Actually, wait on that. @discrider What would a sabotage on this cost me?
???
I'm not sure what you have to offer.
It looks like you have 2 TG and then notes?
And that doesn't seem enough.
@discrider My ceasefire and waiting to play Diplomacy until you can actually use it, if desired? That would be worth 3 or 4 resources to you this round if it makes sense for you.
If not enough, that's fine. This card doesn't hurt me, I just realized that sabotaging it would give me an opening that I wasn't expecting to have.
The Naalu Collective: Play Action Card "Signal Jamming", placing a counter from Letnev's reinforcements into the Coorneeq-Resculon system. (AC 5 --> 4) The Ghosts of Creuss: Play the primary ability of the (1) Leadership Strategy Card, exhausting Lirta IV (3I) to allocate 3 counters to Strategy Pool and 1 counter to Tactic Pool. (TP 2 --> 3, SP 1 --> 4)
Winnu plays on the secondary, exhausting Mecatol Rex (6I), Meer (4I), Thibah (1I), and 1 Trade Good (TG 3 --> 2) to allocate 2 counters to each of Tactic Pool and Strategy Pool. (TP 2 --> 4, SP 1 --> 3)
N'orr plays on the secondary, exhausting Mellon (2I), Vefut II (2I), and 2 Trade Goods (TG 2 --> 0) to allocate 1 counter to each of Tactic Pool and Strategy Pool. (TP 2 --> 3, SP 1 --> 2)
Mentak plays on the secondary, exhausting Arinam (2I), Lor (2I), Tar'mann (1I), and 4 Trade Goods (TG 9 --> 5) to allocate 1 counter to Tactic Pool and 2 counters to Strategy Pool. (TP 1 --> 2, SP 1 --> 3)
Naalu plays on the secondary, exhausting Maaluuk (2I), Qucen'n (2I), and Rarron (3I) to allocate 2 counters to Strategy Pool. (SP 1 --> 3)
Letnev plays on the secondary, exhausting Centauri (3I), Gral (1I), Torkan (3I), and Wellon (2I) to allocate 1 counter to Tactic Pool and 2 counters to Strategy Pool. (TP 2 --> 3, SP 1 --> 3) The Barony of Letnev: Activate the Tequ'ran-Torkan system. (TP 3 --> 2)
Exhaust Arc Prime (4R), Wren Terra (2R), Saudor (2R), +1R from Sarween Tools to build flagship "Arc Secundus" (8R) and 2 Fighters (1R) at Tequ'ran. The Mentak Coalition: Activate the Lodor system. (TP 2 --> 1)
Move in 2 Cruisers, 1 Fighter, and 1 Infantry from the Mentak Home System. Sardakk N'orr: Play the primary ability of the (7) Technology Strategy Card, exhausting Abyz (3I) and Zohbat (3I) to gain Carrier II and Fighter II.
Mentak plays on the secondary (SP 3 --> 2), exhausting Moll Primus (4R) to gain racial technology Mirror Computing.
Naalu plays on the secondary (SP 3 --> 2), exhausting Druaa (3R) and Coorneeq (1R) to gain racial technology Neuroglaive.
Letnev plays on the secondary (SP 3 --> 2), ehxausting Resculon (2R) and Tequ'ran (2R) to gain racial technology "Non-Euclidean Shielding".
Creuss plays on the secondary (SP 4 --> 3), exhausting Creuss (4R) to gain racial technology "Wormhole Generator".
Winnu plays on the secondary (SP 3 --> 2), exhausting Winnu (3R), 1 Trade Good (TG 2 --> 1), and Lazar for yellow tech specialty to gain racial technology Hegemonic Trade Policy.
