Destroy a cruiser in nestphar. Glare at the maniacs that voted for this crazy law.
We are confused. Are we supposed to feel bad that you destroyed your free ship? Some of us have to work for a living you know? Also how does a plant even glare?
Also, lore for the Arborec is, I think, that they just infect other race corpses with spores. So, it's really just humans, Hacan, N'orr, and Hylar bodies glaring at you.
Destroy a cruiser in nestphar. Glare at the maniacs that voted for this crazy law.
We are confused. Are we supposed to feel bad that you destroyed your free ship? Some of us have to work for a living you know? Also how does a plant even glare?
We did lose 2 resources, or an action card. Much rather have lost a destroyer like everyone else, but all my production centers have been shut down
Keep in mind that you can't pick a technology that requires a prerequisite that the Jol-Nar Research Agreement might provide since, based on order of play (clockwise from the primary player) they will gain techs after you do.
0
Options
El SkidThe frozen white northRegistered Userregular
Destroy a cruiser in nestphar. Glare at the maniacs that voted for this crazy law.
We are confused. Are we supposed to feel bad that you destroyed your free ship? Some of us have to work for a living you know? Also how does a plant even glare?
We did lose 2 resources, or an action card. Much rather have lost a destroyer like everyone else, but all my production centers have been shut down
Couldn't you have grown two destroyees in the system you tried to put the cruiser in??
Destroy a cruiser in nestphar. Glare at the maniacs that voted for this crazy law.
We are confused. Are we supposed to feel bad that you destroyed your free ship? Some of us have to work for a living you know? Also how does a plant even glare?
We did lose 2 resources, or an action card. Much rather have lost a destroyer like everyone else, but all my production centers have been shut down
Couldn't you have grown two destroyees in the system you tried to put the cruiser in??
Nope.
I needed the tech before I produced anything. Didnβt have luxury of extra production step when I have only a few tactics counters and a superior force bearing down on me
MrBlarney: is the trigger receiving tech, or researching tech?
Anti-Intellectual Revolution triggers on researching tech, which is a defined term (rules reference 79.9). As Jol-Nar's Research Agreement triggers a technology gain rather than a research, it does not trigger Anti-Intellectual Revolution. (I couldn't find a second reference for this, so this is my best judgment.) As such, I'll take this as you playing the Research Agreement card?
Game state update will be posted in a little bit.
+1
Options
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Well now I'm jealous of everyone who is not me and gets my note.
Federation of Sol: Activate the Sol Home System. (TP 1 --> 0)
Exhaust Jord (4R) to produce 2 Destroyers (2R), 2 Fighters (1R), and 2 Infantry (1R) at Jord. Federation of Sol: Use Fleet Logistics to take a second action.
Play the primary ability of the (2) Diplomacy Strategy Card to place one counter from each other players' reinforcements into the Qucen'n-Rarron system.
No players play on the secondary ability. The Arborec: Play Action Card "War Effort", gaining a Cruiser at the Arborec Home System. (AC 7 --> 6) Universities of Jol-Nar: Activate the Jol-Nar Home System. (TP 3 --> 2)
Exhaust Lazar (1R), Zohbat (3R), +1R from Sarween Tools to build 2 Destroyers and 1 Infantry at each of Jol and Nar (4R + 1R). Sardakk N'orr: Play the primary ability of the (7) Technology Strategy Card, exhausting Bereg (3R), Starpoint (3R), and destroying 1 Cruiser in the N'orr Home System and 1 Carrier in New Albion-Starpoint to gain Fleet Logistics and racial technology Exotrireme II.
Creuss plays on the secondary (SP 2 --> 1), exhausting Creuss (4R) and destroying 1 Destroyer in the Creuss system to gain Sarween Tools.
Hacan plays on the secondary (SP 2 --> 1), exhausting Resculon (2R), Tequ'ran (2R), and destroying 1 Destroyer in the Beta Wormhole system to gain Fleet Logistics.
Arborec plays on the secondary (SP 1 --> 0), exhausting Nestphar (3R), Gral (1R), and destroying 1 Cruiser in the Arborec Home System to gain racial technology Letani Warrior II.
Jol-Nar plays on the secondary (SP 5 --> 4), exhausting Sakulag (2R), 4 Trade Goods (TG 12 --> 8), destroying 2 Destroyers in the Jol-Nar Home System, and using racial abilities "Brilliant" and "Analytical" to gain X-89 Bacterial Weapon and Assault Cannon.
