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Twilight Imperium 4e - Game 5: Round 6 - Status Phase / Game End

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    MrBlarneyMrBlarney Registered User regular
    edited March 2019
    Ketar wrote: »
    MrBlarney wrote: »
    38thDoe, can I verify your choice of technology selections? I see you've selected Dreadnought II, rather than Exotrireme II, and just wanted to make sure this is what you wanted.

    I don't think they even can select Dreadnought II - it would have to be Exotrireme II since Exotrireme I replaces Dreadnought on the N'orr Card and it just has the Blue-Blue_Yellow upgrade on the side of it.

    https://vignette.wikia.nocookie.net/twilight-imperium-4/images/a/a0/Sardakk1.jpg/revision/latest?cb=20180416000724

    Exotrireme I is also listed as "N'orr Dreadnought", so the standard Dreadnought II could be used as a valid upgrade. In addition, it's been clarified (in section 79 of the rules reference) that Nekro can copy racial unit upgrades (but not base racial units) even though they only start with standard units, so I think it makes sense to carry the upgrade validity the other way. In any case, this is more of a curiosity than anything, as there's not much reason to not take a racial unit upgrade - and a way for me to get some additional time to put the status update together...

    MrBlarney on
    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Round 5: Start of Strategy Phase

    First Agenda
    The top card of the Agenda deck is drawn: "Minister of Peace".
    Vote results: 19 votes - Yssaril (Muaat, Yssaril), 17 votes - Letnev (Letnev)
    Letnev plays Action Card "Bribery" (AC 7 --> 6), but is countered by Muaat's Sabotage play. (Muaat TG 5 --> 4)
    Yssaril performs a transaction, giving 2 Trade Goods and promissory note "Ceasefire" to Muaat. (Yssaril TG 2 --> 0; Muaat TG 0 --> 2)
    Yssaril is elected, claiming the card.
    Creuss performs a transaction, giving 1 Commodity to Yssaril. (C 2 --> 1; Yssaril TG 0 --> 1)
    Second Agenda
    The top card of the Agenda deck is drawn: "Ixthian Artifact".
    Letnev plays Action Card "Imperial Rider" (AC 6 --> 5), predicting an outcome of AGAINST.
    Yssaril plays Action Card "Trade Rider" (AC 9 --> 8), predicting an outcome of FOR.
    Vote results: 22 votes - FOR (Muaat, N'orr, L1z1x, Creuss)
    The result of the die roll grants each player the ability to research two technologies:
    Letnev researches Dreadnought II and racial technology Non-Euclidean Shielding.
    Muaat researches Destroyer II and Assault Cannon.
    Yssaril researches Gravity Drive and Carrier II.
    N'orr researches Gravity Drive and Exotrireme II.
    L1z1x exhausts Resculon (2R) and racial technology Inheritance Systems to research Light/Wave Deflector and Gravity Drive.
    Creuss researches Infantry II and Carrier II.
    Yssaril's "Trade Rider" activates; Yssaril gains 5 Trade Goods. (TG 1 --> 6)

    Current Map: Start of Strategy Phase

    Current Technologies

    Victory Points and Objectives
    The Barony of Letnev - 6 VP
    The Embers of Muaat - 6 VP
    The Ghosts of Creuss - 3 VP
    The Yssaril Tribes - 3 VP
    The L1z1x Mindnet - 2 VP
    Sardakk N'orr - 1 VP

    Public Objectives
    Expand Borders (1 VP): Control 6 planets in non-home systems. - Yssaril, Letnev, Muaat, L1z1x
    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. - Letnev, Yssaril
    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, Creuss
    Manipulate Galactic Law (2 VP): Spend 16 influence.
    4 Stage II Objectives remain in the line.

    Secret Objectives
    The Barony of Letnev - 1 unfulfilled secret objective in hand, 1 completed:
    - Become the Gatekeeper (Status Phase, 1 VP): Have one or more ships in a system that contains an Alpha wormhole and one or more ships in a system that contains a Beta wormhole.
    The Embers of Muaat - 1 unfulfilled secret objectives in hand, 2 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.
    - Cut Supply Lines (Status Phase, 1 VP): Have one or more ships in the same system as another player's Space Dock.
    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: 1
    Fleet Pool: 2
    Strategy Pool: 1

    Promissory Notes: Creuss' Ceasefire, Muaat's Ceasefire (Trade Agreement, Political Secret, War Funding)
    Technology: Antimass Deflectors, Gravity Drive, Plasma Scoring, Magen Defense Grid, Non-Euclidean Shielding, Sarween Tools, Neural Motivator, Cruiser II, Dreadnought II

