Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
@MrBody
In the upcoming agenda phase, would you like my racial promissory note and 6-8 trade goods? All I want in return is you to exploit Letnev overextending into my space
Homogeneous distribution of your varieties of amuse-gueule
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KetarCome on upstairswe're having a partyRegistered Userregular
Activate Mecatol Rex.
Move in carrier, both fighters and Lazar ground force in.
Invade.
Get PDS and Space Dock and 1 VP because apparently I need VP at some point.
1/3/1 T/F/S
The Ghosts of Creuss: Pass turn. Sardakk N'orr: Activate the N'orr Home System. (TP 2 --> 1)
Move in 1 Carrier from Mellon-Zohbat, loading 1 Infantry from Quinarra.
Land 1 Infantry on Tren'lak.
Exhaust Tren'lak (1R) and 1 Trade Good (TG 2 --> 1) to build 2 Fighters (1R) and 2 Infantry (1R) at Quinarra. The Winnu: Put Mentak's racial promissory note, "Promise of Protection", in play. The Mentak Coalition: Activate the Arnor-Lor system (TP 2 --> 1)
Move in 2 Cruisers, 1 Fighter, and 1 Infantry from Moll Primus. The Barony of Letnev: Play Action Card "Unexpected Action", removing their counter from the Wellon system. (AC 4 --> 3)
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: 1
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: 3
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 (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: 1
Action Cards: 7
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, Gravity Drive
Worlds: X - 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) LeadershipPASSED Sardakk N'orr (Preda): (3) PoliticsCurrent Player The Winnu (discrider): (4) Construction The Mentak Coalition (Hedgethorn): (5) Trade The Barony of Letnev (Ketar): (7) Technology
Had this queued up before Preda's action, but didn't post since I wasn't sure if any more Sabotage dealing/calling was gonna go on. Let me catch up, and I'll run the combat once I'm there.
Yeah, Mojo didn't offer anything to sabotage so I guess I can't get any much needed economic stimulus
A sabotage wouldn't make a huge difference outside of a minor delay. Letnev are fully committed to taking my systems. It's a strategy that is not super likely to pay off unless nobody takes advantage of him becoming spread very thin, in which case he'll have a huge manufacturing base and flood the map with fleets of Dreadnaught IIs. We shall see!
I've never seen player elimination in TI before but this could be a first
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
Letnev is the 3rd worst race in the game according to the accumulated stats at bgg.
That sounds like a funny list, they seem firmly middle of the table to me
Yin, Sardakk Norr and Winnu should be vying for those bottom positions
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KetarCome on upstairswe're having a partyRegistered Userregular
We're already at max Dreadnought IIs, we can't build any more :P
I was also far less committed than you think, aside from wanting you off Wellon when I was expecting Cruiser II + Neuroglaive chicanery.
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KetarCome on upstairswe're having a partyRegistered Userregular
edited May 2018
Total Games Played - 500
Average player count - 4.7
Average Playtime/player - 1.56
Here's the race rankings based on win ratio deviation vs. base expected ratio.
Federation of Sol 28.38%
Universities of Jol-Nar 27.28%
Yin Brotherhood 25.80%
Embers of Muaat 18.01%
Emirates of Hacan 14.29%
Naalu Collective 10.48%
Arborec 7.43%
Clan of Saar 1.77%
Winnu 0.89%
Yssaril Tribes -0.77%
Ghosts of Creuss -1.38%
L1Z1X Mindnet -4.57%
Nekro Virus -9.97%
Mentak Coalition -19.37%
Barony of Letnev -24.50%
Xxcha Kingdom -34.83%
Sardakk N'orr -43.97%
Had to laugh at the Living Rules Errata:
Gravity rifts kill anything being transported by a ship that it destroys.
I don't believe anything else in this game cares about how you spend your capacity...
Posts
Oh, no. There are many options open with the play of that card.
I'm not seeing them.
Those options look like "Attack the Naalu" or "Loom ominously over MR but no influence to clear the token "
Deal with the Naalu forces that retreated.
Action cards.
Fix it? Sorry, my bad.
In the upcoming agenda phase, would you like my racial promissory note and 6-8 trade goods? All I want in return is you to exploit Letnev overextending into my space
@Preda is up next.
@discrider next
(We're doing the action from before)
Move in carrier, both fighters and Lazar ground force in.
Invade.
Get PDS and Space Dock and 1 VP because apparently I need VP at some point.
1/3/1 T/F/S
0/3/0
Then @Ketar again.
Activate Corneeq-Resculon. Move in everything from Wellon, including infantry.
@Mojo_Jojo for any response.
0/2/1
As much good as it will do...
Play morale boost
Morale Boost
At the start of a combat round: Apply +1 to the result of each of your units' combat rolls during this combat round.
