Currently waiting on @MrBody to make an initial voice on the Trade primary / secondary, then 38thDoe will make a final verification on who will be refreshed by the primary.
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
Alrighty. Nekro uses the Trade Agreement to take Naalu's commodities, but Naalu still gains 4 Trade Goods via Minister of Commerce. Since Sol isn't getting refreshed through the primary deal, I need @MrBody to confirm whether or not they will play on the secondary, and we're done with the Trade action.
Propose commodity exchange with Creuss as Naalu's assets have been seized 2:2 (we would only have 2 left after paying Naalu)
Confirm this deal. @discrider
Activate Creuss.
Exhaust Creuss(4), Bereg(3), and Vefut II(2) for 8R.
Produce 2 Dreadnaughts, 2 fighters and 2 Infantry using the 8R and Sarween Tools.
The total resources exhausted is actually 9R (4+3+2), +1R from Sarween Tools. But the cost of the produced units is also 10R (8+1+1) so there's no changes required. Just making sure that any math questions were addressed.
Yeah sorry. I uh forgot sol could orbital drop troops on the board so I have to completely change plans now since I might not actually be able to hold jord. I'll have a move up tonight
so confused. I won't be playing sabotage If that helps.
Phyphor is gaming the system a little bit to allow his flagship to travel farther than it would normally be able to in an effort to ensure that they can hold onto Jord.
Yup, I'm bouncing my flagship off those fighters to move it 3. But I don't want a combat round to take place because there's like a 20ish% chance that I get a double hit and so can't retreat from the fight
I'm guessing Fantasy Flight didn't want to spend the extra $0.002 in printing costs to add the line "retreats must be in the direction the attack originated" to the manual.
Welp. That's 3 players gunning for my homeworld now. I do not blame myself for scoring too quickly. I blame everyone else for scoring so slowly.
@MrBlarney What would have happened had I played Skilled Retreat also? The defender gets timing priority in regular retreats but skilled retreats are unclear.
(I -believe- the go is, if Phyphor preempted someone else's card play, the other person still has a window to act, but with the foreknowledge.
But that's only becomes relevant largely because it was in the same post and thus denying any such window to begin with, erroneously.
***Forum games***)
@MrBlarney What would have happened had I played Skilled Retreat also? The defender gets timing priority in regular retreats but skilled retreats are unclear.
Attacker gets priority for the first precombat ability or card play
TIMING
During the action phase, if there are multiple abilities that players wish to resolve at the same time, each player takes a turn resolving an ability in initiative order, beginning with the active player. This process continues until each player has resolved all the abilities that he wishes to resolve during that timing window.
Yep, you can reference that rule on ability timings on page 4 of the 1.2 living reference, or section 1.19 of the 2.0 living reference. (And besides, if Sol was able to Skilled Retreat "towards" Nekro, it's fair that Nekro should be able to do the same in return. It's a pretty strange pattern of movement, but them's the rules.)
Nekro's actions go through as stated, and action is now on @discrider.
The Naalu Collective: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 10 --> 13)
Refresh commodities for Naalu, Winnu, and Creuss. (Naalu C 0 --> 3, Winnu C 0 --> 3, Creuss C 0 --> 4)
Naalu gains 4 Trade Goods as Minister of Commerce. (TG 13 --> 17)
Nekro plays Naalu's Trade Agreement Promissory Note, claiming Naalu's Commodities. (Naalu C 3 --> 0; Nekro TG 6 --> 9)
Perform transaction with Winnu, gaining 1 Commodity. (Naalu TG 17 --> 18; Winnu C 3 --> 2)
Perform transaction with Creuss, gaining 1 Commodity. (Naalu TG 18 --> 19; Creuss C 4 --> 3) The Ghosts of Creuss: Perform transaction, giving 2 Commodities to Winnu in exchange for 2 Commodities. (Creuss C 3 --> 1, TG 0 --> 2; Winnu C 2 --> 0, TG 0 --> 2)
Activate the Creuss Home System. (TP 3 --> 2)
Exhaust Creuss (4R), Bereg (3R), Vefut II (2R), +1R for Sarween Tools, to build 2 Dreadnoughts (8R), 2 Fighters (1R), and 2 Infantry (1R) at Creuss. Nekro Virus: Activate empty system "End of the Line". (TP 2 --> 1)
Move in Flagship "Alastor" and 1 Fighter from the Jol-Nar Home System.
