KetarCome on upstairswe're having a partyRegistered Userregular
I could do Support for the Throne to Winnu and Ceasefire to Mentak. Or Support for the Throne to Winnu, racial or other to N'orr and Winnu's Support to N'orr.
Honestly, the first two willing to take some bribes work for me.
Alright... voting open when everyone is ready. Deals may continue to be made, even through voting. Make sure you bold and color your offers and acceptances so I can accurately record which proposals are official, and distinguish them from debate. For the record, here's what I have:
Minister of Commerce (Law) Elect Player: The elected player gains this card. After the owner of this card replenishes commodities, he gains 1 trade good for each player that is his neighbor.
Voting Order The Mentak Coalition (Hedgethorn): Up to 8 votes The Naalu Collective (Mojo_Jojo): Representative Assassinated The Barony of Letnev (Ketar): Diplomacy Rider - Winnu; Technology Rider - Winnu The Ghosts of Creuss (MrBody): Politics Rider - Winnu; Imperial Rider - Winnu The Winnu (discrider): Up to 9 votes Sardakk N'orr (Preda): Up to 6 votes; Speaker
I could do Support for the Throne to Winnu and Ceasefire to Mentak. Or Support for the Throne to Winnu, racial or other to N'orr and Winnu's Support to N'orr.
Honestly, the first two willing to take some bribes work for me.
Support can't be passed, is immediately played.
But if I get my free refreshes, no one steal my tecnology strategy and I get either you're racial or your ceasefire I'm ok to vote Winnu. @Mrbody no thanks on the commodity, it would be my 3rd TG and will be immediately be stolen from Hedgethorn...
I could do Support for the Throne to Winnu and Ceasefire to Mentak. Or Support for the Throne to Winnu, racial or other to N'orr and Winnu's Support to N'orr.
Honestly, the first two willing to take some bribes work for me.
Support can't be passed, is immediately played.
But if I get my free refreshes, no one steal my tecnology strategy and I get either you're racial or your ceasefire I'm ok to vote Winnu.
Mrbody no thanks on the commodity, it would be my 3rd TG and will be immediately be stolen from Hedgethorn...
Propose voting 9 votes for Winnu, for @Ketar 's support for the throne.
Propose my Support for the Throne for @Preda 's 6 votes for Winnu during his voting turn
Vote results: 15 votes - Winnu (Winnu, N'orr), 8 votes - Naalu (Mentak)
Winnu gains the "Minister of Commerce" card.
Cards will be going out to Creuss (MrBody) for their successful Politics prediction. Update will be posted after @Ketar (Letnev) announces their gains from their Rider plays.
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KetarCome on upstairswe're having a partyRegistered Userregular
First Agenda
The top card of the Agenda deck is drawn: "Terraforming Initiative".
Letnev performs a transaction, giving Mentak 1 Trade Good. (Letnev TG 1 --> 0; Mentak TG 7 --> 8)
Winnu performs a transaction, giving Naalu 1 Trade Good. (Winnu TG 2 --> 1; Naalu TG 3 --> 4)
Winnu performs a transaction, giving N'orr 1 Trade Good. (Winnu TG 1 --> 0; N'orr TG 1 --> 2)
N'orr performs a transaction, giving Naalu 1 Commodity. (N'orr C 1 --> 0; Naalu TG 4 --> 5)
Mentak uses their racial ability "Pillage" to take one of Naalu's Trade Goods. (Mentak TG 8 --> 9; Naalu TG 5 --> 4)
N'orr performs a transaction, giving racial promissory note "Tekklar Legion" to Creuss.
Vote results: 8 votes - Bereg (Creuss), 8 votes - Sakulag (Winnu); tie broken in favor of Sakulag by speaker N'orr.
"Terraforming Initiative" is attached to Sakulag, increasing its resource and influence values each by 1. Second Agenda
The top card of the Agenda deck is drawn: "Minister of Commerce".
