Sardakk N'orr: Activate the N'orr Home System. (TP 2 --> 1)
Space Cannon Offense destroys 1 Muaat Destroyer.
Exhaust Quinarra (3R), Vefut II (2R), Zohbat (3R), and 11 Trade Goods (TG 16 --> 5), +1R from Sarween Tools to build 5 Dreadnoughts (20R) at Quinarra. The Ghosts of Creuss: Play Action Card "Unstable Planet" (AC 3 --> 2), destroying 3 Yssaril Infantry on Mehar Xull and exhausting the planet. The Barony of Letnev: Play the primary ability of the (4) Construction Strategy Card, placing 1 Space Dock on Wren Terra and 1 PDS on Arc Prime.
No players play on the secondary ability. The Embers of Muaat: Use racial ability "Star Forge", spending 1 counter from strategy pool (SP 1 --> 0) to gain 2 Fighters at Muaat.
The Barony of Letnev - 8 VP The Embers of Muaat - 7 VP The Yssaril Tribes - 6 VP The Ghosts of Creuss - 6 VP The L1z1x Mindnet - 3 VP Sardakk N'orr - 1 VP
Public Objectives Expand Borders (1 VP): Control 6 planets in non-home systems. - Yssaril, Letnev, Muaat, L1z1x, Creuss Erect a Monument (1 VP): Spend 8 resources. - N'orr, Muaat Corner the Market (1 VP): Control 4 planets that each have the same planet trait. - Letnev, Yssaril, Creuss 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, Letnev, Yssaril Manipulate Galactic Law (2 VP): Spend 16 influence. Found a Golden Age (2 VP): Spend 16 resources.
3 Stage II Objectives remain in the line.
Secret Objectives The Barony of Letnev - 1 unfulfilled secret objective in hand, 2 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.
- Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system. The Embers of Muaat - 1 unfulfilled secret objective 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 - 1 unfulfilled secret objective in hand, 2 completed:
- Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points
- Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems. Sardakk N'orr - 2 unfulfilled secret objectives in hand. The L1z1x Mindnet - 3 unfulfilled secret objectives in hand. The Ghosts of Creuss - 1 unfulfilled secret objective in hand, 2 completed:
- Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
- Mine Rare Metals (Status Phase, 1 VP): Control 4 hazardous planets.
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: 4
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 6
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, Assault Cannon, Sarween Tools, Neural Motivator, Cruiser II, Dreadnought II, War Sun
Worlds: R - Arc Prime (4R, 0I) R - Wren Terra (2R, 1I) R - Arinam (Industrial, 1R, 2I) R - Meer (Hazardous, 0R, 4I, R) R - Quann (Cultural, 2R, 1I) R - Qucen'n (Industrial, 1R, 2I) R - Rarron (Cultural, 0R, 3I)
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: 7
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 5
Strategy Pool: 0
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, Integrated Economy, Prototype War Sun II, Destroyer II
Worlds: R - Muaat (4R, 1I) R - Tren'lak (1R, 0I) R - Lirta IV (Hazardous, 2R, 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.
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 - Mecatol Rex (1R, 6I) R - Dal Bootha (Cultural, 0R, 2I) R - Lodor (Cultural, 3R, 1I) X - Mehar Xull (Hazardous, 1R, 3I, R) R - Mellon (Cultural, 0R, 2I) R - Saudor (Industrial, 2R, 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.
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: 2
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 5
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, War Sun
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)
Commodities: 2 / 4
Trade Goods: 5
Action Cards: 2
Tactic Pool: 2
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 - Abyz (Hazardous, 3R, 0I) R - Bereg (Hazardous, 3R, 1I) R - Fria (Hazardous, 2R, 0I) 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 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. Minister of Policy: Held by Yssaril. At the end of the status phase, Yssaril draws 1 action card. Executive Sanctions: Each player can have a maximum of 3 Action Cards in hand.
