Sardakk N'orr: Perform transaction, giving 3 Trade Goods to Creuss in exchange for 4 Commodities. (N'orr TG 16 --> 17; Creuss C 4 --> 0, TG 1 --> 4)
Play the primary ability of the (1) Leadership Strategy Card, exhausting Lor (2I), Mellon (2I), and Vefut II (2I) to allocate 1 counter to Tactic Pool and 2 counters to each of Fleet and Strategy Pool. (TP 1 --> 2, FP 3 --> 5, SP 3 --> 5)
Creuss plays on the secondary, exhausting Mehar Xull (3I) to allocate 1 counter to Tactic Pool. (TP 3 --> 4)
Letnev plays on the secondary, exhausting Mecatol Rex (6I), Arinam (2I), and Meer (4I) to allocate 3 counters to Tactic Pool and 1 counter to Strategy Pool. (TP 1 --> 4, SP 2 --> 3)
Muaat plays on the secondary, exhausting Lirta IV (3I), Rarron (3I), Qucen'n (2I), and 1 Trade Good (TG 1 --> 0) to allocate 1 counter to each of Tactic, Fleet, and Strategy Pool. (TP 2 --> 3, FP 3 --> 4, SP 2 --> 3)
Yssaril plays on the secondary, exhausting Dal Bootha (2I) and Xxehan (1I) to allocate 1 counter to Tactic Pool. (TP 1 --> 2) The Barony of Letnev: Activate the Quann system. (TP 4 --> 3)
Move in 2 Dreadnoughts, 1 Fighter, and 1 Infantry from Wren Terra.
Land 1 Infantry on Quann. The Yssaril Tribes: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 5 --> 8)
Refresh commodities for Yssaril, N'orr, Creuss, Letnev, and Muaat (Yssaril C 0 --> 3, N'orr C 0 --> 3, Creuss C 0 --> 4, Letnev C 0 --> 2, Muaat C 2 --> 4)
Perform transaction, giving 3 Commodities to Muaat in exchange for 4 Commodities. (Yssaril C 3 --> 0, TG 3 --> 7; Muaat C 4 --> 0, TG 0 --> 3)
Perform transaction, giving 2 Trade Goods to N'orr in exchange for 3 Commodities. (Yssaril TG 7 --> 8; N'orr C 3 --> 0, TG 17 --> 19) The Ghosts of Creuss: Perform transaction, giving 2 Commodities to Letnev in exchange for 2 Commodities. (Creuss C 4 --> 2, TG 4 --> 6; Letnev C 2 --> 0, TG 6 --> 8)
Activate the Arnor-Lor system. (TP 4 --> 3)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from the Beta Wormhole system.
Land 1 Infantry on each of Arnor and Lor.
N'orr plays Action Card "Reparations" (AC 4 --> 3), exhausting Creuss and refreshing Vefut II.
The Barony of Letnev - 4 VP The Yssaril Tribes - 2 VP The Ghosts of Creuss - 2 VP Sardakk N'orr - 2 VP The L1z1x Mindnet - 1 VP The Embers of Muaat - 1 VP
Public Objectives Expand Borders (1 VP): Control 6 planets in non-home systems. - Yssaril, Letnev Erect a Monument (1 VP): Spend 8 resources. - N'orr Corner the Market (1 VP): Control 4 planets that each have the same planet trait. Sway the Council (1 VP): Spend 8 influence. - Letnev, Yssaril, Muaat Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools. Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
5 Stage II Objectives remain in the line.
Secret Objectives The Barony of Letnev - 1 unfulfilled secret objective in hand. The Embers of Muaat - 2 unfulfilled secret objectives in hand. The Yssaril Tribes - 1 unfulfilled secret objective in hand. Sardakk N'orr - 1 unfulfilled secret objective in hand. The L1z1x Mindnet - 2 unfulfilled secret objectives in hand. The Ghosts of Creuss - 0 unfulfilled secret objectives in hand, 1 completed: Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
Special Objectives N'orr's Support for the Throne (1 VP) - Held by L1z1x. Custodians of Mecatol Rex (1 VP) - Claimed by Letnev. Letnev's Support for the Throne (1 VP) - Held by Creuss. Imperial Primary (1 VP) - Claimed by Letnev, Round 3. The Crown of Emphidia (1 VP) - Held by N'orr.