Play Action Card "Skilled Retreat" (AC 6 --> 5), retreating Flagship "Alastor" and 1 Fighter to the Sol Home System. The Winnu: Play the primary ability of the (1) Leadership Strategy Card, exhausting Mehar Xull (3I), Mellon (2I), and Arinam (2I) to allocate 2 counters to Tactic Pool and 3 counters to Strategy Pool. (TP 0 --> 2, SP 1 --> 4)
Jol-Nar plays on the secondary, exhausting 6 Trade Goods (TG 20 --> 14) to allocate 2 counters to Tactic Pool. (TP 5 --> 7)
Creuss plays on the secondary, exhausting Torkan (3+2I), Lirta IV (3I), and Tar'mann (1I) to allocate 2 counters to Tactic Pool and 1 counter to Fleet Pool. (TP 2 --> 4, FP 2 --> 3)
Nekro plays on the secondary, exhausting Mecatol Rex (6I), Centauri (3I), Dal Bootha (2I), and Xxehan (1I) to allocate 4 counters to Tactic Pool. (TP 1 --> 5)
Sol plays on the secondary, exhausting Coorneeq (2I) and Wellon (2I) to allocate 1 counter to Fleet Pool. (FP 2 --> 3)
Naalu plays on the secondary, exhaustiong Rarron (3I), Maaluuk (2I), Qucen'n (2I), New Albion (1I), and 1 Trade Good (TG 19 --> 18) to allocate 2 counters to Tactic Pool and 1 counter to Strategy Pool. (TP 3 --> 5, SP 2 --> 3) Universities of Jol-Nar: Activate Supernova system "Betelgeuse". (TP 7 --> 6)
Federation of Sol: 8 VP The Ghosts of Creuss: 5 VP The Naalu Collective: 4 VP The Winnu: 4 VP Nekro Virus: 3 VP Universities of Jol-Nar: 2 VP
Public Objectives Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu, Sol 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.: Winnu 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.: Nekro, Creuss Centralize Galactic Trade (2 VP): Spend 10 Trade Goods.
2 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: 0 Secret Objectives in hand, 1 claimed: Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems. 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) SPEAKER
Commodities: 0 / 3
Trade Goods: 2
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 4
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: X - Winnu (3R, 4I) X - Arinam (Industrial, 1R, 2I) X - Meer (Hazardous, 0R, 4I, R) X - Mehar Xull (Hazardous, 1R, 3I, 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.
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: 1 / 4
Trade Goods: 2
Action Cards: 6
Tactic Pool: 4
Fleet Pool: 3
Strategy Pool: 2
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, Neural Motivator, Hyper Metabolism, PDS II
Worlds: X - Creuss (4R, 2I) X - Bereg (Hazardous, 3R, 1I) X - Lirta IV (Hazardous, 2R, 3I) X - Tar'mann (Industrial, 1R, 1I, G) X - Torkan (Cultural, 0R, 3+2I) X - Vefut II (Hazardous, 2R, 2I)
Other Racial Data:
- Flagship: Hil Colish: Combat Value 5, Movement 1, Carry Capacity 3. Sustain Damage. This ship's system contains a Delta wormhole. During movement, this ship may move before or after your other ships.
- Racial Technology: Dimensional Splicer (Red, requires 1 Red): At the start of Space Combat in a system that contains a wormhole and 1 or more of your ships, you may produce 1 hit and assign it to 1 of your opponent's ships.
- Racial Technology: Wormhole Generator (Blue, requires 2 Blue): At the start of the Status Phase, place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships.
- Quantum Entanglement: You treat all systems that contain either an Alpha or Beta wormhole as adjacent to each other. Game effects cannot prevent you from using this ability.
- Slipstream: During your Tactical Actions, apply +1 to the movement value of each of your ships that starts its movement in your home system or in a system that contains either an Alpha or Beta wormhole.