Creuss plays Jol-Nar's Research Agreement racial promissory note to gain X-89 Bacterial Weapon. The Emirates of Hacan: Activate the Coorneeq-Resculon system. (TP 3 --> 2)
Move in 1 Dreadnought and 1 Fighter from the Hacan Home System.
The Emirates of Hacan - 5 VP Federation of Sol - 4 VP Universities of Jol-Nar - 3 VP The Arborec - 2 VP Sardakk N'orr - 2 VP The Ghosts of Creuss - 0 VP
Public Objectives Develop Weaponry (1 VP): Own 2 unit upgrade technologies.: Sol, Jol-Nar, N'orr Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Jol-Nar, Sol Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Hacan, Arborec, N'orr Sway the Council (1 VP): Spend 8 influence.: Hacan Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
5 Stage II Objectives remain in the deck.
Secret Objectives The Emirates of Hacan: Learn Secrets of the Cosmos (Status Phase, 1 VP): Have one or more ships in 3 systems that are each adjacent to an anomaly.
1 unfulfilled secret objective in hand. The Arborec: Monopolize Production (Status Phase, 1 VP): Control 4 industrial planets.
1 unfulfilled secret objective in hand. Federation of Sol: 1 unfulfilled secret objective in hand. Universities of Jol-Nar: 1 unfulfilled secret objective in hand. Sardakk N'orr: 2 unfulfilled secret objectives in hand. The Ghosts of Creuss: 2 unfulfilled secret objectives in hand.
Special Objectives Custodians of Mecatol Rex (1 VP): Claimed by Hacan. Imperial Primary Ability (1 VP): Claimed by Sol once (Round 2). Hacan's Support for the Throne (1 VP): Held by Sol. Creuss' Support for the Throne (1 VP): Held by Jol-Nar. Imperial Rider (1 VP): Successful prediction by Hacan.
The Emirates of Hacan (mindflare77)
Commodities: 0 / 6
Trade Goods: 1
Action Cards: 6
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Arborec's Ceasefire (Ceasefire, Political Secret, Trade Convoys)
Technology: Antimass Deflectors, Gravity Drive, Fleet Logistics, Sarween Tools, Duranium Armor, Dreadnought II, Carrier II
Worlds: R - Arretze (2R, 0I) R - Hercant (1R, 1I) R - Kamdorn (0R, 1I) R - Coorneeq (Cultural, 1R, 2I) R - Mehar Xull (Hazardous, 1R, 3I, R) X - Resculon (Cultural, 2R, 0I) X - Tequ'ran (Hazardous, 2R, 0I) R - Torkan (Cultural, 0R, 3I)
Other Racial Data:
- Flagship: Wrath of Kenara: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. After you roll a die during a Space Combat in this system, you may spend 1 Trade Good to apply +1 to the result.
- Racial Technology: Production Biomes (Green, requires 2 Green): Action: Exhaust this card and spend 1 token from your Strategy pool to gain 4 Trade Goods and choose 1 other player; that player gains 2 Trade Goods.
- Racial Technology: Quantum Datahub Node (Yellow, requires 3 Yellow): At the end of the Strategy Phase, you may spend 1 token from your Strategy pool and give another player 3 of your Trade Goods. If you do, give 1 of your Strategy cards to that player and take 1 of his Strategy cards.
- Masters of Trade: You do not have to spend a Command token to resolve the secondary ability of the Trade Strategy card.
- Guild Ships: You can negotiate transactions with players who are not your neighbor.
- Arbiters: When negotiating a transaction, Action Cards can be exchanged as part of that transaction.
- Racial Promissory Note: Trade Convoys: Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
The Arborec (Zombie Hero) SPEAKER
Commodities: 0 / 3
Trade Goods: 2
Action Cards: 6
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Stymie)
Technology: Magen Defense Grid, Sarween Tools, Neural Motivator, Dacxive Animators, Letani Warrior II
Worlds: X - Nestphar (3R, 2I) R - Centauri (Cultural, 1R, 3I) R - Dal Bootha (Cultural, 0R, 2I) X - Gral (Industrial, 1R, 1I, B) R - Lodor (Cultural, 3R, 1I) R - Lor (Industrial, 1R, 2I) R - Meer (Hazardous, 0R, 4I, R) R - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- Racial Unit: Letani Warrior (Infantry): As Infantry, but Production 1.
