No response, I didn’t think you’d need the wormhole since you can go thru asteroids, but I guess if it’s worth if for you this turn.
On my phone, will take my turn once I get home.
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KetarCome on upstairswe're having a partyRegistered Userregular
If you keep it there next round it will give you slightly easier access to wormholes from your home system - one space closer, anyway. If you don't like having it there, poof it off somewhere else at the end of the round :P
If you keep it there next round it will give you slightly easier access to wormholes from your home system - one space closer, anyway. If you don't like having it there, poof it off somewhere else at the end of the round :P
We lack a navy to take advantage of wormholes :P
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El SkidThe frozen white northRegistered Userregular
The Barony of Letnev: Play and return Creuss's racial promissory note "Creuss IFF" to move the Creuss Alpha Wormhole token to the Mehar Xull system.
Activate the Mehar Xull system. (TP 1 --> 0)
Move in 1 Cruiser and 1 Infantry from Arc Prime.
Land 1 Infantry on Mehar Xull. The Yssaril Tribes: Pass turn. The Ghosts of Creuss: Activate empty system "Superfriends Memorial". (TP 3 --> 2)
Move in flagship Hil Colish, 1 Dreadnought, and 4 Infantry from the Creuss Home System. The Embers of Muaat: Exhaust technology Transit Diodes to remove 1 Infantry from Muaat and place 1 Infantry on Rarron.
Activate the Tar'mann system (TP 1 --> 0)
Move in 1 Dreadnought and 1 Infantry from Qucen'n-Rarron.
Land 1 Infantry on Tar'mann. The Barony of Letnev: Pass turn. The Ghosts of Creuss: Activate the Saudor system. (TP 2 --> 1)
Move in 1 Carrier, 2 Fighters, and 1 Infantry from the Beta Wormhole system.
Land 1 Infantry on Saudor. The Embers of Muaat: Pass turn. The Ghosts of Creuss: Pass turn.
The Barony of Letnev - 4 VP The Embers of Muaat - 4 VP The Yssaril Tribes - 2 VP The Ghosts of Creuss - 2 VP The L1z1x Mindnet - 1 VP Sardakk N'orr - 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. - Muaat
5 Stage II Objectives remain in the line.
Secret Objectives The Barony of Letnev - 2 unfulfilled secret objectives in hand. The Embers of Muaat - 2 unfulfilled secret objectives in hand, 1 completed: Make an Example of their World (Action Phase, 1 VP): Use Bombardment to destroy the last of a player's ground forces on a planet. The Yssaril Tribes - 2 unfulfilled secret objectives in hand. Sardakk N'orr - 2 unfulfilled secret objectives in hand. The L1z1x Mindnet - 2 unfulfilled secret objectives in hand. The Ghosts of Creuss - 1 unfulfilled secret objective 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 Muaat.
The Barony of Letnev (Ketar)
Commodities: 0 / 2
Trade Goods: 6
Action Cards: 5
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 0
Promissory Notes: Creuss' Ceasefire, Muaat's Ceasefire (Trade Agreement, Political Secret, War Funding)
Technology: Antimass Deflectors, Gravity Drive, Plasma Scoring, Magen Defense Grid, Sarween Tools, Neural Motivator, Cruiser II
Worlds: X - Arc Prime (4R, 0I) X - Wren Terra (2R, 1I) X - Mecatol Rex (1R, 6I) X - Abyz (Hazardous, 3R, 0I) X - Arinam (Industrial, 1R, 2I) X - Fria (Hazardous, 2R, 0I) X - Meer (Hazardous, 0R, 4I, R) X - Mehar Xull (Hazardous, 1R, 3I, R) X - 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: 0
Action Cards: 4
Tactic Pool: 0
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Magen Defense Grid, Duranium Armor, Sarween Tools, Transit Diodes, Prototype War Sun II
Worlds: X - Muaat (4R, 1I) X - Tren'lak (1R, 0I) X - Bereg (Hazardous, 3R, 1I) X - Lirta IV (Hazardous, 2R, 3I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) X - Tar'mann (Industrial, 1R, 1I, G) X - 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: 2
Action Cards: 7
Tactic Pool: 0
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator, Transparasteel Plating, Hyper Metabolism, Mageon Implants, Antimass Deflectors
Worlds: X - Retillion (2R, 3I) X - Shalloq (1R, 2I) X - Dal Bootha (Cultural, 0R, 2I) X - Lodor (Cultural, 3R, 1I) X - Mellon (Cultural, 0R, 2I) 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 - Quinarra (3R, 1I) X - Vefut II (Hazardous, 2R, 2I) X - Zohbat (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Exotrireme (Dreadnought): As Dreadought, but Bombardment 4 (x2).
