Also I'll be in Cuba for the next week, which has afaik only paid hotel wifi available, so I may not be able to check in often. I'll leave orders with blarney
Phyphor has left conditional orders: Play on the secondary (TP 1 --> 0) and exhaust [0.0.0] (5R), Coorneeq (1R), and Inheritance Systems to research Hyper Metabolism.
Status update will be posted in a few minutes, where it will be @El Skid's turn to act.
The L1z1x Mindnet: Play the primary ability of the (2) Diplomacy Strategy Card, placing a command counter from each other players' reserves into the Coorneeq-Resculon system and readying Coorneeq and Resculon.
Creuss plays on the secondary (SP 3 --> 2), readying Mehar Xull and Thibah.
Letnev plays on the secondary (SP 3 --> 2), readying Arinam and Meer. The Yssaril Tribes: Play the primary ability of the (3) Politics Strategy Card, passing the Speaker Token to Muaat, drawing 3 Action Cards due to Scheming, and discarding "Reactor Meltdown" from hand. (AC 4 --> 6)
Draw the top 2 cards of the Agenda Deck, returning both Agendas to the bottom of the deck.
Creuss plays on the secondary (SP 2 --> 1), drawing 2 Action Cards. (AC 2 --> 4)
Muaat plays on the secondary (SP 4 --> 3), drawing 2 Action Cards. (AC 1 --> 3) Sardakk N'orr: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 2 --> 5)
Refresh commodities for N'orr, L1z1x, Creuss, Letnev, and Yssaril. (N'orr C 0 --> 3; L1z1x C 0 --> 2; Creuss C 1 --> 4; Letnev C 0 --> 2; Yssaril C 0 --> 3)
Perform transaction, receiving 1 Commodity from Yssaril. (N'orr TG 5 --> 6; Yssaril C 3 --> 2)
Perform transaction, giving 1 Commodity to L1z1x in exchange for 2 Commodities. (N'orr C 3 --> 2, TG 6 --> 8; L1z1x C 2 --> 0, TG 1 --> 2) The Ghosts of Creuss: Perform transaction, giving 2 Commodities to Letnev in exchange for 2 Commodities. (Creuss C 4 --> 2, TG 2 --> 4; Letnev C 2 --> 0, TG 3 --> 5)
Activate the Creuss Home System. (TP 2 --> 1)
Exhaust Creuss (4R) and Thibah (1R) to build 1 Carrier (3R), 2 Fighters (1R), and 2 Infantry (1R) at Creuss. The Barony of Letnev: Play the primary ability of the (7) Technology Strategy Card, exhausting Arc Prime (4R) and Wren Terra (2R) to research Neural Motivator and Cruiser II.
Muaat plays on the secondary (SP 3 --> 2), exhausting Muaat (4R) to research Magen Defense Grid.
Yssaril plays on the secondary (SP 2 --> 1), exhausting Lodor (3R) and Shalloq (1R) to research racial technology Transparasteel Plating.
N'orr plays on the secondary (SP 2 --> 1), exhausting Tren'lak (1R) and Quinarra (3R) to research Neural Motivator.
L1z1x plays on the secondary (TP 1 --> 0), exhausting [0.0.0] (5R), Coorneeq (1R), and racial technology Inheritance Systems to research Hyper Metabolism.
Creuss plays on the secondary (SP 1 --> 0), exhausting Starpoint (3R), New Albion (G tech specialty), and 1 Trade Good (TG 4 --> 3) to research Hyper Metabolism.
The L1z1x Mindnet - 1 VP The Barony of Letnev - 0 VP The Embers of Muaat - 0 VP The Yssaril Tribes - 0 VP Sardakk N'orr - 0 VP The Ghosts of Creuss - 0 VP
Public Objectives Expand Borders (1 VP): Control 6 planets in non-home systems. Erect a Monument (1 VP): Spend 8 resources. Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
2 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives The Barony of Letnev: 1 unfulfilled secret objective in hand. The Embers of Muaat: 1 unfulfilled secret objective in hand. The Yssaril Tribes: 1 unfulfilled secret objective in hand. Sardakk N'orr: 1 unfulfilled secret objective in hand. The L1z1x Mindnet: 1 unfulfilled secret objective in hand. The Ghosts of Creuss: 1 unfulfilled secret objective in hand.
Special Objectives N'orr's Support for the Throne (1 VP) - Held by L1z1x.
