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Twilight Imperium - Game 6: Round 9 - Game Over!

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    discriderdiscrider Registered User regular
    Yeah that's fair.
    Honestly just thought the reticence was because I was being reneged on.

    Anyway.
    All votes on Sol so Jol Nar has to vote

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    discriderdiscrider Registered User regular
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    MrBody wrote: Β»
    (2 TG to Jol-Nar if they cast deciding vote for Nekro)

    Accept Sol offer of 2 TG and cast all votes for Nekro.

    @A Half Eaten Oreo

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Ghosts living up to their name on our effect on politics.
    5 whole votes to the true villains, Sol.
    @MrBlarney

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    MrBlarneyMrBlarney Registered User regular
    Vote Outcome
    28 votes - Nekro (Sol, Jol-Nar)
    19 votes - Sol (Winnu, Creuss)

    Nekro discards five Action Cards (Skilled Retreat, Salvage, Morale Boost, Frontline Deployment, In the Silence of Space) and passes the Speaker token to Sol.

    (Card text)
    Skilled Retreat
    At the start of a combat round: Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a Command token from your reinforcements in that system.

    Salvage
    After you win a space combat: Your opponent gives you all of his commodities.

    Morale Boost
    At the start of a combat round: Apply +1 to the result of each of your units' combat rolls during this combat round.

    Frontline Deployment
    Action: Place 3 infantry from your reinforcements on 1 planet you control.

    In the Silence of Space
    After you activate a system: Choose 1 system. During this tactical action, your ships in the chosen system can move through systems that contain other player ships.

    Naalu's Leadership Rider triggers, and Naalu gains three command counters to allocate.
    Nekro's Galactic Threat triggers, and Nekro may choose a technology from Sol or Jol-Nar to gain.

    Sol's transfer of 2 Trade Goods to Jol-Nar has been recorded for the second agenda; if anyone else has a transaction to resolve before we move on to the next round, now is the time to do so. Status update will be posted in about twenty-four hours, assuming that @38thDoe and @Phyphor have made their agenda result selections.

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    MrBodyMrBody Registered User regular
    Nekro discards five Action Cards (Skilled Retreat, Salvage, Morale Boost, Frontline Deployment, In the Silence of Space)

    whew!

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    +1/+1/+1
    3/4/3

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    While I will miss the stall card I didn't need any of those anyway

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Let's steal dread II

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    MrBlarneyMrBlarney Registered User regular
    edited August 2020
    Hmm, well this is embarrassing. I didn't notice that Sol only had 1 Trade Good coming into the Status and Agenda phases (having spent a few on the Diplomacy secondary). So the Sol --> Jol-Nar Trade Good transfer makes less sense now. Since not much has happened since then, I think it's worth rolling things back to that point to figure out what kind of transaction terms are being re-offered between Sol and Jol-Nar and if any further changes are necessary. Due to the fact that Nekro's cards have been revealed, I think that the result will need to stand, but a different transaction will be necessary. Would transferring Sol's single Trade Good be enough? @Ketar, @MrBody, what are your opinions on the matter?

    MrBlarney on
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    discriderdiscrider Registered User regular
    (would want to force trade note for 1TG instead, but Jol Nar has no TG either)

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    I know it doesn't seem like much, but I don't like the idea of not getting that second TG. That said, I'm open to working things out somehow. Tell you what, if Sol chooses Politics as their Strategy we can call it even :P

    Ok, seriously now, any ideas here MrBody? Anything you can offer that should be worth 1 TG (or something that would make me willing to forego both TG)? Something totally different?

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    MrBlarneyMrBlarney Registered User regular
    Another alternative would be to roll back Sol's Warfare build so that they would have 2 Trade Goods available for transfer, but one fewer Fighter at Jord.

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    MrBodyMrBody Registered User regular
    Another alternative would be to roll back Sol's Warfare build so that they would have 2 Trade Goods available for transfer, but one fewer Fighter at Jord.

    sure

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    MrBlarneyMrBlarney Registered User regular
    Since it seems like there's no major objections, I'll time-travel Sol's Trade Good from the Action Phase to the Agenda Phase to complete the Sol to Jol-Nar transaction. Update will be posted in a few minutes, where we can start the Round 4 Strategy Phase.

