Play warfare secondary.
Tap Zubat and Quann.
Build 5 Destroyees.
Build 2 GF.
@38thDoe: Though I should actually come back here and note that the Warfare secondary only allows you to build at one of your Space Docks. Since you don't have Space Dock II, your unit limit is 4, building from the Nar Space Dock. Please revise your orders!
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BrodyThe WatchThe First ShoreRegistered Userregular
Drop one of the fighters, save the trade good
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Blast. Shouldn't have built that extra dock in the home system. Or maybe I should have just gotten Dock II.
Hmm.
Tap Zubat Lazer Sakulag and Quann
Build 2 Dreadnoughts and 2 Fighters.
Universities of Jol-Nar: Play the primary ability of the (8) Imperial Strategy Card, exhausting Jol (2I), Mellon (2I), Wellon (2I), and 2 Trade Goods (TG 27 --> 25) to claim public objective "Sway the Council". (VP 4 --> 5)
Draw 1 secret objective to hand. (3 unfulfilled in hand)
Hacan plays on the secondary (SP 2 --> 1), drawing 1 secret objective to hand, then returning 1 to the shuffled deck. (2 unfulfilled in hand, 1 completed)
Arborec plays on the secondary (SP 2 --> 1), drawing 1 secret objective to hand, then returning 1 to the shuffled deck. (2 unfulfilled in hand, 1 completed)
Sol plays on the secondary (SP 1 --> 0), drawing 1 secret objective to hand. (3 unfulfilled in hand) The Arborec: 2 Infantry reserved from Gen Synthesis are placed on Nestphar.
Activate the Beta Wormhole system. (TP 5 --> 4)
Move in 1 Carrier and 2 Fighters from Dal Bootha-Xxehan and 1 Cruiser from the Arborec Home System. Sardakk N'orr: Play the primary ability of the (2) Diplomacy Strategy Card, placing one counter from each other player's reinforcements into the Saudor system; Saudor is refreshed.
No players play on the secondary. The Emirates of Hacan: Perform transaction, giving 2 commodities to Arborec in exchange for 2 commodities. (Hacan C 2 --> 0, TG 4 --> 6; Arborec C 3 --> 1, TG 4 --> 6)
Perform transaction, giving 1 Action Card to Creuss in exchange for 1 Action Card. (Hacan AC 7 --> 7; Creuss AC 3 --> 3)
Activate the Qucen'n-Rarron system. (TP 4 --> 3)
Play Action Card "In the Silence of Space", allowing ships to move through systems with other players' ships. (AC 7 --> 6)
Move in 1 Carrier and 1 Infantry from Mellon-Zohbat and 1 Dreadnought and 1 Fighter from Mehar Xull.
Jol-Nar Space Cannon Offence damages 1 Dreadnought.
Land 1 Infantry on Rarron. The Emirates of Hacan: Use Fleet Logistics to take a second action.
Perform transaction, giving 2 Trade Goods to Arborec in exchange for 1 Action Card. (Hacan TG 6 --> 4, AC 6 --> 7; Arborec TG 6 --> 8, AC 7 --> 6)
Play Action Card "Frontline Deployment", gaining 3 Infantry on Rarron. (AC 7 --> 6) The Ghosts of Creuss: Activate the Tar'mann system. (TP 2 --> 1) Federation of Sol: 1 Infantry reserved from Gen Synthesis is placed on Sol.
Play the primary ability of the (6) Warfare Strategy Card, removing the token from the Arnor-Lor system and allocating it to Tactic Pool. (TP 2 --> 3)
Jol-Nar plays on the secondary (SP 4 --> 3), exhausting Zohbat (3R), Lazar (1R), Sakulag (2R), Quann (2R), +1R from Sarween Tools to build 2 Dreadnoughts (8R) and 2 Fighters (1R) at Nar.
N'orr plays on the secondary (SP 1 --> 0), exhausting Abyz (3R), Bereg (3R), Saudor (2R), Starpoint (3R), +1R from Sarween Tools to build 1 Dreadnought (4R), 1 Cruiser (2R), and 3 Fighters (2R) at Quinarra.
