As was foretold, we've added advertisements to the forums! If you have questions, or if you encounter any bugs, please visit this thread: https://forums.penny-arcade.com/discussion/240191/forum-advertisement-faq-and-reports-thread/
Options

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

13637384042

Posts

  • Options
    El SkidEl Skid The frozen white northRegistered User regular
    @38thDoe on to the bug people!

  • Options
    MrBlarneyMrBlarney Registered User regular
    edited May 2019
    Round 6: Action Phase Update 3

    The Barony of Letnev: Activate the Arinam-Meer system. (TP 2 --> 1)
    Move in Flagship, 1 Dreadnought, 1 Carrier, 2 Fighters, and 2 Infantry from Qucen'n-Rarron.
    Land 2 Infantry on Arinam.
    The Embers of Muaat: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 7 --> 10)
    Refresh commodities for Muaat and Yssaril. (Muaat C 0 --> 4, Yssaril C 0 --> 3)
    No players play on the secondary ability.
    Perform transaction with Yssaril, receiving 1 Commodity. (Muaat TG 10 --> 11; Yssaril C 3 --> 2)
    The L1z1x Mindnet: Play the primary ability of the (6) Warfare Strategy Card, removing the command counter from the Yssaril Home System.
    Gain 1 command counter and reallocate command tokens as follows: TP 1 --> 2, FP 5 --> 6, SP 1 --> 0
    Creuss plays on the secondary (SP 1 --> 0), exhausting Abyz (3R), Bereg (3R), and Fria (2R) to build 1 Carrier (3R), 2 Fighters (2R), and 3 Infantry (3R) at Creuss.
    The Yssaril Tribes: Activate the Yssaril Home System. (TP 3 --> 2)
    Move in Flagship and 3 Fighters from Mecatol Rex and 1 Dreadnought and 1 Infantry from Saudor.
    Land 1 Infantry on Shalloq.
    Exhaust Lodor (3R), Saudor (2R), and 2 Trade Goods (TG 3 --> 1) to build 1 Dreadnought (5R) and 2 Fighters (2R) at Retillion.

    Current Map: Action Phase Update 3

    Current Technologies

    Victory Points and Objectives
    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: 1
    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: 4 / 4
    Trade Goods: 11
    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: 2 / 3
    Trade Goods: 1
    Action Cards: 9

    Tactic Pool: 2
    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)
    X - Lodor (Cultural, 3R, 1I)
    X - Mellon (Cultural, 0R, 2I)
    X - 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.

    Sardakk N'orr (38thDoe)
    Commodities: 0 / 3
    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:
    - 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: 6
    Strategy Pool: 0

    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: 0

    Promissory Notes: Letnev's Ceasefire, Letnev's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Wormhole Generator, Light/Wave Deflector, Neural Motivator, Hyper Metabolism, Infantry II, Carrier II

    Worlds:
    R - Creuss (4R, 2I)
    X - Abyz (Hazardous, 3R, 0I)
    X - Bereg (Hazardous, 3R, 1I)
    X - 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 Current Player
    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
    The Yssaril Tribes (Lykouragh) - (8) Imperial

    MrBlarney on
    4463rwiq7r47.png
  • Options
    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Play Leadership, 3 into Tactics
    @A Half Eaten Oreo @El Skid @Ketar @Lykouragh @Phyphor for secondary:
    spend 3 influence to get a token.

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
  • Options
    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Pass

  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Play on Leadership secondary. Exhaust Rarron, Qucen'n and Meer for 9I.

    +2/0/+1 for 3/6/1.

  • Options
    LykouraghLykouragh Registered User regular
    pass leadership secondary

  • Options
    El SkidEl Skid The frozen white northRegistered User regular
    Play Leadership Secondary

    Exhaust Lirta IV for 3i to gain 1 cc in strategy

  • Options
    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    @Phyphor to play pass than on to Ghosts.

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Sure, why not?
    Exhaust Lor, corneeq for to bring me to 3/6/0
    @A Half Eaten Oreo

  • Options
    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited May 2019
    I have no way of harming the potential winners at the moment.

    Activate Mellon/Zohbat
    Move in Carrier, 2 fighters, 4 infantry. (I believe it's 4 moves: Creuss Gate > Mehar Xull > Saudor > Mellon/Zohbat)
    Land 3 infantry in Mellon and 1 on Zohbat.
    edit: T/F/S 0/2/0

    @Lykouragh and @38thDoe for possible reactions.
    then @Ketar

    A Half Eaten Oreo on
  • Options
    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Hey! I’m trying to live here!

