Twilight Imperium - Game 6: Round 6 - Action Phase

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  • MrBlarneyMrBlarney Registered User regular
    Round 5 - Invasion of Lodor

    Pre-Combat Effects

    Jol-Nar has 2 Dreadnought IIs for bombardment. +1 die roll for Plasma Scoring.

    Geth roll 3d10t5 for Jol-Nar Bombardment

    Jol-Nar Bombardment:
    3d10t5 2 [3d10t5=3, 7, 9]

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  • MrBlarneyMrBlarney Registered User regular
    Two Nekro Infantry are destroyed.

    @Ketar, anything else you want to do with your action?

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited November 2020
    Land all infantry on Lodor and that should be it.

    (All 3 infantry should be destroyed thanks to X-89)

    Ketar on
  • MrBlarneyMrBlarney Registered User regular
    Yep, yep. X-89 Bacterial Weapon is definitely a thing now.

    Action on @discrider.

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  • discriderdiscrider Registered User regular
    edited November 2020
    Play Politics
    Take the speaker token
    @MrBlarney

    @Ketar @38thDoe @Phyphor @A Half Eaten Oreo @MrBody to play on the secondary


    Am open to flying a ship into a Nekro fleet when I can, but not sure what I need yet.
    Probably looking at the Warfare timing.

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Can I have the speaker token instead?

  • discriderdiscrider Registered User regular
    edited November 2020
    What would you want it for though?
    I'm looking at Tech

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited November 2020
    To not be last. You can have whatever you want. And I'll break ties at your choosing.

    38thDoe on
  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Play

  • discriderdiscrider Registered User regular
    :/
    I don't know.
    5TG @38thDoe ?

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Oof I should get my ceasefire back reading gougery like that!

    Its essentially your speaker but I get to pick one you don't want. 1 TG seems fair for that? On my honor as a mermaid. In space.

  • discriderdiscrider Registered User regular
    edited November 2020
    I don't know.
    It puts me first in Agenda phase.

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  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    I don't think i have a token, so pass.

  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    discrider wrote: »
    I don't know.
    It puts me first in Agenda phase.

    Right but with a trade good you could just give in to the trade goodiness

  • discriderdiscrider Registered User regular
    38thDoe wrote: »
    discrider wrote: »
    I don't know.
    It puts me first in Agenda phase.

    Right but with a trade good you could just give in to the trade goodiness

    Giving into trade goodiness is 5 TG and I take my VP at the end of the round and stop thinking about it.
    Less than that and I need to get out my calculator and my brain and figure out what I actually want TG for

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  • discriderdiscrider Registered User regular
    Looking at it, 3 TG seems fair for making my votes worthless @38thDoe

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    compromise on 2?

  • MrBlarneyMrBlarney Registered User regular
    @discrider to make a decision on dealmaking and where to assign the speaker token. Cards will be handed out once that's been resolved; @MrBody and @A Half Eaten Oreo to decide whether to play or to pass on the secondary.

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  • MrBodyMrBody Registered User regular
    edited November 2020
    pass

    MrBody on
  • discriderdiscrider Registered User regular
    38thDoe wrote: »
    compromise on 2?

    Nah.
    ,Propose 3 TG for speaker
    Two doesn't seem enough to help me, and I can't see how the Naalu can spend all the TG on fighters either.

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  • MrBodyMrBody Registered User regular
    edited November 2020
    edit

    MrBody on
  • discriderdiscrider Registered User regular
    @38thDoe to decide on the trade and be bemused at MrBody's surreptitious edit

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited November 2020
    Okay but I’ll break ties in what I presume is the mermaids best interests.

    38thDoe on
    discrider
  • MrBlarneyMrBlarney Registered User regular
    Don't forget to bold and color your actions to set them as official.

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  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Wanted to make sure @discrider is okay with the changes.

