At the start of the Agenda Phase, Creuss plays Action Card "Ancient Burial Sites", exhausting N'orr's Cultural planets for the duration of the phase. (AC 7 --> 6) First Agenda
The top card of the Agenda deck is drawn: "Public Execution".
Mentak plays Action Card "Veto" to discard the agenda, and draw a new one from the deck. (AC 6 --> 5)
The top card of the Agenda deck is drawn: "Shard of the Throne".
Mentak plays Action Card "Construction Rider", predicting an outcome of Letnev. (AC 5 --> 4)
Winnu plays Action Card "Trade Rider", predicting an outcome of Letnev. (AC 6 --> 5)
Vote results: 1 vote - Winnu (N'orr)
Winnu plays Action Card "Confusing Legal Text", changing the outcome of the vote to Letnev. (AC 5 --> 4)
Letnev gains control of the "Shard of the Throne" card.
Mentak gains a Space Dock on Tar'mann from their successful "Construction Rider" prediction.
Winnu gains 5 Trade Goods (TG 1 --> 6) from their successful "Trade Rider" prediction. Second Agenda
The top card of the Agenda deck is drawn: "Miscount Disclosed".
Vote results: 17 - Shard of the Throne (Winnu), 7 - Minister of Commerce (Letnev, Mentak)
A re-vote is held for "Shard of the Throne".
Mentak performs a transaction, giving 1 Trade Good to Letnev. (Mentak TG 13 --> 12; Letnev TG 0 --> 1)
Mentak performs a transaction, giving 1 Trade Good to Naalu. (Mentak TG 12 --> 11; Naalu TG 0 --> 1)
Vote results: 23 - Mentak (Letnev, Mentak, Naalu), 8 - Letnev (Creuss), 3 - Winnu (N'orr)
Control of the "Shard of the Throne" card is transferred to Mentak. (Letnev VP 2 --> 1; Mentak VP 5 --> 6)
Sardakk N'orr - 6 VP The Mentak Coalition - 6 VP The Winnu - 4 VP The Naalu Collective - 3 VP The Ghosts of Creuss - 3 VP The Barony of Letnev - 1 VP
Public Objectives Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu, Creuss 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, Naalu, Letnev, Mentak 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.: N'orr Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.
4 Stage II Objectives remain in the deck.
Secret Objectives The Mentak Coalition: Master the Laws of Physics (Status Phase, 1 VP): Own 4 technologies of the same color.
1 unfulfilled secret objective in hand. The Naalu Collective: 2 unfulfilled secret objectives in hand. The Barony of Letnev: 1 unfulfilled secret objective in hand. The Ghosts of Creuss: 2 unfulfilled secret objectives in hand. The Winnu: 1 unfulfilled secret objective in hand. Sardakk N'orr: Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
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. Imperial Primary Ability (1 VP): Claimed by Winnu once (Round 4). Shard of the Throne (1 VP): Held by Mentak.
Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret)
Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Mirror Computing, 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) SPEAKER
Commodities: 3 / 3
Trade Goods: 1
Action Cards: 7
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: 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: 1
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 4
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: 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)
Commodities: 0 / 4
Trade Goods: 2
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: 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: 6
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Creuss' Ceasefire, 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: 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: 0
Action Cards: 7
Tactic Pool: 1
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, Carrier II, Fighter II
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 - Quann (Cultural, 2R, 1I) 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.
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. Shard of the Throne - Held by Mentak. Provides its bearer 1 victory point. This card, and its victory point, changes hands when a player wins a combat against the owner of this card.
Order of Play The Naalu Collective (Mojo_Jojo): The Barony of Letnev (Ketar): The Ghosts of Creuss (MrBody): The Winnu (discrider): Sardakk N'orr (Preda): The Mentak Coalition (Hedgethorn):
There is 1 Trade Good on each of the (4) Construction Strategy Card and the (6) Warfare Strategy Card; the player that selects one of these cards immediately claims the attached Trade Good.
MrBlarney on
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
KetarCome on upstairswe're having a partyRegistered Userregular
Yes, yes it should have.
