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Twilight Imperium - Game 6: Round 9 - Game Over!

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    38thDoe wrote: Β»
    Phyphor wrote: Β»
    38thDoe straight racial trade?

    Sure.

    Done

    Activate arnor-lor. Bring in everything from bereg/lirta and a destroyer from the homeworld. I won't be playing any action cards


    @Ketar

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    MrBodyMrBody Registered User regular
    Phyphor wrote: Β»
    to split and unify my fleet atomically.

    o_O

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    discriderdiscrider Registered User regular
    Phyphor wrote: Β»
    given my homeworld is adjacent to both wormholes and has to deal with the jol nar fleet I'd rather not have a war sun show up all of a sudden

    :?

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    discriderdiscrider Registered User regular
    Frankly MrBody sabotaged my surprise war Sun plans last turn.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Phyphor wrote: Β»
    38thDoe wrote: Β»
    Phyphor wrote: Β»
    38thDoe straight racial trade?

    Sure.

    Done

    Activate arnor-lor. Bring in everything from bereg/lirta and a destroyer from the homeworld. I won't be playing any action cards


    @Ketar

    No response/action cards. +4TG please, MrBlarney.

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    MrBlarneyMrBlarney Registered User regular
    Round 5 - Battle at Arnor-Lor

    Combat Round 1

    Nekro has 1 Dreadnought II, 1 Destroyer, 1 Advanced Carrier II, and 2 Fighters (with 4 Infantry loaded).
    Jol-Nar has 1 Cruiser. -1 to hit due to Fragile.

    Geth roll 1d10t5+1d10t9+1d10t9+2d10t9 for Nekro
    Geth roll 1d10t8 for Jol-Nar

    Nekro:
    1d10t5+1d10t9+1d10t9+2d10t9 2 [1d10t5=10] [1d10t9=3] [1d10t9=6] [2d10t9=9, 4]
    Jol-Nar:
    1d10t8 0 [1d10t8=4]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Nekro scores 2 hits, destroying the Jol-Nar Cruiser.
    Combat resolves in favor of Nekro.

    @Phyphor, your action continues.

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Steal assault cannon
    Drop 3 on arnor, 1 on lor

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    MrBlarneyMrBlarney Registered User regular
    Battle at Arnor

    Combat Round 1

    Nekro has 3 Infantry.
    Jol-Nar has 1 Infantry. -1 to hit due to Fragile.

    Geth roll 3d10t8 for Nekro
    Geth roll 1d10t9 for Jol-Nar

    Nekro:
    3d10t8 1 [3d10t8=4, 9, 3]
    Jol-Nar:
    1d10t9 0 [1d10t9=6]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Nekro scores 3 hits, 1 Jol-Nar Infantry destroyed.
    Combat resolves in favor of Nekro.

    @Phyphor to make final decisions for abilities, and then the action will be on Ketar.

    I'll post a game status update tonight once I have more time to update things.

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Steal hyper metabolism
    Spawn an infantry

    Also fyi @MrBlarney your status vp text is wrong, naalu and jol nar didnt trade supports, winnu did. Numbers are right though

    @Ketar

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    MrBlarneyMrBlarney Registered User regular
    edited February 2021
    Round 5: Action Phase Update 7