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    MrBlarneyMrBlarney Registered User regular
    edited September 2020
    Round 4: Start of Strategy Phase

    First Agenda
    The top card of the Agenda deck is drawn, "Minister of War".
    Naalu performs a transaction, giving racial promissory note Gift of Prescience to Jol-Nar in exchange for their racial promissory note Research Agreement.
    Vote Results: 11 votes Naalu (Naalu), 5 votes Winnu (Sol)
    Naalu claims the Minister of War card.
    Second Agenda
    The top card of the Agenda deck is drawn, "Public Execution".
    Nekro uses racial ability Galactic Threat, predicting an outcome of Nekro.
    Naalu plays action card "Leadership Rider" (AC 5 --> 4), predicting an outcome of Nekro.
    Sol performs a transaction, giving 2 Trade Goods to Jol-Nar. (Sol TG 2 --> 0; Jol-Nar TG 0 --> 2)
    Vote Results: 28 votes Nekro (Sol, Jol-Nar), 19 votes Sol (Winnu, Creuss)
    Nekro discards all of their Action Cards (Skilled Retreat, Salvage, Morale Boost, Frontline Deployment, In the Silence of Space; AC 5 --> 0) and passes the Speaker Token to Sol.
    Nekro's Galactic Threat triggers, gaining Dreadnought II.
    Naalu's Leadership Rider triggers, allocating one command counter to each of Tactic Pool, Fleet Pool, and Strategy Pool. (TP 2 --> 3, FP 3 --> 4, SP 2 --> 3)

    Current Map: Round 4, Start of Strategy Phase

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 5 VP
    Universities of Jol-Nar: 1 VP
    The Naalu Collective: 1 VP
    The Winnu: 0 VP
    The Ghosts of Creuss: 0 VP
    Nekro Virus: 0 VP

    Public Objectives
    Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.
    Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: Sol
    Erect a Monument (1 VP): Spend 8 resources.: Naalu
    Corner the Market (1 VP): Control 4 planets that each have the same planet trait.: Jol-Nar
    Found Research Outposts (1 VP): Control 3 planets that have technology specialties.
    5 Stage II Objectives remain in the deck.

    Secret Objectives
    The Winnu: 2 Secret Objectives in hand.
    Universities of Jol-Nar: 2 Secret Objectives in hand.
    The Ghosts of Creuss: 1 Secret Objective in hand.
    Nekro Virus: 1 Secret Objective in hand.
    Federation of Sol: 0 Secret Objectives in hand, 1 claimed:
    Fuel the War Machine (Status Phase, 1 VP): Have 3 Space Docks on the game board.
    The Naalu Collective: 2 Secret Objectives in hand.

    Special Objectives
    Custodians of Mecatol Rex (1 VP): Claimed by Sol in Round 2.
    Seed of an Empire (1 VP): Gained by Sol in Round 2.
    Imperial Primary (1 VP): Gained by Sol in Round 3.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 0
    Action Cards: 7

    Tactic Pool: 2
    Fleet Pool: 3
    Strategy Pool: 2

    Promissory Notes: Naalu Ceasefire (Support for the Throne, Acquiescence)
    Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, PDS II

    Worlds:
    R - Winnu (3R, 4I)
    R - Arinam (Industrial, 1R, 2I)
    R - Meer (Hazardous, 0R, 4I, R)
    R - Mellon (Cultural, 0R, 2I)
    R - Thibah (Industrial, 1R, 1I, B)
    R - Zohbat (Hazardous, 3R, 1I)

    Other Racial Data:
    - Flagship: Salai Sai Corian: Combat Value 7 (x?), Movement 1, Carry Capacity 3. Sustain Damage. When this unit makes a combat roll, it rolls a number of dice equal to the number of your opponent's non-Fighter ships in this system.
    - Racial Technology: Lazax Gate Folding (Blue, requires 2 Blue): During your Tactical Actions, if you do not control Mecatol Rex, treat its system as if it contains both an Alpha and Beta wormhole. Action: If you control Mecatol Rex, exhaust this card to place 1 Infantry from your reinforcements on Mecatol Rex.
    - Racial Technology: Hegemonic Trade Policy (Yellow, requires 2 Yellow): Exhaust this card when 1 or more of your units use Production; swap the resource and influence value of 1 planet you control until the end of your turn.
    - Blood Ties: You do not have to spend influence to remove the Custodians token from Mecatol Rex.
    - Reclamation: After you resolve a Tactical Action during which you gained control of Mecatol Rex, you may place 1 PDS and 1 Space Dock from your reinforcements on Mecatol Rex.
    - Racial Promissory Note: Acquiescence: At the end of the Strategy Phase: Exchange 1 of your Strategy Cards with a Strategy Card that was chosen by the Winnu player. Then, return this card to the Winnu player.

