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

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Posts

  • discriderdiscrider Registered User regular
    Cool.
    Then:

    Bribery
    After the speaker votes on an agenda: Spend any number of trade goods. For each trade good spent, cast 1 additional vote for any outcome.
    Spend two trade goods for two For votes to make it 4:3 For:Against

    Sabotages? @MrBody @Hedgethorn
    And others just in case (@Preda @Mojo_Jojo @Ketar )

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Nope.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Wait, you only have 1TG according to the last update

    Homogeneous distribution of your varieties of amuse-gueule
  • discriderdiscrider Registered User regular
    edited July 2018
    Mojo_Jojo wrote: »
    Wait, you only have 1TG according to the last update

    MrBody gave me another two since then.
    Was sorta hoping this card would be a VP.

    discrider on
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    no sabotage

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Fair enough. Yes, no sabotage.

    Homogeneous distribution of your varieties of amuse-gueule
  • discriderdiscrider Registered User regular
    Between top-decking the Keep Leadership card and fishing for Agenda VP through the power of bribes and representative democracy, that's my run on the win concluded :/
    I'm not going to be able to beat VP claims of the 3/4 players upstream of me in the turn order.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    @Mojo_Jojo You get second pick in the strategy phase. Mind if I ask what you're interested in?

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    I'm not super fussed. Possibly technology or leadership. I've yet to come up with my masterful coup that wins me this.

    @Hedgethorn

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  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    I was hoping you'd say Imperial. Really don't want that to go too far around the table if I don't pick it.

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

    I'll happily take that and drop it turn one if I get paid

    Homogeneous distribution of your varieties of amuse-gueule
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Dropping it turn one is super risky right now.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    @Mojo_Jojo You can have my Support for the Throne if you take Imperial. I'd rather not you immediately trigger it, but I won't dictate what you do with it once you have it.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    @Hedgethorn Support for the Throne and 2TG and we have a deal.

    Homogeneous distribution of your varieties of amuse-gueule
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    That would put Naalu at 8 VP thanks to 2 Support deals between rounds. So if anybody takes Tech and allows them to research Cruiser II they just play Imperial immediately after and win instantly.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I think Naalu getting Imperial is probably the best possible choice for the table, to be fair. Just not with another Support along with it.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Ketar wrote: »
    That would put Naalu at 8 VP thanks to 2 Support deals between rounds. So if anybody takes Tech and allows them to research Cruiser II they just play Imperial immediately after and win instantly.

    But I'd need to research a red to do that. Or have a red tech skip.

    Homogeneous distribution of your varieties of amuse-gueule
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    Oh, forgot that Naalu got Cruess's support earlier. Hrm.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Mojo_Jojo wrote: »
    Ketar wrote: »
    That would put Naalu at 8 VP thanks to 2 Support deals between rounds. So if anybody takes Tech and allows them to research Cruiser II they just play Imperial immediately after and win instantly.

    But I'd need to research a red to do that. Or have a red tech skip.

    Yeah, just noticed I misread the tech chart. Would you be allowed to research Fighter II even though you have Hybrid Crystal Fighter II, or does the latter totally replace the stock tech? I can't recall for sure.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Ketar wrote: »
    Mojo_Jojo wrote: »
    Ketar wrote: »
    That would put Naalu at 8 VP thanks to 2 Support deals between rounds. So if anybody takes Tech and allows them to research Cruiser II they just play Imperial immediately after and win instantly.

    But I'd need to research a red to do that. Or have a red tech skip.

    Yeah, just noticed I misread the tech chart. Would you be allowed to research Fighter II even though you have Hybrid Crystal Fighter II, or does the latter totally replace the stock tech? I can't recall for sure.

    Nope, it replaces it. I have no unit techs available right now

    Homogeneous distribution of your varieties of amuse-gueule
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Mojo_Jojo wrote: »
    Ketar wrote: »
    That would put Naalu at 8 VP thanks to 2 Support deals between rounds. So if anybody takes Tech and allows them to research Cruiser II they just play Imperial immediately after and win instantly.

    But I'd need to research a red to do that. Or have a red tech skip.

    Or have the action card that lets you research a tech.

