Well then.
We'll just have to include the Mentak not pillaging their own transactions in all future transactions to make it binding.
Not that that works but I find it difficult to explain how an entire phase of combat might be binding but a 'after a transaction resolves' trigger would not.
You're probably right that it wouldn't have been legal to declare that the PDSs stand down and only then pillage. But pirates gotta try to pirate and all.
Well, the transaction rules allow anything to be binding that is 'immediate'.
That the pirate's ability is 'after' seems to imply that it could not be 'immediate', which is a bit bleh.
Wait, the binding/non-binding part comes from the deal that surrounds the transaction.
The transaction only involves the transfer of TG and promissories.
So adding: "and don't steal from the transaction" should be binding in the deal as it can be performed "immediately".. after the transaction.
Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
Hey hey hey. Tagging the wrong people for their action is my job
Homogeneous distribution of your varieties of amuse-gueule
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KetarCome on upstairswe're having a partyRegistered Userregular
The original @ signal was at 7:40am my time. The next one at 8:43. That's right in the middle of the painful daily routine of waking up my kids, getting them dressed and fed, and getting them to school. Usually with a grocery trip or similar errand on the way home. It's the one window each day where it's pretty much impossible for me to respond.
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KetarCome on upstairswe're having a partyRegistered Userregular
Reactor Meltdown
Action: Destroy 1 space dock in a non-home system.
Woah, I was sure you were going to take Lodor from me this turn. (I was actually kind of looking forward to the trade good from Salvage Ops when you took out my cruiser.)
Hedgethorn on
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
I really went back on forth on attacking Lodor. I'm still not sure I made the right call
Homogeneous distribution of your varieties of amuse-gueule
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
I really went back on forth on attacking Lodor. I'm still not sure I made the right call
I spent my last turn debating whether to fortify it or abandon it to take Arinam instead. Didn't want to lose the wormhole for the rest of the game, but it didn't seem worth what it would cost to defend.
Sardakk N'orr: Activate the Beta Wormhole system. (TP 3 --> 2)
Move in 1 Dreadnought and 1 Infantry from the N'orr Home System.
Perform transaction, giving Winnu 1 Commodity in exchange for 1 Commodity. (N'orr C 2 --> 1, TG 1 --> 2; Winnu C 1 --> 0, TG 0 --> 1) The Winnu: Activate the Thibah system. (TP 3 --> 2)
Move in 1 Carrier, 2 Fighters, and 1 Infantry from the Winnu Home System.
Land 1 Infantry on Thibah. The Mentak Coalition: Activate the Arinam-Meer system. (TP 3 --> 2)
Move in 1 Cruiser and 1 Infantry from Lodor and 1 Cruiser and 1 Fighter from the Alpha Wormhole system.
Winnu declines Space Cannon Defense.
Land 1 Infantry on Arinam.
Perform transaction, giving 2 Trade Goods and racial promissory note "Promise of Protection" to Winnu. (Mentak TG 9 --> 7; Winnu TG 1 --> 3) The Barony of Letnev: Play Action Card "Reactor Meltdown", destroying the Naalu Space Dock on Resculon. (AC 5 --> 4) The Barony of Letnev: Use Fleet Logistics to take a second action.
Activate the Centauri-Gral system. (TP 2 --> 1)
Move in 1 Dreadnought, 1 Cruiser, and 1 Fighter from the Letnev Home System. The Naalu Collective: Pass turn.
The Mentak Coalition - 2 VP Sardakk N'orr - 2 VP The Naalu Collective - 1 VP The Ghosts of Creuss - 1 VP The Barony of Letnev - 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.: N'orr Erect a Monument (1 VP): Spend 8 resources.: Creuss Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
1 Stage I Objective 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: 7
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Political Secret)
Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Plasma Scoring, Cruiser II
Worlds: R - Moll Primus (4R, 1I) X - Arinam (Industrial, 1R, 2I) 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: 3
Action Cards: 4
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Sarween Tools
Worlds: X - Maaluuk (0R, 2I) X - Druaa (3R, 1I) X - Coorneeq (Cultural, 1R, 2I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) R - Resculon (Cultural, 2R, 0I)
Other Racial Data:
- Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. After combat, return those units to the space area.