    Universities of Jol-Nar (Ketar)
    Commodities: 0 / 4
    Trade Goods: 2
    Action Cards: 7

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 2

    Promissory Notes: Creuss Ceasefire, Naalu Gift of Prescience (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Neural Motivator, Hyper Metabolism, Antimass Deflectors, Gravity Drive, Sarween Tools, Plasma Scoring, Duranium Armor, Dreadnought II, Carrier II

    Worlds:
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    R - Arnor (Industrial, 2R, 1I)
    R - Dal Bootha (Cultural, 0R, 2I)
    R - Lirta IV (Hazardous, 2R, 3I)
    R - Lodor (Cultural, 3R, 1I)
    R - Lor (Industrial, 1R, 2I
    R - Tequ'ran (Hazardous, 2R, 0I)
    R - Torkan (Cultural, 0R, 3I)
    R - Xxehan (Cultural, 1R, 1I)

    Other Racial Data:
    - Flagship: J.N.S. Hylarim: Combat Value 6 (x2), Movement 1, Carry Capacity 3. Sustain Damage. When making a combat roll for this ship, each (pre-modified) roll of 9 or 10 produces 2 additional hits.
    - Racial Technology: Spacial Conduit Cylinder (Blue, requires 2 Blue): You may exhaust this card after you activate a system that contains 1 or more of your units; that system is adjacent to all other systems that contain 1 or more of your units during this activation.
    - Racial Technology: E-Res Siphons (Yellow, requires 2 Yellow): After another player activates a system that contains 1 or more of your ships, gain 4 Trade Goods.
    - Fragile: Apply -1 to the result of each of your units' combat rolls.
    - Brilliant: When you spend a command token to resolve the secondary ability of the Technology Strategy card, you may resolve the primary ability instead.
    - Analytical: When you research a technology that is not a unit upgrade technology, you may ignore 1 prerequisite.
    - Racial Promissory Note: Research Agreement: After the Jol-Nar researches a technology that is not a faction technology: Gain that technology. Then, return this card to the Jol-Nar player.

    The Ghosts of Creuss (A Half Eaten Oreo)
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 5

    Tactic Pool: 1
    Fleet Pool: 2
    Strategy Pool: 1

    Promissory Notes: Winnu Political Secret (Trade Agreement, Political Secret, Support for the Throne, Creuss IFF)
    Technology: Gravity Drive, Sarween Tools, Plasma Scoring, Dimensional Splicer, PDS II

    Worlds:
    R - Creuss (4R, 2I)
    R - Bereg (Hazardous, 3R, 1I)
    R - Vefut II (Hazardous, 2R, 2I)

    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.

    Nekro Virus (Phyphor)
    Commodities: 0 / 3
    Trade Goods: 2
    Action Cards: 0

    Tactic Pool: 2
    Fleet Pool: 5
    Strategy Pool: 1

    Promissory Notes: Naalu Trade Agreement (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Antivirus)
    Technology: Dacxive Animators, Gravity Drive, Sarween Tools, Advanced Carrier II via Valefar Assimilator X (Valefor Assimilator Y), Dreadnought II

    Worlds:
    R - Mordai II (4R, 0I)
    R - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Tar'mann (Industrial, 1R, 1I, G)

    Other Racial Data:
    - Flagship: The Alastor: Combat Value 9 (x2), Movement 1, Carry Capacity 3. Sustain Damage. At the start of a Space Combat, choose any number of your ground forces in this system to participate in that combat as if they were ships.
    - Racial Technology: Valefar Assimilator X (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Racial Technology: Valefar Assimilator Y (colorless): When you would gain another player's technology using 1 of your faction's abilities, you may place the "X" assimilator on a faction technology owned by that player instead. While that token is on a technology, this card gains that technology's text. You cannot place an assimilator token on technology that already has an assimilator token.
    - Galactic Threat: You cannot vote on Agendas. Once per Agenda Phase, after an Agenda is revealed, you may predict aloud the outcome of that Agenda. If your prediction is correct, gain 1 technology that is owned by a player who voted how you predicted.
    - Technological Singularity: Once per combat, after 1 of your opponent's units is destroyed, you may gain 1 technology that is owned by that player.
    - Propagation: You cannot research technology. When you would research a technology, gain 3 command tokens instead.
    - Racial Promissory Note: Antivirus: At the start of a combat: Place this card faceup in your play area. While this card is in your play area, the Nekro player cannot use his "Technological Singularity" faction ability against you. If you activate a system that contains 1 or more of the Nekro player's units, return this card to the Nekro player.

    Federation of Sol (MrBody) SPEAKER
    Commodities: 0 / 4
    Trade Goods: 0
    Action Cards: 5

    Tactic Pool: 2
    Fleet Pool: 2
    Strategy Pool: 1

    Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Antimass Deflectors, Gravity Drive, Neural Motivator, Dacxive Animators, Advanced Carrier II

    Worlds:
    R - Jord (4R, 2I)
    R - Mecatol Rex (1R, 6I)
    R - Coorneeq (Cultural, 1R, 2I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    R - Resculon (Cultural, 2R, 0I)
    R - Saudor (Industrial, 2R, 2I)

    Other Racial Data:
    - Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
    - Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
    - Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
    - Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
    - Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
    - Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
    - Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
    - Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.