Letnev plays Action Card "Assassinate Representative", preventing Naalu from voting on the agenda. (AC 3 --> 2)
Creuss plays Action Cards "Politics Rider" and "Imperial Rider", predicting an outcome of Winnu on each. (AC 5 --> 3)
Letnev plays Action Cards "Diplomacy Rider" and "Technology Rider", predicting an outcome of Winnu on each. (AC 2 --> 0)
Letnev performs a transaction, giving their "Support for the Throne" promissory note to Winnu. (Winnu VP 1 --> 2)
Winnu performs a transaction, giving their "Support for the Throne" promissory note to N'orr. (N'orr VP 3 --> 4)
Vote results: 15 votes - Winnu (Winnu, N'orr), 8 votes - Naalu (Mentak)
Winnu gains the "Minister of Commerce" card.
Letnev places one counter from each other player's reinforcements into the Coorneeq-Resculon system and gains Magen Defense Grid from their "Diplomacy Rider" and "Technology Rider" predictions.
Creuss draws 2 Action Cards and gains the Speaker Token and 1 Victory Point from their "Politics Rider" and "Imperial Rider" predictions. (AC 3 --> 6, VP 1 --> 2)
Sardakk N'orr - 4 VP The Mentak Coalition - 3 VP The Naalu Collective - 2 VP The Winnu - 2 VP The Ghosts of Creuss - 2 VP The Barony of Letnev - 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, Mentak Erect a Monument (1 VP): Spend 8 resources.: Creuss, N'orr Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu Develop Weaponry (1 VP): Own 2 unit upgrade technologies.
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. Custodians of Mecatol Rex (1 VP): Claimed by Winnu. Letnev's Support for the Throne (1 VP): Held by Winnu. Winnu's Support for the Throne (1 VP): Held by N'orr. Imperial Rider (1 VP): Successful prediction by Creuss.
The Mentak Coalition (Hedgethorn)
Commodities: 0 / 2
Trade Goods: 9
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 1
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) R - Arinam (Industrial, 1R, 2I) R - Arnor (Industrial, 2R, 1I) R - Lodor (Cultural, 3R, 1I) R - Lor (Industrial, 1R, 2I) R - Tar'mann (Industrial, 1R, 1I, G)
Other Racial Data:
- Flagship: Fourth Moon: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Other players' ships in this system cannot use Sustain Damage.
- Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
- Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
- Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
- Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
- Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.
The Naalu Collective (Mojo_Jojo)
Commodities: 3 / 3
Trade Goods: 4
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Sarween Tools
Worlds: R - Maaluuk (0R, 2I) R - Druaa (3R, 1I) R - Coorneeq (Cultural, 1R, 2I) R - Qucen'n (Industrial, 1R, 2I) R - Rarron (Cultural, 0R, 3I)
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: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, War Funding)
Technology: Antimass Deflectors, Fleet Logistics, Plasma Scoring, Magen Defense Grid, Sarween Tools, Dreadnought II
Worlds: R - Arc Prime (4R, 0I) R - Wren Terra (2R, 1I) R - Centauri (Cultural, 1R, 3I) R - Gral (Industrial, 1R, 1I, B) R - Resculon (Cultural, 2R, 0I) R - Saudor (Industrial, 2R, 2I) R - Tequ'ran (Hazardous, 2R, 0I) R - Torkan (Cultural, 0R, 3I) R - 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) SPEAKER
Commodities: 1 / 4
Trade Goods: 4
Action Cards: 6
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Antimass Deflectors, 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: 0
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Creuss' Ceasefire, Mentak's Trade Agreement, Letnev's Support for the Throne, Mentak's Promise of Protection (Trade Agreement, Political Secret, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II
Worlds: R - Winnu (3R, 4I) R - Mecatol Rex (1R, 6I) R - Lazar (Industrial, 1R, 0I, Y) R - Meer (Hazardous, 0R, 4I, R) R - Sakulag (Hazardous, 3R, 2I, Terraforming Initiative) R - 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)
Commodities: 0 / 3
Trade Goods: 2
Action Cards: 7
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Mentak's Support for the Throne, Winnu's Support for the Throne (Ceasefire, Trade Agreement, Political Secret)
Technology: Neural Motivator, Antimass Deflectors, Gravity Drive
Worlds: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) R - Abyz (Hazardous, 3R, 0I) R - Fria (Hazardous, 2R, 0I) R - Mellon (Cultural, 0R, 2I) R - Vefut II (Hazardous, 2R, 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 and Agenda Effects
N - Quann (Cultural, 2R, 1I)
Terraforming Intiative - Attached to Sakulag. The resource and influence values of this planet are increased by 1. Minister of Commerce - Held by Winnu. After Winnu replenishes commodities, they gain 1 trade good for each player that is their neighbor.