  • discriderdiscrider Registered User regular
    This is fine

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  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Pass

  • MrBlarneyMrBlarney Registered User regular
    Winnu has returned both of the drawn Agenda cards to the top of the deck. All action card draws have been sent out.

    Action is now on @Phyphor.

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Let's begin with... Negotiation

    @38thDoe I have 2 commodities burning a hole in my pocket. Trade for your racial note?

  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited November 2020
    Oh come on, you can do better than that.

    I mean, I know I can :P

    Ketar on
  • 38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Sorry there is a lot going on right now in my life. @Phyphor that sounds good, we can trade on my last turn unless I get a better offer? Fair?

  • MrBlarneyMrBlarney Registered User regular
    @Phyphor, got a decision on your action?

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  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited November 2020
    Sure. Let's go the direct way

    Activate Bereg/Lirta IV
    Move in everything from tequ'ran

    No bombard
    Drop 1 on lirta IV
    Drop 4 on bereg

    Take plasma scoring and spawn an infantry after the battle

    Phyphor on
  • KetarKetar Come on upstairs we're having a partyRegistered User regular
    lol

    @A Half Eaten Oreo for any response to Nekro's invasion.

  • A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Ketar wrote: »
    lol

    @A Half Eaten Oreo for any response to Nekro's invasion.

    The one infantry in Bereg will try to replicate our past heroics against the virus. Lirta IV isn't mine.

  • PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    The AC to stop an invasion is in the discard so that can't do anything

  • MrBlarneyMrBlarney Registered User regular
    I'm gonna assume by "move in everything from Tequ'ran" you also mean the Infantry on both Tequ'ran and Torkan. It's a little ambiguous when you refer to non-home systems with multiple planets by only one of them.

    Round 5 - Invasion of Bereg

    Nekro has 4 Infantry.
    Creuss has 1 Infantry.

    Geth roll 4d10t8 for Nekro
    Geth roll 1d10t8 for Creuss

    Nekro:
    4d10t8 1 [4d10t8=7, 10, 5, 6]
    Creuss:
    1d10t8 0 [1d10t8=2]

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  • MrBlarneyMrBlarney Registered User regular
    Nekro scores 1 hit, destroying 1 Creuss Infantry.
    Nekro uses Technololgical Singularity to gain Plasma Scoring.
    Ground combat ends in favor of Nekro.
    Nekro uses Dacxive Animators to gain 1 Infantry on Bereg.

    Action is on @A Half Eaten Oreo; status update will be posted in a few minutes.

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  • MrBlarneyMrBlarney Registered User regular
    edited December 2020
    Round 5: Action Phase Update 3

    Universities of Jol-Nar: Activate the Lodor system. (TP 2 --> 1)
    Move in 2 Dreadnoughts, 1 Cruiser, 1 Carrier, 4 Fighters, and 2 Infantry from Dal Bootha.
    At the start of space combat, Jol-Nar's Assault Cannon destroys 1 Nekro Carrier; combat resolves in favor of Jol-Nar.
    Bombardment of Lodor destroys 2 Nekro Infantry; X-89 Bacterial Weapon destroys 1 Nekro Infantry.
    Land 2 Infantry on Lodor.
    The Winnu: Perform a transaction, receiving 3 Trade Goods from Naalu. (Winnu TG 10 --> 13; Naalu TG 17 --> 14)
    Play the primary ability of the (3) Politics Strategy Card, giving the Speaker Token to Naalu and drawing 2 Action Cards. (AC 2 --> 4)
    Draw the top two cards of the Agenda Deck, returning both to the top.
    Nekro plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 1 --> 3)
    Nekro Virus: Activate the Bereg-Lirta IV system. (TP 3 --> 2)
    Move in Flagship "Alastor", 1 Dreadnought, 1 Destroyer, 2 Carriers, 2 Fighters, and 11 Infantry from Tequ'ran-Torkan.
    Land 4 Infantry on Bereg and 1 Infantry on Lirta IV.
    During invasion combat on Bereg, Nekro suffers no losses while Creuss loses 1 Infantry; combat resolves in favor of Nekro.
    Use Technololgical Singularity to gain Plasma Scoring and Dacxive Animators to gain 1 Infantry on Bereg.

