Well fuck that was staggeringly unlucky all around. 5/6 hit. I guess I'm fucked for the game now too
Pass
We just declare Sol the winner turn 2 and then restart right?
That's how all my Alpha Centauri games go at least.
Honestly? Yes, but it's possible jol nar who can now tech with impunity pulls it out
I've always thought that the single best improvement they could make to the game was simply outright removing all the tech objectives. They take no effort if you have the right ones. There's nothing you can do if you don't have the right ones regardless of how rich you are. They're the single biggest factor in race imbalance (the number of starting techs is the most consistent factor in race rankings).
Well fuck that was staggeringly unlucky all around. 5/6 hit. I guess I'm fucked for the game now too
Pass
We just declare Sol the winner turn 2 and then restart right?
That's how all my Alpha Centauri games go at least.
Honestly? Yes, but it's possible jol nar who can now tech with impunity pulls it out
I've always thought that the single best improvement they could make to the game was simply outright removing all the tech objectives. They take no effort if you have the right ones. There's nothing you can do if you don't have the right ones regardless of how rich you are. They're the single biggest factor in race imbalance (the number of starting techs is the most consistent factor in race rankings).
When I saw they “patched” a few of the cards I thought these would be gone or changed too. I’m thinking of running my next game without them.
I feel like changing the public objectives distribution would require coming up with additional objectives, since having only eight in each pool (taking out the two tech objectives from each stage) feels a little too predictable. I haven't put much thought into the matter though, so my opinions can probably be safely ignored.
Just waiting on objective claims from @38thDoe and @MrBody before the next steps of the Status Phase.
0
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
When you activate a system with 2 of your space docks, can you buy 2 infantry and place 1 on each planet? Or does it have to be 1-2 infantry on one dock per 1 resource spent?
Looks like you can split them.
When a player produces ground forces, he must place those unit
on planets that contain a unit that used its “Production” ability.
And the cost per system can be totalled before any is paid, so I don't think there's any selective activation of particular unit.
I think the only limitation is that you must have production capacity.
So you can't make 6 infantry on a 2R planet, even if your system production is that high.
If the active player has multiple units in the active system
that have the “Production” ability, he can produce a
number of units up to the combined total of all of his units’
production values in that system.
When you activate a system with 2 of your space docks, can you buy 2 infantry and place 1 on each planet? Or does it have to be 1-2 infantry on one dock per 1 resource spent?
What discrider says is correct. In 4th edition, the production limit simply pooled between multiple production units, and so produced units can be placed at those production sources freely after payment.
Score Objectives Federation of Sol: Claim secret objective "Fuel the War Machine". (VP 1 --> 2) Reveal Public Objective Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
1 Stage I Objective and 5 Stage II Objectives remain in the deck. Gain Action Cards and Command Tokens; Redistribute Command Areas The Naalu Collective: AC 2 --> 4; TP 1 --> 2, FP 2 --> 3 Universities of Jol-Nar: AC 5 --> 7; TP 0 --> 2, FP 4 --> 3, SP 0 --> 2 The Ghosts of Creuss: AC 2 --> 3; TP 0 --> 1, SP 0 --> 1 The Winnu: AC 3 --> 4; TP 0 --> 1, SP 1 --> 2 Nekro Virus: Ac 2 --> 3; FP 4 --> 3, SP 0 --> 3 Federation of Sol: AC 3 --> 5; TP 0 --> 2, FP 3 --> 2, SP 0 --> 2
The first Agenda of the Agenda Phase is drawn from the top of the deck:
Minister of Commerce (Law) Elect Player: The elected player gains this card. After the owner of this card replenishes commodities, he gains 1 trade good for each player that is his neighbor.
Voting Order Universities of Jol-Nar (Ketar): Up to 14 votes The Ghosts of Creuss (A Half Eaten Oreo): Up to 6 votes Nekro Virus (Phyphor): Cannot vote due to Galactic Threat Federation of Sol (MrBody): Up to 12 votes; must be an even number The Naalu Collective (38thDoe): Up to 9 votes The Winnu (discrider): Up to 14 votes; Speaker
At least 24 hours will be allocated for discussion, deals, transactions, and Action Card declarations, unless all players collectively call for voting to start before then. For simplicity when voting, you can just list a number of votes to apply to the vote without listing planets.
KetarCome on upstairswe're having a partyRegistered Userregular
Construction Rider
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 space dock from your reinforcements on a planet you control.
We will wish Winnu wins wealth.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Hey that’s what we did last game with predictable results.
For what it's worth, assassinations play before riders, so just want to point out that riders may have their targets changed if I somehow wind up mercilessly stabbed.
I'm not playing any ACs though.
Actually, I can't find that errata. @MrBlarney wasn't that timing changed so that assassinates went before riders?
I think it went from After to When on the card.
Actually, I can't find that errata.
MrBlarney: wasn't that timing changed so that assassinates went before riders?
I think it went from After to When on the card.
You're thinking of the action card Veto, which had its timing changed from "After an agenda is revealed" to "When an agenda is revealed". So Veto will trigger before the Rider cards. The card you might be thinking of, Assassinate Representative, still shares the same timing as Rider cards. But as mentioned, even if a player is targeted by an assassination after they are targeted by a Rider, this won't negate the Rider's trigger condition. It just makes it more unlikely that the trigger condition to be fulfilled due to lost votes.
That's 24 hours, so I think it's ready to start getting things ready for voting. I'll need Sabotage calls all around for Jol-Nar's Construction Rider play. I also realized that Nekro's Galactic Threat ability has the same timing as Rider cards, so if Phyphor wants to use it on this agenda, then he should mention it before voting starts.