Order of Play The Ghosts of Creuss (MrBody): The Winnu (discrider): Sardakk N'orr (Preda): The Mentak Coalition (Hedgethorn): The Naalu Collective (Mojo_Jojo): The Barony of Letnev (Ketar):
There is 1 Trade Good on the (2) Diplomacy Strategy Card and 3 Trade Goods on the (8) Imperial Strategy Card; the player that selects one of these cards immediately claims the attached Trade Goods.
Either of you two fancy being speaker when I play? As usual I'm less interested in TG and more in positive acts to make the galaxy a safer place
Homogeneous distribution of your varieties of amuse-gueule
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
Do those "positive acts" you're asking for involve starting a war with Letnev? Because I'm not sure that's really in my best interest at the moment...
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
It's a short list and that is more or less the only entry on it, yes
And frankly, I'm not sure you can afford not to even sans bribes. If Letnev cement a third of the galaxy then you and ghosts are absolutely next in the firing line, and given you're the one it hurts to neighbour...
Homogeneous distribution of your varieties of amuse-gueule
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KetarCome on upstairswe're having a partyRegistered Userregular
Military domination of the entire galaxy is absurd. We'll be focusing on the earning of victory points.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
Military domination of the entire galaxy is absurd. We'll be focusing on the earning of victory points.
Your last round suggests otherwise
Attacking one dangerous opponent is very different than declaring war on the entire map.
I don't think that spin will work with the others when I responded to your farcical comments about feeling threatened by offering an exchange of cease fires.
Anyhow, it's your pick
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
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KetarCome on upstairswe're having a partyRegistered Userregular
Military domination of the entire galaxy is absurd. We'll be focusing on the earning of victory points.
Your last round suggests otherwise
Attacking one dangerous opponent is very different than declaring war on the entire map.
I don't think that spin will work with the others when I responded to your farcical comments about feeling threatened by offering an exchange of cease fires.
Anyhow, it's your pick
An exchange of ceasefires favors the player holding the Warfare strategy card....
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KetarCome on upstairswe're having a partyRegistered Userregular
Signal Jamming
Action: Choose 1 non-home system that contains or is adjacent to 1 of your ships. Place a command token from another player's reinforcements in that system
Homogeneous distribution of your varieties of amuse-gueule
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KetarCome on upstairswe're having a partyRegistered Userregular
That would have bothered me if I had taken Construction after all. And maybe a little bit if I had taken Warfare :P
I'm not sure about war, but I'll tell ya what the ghosts could do. We could make you an exchange for my racial note. You could open up a wormhole deep inside Letnev's territory. It's not outright war, but it might be enough to keep them honest from spreading out to you much further. The threat of Ghosts or the warlike N'orr coming through would be enough to hold back.
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HedgethornAssociate Professor of Historical Hobby HorsesIn the Lions' DenRegistered Userregular
No sabotage.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
I'm not sure about war, but I'll tell ya what the ghosts could do. We could make you an exchange for my racial note. You could open up a wormhole deep inside Letnev's territory. It's not outright war, but it might be enough to keep them honest from spreading out to you much further. The threat of Ghosts or the warlike N'orr coming through would be enough to hold back.