- Flagship: C'morran N'orr: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. Apply +1 to the result of each of your other ships' combat rolls in this system.
- Racial Technology: Valkyrie Particle Weave (Red, requires 2 Red): After making combat rolls during a round of Ground Combat, if your opponent produced 1 or more hits, you produce 1 additional hit.
- Racial Technology: Exotrireme II (unit upgrade, requires 2 Blue and 1 Yellow): As Dreadnought, but Movement 2, Bombardment 4 (x2). This unit cannot be destroyed by "Direct Hit" action cards. After a round of Space Combat, you may destroy this unit to destroy up to 2 ships in this system.
- Unrelenting: Apply +1 to the result of each of your units' combat rolls.
- Racial Promissory Note: Tekklar Legion: At the start of an Invasion Combat: Apply +1 to the result of each of your units' combat rolls during this combat. If your opponent is the N'orr player, apply -1 to the result of each of his unit's combat rolls during this combat. Then, return this card to the N'orr player.
The L1z1x Mindnet (Phyphor)
Commodities: 0 / 2
Trade Goods: 5
Action Cards: 6
Tactic Pool: 0
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, Duranium Armor, Assault Cannon, Sarween Tools, Inheritance Systems, Super-Dreadnought II
Worlds: X - [0.0.0] (5R, 0I) X - Arnor (Industrial, 2R, 1I) X - Coorneeq (Cultural, 1R, 2I) X - Lazar (Industrial, 1R, 0I, Y) X - Lor (Industrial, 1R, 2I) X - Resculon (Cultural, 2R, 0I) X - 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) SPEAKER
Commodities: 2 / 4
Trade Goods: 0
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 0
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, Light/Wave Deflector, Neural Motivator, Hyper Metabolism
Worlds: X - Creuss (4R, 2I) X - New Albion (Industrial, 1R, 1I, G) X - Saudor (Industrial, 2R, 2I) 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 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 Muaat. Grants 1 victory point. If a player gains control of a planet in Muaat'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 The Embers of Muaat (El Skid) - (8) Imperial
All players may now each claim up to one Public Objective and one Secret Objective, excepting N'orr, who may not claim a Public Objective.
Creuss may also make use of their Wormhole Generator technology, prior to objective claims.
MrBlarney on
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KetarCome on upstairswe're having a partyRegistered Userregular
El SkidThe frozen white northRegistered Userregular
Score Public Objective:
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
Score Secret Objective:
Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
So yeah, that whole swooping in and leaving a destroyer thing wasn’t sour grapes... Sorry!
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KetarCome on upstairswe're having a partyRegistered Userregular
edited March 2019
Claim 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.
Claim Corner the Market (1 VP): Control 4 planets that each have the same planet trait. (Abyz, Fria, Meer, Mehar Xull)
Ketar on
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KetarCome on upstairswe're having a partyRegistered Userregular
@El Skid what are your 4 planets with the same trait? I'm seeing 3 Industrial, 1 Cultural and 2 Hazardous for you. Am I missing one somewhere?
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El SkidThe frozen white northRegistered Userregular
edited March 2019
Oh whoops, I read the map wrong I guess! I can claim Expand Borders (1 VP): Control 6 planets in non-home systems instead
Reveal Public Objective Manipulate Galactic Law (2 VP): Spend 16 influence.
4 Stage II Objectives remain in the line.
All players draw Action Cards to hand and command counters for allocation: Sardakk N'orr (38thDoe): 2 cards; 2 command counters The Barony of Letnev (Ketar): 2 cards; 2 command counters The Yssaril Tribes (Lykouragh): 3 cards, followed by 1 discard from hand; 3 command counters The Ghosts of Creuss (A Half Eaten Oreo): 2 cards; 3 command counters The L1z1x Mindnet (Phyphor): 2 cards; 3 command counters The Embers of Muaat (El Skid): 1 card; 2 command counter
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Score Public Objective:
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
Score Secret Objective:
Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
So yeah, that whole swooping in and leaving a destroyer thing wasn’t sour grapes... Sorry!
Oh no worries. The only thing I take issue with is your claim that having three rounds without ships on the board doesn't take me out of the game.