Order of Play Sardakk N'orr (38thDoe) - (1) Leadership The Ghosts of Creuss (A Half Eaten Oreo) - (2) Diplomacy The Barony of Letnev (Ketar) - (4) Construction The Embers of Muaat (El Skid) - (5) Trade The L1z1x Mindnet (Phyphor) - (6) Warfare Current Player The Yssaril Tribes (Lykouragh) - (8) Imperial
Activate yssaril homeworks.@Lykouragh to end my turn
as foretold,
Discard Minister of Peace to end the turn of the evil aggressor L1z1x
Then, as my turn, activate Imperial, exhausting Mecatol Rex, Mellon, Dal Bootha, Retillion, Shalloq, and Xxehan to claim Manipulate Galactic Law (2VP) + 1VP for holding Mecatol.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
They'll be going for status phase objectives, since the odds are pretty good
Auto-win:
Adapt New Strategies Own 2 faction technologies. (Valefar Assimilator technologies do not count toward this objective) 1
Master the Laws of Physics Own 4 technologies of the same color
Qualifies:
Learn the Secrets of the Cosmos Have 1 or more ships in 3 systems that are each adjacent to an anomaly
Difficult:
Monopolize Production Control 4 industrial planets
Gather a Mighty Fleet Have 5 dreadnoughts on the game board
Impossible:
Establish a Perimeter Have 4 PDS units on the game board
Fuel the War Machine Have 3 space docks on the game board
They'll be going for status phase objectives, since the odds are pretty good
Auto-win:
Adapt New Strategies Own 2 faction technologies. (Valefar Assimilator technologies do not count toward this objective) 1
Master the Laws of Physics Own 4 technologies of the same color
Qualifies:
Learn the Secrets of the Cosmos Have 1 or more ships in 3 systems that are each adjacent to an anomaly
Difficult:
Monopolize Production Control 4 industrial planets
Gather a Mighty Fleet Have 5 dreadnoughts on the game board
Impossible:
Establish a Perimeter Have 4 PDS units on the game board
Fuel the War Machine Have 3 space docks on the game board
I think Ysaaril losses at least Barony if they wait for Status phase.
They'll be going for status phase objectives, since the odds are pretty good
Auto-win:
Adapt New Strategies Own 2 faction technologies. (Valefar Assimilator technologies do not count toward this objective) 1
Master the Laws of Physics Own 4 technologies of the same color
Qualifies:
Learn the Secrets of the Cosmos Have 1 or more ships in 3 systems that are each adjacent to an anomaly
Difficult:
Monopolize Production Control 4 industrial planets
Gather a Mighty Fleet Have 5 dreadnoughts on the game board
Impossible:
Establish a Perimeter Have 4 PDS units on the game board
Fuel the War Machine Have 3 space docks on the game board
I think Ysaaril losses the at least Barony if they wait for Status phase.
The action phase objectives are essentially impossible for them to complete though
@38thDoeDear N'orr friends while it's still your turn I'm interested in buying your racial promissory or some of your TGs in exchange for my racial promissory or support for the throne- any interest?
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
*shrug* While I'd like to help you out, your promissory note would make me discard a card now that I'm locked to my hand size and support for the throne is of more value as a carrot not to attack you than it is for me. 1/10 or 2/10 VP at end of the game doesn't make much difference. The only thing you could do that would interest me would be exploding a bunch of Muaat things and I'm sure you have better things to do such as potentially win the game or not getting splattered.
*shrug* While I'd like to help you out, your promissory note would make me discard a card now that I'm locked to my hand size and support for the throne is of more value as a carrot not to attack you than it is for me. 1/10 or 2/10 VP at end of the game doesn't make much difference. The only thing you could do that would interest me would be exploding a bunch of Muaat things and I'm sure you have better things to do such as potentially win the game or not getting splattered.
fair, just thought I'd ask. would offer to blow up Muaat things for you but I think my fleet may be slightly occupied this round
Officially no card plays for the Mellon invasion by the way, we order our troops to cooperate with the rightful return of the bug-people
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Your troops can enjoy your vacation a bit longer on Mellon, this is the rightful return of the Bug People to the other ellon.