The Barony of Letnev (Ketar)
Commodities: 0 / 2
Trade Goods: 5
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools, Neural Motivator, Cruiser II
Worlds: X - Arc Prime (4R, 0I) X - Wren Terra (2R, 1I) R - Abyz (Hazardous, 3R, 0I) R - Arinam (Industrial, 1R, 2I) R - Fria (Hazardous, 2R, 0I) R - Meer (Hazardous, 0R, 4I, R) R - Quann (Cultural, 2R, 1I)
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 Embers of Muaat (El Skid) SPEAKER
Commodities: 2 / 4
Trade Goods: 1
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Magen Defense Grid, Sarween Tools
Worlds: X - Muaat (4R, 1I) R - Bereg (Hazardous, 3R, 1I) X - Lirta IV (Hazardous, 2R, 3I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I)
Other Racial Data:
- Racial Unit: Prototype War Sun (War Sun): As War Sun, but Movement 1.
- Flagship: The Inferno: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Action: Spend 1 token from your Strategy pool to place 1 Cruiser in this unit's system.
- Racial Technology: Magmus Reactor (Red, requires 2 Red): Your ships may move into supernovas. After 1 or more of your units use Production in a system that either contains a War Sun or is adjacent to a supernova, gain 1 Trade Good.
- Racial Technology: Prototype War Sun II (unit upgrade, requires 3 Red and 1 Yellow): As War Sun, but Cost 10, Movement 3.
- Star Forge: Action: Spend 1 token from your Strategy pool to place either 2 Fighters or 1 Destroyer from your reinforcements in a system that contains 1 or more of your War Suns.
- Gashlai Physiology: Your ships can move through Supernovas.
- Racial Promissory Note: Fires of the Gashlai: Action: Remove 1 token from the Muaat player's Fleet pool and return it to his reinforcements. Then, gain your War Sun upgrade technology card. Then, return this card to the Muaat player.
The Yssaril Tribes (Lykouragh)
Commodities: 2 / 3
Trade Goods: 3
Action Cards: 6
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator, Transparasteel Plating, Antimass Deflectors
Worlds: X - Retillion (2R, 3I) X - Shalloq (1R, 2I) X - Dal Bootha (Cultural, 0R, 2I) X - Lodor (Cultural, 3R, 1I) R - Saudor (Industrial, 2R, 2I) X - Wellon (Industrial, 1R, 2I, Y) X - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- Flagship: Y'sia Y'ssrila: Combat Value 5 (x2), Movement 2, Carry Capacity 3. Sustain Damage. This ship can move through systems that contain other players' ships.
- Racial Technology: Transparasteel Plating (Green, requires 1 Green): During your turn of the Action Phase, players that have passed cannot play Action Cards.
- Racial Technology: Mageon Implants (Green, requires 3 Green): Action: Exhaust this card to look at another player's hand of Action Cards. Choose 1 of those cards and add it to your hand.
- Stall Tactics: Action: Discard 1 card from your hand.
- Scheming: When you draw 1 or more action cards, draw 1 additional action card. Then, choose and discard 1 action card from your hand.
- Crafty: You an have any number of action cards in your hand. Game effects cannot prevent you from using this ability.
- Racial Promissory Note: Spy Net: At the start of your turn: Look at the Yssaril player's hand of Action Cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.
Worlds: X - Tren'lak (1R, 0I) X - Quinarra (3R, 1I) R - Arnor (Industrial, 2R, 1I) X - Lor (Industrial, 1R, 2I) X - Mellon (Cultural, 0R, 2I) X - Vefut II (Hazardous, 2R, 2I) R - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
The L1z1x Mindnet (Phyphor)
Commodities: 0 / 2
Trade Goods: 2
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: N'orr's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Hyper Metabolism, Plasma Scoring, Sarween Tools, Inheritance Systems
Worlds: X - [0.0.0] (5R, 0I) X - Coorneeq (Cultural, 1R, 2I) R - Lazar (Industrial, 1R, 0I, Y) R - Resculon (Cultural, 2R, 0I) R - Sakulag (Hazardous, 2R, 1I)
Other Racial Data:
- Racial Unit: Super-Dreadnought (Dreadnought): As Dreadnought, but Carry Capacity 2.
- Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hist produced by this ship and by your Dreadnoughts in this system must be assigned to non-Fighter ships if able.
- Racial Tehcnology: Inheritance Systems (Yellow, requires 2 Yellow): You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
- Racial Technology: Super-Dreadnought II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Combat Value 4, Movement 2, Carry Capacity 2. Sustain Damage, Bombardment 4. This unit cannot be destroyed by "Direct Hit" Action Cards.