- Flagship: Duha Menaimon: Combat Value 7 (x2), Movement 1, Carry Capacity 5. Sustain Damage. After you activate this system, you may produce up to 5 units in this system.
- Racial Technology: Bioplasmosis (Green, requires 2 Green): At the end of the Status Phase, you may remove any number of Infantry from planets you control and place them on 1 or more planets you control in the same or adjacent systems.
- Racial Technology: Letani Warrior II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 7. Production 2. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Mitosis: Your Space Docks cannot produce Infantry. At the start of the Status Phase, place 1 Infantry from your reinforcements on any planet you control.
- Racial Promissory Note: Stymie: Action: Place this card faceup in your play area. While this card is in your play area, the Arborec player cannot produce units in or adjacent to non-home systems that contain 1 or more of your units. If you activate a system that contains 1 or more of the Arborec player's units, return this card to the Arborec player.
Federation of Sol (Lykouragh)
Commodities: 0 / 4
Trade Goods: 0
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Jol-Nar's Ceasefire, Hacan's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Military Support)
Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Fleet Logistics, Advanced Carrier II, Fighter II
Worlds: X - Jord (4R, 2I) R - Mecatol Rex (1R, 6I) X - Arinam (Industrial, 1R, 2I) X - Arnor (Industrial, 2R, 1I) R - Qucen'n (Industrial, 1R, 2I) R - Rarron (Cultural, 0R, 3I)
Other Racial Data:
- Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
- Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
- Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
- Starting Technologies: Neural Motivator, Antimass Deflectors
- Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
- Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
- Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
- Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
Universities of Jol-Nar (38thDoe)
Commodities: 0 / 4
Trade Goods: 8
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 4
Promissory Notes: Sol's Ceasefire, Hacan's Trade Agreement, Creuss' Trade Agreement, Creuss' Support for the Throne, N'orr's Tekklar Legion, Hacan's Trade Convoys (Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Magen Defense Grid, Duranium Armor, Assault Cannon, PDS II, Dreadnought II
Worlds: R - Jol (1R, 2I) R - Nar (2R, 3I) X - Lazar (Industrial, 1R, 0I, Y) R - Mellon (Cultural, 0R, 2I) X - Quann (Cultural, 2R, 1I) X - Sakulag (Hazardous, 2R, 1I) R - Wellon (Industrial, 1R, 2I, Y) X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: J.N.S. Hylarim: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. When making a combat roll for this ship, each (pre-modified) roll of 9 or 10 produces 2 additional hits.
- Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you ativate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
- Racial Technology: E-Res Siphons (Yellow, requires 2 Yellow): After another player activates a system that contains 1 or more of your ships, gain 4 Trade Goods.
- Fragile: Apply -1 to the result of each of your units' combat rolls.
- Brilliant: When you spend a command token to resolve the secondary ability of the Technology Strategy card, you may resolve the primary ability instead.
- Analytical: When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
- Racial Promissory Note: Research Agreement: After the Jol-Nar researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.
Sardakk N'orr (El Skid)
Commodities: 0 / 3
Trade Goods: 0
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Hyper Metabolism, Sarween Tools, Plasma Scoring, Antimass Deflectors, Gravity Drive, Fleet Logistics, Cruiser II, Fighter II, Exotrireme II
Worlds: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) R - Abyz (Hazardous, 3R, 0I) X - Bereg (Hazardous, 3R, 1I) R - Fria (Hazardous, 2R, 0I) R - Lirta IV (Hazardous, 2R, 3I) R - New Albion (Industrial, 1R, 1I, G) R - Saudor (Industrial, 2R, 2I) X - Starpoint (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.
Worlds: X - Creuss (4R, 2I) R - Tar'mann (Industrial, 1R, 1I, G)
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.
Agenda Effects
Anti-Intellectual Revolution - After a player researches a technology, they must destroy 1 of their non-fighter ships.
Order of Play The Ghosts of Creuss (Brody): (1) Leadership Current Player Federation of Sol (Lykouragh): (2) Diplomacy The Arborec (Zombie Hero): (3) Politics Universities of Jol-Nar (38thDoe): (5) Trade Sardakk N'orr (El Skid): (7) Technology The Emirates of Hacan (mindflare77): (8) Imperial
MrBlarney on
0
Options
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
edited May 2018
Tap Wellon, Mellon, Jol, Nar for 9.
