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

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    MrBlarneyMrBlarney Registered User regular
    10 hits from L1z1x should be enough to clear out the remaining Yssaril units.
    Phyphor to assign 4 hits from Yssaril.

    After resolution of combat, Phyphor's action continues.

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Damage a dread, lose 3 fighters

    Assign war sun + plasma scoring to bombard one planet, all others to the other planet

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    MrBlarneyMrBlarney Registered User regular
    edited May 2019
    L1z1x damages 1 Super-Dreadnought and loses 3 Fighters. Duranium Armor repairs one of the previously damaged Super-Dreadnoughts.
    Combat ends in favor of L1z1x.

    Did you have a preference for which bombardment group was assigned to which planet?
    EDIT: Since Retillion has a PDS, I guess it makes sense for the War Sun to be assigned there. Never mind...

    Geth roll 4d10t3 for Retillion Bombardment
    Geth roll 3d10t4 for Shalloq Bombardment

    Retillion Bombardment:
    4d10t3 2 [4d10t3=1, 2, 5, 8]
    Shalloq Bombardment:
    3d10t4 3 [3d10t4=7, 8, 10]

    MrBlarney on
    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Bombardment hits score enough hits to clear out the defending Yssaril Infantry.

    Phyphor, your action continues.

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Drop 2 on each

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    MrBlarneyMrBlarney Registered User regular
    Yssaril has 1 PDS on Retillion that can be used for Space Cannon Defense.

    Geth roll 1d10t6 for Yssaril Space Cannon Defense

    Yssaril Space Cannon Defense:
    1d10t6 0 [1d10t6=3]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    No hits.

    Phyphor, how would you like to conclude your turn?

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Claim: Unveil Flagship (Action Phase, 1 VP): Win a Space Combat in a system that contains your Flagship. You cannot score this objective if your Flagship is destroyed in the combat.

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    MrBlarneyMrBlarney Registered User regular
    Alrighty, then. Action is on @Lykouragh for Yssaril. Revised map available on request. (For reference, the Alpha and Beta Wormhole systems are now empty, while the Yssaril home system is now occupied by the L1z1x Flagship, 1 War Sun, 3 Super-Dreadnoughts (2 damaged), 1 Carrier, and 10 Fighters. Two L1z1x Infantry occupy each of Retillion and Shalloq, with an Assimilated L1z1x Space Dock and PDS on Retillion.)

    4463rwiq7r47.png
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    LykouraghLykouragh Registered User regular
    Activate Mageon Implants targeting Lizix

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate Mageon Implants targeting Lizix

    El oh el

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    MrBlarneyMrBlarney Registered User regular
    Since L1z1x has only one Action Card left in hand, there's no choice to wait on for the Mageon Implants draw.

    Action is now on @38thDoe for N'orr.

    4463rwiq7r47.png
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    LykouraghLykouragh Registered User regular
    Ketar wrote: Β»
    Activate Mageon Implants targeting Lizix

    El oh el

    Turns out he had a second Flank Speed anyway...

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I think both my fleets are in activated systems so I will pass. If I’m mistaken let me know.

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    That looks right. Which would make it @A Half Eaten Oreo up now.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Play Diplomacy on Abyz/Fria
    Secondary: Spend 1 token from your strategy pool to ready up to 2 exhausted planets you control.
    T/F/S 0/2/0

    then @Ketar

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    MrBlarneyMrBlarney Registered User regular
    @Lykouragh and @38thDoe also have option over the Diplomacy secondary, if they'd like.

    4463rwiq7r47.png
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    If I could only take my other home world that would probably be worth doing. Pass

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass on Diplomacy secondary.

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    El SkidEl Skid The frozen white northRegistered User regular
    @ketar should be up next

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    El SkidEl Skid The frozen white northRegistered User regular
    edited May 2019
    Unless @Lykouragh wants to play on diplomacy secondary I guess whoops.

    El Skid on
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    LykouraghLykouragh Registered User regular
    pass diplo secondary

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Pass

    @El Skid

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    MrBlarneyMrBlarney Registered User regular
    Round 6: Action Phase Update 5

    The L1z1x Mindnet: Activate the Yssaril Home System. (TP 3 --> 2)
    Play Action Card "Flank Speed" (AC 3 --> 2), increasing movement of all ships for the action.
    Move in Flagship, 1 War Sun, 1 Dreadnought, 11 Fighters, and 2 Infantry from the Beta Wormhole System and 2 Dreadnoughts, 1 Carrier, 6 Fighters, and 2 Infantry from the Alpha Wormhole System.
    Space Cannon Offense produces no hits.
    During space combat, L1z1x expends Action Card "Fighter Prototype" (AC 2 --> 1), loses 7 Fighters, and damage 2 Dreadnoughts, while Yssaril expends Action Cards "Experimental Battlestation", "Shields Holding", "Shields Holding", "Shields Holding", "Emergency Repairs" (AC 9 --> 4), Flagship, 4 Dreadnoughts, 1 Cruiser, and 6 Fighters; combat resolves in favor of L1z1x.
    Claim secret objective "Unveil Flagship". (VP 3 --> 4)
    Bombardment destroys 2 Yssaril Infantry on each of Retillion and Shalloq.
    Land 2 Infantry on each of Retillion and Shalloq.
    Space Cannon Defense produces no hits.
    Racial ability "Assimilate" replaces 1 Yssaril Space Dock and 1 PDS on Retillion with 1 L1z1x Space Dock and 1 PDS.
    The Yssaril Tribes: Exhaust racial technology "Mageon Implants" to look at L1z1x's hand of Action Cards, taking one of them. (Yssaril AC 4 --> 5; L1z1x AC 1 --> 0)
    Sardakk N'orr: Pass turn.
    The Ghosts of Creuss: Play the primary ability of the (2) Diplomacy Strategy Card, placing a command counter from each other players' reserves into the Abyz-Fria system, and refreshing both planets.
    No players play on the secondary ability.
    The Barony of Letnev: Pass turn.