- Assimilate: When you gain control of a planet, replace each PDS and Space Dock that is on that planet with a matching unit from your reinforcements.
- Harrow: After each round of Ground Combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.
- Racial Promissory Note: Cybernetic Enhancements: At the start of your turn: Remove 1 token from the L1x1x player's Strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your Strategy pool. Then, return this card to the L1z1x player.
The Ghosts of Creuss (A Half Eaten Oreo)
Commodities: 2 / 4
Trade Goods: 3
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Neural Motivator, Hyper Metabolism
Worlds: X - Creuss (4R, 2I) R - Mehar Xull (Hazardous, 1R, 3I, R) X - New Albion (Industrial, 1R, 1I, G) X - Starpoint (Hazardous, 3R, 1I) X - Thibah (Industrial, 1R, 1I, B)
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.
Neutral Worlds
N - Mecatol Rex (1R, 6I)
N - Tar'mann (Industrial, 1R, 1I, G)
Order of Play The Embers of Muaat (El Skid) - (1) LeadershipCurrent Player The L1z1x Mindnet (Phyphor) - (2) Diplomacy The Yssaril Tribes (Lykouragh) - (3) Politics Sardakk N'orr (38thDoe) - (5) Trade The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare The Barony of Letnev (Ketar) - (7) Technology
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KetarCome on upstairswe're having a partyRegistered Userregular
Oh, @MrBlarney this should have been in with my playing Technology, I'm sorry.
Trade 2 TG to Muaat in exchange for 1 commodity.
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KetarCome on upstairswe're having a partyRegistered Userregular
I guess that could also just happen during El Skid's turn, so it doesn't really matter either way.
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El SkidThe frozen white northRegistered Userregular
Confirm 2:2 commodity trade with the Yssaril.
Activate home system.
Exhaust Bereg(3R) plus Sarween tools(1R) and spend 2 TGs(2R) to build:
1 Dreadnaught(4R)
2 fighters (1R)
2 infantry (1R)
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El SkidThe frozen white northRegistered Userregular
@El Skid: Can I get confirmation of any transaction with Letnev (@Ketar)? Following your Yssaril transaction, the proposal will need to change to Letnev 2 TG <--> Muaat 1 TG (instead of 1 C) (well, really just Letnev 1 TG --> Muaat), but it can still be rolled into your action.
As for L1z1x / Phyphor: Activate the L1z1x Home System. (TP 2 --> 1)
Exhaust Lazar (1R), Resculon (2R), Sakulag (2R), 1 Trade Good (TG 1 --> 0 2 --> 1), +1R from Sarween Tools to build 1 Dreadnought (4R), 2 Fighters (1R), and 4 Infantry (2R) at [0.0.0].
Action on @Lykouragh (with El Skid / Ketar to decide on a transaction, if any).
MrBlarney on
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KetarCome on upstairswe're having a partyRegistered Userregular
Give Muaat 1 TG then.
@El Skid I assume that should satisfy our original agreement for the first Trade refresh then? It doesn't sound like you have any commidities left in need of changing out, so the 1 TG payment should do it.
@El Skid Can I pay you 1 TG for the use of Tar'Mann this turn?
@Lykouragh 1 TG for 1 VP? That doesn't seem super fair. Will you be willing to cede me Tar'Mann and one of your planets for a turn on the following turn in exchange, instead of the TG?
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Activate Dal'Bootha, move in Carrier Cruiser and 2 infantry.
Greetings Friendly Tribes. Can we trade 2:2? Come see the wonders of the orbiting skymall!
@Ketar we donβt want any hostilities, but we would also like for the Barony to not take MR next action. Is that negotiable?
You would have to offer something pretty significant, since that's the only reason I researched the techs that I did. Would have gone a completely different route otherwise.
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KetarCome on upstairswe're having a partyRegistered Userregular
Also the only reason I spent a counter to refresh Arinam and Meer. I spent a lot to make this happen.
Posts
I like fun agendas!
We will offer commodities refreshes for 1 TG/Commodity or mysterious other deals.
We also have three lovely commodities for trade if anyone is interested.
Alternatively you can pay a command counter to refresh yourselves.
@Phyphor @Lykouragh @Ketar @El Skid @A Half Eaten Oreo
@Ketar, I'm next to act and we're neighbors, want to 2:2?
edit: mis-tagged El Skid
@A Half Eaten Oreo Sure.