    Federation of Sol: Pass turn.
    Universities of Jol-Nar: Play the primary ability of the (1) Leadership Strategy Card, exhausting Jol (2I), Nar (3I), Arnor (1I), Lor (2I), and 4 Trade Goods (TG 16 --> 12) to allocate 2 command counters to Tactic Pool, 3 counters to Fleet Pool, and 2 counters to Strategy Pool. (TP 0 --> 2, FP 4 --> 7, SP 0 --> 2)
    Creuss plays on the secondary, exhausting 9 Trade Goods (TG 11 --> 2) to allocate 2 counters to Tactic Pool and 1 counter to Strategy Pool. (TP 0 --> 2, SP 1 --> 2)
    Nekro plays on the secondary, exhausting Centauri (3I) and Torkan (3I) to allocate 2 counters to Tactic Pool. (TP 1 --> 3)
    Sol plays on the secondary, exhausting Mecatol Rex (6I) and Mehar Xull (3I) to allocate 2 counters to Tactic Pool and 1 counter to Strategy Pool. (TP 0 --> 2, SP 1 --> 2)
    Naalu plays on the secondary, exhausting Maaluuk (2I), Druaa (1I), Qucen'n (2I), Rarron (3I), and 1 Trade Good (TG 14 --> 13) to allocate 2 counters to Tactic Pool and 1 counter to Strategy Pool. (TP 1 --> 3, SP 1 --> 2)
    Winnu plays on the secondary, exhausting Arinam (2I) and 1 Trade Good (TG 6 --> 5) to allocate 1 counter to Fleet Pool. (FP 4 --> 5)
    The Winnu: Activate the Arinam-Meer system. (TP 1 --> 0)
    Move in 1 War Sun, 2 Fighters, and 4 Infantry from the Winnu Home System and 2 Dreadnoughts, 1 Carrier, 2 Fighters, and 3 Infantry from Mellon-Zohbat.
    Land 4 Infantry on Arinam and 3 Infantry on Meer.
    Nekro Virus: Perform transaction, giving 2 Commodities to Creuss in exchange for their racial promissory note, Creuss IFF. (Nekro C 2 --> 0, Creuss TG 2 --> 4)
    Perform transaction, giving racial promissory note Antivirus to Naalu in exchange for their racial promissory note, Gift of Prescience.
    Activate the Arnor-Lor system. (TP 3 --> 2)
    Jol-Nar gains 4 Trade Goods via E-Res Siphons. (TG 12 --> 16)
    Move in 1 Dreadnought, 1 Carrier, 2 Fighters, and 4 Infantry from Bereg-Lirta IV and 1 Destroyer from the Nekro Home System.
    During space combat, Nekro suffers no losses while Jol-Nar loses 1 Cruiser; combat resolves in favor of Nekro.
    Use Technololgical Singularity to gain Assault Cannon.
    Land 3 Infantry on Arnor and 1 Infantry on Lor.
    During invasion combat on Arnor, Nekro suffers no losses while Jol-Nar loses 1 Infantry; combat resolves in favor of Nekro.
    Use Technololgical Singularity to gain Hyper Metabolism and Dacxive Animators to gain 1 Infantry on Arnor.

    Current Map: Round 5, Action Phase Update 7

    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: 5
    Action Cards: 2

    Tactic Pool: 0
    Fleet Pool: 5
    Strategy Pool: 0

    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:
    X - Winnu (3R, 4I)
    X - Arinam (Industrial, 1R, 2I)
    X - Meer (Hazardous, 0R, 4I, R)
    X - 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: 16
    Action Cards: 1

    Tactic Pool: 2
    Fleet Pool: 7
    Strategy Pool: 2

    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:
    X - Jol (1R, 2I)
    X - Nar (2R, 3I)
    X - Lodor (Cultural, 3R, 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: 4
    Action Cards: 2

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

    Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne)
    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: 0 / 3
    Trade Goods: 5
    Action Cards: 3

    Tactic Pool: 2
    Fleet Pool: 6
    Strategy Pool: 0

    Promissory Notes: Naalu Trade Agreement, Creuss Creuss IFF, Naalu Gift of Prescience (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Dacxive Animators, Hyper Metabolism, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Assault Cannon, Advanced Carrier II via Valefar Assimilator X (Valefor Assimilator Y), Dreadnought II

    Worlds:
    X - Mordai II (4R, 0I)
    X - Arnor (Industrial, 2R, 1I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    X - Dal Bootha (Cultural, 0R, 2I)
    R - Gral (Industrial, 1R, 1I, B)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Lor (Industrial, 1R, 2I)
    R - Tequ'ran (Hazardous, 2R, 0I)
    X - Torkan (Cultural, 0R, 3I)
    X - Xxehan (Cultural, 1R, 1I)

    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: 2

    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, Hyper Metabolism, Advanced Carrier II, Fighter II

    Worlds:
    X - Jord (4R, 2I)
    X - Mecatol Rex (1R, 6I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Mehar Xull (Hazardous, 1R, 3I, R)
    X - Resculon (Cultural, 2R, 0I)
    X - Saudor (Industrial, 2R, 2I)
    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: 13
    Action Cards: 3

    Tactic Pool: 3
    Fleet Pool: 4
    Strategy Pool: 2

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

    Worlds:
    X - Maaluuk (0R, 2I)
    X - Druaa (3R, 1I)
    X - New Albion (Industrial, 1R, 1I, G)
    X - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - 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 PASSED
    Universities of Jol-Nar (Ketar) - (1) Leadership Current Player
    The Winnu (discrider) - (3) Politics
    Nekro Virus (Phyphor) - (6) Warfare
    The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology PASSED
    Federation of Sol (MrBody) - (8) Imperial PASSED

    MrBlarney on
    4463rwiq7r47.png
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Ah well. I did want out, but I wanted to go out with a bit more of a bang. C'est la vie.

