Hmm... so this is kind of awkward. I don't see how both the Hil Colish and Dreadnought could move two spaces to Mehar Xull from Abyz-Fria. Since the origin system has neither an Alpha nor Beta Wormhole (token), Slipstream doesn't apply. And only one of those ships could receive a +1 movement boost via Gravity Drive. Then I realized that the movement from "Superfriends Memorial" to Abyz-Fria from Round 5 would have been flawed for the same reason. Have I forgotten to account for another ability yet again?
If I hadn't, the cleanest way of revising things would be to make the Round 5 action only bring in the Flagship from "Superfriends Memorial", leaving the Dreadnought in the empty system. As a result, both ships can then move into Mehar Xull now, without any issue. Are there any issues with making this revision, should it be required?
Hmm... so this is kind of awkward. I don't see how both the Hil Colish and Dreadnought could move two spaces to Mehar Xull from Abyz-Fria. Since the origin system has neither an Alpha nor Beta Wormhole (token), Slipstream doesn't apply. And only one of those ships could receive a +1 movement boost via Gravity Drive. Then I realized that the movement from "Superfriends Memorial" to Abyz-Fria from Round 5 would have been flawed for the same reason. Have I forgotten to account for another ability yet again?
If I hadn't, the cleanest way of revising things would be to make the Round 5 action only bring in the Flagship from "Superfriends Memorial", leaving the Dreadnought in the empty system. As a result, both ships can then move into Mehar Xull now, without any issue. Are there any issues with making this revision, should it be required?
Oh I thought slipstream applied to the wormhole on the Hil Colish. I'm good with any solution @Lykouragh agrees to.
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KetarCome on upstairswe're having a partyRegistered Userregular
Hmm... so this is kind of awkward. I don't see how both the Hil Colish and Dreadnought could move two spaces to Mehar Xull from Abyz-Fria. Since the origin system has neither an Alpha nor Beta Wormhole (token), Slipstream doesn't apply. And only one of those ships could receive a +1 movement boost via Gravity Drive. Then I realized that the movement from "Superfriends Memorial" to Abyz-Fria from Round 5 would have been flawed for the same reason. Have I forgotten to account for another ability yet again?
If I hadn't, the cleanest way of revising things would be to make the Round 5 action only bring in the Flagship from "Superfriends Memorial", leaving the Dreadnought in the empty system. As a result, both ships can then move into Mehar Xull now, without any issue. Are there any issues with making this revision, should it be required?
Seems like a good solution to me!
Assuming we go with that I'll go ahead and play
Skilled Retreat
At the start of a combat round: Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a Command token from your reinforcements in that system.
Yeah, the Hil Colish has a Delta wormhole, which is not covered by the Slipstream conditions. I'll go ahead with the revised actions as proposed, unless anyone else has something to say about that. Since A Half Eaten Oreo has also declared no sabotage, it feels reasonable to move on to Ketar's turn unless someone really wants a full Sabotage roll call. For both of these, I'll keep things open for a while (let's say somewhere between eight and twenty hours) before revising the previous game states and posting a new game status post.
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El SkidThe frozen white northRegistered Userregular
The L1z1x Mindnet: Activate the Yssaril Home System. (TP 2 --> 1)
Yssaril discards "Minister of Peace" from play to immediately end L1z1x's turn. The Yssaril Tribes: Activate the primary ability of the (8) Imperial Strategy Card, exhausting Mecatol Rex (6I), Retillion (3I), Shalloq (2I), Dal Bootha (2I), Mellon (2I), and Xxehan (1I) to claim public objective "Manipulate Galactic Law". (VP 6 --> 8)
Gain 1 victory point for control of Mecatol Rex. (VP 8 --> 9)
Letnev plays on the secondary (SP 1 --> 0), drawing 1 Secret Objective card to hand, then returning one to the deck to comply with hand limits, shuffling the deck afterwards. (SO 3 --> 3) Sardakk N'orr: Activate the Wellon system. (TP 1 --> 0)
Move in 1 Carrier and 2 Infantry from Vefut II.
Land 2 Infantry on Wellon. The Ghosts of Creuss: Activate the Mehar Xull system. (TP 2 --> 1)
Move in Flagship and 3 Infantry from Abyz-Fria and 1 Dreadnought and 1 Infantry from empty system "Superfriends Memorial".
Yssaril plays Action Card "Skilled Retreat" (AC 10 --> 9), moving 1 Cruiser, 1 Carrier, and 2 Fighters to Lodor; a command counter from Yssaril's reserves is then placed in the Lodor system.
Land 4 Infantry on Mehar Xull.
The Yssaril Tribes - 9 VP The Barony of Letnev - 8 VP The Embers of Muaat - 7 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.: Yssaril 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. Imperial Primary (1 VP) - Claimed by Yssaril, Round 6.
The Barony of Letnev (Ketar)
Commodities: 0 / 2
Trade Goods: 4
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 6
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, 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)
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) SPEAKER
Commodities: 0 / 3
Trade Goods: 3
Action Cards: 9
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: X - Retillion (2R, 3I) X - Shalloq (1R, 2I) X - Mecatol Rex (1R, 6I) X - Dal Bootha (Cultural, 0R, 2I) R - Lodor (Cultural, 3R, 1I) X - Mellon (Cultural, 0R, 2I) R - Saudor (Industrial, 2R, 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 - Wellon (Industrial, 1R, 2I, Y) 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: 1
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: 1
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) X - Mehar Xull (Hazardous, 1R, 3I, R) 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 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) ConstructionCurrent Player The Embers of Muaat (El Skid) - (5) Trade The L1z1x Mindnet (Phyphor) - (6) Warfare The Yssaril Tribes (Lykouragh) - (8) Imperial
Activate home system, moving in flagship from MR with 3 fighters (gravity drive plus built in cloaking) and dreadnought from Saudor with 1 GF. GF gets dropped on Shalloq. Exhaust Lodor and Saudor for 5R plus 2 TG, build 1 dreadnought and 3 fighters. T/F/S->2/6/1.