Creuss plays on the secondary (SP 1 --> 0), exhausting Creuss (4R), Tar'mann (1R), +1R from Sarween Tools to build 1 Carrier (3R), 1 Fighter (1R), and 4 Infantry (2R) at Creuss.
The Emirates of Hacan - 7 VP Federation of Sol - 5 VP Universities of Jol-Nar - 5 VP The Arborec - 2 VP Sardakk N'orr - 2 VP The Ghosts of Creuss - 1 VP
Public Objectives Develop Weaponry (1 VP): Own 2 unit upgrade technologies.: Sol, Jol-Nar, N'orr, Hacan Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Jol-Nar, Sol, Hacan, Creuss 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, Sol, Jol-Nar Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Jol-Nar Found a Golden Age (2 VP): Spend 16 resources.
4 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.
2 unfulfilled secret objectives in hand. The Arborec: Monopolize Production (Status Phase, 1 VP): Control 4 industrial planets.
2 unfulfilled secret objectives in hand. Federation of Sol: 3 unfulfilled secret objectives in hand. Universities of Jol-Nar: 3 unfulfilled secret objectives in hand. Sardakk N'orr: 3 unfulfilled secret objectives in hand. The Ghosts of Creuss: 3 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: 4
Action Cards: 6
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Arborec's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Trade Convoys)
Technology: Antimass Deflectors, Gravity Drive, Fleet Logistics, Sarween Tools, Graviton Laser System, Duranium Armor, Dreadnought II, Carrier II, PDS II
Worlds: R - Kamdorn (0R, 1I) R - Coorneeq (Cultural, 1R, 2I) X - Mehar Xull (Hazardous, 1R, 3I, R) R - Resculon (Cultural, 2R, 0I) X - 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)
Commodities: 1 / 3
Trade Goods: 8
Action Cards: 6
Tactic Pool: 4
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: N'orr's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Stymie)
Technology: Magen Defense Grid, Sarween Tools, Neural Motivator, Dacxive Animators, Letani Warrior II, Fighter II, Cruiser II
Worlds: R - Nestphar (3R, 2I) X - Centauri (Cultural, 1R, 3I) X - Dal Bootha (Cultural, 0R, 2I) R - Gral (Industrial, 1R, 1I, B) R - Lodor (Cultural, 3R, 1I) X - 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: 4 / 4
Trade Goods: 7
Action Cards: 6
Tactic Pool: 3
Fleet Pool: 4
Strategy Pool: 0
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, Dacxive Animators, Antimass Deflectors, Gravity Drive, Fleet Logistics, Advanced Carrier II, Fighter II, Spec Ops II
Worlds: R - Jord (4R, 2I) X - Mecatol Rex (1R, 6I) R - Arinam (Industrial, 1R, 2I) R - Arnor (Industrial, 2R, 1I) X - Lor (Industrial, 1R, 2I) R - Qucen'n (Industrial, 1R, 2I) X - 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.
Promissory Notes: Sol's Ceasefire, Creuss' Support for the Throne, N'orr's Tekklar Legion (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, Integrated Economy, Plasma Scoring, Magen Defense Grid, Duranium Armor, Assault Cannon, PDS II, Dreadnought II, Infantry II
Worlds: X - Jol (1R, 2I) R - Nar (2R, 3I) X - Lazar (Industrial, 1R, 0I, Y) X - Mellon (Cultural, 0R, 2I) X - Quann (Cultural, 2R, 1I) X - Sakulag (Hazardous, 2R, 1I) X - 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: 3 / 3
Trade Goods: 0
Action Cards: 7
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne)
Technology: Hyper Metabolism, Sarween Tools, Integrated Economy, Plasma Scoring, Magen Defense Grid, Antimass Deflectors, Gravity Drive, Fleet Logistics, Light/Wave Deflector, Cruiser II, Fighter II, Exotrireme II
Worlds: X - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) X - Arretze (2R, 0I) X - Hercant (1R, 1I) X - Abyz (Hazardous, 3R, 0I) X - Bereg (Hazardous, 3R, 1I) X - Fria (Hazardous, 2R, 0I) X - Lirta IV (Hazardous, 2R, 3I) X - New Albion (Industrial, 1R, 1I, G) X - Saudor (Industrial, 2R, 2I) X - Starpoint (Hazardous, 3R, 1I) X - Tequ'ran (Hazardous, 2R, 0I)
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) X - 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. Minister of Industry - Held by N'orr. When the owner of this card places a space dock in a system, their units in that system may use their Production abilities.