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
  • Options
    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    38thDoe wrote: »
    Hey! I’m trying to live here!

    Just passing thru, don't mind us.

  • Options
    LykouraghLykouragh Registered User regular
    we react with shock at this blatant aggression toward the innocent and beautiful warbeetles

    but not with any ACs

  • Options
    MrBlarneyMrBlarney Registered User regular
    Round 6 - Invasion of Mellon

    Combat Round 1

    Creuss has 3 Infantry II.
    Yssaril has 1 Infantry.

    Geth roll 3d10t7 for Creuss
    Geth roll 1d10t8 for Yssaril

    Creuss:
    3d10t7 1 [3d10t7=2, 3, 10]
    Yssaril:
    1d10t8 0 [1d10t8=5]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    Creuss scores 1 hit, destroying 1 Yssaril Infantry.
    Combat resolves in favor of Creuss.

    Action is now on Ketar for Letnev.

    4463rwiq7r47.png
  • Options
    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    38thDoe wrote: »
    Hey! I’m trying to live here!

    Just passing thru, don't mind us.

    Sure its an oppression palace, but its a mobile oppression palace.

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
  • Options
    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate home system. Move in both dreadnoughts from Quann with the fighter and 1 infantry. Land the infantry on Wren Terra. Build 1 fighter using Sarween tools.

  • Options
    MrBlarneyMrBlarney Registered User regular
    Action is on @El Skid, with status update to follow (unless one is requested now).

    4463rwiq7r47.png
  • Options
    El SkidEl Skid The frozen white northRegistered User regular
    I think what is required here is more fighters. Yesss... that's what we need.

    Spend a strategy CC to activate Star Forge racial- build 2 more fighters in Muaat home system.

    @Phyphor is up next

  • Options
    MrBlarneyMrBlarney Registered User regular
    Round 6: Action Phase Update 4

    Sardakk N'orr: Play the primary ability of the (1) Leadership Strategy Card, allocating 3 counters to Tactic Pool. (TP 0 --> 3)
    L1z1x plays on the secondary, exhausting Coorneq (2I) and Lor (2I) to allocate 1 counter to Tactic Pool. (TP 2 --> 3)
    Letnev plays on the secondary, exhausting Meer (4I), Rarron (2I), and Qucen'n (3I) to allocate 2 counters to Tactic Pool and 1 counter to Strategy Pool. (TP 1 --> 3, SP 0 --> 1)
    Muaat plays on the secondary, exhausting Lirta IV (3I) to allocate 1 counter to Strategy Pool. (SP 0 --> 1)
    The Ghosts of Creuss: Activate the Mellon-Zohbat system. (TP 1 --> 0)
    Move in 1 Carrier, 2 Fighters, and 4 Infantry from the Creuss Home System.
    Land 3 Infantry on Mellon and 1 Infantry on Zohbat.
    During invasion combat on Mellon, Creuss suffers no losses while Yssaril loses 1 Infantry; combat resolves in favor of Creuss.
    The Barony of Letnev: Activate the Letnev Home System. (TP 3 --> 2)
    Move in 2 Dreadnoughts, 1 Fighter, and 1 Infantry from Quann.
    Land 1 Infantry on Wren Terra.
    Use +1R from Sarween Tools to build 1 Fighter (1R) at Wren Terra.
    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 4

    Current Technologies

    Victory Points and Objectives
    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: 3
    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)
    X - Meer (Hazardous, 0R, 4I, R)
    R - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - 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: 4 / 4
    Trade Goods: 11
    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)
    X - 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: 2 / 3
    Trade Goods: 1
    Action Cards: 9

    Tactic Pool: 2
    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)
    X - Lodor (Cultural, 3R, 1I)
    X - 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.

