@Ketar, @38thDoe: Since Jol-Nar moved out of Tar'mann, Naalu and Jol-Nar are no longer neighbors. Any transaction plan between you two is null. I'm going to need confirmation on whether or not Jol-Nar gets their commodity refresh from the primary, or if that needs to be done via the secondary.
@Ketar, @38thDoe: Since Jol-Nar moved out of Tar'mann, Naalu and Jol-Nar are no longer neighbors. Any transaction plan between you two is null. I'm going to need confirmation on whether or not Jol-Nar gets their commodity refresh from the primary, or if that needs to be done via the secondary.
"Two players are neighbors if they both have a unit or control a planet in the same system. They are also neighbors if they both have a unit or control a planet in systems that are adjacent to each other."
I still control a planet (Tar'mann) in a system adjacent to a system in which Naalu has units. Does that not qualify? @MrBlarney
We just need to make planet ownership more obvious on the map I think.
The coloured planets are hard to read.
I much prefer the 'X's on exhausted planets.
Maybe we could have 'o's on not exhausted planets?
At least on planets without structures and ground forces
EDIT: As for the question of marking planets with no units, I've tried making flag icons previously, but couldn't make them work with the low resolution available. I also didn't really like the look of marking them with an O or R, so I stuck with the low-saturation fill we currently have. It's definitely not as good as it could be, especially if there are players with similar colors that end up in the game. Might be worth revisiting when I get around to updating the template for Prophecy of Kings.
Bombardment destroys 1 Sol Infantry.
Jol-Nar lands 1 Infantry on Saudor.
Action is now on @discrider; their transaction with Creuss has been processed (with one fewer commodity on both sides due to the previous transfers to Naalu).
I wish I could sabotage that. I love the reduced AC limit. I assume my opponents have the "perfect" hand and it's much easier to play around any 3 cards instead of any 7
I wish I could sabotage that. I love the reduced AC limit. I assume my opponents have the "perfect" hand and it's much easier to play around any 3 cards instead of any 7
I wish I could sabotage that. I love the reduced AC limit. I assume my opponents have the "perfect" hand and it's much easier to play around any 3 cards instead of any 7
This being the last of the 'Screw 38thDoe' cards by the way.
Was looking at Unstable Planet - kill all Naalu's infantry, Parley, and Kill Trade Minister before I retreated back from my dumb over-extension
The Naalu Collective: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 4 --> 7)
Refresh commodities for all players. (Naalu C 0 --> 3; Winnu C 0 --> 3; Jol-Nar C 0 --> 4; Creuss C 0 --> 4; Nekro C 0 --> 3; Sol C 0 --> 4)
Naalu gains 5 Trade Goods via Minister of Commerce. (TG 7 --> 12)
Winnu performs a transaction, giving 1 Commodity to Naalu. (Winnu C 3 --> 2; Naalu TG 11 --> 13)
Jol-Nar performs a transaction, giving 4 Commodities to Naalu in exchange for 3 Commodities. (Jol-Nar C 4 --> 0, TG 5 --> 8; Naalu C 3 --> 0, TG 13 --> 17)
Creuss performs a transaction, giving 1 Commodity to Naalu. (Creuss C 4 --> 3; Naalu TG 17 --> 18)
Sol performs a transaction, giving 1 Commodity to Naalu. (Sol C 4 --> 3; Naalu TG 18 --> 19) Universities of Jol-Nar: Activate the Saudor system. (TP 3 --> 2)
Move in 1 Dreadnought and 1 Infantry from Jord.
During space combat, Jol-Nar suffers no losses while Sol loses 1 Destroyer; combat resolves in favor of Jol-Nar.
Bombardment destroys 1 Sol Infantry on Saudor.
Land 1 Infantry on Saudor. The Winnu: Perform a transaction, giving 2 Commodities and 1 Trade Good to Creuss in exchange for 3 Commodities. (Winnu C 2 --> 0, TG 8 --> 10; Creuss C 3 --> 0, TG 5 --> 8)
Play Action Card "Repeal Law" (AC 3 --> 2), removing Law "Executive Sanctions" from play.
Federation of Sol: 5 VP The Naalu Collective: 3 VP Universities of Jol-Nar: 2 VP The Winnu: 2 VP The Ghosts of Creuss: 1 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, Jol-Nar, Winnu, Naalu Erect a Monument (1 VP): Spend 8 resources.: Naalu, Creuss 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. Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait. Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
4 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. Winnu Support for the Throne (1 VP): Held by Naalu (Round 4). Naalu Support for the Throne (1 VP): Held by Winnu (Round 4).