Well duh
The Ghosts of Creuss: Pass turn.
Sardakk N'orr: Activate the N'orr Home System. (TP 2 --> 1)
Move in 1 Carrier from Mellon-Zohbat, loading 1 Infantry from Quinarra.
Land 1 Infantry on Tren'lak.
Exhaust Tren'lak (1R) and 1 Trade Good (TG 2 --> 1) to build 2 Fighters (1R) and 2 Infantry (1R) at Quinarra.
The Winnu: Put Mentak's racial promissory note, "Promise of Protection", in play.
The Mentak Coalition: Activate the Arnor-Lor system (TP 2 --> 1)
Move in 2 Cruisers, 1 Fighter, and 1 Infantry from Moll Primus.
The Barony of Letnev: Play Action Card "Unexpected Action", removing their counter from the Wellon system. (AC 4 --> 3)
Current Map: Round 3, Action Phase Update 4
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: 1
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: 3
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 (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: 1
Action Cards: 7
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, Gravity Drive
Worlds:
X - 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 PASSED
Sardakk N'orr (Preda): (3) Politics Current Player
The Winnu (discrider): (4) Construction
The Mentak Coalition (Hedgethorn): (5) Trade
The Barony of Letnev (Ketar): (7) Technology
A sabotage wouldn't make a huge difference outside of a minor delay. Letnev are fully committed to taking my systems. It's a strategy that is not super likely to pay off unless nobody takes advantage of him becoming spread very thin, in which case he'll have a huge manufacturing base and flood the map with fleets of Dreadnaught IIs. We shall see!
I've never seen player elimination in TI before but this could be a first
That sounds like a funny list, they seem firmly middle of the table to me
Yin, Sardakk Norr and Winnu should be vying for those bottom positions
I was also far less committed than you think, aside from wanting you off Wellon when I was expecting Cruiser II + Neuroglaive chicanery.
Average player count - 4.7
Average Playtime/player - 1.56
Here's the race rankings based on win ratio deviation vs. base expected ratio.
Federation of Sol 28.38%
Universities of Jol-Nar 27.28%
Yin Brotherhood 25.80%
Embers of Muaat 18.01%
Emirates of Hacan 14.29%
Naalu Collective 10.48%
Arborec 7.43%
Clan of Saar 1.77%
Winnu 0.89%
Yssaril Tribes -0.77%
Ghosts of Creuss -1.38%
L1Z1X Mindnet -4.57%
Nekro Virus -9.97%
Mentak Coalition -19.37%
Barony of Letnev -24.50%
Xxcha Kingdom -34.83%
Sardakk N'orr -43.97%
Newer data with over 1,000 games played can be found here: https://docs.google.com/spreadsheets/d/1c2fGqedk13kS8PR2XF1Olo7kWrjUu5LwZFLSRUKaKdo/edit#gid=0
Pre-Combat Effects
Letnev has 2 Dreadnought IIs, 1 Cruiser, 1 Carrier, and 3 Fighters (with 2 loaded Infantry).
Naalu has 1 Carrier and 4 Hybrid Crystal Fighters.
Naalu has 1 PDS on Resculon for Space Cannon Offense. -1 to hit for Letnev's Antimass Deflectors.
Geth roll 1d10t7 for Naalu Space Cannon Offense
Combat Round 1
Letnev has 2 Dreadnought IIs (1 damaged), 1 Cruiser, 1 Carrier, and 3 Fighters (with 2 loaded Infantry).
Naalu has 1 Carrier and 4 Hybrid Crystal Fighters.
Naalu plays Action Card "Morale Boost" to provide all their units +1 to hit for this round of combat.
Geth roll 2d10t5+1d10t7+1d10t9+3d10t9 for Letnev
Geth roll 1d10t8+4d10t7 for Naalu
Gravity rifts kill anything being transported by a ship that it destroys.
I don't believe anything else in this game cares about how you spend your capacity...
Naalu loses 1 Carrier and 1 Fighter.
Combat Round 2
Letnev has 2 Dreadnought IIs (both damaged), 1 Cruiser, 1 Carrier, and 2 Fighters (with 2 loaded Infantry).
Naalu has 3 Hybrid Crystal Fighters.
Geth roll 2d10t5+1d10t7+1d10t9+2d10t9 for Letnev
Geth roll 3d10t8 for Naalu
Naalu scores 1 hit, destroying 1 Letnev Fighter.
Combat Round 3
Letnev has 2 Dreadnought IIs (both damaged), 1 Cruiser, 1 Carrier, and 1 Fighter (with 2 loaded Infantry).
Naalu has 2 Hybrid Crystal Fighters.
Geth roll 2d10t5+1d10t7+1d10t9+1d10t9 for Letnev
Geth roll 2d10t8 for Naalu