Sorry I missed that it was my action. Play Technology
Research Neural Motivator
Exhaust Creuss and Vefut II for 6R and Tar'mann for Green.
Research Hyper Metabolism.
MrBlarney: There should not be one of my own command counters on Jord.
It got placed there from the Construction secondary, and I don't recall there being any other effects that removed the token in the meantime. Correct me if I've been mistaken.
MrBlarney: There should not be one of my own command counters on Jord.
It got placed there from the Construction secondary, and I don't recall there being any other effects that removed the token in the meantime. Correct me if I've been mistaken.
ah christ, I keep forgetting that dumb rule
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KetarCome on upstairswe're having a partyRegistered Userregular
edited January 2021
It doesn't matter much, but I should get 4 TG from E-res Siphons when Nekro activated my home system @MrBlarney
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Universities of Jol-Nar: Activate Asteroid Field system "Rock Block". (TP 4 --> 3)
Remove 1 token from their fleet pool due to Naalu's racial technology Neuroglaive. (FP 7 --> 6)
Move in 2 Dreadnoughts, 1 Cruiser, 1 Carrier, 4 Fighters, and 2 Infantry from the Lodor system.
Naalu uses racial ability Foresight, placing a command counter from their Strategy Pool into the empty system "No Man's Void" and moving in Flagship "Matriarch", 6 Fighters, and 1 Infantry. (SP 4 --> 3) The Winnu: Activate the Mecatol Rex system. (TP 2 --> 1)
Move in 1 War Sun, 2 Dreadnoughts, 2 Fighters, and 4 Infantry from Arinam.
Scuttle 1 Cruiser to comply with fleet limits.
During invasion combat, Winnu suffers no losses while Sol loses 6 Infantry; combat resolves in favor of Winnu.
Use racial ability Reclamation to place 1 Space Dock and 1 PDS on Mecatol Rex. The Ghosts of Creuss: Play the primary ability of the (7) Technology Strategy Card, exhausting Creuss (4R), Vefut II (2R), and Tar'mann for its G Tech Bonus to research Neural Motivator and Hyper Metabolism.
Nekro plays on the secondary (SP 1 --> 0), exhausting Bereg (3R) and Xxehan (1R) to allocate 1 counter to Tactic Pool and 2 counters to Strategy Pool. (TP 1 --> 2, SP 0 --> 2)
Naalu plays on the secondary (SP 3 --> 2), exhausting New Albion (1R) and Starpoint (3R) to research Plasma Scoring.
Winnu plays on the secondary (SP 1 --> 0), exhausting Zohbat (3R) and Thibah (1R) to research Neural Motivator.
Jol-Nar plays on the secondary (SP 3 --> 2), using racial ability Brilliant to research Fighter II.
Federation of Sol: 7 VP The Naalu Collective: 4 VP The Winnu: 3 VP Universities of Jol-Nar: 2 VP The Ghosts of Creuss: 2 VP Nekro Virus: 1 VP
Public Objectives Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: Sol, Jol-Nar, Winnu, Naalu, Creuss 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, Nekro 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.: Sol Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
3 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: 0
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 4
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, Neural Motivator, PDS II, War Sun
Worlds: R - Winnu (3R, 4I) X - Mecatol Rex (1R, 6I) R - Arinam (Industrial, 1R, 2I) 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.
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, Fighter II
Worlds: R - 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: 3
Tactic Pool: 3
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne)
Technology: Gravity Drive, Antimass Deflectors, Sarween Tools, Graviton Laser System, Plasma Scoring, Dimensional Splicer, Neural Motivator, Hyper Metabolism, 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: 4
Tactic Pool: 2
Fleet Pool: 6
Strategy Pool: 2
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, X-89 Bacterial Weapon, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X (Valefar Assimilator Y), Dreadnought II
Worlds: R - Mordai II (4R, 0I) R - Jol (1R, 2I) R - Nar (2R, 3I) R - Arnor (Industrial, 2R, 1I) X - Bereg (Hazardous, 3R, 1I) R - Centauri (Cultural, 1R, 3I) R - Dal Bootha (Cultural, 0R, 2I) R - Gral (Industrial, 1R, 1I, B) R - Lirta IV (Hazardous, 2R, 3I) R - Lor (Industrial, 1R, 2I) R - Meer (Hazardous, 0R, 4I, R) R - Tequ'ran (Hazardous, 2R, 0I) R - 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: 4
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: R - Jord (4R, 2I) R - Coorneeq (Cultural, 1R, 2I) R - Mehar Xull (Hazardous, 1R, 3I, R) R - Resculon (Cultural, 2R, 0I) R - Saudor (Industrial, 2R, 2I) R - Wellon (Industrial, 1R, 2I, Y)
Other Racial Data:
- Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
- Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
- Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
- Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
- Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
- Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
- Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne, Nekro Antivirus (Political Secret)
Technology: Neural Motivator, Hyper Metabolism, Neuroglaive, Sarween Tools, Antimass Deflectors, Light/Wave Deflector, Plasma Scoring, 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. Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other.