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Ketar wrote: »
    Mojo_Jojo wrote: »
    Ketar wrote: »
    That would put Naalu at 8 VP thanks to 2 Support deals between rounds. So if anybody takes Tech and allows them to research Cruiser II they just play Imperial immediately after and win instantly.

    But I'd need to research a red to do that. Or have a red tech skip.

    Or have the action card that lets you research a tech.

    Doesn't that also need 4 resources or so?

    I mean it's not impossible I'm holding an action card to get me a tech and another that gives me the resources to use it, but we both know it's two sabotages.

    Homogeneous distribution of your varieties of amuse-gueule
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Mojo_Jojo wrote: »
    Ketar wrote: »
    Mojo_Jojo wrote: »
    Ketar wrote: »
    That would put Naalu at 8 VP thanks to 2 Support deals between rounds. So if anybody takes Tech and allows them to research Cruiser II they just play Imperial immediately after and win instantly.

    But I'd need to research a red to do that. Or have a red tech skip.

    Or have the action card that lets you research a tech.

    Doesn't that also need 4 resources or so?

    I mean it's not impossible I'm holding an action card to get me a tech and another that gives me the resources to use it, but we both know it's two sabotages.

    You have unexhausted planets since Winnu changed that last vote result, so no action card needed for the resources.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited July 2018
    All of that said, I'd be very surprised if Mojo let Imperial go to me even if not paid off.

    On the other hand, if it did somehow go past both of you to me then I would try to take it. MrBody would then play the action card that prevents a player from choosing a particular strategy card, and he would take it. He could snag the 2 point unit upgrade PO when playing it to go up to 9 points, and would be able to win if he has one of the remaining action phase SOs and can complete it. He could actually make a reasonable play for Mec Rex prior too for the guaranteed point.

    So as much as I should like Imperial potentially coming to me, that doesn't seem great.

    Ketar on
  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    Ketar wrote: »
    Mojo_Jojo wrote: »
    Ketar wrote: »
    Mojo_Jojo wrote: »
    Ketar wrote: »
    That would put Naalu at 8 VP thanks to 2 Support deals between rounds. So if anybody takes Tech and allows them to research Cruiser II they just play Imperial immediately after and win instantly.

    But I'd need to research a red to do that. Or have a red tech skip.

    Or have the action card that lets you research a tech.

    Doesn't that also need 4 resources or so?

    I mean it's not impossible I'm holding an action card to get me a tech and another that gives me the resources to use it, but we both know it's two sabotages.

    You have unexhausted planets since Winnu changed that last vote result, so no action card needed for the resources.

    Yes, but not enough to play the secondary and play that card (which I can't remember if it needs 4 or 6)

    Homogeneous distribution of your varieties of amuse-gueule
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    Mojo_Jojo wrote: »
    Ketar wrote: »
    Mojo_Jojo wrote: »
    Ketar wrote: »
    Mojo_Jojo wrote: »
    Ketar wrote: »
    That would put Naalu at 8 VP thanks to 2 Support deals between rounds. So if anybody takes Tech and allows them to research Cruiser II they just play Imperial immediately after and win instantly.

    But I'd need to research a red to do that. Or have a red tech skip.

    Or have the action card that lets you research a tech.

    Doesn't that also need 4 resources or so?

    I mean it's not impossible I'm holding an action card to get me a tech and another that gives me the resources to use it, but we both know it's two sabotages.

    You have unexhausted planets since Winnu changed that last vote result, so no action card needed for the resources.

    Yes, but not enough to play the secondary and play that card (which I can't remember if it needs 4 or 6)

    It needs 4. So you would have enough if you got those 2TG you told Mentak you would require to choose Imperial :P

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    edited July 2018
    That's a fair point.

    Still the action card deck has cycled, I drew two cards this status phase and we haven't seen it yet. So somebody else is sat on it

    Mojo_Jojo on
    Homogeneous distribution of your varieties of amuse-gueule
  • MrBodyMrBody Registered User regular
    edited July 2018
    Ketar wrote: »
    All of that said, I'd be very surprised if Mojo let Imperial go to me even if not paid off.