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
I say let's let mrblarney have a turn
Homogeneous distribution of your varieties of amuse-gueule
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KetarCome on upstairswe're having a partyRegistered Userregular
edited May 2018
@Mojo_Jojo We intend to use Imperial to get that VP we wanted for 4 planets of the same type once the N'orr have moved away from Quann, and then pull out of Corneeq-Resculon. This will allow us to do so without having to invade Corneeq, and would allow you to reclaim Resculon before the next round.
Ketar on
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Mojo_JojoWe are only now beginning to understand the full power and ramifications of sexual intercourseRegistered Userregular
edited May 2018
Very good. I look forward to one day rebuilding my turn two production base :so_raven:
Mojo_Jojo on
Homogeneous distribution of your varieties of amuse-gueule
The Naalu Collective: Select the (7) Technology Strategy Card. The Barony of Letnev: Select the (8) Imperial Strategy Card. The Ghosts of Creuss: Select the (3) Politics Strategy Card. The Winnu: Select the (1) Leadership Strategy Card. Sardakk N'orr: Select the (4) Construction Strategy Card, gaining 1 Trade Good. (TG 0 --> 1) The Mentak Coalition: Select the (6) Warfare Strategy Card, gaining 1 Trade Good. (TG 11 --> 12)
Trade Goods are placed on the (2) Diplomacy and (5) Trade Strategy Cards.
Order of Play The Naalu Collective (Mojo_Jojo): (0) Technology The Winnu (discrider): (1) Leadership The Ghosts of Creuss (MrBody): (3) Politics Sardakk N'orr (Preda): (4) Construction The Mentak Coalition (Hedgethorn): (6) Warfare The Barony of Letnev (Ketar): (8) Imperial
Can we get an objective/VP update @MrBlarney ?
Somehow I missed it..
In any case, wondering who Mentak is going to attack with Warfare after building everything, when there does not appear to be a military PO for them, and they spurned Trade for Warfare.
Can we get an objective/VP update @MrBlarney ?
Somehow I missed it..
In any case, wondering who Mentak is going to attack with Warfare after building everything, when there does not appear to be a military PO for them, and they spurned Trade for Warfare.
Research Space Dock II and qualify for the 1 VP PO, build 5 units at Tar'mann, and attack Mecatol Rex? Or wherever else a military SO would make sense for them.
Can we get an objective/VP update @MrBlarney ?
Somehow I missed it..
In any case, wondering who Mentak is going to attack with Warfare after building everything, when there does not appear to be a military PO for them, and they spurned Trade for Warfare.
Research Space Dock II and qualify for the 1 VP PO, build 5 units at Tar'mann, and attack Mecatol Rex? Or wherever else a military SO would make sense for them.
Yeah but you have Imperial, so I would have thought he'd take Trade if he's not angling for an attack VP this turn.
Can we get an objective/VP update @MrBlarney ?
Somehow I missed it..
In any case, wondering who Mentak is going to attack with Warfare after building everything, when there does not appear to be a military PO for them, and they spurned Trade for Warfare.
Research Space Dock II and qualify for the 1 VP PO, build 5 units at Tar'mann, and attack Mecatol Rex? Or wherever else a military SO would make sense for them.
Yeah but you have Imperial, so I would have thought he'd take Trade if he's not angling for an attack VP this turn.
There are Mec Rex SOs that could be achieved this turn. There are other military SOs that would also make Warfare make plenty of sense this turn. We'll see eventually
Getting the second unit upgrade and that point this round and setting up for a third unit upgrade and 2 points next round, along with increasing the build capacity at Tar'mann, make too much sense to not do though.
edit: Besides, he has enough TGs already to build a flagship and 3 dreads, or a flagship with 2 dreads and some fighters and have money for other purposes. How much do you really need to build in one turn?
Can we get an objective/VP update @MrBlarney ?
Somehow I missed it..
In any case, wondering who Mentak is going to attack with Warfare after building everything, when there does not appear to be a military PO for them, and they spurned Trade for Warfare.
Research Space Dock II and qualify for the 1 VP PO, build 5 units at Tar'mann, and attack Mecatol Rex? Or wherever else a military SO would make sense for them.
