I have to believe the Sol flagship was balanced entirely around its stats, because damn that is the least useful ability in the game.
Sol starts off with pumped up infantry.
How is this not an incredibly useful ability?
Our flagship is poop from a butt.
More shots per non-fighter ship indeed.
Let's redesign our flagship.
- Flagship: Salai Sai Corian: Combat Value ? (x2), Movement 1, Carry Capacity 3. Sustain Damage. Combat Value is 10 - the highest influence of a planet you control in this system. Planets you control in this system gain 2 influence.
I don't want to play, but I think I have to. Play
Exhaust Creuss (4R), Bereg (3R), and Befut II (2R) for 9R. Build 2 Dreadnoughts (8R), 2 fighters (1R), and 2 Infantry (Sarween Tools).
0/2/0
Nekro Virus: Activate the Tequ'ran-Torkan system. (TP 2 --> 1)
Move in Flagship The Alastor, 1 Dreadnought, 1 Destroyer, 1 Carrier, and 9 Infantry from Mordai II and 1 Carrier, 2 Fighters, and 2 Infantry from Mecatol Rex.
Land 1 Infantry on each of Tequ'ran and Torkan. The Winnu: Play Action Card "Unstable Planet" (AC 7 --> 6), targeting Mehar Xull, exhausting it and destroying 1 Sol Infantry. The Naalu Collective: Activate empty system "Victory Road N". (TP 3 --> 2)
Move in 2 Fighters from New Albion-Starpoint. Universities of Jol-Nar: Play the primary ability of the (6) Warfare Strategy Card, removing their command counter from the Tar'mann System and allocating it to Tactic Pool, alongside redistributing one counter from Strategy Pool to Tactic Pool. (TP 0 --> 2, SP 2 --> 1)
Creuss plays on the secondary (SP 1 --> 0), exhausting Creuss (4R), Bereg (3R), Vefut II (2R), +1R from Sarween Tools to build 2 Dreadnoughts (8R), 2 Fighters (1R), and 2 Infantry (1R) at Creuss.
Nekro plays on the secondary (SP 1 --> 0), exhausting Mordai II (4R), Gral (1R), 2 Trade Goods (TG 2 --> 0), +1R from Sarween Tools to build 1 Dreadnought (4R), 1 Carrier (3R), and 2 Fighters (1R) at Mordai II.
Naalu plays on the secondary (SP 3 --> 2), exhausting Qucen'n (1R), +1R from Sarween Tools, to build 4 Fighters (2R) at Druaa.
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: 1
Action Cards: 6
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: 2
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: Creuss Ceasefire, Naalu Gift of Prescience - ACTIVE (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 X - Tar'mann (Industrial, 1R, 1I, G) 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: 4
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 0
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: X - Creuss (4R, 2I) X - Bereg (Hazardous, 3R, 1I) X - 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: 0
Action Cards: 0
Tactic Pool: 1
Fleet Pool: 5
Strategy Pool: 0
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: X - Mordai II (4R, 0I) R - Centauri (Cultural, 1R, 3I) X - Gral (Industrial, 1R, 1I, B) X - Tequ'ran (Hazardous, 2R, 0I) X - Torkan (Cultural, 0R, 3I)
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: 1
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) X - Coorneeq (Cultural, 1R, 2I) X - Mehar Xull (Hazardous, 1R, 3I, R) R - Resculon (Cultural, 2R, 0I) X - 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: 2
Fleet Pool: 4
Strategy Pool: 2
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) X - 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 Universities of Jol-Nar (Ketar) - (0) Warfare Federation of Sol (MrBody) - (1) Leadership Current Player The Ghosts of Creuss (A Half Eaten Oreo) - (2) Diplomacy Nekro Virus (Phyphor) - (3) Politics The Winnu (discrider) - (5) Trade The Naalu Collective (38thDoe) - (7) Technology
@MrBody, I believe you can still go to 2/2/5 with the Leadership primary, since you started from 1/2/1 (remember that you didn't actually Orbital Drop).
@MrBody, I believe you can still go to 2/2/5 with the Leadership primary, since you started from 1/2/1 (remember that you didn't actually Orbital Drop).
sounds good!
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Then play Trade
Refresh my commodities, and get 3TG
Refresh Naalu.
Refresh Nekro and Creuss for Political Secrets for fun and profit (I don't think the Nekro secret does anything?)
Refresh Jol'Nar for 1TG
Or promises thereof
Posts
Sol starts off with pumped up infantry.
How is this not an incredibly useful ability?
Our flagship is poop from a butt.
More shots per non-fighter ship indeed.
Let's redesign our flagship.
- Flagship: Salai Sai Corian: Combat Value ? (x2), Movement 1, Carry Capacity 3. Sustain Damage. Combat Value is 10 - the highest influence of a planet you control in this system. Planets you control in this system gain 2 influence.
Can't attack, supercharged by MR. Right to roll.
Play
Exhaust Creuss (4R), Bereg (3R), and Befut II (2R) for 9R. Build 2 Dreadnoughts (8R), 2 fighters (1R), and 2 Infantry (Sarween Tools).