    On the other hand, if it did somehow go past both of you to me then I would try to take it. MrBody would then play the action card that prevents a player from choosing a particular strategy card, and he would take it. He could snag the 2 point unit upgrade PO when playing it to go up to 9 points, and would be able to win if he has one of the remaining action phase SOs and can complete it. He could actually make a reasonable play for Mec Rex prior too for the guaranteed point.

    So as much as I should like Imperial potentially coming to me, that doesn't seem great.

    I would very much like to see this reasonable play that gives me a shot at Mecatol. There's no way I'm overcoming that ground force garrison. And that's just the existing one. Winnu could easily pump out another 8 infantry beforehand. Not even warsun Letnev could take Mecatol at this point, let alone the Creuss.

    I'm extremely limited what I can do this round. All my TG and valuable notes are gone, and my fleet is scattered. All the action phase SOs are combat based, and I think one of them is damn near impossible (wipe out all ships in a system with PD fire??).

    MrBody on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    MrBody wrote: »
    Ketar wrote: »
    All of that said, I'd be very surprised if Mojo let Imperial go to me even if not paid off.

    On the other hand, if it did somehow go past both of you to me then I would try to take it. MrBody would then play the action card that prevents a player from choosing a particular strategy card, and he would take it. He could snag the 2 point unit upgrade PO when playing it to go up to 9 points, and would be able to win if he has one of the remaining action phase SOs and can complete it. He could actually make a reasonable play for Mec Rex prior too for the guaranteed point.

    So as much as I should like Imperial potentially coming to me, that doesn't seem great.

    I would very much like to see this reasonable play that gives me a shot at Mecatol. There's no way I'm overcoming that ground force garrison. And that's just the existing one. Winnu could easily pump out another 8 infantry beforehand. Not even warsun Letnev could take Mecatol at this point, let alone the Creuss.

    I'm extremely limited what I can do this round. All my TG and valuable notes are gone, and my fleet is scattered. All the action phase SOs are combat based, and I think one of them is damn near impossible (wipe out all ships in a system with PD fire??).

    I'd forgotten that your +1 to movement doesn't apply to Delta wormholes, which changes things.

  • MrBlarneyMrBlarney Registered User regular
    edited July 2018
    Round 7: Start of Strategy Phase

    First Agenda
    The top card of the Agenda deck is drawn: "Wormhole Reconstruction".
    Creuss performs a transaction, giving 2 Trade Goods to Winnu. (Creuss TG 4 --> 2; Winnu TG 1 --> 3)
    Creuss performs a transaction, giving promissory note "Support for the Throne" to Naalu. (Naalu VP 6 --> 7)
    Creuss performs a transaction, giving 2 Trade Goods to Mentak. (Creuss TG 2 --> 0; Mentak TG 6 --> 8)
    Vote results: 5 - For (Naalu, Creuss, Winnu, N'orr, Mentak), 1 - Against (Letnev)
    Systems with Alpha and Beta wormholes are adjacent to one another.
    Second Agenda
    The top card of the Agenda deck is drawn: "Anti-Intellectual Revolution".
    N'orr plays Action Card "Trade Rider", predicting an outcome of For. (AC 7 --> 6)
    Vote results: 3 - Against (Naalu, Creuss, Mentak), 2 - For (Letnev, Winnu)
    After the last vote is cast, Winnu plays Action Card "Bribery", spending 2 Trade Goods to add 2 votes to "For" and changing the vote outcome. (AC 6 --> 5, TG 3 --> 1)
    The "Anti-Intellectual Revolution" Law is put into play, requiring the destruction of a non-Fighter ship for each technology researched.
    N'orr gains 5 Trade Goods from their successful "Trade Rider" prediction. (TG 0 --> 5)