I mean...your odds of winning are now very poor given people are cannibalizing your planets and scoring a bunch (which wasn’t certain at the time I made the comment) That doesn’t mean you can’t play to win regarless, or play for second place etc. You don’t have to play kingmaker, and as long as other players are playing in good faith (not targetting you for no reason/reneging on deals) I wouldn’t personally throw all my money at someone for revenge’s sake.
It is of course up to you in the end!
El Skid on
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El SkidThe frozen white northRegistered Userregular
edited March 2019
No comment on the Yssaril ACs...
T/F/S -> 1/4/1
El Skid on
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Well atm I can only throw my money at building infantry heh.
The Ghosts of Creuss: At the start of the Status Phase, use Wormhole Generator to place the Creuss Beta Wormhole token in the Saudor system. Score Objectives The Barony of Letnev: Claim public objective "Corner the Market" and secret objective "Become the Gatekeeper". (VP 4 --> 6) The Yssaril Tribes: Claim public objective "Corner the Market". (VP 2 --> 3) The Ghosts of Creuss: Claim public objective "Diversify Research". (VP 2 --> 3) The L1z1x Mindnet: Claim public objective "Expand Borders". (VP 1 --> 2) The Embers of Muaat: Claim public objective "Expand Borders" and secret objective "Cut Supply Lines". (VP 4 --> 6) Reveal Public Objective Manipulate Galactic Law (2 VP): Spend 16 influence.
4 Stage II Objectives remain in the line. Gain Action Cards and Command Tokens; Redistribute Command Areas Sardakk N'orr: AC 3 --> 5; TP 1 --> 2, SP 3 --> 4 The Barony of Letnev: AC 5 --> 7; TP 0 --> 1, SP 0 --> 1 The Yssaril Tribes: AC 7 --> 9; TP 0 --> 1, SP 0 --> 2
Draw 1 additional Action Card due to Scheming and discard "Skilled Retreat" from hand. The Ghosts of Creuss: AC 2 --> 4; TP 1 --> 3, SP 0 --> 1 The L1z1x Mindnet: AC 6 --> 8; TP 0 --> 3
Discard "Lucky Shot" from hand to comply with hand limits. (AC 8 --> 7) The Embers of Muaat: AC 4 --> 5; TP 0 --> 1, SP 0 --> 1
The first Agenda of the Agenda Phase is revealed from the top of the deck:
Minister of Peace (Law) Elect Player: The elected player gains this card. After a player activates a system that contains 1 or more of a different player's units, the owner of this card may discard this card; immediately end the active player's turn.
Voting Order The Barony of Letnev (Ketar): Up to 17 votes The Embers of Muaat (El Skid): Up to 13 votes The Yssaril Tribes (Lykouragh): Up to 11 votes Sardakk N'orr (38thDoe): Up to 4 votes The L1z1x Mindnet (Phyphor): Up to 6 votes The Ghosts of Creuss (A Half Eaten Oreo): Up to 7 votes; Speaker
At least 24 hours will be allocated for discussion, deals, transactions, and Action Card declarations, unless all players collectively call for voting to start before then.
Posts
On my phone, will take my turn once I get home.
We lack a navy to take advantage of wormholes :P
Sorry! It is to... protect you from the incoming Borg L1Z1X fleet? Yeah, that’s it!
Activate Super Friends Memorial. Move in Hil Colish, Dreadnought and all 4 infantry.
@El Skid
Move 1 infantry from Muaat to Rarron,
Then, activate Tar’Mann.
Move Dreadnought from Rarron carrying 1 infantry and claim the planet.
@Ketar
@A Half Eaten Oreo
Move in Carrier with 2 Fighters and Infantry. Land infantry.
T/F/S -> 1/2/0
@Lykouragh for possible reaction with all them cards
@El Skid for action
Pass, with or without @Lykouragh reaction.
The Barony of Letnev: Play and return Creuss's racial promissory note "Creuss IFF" to move the Creuss Alpha Wormhole token to the Mehar Xull system.
Activate the Mehar Xull system. (TP 1 --> 0)
Move in 1 Cruiser and 1 Infantry from Arc Prime.
Land 1 Infantry on Mehar Xull.
The Yssaril Tribes: Pass turn.
The Ghosts of Creuss: Activate empty system "Superfriends Memorial". (TP 3 --> 2)
Move in flagship Hil Colish, 1 Dreadnought, and 4 Infantry from the Creuss Home System.
The Embers of Muaat: Exhaust technology Transit Diodes to remove 1 Infantry from Muaat and place 1 Infantry on Rarron.
