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Twilight Imperium 4e - Game 4: Round 7 - Action Phase / Game End

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Posts

  • discriderdiscrider Registered User regular
    @Preda 's Action

  • PredaPreda Registered User regular
    If I had take politics, I could have turtled and waited for you to came to me, but given I did a serious misplay, I'm now forced to prepare for extreme mesures...
    Activate beta wormhole, losing Mentak Support for the throne. Move in Veefut dreadnought, carring a GF from Veefut, move Veefut carrier carrying the 2 fighters from Veefut, 2 GF from Abyz, 1 GF from Fria; Move one for the Abyz Carriers using gravity drive carrying 1 GF from Zhobat, 1 GF from Mellon, and 3 fighters from Abyz, move flagship, carrying 2 fighters and 1 GF from Quinarra.

    @Hedgethorn for prefire action card
    @MrBlarney for fight

  • PredaPreda Registered User regular
    I've already give @MrBlarney a complete order for almost every possible situation in this combat.

  • discriderdiscrider Registered User regular
    edited June 2018
    @MrBlarney the faction sheets need to show that the N'orr has my Support for the Throne (This is correct in the VP section) and that Lazar is exhausted

    discrider on
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    edited June 2018
    Curse your inevitable betrayal!.

    No card play. Ambush fire from two cruisers, then I'll retreat to the Gravity Rift "Nothing to See Here" and take my chances there.

    Hedgethorn on
  • discriderdiscrider Registered User regular
    Hedgethorn wrote: »
    Curse your inevitable betrayal!.

    No card play. Ambush fire from two cruisers, then I'll retreat to the Gravity Rift and take my chances there.

    Can't retreat to the Gravity Rift without card play; a normal retreat requires your own ships, or at least no ships and your own planet, in the system.

  • PredaPreda Registered User regular
    discrider wrote: »
    Hedgethorn wrote: »
    Curse your inevitable betrayal!.

    No card play. Ambush fire from two cruisers, then I'll retreat to the Gravity Rift and take my chances there.

    Can't retreat to the Gravity Rift without card play; a normal retreat requires your own ships, or at least no ships and your own planet, in the system.

    Correct. But you can retreat to "Nothing to see here", assuming someone survive my few +2 attack rolls...

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Edited orders. Retreating to Nothing to See Here, if I survive the first round of fire.

  • MrBlarneyMrBlarney Registered User regular
    discrider wrote: »
    MrBlarney: the faction sheets need to show that the N'orr has my Support for the Throne (This is correct in the VP section) and that Lazar is exhausted
    Whoops, that's quite a miss. I've updated things.

    Round 6 - Battle at Beta Wormhole

    Pre-Combat Effects

    N'orr has Flagship "C'morran N'orr", 1 Exotrireme II, 2 Carrier IIs, and 7 Fighter IIs (holding 6 Infantry).
    Mentak has 3 Cruiser IIs and 1 Fighter.

    Before the start of the first combat round, Mentak uses racial ability "Ambush" to fire with 2 Cruiser IIs.

    Geth roll 2d10t6 for Mentak Ambush

    Mentak Ambush:
    2d10t6 1 [2d10t6=7, 5]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    edited June 2018
    One hit registered, N'orr damages their Exotrireme II.

    Combat Round 1

    N'orr has Flagship "C'morran N'orr", 1 Exotrireme II (damaged), 2 Carrier IIs, and 7 Fighter IIs (holding 6 Infantry). +1 to hit from Unrelenting, +1 to hit for non-Flagship ships from C'morran N'orr.
    Mentak has 3 Cruiser IIs and 1 Fighter.

    Mentak calls a retreat at the start of the combat round.

    Geth roll 2d10t5+1d10t3+2d10t7+7d10t6 for N'orr
    Geth roll 3d10t6+1d10t9 for Mentak

    N'orr:
    2d10t5+1d10t3+2d10t7+7d10t6 5 [2d10t5=1, 4] [1d10t3=2] [2d10t7=8, 5] [7d10t6=1, 2, 7, 10, 3, 10, 9]
    Mentak:
    3d10t6+1d10t9 2 [3d10t6=5, 10, 10] [1d10t9=1]

    MrBlarney on
    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    N'orr scores 5 hits, destroying 3 Mentak Cruisers and 1 Fighter.
    Mentak scores 2 hits, N'orr plays Action Card "Shields Holding" to cancel the hits.

    Any Sabotage, @Hedgethorn? Once this is resolved, combat will end, Mentak will gain Salvage, and the turn will pass to MrBody (Creuss).

    4463rwiq7r47.png
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    No sabotage. Gain one TG from Salvage Ops, and crawl away to lick my wounds.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    @MrBody for the next action.

  • MrBodyMrBody Registered User regular
    edited June 2018
    Activate Winnu home system.