    Current Map: Round 7, Start of Strategy Phase

    Current Technologies

    Victory Points and Objectives
    The Mentak Coalition - 9 VP
    The Winnu - 9 VP
    Sardakk N'orr - 8 VP
    The Barony of Letnev - 8 VP
    The Ghosts of Creuss - 7 VP
    The Naalu Collective - 7 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, Naalu
    Revolutionize Warfare (2 VP): Own 3 unit upgrade technologies.: Winnu, Mentak, N'orr, Letnev
    Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.: Letnev, Creuss
    Galvanize the People (2 VP): Spend a total of 6 tokens from your Tactic and/or Strategy pools.
    2 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.
    Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
    1 unfulfilled secret objective 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: Monopolize Production (Status Phase, 1 VP): Control 4 industrial planets.
    2 unfulfilled secret objectives in hand.
    The Ghosts of Creuss: Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.
    2 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.
    Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
    1 unfulfilled secret objective in hand.
    Sardakk N'orr: Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
    Establish a Perimeter (Status Phase, 1 VP): Have 4 PDS units on the game board.
    0 unfulfilled secret objectives 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).
    Creuss's Support for the Throne (1 VP): Held by Naalu.

    The Mentak Coalition (Hedgethorn) SPEAKER
    Commodities: 0 / 2
    Trade Goods: 8
    Action Cards: 6

    Tactic Pool: 2
    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:
    R - Moll Primus (4R, 1I)
    R - Arinam (Industrial, 1R, 2I)
    R - Arnor (Industrial, 2R, 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)
    Commodities: 3 / 3
    Trade Goods: 0
    Action Cards: 4

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: Mentak's Ceasefire, Creuss's Support for the Throne (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)
    R - Druaa (3R, 1I)
    R - 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)
    Commodities: 0 / 2
    Trade Goods: 0
    Action Cards: 6

    Tactic Pool: 2
    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:
    R - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    R - Centauri (Cultural, 1R, 3I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Quann (Cultural, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    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: 0
    Action Cards: 6

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

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

    Worlds:
    R - Creuss (4R, 2I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Meer (Hazardous, 0R, 4I, R)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Starpoint (Hazardous, 3R, 1I)
    R - Vefut II (Hazardous, 2R, 2I)
    R - Zohbat (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: 2
    Fleet Pool: 3
    Strategy Pool: 2

    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)
    R - Mecatol Rex (1R, 6I)
    R - Lazar (Industrial, 1R, 0I, Y)
    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: 5
    Action Cards: 6

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

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

    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.
    Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other.
    Anti-Intellectual Revolution - After a player researches a technology, they must destroy 1 of their non-fighter ships.

    Order of Play
    The Mentak Coalition (Hedgethorn)
    The Naalu Collective (Mojo_Jojo)
    The Barony of Letnev (Ketar)
    The Ghosts of Creuss (MrBody)
    The Winnu (discrider)
    Sardakk N'orr (Preda)

    There are 2 Trade Goods on each of the (2) Diplomacy Strategy Card and the (5) Trade Strategy Card; the player that selects one of these cards immediately claims the attached Trade Goods.

    MrBlarney on
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  • MrBlarneyMrBlarney Registered User regular
    edited July 2018
    discrider has conditional orders to play the following card at the start of the Strategy Phase:

    Summit
    At the start of the strategy phase: Gain 2 command tokens.

    planning on allocating 1 counter to each of Tactic and Fleet pools.


    Sabotage calls come first, before we get into strategy card selection.

    MrBlarney on
    4463rwiq7r47.png
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    No sabotage.

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    No sabotage

  • Mojo_JojoMojo_Jojo We are only now beginning to understand the full power and ramifications of sexual intercourse Registered User regular
    No, no sabotaging here

    Homogeneous distribution of your varieties of amuse-gueule
  • PredaPreda Registered User regular
    No Sabotage.

  • MrBodyMrBody Registered User regular
    no sabo

  • MrBlarneyMrBlarney Registered User regular
    discrider's Action Card play goes through. @Hedgethorn has the first strategy card selection.

    4463rwiq7r47.png
  • discriderdiscrider Registered User regular
    What is this about the Naalu taking Leadership?
    If the Naalu doesn't take Imperial it falls to someone who can win with it.
    Unless the Mentak are just abandoning Imperial due to the outstanding AC and letting it move around to someone who potentially holds the card instead.

  • HedgethornHedgethorn Associate Professor of Historical Hobby Horses In the Lions' DenRegistered User regular
    I have no chance to win if I lose my homeworld.

    Diplomacy, gaining two TG.

    @Mojo_Jojo

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