Oh good, that makes it a much more interesting combat
You know, there's a war sun in Letnev's home system, I hear those make very satisfying explosions. Also I heard them saying something mean about your mother.
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El SkidThe frozen white northRegistered Userregular
Let's hold off on the trading for now. I have to ponder how I can somehow win this thing, and giving you resources in return for stuff I don't need isn't the way to do that sadly.
Posts
e- Though I will say the Letnev are on the brink of winning and nobody seems to be including them in the fun, which seems sad.
They have my peace treaty so I'm just hoping someone else can handle that.
If I hadn't, the cleanest way of revising things would be to make the Round 5 action only bring in the Flagship from "Superfriends Memorial", leaving the Dreadnought in the empty system. As a result, both ships can then move into Mehar Xull now, without any issue. Are there any issues with making this revision, should it be required?
Oh I thought slipstream applied to the wormhole on the Hil Colish. I'm good with any solution @Lykouragh agrees to.
If they have Unveil Flagship they'll just devour that N'orr carrier at Wellon.
Seems like a good solution to me!
Assuming we go with that I'll go ahead and play
Skilled Retreat
At the start of a combat round: Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a Command token from your reinforcements in that system.
retreating through the wormhole into Lodor
Just four more actions and this could be all over! I’m really excited to see what the next four turns will look like.
The L1z1x Mindnet: Activate the Yssaril Home System. (TP 2 --> 1)
Yssaril discards "Minister of Peace" from play to immediately end L1z1x's turn.
The Yssaril Tribes: Activate the primary ability of the (8) Imperial Strategy Card, exhausting Mecatol Rex (6I), Retillion (3I), Shalloq (2I), Dal Bootha (2I), Mellon (2I), and Xxehan (1I) to claim public objective "Manipulate Galactic Law". (VP 6 --> 8)
Gain 1 victory point for control of Mecatol Rex. (VP 8 --> 9)
Letnev plays on the secondary (SP 1 --> 0), drawing 1 Secret Objective card to hand, then returning one to the deck to comply with hand limits, shuffling the deck afterwards. (SO 3 --> 3)
Sardakk N'orr: Activate the Wellon system. (TP 1 --> 0)
Move in 1 Carrier and 2 Infantry from Vefut II.
Land 2 Infantry on Wellon.
The Ghosts of Creuss: Activate the Mehar Xull system. (TP 2 --> 1)
Move in Flagship and 3 Infantry from Abyz-Fria and 1 Dreadnought and 1 Infantry from empty system "Superfriends Memorial".
Yssaril plays Action Card "Skilled Retreat" (AC 10 --> 9), moving 1 Cruiser, 1 Carrier, and 2 Fighters to Lodor; a command counter from Yssaril's reserves is then placed in the Lodor system.
Land 4 Infantry on Mehar Xull.
Current Map: Action Phase Update 2
Current Technologies
Victory Points and Objectives
The Barony of Letnev - 8 VP
The Embers of Muaat - 7 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.: Yssaril
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.
Imperial Primary (1 VP) - Claimed by Yssaril, Round 6.
The Barony of Letnev (Ketar)
Trade Goods: 4
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 6
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, 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)
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: 9
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:
X - Retillion (2R, 3I)
X - Shalloq (1R, 2I)
X - Mecatol Rex (1R, 6I)
X - Dal Bootha (Cultural, 0R, 2I)
R - Lodor (Cultural, 3R, 1I)
X - Mellon (Cultural, 0R, 2I)
R - Saudor (Industrial, 2R, 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: 5
Action Cards: 3
Tactic Pool: 0
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 - Wellon (Industrial, 1R, 2I, Y)
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: 1
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: 1
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)
X - Mehar Xull (Hazardous, 1R, 3I, R)
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 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 Current Player
The Embers of Muaat (El Skid) - (5) Trade
The L1z1x Mindnet (Phyphor) - (6) Warfare
The Yssaril Tribes (Lykouragh) - (8) Imperial
Gain 3 TGs and refresh commodities.
Anyone else want a refresh? We can talk depending on the situation...
@Lykouragh @38thDoe @Phyphor @Can’tAtOreoOnThisPhone @Ketar
traditional refresh for 1tg?
1 commodity i mean
Refresh Yssaril's commodities in exchange for their 1.
Anyone else want to pay a CC for the secondary before we move on?
@Lykouragh @38thDoe @El Skid @A Half Eaten Oreo @Ketar
Exhaust Abyz(3R), Fria(2R). Bereg (3R) for 8 resources
Produce a Carrier (3R), 2 fighters(2R), and 3 infantry (3R)
T/F/S -> 1/2/0
@El Skid want to trade 2/2 commodities?
After that my turn ends and action on @38thDoe
You know, there's a war sun in Letnev's home system, I hear those make very satisfying explosions. Also I heard them saying something mean about your mother.