The Barony of Letnev (Ketar)
Commodities: 0 / 2
Trade Goods: 8
Action Cards: 6
Tactic Pool: 3
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: Creuss' Ceasefire, Muaat's Ceasefire (Trade Agreement, Political Secret, War Funding)
Technology: Antimass Deflectors, Gravity Drive, Plasma Scoring, Sarween Tools, Neural Motivator, Cruiser II
Worlds: R - Arc Prime (4R, 0I) R - Wren Terra (2R, 1I) X - Mecatol Rex (1R, 6I) R - Abyz (Hazardous, 3R, 0I) X - Arinam (Industrial, 1R, 2I) R - Fria (Hazardous, 2R, 0I) X - 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)
Commodities: 0 / 4
Trade Goods: 3
Action Cards: 5
Tactic Pool: 3
Fleet Pool: 4
Strategy Pool: 3
Promissory Notes: Yssaril's Spy Net (Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Magen Defense Grid, Duranium Armor, Sarween Tools, Prototype War Sun II
Worlds: R - 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) R - Wellon (Industrial, 1R, 2I, Y)
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: 0 / 3
Trade Goods: 8
Action Cards: 8
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Neural Motivator, Transparasteel Plating, Hyper Metabolism, Antimass Deflectors
Worlds: R - Retillion (2R, 3I) R - Shalloq (1R, 2I) X - Dal Bootha (Cultural, 0R, 2I) R - Lodor (Cultural, 3R, 1I) R - Saudor (Industrial, 2R, 2I) R - Tar'mann (Industrial, 1R, 1I, G) 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: R - Tren'lak (1R, 0I) R - Quinarra (3R, 1I) X - Mellon (Cultural, 0R, 2I) R - Vefut II (Hazardous, 2R, 2I) R - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
The L1z1x Mindnet (Phyphor)
Commodities: 0 / 2
Trade Goods: 6
Action Cards: 6
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
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, Super-Dreadnought II
Worlds: R - [0.0.0] (5R, 0I) R - 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, hits 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: 6
Action Cards: 3
Tactic Pool: 3
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: Letnev's Ceasefire, Letnev's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Wormhole Generator, Neural Motivator, Hyper Metabolism
Worlds: X - Creuss (4R, 2I) X - Mehar Xull (Hazardous, 1R, 3I, R) X - Arnor (Industrial, 2R, 1I) X - Lor (Industrial, 1R, 2I) R - New Albion (Industrial, 1R, 1I, G) R - Starpoint (Hazardous, 3R, 1I) R - 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 and Overarching Game Effects
Regulated Conscription: When a player produces units, they produce only 1 fighter or infantry for its cost instead of 2. Minister of Sciences: Held by Muaat. When Muaat resolves the primary or secondary ability of the "Technology" strategy card, they do not need to spend resources to research technology. The Crown of Emphidia: Held by N'orr. Grants 1 victory point. If a player gains control of a planet in N'orr's home system, this card and its victory point is transferred to that player.
Order of Play Sardakk N'orr (38thDoe) - (1) Leadership The Barony of Letnev (Ketar) - (3) Politics The Yssaril Tribes (Lykouragh) - (5) Trade The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare The L1z1x Mindnet (Phyphor) - (7) Technology Current Player The Embers of Muaat (El Skid) - (8) Imperial
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
edited March 2019
Well played, Ghosts. I underestimated you once, but never again. I vow that my vengeance won't be swift or entertaining. I will draw it out over turns in such a subtle fashion that you'll have to wonder whether the misery in your life is either manifest or the machinations of the Sardakk N'orr or . . .
We didn't see signs of intelligent life on the system. We did not realize 'that' was a flag. In any case our fleet should be moving on. There was no need for the action against our homesystem.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Moving on to our home system no doubt for the free victory point.