Done.
As that's everyone.
Commodities refresh for everyone but Muaat,
Take one Commodity from Yssaril.
Trade 1 commodity to Mindnet for 2 of theirs.
@A Half Eaten Oreo up next.
Confirm 2:2 trade with @Ketar
before I do. have a 1300 meeting, so I'll back with an update by 1500 or so.
T/F/S -> 1/2/1 ; TG -> 4
@Ketar to act
@Phyphor @Lykouragh @38thDoe @El Skid @A Half Eaten Oreo to play or pass on secondary.
T/F/S -> 1/2/0 ; TG -> 3
Exhaust Muaat (4R) to gain Magen Defese Grid
Status update will be posted in a few minutes, where it will be @El Skid's turn to act.
The L1z1x Mindnet: Play the primary ability of the (2) Diplomacy Strategy Card, placing a command counter from each other players' reserves into the Coorneeq-Resculon system and readying Coorneeq and Resculon.
Creuss plays on the secondary (SP 3 --> 2), readying Mehar Xull and Thibah.
Letnev plays on the secondary (SP 3 --> 2), readying Arinam and Meer.
The Yssaril Tribes: Play the primary ability of the (3) Politics Strategy Card, passing the Speaker Token to Muaat, drawing 3 Action Cards due to Scheming, and discarding "Reactor Meltdown" from hand. (AC 4 --> 6)
Draw the top 2 cards of the Agenda Deck, returning both Agendas to the bottom of the deck.
Creuss plays on the secondary (SP 2 --> 1), drawing 2 Action Cards. (AC 2 --> 4)
Muaat plays on the secondary (SP 4 --> 3), drawing 2 Action Cards. (AC 1 --> 3)
Sardakk N'orr: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 2 --> 5)
Refresh commodities for N'orr, L1z1x, Creuss, Letnev, and Yssaril. (N'orr C 0 --> 3; L1z1x C 0 --> 2; Creuss C 1 --> 4; Letnev C 0 --> 2; Yssaril C 0 --> 3)
Perform transaction, receiving 1 Commodity from Yssaril. (N'orr TG 5 --> 6; Yssaril C 3 --> 2)
Perform transaction, giving 1 Commodity to L1z1x in exchange for 2 Commodities. (N'orr C 3 --> 2, TG 6 --> 8; L1z1x C 2 --> 0, TG 1 --> 2)
The Ghosts of Creuss: Perform transaction, giving 2 Commodities to Letnev in exchange for 2 Commodities. (Creuss C 4 --> 2, TG 2 --> 4; Letnev C 2 --> 0, TG 3 --> 5)
Activate the Creuss Home System. (TP 2 --> 1)
Exhaust Creuss (4R) and Thibah (1R) to build 1 Carrier (3R), 2 Fighters (1R), and 2 Infantry (1R) at Creuss.
The Barony of Letnev: Play the primary ability of the (7) Technology Strategy Card, exhausting Arc Prime (4R) and Wren Terra (2R) to research Neural Motivator and Cruiser II.
Muaat plays on the secondary (SP 3 --> 2), exhausting Muaat (4R) to research Magen Defense Grid.
Yssaril plays on the secondary (SP 2 --> 1), exhausting Lodor (3R) and Shalloq (1R) to research racial technology Transparasteel Plating.
N'orr plays on the secondary (SP 2 --> 1), exhausting Tren'lak (1R) and Quinarra (3R) to research Neural Motivator.
L1z1x plays on the secondary (TP 1 --> 0), exhausting [0.0.0] (5R), Coorneeq (1R), and racial technology Inheritance Systems to research Hyper Metabolism.
Creuss plays on the secondary (SP 1 --> 0), exhausting Starpoint (3R), New Albion (G tech specialty), and 1 Trade Good (TG 4 --> 3) to research Hyper Metabolism.
Current Map: Round 2: Action Phase Update 3
Current Technologies
Victory Points and Objectives
The Barony of Letnev - 0 VP
The Embers of Muaat - 0 VP
The Yssaril Tribes - 0 VP
Sardakk N'orr - 0 VP
The Ghosts of Creuss - 0 VP
Public Objectives
Expand Borders (1 VP): Control 6 planets in non-home systems.
Erect a Monument (1 VP): Spend 8 resources.
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
2 Stage I Objectives and 5 Stage II Objectives remain in the deck.
Secret Objectives
The Barony of Letnev: 1 unfulfilled secret objective in hand.
