KetarCome on upstairswe're having a partyRegistered Userregular
I'm ok either way. I mean, I would have leaned more toward against but with 2 riders and the Nekro racial ability all riding on this one, I think I can live with 3 action cards.
...
And Phyphor's rider doesn't seem worth voting For for in the slightest?
Similarly if we all Abstain, Nekro has to take a Tech from Creuss
So like PDS II
...
And Phyphor's rider doesn't seem worth voting For for in the slightest?
Similarly if we all Abstain, Nekro has to take a Tech from Creuss
So like PDS II
What is this supposed to mean?! Creuss has the best technologies.
Nekro and Sol's respective Rider cards go through. Voting window is now open; as a reminder, here's what's at stake.
Executive Sanctions (Law) For: Each player can have a maximum of 3 action cards in hand. Against: Each player discards 1 random action card from his hand.
Voting Order Nekro Virus (Phyphor): Galactic Threat - Against; Diplomacy Rider - Against Federation of Sol (MrBody): Trade Rider - Against The Naalu Collective (38thDoe): Up to 11 votes The Winnu (discrider): Up to 14 votes Universities of Jol-Nar (Ketar): Up to 18 votes The Ghosts of Creuss (A Half Eaten Oreo): Up to 5 votes; Speaker
KetarCome on upstairswe're having a partyRegistered Userregular
I'm considering Assault Cannon or possibly Space Dock II if I also research E-Res Siphons. Small possibility of War Suns. I think the price I would need to make researching Infantry II worthwhile probably wouldn't be worth it for you.
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Options
KetarCome on upstairswe're having a partyRegistered Userregular
There are no techs that I can't research at this point now though - at least as long as I research one more yellow as one of two to be able to research Space Dock II or Integrated Economy, or Assault Cannon to research War Suns.
@Ketar how about I take Politics to bring the speaker token around to us, if you give me your research note?
Otherwise it seems like the speaker token will just sit with Creuss forever, now that we can't get ACs.
Tactical Bombardment
Action: Choose 1 system that contains 1 or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.
Lost Star Chart
After you activate a system: During this tactical action, systems that contain alpha and beta wormholes are adjacent to each other.
Distinguished Councilor
After you cast votes on an outcome of an agenda: Cast 5 additional votes for that outcome.
0
Options
KetarCome on upstairswe're having a partyRegistered Userregular
I'll have to think about that. Let's revisit after the next agenda has been revealed.
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Emergency Repairs
At the start or end of a combat round: Repair all of your units that have Sustain Damage in the active system.
Direct Hit
After another player's ship uses Sustain Damage to cancel a hit produced by your units: Destroy that ship.
Infiltrate
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.
Discard:
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.
Sabotage
When another player plays an action card other than "Sabotage": Cancel that action card.
Fighter Prototype
At the start of the first round of a space combat: Apply +2 to the result of each of your fighters' combat rolls during this combat round.
Parley
After another player commits units to land on a planet you control: Return the committed units to the space area.
Posts
God damn it Sol
I don't need action cards to beat you.
But the 3 I would keep will help
And Phyphor's rider doesn't seem worth voting For for in the slightest?
Similarly if we all Abstain, Nekro has to take a Tech from Creuss
So like PDS II
Happy to take your note instead if you need the TG
What is this supposed to mean?! Creuss has the best technologies.
I pass.
Executive Sanctions (Law)
For: Each player can have a maximum of 3 action cards in hand.
Against: Each player discards 1 random action card from his hand.
Voting Order
Nekro Virus (Phyphor): Galactic Threat - Against; Diplomacy Rider - Against
Federation of Sol (MrBody): Trade Rider - Against
The Naalu Collective (38thDoe): Up to 11 votes
The Winnu (discrider): Up to 14 votes
Universities of Jol-Nar (Ketar): Up to 18 votes
The Ghosts of Creuss (A Half Eaten Oreo): Up to 5 votes; Speaker
Accept
Ready for me to draw it I guess
No I have that one
Maybe Infantry II?
We've rather picked opposite tech trees, so you've researched the techs that I need already, and aren't far enough along in the trees I'm in.
6 for
@A Half Eaten Oreo
@MrBlarney
6 Votes - FOR (Naalu)
The agenda passes FOR; the Action Card hand limit is now three.
Sol (@MrBody) and Naalu (@38thDoe) must each discard three cards.
Winnu (@discrider) must discard four cards.
Jol-Nar (@Ketar) and Creuss (@A Half Eaten Oreo) must each discard two cards.
You can wait to discard until all other players before you have made their discards if you think it will make a difference.
Otherwise it seems like the speaker token will just sit with Creuss forever, now that we can't get ACs.
Action: Choose 1 system that contains 1 or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.
Lost Star Chart
After you activate a system: During this tactical action, systems that contain alpha and beta wormholes are adjacent to each other.
Distinguished Councilor
After you cast votes on an outcome of an agenda: Cast 5 additional votes for that outcome.
At the start or end of a combat round: Repair all of your units that have Sustain Damage in the active system.
Direct Hit
After another player's ship uses Sustain Damage to cancel a hit produced by your units: Destroy that ship.
Infiltrate
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.
Discard:
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.
Sabotage
When another player plays an action card other than "Sabotage": Cancel that action card.
Fighter Prototype
At the start of the first round of a space combat: Apply +2 to the result of each of your fighters' combat rolls during this combat round.
Parley
After another player commits units to land on a planet you control: Return the committed units to the space area.