    2/4/1

    @discrider to use ceasefire

    MrBody on
  • discriderdiscrider Registered User regular
    Yep.
    No PDS in range. @Ketar next?

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate Qucen'n-Rarron. Lose 1 fleet pool to Neuroglaive. Lose the carrier in Corneeq-Resculon to diminished fleet pool.

    @Mojo_Jojo for any response before proceeding.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Nope
    Play through

    Homogeneous distribution of your varieties of amuse-gueule
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Move in War Sun with both fighters and the infantry. Move in 1 dreadnought carrying 1 infantry and 1 cruiser from Corneeq-Resculon. Commence battle.

    @Mojo_Jojo @MrBlarney

  • MrBlarneyMrBlarney Registered User regular
    Round 6 - Battle at Qucen'n-Rarron

    Combat Round 1

    Letnev has 1 War Sun, 1 Dreadnought II, 1 Cruiser, and 2 Fighters (carrying 2 Infantry).
    Naalu has 1 Cruiser.

    Geth roll 3d10t3+1d10t5+1d10t7+2d10t9 for Letnev
    Geth roll 1d10t7 for Naalu

    Letnev:
    3d10t3+1d10t5+1d10t7+2d10t9 4 [3d10t3=9, 6, 6] [1d10t5=9] [1d10t7=1] [2d10t9=1, 3]
    Naalu:
    1d10t7 1 [1d10t7=10]

    4463rwiq7r47.png
  • MrBlarneyMrBlarney Registered User regular
    Letnev scores 4 hits, destroying 1 Naalu Cruiser.
    Naalu scores 1 hit: @Ketar, how will the hit be allocated?

    Combat will resolve in Letnev's favor, and your action continues after resolving the hit.

    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Take the hit on the dreadnought.

    Invade both planets. 1 infantry to each.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Take a second action using fleet logistics. Play Imperial.

    Claim Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.


    @MrBlarney for new SO. @MrBody @discrider @Hedgethorn @Mojo_Jojo to play or pass on Imperial secondary.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Play secondary

    Homogeneous distribution of your varieties of amuse-gueule
  • discriderdiscrider Registered User regular
    Play. 4/3/1 T/F/S

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Play Imperial Secondary.

  • MrBodyMrBody Registered User regular
    Play
    1/4/1

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Action on @Mojo_Jojo if/when SO has been received.

  • MrBlarneyMrBlarney Registered User regular
    Just to keep everyone in the loop, it may take a little bit of time to get secret objective draws out, since discards need to be accounted for in the small deck size.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    :(
    That was not a card I needed

  • MrBlarneyMrBlarney Registered User regular
    edited June 2018
    Round 6: Action Phase Update 2

    The Mentak Coalition: Activate the Moll Primus system. (TP 2 --> 1)
    Move in 1 Cruiser and 1 Fighter from empty system "Nothing to See Here".
    Exhaust Arnor (2R), Tar'Mann (1R), +1R from Sarween Tools to build 1 Cruiser (2R) and 4 Infantry (2R) at Moll Primus.
    Sardakk N'orr: Activate the Beta Wormhole system. (TP 1 --> 0)
    Return Mentak's "Support for the Throne" promissory note. (VP 6 --> 5)
    Move in 1 Dreadnought, 1 Carrier, 2 Fighters, and 1 Infantry from Vefut II, loading 1 Infantry from Abyz and 1 Infantry from Fria, 1 Carrier and 3 Fighters from Abyz, loading 1 Infantry from Zohbat and 1 Infantry from Mellon, and Flagship "C'morran N'orr", 2 Fighters, and 1 Infantry from Quinarra.
    During space combat, N'orr damages 1 Dreadnought and expends Action Card "Shields Holding" (AC 6 --> 5) while Mentak loses 3 Cruisers and 1 Fighter; combat resolves in favor of N'orr.
    Mentak uses racial technology "Salvage Operations" to gain 1 Trade Good. (TG 4 --> 5)
    The Ghosts of Creuss: Activate the Winnu Home System. (TP 3 --> 2)
    Winnu plays Creuss's "Ceasefire" promissory note, ending Creuss's action.
    The Barony of Letnev: Activate the Qucen'n-Rarron system. (TP 2 --> 1)
    Return 1 counter from Fleet Pool to reinforcements due to Naalu racial technology "Neuroglaive" (FP 4 --> 3); 1 carrier in Coorneeq-Resculon is scuttled due to reduced fleet limits.
    Move in 1 War Sun, 2 Fighters, and 1 Infantry from Wellon and 1 Dreadnought, 1 Cruiser, and 1 Infantry from Coorneeq.
    During space combat, Letnev damages 1 Dreadnought while Naalu loses 1 Cruiser; combat resolves in favor of Letnev.
    Land 1 Infantry on each of Qucen'n and Rarron.
    The Barony of Letnev: Use Fleet Logistics to take a second action.
    Play the primary ability of the (8) Imperial Strategy Card, claiming public objective "Unify the Colonies". (VP 3 --> 5)
    Draw 1 secret objective to hand. (3 unfulfilled in hand)
    Creuss plays on the secondary (SP 1 --> 0), drawing 1 secret objective to hand, then returning 1 to the shuffled deck. (3 unfulfilled in hand)
    Winnu plays on the secondary (SP 2 --> 1), drawing 1 secret objective to hand. (2 unfulfilled in hand, 1 completed)
    Mentak plays on the secondary (SP 1 --> 0), drawing 1 secret objective to hand, then returning 1 to the shuffled deck. (2 unfulfilled in hand, 1 completed)
    Naalu plays on the secondary (SP 1 --> 0), drawing 1 secret objective to hand, then returning 1 to the shuffled deck. (1 unfulfilled in hand, 2 completed)