    Pass

    @discrider

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    discriderdiscrider Registered User regular
    Pass

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    discriderdiscrider Registered User regular
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    MrBodyMrBody Registered User regular
    So long, and thanks for all the Jol-nar!

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Actvate homeworld. Build 2 destroyers, 4 infantry. Exhaust tequran and gral for 3 + tools

    Then, pass

    @MrBlarney

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    MrBlarneyMrBlarney Registered User regular
    edited February 2021
    Round 5: Start of Status Phase

    Universities of Jol-Nar: Pass turn.
    The Winnu: Pass turn.
    Nekro Virus: Activate the Nekro Home System (TP 2 --> 1)
    Exhaust Tequ'ran (2R), Gral (1R), +1R from Sarween Tools to build 2 Destroyers (2R) and 4 Infantry (2R) at Mordai II.
    Nekro Virus: Pass turn.

    Current Map: Round 5, Start of Status Phase

    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: 5
    Action Cards: 2

    Tactic Pool: 0
    Fleet Pool: 5
    Strategy Pool: 0

    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:
    X - Winnu (3R, 4I)
    X - Arinam (Industrial, 1R, 2I)
    X - Meer (Hazardous, 0R, 4I, R)
    X - 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: 16
    Action Cards: 1

    Tactic Pool: 2
    Fleet Pool: 7
    Strategy Pool: 2

    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:
    X - Jol (1R, 2I)
    X - Nar (2R, 3I)
    X - Lodor (Cultural, 3R, 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: 4
    Action Cards: 2

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

    Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne)
    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: 0 / 3
    Trade Goods: 5
    Action Cards: 3

    Tactic Pool: 1
    Fleet Pool: 6
    Strategy Pool: 0

    Promissory Notes: Naalu Trade Agreement, Creuss Creuss IFF, Naalu Gift of Prescience (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
    Technology: Dacxive Animators, Hyper Metabolism, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Assault Cannon, Advanced Carrier II via Valefar Assimilator X (Valefor Assimilator Y), Dreadnought II

    Worlds:
    X - Mordai II (4R, 0I)
    X - Arnor (Industrial, 2R, 1I)
    X - Bereg (Hazardous, 3R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    X - Dal Bootha (Cultural, 0R, 2I)
    X - Gral (Industrial, 1R, 1I, B)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Lor (Industrial, 1R, 2I)
    X - Tequ'ran (Hazardous, 2R, 0I)
    X - Torkan (Cultural, 0R, 3I)
    X - Xxehan (Cultural, 1R, 1I)

    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: 2

    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, Hyper Metabolism, Advanced Carrier II, Fighter II

    Worlds:
    X - Jord (4R, 2I)
    X - Mecatol Rex (1R, 6I)
    X - Coorneeq (Cultural, 1R, 2I)
    X - Mehar Xull (Hazardous, 1R, 3I, R)
    X - Resculon (Cultural, 2R, 0I)
    X - Saudor (Industrial, 2R, 2I)
    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: 13
    Action Cards: 3

    Tactic Pool: 3
    Fleet Pool: 4
    Strategy Pool: 2

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

    Worlds:
    X - Maaluuk (0R, 2I)
    X - Druaa (3R, 1I)
    X - New Albion (Industrial, 1R, 1I, G)
    X - Quann (Cultural, 2R, 1I)
    X - Qucen'n (Industrial, 1R, 2I)
    X - 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
    Federation of Sol (MrBody) - (8) Imperial

    Each player may now claim up to one Public Objective and one Secret Objective

    MrBlarney on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Claim Corner the Market

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    discriderdiscrider Registered User regular
    Claim Negotiate Trade Markets with my remaining TG :(

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Why be sad when you'll be rolling in MR / imperial points next turn?

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Claim Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.

    38thDoE on steam
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    MrBlarneyMrBlarney Registered User regular
    Waiting on objectives claims from @Ketar, @A Half Eaten Oreo, and @MrBody.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    No objectives.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Claim Diversify Research

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    MrBodyMrBody Registered User regular
    Claim Lead from the Front. -2 tac, -1 strat

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    MrBlarneyMrBlarney Registered User regular
    The top card of the public objective deck is drawn:
    Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
    3 Stage II Objectives remain in the deck.