Order of Play The Naalu Collective (@38thDoe) - (0) ConstructionCurrent Player Nekro Virus (Phyphor) - (1) Leadership Federation of Sol (MrBody) - (2) Diplomacy Universities of Jol-Nar (Ketar) - (3) Politics The Winnu (discrider) - (6) Warfare The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
However because it is part of combat once it has triggered you can be over-sized until the end of combat. Eg, if you blow up a carrier those unsupported fighters don't have to be carried for the duration of the combat
38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Pickup token from no Man's Land
Activate Rock Block.
Move into Rock Block with 6 fighters 1 infantry and one flagship from No Man's Land
Move into Rock Block with 1 destroyer from Starpoint
Move into Rock Block with 6 fighters from Quann
Destroy destroyer with assault cannon.
@38thDoe, moving in 6 Fighters from Quann would put you over your Fleet Pool cap by 1.5.
1. Flagship, supporting 5 Fighters and 1 Infantry
2. Destroyer
3. 2 Fighters
4. 2 Fighters
Leaving an excess of 3 Fighters beyond your Fleet Pool. Please revise your orders to comply with fleet limits.
Hypothetically, would Magen Defense Grid prevent control changing if Naalu invaded with 1 GF + fighters, and it blew up the only true GF?
Or are the fighters returned to space after the change control step, rather than at the end of ground combat?
Posts
Geth roll 4d10t3+2d10t5 for Winnu Bombardment
@discrider, what units will you commit to invasion combat?
Combat Round 1
Winnu has 5 Infantry.
Sol has 2 Spec Ops.
Geth roll 5d10t8 for Winnu
Geth roll 2d10t7 for Sol
Action is on @A Half Eaten Oreo.
Now to work removing this giant bullseye that covers the south-west hemisphere of the planet.
Play Technology
Research Neural Motivator
Exhaust Creuss and Vefut II for 6R and Tar'mann for Green.
Research Hyper Metabolism.
@38thDoe @Phyphor @MrBody @Ketar @discrider for secondary.
ah christ, I keep forgetting that dumb rule
tap new albion/starpoint
Just to confirm, are you playing on the secondary, @Ketar? @Phyphor and @discrider to also make declarations.
My planning ended at seizing MR.
Play, Get Neural Motivator
1/4/0
Exhaust Zohbat and Thibah
Universities of Jol-Nar: Activate Asteroid Field system "Rock Block". (TP 4 --> 3)
Remove 1 token from their fleet pool due to Naalu's racial technology Neuroglaive. (FP 7 --> 6)
Move in 2 Dreadnoughts, 1 Cruiser, 1 Carrier, 4 Fighters, and 2 Infantry from the Lodor system.
Naalu uses racial ability Foresight, placing a command counter from their Strategy Pool into the empty system "No Man's Void" and moving in Flagship "Matriarch", 6 Fighters, and 1 Infantry. (SP 4 --> 3)
The Winnu: Activate the Mecatol Rex system. (TP 2 --> 1)
Move in 1 War Sun, 2 Dreadnoughts, 2 Fighters, and 4 Infantry from Arinam.
Scuttle 1 Cruiser to comply with fleet limits.
During invasion combat, Winnu suffers no losses while Sol loses 6 Infantry; combat resolves in favor of Winnu.
Use racial ability Reclamation to place 1 Space Dock and 1 PDS on Mecatol Rex.
The Ghosts of Creuss: Play the primary ability of the (7) Technology Strategy Card, exhausting Creuss (4R), Vefut II (2R), and Tar'mann for its G Tech Bonus to research Neural Motivator and Hyper Metabolism.
Nekro plays on the secondary (SP 1 --> 0), exhausting Bereg (3R) and Xxehan (1R) to allocate 1 counter to Tactic Pool and 2 counters to Strategy Pool. (TP 1 --> 2, SP 0 --> 2)
Naalu plays on the secondary (SP 3 --> 2), exhausting New Albion (1R) and Starpoint (3R) to research Plasma Scoring.