Order of Play The Arborec (Zombie Hero): (1) Leadership Sardakk N'orr (El Skid): (2) Diplomacy The Emirates of Hacan (mindflare77): (3) Politics The Ghosts of Creuss (Brody): (5) Trade Federation of Sol (Lykouragh): (6) WarfareFleet Logistics Option Universities of Jol-Nar (38thDoe): (8) Imperial
Dearest space squid brethren, I must regretfully announce your eviction from Quann. We have received reports from a reliable, if catty, source that the property damage is exceeding acceptable limits.
Activate Quann, waiting on @38thDoe for ceasefire decision
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Move in to Quann the carrier, both fighters, 1 GF, and the destroyee "Aptly Named" from Arinam/Meer, the dreadnought, the carrier, both fighters, and 5 GF from Lor from Arnor/Lor, and the two fighters from my home system. The "Aptly Named" is going to die to assault cannon fire.
haha, ok if you are skilled retreating i will pay you not to go to my home system i guess
but if you're regular retreating you have no available targets
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
edited June 2018
We don't like to brag, but we have been studying the cats bravely running away. How much can you pay and where do you want us to go? We think you'll be evicting the cats next now that you have a deathball so that system, oh I guess we can only go to your home system or away. Nevermind.
ok then i will offer 3 commodities as recompense for me forgetting to leave a fighter at home again if you'll retreat leftwards
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El SkidThe frozen white northRegistered Userregular
So let me get this straight. This is going to go down something like this...
The meatbags mass their forces and attack the Librarian forces.
The Librarians fire off an assault cannon blast that knocks out a terran ship, and then starts booting it towards the meatbags' home system.
The meatbags scream "No, please! We'll give you lots of money!"
And the Librarians take the money and go off somewhere less inconvenient.
That is possibly the saddest attack the galaxy has ever witnessed.
So let me get this straight. This is going to go down something like this...
The meatbags mass their forces and attack the Librarian forces.
The Librarians fire off an assault cannon blast that knocks out a terran ship, and then starts booting it towards the meatbags' home system.
The meatbags scream "No, please! We'll give you lots of money!"
And the Librarians take the money and go off somewhere less inconvenient.
That is possibly the saddest attack the galaxy has ever witnessed.
Well we wouldn't say lots of money. This barely covers our fuel to get here.
And if you want to see some fireworks in this galaxy you need to pay for it.
Not our fault if your hastily crafted antenna can't catch the big fight on pay per view.
So let me get this straight. This is going to go down something like this...
The meatbags mass their forces and attack the Librarian forces.
The Librarians fire off an assault cannon blast that knocks out a terran ship, and then starts booting it towards the meatbags' home system.
The meatbags scream "No, please! We'll give you lots of money!"
And the Librarians take the money and go off somewhere less inconvenient.
That is possibly the saddest attack the galaxy has ever witnessed.
Well we wouldn't say lots of money. This barely covers our fuel to get here.
And if you want to see some fireworks in this galaxy you need to pay for it.
Not our fault if your hastily crafted antenna can't catch the big fight on pay per view.
is this pay per view fight by the same CGI animators in your R&D department that created the model of that attempted galaxy update?
Almost did it while they held my Support. That's a fun one too. If they want to produce again or score points, they burn a command counter and lose a VP.
PSN/Steam: mindflare77
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El SkidThe frozen white northRegistered Userregular
Sooo are we waiting for @MrBlarney to take us through what happens then?