    Worlds:
    R - Arc Prime (4R, 0I)
    R - Wren Terra (2R, 1I)
    R - Mecatol Rex (1R, 6I)
    R - Abyz (Hazardous, 3R, 0I)
    R - Arinam (Industrial, 1R, 2I)
    R - Fria (Hazardous, 2R, 0I)
    R - Meer (Hazardous, 0R, 4I, R)
    R - Mehar Xull (Hazardous, 1R, 3I, 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: 2
    Action Cards: 4

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

    Promissory Notes: Yssaril's Ceasefire (Trade Agreement, Political Secret, Support for the Throne, Fires of the Gashlai)
    Technology: Plasma Scoring, Magen Defense Grid, Duranium Armor, Assault Cannon, Sarween Tools, Transit Diodes, Prototype War Sun II, Destroyer II

    Worlds:
    R - Muaat (4R, 1I)
    R - Tren'lak (1R, 0I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    R - Tar'mann (Industrial, 1R, 1I, G)
    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: 6
    Action Cards: 8

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne, Spy Net)
    Technology: Neural Motivator, Transparasteel Plating, Hyper Metabolism, Mageon Implants, Antimass Deflectors, Gravity Drive, Carrier II

    Worlds:
    R - Retillion (2R, 3I)
    R - Shalloq (1R, 2I)
    R - Dal Bootha (Cultural, 0R, 2I)
    R - Lodor (Cultural, 3R, 1I)
    R - Mellon (Cultural, 0R, 2I)
    R - 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.

    Sardakk N'orr (38thDoe)
    Commodities: 0 / 3
    Trade Goods: 14
    Action Cards: 5

    Tactic Pool: 2
    Fleet Pool: 5
    Strategy Pool: 4

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Tekklar Legion)
    Technology: Sarween Tools, Neural Motivator, Dacxive Animators, Antimass Deflectors, Gravity Drive, Exotrireme II

    Worlds:
    R - Quinarra (3R, 1I)
    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: 5
    Action Cards: 7

    Tactic Pool: 3
    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, Gravity Drive, Light/Wave Deflector, Super-Dreadnought II

    Worlds:
    R - [0.0.0] (5R, 0I)
    R - Arnor (Industrial, 2R, 1I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Lazar (Industrial, 1R, 0I, Y)
    R - Lor (Industrial, 1R, 2I)
    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) SPEAKER
    Commodities: 1 / 4
    Trade Goods: 0
    Action Cards: 4

    Tactic Pool: 3
    Fleet Pool: 2
    Strategy Pool: 1

    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, Infantry II, Carrier II

    Worlds:
    R - Creuss (4R, 2I)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Saudor (Industrial, 2R, 2I)
    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 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.
    Minister of Peace: Held by Yssaril. After a player activates a system containing 1 or more units of a different player, Yssaril may discard this card to immediately end the active player's turn.

    Order of Play
    The Ghosts of Creuss (@A Half Eaten Oreo)
    The Barony of Letnev (Ketar)
    The Embers of Muaat (El Skid)
    The Yssaril Tribes (Lykouragh)
    Sardakk N'orr (38thDoe)
    The L1z1x Mindnet (Phyphor)

    There are 2 Trade Goods on the (2) Diplomacy Strategy Card and 1 Trade Good on the (4) Construction Strategy Card; the player that selects one of these cards immediately claims the attached Trade Goods.

    4463rwiq7r47.png
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    That level 2 obejctive put a damper in our dreams of winning, but I still think I need to take imperial if we don't want the game to end this turn.
    Take Imperial

    @Ketar

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    We did want Imperial, but it would have been absurd to try to hold you to not taking it. And this also takes away the possibility of it getting to Muaat through an action card, so hey.

    Leadership.


    @El Skid

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    That level 2 obejctive put a damper in our dreams of winning.

    Yeah its going to be interesting, especially since the front runners managed to the ceasefires of all of their neighbors.

    38thDoE on steam
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    LykouraghLykouragh Registered User regular
    38thDoe wrote: »
    That level 2 obejctive put a damper in our dreams of winning.

    Yeah its going to be interesting, especially since the front runners managed to the ceasefires of all of their neighbors.

    Basically all 3 of us non-leaders have light-wave deflector...just saying.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    All home systems except Cruess have ships in them though so I don't see how that helps? That tech just lets you go through fleets without stopping right?

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    38thDoe wrote: »
    All home systems except Cruess have ships in them though so I don't see how that helps? That tech just lets you go through fleets without stopping right?