Promissory Notes: Naalu Ceasefire, Jol-Nar Research Agreement, Naalu Support for the Throne (Trade Agreement, Acquiescence)
Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, Duranium Armor, 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) SPEAKER
Commodities: 0 / 4
Trade Goods: 8
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: Creuss Ceasefire, Winnu Political Secret (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Duranium Armor, Dreadnought II, Carrier II
Worlds: R - Jol (1R, 2I) R - Nar (2R, 3I) R - Jord (4R, 2I) 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 - Saudor (Industrial, 2R, 2I) R - 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: 8
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (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: 3 / 3
Trade Goods: 5
Action Cards: 1
Tactic Pool: 2
Fleet Pool: 5
Strategy Pool: 2
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 - Tequ'ran (Hazardous, 2R, 0I) R - 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)
Commodities: 3 / 4
Trade Goods: 4
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Antimass Deflectors, Gravity Drive, Neural Motivator, Dacxive Animators, Advanced Carrier II, Fighter II
Worlds: R - Mecatol Rex (1R, 6I) R - Coorneeq (Cultural, 1R, 2I) R - Mehar Xull (Hazardous, 1R, 3I, R) R - Resculon (Cultural, 2R, 0I) R - Wellon (Industrial, 1R, 2I, Y)
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.
Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne (Political Secret, Gift of Prescience)
Technology: Neural Motivator, Hyper Metabolism, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Hybrid Crystal Fighter II, Carrier II, Infantry 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.
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 The Naalu Collective (38thDoe) - (0) Trade Universities of Jol-Nar (Ketar) - (1) Leadership The Winnu (discrider) - (3) Politics Nekro Virus (Phyphor) - (6) Warfare Current Player The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology Federation of Sol (MrBody) - (8) Imperial
MrBlarney on
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KetarCome on upstairswe're having a partyRegistered Userregular
MrBlarney, the most recent update shows Sol still controlling Saudor with 1 infantry there and my infantry just chilling in space with my dread.
KetarCome on upstairswe're having a partyRegistered Userregular
@38thDoe Ok, so New Albion is being exhausted to meet the 3rd green prereq. Isn't exhausting Druaa and Starpoint paying 6 resources for something that only costs 4?
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Yes I have forgotten how to play. Will edit in the morning
Posts
You checked the fighters?
Oh wow, you're right.
So only +4 TG to Naalu too from Trade law
"Two players are neighbors if they both have a unit or control a planet in the same system. They are also neighbors if they both have a unit or control a planet in systems that are adjacent to each other."
I still control a planet (Tar'mann) in a system adjacent to a system in which Naalu has units. Does that not qualify? @MrBlarney
We just need to make planet ownership more obvious on the map I think.
The coloured planets are hard to read.
I much prefer the 'X's on exhausted planets.
Maybe we could have 'o's on not exhausted planets?
At least on planets without structures and ground forces
EDIT: As for the question of marking planets with no units, I've tried making flag icons previously, but couldn't make them work with the low resolution available. I also didn't really like the look of marking them with an O or R, so I stuck with the low-saturation fill we currently have. It's definitely not as good as it could be, especially if there are players with similar colors that end up in the game. Might be worth revisiting when I get around to updating the template for Prophecy of Kings.
nope
Combat Round 1-2
Jol-Nar has 1 Dreadnought II (loading 1 Infantry). -1 to hit due to Fragile.
Sol has 1 Destroyer.
Multiple combat rounds have been rolled for expediency.
Geth roll 2#1d10t6 for Jol-Nar
Geth roll 2#1d10t9 for Sol
Combat resolves in favor of Jol-Nar.
@Ketar, your action continues.
Pre-Combat Effects
Jol-Nar has 1 Dreadnought II for bombardment. +1 die roll for Plasma Scoring.
Geth roll 2d10t5 for Jol-Nar bombardment
Jol-Nar lands 1 Infantry on Saudor.
Action is now on @discrider; their transaction with Creuss has been processed (with one fewer commodity on both sides due to the previous transfers to Naalu).
Action: Discard 1 law from play.
Discard the AC limit
It's Phyphor's action after
???
I wish I could sabotage that. I love the reduced AC limit. I assume my opponents have the "perfect" hand and it's much easier to play around any 3 cards instead of any 7
So you don't have the AC secret objective then
Oh no I absolutely do
https://www.youtube.com/watch?v=cKLIivrA3g0
Was looking at Unstable Planet - kill all Naalu's infantry, Parley, and Kill Trade Minister before I retreated back from my dumb over-extension
I'll post a status update sometime later today.
The Naalu Collective: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 4 --> 7)
Refresh commodities for all players. (Naalu C 0 --> 3; Winnu C 0 --> 3; Jol-Nar C 0 --> 4; Creuss C 0 --> 4; Nekro C 0 --> 3; Sol C 0 --> 4)
Naalu gains 5 Trade Goods via Minister of Commerce. (TG 7 --> 12)
Winnu performs a transaction, giving 1 Commodity to Naalu. (Winnu C 3 --> 2; Naalu TG 11 --> 13)
Jol-Nar performs a transaction, giving 4 Commodities to Naalu in exchange for 3 Commodities. (Jol-Nar C 4 --> 0, TG 5 --> 8; Naalu C 3 --> 0, TG 13 --> 17)
Creuss performs a transaction, giving 1 Commodity to Naalu. (Creuss C 4 --> 3; Naalu TG 17 --> 18)
Sol performs a transaction, giving 1 Commodity to Naalu. (Sol C 4 --> 3; Naalu TG 18 --> 19)
Universities of Jol-Nar: Activate the Saudor system. (TP 3 --> 2)
Move in 1 Dreadnought and 1 Infantry from Jord.
