Lodor to Lor, pick up the GF on Lor, and then bring that GF back to Lodor, colonizing the planet.
S/F/T 2/3/0
C/T/A 0/0/3
@discrider's action
The Ghosts of Creuss: Activate the Bereg-Lirta IV system. (TP 1 --> 0)
Pick up 1 Infantry from Lirta IV.
Land 1 Infantry on Bereg.
Exhaust Bereg (3R), Lirta IV (2R), New Albion (1R), Starpoint (3R), +1R from Sarween Tools to build flagship "Hil Colish" (8R), 2 Fighters (1R), and 2 Infantry (1R) on Bereg.
Sardakk N'orr: Activate the N'orr Home System. (TP 3 --> 2)
Exhaust Tren'lak (1R), Quinarra (3R), Abyz (3R), Fria (2R), and Zohbat (3R) to build 2 Dreadnoughts (8R), 1 Carrier (3R), and 2 Fighters (1R) at Quinarra.
The Naalu Collective: Play Action Card "War Effort", gaining a Cruiser in the Qucen'n-Rarron system. (AC 4 --> 3)
The Mentak Coalition: Activate the Alpha Wormhole system. (TP 4 --> 3)
Move in 1 Cruiser and 1 Fighter from the Mentak Home System via the Lodor system.
Perform transaction, giving N'orr 1 Trade Good and promissory note "Support for the Throne" in exchange for N'orr's promissory note "Support for the Throne". (Mentak VP 1 --> 2, TG 1 --> 0; N'orr VP 0 --> 1, TG 3 --> 4)
The Winnu: Activate the Winnu Home System. (TP 2 --> 1)
Exhaust Lazar (1R), Sakulag (2R), 1 Trade Good (TG 2 --> 1) to build 1 Carrier (3R), 2 Fighters (1R), and 2 Infantry (1R) at Winnu.
The Barony of Letnev: Activate the Letnev Home System. (TP 2 --> 1)
Exhaust Arc Prime (4R), Wren Terra (2R), Gral (1R), Saudor (2R), Tequ'ran (2R), +1R from Sarween Tools to build 2 Dreadnoughts (8R), 1 Cruiser (2R), and 3 Fighters (2R) at Arc Prime.
The Ghosts of Creuss: Pass turn.
Sardakk N'orr: Activate the Vefut II system. (TP 2 --> 1)
Move in 1 Dreadnought, 1 Carrier, 2 Fighters, and 1 Infantry from Abyz.
Land 1 Infantry on Vefut II.
The Naalu Collective: Activate the Coorneeq-Resculon system. (TP 1 --> 0)
Exhaust Druaa (3R), +1R from Sarween Tools to build 1 Carrier (3R) and 2 Infantry (1R) at Resculon.
The Mentak Coalition: Activate the Lodor system. (TP 3 --> 2)
Move 1 Cruiser from Lodor through Lor, loading 1 Infantry, before returning to Lodor.
Land 1 Infantry on Lodor.
Current Map: Round 2, Action Phase Update 3
Current Technologies
Victory Points and Objectives
The Naalu Collective - 1 VP
Sardakk N'orr - 1 VP
The Barony of Letnev - 0 VP
The Ghosts of Creuss - 0 VP
The Winnu - 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.
Mentak's Support for the Throne (1 VP): Held by N'orr.
N'orr's Support for the Throne (1 VP): Held by Mentak.