    Current Map: Round 6, Action Phase Update 2

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition - 6 VP
    The Winnu - 6 VP
    Sardakk N'orr - 5 VP
    The Naalu Collective - 5 VP
    The Barony of Letnev - 5 VP
    The Ghosts of Creuss - 4 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, Letnev, Creuss
    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, Winnu, Mentak, Letnev
    Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.: Letnev
    3 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.
    2 unfulfilled secret objectives in hand.
    The Naalu Collective: Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
    Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points.
    1 unfulfilled secret objective in hand.
    The Barony of Letnev: 3 unfulfilled secret objectives in hand.
    The Ghosts of Creuss: 3 unfulfilled secret objectives in hand.
    The Winnu: Become the Gatekeeper (Status Phase, 1 VP): Have one or more ships in a system that contains an Alpha wormhole and 1 or more ships in a system that contains a Beta wormhole.
    2 unfulfilled secret objectives 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.
    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).

    The Mentak Coalition (Hedgethorn)
    Commodities: 0 / 2
    Trade Goods: 5
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Naalu's Support for the Throne, N'orr's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne)
    Technology: Sarween Tools, Graviton Laser System, Salvage Operations, Mirror Computing, Plasma Scoring, Cruiser II, Space Dock II, PDS II

    Worlds:
    X - Moll Primus (4R, 1I)
    X - Arinam (Industrial, 1R, 2I)
    X - Arnor (Industrial, 2R, 1I)
    X - Lor (Industrial, 1R, 2I)
    X - Tar'mann (Industrial, 1R, 1I, G)

    Other Racial Data:
    - Flagship: Fourth Moon: Combat Value 7 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Other players' ships in this system cannot use Sustain Damage.
    - Racial Technology: Salvage Operations (Yellow, requires 2 Yellow): After you win or lose a Space Combat, gain 1 Trade Good. If you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
    - Racial Technology: Mirror Computing (Yellow, requires 3 Yellow): When you spend Trade Goods, each Trade Good is worth 2 resources or influence instead of 1.
    - Ambush: At the start of Space Combat, you may roll 1 die for each of up to 2 of your Cruisers or Destroyers in the system. For each result equal to or greater than that ship's combat value, produce 1 hit; your opponent must assign it to one of his ships.
    - Pillage: After 1 of your neighbors gains Trade Goods or resolves a transaction, if he has 3 or more Trade Goods, you may take 1 of his Trade Goods or Commodities.
    - Racial Promissory Note: Promise of Protection: Action: Place this card faceup in your play area. While this card is in your play area, the Mentak player cannot use his "Pillage" faction ability against you. If you activate a system that contains 1 or more of the Mentak player's units, return this card to the Mentak player.

    The Naalu Collective (Mojo_Jojo)
    Commodities: 3 / 3
    Trade Goods: 0
    Action Cards: 2

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 0

    Promissory Notes: Mentak's Ceasefire (Ceasefire, Trade Agreement, Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Dacxive Animators, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Hybrid Crystal Fighter II, Infantry II

    Worlds:
    R - Maaluuk (0R, 2I)
    X - Druaa (3R, 1I)
    X - Lodor (Cultural, 3R, 1I)

    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) SPEAKER
    Commodities: 0 / 2
    Trade Goods: 0
    Action Cards: 4

    Tactic Pool: 1
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: N'orr's Ceasefire, Winnu's Political Secret (Trade Agreement, Political Secret, War Funding)
    Technology: Antimass Deflectors, Fleet Logistics, Plasma Scoring, Magen Defense Grid, Non-Euclidean Shielding, Sarween Tools, Dreadnought II, War Sun, Destroyer II

    Worlds:
    X - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    X - Coorneeq (Cultural, 1R, 2I)
    R - Gral (Industrial, 1R, 1I, B)
    X - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - Rarron (Cultural, 0R, 3I)
    X - Resculon (Cultural, 2R, 0I)
    X - Saudor (Industrial, 2R, 2I)
    X - Tequ'ran (Hazardous, 2R, 0I)
    X - Torkan (Cultural, 0R, 3I)
    X - Wellon (Industrial, 1R, 2I, Y)

    Other Racial Data:
    - Flagship: Arc Secundus: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage, Bombardment 5 (x3). Other players' units in this system lose Planetary Shield. At the start of each space combat round, repair this ship.
    - Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
    - Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
    - Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
    - Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
    - Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.