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: 5
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
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, Mirror Computing, Plasma Scoring, Cruiser II
Worlds: X - Moll Primus (4R, 1I) X - Arinam (Industrial, 1R, 2I) R - Arnor (Industrial, 2R, 1I) R - 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: 4
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Neuroglaive, 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)
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: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, War Funding)
Technology: Antimass Deflectors, Fleet Logistics, Plasma Scoring, Magen Defense Grid, Non-Euclidean Shielding, 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 - Resculon (Cultural, 2R, 0I) 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) SPEAKER
Commodities: 1 / 4
Trade Goods: 4
Action Cards: 6
Tactic Pool: 3
Fleet Pool: 4
Strategy Pool: 3
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, Wormhole Generator, Sarween Tools
Worlds: X - Creuss (4R, 2I) R - Bereg (Hazardous, 3R, 1I) X - 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: 1
Action Cards: 5
Tactic Pool: 4
Fleet Pool: 3
Strategy Pool: 2
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, Hegemonic Trade Policy, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II
Worlds: X - Winnu (3R, 4I) X - Mecatol Rex (1R, 6I) X - Lazar (Industrial, 1R, 0I, Y) X - Meer (Hazardous, 0R, 4I, R) R - Sakulag (Hazardous, 3R, 2I, Terraforming Initiative) 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)
Commodities: 0 / 3
Trade Goods: 0
Action Cards: 7
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 2
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, Carrier II, Fighter II
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, 2I) X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
Neutral Worlds 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 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 Current Player
Activate Sakulag-Lazar
Transfer the existing Ground Force onto Lazar with the Dread.
Exhaust Sakulag + 1TG to build a Carrier, two GF, two more fighters.
3/3/2 T/F/S
No more TG
@MrBlarney my faction spoiler doesn't have the right number of Strategy tokens @Mojo_Jojo 's action
Posts
???
I'm not sure what you have to offer.
It looks like you have 2 TG and then notes?
And that doesn't seem enough.
@discrider My ceasefire and waiting to play Diplomacy until you can actually use it, if desired? That would be worth 3 or 4 resources to you this round if it makes sense for you.
If not enough, that's fine. This card doesn't hurt me, I just realized that sabotaging it would give me an opening that I wasn't expecting to have.
Things are a little less tight over here since that last Agenda phase.
No sab
Exhaust Lirta. +3 S +1 T
T/F/S 3/4/4
C/T/A 1/4/6
Secondaries up
3/3/3
T/F/S 2/3/3
C/T/A 0/5/5
Both in strategy
2/3/3
Edit: I'm probably going to hard to get hold of until Thursday morning due to having to go into exile
T/F/S 3/3/2
C/T/A 0/0/7
Decline to take a second action.
2/3/3
@Hedgethorn @Mojo_Jojo @Ketar @discrider @MrBody for secondary.
2/3/2
1/3/2
Research neuroglaive
2/3/2
4/3/2
T/F/S 3/4/3
C/T/A 1/4/6
The Naalu Collective: Play Action Card "Signal Jamming", placing a counter from Letnev's reinforcements into the Coorneeq-Resculon system. (AC 5 --> 4)
The Ghosts of Creuss: Play the primary ability of the (1) Leadership Strategy Card, exhausting Lirta IV (3I) to allocate 3 counters to Strategy Pool and 1 counter to Tactic Pool. (TP 2 --> 3, SP 1 --> 4)
Winnu plays on the secondary, exhausting Mecatol Rex (6I), Meer (4I), Thibah (1I), and 1 Trade Good (TG 3 --> 2) to allocate 2 counters to each of Tactic Pool and Strategy Pool. (TP 2 --> 4, SP 1 --> 3)
N'orr plays on the secondary, exhausting Mellon (2I), Vefut II (2I), and 2 Trade Goods (TG 2 --> 0) to allocate 1 counter to each of Tactic Pool and Strategy Pool. (TP 2 --> 3, SP 1 --> 2)
Mentak plays on the secondary, exhausting Arinam (2I), Lor (2I), Tar'mann (1I), and 4 Trade Goods (TG 9 --> 5) to allocate 1 counter to Tactic Pool and 2 counters to Strategy Pool. (TP 1 --> 2, SP 1 --> 3)
Naalu plays on the secondary, exhausting Maaluuk (2I), Qucen'n (2I), and Rarron (3I) to allocate 2 counters to Strategy Pool. (SP 1 --> 3)
Letnev plays on the secondary, exhausting Centauri (3I), Gral (1I), Torkan (3I), and Wellon (2I) to allocate 1 counter to Tactic Pool and 2 counters to Strategy Pool. (TP 2 --> 3, SP 1 --> 3)
The Barony of Letnev: Activate the Tequ'ran-Torkan system. (TP 3 --> 2)
Exhaust Arc Prime (4R), Wren Terra (2R), Saudor (2R), +1R from Sarween Tools to build flagship "Arc Secundus" (8R) and 2 Fighters (1R) at Tequ'ran.
