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.
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.
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.
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
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
KetarCome on upstairswe're having a partyRegistered Userregular
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.
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.
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.
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.
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) WarfareCurrent Player The Yssaril Tribes (Lykouragh) - (8) Imperial
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.
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.
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
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.
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
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
Posts
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 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: 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:
- 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: 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:
- 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: 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:
- 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: 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:
- 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: 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:
- 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 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
@A Half Eaten Oreo @El Skid @Ketar @Lykouragh @Phyphor for secondary:
spend 3 influence to get a token.
+2/0/+1 for 3/6/1.
Exhaust Lirta IV for 3i to gain 1 cc in strategy
Exhaust Lor, corneeq for to bring me to 3/6/0
@A Half Eaten Oreo
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
Just passing thru, don't mind us.
but not with any ACs
Combat Round 1
Creuss has 3 Infantry II.
Yssaril has 1 Infantry.
Geth roll 3d10t7 for Creuss
Geth roll 1d10t8 for Yssaril
Combat resolves in favor of Creuss.
Action is now on Ketar for Letnev.
Sure its an oppression palace, but its a mobile oppression palace.
Spend a strategy CC to activate Star Forge racial- build 2 more fighters in Muaat home system.
@Phyphor is up next
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 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: 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:
- 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: 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:
- 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: 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:
- 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: 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:
- 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: 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:
- 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: 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:
- 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
The Embers of Muaat (El Skid) - (5) Trade
The L1z1x Mindnet (Phyphor) - (6) Warfare Current Player
The Yssaril Tribes (Lykouragh) - (8) Imperial
Activate yssaril homeworlds. Play flanking speed. Move everything in from the wormholes
@Lykouragh and I suppose everybody else for a sabotage
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
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
Lykouragh to play or pass on Sabotage for L1z1x's Fighter Prototype play and to declare additional plays.
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.
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.
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
Yssaril scores 2 hits.
Waiting on hit assignments from both players.
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.
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
Phyphor to assign 5 hits from Yssaril.
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