    Each player draws action cards and gains command counters for allocation:
    The Naalu Collective: 2 Action Cards; 3 Command Counters
    Universities of Jol-Nar: 2 Action Cards; 3 Command Counters
    The Winnu: 1 Action Card; 2 Command Counters
    Nekro Virus: 1 Action Card; 3 Command Counters
    The Ghosts of Creuss: 1 Action Card; 2 Command Counters
    Federation of Sol: 2 Action Cards; 4 Command Counters

    After Creuss's Action Card draw, the deck is depleted; the Action Card discard pile is shuffled to create a new deck for Sol's draws.

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    MrBodyMrBody Registered User regular
    +2 tac, +2 strat

    Should be 2/2/3

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    2/6/2

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Β―\_(ツ)_/Β―

    4/7/3

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    MrBlarneyMrBlarney Registered User regular
    @38thDoe, @discrider, and @A Half Eaten Oreo to perform command counter allocations.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    3/2/3

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    discriderdiscrider Registered User regular
    Phyphor wrote: Β»
    Why be sad when you'll be rolling in MR / imperial points next turn?

    That seems a bit presumptuous to us at this point.

    And I guess 2/4/1

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    4/4/4

    38thDoE on steam
    πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€πŸ¦‘πŸ¦€
    
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    MrBlarneyMrBlarney Registered User regular
    edited January 2021
    Round 5: Start of Agenda Phase

    Score Objectives
    The Naalu Collective: Spend 5 Trade Goods (TG 13 --> 8) to claim public objective "Negotiate Trade Routes". (VP 3 --> 4)
    The Winnu: Spend 5 Trade Goods (TG 5 --> 0) to claim public objective "Negotiate Trade Routes". (VP 2 --> 3)
    Nekro Virus: Claim public objective "Corner the Market" (VP 0 --> 1)
    The Ghosts of Creuss: Claim public objective "Diversify Research". (VP 1 --> 2)
    Federation of Sol: Spend 2 command counters from Tactic Pool and 1 counter from Strategy Pool (TP 2 --> 0, SP 2 --> 1) to claim public objective "Lead From the Front". (VP 6 --> 7)
    Reveal Public Objective
    Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
    3 Stage II Objectives remain in the deck.
    Gain Action Cards and Command Tokens; Redistribute Command Areas
    The Naalu Collective: AC 3 --> 5; TP 3 --> 4, SP 2 --> 4
    Universities of Jol-Nar: AC 1 --> 3; TP 2 --> 4, SP 2 --> 3
    The Winnu: AC 2 --> 3; TP 0 --> 2, FP 5 --> 4, SP 0 --> 1
    Nekro Virus: AC 3 --> 4; TP 1 --> 2, SP 0 --> 2
    The Ghosts of Creuss: AC 2 -->3; TP 2 --> 3, SP 2 --> 3
    The Action Card deck has been depleted; the discards have been shuffled to generate a new deck.
    Federation of Sol: AC 2 --> 4; TP 0 --> 2, SP 1 --> 3
    At the end of the Status Phase, Sol gains one Infantry on Flagship Genesis.



    The first Agenda of the Agenda Phase is drawn from the top of the deck:

    Colonial Redistribution (Directive)
    Elect Non-Home Planet Other Than Mecatol Rex: Destroy each unit on the elected planet. Then, the player who controls that planet chooses 1 player with the fewest victory points; that player may place 1 infantry from his reinforcements on the elected planet.

    Voting Order
    The Winnu (discrider): Up to 14 votes
    Universities of Jol-Nar (Ketar): Up to 6 votes
    The Ghosts of Creuss (A Half Eaten Oreo): Up to 5 votes
    Nekro Virus (Phyphor): Cannot vote due to Galactic Threat
    Federation of Sol (MrBody): Up to 17 votes
    The Naalu Collective (38thDoe): Up to 11 votes; Speaker

    At least 24 hours will be allocated for discussion, deals, transactions, and Action Card declarations, unless all players collectively call for voting to start before then.

    MrBlarney on
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    MrBodyMrBody Registered User regular
    *ahem*

    Clearly it should be Meer!

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited December 2020
    Did I really give my support for the throne to winnu? I don’t remember that.

    Past me is an inscrutable being.

    38thDoe on
    38thDoE on steam
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    discriderdiscrider Registered User regular
    MrBody wrote: Β»
    *ahem*

    Clearly it should be Meer!

    Clearly I shouldn't have landed my infantry, but I am an idiot.

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    discriderdiscrider Registered User regular
    Anyway, happy to sell all my votes.

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Nekro is going to be the player selected regardless since they aren't tied with anyone for fewest victory points, so pick a planet they already have troops on.

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