That would be quite funny. Although we're not neighbours so you'd need to pass it to Mentak and have them shuffle it along if they are willing
Homogeneous distribution of your varieties of amuse-gueule
The Ghosts of Creuss: Select the (1) Leadership Strategy Card. The Winnu: Select the (8) Imperial Strategy Card, gaining 3 Trade Goods. (TG 0 --> 3) Sardakk N'orr: Select the (7) Technology Strategy Card. The Mentak Coalition: Select the (5) Trade Strategy Card. The Naalu Collective: Select the (3) Politics Strategy Card. The Barony of Letnev: Select the (2) Diplomacy Strategy Card, gaining 1 Trade Good. (TG 0 --> 1)
Trade Goods are placed on the (4) Construction and (6) Warfare Strategy Cards.
Order of Play The Naalu Collective (Mojo_Jojo): (0) Politics The Ghosts of Creuss (MrBody): (1) Leadership The Barony of Letnev (Ketar): (2) Diplomacy The Mentak Coalition (Hedgethorn): (5) Trade Sardakk N'orr (Preda): (7) Technology The Winnu (discrider): (8) Imperial
Posts
Honestly, the first two willing to take some bribes work for me.
Minister of Commerce (Law)
Elect Player: The elected player gains this card. After the owner of this card replenishes commodities, he gains 1 trade good for each player that is his neighbor.
Voting Order
The Mentak Coalition (Hedgethorn): Up to 8 votes
The Naalu Collective (Mojo_Jojo): Representative Assassinated
The Barony of Letnev (Ketar): Diplomacy Rider - Winnu; Technology Rider - Winnu
The Ghosts of Creuss (MrBody): Politics Rider - Winnu; Imperial Rider - Winnu
The Winnu (discrider): Up to 9 votes
Sardakk N'orr (Preda): Up to 6 votes; Speaker
Support can't be passed, is immediately played.
But if I get my free refreshes, no one steal my tecnology strategy and I get either you're racial or your ceasefire I'm ok to vote Winnu.
@Mrbody no thanks on the commodity, it would be my 3rd TG and will be immediately be stolen from Hedgethorn...
What about my Support for the Throne <~<
@Preda what we were talking about was I get Ketar's Support, and you get my Support.
@Mojo_Jojo if you want to try to buy votes from @discrider..
Propose my Support for the Throne for @Preda 's 6 votes for Winnu during his voting turn
confim, vote 9 for Winnu, @Preda
Winnu gains the "Minister of Commerce" card.
Cards will be going out to Creuss (MrBody) for their successful Politics prediction. Update will be posted after @Ketar (Letnev) announces their gains from their Rider plays.
Choose Magen Defense Grid for the Tech rider.
@MrBlarney
First Agenda
The top card of the Agenda deck is drawn: "Terraforming Initiative".
Letnev performs a transaction, giving Mentak 1 Trade Good. (Letnev TG 1 --> 0; Mentak TG 7 --> 8)
Winnu performs a transaction, giving Naalu 1 Trade Good. (Winnu TG 2 --> 1; Naalu TG 3 --> 4)
Winnu performs a transaction, giving N'orr 1 Trade Good. (Winnu TG 1 --> 0; N'orr TG 1 --> 2)
N'orr performs a transaction, giving Naalu 1 Commodity. (N'orr C 1 --> 0; Naalu TG 4 --> 5)
Mentak uses their racial ability "Pillage" to take one of Naalu's Trade Goods. (Mentak TG 8 --> 9; Naalu TG 5 --> 4)
N'orr performs a transaction, giving racial promissory note "Tekklar Legion" to Creuss.
Vote results: 8 votes - Bereg (Creuss), 8 votes - Sakulag (Winnu); tie broken in favor of Sakulag by speaker N'orr.