Obviously this should go to Sol, for we have already revealed out secret objective and it is better to go with the devil you know than the devil you don't.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
<~<
You're not sabbing your own card?
And Nekro isn't trying for a free Tech?
They can only do it once per Agenda phase. Presumably this one is not predictable enough for their liking so they'd rather take a chance on the second agenda.
Let us proceed with voting. As a reminder of what's at stake:
Minister of Commerce (Law) Elect Player: The elected player gains this card. After the owner of this card replenishes commodities, he gains 1 trade good for each player that is his neighbor.
Voting Order Universities of Jol-Nar (Ketar): Construction Rider, predicting Winnu The Ghosts of Creuss (A Half Eaten Oreo): Up to 6 votes Nekro Virus (Phyphor): Cannot vote due to Galactic Threat Federation of Sol (MrBody): Up to 12 votes; must be an even number The Naalu Collective (38thDoe): Up to 9 votes The Winnu (discrider): Up to 14 votes; Speaker
Posts
Honestly? Yes, but it's possible jol nar who can now tech with impunity pulls it out
I've always thought that the single best improvement they could make to the game was simply outright removing all the tech objectives. They take no effort if you have the right ones. There's nothing you can do if you don't have the right ones regardless of how rich you are. They're the single biggest factor in race imbalance (the number of starting techs is the most consistent factor in race rankings).
When I saw they “patched” a few of the cards I thought these would be gone or changed too. I’m thinking of running my next game without them.
Just waiting on objective claims from @38thDoe and @MrBody before the next steps of the Status Phase.
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
1 Stage I Objective and 5 Stage II Objectives remain in the deck.
Each player draws action cards and gains command counters for allocation:
The Naalu Collective: 2 Action Cards; 2 Command Counters
Universities of Jol-Nar: 2 Action Cards; 3 Command Counters
The Ghosts of Creuss: 1 Action Card; 2 Command Counters
The Winnu: 1 Action Card; 2 Command Counters
Nekro Virus: 1 Action Card; 2 Command Counters
Federation of Sol: 2 Action Cards; 3 Command Counters
2/2/2
When you activate a system with 2 of your space docks, can you buy 2 infantry and place 1 on each planet? Or does it have to be 1-2 infantry on one dock per 1 resource spent?
When a player produces ground forces, he must place those unit
on planets that contain a unit that used its “Production” ability.
And the cost per system can be totalled before any is paid, so I don't think there's any selective activation of particular unit.
I think the only limitation is that you must have production capacity.
So you can't make 6 infantry on a 2R planet, even if your system production is that high.
If the active player has multiple units in the active system
that have the “Production” ability, he can produce a
number of units up to the combined total of all of his units’
production values in that system.
1/2/2
Score Objectives
Federation of Sol: Claim secret objective "Fuel the War Machine". (VP 1 --> 2)
Reveal Public Objective
Corner the Market (1 VP): Control 4 planets that each have the same planet trait.
1 Stage I Objective and 5 Stage II Objectives remain in the deck.
Gain Action Cards and Command Tokens; Redistribute Command Areas
The Naalu Collective: AC 2 --> 4; TP 1 --> 2, FP 2 --> 3
Universities of Jol-Nar: AC 5 --> 7; TP 0 --> 2, FP 4 --> 3, SP 0 --> 2
The Ghosts of Creuss: AC 2 --> 3; TP 0 --> 1, SP 0 --> 1
The Winnu: AC 3 --> 4; TP 0 --> 1, SP 1 --> 2
Nekro Virus: Ac 2 --> 3; FP 4 --> 3, SP 0 --> 3
Federation of Sol: AC 3 --> 5; TP 0 --> 2, FP 3 --> 2, SP 0 --> 2
The first Agenda of the Agenda Phase is drawn from the top of the deck:
Minister of Commerce (Law)
Elect Player: The elected player gains this card. After the owner of this card replenishes commodities, he gains 1 trade good for each player that is his neighbor.
Voting Order
Universities of Jol-Nar (Ketar): Up to 14 votes
The Ghosts of Creuss (A Half Eaten Oreo): Up to 6 votes
Nekro Virus (Phyphor): Cannot vote due to Galactic Threat
Federation of Sol (MrBody): Up to 12 votes; must be an even number
The Naalu Collective (38thDoe): Up to 9 votes
The Winnu (discrider): Up to 14 votes; Speaker
At least 24 hours will be allocated for discussion, deals, transactions, and Action Card declarations, unless all players collectively call for voting to start before then. For simplicity when voting, you can just list a number of votes to apply to the vote without listing planets.
After an agenda is revealed: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 space dock from your reinforcements on a planet you control.
We will wish Winnu wins wealth.
I'm not playing any ACs though.
@MrBlarney wasn't that timing changed so that assassinates went before riders?
I think it went from After to When on the card.
I think we should vote for mermaid commerce. Sea shells for all!
No Sab
Er...yeah, sure...let's just go with that.
You're not sabbing your own card?
And Nekro isn't trying for a free Tech?
They can only do it once per Agenda phase. Presumably this one is not predictable enough for their liking so they'd rather take a chance on the second agenda.
Minister of Commerce (Law)
Elect Player: The elected player gains this card. After the owner of this card replenishes commodities, he gains 1 trade good for each player that is his neighbor.
Voting Order
Universities of Jol-Nar (Ketar): Construction Rider, predicting Winnu
The Ghosts of Creuss (A Half Eaten Oreo): Up to 6 votes
Nekro Virus (Phyphor): Cannot vote due to Galactic Threat
Federation of Sol (MrBody): Up to 12 votes; must be an even number
The Naalu Collective (38thDoe): Up to 9 votes
The Winnu (discrider): Up to 14 votes; Speaker
@A Half Eaten Oreo, you're up first.