I wonβt sabo the skilled retreat...
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
No, my fault. Busy night. Wife got into minor accident. Everyone is okay. Collect 3 TG from Sol in exchange for playing Skilled Retreat, move all ships and GF from Quann to Zubat.
Other players, anyone want to stick their foot in and play a Sabotage? Well, it's probably safe to assume not, but who knows. Since it is Jol-Nar's turn next, let's be better safe than sorry. I'll (at) people in the morning.
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BrodyThe WatchThe First ShoreRegistered Userregular
No Sab
"I will write your name in the ruin of them. I will paint you across history in the color of their blood."
@Lykouragh how much/what would you be willing to pay for a sabotage? @38thDoe, how much/what to not sabotage? Priority given to cards that make ships, or Unexpected Action.
Posts
Did not mean to step on any toes.
Tap Zubat and Quann.
Build 5 Destroyees.
Build 2 GF.
Exhaust all remaining planets except Quinnera for 8R+1R for Sarween tools.
Build Exotrireme(4R), cruiser (2R) and 3 fighters(2R)
T/F/S -> 2/4/0
@Lykouragh for fleet logistics.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
Hmm.
Tap Zubat Lazer Sakulag and Quann
Build 2 Dreadnoughts and 2 Fighters.
PSN/Steam: mindflare77
Universities of Jol-Nar: Play the primary ability of the (8) Imperial Strategy Card, exhausting Jol (2I), Mellon (2I), Wellon (2I), and 2 Trade Goods (TG 27 --> 25) to claim public objective "Sway the Council". (VP 4 --> 5)
Draw 1 secret objective to hand. (3 unfulfilled in hand)
Hacan plays on the secondary (SP 2 --> 1), drawing 1 secret objective to hand, then returning 1 to the shuffled deck. (2 unfulfilled in hand, 1 completed)
Arborec plays on the secondary (SP 2 --> 1), drawing 1 secret objective to hand, then returning 1 to the shuffled deck. (2 unfulfilled in hand, 1 completed)
Sol plays on the secondary (SP 1 --> 0), drawing 1 secret objective to hand. (3 unfulfilled in hand)
The Arborec: 2 Infantry reserved from Gen Synthesis are placed on Nestphar.
Activate the Beta Wormhole system. (TP 5 --> 4)
Move in 1 Carrier and 2 Fighters from Dal Bootha-Xxehan and 1 Cruiser from the Arborec Home System.
Sardakk N'orr: Play the primary ability of the (2) Diplomacy Strategy Card, placing one counter from each other player's reinforcements into the Saudor system; Saudor is refreshed.
No players play on the secondary.
The Emirates of Hacan: Perform transaction, giving 2 commodities to Arborec in exchange for 2 commodities. (Hacan C 2 --> 0, TG 4 --> 6; Arborec C 3 --> 1, TG 4 --> 6)
Perform transaction, giving 1 Action Card to Creuss in exchange for 1 Action Card. (Hacan AC 7 --> 7; Creuss AC 3 --> 3)
Activate the Qucen'n-Rarron system. (TP 4 --> 3)
Play Action Card "In the Silence of Space", allowing ships to move through systems with other players' ships. (AC 7 --> 6)
Move in 1 Carrier and 1 Infantry from Mellon-Zohbat and 1 Dreadnought and 1 Fighter from Mehar Xull.
Jol-Nar Space Cannon Offence damages 1 Dreadnought.
Land 1 Infantry on Rarron.
The Emirates of Hacan: Use Fleet Logistics to take a second action.
Perform transaction, giving 2 Trade Goods to Arborec in exchange for 1 Action Card. (Hacan TG 6 --> 4, AC 6 --> 7; Arborec TG 6 --> 8, AC 7 --> 6)
Play Action Card "Frontline Deployment", gaining 3 Infantry on Rarron. (AC 7 --> 6)
The Ghosts of Creuss: Activate the Tar'mann system. (TP 2 --> 1)
Federation of Sol: 1 Infantry reserved from Gen Synthesis is placed on Sol.