"Terraforming Initiative" is attached to Sakulag, increasing its resource and influence values each by 1.
Second Agenda
The top card of the Agenda deck is drawn: "Minister of Commerce".
Letnev plays Action Card "Assassinate Representative", preventing Naalu from voting on the agenda. (AC 3 --> 2)
Creuss plays Action Cards "Politics Rider" and "Imperial Rider", predicting an outcome of Winnu on each. (AC 5 --> 3)
Letnev plays Action Cards "Diplomacy Rider" and "Technology Rider", predicting an outcome of Winnu on each. (AC 2 --> 0)
Letnev performs a transaction, giving their "Support for the Throne" promissory note to Winnu. (Winnu VP 1 --> 2)
Winnu performs a transaction, giving their "Support for the Throne" promissory note to N'orr. (N'orr VP 3 --> 4)
Vote results: 15 votes - Winnu (Winnu, N'orr), 8 votes - Naalu (Mentak)
Winnu gains the "Minister of Commerce" card.
Letnev places one counter from each other player's reinforcements into the Coorneeq-Resculon system and gains Magen Defense Grid from their "Diplomacy Rider" and "Technology Rider" predictions.
Creuss draws 2 Action Cards and gains the Speaker Token and 1 Victory Point from their "Politics Rider" and "Imperial Rider" predictions. (AC 3 --> 6, VP 1 --> 2)
Current Map: Round 4, Start of Strategy Phase
Current Technologies
Victory Points and Objectives
The Mentak Coalition - 3 VP
The Naalu Collective - 2 VP
The Winnu - 2 VP
The Ghosts of Creuss - 2 VP
The Barony of Letnev - 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, Mentak
Erect a Monument (1 VP): Spend 8 resources.: Creuss, N'orr
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Naalu
Develop Weaponry (1 VP): Own 2 unit upgrade technologies.
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.
Custodians of Mecatol Rex (1 VP): Claimed by Winnu.
Letnev's Support for the Throne (1 VP): Held by Winnu.
Winnu's Support for the Throne (1 VP): Held by N'orr.
Imperial Rider (1 VP): Successful prediction by Creuss.
The Mentak Coalition (Hedgethorn)
Trade Goods: 9
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 1
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)
R - Arinam (Industrial, 1R, 2I)
R - Arnor (Industrial, 2R, 1I)
R - Lodor (Cultural, 3R, 1I)
R - Lor (Industrial, 1R, 2I)
R - Tar'mann (Industrial, 1R, 1I, G)
Other Racial Data:
- Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
- Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
- Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
- Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
- Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.
The Naalu Collective (Mojo_Jojo)
Trade Goods: 4
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Sarween Tools
Worlds:
R - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
R - Coorneeq (Cultural, 1R, 2I)
R - Qucen'n (Industrial, 1R, 2I)
R - Rarron (Cultural, 0R, 3I)
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: 0
Action Cards: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, War Funding)
Technology: Antimass Deflectors, Fleet Logistics, Plasma Scoring, Magen Defense Grid, Sarween Tools, Dreadnought II
Worlds:
R - Arc Prime (4R, 0I)
R - Wren Terra (2R, 1I)
R - Centauri (Cultural, 1R, 3I)
R - Gral (Industrial, 1R, 1I, B)
R - Resculon (Cultural, 2R, 0I)
R - Saudor (Industrial, 2R, 2I)
R - Tequ'ran (Hazardous, 2R, 0I)
R - Torkan (Cultural, 0R, 3I)
R - 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) SPEAKER
Trade Goods: 4
Action Cards: 6
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Antimass Deflectors, 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: 0
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Creuss' Ceasefire, Mentak's Trade Agreement, Letnev's Support for the Throne, Mentak's Promise of Protection (Trade Agreement, Political Secret, Acquiescence)
Technology: Sarween Tools, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II
Worlds:
R - Winnu (3R, 4I)
R - Mecatol Rex (1R, 6I)
R - Lazar (Industrial, 1R, 0I, Y)
R - Meer (Hazardous, 0R, 4I, R)
R - Sakulag (Hazardous, 3R, 2I, Terraforming Initiative)
R - 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)
Trade Goods: 2
Action Cards: 7
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Mentak's Support for the Throne, Winnu's Support for the Throne (Ceasefire, Trade Agreement, Political Secret)
Technology: Neural Motivator, Antimass Deflectors, Gravity Drive
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
R - Abyz (Hazardous, 3R, 0I)
R - Fria (Hazardous, 2R, 0I)
R - Mellon (Cultural, 0R, 2I)
R - Vefut II (Hazardous, 2R, 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 and Agenda Effects
Terraforming Intiative - Attached to Sakulag. The resource and influence values of this planet are increased by 1.