The Embers of Muaat: 1 unfulfilled secret objective in hand.
The Yssaril Tribes: 1 unfulfilled secret objective in hand.
Sardakk N'orr: 1 unfulfilled secret objective in hand.
The L1z1x Mindnet: 1 unfulfilled secret objective in hand.
The Ghosts of Creuss: 1 unfulfilled secret objective in hand.
Special Objectives
N'orr's Support for the Throne (1 VP) - Held by L1z1x.
The Barony of Letnev (Ketar)
Trade Goods: 5
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, War Funding)
Technology: Antimass Deflectors, Plasma Scoring, Sarween Tools, Neural Motivator, Cruiser II
Worlds:
X - Arc Prime (4R, 0I)
X - Wren Terra (2R, 1I)
R - Abyz (Hazardous, 3R, 0I)
R - Arinam (Industrial, 1R, 2I)
R - Fria (Hazardous, 2R, 0I)
R - Meer (Hazardous, 0R, 4I, R)
R - Quann (Cultural, 2R, 1I)
Other Racial Data:
- Racial Technology: L4 Disruptors (Yellow, requires 1 Yellow): During an Invasion, units cannot use Space Cannon against your units.
- Racial Technology: Non-Euclidean Shielding (Red, requires 2 Red): When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
- Munitions Reserves: At the start of each round of Space Combat, you may spend 2 Trade Goods; if you do, you may reroll any number of your dice during that combat round.
- Armada: The maximum number of non-Fighter ships you can have in each system is equal to 2 more than the number of tokens in your Fleet pool.
- Racial Promissory Note: War Funding: At the start of a round of Space Combat: The Letnev player loses 2 Trade Goods. During this combat round, reroll any number of your dice. Then, return this card to the Letnev player.
The Embers of Muaat (El Skid) SPEAKER
Trade Goods: 1
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Magen Defense Grid, Sarween Tools
Worlds:
X - Muaat (4R, 1I)
R - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
Other Racial Data:
- Flagship: The Inferno: Combat Value 5 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Action: Spend 1 token from your Strategy pool to place 1 Cruiser in this unit's system.
- Racial Technology: Magmus Reactor (Red, requires 2 Red): Your ships may move into supernovas. After 1 or more of your units use Production in a system that either contains a War Sun or is adjacent to a supernova, gain 1 Trade Good.
- Racial Technology: Prototype War Sun II (unit upgrade, requires 3 Red and 1 Yellow): As War Sun, but Cost 10, Movement 3.
- Star Forge: Action: Spend 1 token from your Strategy pool to place either 2 Fighters or 1 Destroyer from your reinforcements in a system that contains 1 or more of your War Suns.
- Gashlai Physiology: Your ships can move through Supernovas.
- Racial Promissory Note: Fires of the Gashlai: Action: Remove 1 token from the Muaat player's Fleet pool and return it to his reinforcements. Then, gain your War Sun upgrade technology card. Then, return this card to the Muaat player.
The Yssaril Tribes (Lykouragh)
Trade Goods: 3
Action Cards: 6
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator, Transparasteel Plating, Antimass Deflectors
Worlds:
X - Retillion (2R, 3I)
X - Shalloq (1R, 2I)
X - Dal Bootha (Cultural, 0R, 2I)
X - Lodor (Cultural, 3R, 1I)
R - Saudor (Industrial, 2R, 2I)
X - Wellon (Industrial, 1R, 2I, Y)
X - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- Racial Technology: Transparasteel Plating (Green, requires 1 Green): During your turn of the Action Phase, players that have passed cannot play Action Cards.
- Racial Technology: Mageon Implants (Green, requires 3 Green): Action: Exhaust this card to look at another player's hand of Action Cards. Choose 1 of those cards and add it to your hand.
- Stall Tactics: Action: Discard 1 card from your hand.
- Scheming: When you draw 1 or more action cards, draw 1 additional action card. Then, choose and discard 1 action card from your hand.
- Crafty: You an have any number of action cards in your hand. Game effects cannot prevent you from using this ability.
- Racial Promissory Note: Spy Net: At the start of your turn: Look at the Yssaril player's hand of Action Cards. Choose 1 of those cards and add it to your hand. Then, return this card to the Yssaril player.