    The Naalu Collective (38thDoe)
    Commodities: 0 / 3
    Trade Goods: 4
    Action Cards: 4

    Tactic Pool: 3
    Fleet Pool: 4
    Strategy Pool: 3

    Promissory Notes: Winnu Trade Agreement, Winnu Ceasefire, Jol-Nar Research Agreement (Political Secret, Support for the Throne)
    Technology: Neural Motivator, Sarween Tools, Antimass Deflectors, Hybrid Crystal Fighter II, Carrier II

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    R - New Albion (Industrial, 1R, 1I, G)
    R - Quann (Cultural, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    R - Starpoint (Hazardous, 3R, 1I)

    Other Racial Data:
    - Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
    - Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
    - Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
    - Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
    - Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
    - Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
    - Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.

    Neutral Worlds and Ongoing Game Effects
    N - Wellon (Industrial, 1R, 2I, Y)

    Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor.
    Minister of War - Held by Naalu. After performing an action, Naalu may discard this card to remove 1 of their command tokens from the game board and return it to their reinforcements; then, they may perform 1 additional action.

    Order of Play
    Federation of Sol (@MrBody)
    The Naalu Collective (38thDoe)
    The Winnu (discrider)
    Universities of Jol-Nar (Ketar) - (6) Warfare
    The Ghosts of Creuss (A Half Eaten Oreo)
    Nekro Virus (Phyphor)

    There is 1 Trade Good on each of the (4) Construction and (5) Trade Strategy Cards; the player that selects one of these cards immediately claims the attached Trade Good.

    MrBlarney on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Minor issue my outcome and phyphor are swapped.

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    MrBodyMrBody Registered User regular
    @MrBlarney the map shows I still have fighters at Jord. I had picked them all up with my carrier that moved to Mehar Xull.

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    MrBodyMrBody Registered User regular
    Welp. Let's go with Imperial again.

    @38thDoe

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    MrBlarneyMrBlarney Registered User regular
    All the errors that were pointed out have been fixed. I think I added Fighters back on Jord because I thought I messed up your Warfare build, and forgot they got moved into Mehar Xull.

    4463rwiq7r47.png
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    MrBodyMrBody Registered User regular
    I mean, I won't complain if you let me keep extras.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited August 2020
    Warfare


    :P

    Ketar on
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited August 2020
    I wanted to
    Play
    Public Disgrace
    When another player chooses a strategy card during the strategy phase: That player must choose a different strategy card instead, if able.

    After Sol picked Imperial,

    Would that be fine with you @Ketar, if so it'd be on @MrBody or I guess everyone else to respond.

    A Half Eaten Oreo on
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    I was just kidding about picking Warfare since I'm already bound to it.

    And I'm very down with Sol not getting Imperial. It should be a completely valid play since 38thDoe hasn't made a pick yet. Just up to MrBody to possibly Sabotage, I don't think anybody else would.

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    MrBlarneyMrBlarney Registered User regular
    Yep, the card play is fine since no further selections have been made yet. (As noted, 38thDoe was actually next in line, and Ketar was already locked into Warfare via Political Stability.) MrBody to respond by playing Sabotage, get someone else to play a Sabotage, or letting it go through and selecting a different Strategy Card.

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    MrBodyMrBody Registered User regular
    edited August 2020
    I've got mud on my face. A big disgrace. :(

    no sabo

    Leadership

    @38thDoe

    MrBody on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Well shit, now I'm guaranteed to get a completely useless strategy card

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    discriderdiscrider Registered User regular
    edited August 2020
    Thought you were taking politics
    I mean I guess it depends on how much Creuss gets bribed, but I assumed they'd be after resources too.

    discrider on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No without sol taking imperial I doubt anyone else will so it's super likely that I will end up with imperial, diplomacy and construction. Utter garbage for me

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Thought you were talking politics
    I mean I guess it depends on how much Creuss gets bribed, but I assumed they'd be after resources too.

    As fun as it was to tease the idea, I'm not actually interested in bribing anyone to take Politics.

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    discriderdiscrider Registered User regular
    Phyphor wrote: Β»
    No without sol taking imperial I doubt anyone else will so it's super likely that I will end up with imperial, diplomacy and construction. Utter garbage for me

    Thought it was likely Creuss would take Diplo.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Tech I think?
    @discrider

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    discriderdiscrider Registered User regular
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Diplomacy
    @Phyphor

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    discriderdiscrider Registered User regular
    Vindication!

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    edited August 2020
    Vindication!

    Doesn't mean Nekro wasn't right and I'm just dumb, but I feel really strapped on resources and influence.

    A Half Eaten Oreo on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    I could also be wrong too, I've not exactly played to a great position here

    politics

    @ketar to maybe start us off

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    MrBlarneyMrBlarney Registered User regular
    Yep. Ketar to decide whether or not to play Gift of Prescience before we move on to the Action Phase.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Play Gift of Prescience.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    An actual turn is going to have to wait a bit.

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