Moving on to our home system no doubt for the free victory point.
The great Creuss minds might've forgot about that! ( I seriously did completely forget about that, can I request text on that card? Having trouble finding it)
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
The Crown of Emphidia: Held by N'orr. Grants 1 victory point. If a player gains control of a planet in N'orr's home system, this card and its victory point is transferred to that player.
You can find information about ongoing game effects, such as from enacted Agenda Laws, from the "Neutral Worlds and Overarching Game Effects" section of status update posts. These tend to be summarized from the official card wordings. For the Crown of Emphidia, if you need the original wording, you can find it in this post, after the card was drawn in the Agenda Phase.
You can find information about ongoing game effects, such as from enacted Agenda Laws, from the "Neutral Worlds and Overarching Game Effects" section of status update posts. These tend to be summarized from the official card wordings. For the Crown of Emphidia, if you need the original wording, you can find it in this post, after the card was drawn in the Agenda Phase.
A thanks, was looking in the Norr section
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El SkidThe frozen white northRegistered Userregular
When the turn comes around to me again I'll be activating my racial tech and stealing a card from someone- if anyone wants to not be that person I'm open to bribes and considerations!
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KetarCome on upstairswe're having a partyRegistered Userregular
When the turn comes around to me again I'll be activating my racial tech and stealing a card from someone- if anyone wants to not be that person I'm open to bribes and considerations!
If you steal a card from me, I'll consider that 1 TG I owe you forfeit.
When the turn comes around to me again I'll be activating my racial tech and stealing a card from someone- if anyone wants to not be that person I'm open to bribes and considerations!
When the turn comes around to me again I'll be activating my racial tech and stealing a card from someone- if anyone wants to not be that person I'm open to bribes and considerations!
If you steal a card from me, I'll consider that 1 TG I owe you forfeit.
Pretty much. Also we only have 3 in hand, play the odds.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
When the turn comes around to me again I'll be activating my racial tech and stealing a card from someone- if anyone wants to not be that person I'm open to bribes and considerations!
El SkidThe frozen white northRegistered Userregular
I mean I wasn’t actually going to do it until people chose the race with the least home system defence as the holder of the shiny goodies... Gotta get in there before someone else does!
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
No response. I mean I guess thanks for putting me out of my misery.
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
edited March 2019
I have 19 Trade Goods, 1+ combat, and trade agreement, would anyone be interested in wiping out Muaat? You will also get a victory point when you take their home system.
Let me know before my turn.
Posts
Reparations
After another player gains control of a planet you control: Exhaust 1 planet that player controls and ready 1 planet you control.
Sardakk N'orr: Perform transaction, giving 3 Trade Goods to Creuss in exchange for 4 Commodities. (N'orr TG 16 --> 17; Creuss C 4 --> 0, TG 1 --> 4)
Play the primary ability of the (1) Leadership Strategy Card, exhausting Lor (2I), Mellon (2I), and Vefut II (2I) to allocate 1 counter to Tactic Pool and 2 counters to each of Fleet and Strategy Pool. (TP 1 --> 2, FP 3 --> 5, SP 3 --> 5)
Creuss plays on the secondary, exhausting Mehar Xull (3I) to allocate 1 counter to Tactic Pool. (TP 3 --> 4)
Letnev plays on the secondary, exhausting Mecatol Rex (6I), Arinam (2I), and Meer (4I) to allocate 3 counters to Tactic Pool and 1 counter to Strategy Pool. (TP 1 --> 4, SP 2 --> 3)
Muaat plays on the secondary, exhausting Lirta IV (3I), Rarron (3I), Qucen'n (2I), and 1 Trade Good (TG 1 --> 0) to allocate 1 counter to each of Tactic, Fleet, and Strategy Pool. (TP 2 --> 3, FP 3 --> 4, SP 2 --> 3)
Yssaril plays on the secondary, exhausting Dal Bootha (2I) and Xxehan (1I) to allocate 1 counter to Tactic Pool. (TP 1 --> 2)
The Barony of Letnev: Activate the Quann system. (TP 4 --> 3)
Move in 2 Dreadnoughts, 1 Fighter, and 1 Infantry from Wren Terra.