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

    Tactic Pool: 3
    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)

    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: 3
    Fleet Pool: 6
    Strategy Pool: 0

    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)
    X - Coorneeq (Cultural, 1R, 2I)
    R - Lazar (Industrial, 1R, 0I, Y)
    X - 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: 0
    Fleet Pool: 2
    Strategy Pool: 0

    Promissory Notes: Letnev's Ceasefire, Letnev's Support for the Throne (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Wormhole Generator, Light/Wave Deflector, Neural Motivator, Hyper Metabolism, Infantry II, Carrier II

    Worlds:
    R - Creuss (4R, 2I)
    X - Abyz (Hazardous, 3R, 0I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Fria (Hazardous, 2R, 0I)
    X - Mehar Xull (Hazardous, 1R, 3I, R)
    X - Mellon (Cultural, 0R, 2I)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Starpoint (Hazardous, 3R, 1I)
    R - Thibah (Industrial, 1R, 1I, B)
    X - Zohbat (Hazardous, 3R, 1I)

    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) Construction
    The Embers of Muaat (El Skid) - (5) Trade
    The L1z1x Mindnet (Phyphor) - (6) Warfare Current Player
    The Yssaril Tribes (Lykouragh) - (8) Imperial

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    Action is on @Phyphor.

    4463rwiq7r47.png
  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Right, times up let's do this, I've never gotten to roll a bunch of dice in this game so if you skilled retreat I will be very sad


    Activate yssaril homeworlds. Play flanking speed. Move everything in from the wormholes


    @Lykouragh and I suppose everybody else for a sabotage

  • Options
    LykouraghLykouragh Registered User regular
    no sabo, but i'll have some ACs to play prior to first round.

  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited May 2019
    Okay also play

    Fighter Prototype
    At the start of the first round of a space combat: Apply +2 to the result of each of your fighters' combat rolls during this combat round.

    Do not sustain damage on flagship or war sun

    Phyphor on
  • Options
    MrBlarneyMrBlarney Registered User regular
    Round 6 - Battle at Yssaril Home System

    Pre-combat effects

    L1z1x has Flagship "[0.0.1]", 1 War Sun, 3 Super-Dreadnought IIs, 1 Carrier, and 17 Fighters (holding 4 Infantry).
    Yssaril has Flagship "Y'sia Y'ssrila", 4 Dreadnoughts, 1 Cruiser, and 6 Fighters.

    Yssaril has 1 PDS unit for Space Cannon Offense.
    L1z1x has sufficient ships for Assault Cannon.

    Geth roll 1d10t6 for Yssaril Space Cannon Offense

    Yssaril Space Cannon Offense:
    1d10t6 0 [1d10t6=2]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    No hit registered.

    Lykouragh to play or pass on Sabotage for L1z1x's Fighter Prototype play and to declare additional plays.

    4463rwiq7r47.png
  • Options
    LykouraghLykouragh Registered User regular
    second no sabo, play

    Experimental Battlestation
    After another player moves ships into a system during a tactical action: Choose 1 of your space docks that is either in or adjacent to that system. That space dock uses Space Cannon 5 (x3) against ships in the active system.

  • Options
    MrBlarneyMrBlarney Registered User regular
    Phyphor to play or pass on Sabotage for Yssaril's Experimental Battlestation play.

    Also, I forgot to mention specifically in the follow-up post, but Lykouragh, you still need to make a declaration regarding L1z1x's Assault Cannon.

    4463rwiq7r47.png
  • Options
    LykouraghLykouragh Registered User regular
    pop the cruiser for assault cannon

  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No sabotage

  • Options
    MrBlarneyMrBlarney Registered User regular
    Geth roll 3d10t5 for Experimental Battlestation

    Experimental Battlestation:
    3d10t5 0 [3d10t5=3, 3, 4]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    No hits registered.

    Combat Round 1

    L1z1x has Flagship "[0.0.1]", 1 War Sun, 3 Super-Dreadnought IIs, 1 Carrier, and 17 Fighters (holding 4 Infantry). Fighters +2 to hit due to Fighter Prototype; hits from Flagship and Super-Dreadnoughts must be taken by non-Fighter ships due to [0.0.1] special ability.
    Yssaril has Flagship "Y'sia Y'ssrila", 4 Dreadnoughts, and 6 Fighters.

    Geth roll 2d10t5+3d10t3+3d10t4+1d10t9+17d10t7 for L1z1x
    Geth roll 2d10t5+4d10t5+6d10t9 for Yssaril

    L1z1x:
    2d10t5+3d10t3+3d10t4+1d10t9+17d10t7 12 [2d10t5=9, 2] [3d10t3=8, 4, 10] [3d10t4=9, 1, 8] [1d10t9=4] [17d10t7=3, 9, 6, 2, 10, 6, 9, 5, 10, 7, 3, 8, 4, 2, 2, 4, 4]
    Yssaril:
    2d10t5+4d10t5+6d10t9 2 [2d10t5=4, 2] [4d10t5=8, 1, 3, 5] [6d10t9=1, 1, 6, 6, 8, 1]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    L1z1x scores 12 hits, 3 of which must be assigned to non-Fighter ships.
    Yssaril scores 2 hits.