    Current Map: Round 5, Action Phase Update 3

    Current Technologies

    Victory Points and Objectives
    Federation of Sol: 6 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: 3 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).
    Imperial Primary (1 VP): Gained by Sol in Round 5.

    The Winnu (discrider)
    Commodities: 0 / 3
    Trade Goods: 13
    Action Cards: 4

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

    Promissory Notes: Naalu Ceasefire, Naalu Support for the Throne (Trade Agreement, Acquiescence)
    Technology: Sarween Tools, Graviton Laser System, Hegemonic Trade Policy, Plasma Scoring, Duranium Armor, Assault Cannon, PDS II, War Sun

    Worlds:
    R - Winnu (3R, 4I)
    R - Arinam (Industrial, 1R, 2I)
    X - Meer (Hazardous, 0R, 4I, R)
    R - Mellon (Cultural, 0R, 2I)
    X - Thibah (Industrial, 1R, 1I, B)
    X - 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: 8
    Action Cards: 3

    Tactic Pool: 1
    Fleet Pool: 4
    Strategy Pool: 0

    Promissory Notes: Creuss Ceasefire, Winnu Political Secret (Ceasefire, Trade Agreement, Political Secret, Support for the Throne, Research Agreement)
    Technology: Neural Motivator, Hyper Metabolism, X-89 Bacterial Weapon, Antimass Deflectors, Gravity Drive, Light/Wave Deflector, Sarween Tools, E-Res Siphons, Plasma Scoring, Duranium Armor, Assault Cannon, Dreadnought II, Carrier II

    Worlds:
    R - Jol (1R, 2I)
    R - Nar (2R, 3I)
    X - Jord (4R, 2I)
    R - Arnor (Industrial, 2R, 1I)
    R - Dal Bootha (Cultural, 0R, 2I)
    X - 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: 11
    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, Antimass Deflectors, Sarween Tools, Graviton Laser System, Plasma Scoring, Dimensional Splicer, PDS II

    Worlds:
    X - Creuss (4R, 2I)
    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: 2 / 3
    Trade Goods: 5
    Action Cards: 3

    Tactic Pool: 2
    Fleet Pool: 6
    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, Plasma Scoring, Advanced Carrier II via Valefar Assimilator X (Valefor Assimilator Y), Dreadnought II

    Worlds:
    X - Mordai II (4R, 0I)
    X - Bereg (Hazardous, 3R, 1I)
    R - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)
    X - Lirta IV (Hazardous, 2R, 3I)
    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: 0 / 4
    Trade Goods: 5
    Action Cards: 3

    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, Hyper Metabolism, Advanced Carrier II, Fighter II

    Worlds:
    R - Mecatol Rex (1R, 6I)
    X - Coorneeq (Cultural, 1R, 2I)
    R - Mehar Xull (Hazardous, 1R, 3I, R)
    X - Resculon (Cultural, 2R, 0I)
    X - 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.

    The Naalu Collective (38thDoe) SPEAKER
    Commodities: 0 / 3
    Trade Goods: 14
    Action Cards: 3

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

    Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne (Political Secret, Gift of Prescience)
    Technology: Neural Motivator, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Hybrid Crystal Fighter II, Carrier II, Infantry II

    Worlds:
    R - Maaluuk (0R, 2I)
    R - Druaa (3R, 1I)
    X - New Albion (Industrial, 1R, 1I, G)
    R - Quann (Cultural, 2R, 1I)
    R - Qucen'n (Industrial, 1R, 2I)
    R - Rarron (Cultural, 0R, 3I)
    X - 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
    The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology Current Player
    Federation of Sol (MrBody) - (8) Imperial

    MrBlarney on
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