The Mentak Coalition: Activate the Lodor system. (TP 2 --> 1)
Move in 2 Cruisers, 1 Fighter, and 1 Infantry from the Mentak Home System.
Sardakk N'orr: Play the primary ability of the (7) Technology Strategy Card, exhausting Abyz (3I) and Zohbat (3I) to gain Carrier II and Fighter II.
Mentak plays on the secondary (SP 3 --> 2), exhausting Moll Primus (4R) to gain racial technology Mirror Computing.
Naalu plays on the secondary (SP 3 --> 2), exhausting Druaa (3R) and Coorneeq (1R) to gain racial technology Neuroglaive.
Letnev plays on the secondary (SP 3 --> 2), ehxausting Resculon (2R) and Tequ'ran (2R) to gain racial technology "Non-Euclidean Shielding".
Creuss plays on the secondary (SP 4 --> 3), exhausting Creuss (4R) to gain racial technology "Wormhole Generator".
Winnu plays on the secondary (SP 3 --> 2), exhausting Winnu (3R), 1 Trade Good (TG 2 --> 1), and Lazar for yellow tech specialty to gain racial technology Hegemonic Trade Policy.
Current Map: Round 4, Action Phase Update 1
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: 5
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
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, Mirror Computing, Plasma Scoring, Cruiser II
Worlds:
X - Moll Primus (4R, 1I)
X - Arinam (Industrial, 1R, 2I)
R - Arnor (Industrial, 2R, 1I)
R - 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: 4
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Neuroglaive, 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)
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: 0
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, War Funding)
Technology: Antimass Deflectors, Fleet Logistics, Plasma Scoring, Magen Defense Grid, Non-Euclidean Shielding, 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 - Resculon (Cultural, 2R, 0I)
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) SPEAKER
Trade Goods: 4
Action Cards: 6
Tactic Pool: 3
Fleet Pool: 4
Strategy Pool: 3
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, Wormhole Generator, Sarween Tools
Worlds:
X - Creuss (4R, 2I)
R - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
R - New Albion (Industrial, 1R, 1I, G)
R - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
The Winnu (discrider)
Trade Goods: 1
Action Cards: 5
Tactic Pool: 4
Fleet Pool: 3
Strategy Pool: 2
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, Hegemonic Trade Policy, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II
Worlds:
X - Winnu (3R, 4I)
X - Mecatol Rex (1R, 6I)
X - Lazar (Industrial, 1R, 0I, Y)
X - Meer (Hazardous, 0R, 4I, R)
R - Sakulag (Hazardous, 3R, 2I, Terraforming Initiative)
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)
Trade Goods: 0
Action Cards: 7
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 2
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, Carrier II, Fighter II
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, 2I)
X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
Neutral Worlds 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 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 Current Player
Transfer the existing Ground Force onto Lazar with the Dread.
Exhaust Sakulag + 1TG to build a Carrier, two GF, two more fighters.
3/3/2 T/F/S
No more TG
@MrBlarney my faction spoiler doesn't have the right number of Strategy tokens
@Mojo_Jojo 's action
Move in carrier with two fighters
FIGHT
1/3/2
@ketar for any responses
@mrblarney for the combat
Round 4 - Battle at the Letnev Home System
Combat Rounds 1, 2
Naalu has 1 Carrier and 2 Hybrid Crystal Fighters.
Letnev has 2 Fighters.
For expediency, multiple rounds of combat have been rolled. Conditional orders have been received for casualties.
Geth roll 2#1d10t9+2d10t8 for Naalu
Geth roll 2#2d10t9 for Letnev
Letnev scores 1 hit, destroying 1 Naalu Carrier.
Naalu scores 1 hit, destroying 1 Letnev Fighter.
In the second round of combat:
Letnev scores 1 hit, destroying 1 Naalu Fighter.
Naalu scores 1 hit, destroying 1 Letnev Fighter.
Combat resolves in favor of Naalu.
After combat, 1 Naalu Fighter is scuttled due to lack of capacity support.
Action is on @MrBody.
The most recent update has you at 3/4/3, are you sure you have the latest one open?
Build 1 dread, 2 fighters, 3 infantry
exhaust Bereg and Starpoint
T/F/S 2/4/3
C/T/A 1/4/6
@discrider
Isn't it @Ketar ?
@MrBody @discrider @Preda @Hedgethorn @Mojo_Jojo for secondary.
3/3/1 T/F/S