Land 1 Infantry on Quann.
The Yssaril Tribes: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 5 --> 8)
Refresh commodities for Yssaril, N'orr, Creuss, Letnev, and Muaat (Yssaril C 0 --> 3, N'orr C 0 --> 3, Creuss C 0 --> 4, Letnev C 0 --> 2, Muaat C 2 --> 4)
Perform transaction, giving 3 Commodities to Muaat in exchange for 4 Commodities. (Yssaril C 3 --> 0, TG 3 --> 7; Muaat C 4 --> 0, TG 0 --> 3)
Perform transaction, giving 2 Trade Goods to N'orr in exchange for 3 Commodities. (Yssaril TG 7 --> 8; N'orr C 3 --> 0, TG 17 --> 19)
The Ghosts of Creuss: Perform transaction, giving 2 Commodities to Letnev in exchange for 2 Commodities. (Creuss C 4 --> 2, TG 4 --> 6; Letnev C 2 --> 0, TG 6 --> 8)
Activate the Arnor-Lor system. (TP 4 --> 3)
Move in 1 Carrier, 2 Fighters, and 2 Infantry from the Beta Wormhole system.
Land 1 Infantry on each of Arnor and Lor.
N'orr plays Action Card "Reparations" (AC 4 --> 3), exhausting Creuss and refreshing Vefut II.
Current Map: Action Phase Update 1
Current Technologies
Victory Points and Objectives
The Yssaril Tribes - 2 VP
The Ghosts of Creuss - 2 VP
Sardakk N'orr - 2 VP
The L1z1x Mindnet - 1 VP
The Embers of Muaat - 1 VP
Public Objectives
Expand Borders (1 VP): Control 6 planets in non-home systems. - Yssaril, Letnev
Erect a Monument (1 VP): Spend 8 resources. - N'orr
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
Sway the Council (1 VP): Spend 8 influence. - Letnev, Yssaril, Muaat
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
Diversify Research (1 VP): Own 2 technologies in each of 2 colors.
5 Stage II Objectives remain in the line.
Secret Objectives
The Barony of Letnev - 1 unfulfilled secret objective in hand.
The Embers of Muaat - 2 unfulfilled secret objectives in hand.
The Yssaril Tribes - 1 unfulfilled secret objective in hand.
Sardakk N'orr - 1 unfulfilled secret objective in hand.
The L1z1x Mindnet - 2 unfulfilled secret objectives in hand.
The Ghosts of Creuss - 0 unfulfilled secret objectives in hand, 1 completed:
Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
Special Objectives
N'orr's Support for the Throne (1 VP) - Held by L1z1x.
Custodians of Mecatol Rex (1 VP) - Claimed by Letnev.
Letnev's Support for the Throne (1 VP) - Held by Creuss.
Imperial Primary (1 VP) - Claimed by Letnev, Round 3.
The Crown of Emphidia (1 VP) - Held by N'orr.