Yeah but you have Imperial, so I would have thought he'd take Trade if he's not angling for an attack VP this turn.
There are Mec Rex SOs that could be achieved this turn. There are other military SOs that would also make Warfare make plenty of sense this turn. We'll see eventually
Getting the second unit upgrade and that point this round and setting up for a third unit upgrade and 2 points next round, along with increasing the build capacity at Tar'mann, make too much sense to not do though.
edit: Besides, he has enough TGs already to build a flagship and 3 dreads, or a flagship with 2 dreads and some fighters and have money for other purposes. How much do you really need to build in one turn?
Eh.
I would've just built everything this turn, with the extra TG, and left moving things around to next.
I don't know
Posts
Bang my gavel
The horoor is finally over
At the start of the Agenda Phase, Creuss plays Action Card "Ancient Burial Sites", exhausting N'orr's Cultural planets for the duration of the phase. (AC 7 --> 6)
First Agenda
The top card of the Agenda deck is drawn: "Public Execution".
Mentak plays Action Card "Veto" to discard the agenda, and draw a new one from the deck. (AC 6 --> 5)
The top card of the Agenda deck is drawn: "Shard of the Throne".
Mentak plays Action Card "Construction Rider", predicting an outcome of Letnev. (AC 5 --> 4)
Winnu plays Action Card "Trade Rider", predicting an outcome of Letnev. (AC 6 --> 5)
Vote results: 1 vote - Winnu (N'orr)
Winnu plays Action Card "Confusing Legal Text", changing the outcome of the vote to Letnev. (AC 5 --> 4)
Letnev gains control of the "Shard of the Throne" card.
Mentak gains a Space Dock on Tar'mann from their successful "Construction Rider" prediction.
Winnu gains 5 Trade Goods (TG 1 --> 6) from their successful "Trade Rider" prediction.
Second Agenda
The top card of the Agenda deck is drawn: "Miscount Disclosed".
Vote results: 17 - Shard of the Throne (Winnu), 7 - Minister of Commerce (Letnev, Mentak)
A re-vote is held for "Shard of the Throne".
Mentak performs a transaction, giving 1 Trade Good to Letnev. (Mentak TG 13 --> 12; Letnev TG 0 --> 1)
Mentak performs a transaction, giving 1 Trade Good to Naalu. (Mentak TG 12 --> 11; Naalu TG 0 --> 1)
Vote results: 23 - Mentak (Letnev, Mentak, Naalu), 8 - Letnev (Creuss), 3 - Winnu (N'orr)
Control of the "Shard of the Throne" card is transferred to Mentak. (Letnev VP 2 --> 1; Mentak VP 5 --> 6)
Current Map: Round 5, Start of Strategy Phase
Current Technologies
Victory Points and Objectives
The Mentak Coalition - 6 VP
The Winnu - 4 VP
The Naalu Collective - 3 VP
The Ghosts of Creuss - 3 VP
The Barony of Letnev - 1 VP
Public Objectives
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu, Creuss
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, Naalu, Letnev, Mentak
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.: N'orr
Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.
4 Stage II Objectives remain in the deck.
Secret Objectives
The Mentak Coalition: Master the Laws of Physics (Status Phase, 1 VP): Own 4 technologies of the same color.
1 unfulfilled secret objective in hand.
The Naalu Collective: 2 unfulfilled secret objectives in hand.
The Barony of Letnev: 1 unfulfilled secret objective in hand.
The Ghosts of Creuss: 2 unfulfilled secret objectives in hand.
The Winnu: 1 unfulfilled secret objective in hand.
Sardakk N'orr: Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
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.
Imperial Primary Ability (1 VP): Claimed by Winnu once (Round 4).
Shard of the Throne (1 VP): Held by Mentak.
The Mentak Coalition (Hedgethorn)
Trade Goods: 11
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret)
Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Mirror Computing, 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) SPEAKER
Trade Goods: 1
Action Cards: 7
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:
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: 1
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 4
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:
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)
Trade Goods: 2
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:
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: 6
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: Creuss' Ceasefire, 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:
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: 0
Action Cards: 7
Tactic Pool: 1
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, Carrier II, Fighter II
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 - Quann (Cultural, 2R, 1I)
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.