They'll be going for status phase objectives, since the odds are pretty good
Auto-win:
Adapt New Strategies Own 2 faction technologies. (Valefar Assimilator technologies do not count toward this objective) 1
Master the Laws of Physics Own 4 technologies of the same color
Qualifies:
Learn the Secrets of the Cosmos Have 1 or more ships in 3 systems that are each adjacent to an anomaly
Difficult:
Monopolize Production Control 4 industrial planets
Gather a Mighty Fleet Have 5 dreadnoughts on the game board
Impossible:
Establish a Perimeter Have 4 PDS units on the game board
Fuel the War Machine Have 3 space docks on the game board
I think Ysaaril losses the at least Barony if they wait for Status phase.
The action phase objectives are essentially impossible for them to complete though
That's not true. Unveil Flagship would be super easy for them to pull off right now.
Posts
All Construction secondaries are in; action is on @El Skid for Muaat.
@Phyphor
Sardakk N'orr: Activate the N'orr Home System. (TP 2 --> 1)
Space Cannon Offense destroys 1 Muaat Destroyer.
Exhaust Quinarra (3R), Vefut II (2R), Zohbat (3R), and 11 Trade Goods (TG 16 --> 5), +1R from Sarween Tools to build 5 Dreadnoughts (20R) at Quinarra.
The Ghosts of Creuss: Play Action Card "Unstable Planet" (AC 3 --> 2), destroying 3 Yssaril Infantry on Mehar Xull and exhausting the planet.
The Barony of Letnev: Play the primary ability of the (4) Construction Strategy Card, placing 1 Space Dock on Wren Terra and 1 PDS on Arc Prime.
No players play on the secondary ability.
The Embers of Muaat: Use racial ability "Star Forge", spending 1 counter from strategy pool (SP 1 --> 0) to gain 2 Fighters at Muaat.
Current Map: Action Phase Update 1
Current Technologies
Victory Points and Objectives
The Embers of Muaat - 7 VP
The Yssaril Tribes - 6 VP
The Ghosts of Creuss - 6 VP
The L1z1x Mindnet - 3 VP
Sardakk N'orr - 1 VP
Public Objectives
Expand Borders (1 VP): Control 6 planets in non-home systems. - Yssaril, Letnev, Muaat, L1z1x, Creuss
Erect a Monument (1 VP): Spend 8 resources. - N'orr, Muaat
Corner the Market (1 VP): Control 4 planets that each have the same planet trait. - Letnev, Yssaril, Creuss
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, Letnev, Yssaril
Manipulate Galactic Law (2 VP): Spend 16 influence.
Found a Golden Age (2 VP): Spend 16 resources.
3 Stage II Objectives remain in the line.
Secret Objectives
The Barony of Letnev - 1 unfulfilled secret objective in hand, 2 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.
- Threaten Enemies (Status Phase, 1 VP): Have one or more ships in a system that is adjacent to another player's home system.
The Embers of Muaat - 1 unfulfilled secret objective 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 - 1 unfulfilled secret objective in hand, 2 completed:
- Spark a Rebellion (Action Phase, 1 VP): Win a combat against a player who has the most victory points
- Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
Sardakk N'orr - 2 unfulfilled secret objectives in hand.
The L1z1x Mindnet - 3 unfulfilled secret objectives in hand.
The Ghosts of Creuss - 1 unfulfilled secret objective in hand, 2 completed:
- Form a Spy Network (Status Phase, 1 VP): Discard 5 Action Cards.
- Mine Rare Metals (Status Phase, 1 VP): Control 4 hazardous planets.