- Racial 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, Fleet Logistics, Plasma Scoring, Sarween Tools, Dreadnought II
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) X - Wellon (Industrial, 1R, 2I, Y)
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: 1 / 4
Trade Goods: 4
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Antimass Deflectors, Sarween Tools
Worlds: X - 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: 3
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Creuss' Ceasefire, Mentak's Trade Agreement, Mentak's Promise of Protection (not yet active) (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II
Worlds: R - Winnu (3R, 4I) X - Lazar (Industrial, 1R, 0I, Y) X - Meer (Hazardous, 0R, 4I, R) X - Sakulag (Hazardous, 2R, 1I) X - Thibah (Industrial, 1R, 1I, B)
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: 1 / 3
Trade Goods: 2
Action Cards: 7
Tactic Pool: 2
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, Gravity Drive
Worlds: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) X - Abyz (Hazardous, 3R, 0I) R - Fria (Hazardous, 2R, 0I) X - Mellon (Cultural, 0R, 2I) X - Vefut II (Hazardous, 2R, 0I) 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 - Quann (Cultural, 2R, 1I)
Order of Play The Naalu Collective (Mojo_Jojo): (0) WarfarePASSED The Ghosts of Creuss (MrBody): (1) LeadershipCurrent Player Sardakk N'orr (Preda): (3) Politics The Winnu (discrider): (4) Construction The Mentak Coalition (Hedgethorn): (5) Trade The Barony of Letnev (Ketar): (7) Technology
The original @ signal was at 7:40am my time. The next one at 8:43. That's right in the middle of the painful daily routine of waking up my kids, getting them dressed and fed, and getting them to school. Usually with a grocery trip or similar errand on the way home. It's the one window each day where it's pretty much impossible for me to respond.
(I both missed seeing the first @ signal, and also was attempting to at least @ the right player, so apologies for @'ing you twice)
Well, I usually ping based on if the player has already been pinged and if their profile has been active since the last ping, so hopefully this doesn't happen again.
Activate home system. Move in Carrier from Mellon/Zhobat. Move GF from Quinarra to Tren'Lak. Than exaust Tren'Lak and spend 1 TG to build 2 fighters and 2 GF. All fighters are on carriers.
KetarCome on upstairswe're having a partyRegistered Userregular
I frequently have a chance to quickly check the thread in the midst of all that chaos - it's making any kind of lengthy or detailed post that usually has to wait a bit. But anyway...
... Activate Mecatol Rex.
Move in carrier, both fighters and Lazar ground force in.
Invade.
Build Dreadnought and two more fighters, exhausting Winnu, Sarween and 1 TG
1/3/1 T/F/S
HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
I'm a bit worried Letnev is going to force the Naalu into exile, right through my thinly garrisoned border.
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KetarCome on upstairswe're having a partyRegistered Userregular
So. Funny thing, really. Part of my paranoia with regard to Naalu was because they have Cruiser II and it's too easy for them to reach all of my planets, especially from Wellon. When you throw in Neuroglaive coming online next round, well, the cost of retaking and defending Letnev planets was looking far too high.
But Naalu don't actually have Cruiser II. Ha. Ha. I started wondering how they'd gotten through the green tree so quickly and techs in three colors to get Cruiser II. And they didn't. It should be Mentak that has Cruiser II on the Current Techs sheet, but it shows Naalu instead. Ha. What can you do?
Posts
You're probably right that it wouldn't have been legal to declare that the PDSs stand down and only then pillage. But pirates gotta try to pirate and all.
That the pirate's ability is 'after' seems to imply that it could not be 'immediate', which is a bit bleh.
The transaction only involves the transfer of TG and promissories.
So adding: "and don't steal from the transaction" should be binding in the deal as it can be performed "immediately".. after the transaction.
We will attempt to not take that as a threat.
Can't read.
Action: Destroy 1 space dock in a non-home system.
Choose the space dock at Resculon.
@Mojo_Jojo or anyone else for sabotage.
No sabotage
You attacked me. Of course I'm not going to make it easy for you.
Activate Centauri-Gral. Move in cruiser, dreadnought and 1 fighter from home system.
1/2/1
Which would bring it back to @Mojo_Jojo
Pass
@mrbody for the next action
Woah, I was sure you were going to take Lodor from me this turn. (I was actually kind of looking forward to the trade good from Salvage Ops when you took out my cruiser.)
I spent my last turn debating whether to fortify it or abandon it to take Arinam instead. Didn't want to lose the wormhole for the rest of the game, but it didn't seem worth what it would cost to defend.
Sardakk N'orr: Activate the Beta Wormhole system. (TP 3 --> 2)
Move in 1 Dreadnought and 1 Infantry from the N'orr Home System.
Perform transaction, giving Winnu 1 Commodity in exchange for 1 Commodity. (N'orr C 2 --> 1, TG 1 --> 2; Winnu C 1 --> 0, TG 0 --> 1)
The Winnu: Activate the Thibah system. (TP 3 --> 2)
Move in 1 Carrier, 2 Fighters, and 1 Infantry from the Winnu Home System.