Sardakk N'orr (38thDoe)
Trade Goods: 8
Action Cards: 1
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 1
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
Technology: Sarween Tools, Neural Motivator
Worlds:
X - Tren'lak (1R, 0I)
X - Quinarra (3R, 1I)
R - Arnor (Industrial, 2R, 1I)
X - Lor (Industrial, 1R, 2I)
X - Mellon (Cultural, 0R, 2I)
X - Vefut II (Hazardous, 2R, 2I)
R - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
The L1z1x Mindnet (Phyphor)
Trade Goods: 2
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 0
Promissory Notes: N'orr's Support for the Throne (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Cybernetic Enhancements)
Technology: Neural Motivator, Hyper Metabolism, Plasma Scoring, Sarween Tools, Inheritance Systems
Worlds:
X - [0.0.0] (5R, 0I)
X - Coorneeq (Cultural, 1R, 2I)
R - Lazar (Industrial, 1R, 0I, Y)
R - Resculon (Cultural, 2R, 0I)
R - Sakulag (Hazardous, 2R, 1I)
Other Racial Data:
- Flagship: [0.0.1]: Combat Value 5 (x2), Movement 1, Carry Capacity 5. Sustain Damage. During a Space Combat, hist produced by this ship and by your Dreadnoughts in this system must be assigned to non-Fighter ships if able.
- Racial Tehcnology: Inheritance Systems (Yellow, requires 2 Yellow): You may exhaust this card and spend 2 resources when you research a technology; ignore all of that technology's prerequisites.
- Racial Technology: Super-Dreadnought II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Combat Value 4, Movement 2, Carry Capacity 2. Sustain Damage, Bombardment 4. This unit cannot be destroyed by "Direct Hit" Action Cards.
- Assimilate: When you gain control of a planet, replace each PDS and Space Dock that is on that planet with a matching unit from your reinforcements.
- Harrow: After each round of Ground Combat, your ships in the active system may use their Bombardment abilities against your opponent's ground forces on the planet.
- Racial Promissory Note: Cybernetic Enhancements: At the start of your turn: Remove 1 token from the L1x1x player's Strategy pool and return it to his reinforcements. Then, place 1 command token from your reinforcements in your Strategy pool. Then, return this card to the L1z1x player.
The Ghosts of Creuss (A Half Eaten Oreo)
Trade Goods: 3
Action Cards: 4
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Neural Motivator, Hyper Metabolism
Worlds:
X - Creuss (4R, 2I)
R - Mehar Xull (Hazardous, 1R, 3I, R)
X - New Albion (Industrial, 1R, 1I, G)
X - Starpoint (Hazardous, 3R, 1I)
X - Thibah (Industrial, 1R, 1I, B)
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.
Neutral Worlds
N - Tar'mann (Industrial, 1R, 1I, G)
Order of Play
The Embers of Muaat (El Skid) - (1) Leadership Current Player
The L1z1x Mindnet (Phyphor) - (2) Diplomacy
The Yssaril Tribes (Lykouragh) - (3) Politics
Sardakk N'orr (38thDoe) - (5) Trade
The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare
The Barony of Letnev (Ketar) - (7) Technology
Trade 2 TG to Muaat in exchange for 1 commodity.
Activate home system.
Exhaust Bereg(3R) plus Sarween tools(1R) and spend 2 TGs(2R) to build:
1 Dreadnaught(4R)
2 fighters (1R)
2 infantry (1R)
As for L1z1x / Phyphor:
Activate the L1z1x Home System. (TP 2 --> 1)
Exhaust Lazar (1R), Resculon (2R), Sakulag (2R), 1 Trade Good (TG 1 --> 0 2 --> 1), +1R from Sarween Tools to build 1 Dreadnought (4R), 2 Fighters (1R), and 4 Infantry (2R) at [0.0.0].
Action on @Lykouragh (with El Skid / Ketar to decide on a transaction, if any).
@El Skid I assume that should satisfy our original agreement for the first Trade refresh then? It doesn't sound like you have any commidities left in need of changing out, so the 1 TG payment should do it.
Ghost Ship
Action: Place 1 destroyer from your reinforcements in a non-home system that contains a wormhole and does not contain other players' ships.
in Lodor. @38thDoe
@Lykouragh 1 TG for 1 VP? That doesn't seem super fair. Will you be willing to cede me Tar'Mann and one of your planets for a turn on the following turn in exchange, instead of the TG?
Greetings Friendly Tribes. Can we trade 2:2? Come see the wonders of the orbiting skymall!
You would have to offer something pretty significant, since that's the only reason I researched the techs that I did. Would have gone a completely different route otherwise.