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: 4
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 6
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, Assault Cannon, Sarween Tools, Neural Motivator, Cruiser II, Dreadnought II, War Sun
Worlds:
R - Arc Prime (4R, 0I)
R - Wren Terra (2R, 1I)
R - Arinam (Industrial, 1R, 2I)
R - Meer (Hazardous, 0R, 4I, R)
R - Quann (Cultural, 2R, 1I)
R - Qucen'n (Industrial, 1R, 2I)
R - Rarron (Cultural, 0R, 3I)
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: 7
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 5
Strategy Pool: 0
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, Integrated Economy, Prototype War Sun II, Destroyer II
Worlds:
R - Muaat (4R, 1I)
R - Tren'lak (1R, 0I)
R - Lirta IV (Hazardous, 2R, 3I)
R - Tar'mann (Industrial, 1R, 1I, G)
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) SPEAKER
Trade Goods: 3
Action Cards: 10
Tactic Pool: 3
Fleet Pool: 6
Strategy Pool: 1
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 - Mecatol Rex (1R, 6I)
R - Dal Bootha (Cultural, 0R, 2I)
R - Lodor (Cultural, 3R, 1I)
X - Mehar Xull (Hazardous, 1R, 3I, R)
R - Mellon (Cultural, 0R, 2I)
R - Saudor (Industrial, 2R, 2I)
R - 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: 5
Action Cards: 3
Tactic Pool: 1
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, Plasma Scoring, Exotrireme II
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: 2
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 5
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, War Sun
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:
- 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: 5
Action Cards: 2
Tactic Pool: 2
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 - Abyz (Hazardous, 3R, 0I)
R - Bereg (Hazardous, 3R, 1I)
R - Fria (Hazardous, 2R, 0I)
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 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.
Minister of Policy: Held by Yssaril. At the end of the status phase, Yssaril draws 1 action card.
Executive Sanctions: Each player can have a maximum of 3 Action Cards in hand.
Order of Play
Sardakk N'orr (38thDoe) - (1) Leadership
The Ghosts of Creuss (A Half Eaten Oreo) - (2) Diplomacy
The Barony of Letnev (Ketar) - (4) Construction
The Embers of Muaat (El Skid) - (5) Trade
The L1z1x Mindnet (Phyphor) - (6) Warfare Current Player
The Yssaril Tribes (Lykouragh) - (8) Imperial
as foretold,
Discard Minister of Peace to end the turn of the evil aggressor L1z1x
Then, as my turn, activate Imperial, exhausting Mecatol Rex, Mellon, Dal Bootha, Retillion, Shalloq, and Xxehan to claim Manipulate Galactic Law (2VP) + 1VP for holding Mecatol.
no I'm at 9 sorry, you are correct it's everyone else on secondaries
If so
Pass
Max is 3, but you can pick up a 4th and then discard one.
K, still pass tho.
Hide your kids, hide your capital ships?
Auto-win:
Adapt New Strategies Own 2 faction technologies. (Valefar Assimilator technologies do not count toward this objective) 1
Master the Laws of Physics Own 4 technologies of the same color
Qualifies:
Learn the Secrets of the Cosmos Have 1 or more ships in 3 systems that are each adjacent to an anomaly
Difficult:
Monopolize Production Control 4 industrial planets
Gather a Mighty Fleet Have 5 dreadnoughts on the game board
Impossible:
Establish a Perimeter Have 4 PDS units on the game board
Fuel the War Machine Have 3 space docks on the game board
I think Ysaaril losses at least Barony if they wait for Status phase.
The action phase objectives are essentially impossible for them to complete though
fair, just thought I'd ask. would offer to blow up Muaat things for you but I think my fleet may be slightly occupied this round
Officially no card plays for the Mellon invasion by the way, we order our troops to cooperate with the rightful return of the bug-people
That's not true. Unveil Flagship would be super easy for them to pull off right now.
Activate Mehar Xull.
Move Flagship, Dreadnought and all 4 infantry.
If space battle is successful land all 4 infantry.
@Lykouragh for responses with his bountiful hand of ACs.
Then action would be on @Ketar