Land 1 Infantry on Thibah.
The Mentak Coalition: Activate the Arinam-Meer system. (TP 3 --> 2)
Move in 1 Cruiser and 1 Infantry from Lodor and 1 Cruiser and 1 Fighter from the Alpha Wormhole system.
Winnu declines Space Cannon Defense.
Land 1 Infantry on Arinam.
Perform transaction, giving 2 Trade Goods and racial promissory note "Promise of Protection" to Winnu. (Mentak TG 9 --> 7; Winnu TG 1 --> 3)
The Barony of Letnev: Play Action Card "Reactor Meltdown", destroying the Naalu Space Dock on Resculon. (AC 5 --> 4)
The Barony of Letnev: Use Fleet Logistics to take a second action.
Activate the Centauri-Gral system. (TP 2 --> 1)
Move in 1 Dreadnought, 1 Cruiser, and 1 Fighter from the Letnev Home System.
The Naalu Collective: Pass turn.
Current Map: Round 3, Action Phase Update 3
Current Technologies
Victory Points and Objectives
Sardakk N'orr - 2 VP
The Naalu Collective - 1 VP
The Ghosts of Creuss - 1 VP
The Barony of Letnev - 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.: N'orr
Erect a Monument (1 VP): Spend 8 resources.: Creuss
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
1 Stage I Objective 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: 7
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Political Secret)
Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Plasma Scoring, Cruiser II
Worlds:
R - Moll Primus (4R, 1I)
X - Arinam (Industrial, 1R, 2I)
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: 3
Action Cards: 4
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Sarween Tools
Worlds:
X - Maaluuk (0R, 2I)
X - Druaa (3R, 1I)
X - Coorneeq (Cultural, 1R, 2I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
R - Resculon (Cultural, 2R, 0I)
Other Racial Data:
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. After combat, return those units to the space area.
- Racial 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, Fleet Logistics, Plasma Scoring, Sarween Tools, Dreadnought II
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)
X - Wellon (Industrial, 1R, 2I, Y)
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: 4
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: Winnu's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Antimass Deflectors, Sarween Tools
Worlds:
X - 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: 3
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Creuss' Ceasefire, Mentak's Trade Agreement, Mentak's Promise of Protection (not yet active) (Trade Agreement, Political Secret, Support for the Throne, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II
Worlds:
R - Winnu (3R, 4I)
X - Lazar (Industrial, 1R, 0I, Y)
X - Meer (Hazardous, 0R, 4I, R)
X - Sakulag (Hazardous, 2R, 1I)
X - Thibah (Industrial, 1R, 1I, B)
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: 2
Action Cards: 7
Tactic Pool: 2
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, Gravity Drive
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
X - Abyz (Hazardous, 3R, 0I)
R - Fria (Hazardous, 2R, 0I)
X - Mellon (Cultural, 0R, 2I)
X - Vefut II (Hazardous, 2R, 0I)
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 - Quann (Cultural, 2R, 1I)
Order of Play
The Naalu Collective (Mojo_Jojo): (0) Warfare PASSED
The Ghosts of Creuss (MrBody): (1) Leadership Current Player
Sardakk N'orr (Preda): (3) Politics
The Winnu (discrider): (4) Construction
The Mentak Coalition (Hedgethorn): (5) Trade
The Barony of Letnev (Ketar): (7) Technology
@preda
(I both missed seeing the first @ signal, and also was attempting to at least @ the right player, so apologies for @'ing you twice)
T/F/S 1/3/0
C/T/A 1/1/7
@discrider next
Activate Mecatol Rex.
Move in carrier, both fighters and Lazar ground force in.
Invade.
Build Dreadnought and two more fighters, exhausting Winnu, Sarween and 1 TG
1/3/1 T/F/S
It appears to be that I get the Space Dock at the end of the action.
So instead I might just Play Mentak's racial note
2/3/1 T/F/S
Activate Arnor/Lor.
Move two cruisers, one fighter, and one GF from Moll Primus to Arnor/Lor.
Put the GF on Lor.
T/F/S 1/3/0
C/T/A 0/7/4
Action: Remove 1 of your command tokens from the game board and return it to your reinforcements.
Remove the token from the Wellon system.
@Mojo_Jojo or any others for sabotage.
But Naalu don't actually have Cruiser II. Ha. Ha. I started wondering how they'd gotten through the green tree so quickly and techs in three colors to get Cruiser II. And they didn't. It should be Mentak that has Cruiser II on the Current Techs sheet, but it shows Naalu instead. Ha. What can you do?