    Waiting on hit assignments from both players.

    4463rwiq7r47.png
  • Options
    LykouraghLykouragh Registered User regular
    take one hit each on every ship with sustain damage, play 3 copies of Shields holding, and pop 1 fighter. at the end of the round play emergency repairs.

    Shields Holding
    Before you assign hits to your ships during a space combat: Cancel up to 2 hits.

    Emergency Repairs
    At the start or end of a combat round: Repair all of your units that have Sustain Damage in the active system.

  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Damage 2 dreads, no sabotages

  • Options
    MrBlarneyMrBlarney Registered User regular
    Yssaril assigns one hit to the Y'sia Y'ssrila, one hit to each of the four Dreadnoughts, negates six hits with three Shields Holding, and destroys 1 Fighter. Emergency Repairs removes damage from all damaged units.
    L1z1x damages two Super-Dreadnoughts.

    Combat Round 2

    L1z1x has Flagship "[0.0.1]", 1 War Sun, 3 Super-Dreadnought IIs (2 damaged), 1 Carrier, and 17 Fighters (holding 4 Infantry). Hits from Flagship and Super-Dreadnoughts must be taken by non-Fighter ships due to [0.0.1] special ability.
    Yssaril has Flagship "Y'sia Y'ssrila", 4 Dreadnoughts, and 5 Fighters.

    Geth roll 2d10t5+3d10t3+3d10t4+1d10t9+17d10t9 for L1z1x
    Geth roll 2d10t5+4d10t5+5d10t9 for Yssaril

    L1z1x:
    2d10t5+3d10t3+3d10t4+1d10t9+17d10t9 11 [2d10t5=3, 7] [3d10t3=9, 1, 8] [3d10t4=9, 6, 7] [1d10t9=6] [17d10t9=6, 6, 10, 8, 10, 7, 8, 3, 7, 1, 10, 10, 3, 1, 5, 10, 2]
    Yssaril:
    2d10t5+4d10t5+5d10t9 5 [2d10t5=1, 6] [4d10t5=7, 5, 1, 6] [5d10t9=8, 4, 8, 8, 9]

    4463rwiq7r47.png
  • Options
    MrBlarneyMrBlarney Registered User regular
    Lykouragh to assign 11 hits from L1z1x.
    Phyphor to assign 5 hits from Yssaril.

    4463rwiq7r47.png
  • Options
    LykouraghLykouragh Registered User regular
    destroy 5 fighters and 1 dreadnought damage the remaining dreadnoughts and flagship

  • Options
    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Damage a dread, repair a dread, lose 4 fighters

  • Options
    MrBlarneyMrBlarney Registered User regular
    Yssaril assigns one hit to the Y'sia Y'ssrila, one hit to each of three Dreadnoughts, and destroys 1 Dreadnought and 5 Fighters.
    L1z1x assigns one hit to an undamaged Super-Dreadnought and destroys 4 Fighters. Duranium Armor repairs one of the previously damaged Super-Dreadnoughts.

    Combat Round 3

    L1z1x has Flagship "[0.0.1]", 1 War Sun, 3 Super-Dreadnought IIs (2 damaged), 1 Carrier, and 13 Fighters (holding 4 Infantry). Hits from Flagship and Super-Dreadnoughts must be taken by non-Fighter ships due to [0.0.1] special ability.
    Yssaril has Flagship "Y'sia Y'ssrila" (damaged) and 3 Dreadnoughts (all damaged).

    Geth roll 2d10t5+3d10t3+3d10t4+1d10t9+13d10t9 for L1z1x
    Geth roll 2d10t5+3d10t5 for Yssaril

    L1z1x:
    2d10t5+3d10t3+3d10t4+1d10t9+13d10t9 10 [2d10t5=3, 10] [3d10t3=3, 7, 10] [3d10t4=4, 2, 8] [1d10t9=5] [13d10t9=1, 2, 4, 4, 10, 9, 10, 2, 1, 8, 5, 7, 10]
    Yssaril:
    2d10t5+3d10t5 4 [2d10t5=8, 9] [3d10t5=10, 8, 4]

    4463rwiq7r47.png
Sign In or Register to comment.