Minister of Commerce - Held by Winnu. After Winnu replenishes commodities, they gain 1 trade good for each player that is their neighbor.
Order of Play
The Ghosts of Creuss (MrBody):
The Winnu (discrider):
Sardakk N'orr (Preda):
The Mentak Coalition (Hedgethorn):
The Naalu Collective (Mojo_Jojo):
The Barony of Letnev (Ketar):
There is 1 Trade Good on the (2) Diplomacy Strategy Card and 3 Trade Goods on the (8) Imperial Strategy Card; the player that selects one of these cards immediately claims the attached Trade Goods.
@discrider
Imperial I guess
@Preda
Card selection moves to @Hedgethorn.
@Mojo_Jojo
@ketar
Either of you two fancy being speaker when I play? As usual I'm less interested in TG and more in positive acts to make the galaxy a safer place
And frankly, I'm not sure you can afford not to even sans bribes. If Letnev cement a third of the galaxy then you and ghosts are absolutely next in the firing line, and given you're the one it hurts to neighbour...
Your last round suggests otherwise
Attacking one dangerous opponent is very different than declaring war on the entire map.
I don't think that spin will work with the others when I responded to your farcical comments about feeling threatened by offering an exchange of cease fires.
Anyhow, it's your pick
An exchange of ceasefires favors the player holding the Warfare strategy card....
@Mojo_Jojo
It seems rude not to have the full set in there.
@ketar for sabotage
Signal Jamming
Action: Choose 1 non-home system that contains or is adjacent to 1 of your ships. Place a command token from another player's reinforcements in that system
@MrBody is up then
I'm not sure about war, but I'll tell ya what the ghosts could do. We could make you an exchange for my racial note. You could open up a wormhole deep inside Letnev's territory. It's not outright war, but it might be enough to keep them honest from spreading out to you much further. The threat of Ghosts or the warlike N'orr coming through would be enough to hold back.
That would be quite funny. Although we're not neighbours so you'd need to pass it to Mentak and have them shuffle it along if they are willing
The Ghosts of Creuss: Select the (1) Leadership Strategy Card.
The Winnu: Select the (8) Imperial Strategy Card, gaining 3 Trade Goods. (TG 0 --> 3)
Sardakk N'orr: Select the (7) Technology Strategy Card.
The Mentak Coalition: Select the (5) Trade Strategy Card.
The Naalu Collective: Select the (3) Politics Strategy Card.
The Barony of Letnev: Select the (2) Diplomacy Strategy Card, gaining 1 Trade Good. (TG 0 --> 1)
Trade Goods are placed on the (4) Construction and (6) Warfare Strategy Cards.
Order of Play
The Naalu Collective (Mojo_Jojo): (0) Politics
The Ghosts of Creuss (MrBody): (1) Leadership
The Barony of Letnev (Ketar): (2) Diplomacy
The Mentak Coalition (Hedgethorn): (5) Trade
Sardakk N'orr (Preda): (7) Technology
The Winnu (discrider): (8) Imperial