2 in tactics, 1 in fleet.
Posts
PSN/Steam: mindflare77
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
PSN/Steam: mindflare77
PSN/Steam: mindflare77
PSN/Steam: mindflare77
PSN/Steam: mindflare77
Tap Zubat and Lazar.
Build 4 Destroyees and 2 Infantry
@El Skid
Exhaust Bereg (3R) and Starpoint (3R) and destroy a cruiser in Home System and a carrier in starpoint/new albion system
Gain Fleet Logistics and Exotrireme II
@Brody @mindflare77 @Zombie Hero @Lykouragh @38thDoe for secondary declarations
Research Letani Warrior II
Tfs: 1/3/0
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
We are confused. Are we supposed to feel bad that you destroyed your free ship? Some of us have to work for a living you know? Also how does a plant even glare?
3/3/1
1/0/7
PSN/Steam: mindflare77
PSN/Steam: mindflare77
We did lose 2 resources, or an action card. Much rather have lost a destroyer like everyone else, but all my production centers have been shut down
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
PSN/Steam: mindflare77
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Technically you play first, so he can choose to tell you what heβs taking but you would choose before him
0/4/1
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Or maybe some bacteria or the Assault Cannon.
Couldn't you have grown two destroyees in the system you tried to put the cruiser in??
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Nope.
I needed the tech before I produced anything. Didnβt have luxury of extra production step when I have only a few tactics counters and a superior force bearing down on me
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
@Brody
@MrBlarney is the trigger receiving tech, or researching tech?
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
@Brody for next, presumably after he gets an answer.
PSN/Steam: mindflare77
Anti-Intellectual Revolution triggers on researching tech, which is a defined term (rules reference 79.9). As Jol-Nar's Research Agreement triggers a technology gain rather than a research, it does not trigger Anti-Intellectual Revolution. (I couldn't find a second reference for this, so this is my best judgment.) As such, I'll take this as you playing the Research Agreement card?
Game state update will be posted in a little bit.
PSN/Steam: mindflare77
Play Leadership. 3 tokens to Tactics.
@El Skid @Zombie Hero @mindflare77 @38thDoe @Lykouragh
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Federation of Sol: Activate the Sol Home System. (TP 1 --> 0)
Exhaust Jord (4R) to produce 2 Destroyers (2R), 2 Fighters (1R), and 2 Infantry (1R) at Jord.
Federation of Sol: Use Fleet Logistics to take a second action.
Play the primary ability of the (2) Diplomacy Strategy Card to place one counter from each other players' reinforcements into the Qucen'n-Rarron system.
No players play on the secondary ability.
The Arborec: Play Action Card "War Effort", gaining a Cruiser at the Arborec Home System. (AC 7 --> 6)
Universities of Jol-Nar: Activate the Jol-Nar Home System. (TP 3 --> 2)
Exhaust Lazar (1R), Zohbat (3R), +1R from Sarween Tools to build 2 Destroyers and 1 Infantry at each of Jol and Nar (4R + 1R).
Sardakk N'orr: Play the primary ability of the (7) Technology Strategy Card, exhausting Bereg (3R), Starpoint (3R), and destroying 1 Cruiser in the N'orr Home System and 1 Carrier in New Albion-Starpoint to gain Fleet Logistics and racial technology Exotrireme II.
Creuss plays on the secondary (SP 2 --> 1), exhausting Creuss (4R) and destroying 1 Destroyer in the Creuss system to gain Sarween Tools.
Hacan plays on the secondary (SP 2 --> 1), exhausting Resculon (2R), Tequ'ran (2R), and destroying 1 Destroyer in the Beta Wormhole system to gain Fleet Logistics.
Arborec plays on the secondary (SP 1 --> 0), exhausting Nestphar (3R), Gral (1R), and destroying 1 Cruiser in the Arborec Home System to gain racial technology Letani Warrior II.
Jol-Nar plays on the secondary (SP 5 --> 4), exhausting Sakulag (2R), 4 Trade Goods (TG 12 --> 8), destroying 2 Destroyers in the Jol-Nar Home System, and using racial abilities "Brilliant" and "Analytical" to gain X-89 Bacterial Weapon and Assault Cannon.
Creuss plays Jol-Nar's Research Agreement racial promissory note to gain X-89 Bacterial Weapon.