    Current Map: Action Phase Update 5

    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 - 4 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 - 2 unfulfilled secret objectives in hand, 1 completed:
    - Unveil Flagship (Action Phase, 1 VP): Win a Space Combat in a system that contains your Flagship. You cannot score this objective if your Flagship is destroyed in the combat.
    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: 5

    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 - 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: 0

    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)
    X - Retillion (2R, 3I)
    X - Shalloq (1R, 2I)
    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)
    R - Abyz (Hazardous, 3R, 0I)
    X - Bereg (Hazardous, 3R, 1I)
    R - 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 PASSED
    The Ghosts of Creuss (A Half Eaten Oreo) - (2) Diplomacy
    The Barony of Letnev (Ketar) - (4) Construction PASSED
    The Embers of Muaat (El Skid) - (5) Trade Current Player
    The L1z1x Mindnet (Phyphor) - (6) Warfare
    The Yssaril Tribes (Lykouragh) - (8) Imperial

    4463rwiq7r47.png
  • Options
    El SkidEl Skid The frozen white northRegistered User regular
    Activate Arinam/Meer. Attempt to move in two destroyers, two warsuns carrying 11 fighters and 1 infantry along with 1 cruiser

    @ketar for response

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Use Muaat Ceasefire.

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    El SkidEl Skid The frozen white northRegistered User regular
    I was really hoping you'd forget you had that...

    Well, I messed up and didn't take a tactics token instead of a strategy one on leadership, which ends up giving Letnev the game... unless @Lykouragh you have an action card that can get me a CC that we could trade for?

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited May 2019
    I may have such a card if we can do a 3 way trade, maybe for a supper the throne ;)
    Edit: nvm it’s self only, we’d need Hacan to do that trade right?

    A Half Eaten Oreo on
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    El SkidEl Skid The frozen white northRegistered User regular
    Yeah, Yssaril are special in that they can let me look at their hand and take a card. If Magen implants hadn't been used we'd actually be okay as he could steal it then let me pilfer his hand.. but that doesn't seem to be an option anymore sadly :(

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    El SkidEl Skid The frozen white northRegistered User regular
    @Phyphor is up anyway, no need to hold up the game while we discuss preventing a Letnev victory.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

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    LykouraghLykouragh Registered User regular
    Sadly this is about all I've got. I would, of course, be happy to exchange supports for the throne...

    Play Uprising targeting Quann

    Uprising
    Action: Exhaust 1 non-home planet controlled by another player. Then, gain trade goods equal to its resource value.

    @A Half Eaten Oreo up after that

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited May 2019
    Gonna have to pass on the Support the throne offer :)
    Open offer to non-Yssaril to trade Support the Thrones. Which really is just @38thDoe
    otherwise might as well use this since I don't want to die with cards in hand. Signal Jamming targetting Yssaril and Mellon/Zobaht (edited this in case anyone caught it)
    Action: Choose 1 non-home system that contains or is adjacent to 1 of your ships. Place a command token from another player's reinforcements in that system.

    then @El Skid

    A Half Eaten Oreo on
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Just realized Norr doesn't have Support the Throne, and I can't trade with either L1Z1X or Muaat so ignore that.

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    El SkidEl Skid The frozen white northRegistered User regular
    Whelp...hopefuly that AC saved the day then!

    Pass turn

    @Lykouragh

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    No Sabotage of Uprising, for the record.

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    LykouraghLykouragh Registered User regular
    pass

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Pass

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    38thDoE on steam
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    MrBlarneyMrBlarney Registered User regular
    edited May 2019
    Round 6: Start of Status Phase

    The Embers of Muaat: Activate the Arinam-Meer system. (TP 1 --> 0)
    Letnev plays Muaat's promissory note "Ceasefire", preventing Muaat from moving units into the system.
    The L1z1x Mindnet: Pass turn.
    The Yssaril Tribes: Play Action Card "Uprising" (AC 5 --> 4), exhausting Quann and gaining 2 Trade Goods. (TG 1 --> 3)
    The Ghosts of Creuss: Play Action Card "Signal Jamming" (AC 2 --> 1), placing a command counter from the Yssaril reserves into the Mellon-Zohbat system.
    The Embers of Muaat: Pass turn.
    The Yssaril Tribes: Pass turn.
    The Ghosts of Creuss: Pass turn.

    Current Map: Start of Status Phase

    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 - 4 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 - 2 unfulfilled secret objectives in hand, 1 completed:
    - Unveil Flagship (Action Phase, 1 VP): Win a Space Combat in a system that contains your Flagship. You cannot score this objective if your Flagship is destroyed in the combat.
    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, (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)
    X - 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: 0
    Fleet Pool: 5
    Strategy Pool: 0

    Promissory Notes: Yssaril's Ceasefire (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: 3
    Action Cards: 4

    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 - 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: 0

    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)
    X - Retillion (2R, 3I)
    X - Shalloq (1R, 2I)
    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: 1

    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)
    R - Abyz (Hazardous, 3R, 0I)
    X - Bereg (Hazardous, 3R, 1I)
    R - 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
    The Yssaril Tribes (Lykouragh) - (8) Imperial

    Creuss may make use of their Wormhole Generator technology, prior to objective claims.
    All players may now each claim up to one Public Objective and one Secret Objective, excepting N'orr and Yssaril, who may not claim a Public Objective.
    Since turn order matters for declaring victory, objective claims will be declared in player order, starting with @38thDoe.

    MrBlarney on
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