During space combat, Jol-Nar suffers no losses while Sol loses 1 Destroyer; combat resolves in favor of Jol-Nar.
Bombardment destroys 1 Sol Infantry on Saudor.
Land 1 Infantry on Saudor.
The Winnu: Perform a transaction, giving 2 Commodities and 1 Trade Good to Creuss in exchange for 3 Commodities. (Winnu C 2 --> 0, TG 8 --> 10; Creuss C 3 --> 0, TG 5 --> 8)
Play Action Card "Repeal Law" (AC 3 --> 2), removing Law "Executive Sanctions" from play.
Current Map: Round 5, Action Phase Update 1
Current Technologies
Victory Points and Objectives
The Naalu Collective: 3 VP
Universities of Jol-Nar: 2 VP
The Winnu: 2 VP
The Ghosts of Creuss: 1 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, Jol-Nar, Winnu, Naalu
Erect a Monument (1 VP): Spend 8 resources.: Naalu, Creuss
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.
Unify the Colonies (2 VP): Control 6 planets that each have the same planet trait.
Lead from the Front (1 VP): Spend a total of 3 tokens from your Tactic and/or Strategy pools.
4 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.
Winnu Support for the Throne (1 VP): Held by Naalu (Round 4).
Naalu Support for the Throne (1 VP): Held by Winnu (Round 4).
The Winnu (discrider)
Trade Goods: 10
Action Cards: 2
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 2
Promissory Notes: Naalu Ceasefire, Jol-Nar Research Agreement, Naalu Support for the Throne (Trade Agreement, Acquiescence)
Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, Duranium Armor, 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) SPEAKER
Trade Goods: 8
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 1
Promissory Notes: Creuss Ceasefire, Winnu Political Secret (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Duranium Armor, Dreadnought II, Carrier II
Worlds:
R - Jol (1R, 2I)
R - Nar (2R, 3I)
R - Jord (4R, 2I)
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 - Saudor (Industrial, 2R, 2I)
R - 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: 8
Action Cards: 3
Tactic Pool: 1
Fleet Pool: 2
Strategy Pool: 1
Promissory Notes: (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:
- 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: 5
Action Cards: 1
Tactic Pool: 2
Fleet Pool: 5
Strategy Pool: 2
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 - Tequ'ran (Hazardous, 2R, 0I)
R - 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)
Trade Goods: 4
Action Cards: 3
Tactic Pool: 2
Fleet Pool: 2
Strategy Pool: 2
Promissory Notes: (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Antimass Deflectors, Gravity Drive, Neural Motivator, Dacxive Animators, Advanced Carrier II, Fighter II
Worlds:
R - Mecatol Rex (1R, 6I)
R - Coorneeq (Cultural, 1R, 2I)
R - Mehar Xull (Hazardous, 1R, 3I, R)
R - Resculon (Cultural, 2R, 0I)
R - Wellon (Industrial, 1R, 2I, Y)
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: 19
Action Cards: 3
Tactic Pool: 3
Fleet Pool: 4
Strategy Pool: 4
Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne (Political Secret, Gift of Prescience)
Technology: Neural Motivator, Hyper Metabolism, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Hybrid Crystal Fighter II, Carrier II, Infantry 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:
- 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.
Ongoing Game Effects
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
The Naalu Collective (38thDoe) - (0) Trade
Universities of Jol-Nar (Ketar) - (1) Leadership
The Winnu (discrider) - (3) Politics
Nekro Virus (Phyphor) - (6) Warfare Current Player
The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
Federation of Sol (MrBody) - (8) Imperial
Action still on @Phyphor.
Move 1 carrier from homeworld with 3 inf. Land all
@A Half Eaten Oreo
Sure.
Play Tech
Exhaus Creuss and Vefut 2 for 6R
Research Graviton Laser System and Antimass Deflectors
@38thDoe @Ketar @discrider @Phyphor @MrBody for secondary.
Leaning towards Assault Cannon and E-res Siphons, but not sure yet.
exhaust 1TG starpoint New albion
2/4/0
confirm
Exhaust Wellon, Corneeq, and Resculon
Research Hypermetabolism
2/2/1
3/6/1
Exhaust Meer, Thibah, Zohbat and research War Suns.
2/4/1
Also spend this note gaining Assault Cannon, because seems good.