Play the primary ability of the (6) Warfare Strategy Card, removing the token from the Arnor-Lor system and allocating it to Tactic Pool. (TP 2 --> 3)
Jol-Nar plays on the secondary (SP 4 --> 3), exhausting Zohbat (3R), Lazar (1R), Sakulag (2R), Quann (2R), +1R from Sarween Tools to build 2 Dreadnoughts (8R) and 2 Fighters (1R) at Nar.
N'orr plays on the secondary (SP 1 --> 0), exhausting Abyz (3R), Bereg (3R), Saudor (2R), Starpoint (3R), +1R from Sarween Tools to build 1 Dreadnought (4R), 1 Cruiser (2R), and 3 Fighters (2R) at Quinarra.
Creuss plays on the secondary (SP 1 --> 0), exhausting Creuss (4R), Tar'mann (1R), +1R from Sarween Tools to build 1 Carrier (3R), 1 Fighter (1R), and 4 Infantry (2R) at Creuss.
Current Map: Round 5, Action Phase Update 2
Current Technologies
Victory Points and Objectives
Federation of Sol - 5 VP
Universities of Jol-Nar - 5 VP
The Arborec - 2 VP
Sardakk N'orr - 2 VP
The Ghosts of Creuss - 1 VP
Public Objectives
Develop Weaponry (1 VP): Own 2 unit upgrade technologies.: Sol, Jol-Nar, N'orr, Hacan
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.: Jol-Nar, Sol, Hacan, Creuss
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, Sol, Jol-Nar
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Jol-Nar
Found a Golden Age (2 VP): Spend 16 resources.
4 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.
2 unfulfilled secret objectives in hand.
The Arborec: Monopolize Production (Status Phase, 1 VP): Control 4 industrial planets.
2 unfulfilled secret objectives in hand.
Federation of Sol: 3 unfulfilled secret objectives in hand.
Universities of Jol-Nar: 3 unfulfilled secret objectives in hand.
Sardakk N'orr: 3 unfulfilled secret objectives in hand.
The Ghosts of Creuss: 3 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: 4
Action Cards: 6
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: Arborec's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Trade Convoys)
Technology: Antimass Deflectors, Gravity Drive, Fleet Logistics, Sarween Tools, Graviton Laser System, Duranium Armor, Dreadnought II, Carrier II, PDS II
Worlds:
R - Kamdorn (0R, 1I)
R - Coorneeq (Cultural, 1R, 2I)
X - Mehar Xull (Hazardous, 1R, 3I, R)
R - Resculon (Cultural, 2R, 0I)
X - 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)
Trade Goods: 8
Action Cards: 6
Tactic Pool: 4
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: N'orr's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Stymie)
Technology: Magen Defense Grid, Sarween Tools, Neural Motivator, Dacxive Animators, Letani Warrior II, Fighter II, Cruiser II
Worlds:
R - Nestphar (3R, 2I)
X - Centauri (Cultural, 1R, 3I)
X - Dal Bootha (Cultural, 0R, 2I)
R - Gral (Industrial, 1R, 1I, B)
R - Lodor (Cultural, 3R, 1I)
X - 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: 7
Action Cards: 6
Tactic Pool: 3
Fleet Pool: 4
Strategy Pool: 0
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, Dacxive Animators, Antimass Deflectors, Gravity Drive, Fleet Logistics, Advanced Carrier II, Fighter II, Spec Ops II
Worlds:
R - Jord (4R, 2I)
X - Mecatol Rex (1R, 6I)
R - Arinam (Industrial, 1R, 2I)
R - Arnor (Industrial, 2R, 1I)
X - Lor (Industrial, 1R, 2I)
R - Qucen'n (Industrial, 1R, 2I)
X - 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: 25
Action Cards: 7
Tactic Pool: 5
Fleet Pool: 6
Strategy Pool: 3
Promissory Notes: Sol's Ceasefire, Creuss' Support for the Throne, N'orr's Tekklar Legion (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, Integrated Economy, Plasma Scoring, Magen Defense Grid, Duranium Armor, Assault Cannon, PDS II, Dreadnought II, Infantry II
Worlds:
X - Jol (1R, 2I)
R - Nar (2R, 3I)