Activate the Tar'mann system (TP 1 --> 0)
Move in 1 Dreadnought and 1 Infantry from Qucen'n-Rarron.
Land 1 Infantry on Tar'mann.
The Barony of Letnev: Pass turn.
The Ghosts of Creuss: Activate the Saudor system. (TP 2 --> 1)
Move in 1 Carrier, 2 Fighters, and 1 Infantry from the Beta Wormhole system.
Land 1 Infantry on Saudor.
The Embers of Muaat: Pass turn.
The Ghosts of Creuss: Pass turn.
Current Map: Start of Status Phase
Current Technologies
Victory Points and Objectives
The Embers of Muaat - 4 VP
The Yssaril Tribes - 2 VP
The Ghosts of Creuss - 2 VP
The L1z1x Mindnet - 1 VP
Sardakk N'orr - 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. - Muaat
5 Stage II Objectives remain in the line.
Secret Objectives
The Barony of Letnev - 2 unfulfilled secret objectives in hand.
The Embers of Muaat - 2 unfulfilled secret objectives in hand, 1 completed:
Make an Example of their World (Action Phase, 1 VP): Use Bombardment to destroy the last of a player's ground forces on a planet.
The Yssaril Tribes - 2 unfulfilled secret objectives in hand.
Sardakk N'orr - 2 unfulfilled secret objectives in hand.
The L1z1x Mindnet - 2 unfulfilled secret objectives in hand.
The Ghosts of Creuss - 1 unfulfilled secret objective 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 Muaat.
The Barony of Letnev (Ketar)
Trade Goods: 6
Action Cards: 5
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 0
Promissory Notes: Creuss' Ceasefire, Muaat's Ceasefire (Trade Agreement, Political Secret, War Funding)
Technology: Antimass Deflectors, Gravity Drive, Plasma Scoring, Magen Defense Grid, Sarween Tools, Neural Motivator, Cruiser II
Worlds:
X - Arc Prime (4R, 0I)
X - Wren Terra (2R, 1I)
X - Mecatol Rex (1R, 6I)
X - Abyz (Hazardous, 3R, 0I)
X - Arinam (Industrial, 1R, 2I)
X - Fria (Hazardous, 2R, 0I)
X - Meer (Hazardous, 0R, 4I, R)
X - Mehar Xull (Hazardous, 1R, 3I, R)
X - 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: 0
Action Cards: 4
Tactic Pool: 0
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
Technology: Plasma Scoring, Magen Defense Grid, Duranium Armor, Sarween Tools, Transit Diodes, Prototype War Sun II
Worlds:
X - Muaat (4R, 1I)
X - Tren'lak (1R, 0I)
X - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
X - Tar'mann (Industrial, 1R, 1I, G)
X - 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: 2
Action Cards: 7
Tactic Pool: 0
Fleet Pool: 4
Strategy Pool: 0
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Spy Net)
Technology: Neural Motivator, Transparasteel Plating, Hyper Metabolism, Mageon Implants, Antimass Deflectors
Worlds:
X - Retillion (2R, 3I)
X - Shalloq (1R, 2I)
X - Dal Bootha (Cultural, 0R, 2I)
X - Lodor (Cultural, 3R, 1I)
X - Mellon (Cultural, 0R, 2I)
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: 14
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 5
Strategy Pool: 3
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
Technology: Sarween Tools, Neural Motivator, Dacxive Animators, Antimass Deflectors
Worlds:
X - Quinarra (3R, 1I)
X - Vefut II (Hazardous, 2R, 2I)
X - 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: 5
Action Cards: 6
Tactic Pool: 0
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, Duranium Armor, Assault Cannon, Sarween Tools, Inheritance Systems, Super-Dreadnought II
Worlds:
X - [0.0.0] (5R, 0I)
X - Arnor (Industrial, 2R, 1I)
X - Coorneeq (Cultural, 1R, 2I)
X - Lazar (Industrial, 1R, 0I, Y)
X - Lor (Industrial, 1R, 2I)
X - Resculon (Cultural, 2R, 0I)
X - 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) SPEAKER
Trade Goods: 0
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 0
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, Light/Wave Deflector, Neural Motivator, Hyper Metabolism
Worlds:
X - Creuss (4R, 2I)
X - New Albion (Industrial, 1R, 1I, G)
X - Saudor (Industrial, 2R, 2I)
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 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 Muaat. Grants 1 victory point. If a player gains control of a planet in Muaat'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
The Embers of Muaat (El Skid) - (8) Imperial
All players may now each claim up to one Public Objective and one Secret Objective, excepting N'orr, who may not claim a Public Objective.