    Yeah I can send my mighty 2 ship navy into Muat's War Sun defended home system, but I don't think it'll accomplish much

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited March 2019
    Oh right, you can't fight your neighbors but you can warp through them with your pass through fleet tech. War Suns aren't so tough.
    Womp Rats are about that size.

    38thDoe on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Well, you can try to fight your neighbors. If they have two viable targets they can only stop one

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Anyway, the interesting part is probably how they will try to stop each other

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    El SkidEl Skid The frozen white northRegistered User regular
    MR is available guys! People with lightwave deflectors should be able to get in there and score some big points!

    Also, on the exotrireme thing... the only thing I can think of is maybe you'd want to take BOTH of the upgrades in order to fulfill a "own x unit upgrade tecnologies" in some rare case where you can't afford any other? I think that should be legal, if very rarely applicable.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    El Skid wrote: »
    MR is available guys! People with lightwave deflectors should be able to get in there and score some big points!

    Preventing the other frontrunner from winning is your job now, no?

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    El SkidEl Skid The frozen white northRegistered User regular
    Phyphor wrote: »
    El Skid wrote: »
    MR is available guys! People with lightwave deflectors should be able to get in there and score some big points!

    Preventing the other frontrunner from winning is your job now, no?

    The one that holds my ceasefire and has a much bigger fleet than me, all concentrated beside me in such a way as to leave MR open? Nah, not really. My job is to hold their attention while others do the dirty work!

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    I'd expect MR is going to end up with Yssaril, with the new law to help them hold onto it.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited March 2019
    El Skid wrote: »
    Phyphor wrote: »
    El Skid wrote: »
    MR is available guys! People with lightwave deflectors should be able to get in there and score some big points!

    Preventing the other frontrunner from winning is your job now, no?

    The one that holds my ceasefire and has a much bigger fleet than me, all concentrated beside me in such a way as to leave MR open? Nah, not really. My job is to hold their attention while others do the dirty work!

    Okay, well Letnev also holds the Ghost's ceasefire, Yssaril can't go through you and I can't reach there with anything bigger than 1 dread and Norr has one carrier

    Phyphor on
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    El SkidEl Skid The frozen white northRegistered User regular
    edited March 2019
    Phyphor wrote: »
    El Skid wrote: »
    Phyphor wrote: »
    El Skid wrote: »
    MR is available guys! People with lightwave deflectors should be able to get in there and score some big points!

    Preventing the other frontrunner from winning is your job now, no?

    The one that holds my ceasefire and has a much bigger fleet than me, all concentrated beside me in such a way as to leave MR open? Nah, not really. My job is to hold their attention while others do the dirty work!

    Okay, well Letnev also holds the Ghost's ceasefire, Yssaril can't go through you and I can't reach there with anything bigger than 1 dread and Norr has one carrier

    Someone literally needs to walk in there with one groudforce and the technology it takes them to land it, at least as things stand now. And the Yssaril winning the Minister of Peace means that they have some chance of denying Letnev from taking it back. It's not really that complicated, and making it seem like an imposition to take the 6 influence planet away from the current leader while there is a 2 VP influence spend on the board is a bit confusing to us.

    El Skid on
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    El Skid is still up to pick a strategy.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    El Skid wrote: »
    Phyphor wrote: »
    El Skid wrote: »
    Phyphor wrote: »
    El Skid wrote: »
    MR is available guys! People with lightwave deflectors should be able to get in there and score some big points!

    Preventing the other frontrunner from winning is your job now, no?

    The one that holds my ceasefire and has a much bigger fleet than me, all concentrated beside me in such a way as to leave MR open? Nah, not really. My job is to hold their attention while others do the dirty work!

    Okay, well Letnev also holds the Ghost's ceasefire, Yssaril can't go through you and I can't reach there with anything bigger than 1 dread and Norr has one carrier

    Someone literally needs to walk in there with one groudforce and the technology it takes them to land it, at least as things stand now. And the Yssaril winning the Minister of Peace means that they have some chance of denying Letnev from taking it back. It's not really that complicated, and making it seem like an imposition to take the 6 influence planet away from the current leader while there is a 2 VP influence spend on the board is a bit confusing to us.

    MR was open all of last round, and I even corrected your error in thinking that the ceasefire would allow me to stop you from taking it. It would have been supremely easy for you to take MR from me. It still is.

    You want someone else to do it though. Just like you wanted others to handle the Minister of Peace Agenda. It seems a bit of a pattern, talking about how important it is for others to do something that you could do yourself. Maybe the other players have their own plans as well? Nah.