0/2/0
Exhaust homeworld, gral, pay 2 TG
Nekro Virus: Activate the Tequ'ran-Torkan system. (TP 2 --> 1)
Move in Flagship The Alastor, 1 Dreadnought, 1 Destroyer, 1 Carrier, and 9 Infantry from Mordai II and 1 Carrier, 2 Fighters, and 2 Infantry from Mecatol Rex.
Land 1 Infantry on each of Tequ'ran and Torkan.
The Winnu: Play Action Card "Unstable Planet" (AC 7 --> 6), targeting Mehar Xull, exhausting it and destroying 1 Sol Infantry.
The Naalu Collective: Activate empty system "Victory Road N". (TP 3 --> 2)
Move in 2 Fighters from New Albion-Starpoint.
Universities of Jol-Nar: Play the primary ability of the (6) Warfare Strategy Card, removing their command counter from the Tar'mann System and allocating it to Tactic Pool, alongside redistributing one counter from Strategy Pool to Tactic Pool. (TP 0 --> 2, SP 2 --> 1)
Creuss plays on the secondary (SP 1 --> 0), exhausting Creuss (4R), Bereg (3R), Vefut II (2R), +1R from Sarween Tools to build 2 Dreadnoughts (8R), 2 Fighters (1R), and 2 Infantry (1R) at Creuss.
Nekro plays on the secondary (SP 1 --> 0), exhausting Mordai II (4R), Gral (1R), 2 Trade Goods (TG 2 --> 0), +1R from Sarween Tools to build 1 Dreadnought (4R), 1 Carrier (3R), and 2 Fighters (1R) at Mordai II.
Naalu plays on the secondary (SP 3 --> 2), exhausting Qucen'n (1R), +1R from Sarween Tools, to build 4 Fighters (2R) at Druaa.
Current Map: Round 4, Action Phase Update 2
Current Technologies
Victory Points and Objectives
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)
Trade Goods: 1
Action Cards: 6
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:
- 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)
Trade Goods: 2
Action Cards: 7
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: Creuss Ceasefire, Naalu Gift of Prescience - ACTIVE (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
X - Tar'mann (Industrial, 1R, 1I, G)
R - Xxehan (Cultural, 1R, 1I)
Other Racial Data:
- 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)
Trade Goods: 0
Action Cards: 4
Tactic Pool: 0
Fleet Pool: 2
Strategy Pool: 0
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:
X - Creuss (4R, 2I)
X - Bereg (Hazardous, 3R, 1I)
X - Vefut II (Hazardous, 2R, 2I)
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.
Nekro Virus (Phyphor)
Trade Goods: 0
Action Cards: 0
Tactic Pool: 1
Fleet Pool: 5
Strategy Pool: 0
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:
X - Mordai II (4R, 0I)
R - Centauri (Cultural, 1R, 3I)
X - Gral (Industrial, 1R, 1I, B)
X - Tequ'ran (Hazardous, 2R, 0I)
X - Torkan (Cultural, 0R, 3I)
Other Racial Data:
- 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
Trade Goods: 0
Action Cards: 5
Tactic Pool: 1
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)
X - Coorneeq (Cultural, 1R, 2I)
X - Mehar Xull (Hazardous, 1R, 3I, R)
R - Resculon (Cultural, 2R, 0I)
X - Saudor (Industrial, 2R, 2I)
Other Racial Data:
- 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)
Trade Goods: 4
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 2
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)
X - Qucen'n (Industrial, 1R, 2I)
R - Rarron (Cultural, 0R, 3I)
R - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- 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
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
Universities of Jol-Nar (Ketar) - (0) Warfare
Federation of Sol (MrBody) - (1) Leadership Current Player
The Ghosts of Creuss (A Half Eaten Oreo) - (2) Diplomacy
Nekro Virus (Phyphor) - (3) Politics
The Winnu (discrider) - (5) Trade
The Naalu Collective (38thDoe) - (7) Technology
1/2/0
@A Half Eaten Oreo
@MrBlarney can I take back my move and do Leadership?
exhaust Mecatol, 6i and 2 more tokens
2/2/5
Mehar is exhausted.
Original orders edited
All other players to play or pass on the secondary. (@38thDoe, @discrider, @Ketar, @A Half Eaten Oreo, @Phyphor)
3/4/4 I think.
... Don't suppose I can sell ACs at all
sounds good!
Yeah, I forgot to insert Nar after "and".
Ready Creuss and Bereg
Everyone for secondary.
3/4/3 @Ketar @MrBody @38thDoe @Phyphor
3/5/2
I suppose I'll take lodor later then
Refresh mordai & tequran
@Phyphor
@discrider
Accept
Then play Trade
Refresh my commodities, and get 3TG
Refresh Naalu.
Refresh Nekro and Creuss for Political Secrets for fun and profit (I don't think the Nekro secret does anything?)
Refresh Jol'Nar for 1TG
Or promises thereof
@MrBody to play on the secondary
@38thDoe or @A Half Eaten Oreo I am looking to trade commodities.