I knew something looked wrong. For some reason, I keep forgetting to save my files, and then my computer shuts down instead of going to sleep, and progress gets lost...
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KetarCome on upstairswe're having a partyRegistered Userregular
I knew something looked wrong. For some reason, I keep forgetting to save my files, and then my computer shuts down instead of going to sleep, and progress gets lost...
Just for clarity, I'm going to infer that you're moving the carrier from Wellon based on context, rather than the one already stationed in Coorneeq-Resculon.
Just for clarity, I'm going to infer that you're moving the carrier from Wellon based on context, rather than the one already stationed in Coorneeq-Resculon.
Whoops, yes. Corrected
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Activate Rock Block move in with Flagship Carrier 6 fighters and one infantry from Druaa
The Ghosts of Creuss: Activate the Tar'mann system. (TP 1 --> 0)
Move in 2 Dreadnoughts, 1 Fighter, and 1 Infantry from Creuss.
Land 1 Infantry on Tar'mann. Federation of Sol: Activate the Sol Home System. (TP 2 --> 1)
Move in 1 Carrier from Wellon, loading 1 Infantry from Coorneeq-Resculon space.
Land 1 Infantry on Jord. The Naalu Collective: Activate Asteroid Field system "Rock Block". (TP 2 --> 1)
Move in Flagship "Matriarch", 1 Carrier, 6 Fighters, and 1 Infantry from Druaa. Universities of Jol-Nar: Activate the Dal Bootha-Xxehan system. (TP 1 --> 0)
Move in 3 Destroyers from the Jol-Nar Home System.
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.
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: 0
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) 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 - 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.
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 - Tar'mann (Industrial, 1R, 1I, G) 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: 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, Hyper Metabolism, Advanced Carrier II, Fighter II
Worlds: X - Jord (4R, 2I) 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.
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) PoliticsCurrent Player Nekro Virus (Phyphor) - (6) Warfare The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology Federation of Sol (MrBody) - (8) Imperial
I hate my hand.
Phyphor how much would you pay for me to move a Destroyer to that warp point next to Ketar in the hopes of getting war Suns?
Otherwise I have to hit you with an AC.
Or do nothing and activate like Jord
Hmm. I dunno. I can't reach it this turn, it's technically in the way until I get light/wave, I still have to activate it myself and it could be removed before I can get to it. So probably not much right now for you to just move it there
I would guess that you have plague or insubordination? Plague's probably better sent to MR. Insubordination is annoying, but I can eat it
Okay. Play Insubordination
Action: Remove 1 token from another player's tactic pool and return it to his reinforcements.
On Phyphor because Ketar has no tactic counters @Phyphor for response
Playing and building a war Sun and stuff but that's too much math for 5 seconds
3+2+1|6 +1 => war sun + 2 GF on Winnu
6 TG left
Exhaust Winnu and switched Mellon (2R)
2/4/0
Sorry I'm actually not 100% sure I have this card still, but I'm pretty sure I didn't discard it. Unexpected Action
Action: Remove 1 of your command tokens from the game board and return it to your reinforcements.
Targeting Tar'Mann
Clearly about to clean out victory road N
(I had to look at the map to see where Tarmann was you see, so I'm apparently obligated to find the worst move and then post it)
Posts
This is the way.
Move both dreadnaught from Creuss with 1 infantry, and 1 fighter. Land infantry on planet.
@Ketar could react.
Else it's on @MrBody
Move carrier from Wellon (leave behind fighter) through Coorneeq, pick up infantry on flagship. Land infantry on Jord
1/2/1
Whoops, yes. Corrected
@discrider
The Ghosts of Creuss: Activate the Tar'mann system. (TP 1 --> 0)
Move in 2 Dreadnoughts, 1 Fighter, and 1 Infantry from Creuss.
Land 1 Infantry on Tar'mann.
Federation of Sol: Activate the Sol Home System. (TP 2 --> 1)
Move in 1 Carrier from Wellon, loading 1 Infantry from Coorneeq-Resculon space.
Land 1 Infantry on Jord.
The Naalu Collective: Activate Asteroid Field system "Rock Block". (TP 2 --> 1)
Move in Flagship "Matriarch", 1 Carrier, 6 Fighters, and 1 Infantry from Druaa.
Universities of Jol-Nar: Activate the Dal Bootha-Xxehan system. (TP 1 --> 0)
Move in 3 Destroyers from the Jol-Nar Home System.
Current Map: Round 5, Action Phase Update 4
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: 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)
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:
- 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: 8
Action Cards: 3
Tactic Pool: 0
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)
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 - 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: 11
Action Cards: 3
Tactic Pool: 0
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 - Tar'mann (Industrial, 1R, 1I, G)
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: 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:
- 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: 5
Action Cards: 3
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, Hyper Metabolism, Advanced Carrier II, Fighter II
Worlds:
X - Jord (4R, 2I)
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: 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
Trade Goods: 14
Action Cards: 3
Tactic Pool: 1
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:
- 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 Current Player
Nekro Virus (Phyphor) - (6) Warfare
The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
Federation of Sol (MrBody) - (8) Imperial
@Phyphor how much would you pay for me to move a Destroyer to that warp point next to Ketar in the hopes of getting war Suns?
Otherwise I have to hit you with an AC.
Or do nothing and activate like Jord
Hmm. I dunno. I can't reach it this turn, it's technically in the way until I get light/wave, I still have to activate it myself and it could be removed before I can get to it. So probably not much right now for you to just move it there
I would guess that you have plague or insubordination? Plague's probably better sent to MR. Insubordination is annoying, but I can eat it
Play Insubordination
Action: Remove 1 token from another player's tactic pool and return it to his reinforcements.
On Phyphor because Ketar has no tactic counters
@Phyphor for response
Warfare. Remove token from Bereg. 2/6/0
@38thDoe @discrider @A Half Eaten Oreo
Sol & Jol-Nar are ineligible
3+2+1|6 +1 => war sun + 2 GF on Winnu
6 TG left
Exhaust Winnu and switched Mellon (2R)
2/4/0
Quann 2+1(ST)=3
Build 4 fighters and 1 infantry.
@MrBody
Oh wait, no dock on Jord.
Action would be on @A Half Eaten Oreo then
@A Half Eaten Oreo
Action is on @A Half Eaten Oreo.
Unexpected Action
Action: Remove 1 of your command tokens from the game board and return it to your reinforcements.
Targeting Tar'Mann
Technically people can sabotage. Then on @MrBody
(I had to look at the map to see where Tarmann was you see, so I'm apparently obligated to find the worst move and then post it)
I got really confused for a minute trying to figure out how a single dread took a fighter and a ground unit there.
Move in carrier + 4 fighters + 2 infantry from Coorneeq
0/2/1
Combat Round 1
Sol has 1 Advanced Carrier II and 4 Fighter IIs (transporting 2 Infantry).
Jol-Nar has 1 Dreadnought II. -1 to hit for Fragile.
Geth roll 1d10t9+4td10t8 for Sol
Geth roll 1d10t6 for Jol-Nar