Creuss may also make use of their Wormhole Generator technology, prior to objective claims.
Place Beta Wormhole in Saudor, hopefully we don't explode before escaping.
Score Diversify Research, no secret objective.
Score Public Objective:
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
Score Secret Objective:
Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
So yeah, that whole swooping in and leaving a destroyer thing wasn’t sour grapes... Sorry!
Claim Corner the Market (1 VP): Control 4 planets that each have the same planet trait. (Abyz, Fria, Meer, Mehar Xull)
No secret objective.
Oh no worries. The only thing I take issue with is your claim that having three rounds without ships on the board doesn't take me out of the game.
Manipulate Galactic Law (2 VP): Spend 16 influence.
4 Stage II Objectives remain in the line.
All players draw Action Cards to hand and command counters for allocation:
Sardakk N'orr (38thDoe): 2 cards; 2 command counters
The Barony of Letnev (Ketar): 2 cards; 2 command counters
The Yssaril Tribes (Lykouragh): 3 cards, followed by 1 discard from hand; 3 command counters
The Ghosts of Creuss (A Half Eaten Oreo): 2 cards; 3 command counters
The L1z1x Mindnet (Phyphor): 2 cards; 3 command counters
The Embers of Muaat (El Skid): 1 card; 2 command counter
T/F/S->1/4/2
Wow. I’m very curious what you have now. I love that card.
They have the cards they need to win battles, not run from them.
I mean...your odds of winning are now very poor given people are cannibalizing your planets and scoring a bunch (which wasn’t certain at the time I made the comment) That doesn’t mean you can’t play to win regarless, or play for second place etc. You don’t have to play kingmaker, and as long as other players are playing in good faith (not targetting you for no reason/reneging on deals) I wouldn’t personally throw all my money at someone for revenge’s sake.
It is of course up to you in the end!
T/F/S -> 1/4/1
With Construction you might be able to build? Assuming people stop going for your systems.
Discard lucky shot
The Ghosts of Creuss: At the start of the Status Phase, use Wormhole Generator to place the Creuss Beta Wormhole token in the Saudor system.
Score Objectives
The Barony of Letnev: Claim public objective "Corner the Market" and secret objective "Become the Gatekeeper". (VP 4 --> 6)
The Yssaril Tribes: Claim public objective "Corner the Market". (VP 2 --> 3)
The Ghosts of Creuss: Claim public objective "Diversify Research". (VP 2 --> 3)
The L1z1x Mindnet: Claim public objective "Expand Borders". (VP 1 --> 2)
The Embers of Muaat: Claim public objective "Expand Borders" and secret objective "Cut Supply Lines". (VP 4 --> 6)
Reveal Public Objective
Manipulate Galactic Law (2 VP): Spend 16 influence.
4 Stage II Objectives remain in the line.
Gain Action Cards and Command Tokens; Redistribute Command Areas
Sardakk N'orr: AC 3 --> 5; TP 1 --> 2, SP 3 --> 4
The Barony of Letnev: AC 5 --> 7; TP 0 --> 1, SP 0 --> 1
The Yssaril Tribes: AC 7 --> 9; TP 0 --> 1, SP 0 --> 2
Draw 1 additional Action Card due to Scheming and discard "Skilled Retreat" from hand.
The Ghosts of Creuss: AC 2 --> 4; TP 1 --> 3, SP 0 --> 1
The L1z1x Mindnet: AC 6 --> 8; TP 0 --> 3
Discard "Lucky Shot" from hand to comply with hand limits. (AC 8 --> 7)
The Embers of Muaat: AC 4 --> 5; TP 0 --> 1, SP 0 --> 1
The first Agenda of the Agenda Phase is revealed from the top of the deck:
Minister of Peace (Law)
Elect Player: The elected player gains this card. After a player activates a system that contains 1 or more of a different player's units, the owner of this card may discard this card; immediately end the active player's turn.
Voting Order
The Barony of Letnev (Ketar): Up to 17 votes
The Embers of Muaat (El Skid): Up to 13 votes
The Yssaril Tribes (Lykouragh): Up to 11 votes
Sardakk N'orr (38thDoe): Up to 4 votes
The L1z1x Mindnet (Phyphor): Up to 6 votes
The Ghosts of Creuss (A Half Eaten Oreo): Up to 7 votes; Speaker
At least 24 hours will be allocated for discussion, deals, transactions, and Action Card declarations, unless all players collectively call for voting to start before then.