X - Lazar (Industrial, 1R, 0I, Y)
X - Mellon (Cultural, 0R, 2I)
X - Quann (Cultural, 2R, 1I)
X - Sakulag (Hazardous, 2R, 1I)
X - 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: 7
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne)
Technology: Hyper Metabolism, Sarween Tools, Integrated Economy, Plasma Scoring, Magen Defense Grid, Antimass Deflectors, Gravity Drive, Fleet Logistics, Light/Wave Deflector, Cruiser II, Fighter II, Exotrireme II
Worlds:
X - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
X - Arretze (2R, 0I)
X - Hercant (1R, 1I)
X - Abyz (Hazardous, 3R, 0I)
X - Bereg (Hazardous, 3R, 1I)
X - Fria (Hazardous, 2R, 0I)
X - Lirta IV (Hazardous, 2R, 3I)
X - New Albion (Industrial, 1R, 1I, G)
X - Saudor (Industrial, 2R, 2I)
X - Starpoint (Hazardous, 3R, 1I)
X - Tequ'ran (Hazardous, 2R, 0I)
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) SPEAKER
Trade Goods: 7
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Creuss IFF)
Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator, Sarween Tools, X-89 Bacterial Weapon, Plasma Scoring, Cruiser II
Worlds:
X - Creuss (4R, 2I)
X - 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
Minister of Industry - Held by N'orr. When the owner of this card places a space dock in a system, their units in that system may use their Production abilities.
Order of Play
The Arborec (Zombie Hero): (1) Leadership
Sardakk N'orr (El Skid): (2) Diplomacy
The Emirates of Hacan (mindflare77): (3) Politics
The Ghosts of Creuss (Brody): (5) Trade
Federation of Sol (Lykouragh): (6) Warfare Fleet Logistics Option
Universities of Jol-Nar (38thDoe): (8) Imperial
Activate Quann, waiting on @38thDoe for ceasefire decision
https://www.youtube.com/watch?v=lm9E3NQOuh0
We thought we were more attractive than that. Ah well.
Hylar Museum of Space Oddities
The exhibit will be titled:
A time when the humans had honor.
Correct, it sustained.
PSN/Steam: mindflare77
Do you have any preference where you would like us to go?
but if you're regular retreating you have no available targets
The meatbags mass their forces and attack the Librarian forces.
The Librarians fire off an assault cannon blast that knocks out a terran ship, and then starts booting it towards the meatbags' home system.
The meatbags scream "No, please! We'll give you lots of money!"
And the Librarians take the money and go off somewhere less inconvenient.
That is possibly the saddest attack the galaxy has ever witnessed.
I wanted to see the top two factions duke it out.
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
And of course the Sol ceasefire is still over there in that display case... you might need to wait a bit on that big battle you're hoping for...
Well we wouldn't say lots of money. This barely covers our fuel to get here.
And if you want to see some fireworks in this galaxy you need to pay for it.
Not our fault if your hastily crafted antenna can't catch the big fight on pay per view.
is this pay per view fight by the same CGI animators in your R&D department that created the model of that attempted galaxy update?
if so....
Nintendo ID: Pastalonius
Smite\LoL:Gremlidin \ WoW & Overwatch & Hots: Gremlidin#1734
3ds: 3282-2248-0453
PSN/Steam: mindflare77
I wonβt sabo the skilled retreat...
Collect 3 TG from Sol in exchange for playing Skilled Retreat, move all ships and GF from Quann to Zubat.
Other players, anyone want to stick their foot in and play a Sabotage? Well, it's probably safe to assume not, but who knows. Since it is Jol-Nar's turn next, let's be better safe than sorry. I'll (at) people in the morning.
The Monster Baru Cormorant - Seth Dickinson
Steam: Korvalain
PSN/Steam: mindflare77