Winnu plays on the secondary (SP 1 --> 0), exhausting Zohbat (3R) and Thibah (1R) to research Neural Motivator.
Jol-Nar plays on the secondary (SP 3 --> 2), using racial ability Brilliant to research Fighter II.
Current Map: Round 6, Action Phase Update 2
Current Technologies
Victory Points and Objectives
The Naalu Collective: 4 VP
The Winnu: 3 VP
Universities of Jol-Nar: 2 VP
The Ghosts of Creuss: 2 VP
Nekro Virus: 1 VP
Public Objectives
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu
Diversify Research (1 VP): Own 2 technologies in each of 2 colors.: Sol, Jol-Nar, Winnu, Naalu, Creuss
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, Nekro
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.: Sol
Master the Sciences (2 VP): Own 2 technologies in each of 4 colors.
3 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: 0
Action Cards: 2
Tactic Pool: 1
Fleet Pool: 4
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, Neural Motivator, PDS II, War Sun
Worlds:
R - Winnu (3R, 4I)
X - Mecatol Rex (1R, 6I)
R - Arinam (Industrial, 1R, 2I)
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: 20
Action Cards: 3
Tactic Pool: 3
Fleet Pool: 6
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, Fighter II
Worlds:
R - Lodor (Cultural, 3R, 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: 4
Action Cards: 3
Tactic Pool: 3
Fleet Pool: 2
Strategy Pool: 3
Promissory Notes: (Trade Agreement, Political Secret, Support for the Throne)
Technology: Gravity Drive, Antimass Deflectors, Sarween Tools, Graviton Laser System, Plasma Scoring, Dimensional Splicer, Neural Motivator, Hyper Metabolism, 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: 4
Tactic Pool: 2
Fleet Pool: 6
Strategy Pool: 2
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, X-89 Bacterial Weapon, Gravity Drive, Light/Wave Deflector, Sarween Tools, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X (Valefar Assimilator Y), Dreadnought II
Worlds:
R - Mordai II (4R, 0I)
R - Jol (1R, 2I)
R - Nar (2R, 3I)
R - Arnor (Industrial, 2R, 1I)
X - Bereg (Hazardous, 3R, 1I)
R - Centauri (Cultural, 1R, 3I)
R - Dal Bootha (Cultural, 0R, 2I)
R - Gral (Industrial, 1R, 1I, B)
R - Lirta IV (Hazardous, 2R, 3I)
R - Lor (Industrial, 1R, 2I)
R - Meer (Hazardous, 0R, 4I, R)
R - Tequ'ran (Hazardous, 2R, 0I)
R - Torkan (Cultural, 0R, 3I)
X - Xxehan (Cultural, 1R, 1I)
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: 4
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:
R - Jord (4R, 2I)
R - Coorneeq (Cultural, 1R, 2I)
R - Mehar Xull (Hazardous, 1R, 3I, R)
R - Resculon (Cultural, 2R, 0I)
R - Saudor (Industrial, 2R, 2I)
R - Wellon (Industrial, 1R, 2I, Y)
Other Racial Data:
- Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
- Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
- Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
- Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
- Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
- Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
The Naalu Collective (38thDoe) SPEAKER
Trade Goods: 12
Action Cards: 5
Tactic Pool: 4
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, Plasma Scoring, 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.
Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other.
Order of Play
The Naalu Collective (@38thDoe) - (0) Construction Current Player
Nekro Virus (Phyphor) - (1) Leadership
Federation of Sol (MrBody) - (2) Diplomacy
Universities of Jol-Nar (Ketar) - (3) Politics
The Winnu (discrider) - (6) Warfare
The Ghosts of Creuss (A Half Eaten Oreo) - (7) Technology
Action: Place 1 infantry from your reinforcements on each planet you control.
I'm going to play Minster of War
Activate Rock Block.
Move into Rock Block with 6 fighters 1 infantry and one flagship from No Man's Land
Move into Rock Block with 1 destroyer from Starpoint
Move into Rock Block with 6 fighters from Quann
Destroy destroyer with assault cannon.
1. Flagship, supporting 5 Fighters and 1 Infantry
2. Destroyer
3. 2 Fighters
4. 2 Fighters
Leaving an excess of 3 Fighters beyond your Fleet Pool. Please revise your orders to comply with fleet limits.
Hypothetically, would Magen Defense Grid prevent control changing if Naalu invaded with 1 GF + fighters, and it blew up the only true GF?
Or are the fighters returned to space after the change control step, rather than at the end of ground combat?