The Mentak Coalition (Hedgethorn)
Trade Goods: 0
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret, Promise of Protection)
Technology: Sarween Tools, Graviton Laser System, Plasma Scoring, Cruiser II
Worlds:
R - Moll Primus (4R, 1I)
R - Arnor (Industrial, 2R, 1I)
X - Lodor (Cultural, 3R, 1I)
X - Lor (Industrial, 1R, 2I)
X - 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: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Sarween Tools
Worlds:
R - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Coorneeq (Cultural, 1R, 2I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
X - 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: 4
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools
Worlds:
X - Arc Prime (4R, 0I)
X - Wren Terra (2R, 1I)
X - Centauri (Cultural, 1R, 3I)
X - Gral (Industrial, 1R, 1I, B)
X - 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: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Sarween Tools
Worlds:
R - Creuss (4R, 2I)
X - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
X - New Albion (Industrial, 1R, 1I, G)
X - 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: 3
Strategy Pool: 0
Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive, Plasma Scoring
Worlds:
X - Winnu (3R, 4I)
X - Arinam (Industrial, 1R, 2I)
X - Lazar (Industrial, 1R, 0I, Y)
X - 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: 4
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
Technology: Neural Motivator, Antimass Deflectors
Worlds:
X - Tren'lak (1R, 0I)
X - Quinarra (3R, 1I)
X - Abyz (Hazardous, 3R, 0I)
X - Fria (Hazardous, 2R, 0I)
X - Mellon (Cultural, 0R, 2I)
X - Vefut II (Hazardous, 2R, 0I)
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 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 - Quann (Cultural, 2R, 1I)
N - Thibah (Industrial, 1R, 1I, B)
Order of Play
The Naalu Collective (Mojo_Jojo): (0) Construction
The Mentak Coalition (Hedgethorn): (1) Leadership
The Winnu (discrider): (2) Diplomacy Current Player
The Barony of Letnev (Ketar): (3) Politics
The Ghosts of Creuss (MrBody): (5) Trade PASSED
Sardakk N'orr (Preda): (7) Technology
@Preda
@Mojo_Jojo
@MrBlarney , I'm missing a TG.
@mrblarney for status I think
Nope, Hedgethorn for an action
@Hedgethorn
Then Pass.
Now @MrBlarney for status phase.
He was a minute too late calling you :P
The Winnu: Pass turn.
The Barony of Letnev: Pass turn.
Sardakk N'orr: Pass turn.
The Naalu Collective: Pass turn.
The Mentak Coalition: Activate the Mentak Home System. (TP 2 --> 1)
Exhaust Moll Primus (4R) and Arnor (2R), +1R from Sarween Tools to build 3 Cruisers (6R) and 2 Fighters (1R) at Moll Primus.
The Mentak Coalition: Pass turn.
Current Map: Round 2, Start of Status Phase
Current Technologies
Victory Points and Objectives
The Naalu Collective - 1 VP
Sardakk N'orr - 1 VP
The Barony of Letnev - 0 VP
The Ghosts of Creuss - 0 VP
The Winnu - 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.
Mentak's Support for the Throne (1 VP): Held by N'orr.
N'orr's Support for the Throne (1 VP): Held by Mentak.
The Mentak Coalition (Hedgethorn)
Trade Goods: 0
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret, Promise of Protection)
Technology: Sarween Tools, Graviton Laser System, Plasma Scoring, Cruiser II
Worlds:
X - Moll Primus (4R, 1I)
X - Arnor (Industrial, 2R, 1I)
X - Lodor (Cultural, 3R, 1I)
X - Lor (Industrial, 1R, 2I)
X - 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: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Sarween Tools
Worlds:
R - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Coorneeq (Cultural, 1R, 2I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
X - 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: 4
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools
Worlds:
X - Arc Prime (4R, 0I)
X - Wren Terra (2R, 1I)
X - Centauri (Cultural, 1R, 3I)
X - Gral (Industrial, 1R, 1I, B)
X - 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: 0
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Sarween Tools
Worlds:
R - Creuss (4R, 2I)
X - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
X - New Albion (Industrial, 1R, 1I, G)
X - 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: 3
Strategy Pool: 0
Promissory Notes: Creuss' Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive, Plasma Scoring
Worlds:
X - Winnu (3R, 4I)
X - Arinam (Industrial, 1R, 2I)
X - Lazar (Industrial, 1R, 0I, Y)
X - 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: 4
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
Technology: Neural Motivator, Antimass Deflectors
Worlds:
X - Tren'lak (1R, 0I)
X - Quinarra (3R, 1I)
X - Abyz (Hazardous, 3R, 0I)
X - Fria (Hazardous, 2R, 0I)
X - Mellon (Cultural, 0R, 2I)
X - Vefut II (Hazardous, 2R, 0I)
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 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 - Quann (Cultural, 2R, 1I)
N - Thibah (Industrial, 1R, 1I, B)
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
All players may now each claim up to one Public Objective and one Secret Objective.
There is, but there's no special token for it. It's just part of the Creuss Flagship. Just like how I haven't been marking upgraded units as anything special on the map, I haven't been planning on marking racial units in unique ways either.