The Emirates of Hacan: Activate the Coorneeq-Resculon system. (TP 3 --> 2)
Move in 1 Dreadnought and 1 Fighter from the Hacan Home System.
Current Map: Round 4, Action Phase Update 3
Current Technologies
Victory Points and Objectives
Federation of Sol - 4 VP
Universities of Jol-Nar - 3 VP
The Arborec - 2 VP
Sardakk N'orr - 2 VP
The Ghosts of Creuss - 0 VP
Public Objectives
Develop Weaponry (1 VP): Own 2 unit upgrade technologies.: Sol, Jol-Nar, N'orr
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Jol-Nar, Sol
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Hacan, Arborec, N'orr
Sway the Council (1 VP): Spend 8 influence.: Hacan
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
5 Stage II Objectives remain in the deck.
Secret Objectives
The Emirates of Hacan: Learn Secrets of the Cosmos (Status Phase, 1 VP): Have one or more ships in 3 systems that are each adjacent to an anomaly.
1 unfulfilled secret objective in hand.
The Arborec: Monopolize Production (Status Phase, 1 VP): Control 4 industrial planets.
1 unfulfilled secret objective in hand.
Federation of Sol: 1 unfulfilled secret objective in hand.
Universities of Jol-Nar: 1 unfulfilled secret objective in hand.
Sardakk N'orr: 2 unfulfilled secret objectives in hand.
The Ghosts of Creuss: 2 unfulfilled secret objectives in hand.
Special Objectives
Custodians of Mecatol Rex (1 VP): Claimed by Hacan.
Imperial Primary Ability (1 VP): Claimed by Sol once (Round 2).
Hacan's Support for the Throne (1 VP): Held by Sol.
Creuss' Support for the Throne (1 VP): Held by Jol-Nar.
Imperial Rider (1 VP): Successful prediction by Hacan.
The Emirates of Hacan (mindflare77)
Trade Goods: 1
Action Cards: 6
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Arborec's Ceasefire (Ceasefire, Political Secret, Trade Convoys)
Technology: Antimass Deflectors, Gravity Drive, Fleet Logistics, Sarween Tools, Duranium Armor, Dreadnought II, Carrier II
Worlds:
R - Arretze (2R, 0I)
R - Hercant (1R, 1I)
R - Kamdorn (0R, 1I)
R - Coorneeq (Cultural, 1R, 2I)
R - Mehar Xull (Hazardous, 1R, 3I, R)
X - Resculon (Cultural, 2R, 0I)
X - Tequ'ran (Hazardous, 2R, 0I)
R - Torkan (Cultural, 0R, 3I)
Other Racial Data:
- Racial Technology: Production Biomes (Green, requires 2 Green): Action: Exhaust this card and spend 1 token from your Strategy pool to gain 4 Trade Goods and choose 1 other player; that player gains 2 Trade Goods.
- Racial Technology: Quantum Datahub Node (Yellow, requires 3 Yellow): At the end of the Strategy Phase, you may spend 1 token from your Strategy pool and give another player 3 of your Trade Goods. If you do, give 1 of your Strategy cards to that player and take 1 of his Strategy cards.
- Masters of Trade: You do not have to spend a Command token to resolve the secondary ability of the Trade Strategy card.
- Guild Ships: You can negotiate transactions with players who are not your neighbor.
- Arbiters: When negotiating a transaction, Action Cards can be exchanged as part of that transaction.
- Racial Promissory Note: Trade Convoys: Action: Place this card faceup in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
The Arborec (Zombie Hero) SPEAKER
Trade Goods: 2
Action Cards: 6
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Stymie)
Technology: Magen Defense Grid, Sarween Tools, Neural Motivator, Dacxive Animators, Letani Warrior II
Worlds:
X - Nestphar (3R, 2I)
R - Centauri (Cultural, 1R, 3I)
R - Dal Bootha (Cultural, 0R, 2I)
X - Gral (Industrial, 1R, 1I, B)
R - Lodor (Cultural, 3R, 1I)
R - Lor (Industrial, 1R, 2I)
R - Meer (Hazardous, 0R, 4I, R)
R - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- Flagship: Duha Menaimon: Combat Value 7 (x2), Movement 1, Carry Capacity 5. Sustain Damage. After you activate this system, you may produce up to 5 units in this system.
- Racial Technology: Bioplasmosis (Green, requires 2 Green): At the end of the Status Phase, you may remove any number of Infantry from planets you control and place them on 1 or more planets you control in the same or adjacent systems.