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    El SkidEl Skid The frozen white northRegistered User regular
    Yeah, I definitely could have taken it last round. And even scored Imperial off of it probably. Oh well!

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    LykouraghLykouragh Registered User regular
    @El Skid still your pick

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    El SkidEl Skid The frozen white northRegistered User regular
    Ugh it's so hard to turn down technology! Give me a minute, I'm thinking sorry..

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    El SkidEl Skid The frozen white northRegistered User regular
    Trade.

    @Lykouragh

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    LykouraghLykouragh Registered User regular
    to be honest did not expect you to turn down technology there

    good news n'orr!

    Politics

    @38thDoe

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Warfare?
    @Phyphor

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    We suppose there are still a few technologies we have not yet acquired

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    38thDoE on steam
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    MrBlarneyMrBlarney Registered User regular
    Round 5: Start of Action Phase

    The Ghosts of Creuss: Select the (8) Imperial Strategy Card.
    The Barony of Letnev: Select the (1) Leadership Strategy Card.
    The Embers of Muaat: Select the (5) Trade Strategy Card.
    The Yssaril Tribes: Select the (3) Politics Strategy Card.
    Sardakk N'orr: Select the (6) Warfare Strategy Card.
    The L1z1x Mindnet: Select the (7) Technology Strategy Card.
    Trade Goods are placed on the unselected (2) Diplomacy and (4) Construction Strategy Cards.



    Order of Play
    The Barony of Letnev (Ketar) - (1) Leadership
    The Yssaril Tribes (Lykouragh) - (3) Politics
    The Embers of Muaat (El Skid) - (5) Trade
    Sardakk N'orr (38thDoe) - (6) Warfare
    The L1z1x Mindnet (Phyphor) - (7) Technology
    The Ghosts of Creuss (A Half Eaten Oreo) - (8) Imperial

    4463rwiq7r47.png
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    We have prepared a press statement from our new printing press we invented. Its pretty cool it has these movable plates... oh you already know about that? Well excuse us...

    Anyways. I know for years people have pinned all their hopes and dreams on the Sardakk N'orr fleet coming to save them. Well its time to face the facts. We don't have a fleet. We destroyed all of our fleets so we could invent the printing press, the wheel, and fire. And we are pretty happy. Yes there is a carrier that went rogue. We plan to destroy it. As soon as it floats over here.
    *shakes fist*

    I lost my train of thought. What was I saying? Oh yes,

    Don't Count on the Sardakk N'orr stopping so and so or whoever from colonizing the capital or bashing up the winner. Those sounds suspiciously like things that people with fleets do and as you know that's not us.

    Again, don't count on us to keep you from losing.

    Let us know if you want us to make you a print though.

    38thDoE on steam
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Let's make it clear that we're not going to try for the 2 point influence objective.

    Play Leadership. Exhaust MR, Arinam, Meer and Mehar Xull for 5 additional tokens. +3/3/2 for 4/5/3.

    @El Skid @Lykouragh @38thDoe @Phyphor @A Half Eaten Oreo for secondary.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    But your one unescorted carrier was the lynchpin of our plan!

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    LykouraghLykouragh Registered User regular
    Play leadership secondary, tapping Shalloq, DB, and Mellon for 6I, T/F/S->3/4/2

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited March 2019
    I hope the expansion lets you transport other people's units. Just run a taxi service over here. Fares would have to be steep to make up for command counters and such expenses. Maybe we could offer you some kind of carapace?

    We seem to have no influence planets somehow. Pass secondary.

    38thDoe on
    38thDoE on steam
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    LykouraghLykouragh Registered User regular
    Wait have they officially announced an expansion to 4e?

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Lykouragh wrote: »
    Wait have they officially announced an expansion to 4e?

    Not that I can see. Gen Con this year would be exactly 2 years since 4e came out though, so maybe then?

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    LykouraghLykouragh Registered User regular
    @38thDoe let me see my action card draws this turn and then maybe I'd be willing to sell you my racial promissory if I get anything that could help you.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Exhaust Saudor(2I) and Thibah(1I) for 1 Strategic Token.
    T/F/S -> 3/2/2


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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    I will also say that 7 fleet capacity is a scary number.

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    El SkidEl Skid The frozen white northRegistered User regular
    Play on leadership secondary

    Exhaust Rarron (3I), Lirta IV (3I), Quccen’n(2R), Tar’Mann(1R) for 1 of each token

    S/F/T -> 2/5/2

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    El SkidEl Skid The frozen white northRegistered User regular
    @Phyphor to play or pass on Leadership, then on to Yssaril

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