    The Ghosts of Creuss (MrBody)
    Commodities: 0 / 4
    Trade Goods: 4
    Action Cards: 7

    Tactic Pool: 2
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Winnu's Ceasefire, N'orr's Tekklar Legion (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Antimass Deflectors, Wormhole Generator, Sarween Tools, Fighter II, Carrier II, PDS II

    Worlds:
    X - Creuss (4R, 2I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Meer (Hazardous, 0R, 4I, R)
    R - New Albion (Industrial, 1R, 1I, G)
    X - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
    - Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
    - Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
    - Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
    - Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
    - Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
    - Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 1
    Action Cards: 5

    Tactic Pool: 4
    Fleet Pool: 3
    Strategy Pool: 1

    Promissory Notes: Letnev's Support for the Throne, Mentak's Promise of Protection (Trade Agreement, Acquiescence)
    Technology: Sarween Tools, Hegemonic Trade Policy, Antimass Deflectors, Gravity Drive, Plasma Scoring, PDS II, Space Dock II, Dreadnought II

    Worlds:
    R - Winnu (3R, 4I)
    X - Mecatol Rex (1R, 6I)
    X - Lazar (Industrial, 1R, 0I, Y)
    X - Sakulag (Hazardous, 3R, 2I, Terraforming Initiative)
    X - Thibah (Industrial, 1R, 1I, B)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

    Sardakk N'orr (Preda)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 5

    Tactic Pool: 0
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Letnev's Ceasefire, Winnu's Support for the Throne (Trade Agreement, Political Secret)
    Technology: Neural Motivator, Antimass Deflectors, Gravity Drive, Sarween Tools, Carrier II, Fighter II, Exotrireme II

    Worlds:
    X - Tren'lak (1R, 0I)
    R - Quinarra (3R, 1I)
    X - Abyz (Hazardous, 3R, 0I)
    X - Fria (Hazardous, 2R, 0I)
    X - Mellon (Cultural, 0R, 2I)
    X - Vefut II (Hazardous, 2R, 2I)
    X - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
    - Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
    - Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
    - Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
    - Unrelenting: Apply +1 to the result of each of your units' combat rolls.
    - Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.

    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.
    Representative Government - Players cannot exhaust planets to cast votes during the agenda phase; each player may cast 1 vote on each agenda instead.
    Minister of Industry - Held by Naalu. When Naalu places a space dock in a system, their units in that system may use their Production abilities.

    Order of Play
    The Naalu Collective (Mojo_Jojo): (0) Warfare Current Player
    The Winnu (discrider): (1) Leadership
    The Mentak Coalition (Hedgethorn): (3) Politics
    Sardakk N'orr (Preda): (4) Construction
    The Ghosts of Creuss (MrBody): (7) Technology
    The Barony of Letnev (Ketar): (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    edited June 2018
    Right that's my secret objectives sorted out

    In a dramatic turn of events, I...
    ...Pass

    @discrider for his action

    Mojo_Jojo on
    Homogeneous distribution of your varieties of amuse-gueule
  • discriderdiscrider Registered User regular
    hm
    Mentak/Letnev (/Creuss?) victory next round following Imperial play.
    So I guess I
    Activate Winnu. Flip Winnu's stats. Exhaust Winnu. 8 Ground Forces on Winnu. @Hedgethorn

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Play Politics. Give myself the Speaker Token.
    @Ketar, @MrBody, and @discrider for secondaries (Mojo and Preda are out of tactics tokens).

  • discriderdiscrider Registered User regular
    Yeah, I probably need some of them ACs

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    This is a surprisingly tough decision right now.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited June 2018
    Play on Politics secondary.

    1/3/0


    Maybe we can get something besides all these sabotages.

    Ketar on
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    (I meant, of course, that Preda and Mojo were out of *strategy* tokens. Silly early morning mistake, but just so no one is misled.)

  • PredaPreda Registered User regular
    Hedgethorn wrote: »
    (I meant, of course, that Preda and Mojo were out of *strategy* tokens. Silly early morning mistake, but just so no one is misled.)

    I'm out of both, so no problem here...

  • MrBodyMrBody Registered User regular
    pass

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    That makes it @Preda's turn.

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