- Racial Technology: Letani Warrior II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 7. Production 2. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Mitosis: Your Space Docks cannot produce Infantry. At the start of the Status Phase, place 1 Infantry from your reinforcements on any planet you control.
- Racial Promissory Note: Stymie: Action: Place this card faceup in your play area. While this card is in your play area, the Arborec player cannot produce units in or adjacent to non-home systems that contain 1 or more of your units. If you activate a system that contains 1 or more of the Arborec player's units, return this card to the Arborec player.
Federation of Sol (Lykouragh)
Trade Goods: 0
Action Cards: 3
Tactic Pool: 0
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Jol-Nar's Ceasefire, Hacan's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Military Support)
Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Fleet Logistics, Advanced Carrier II, Fighter II
Worlds:
X - Jord (4R, 2I)
R - Mecatol Rex (1R, 6I)
X - Arinam (Industrial, 1R, 2I)
X - Arnor (Industrial, 2R, 1I)
R - Qucen'n (Industrial, 1R, 2I)
R - Rarron (Cultural, 0R, 3I)
Other Racial Data:
- Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
- Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
- Starting Technologies: Neural Motivator, Antimass Deflectors
- Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
- Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
- Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
- Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
Universities of Jol-Nar (38thDoe)
Trade Goods: 8
Action Cards: 5
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 4
Promissory Notes: Sol's Ceasefire, Hacan's Trade Agreement, Creuss' Trade Agreement, Creuss' Support for the Throne, N'orr's Tekklar Legion, Hacan's Trade Convoys (Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Magen Defense Grid, Duranium Armor, Assault Cannon, PDS II, Dreadnought II
Worlds:
R - Jol (1R, 2I)
R - Nar (2R, 3I)
X - Lazar (Industrial, 1R, 0I, Y)
R - Mellon (Cultural, 0R, 2I)
X - Quann (Cultural, 2R, 1I)
X - Sakulag (Hazardous, 2R, 1I)
R - Wellon (Industrial, 1R, 2I, Y)
X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you ativate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
- Racial Technology: E-Res Siphons (Yellow, requires 2 Yellow): After another player activates a system that contains 1 or more of your ships, gain 4 Trade Goods.
- Fragile: Apply -1 to the result of each of your units' combat rolls.
- Brilliant: When you spend a command token to resolve the secondary ability of the Technology Strategy card, you may resolve the primary ability instead.
- Analytical: When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
- Racial Promissory Note: Research Agreement: After the Jol-Nar researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.
Sardakk N'orr (El Skid)
Trade Goods: 0
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Hyper Metabolism, Sarween Tools, Plasma Scoring, Antimass Deflectors, Gravity Drive, Fleet Logistics, Cruiser II, Fighter II, Exotrireme II
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
R - Abyz (Hazardous, 3R, 0I)
X - Bereg (Hazardous, 3R, 1I)
R - Fria (Hazardous, 2R, 0I)
R - Lirta IV (Hazardous, 2R, 3I)
R - New Albion (Industrial, 1R, 1I, G)
R - Saudor (Industrial, 2R, 2I)
X - Starpoint (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.
The Ghosts of Creuss (Brody)
Trade Goods: 0
Action Cards: 2
Tactic Pool: 0
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: (Ceasefire, Political Secret, Creuss IFF)
Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator, Sarween Tools, X-89 Bacterial Weapon
Worlds:
X - Creuss (4R, 2I)
R - Tar'mann (Industrial, 1R, 1I, G)
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.
Agenda Effects
Order of Play
The Ghosts of Creuss (Brody): (1) Leadership Current Player
Federation of Sol (Lykouragh): (2) Diplomacy
The Arborec (Zombie Hero): (3) Politics
Universities of Jol-Nar (38thDoe): (5) Trade
Sardakk N'orr (El Skid): (7) Technology
The Emirates of Hacan (mindflare77): (8) Imperial
2 in tactics, 1 in fleet.
If you wish to vacate our space we will certainly consider it. Got some great stuff cooking in the lab.
3/3/3.
While we are currently locked down, we will vacate at our next available opportunity in exchange for a research agreement, aye.
PSN/Steam: mindflare77
It is a good start, but we need trade goods to pay our researchers.
Play leadership secondary, tapping Rarron to put 1 counter in strategy. T/F/S->0/3/3