Agenda Effects
Minister of Commerce - Held by Winnu. After Winnu replenishes commodities, they gain 1 trade good for each player that is their neighbor.
Shard of the Throne - Held by Mentak. Provides its bearer 1 victory point. This card, and its victory point, changes hands when a player wins a combat against the owner of this card.
Order of Play
The Naalu Collective (Mojo_Jojo):
The Barony of Letnev (Ketar):
The Ghosts of Creuss (MrBody):
The Winnu (discrider):
Sardakk N'orr (Preda):
The Mentak Coalition (Hedgethorn):
There is 1 Trade Good on each of the (4) Construction Strategy Card and the (6) Warfare Strategy Card; the player that selects one of these cards immediately claims the attached Trade Good.
@ketar
@MrBlarney
@discrider
At least we don't need to feel disappointed with this.
@Preda
@Hedgethorn
@MrBlarney for Action phase, @Mojo_Jojo for the first action.
The Naalu Collective: Select the (7) Technology Strategy Card.
The Barony of Letnev: Select the (8) Imperial Strategy Card.
The Ghosts of Creuss: Select the (3) Politics Strategy Card.
The Winnu: Select the (1) Leadership Strategy Card.
Sardakk N'orr: Select the (4) Construction Strategy Card, gaining 1 Trade Good. (TG 0 --> 1)
The Mentak Coalition: Select the (6) Warfare Strategy Card, gaining 1 Trade Good. (TG 11 --> 12)
Trade Goods are placed on the (2) Diplomacy and (5) Trade Strategy Cards.
Order of Play
The Naalu Collective (Mojo_Jojo): (0) Technology
The Winnu (discrider): (1) Leadership
The Ghosts of Creuss (MrBody): (3) Politics
Sardakk N'orr (Preda): (4) Construction
The Mentak Coalition (Hedgethorn): (6) Warfare
The Barony of Letnev (Ketar): (8) Imperial
Somehow I missed it..
In any case, wondering who Mentak is going to attack with Warfare after building everything, when there does not appear to be a military PO for them, and they spurned Trade for Warfare.
Research Space Dock II and qualify for the 1 VP PO, build 5 units at Tar'mann, and attack Mecatol Rex? Or wherever else a military SO would make sense for them.
Yeah but you have Imperial, so I would have thought he'd take Trade if he's not angling for an attack VP this turn.
There are Mec Rex SOs that could be achieved this turn. There are other military SOs that would also make Warfare make plenty of sense this turn. We'll see eventually
Getting the second unit upgrade and that point this round and setting up for a third unit upgrade and 2 points next round, along with increasing the build capacity at Tar'mann, make too much sense to not do though.
edit: Besides, he has enough TGs already to build a flagship and 3 dreads, or a flagship with 2 dreads and some fighters and have money for other purposes. How much do you really need to build in one turn?
Eh.
I would've just built everything this turn, with the extra TG, and left moving things around to next.
I don't know
You could spend TG on that.
That is, you're looking at 1 free counter from Warfare, or 2 free 'counters' from Trade.
Research Antimass deflectors and hybrid crystal fighters 2
Exhaust Druaa, Corneeq and Qucen'n and pay 1TG for the 6R
@Hedgethorn @Ketar @Preda @MrBody @discrider for the secondary
Votes on Carriers II or dreadnaughts II ?
No votes. No more votes for at least a week.
2/4/1
Actually, you know what?
Research dark horse Space Dock II
1/3/1 T/F/S
0/0/7 C/T/A
1/3/0 T/F/S
They do indeed. So now I can be a huge space arse and block up systems and burn all my tokens and not earn any VP. Which is frankly quite tempting
T/F/S: 3/4/2
C/T/A: 0/2/6
@discrider, your turn.
Swap Inf/Production on MR.
Exhaust Lazar/Sakulag for 4R + Sarween.
10 Ground Forces on MR.
@MrBody
0/3/1 T/F/S
Brothers, it is time to RISE
Eh.
I don't think that's a problem this turn, so we'll just do it again next turn.