The Barony of Letnev (Ketar)
Trade Goods: 8
Action Cards: 6
Tactic Pool: 3
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: Creuss' Ceasefire, Muaat's Ceasefire (Trade Agreement, Political Secret, War Funding)
Technology: Antimass Deflectors, Gravity Drive, Plasma Scoring, Sarween Tools, Neural Motivator, Cruiser II
Worlds:
R - Arc Prime (4R, 0I)
R - Wren Terra (2R, 1I)
X - Mecatol Rex (1R, 6I)
R - Abyz (Hazardous, 3R, 0I)
X - Arinam (Industrial, 1R, 2I)
R - Fria (Hazardous, 2R, 0I)
X - 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)
Trade Goods: 3
Action Cards: 5
Tactic Pool: 3
Fleet Pool: 4
Strategy Pool: 3
Promissory Notes: Yssaril's Spy Net (Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Magen Defense Grid, Duranium Armor, Sarween Tools, Prototype War Sun II
Worlds:
R - 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)
R - Wellon (Industrial, 1R, 2I, Y)
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: 8
Action Cards: 8
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Neural Motivator, Transparasteel Plating, Hyper Metabolism, Antimass Deflectors
Worlds:
R - Retillion (2R, 3I)
R - Shalloq (1R, 2I)
X - Dal Bootha (Cultural, 0R, 2I)
R - Lodor (Cultural, 3R, 1I)
R - Saudor (Industrial, 2R, 2I)
R - Tar'mann (Industrial, 1R, 1I, G)
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) SPEAKER
Trade Goods: 19
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 5
Strategy Pool: 5
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
Technology: Sarween Tools, Neural Motivator, Dacxive Animators
Worlds:
R - Tren'lak (1R, 0I)
R - Quinarra (3R, 1I)
X - Mellon (Cultural, 0R, 2I)
R - Vefut II (Hazardous, 2R, 2I)
R - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
The L1z1x Mindnet (Phyphor)
Trade Goods: 6
Action Cards: 6
Tactic Pool: 2
Fleet Pool: 3
Strategy Pool: 1
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, Super-Dreadnought II
Worlds:
R - [0.0.0] (5R, 0I)
R - 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, hits 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: 6
Action Cards: 3
Tactic Pool: 3
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: Letnev's Ceasefire, Letnev's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
Technology: Gravity Drive, Wormhole Generator, Neural Motivator, Hyper Metabolism
Worlds:
X - Creuss (4R, 2I)
X - Mehar Xull (Hazardous, 1R, 3I, R)
X - Arnor (Industrial, 2R, 1I)
X - Lor (Industrial, 1R, 2I)
R - New Albion (Industrial, 1R, 1I, G)
R - Starpoint (Hazardous, 3R, 1I)
R - 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 and Overarching Game Effects
Minister of Sciences: Held by Muaat. When Muaat resolves the primary or secondary ability of the "Technology" strategy card, they do not need to spend resources to research technology.
The Crown of Emphidia: Held by N'orr. Grants 1 victory point. If a player gains control of a planet in N'orr's home system, this card and its victory point is transferred to that player.
Order of Play
Sardakk N'orr (38thDoe) - (1) Leadership
The Barony of Letnev (Ketar) - (3) Politics
The Yssaril Tribes (Lykouragh) - (5) Trade
The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare
The L1z1x Mindnet (Phyphor) - (7) Technology Current Player
The Embers of Muaat (El Skid) - (8) Imperial
a third thing. Good evening.
The great Creuss minds might've forgot about that! ( I seriously did completely forget about that, can I request text on that card? Having trouble finding it)
A thanks, was looking in the Norr section
@38thDoe @El Skid @A Half Eaten Oreo @Ketar @Lykouragh
T/F/S -> 3/2/2
Pay nothing and exhaust Wellon for yellow specialty to gain transit diodes.
T/F/S -> 3/4/2
Play tech 2ndary, exhausting Saudor and Retillion to purchase Mageon Implants, T/F/S->2/4/1
Don't blame us, we voted for Kodos!
You could have killed it if you really didn't like it, but you discarded the action card that would have let you do so
Yep, went from 3/4/3 to 2/4/3
Because you like to be friends with the Death Star people of course!
3/2/2
Should be from 3/4/3 to 3/4/2.
I see- fixed!
I kind of regret that but my hand is really good...
If you steal a card from me, I'll consider that 1 TG I owe you forfeit.
The L1z1x neither forgive nor forget
Pretty much. Also we only have 3 in hand, play the odds.
Yeah more of the same here.
We also feel like the N’orr cannot be trusted with that victory point- they had every opportunity to fortify their home system, but haven’t taken it!
So we’re going to make sure that the victory point is in safe hands right now...
Activate N’orr home system.
Move War Sun from Wellon with one infantry and 3 fighters in.
Blast the fighters and claim the N’orr planet witout a million infantry on it.
We can only assume it's the lack of bugs on our home furnace that drives us to purge all other planets of them.
Let me know before my turn.