- Creuss Gate: When the board is created, the Creuss Gate is placed where your home system would normally be placed. The Creuss Gate system is not a home system; your home system is placed in your play area.
- Racial Promissory Note: Creuss IFF: At the start of your turn during the Action Phase: Place or move a Creuss wormhole token into either a system that contains a planet you control or a non-home system that does not contain another player's ships. Then, return this card to the Creuss player.
Nekro Virus (Phyphor)
Commodities: 0 / 3
Trade Goods: 9
Action Cards: 5
Tactic Pool: 5
Fleet Pool: 6
Strategy Pool: 3
Promissory Notes: Naalu Gift of Prescience - ACTIVE (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Dacxive Animators, Hyper Metabolism, X-89 Bacterial Weapon, Neural Motivator, Gravity Drive, Light/Wave Deflector, Sarween Tools, Hegemonic Trade Policy via Valefar Assimilator Y, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X, Dreadnought II, Fighter II
Worlds: R - Mordai II (4R, 0I) R - Jol (1R, 2I) R - Nar (2R, 3I) X - Jord (4R, 2I) X - Mecatol Rex (1R, 6I) R - Arnor (Industrial, 2R, 1I) X - Centauri (Cultural, 1R, 3I) X - Dal Bootha (Cultural, 0R, 2I) R - Gral (Industrial, 1R, 1I, B) R - Lor (Industrial, 1R, 2I) R - Tequ'ran (Hazardous, 2R, 0I) 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: 0
Action Cards: 6
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 3
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 - Coorneeq (Cultural, 1R, 2I) R - Resculon (Cultural, 2R, 0I) R - 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.
Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne, Nekro Antivirus (Trade Agreement, 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: X - Maaluuk (0R, 2I) R - Druaa (3R, 1I) X - New Albion (Industrial, 1R, 1I, G) R - Quann (Cultural, 2R, 1I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) R - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
Ongoing Game Effects
Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor. Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other. Publicize Weapon Schematics - All players may ignore all prerequisites on war sun technologies. All war suns lose Sustain Damage. Senate Sanctuary - Attached to Torkan. The influence value of this planet is increased by 2.
Order of Play Nekro Virus (Phyphor) - (0) Imperial The Winnu (discrider) - (1) Leadership Universities of Jol-Nar (Ketar) - (3) Politics Federation of Sol (MrBody) - (4) Construction Current Player The Naalu Collective (38thDoe) - (5) Trade The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare
May I change my leadership allocation to +1 fleet supply instead?...now that I actually looked at the board. The only actions that occurred after were 2 plays of the leadership secondary and the Jol-Nar non-turn.
Posts
Agree. Also pay out 1 TG for the refresh.
@A Half Eaten Oreo
Confirm this deal. @discrider
Activate Creuss.
Exhaust Creuss(4), Bereg(3), and Vefut II(2) for 8R.
Produce 2 Dreadnaughts, 2 fighters and 2 Infantry using the 8R and Sarween Tools.
@Phyphor
Activate End of the Line. 1/6/3
Bring in flagship + fighter from jol-nar.
Play Skilled Retreat, retreat to Jord. If sabotaged, declare 1st round retreat
@MrBody
Phyphor is gaming the system a little bit to allow his flagship to travel farther than it would normally be able to in an effort to ensure that they can hold onto Jord.
I'm guessing Fantasy Flight didn't want to spend the extra $0.002 in printing costs to add the line "retreats must be in the direction the attack originated" to the manual.
Welp. That's 3 players gunning for my homeworld now. I do not blame myself for scoring too quickly. I blame everyone else for scoring so slowly.
But that's only becomes relevant largely because it was in the same post and thus denying any such window to begin with, erroneously.
***Forum games***)
I can't seem to find a ruling on this either way.
Nekro's actions go through as stated, and action is now on @discrider.
Play Leadership.
Exhaust everything for 5CC
Probably like 2/4/4
@38thDoe @Ketar @A Half Eaten Oreo @Phyphor @MrBody
Play
Exhaust Lirta IV (3I), Tar'mann (1I), and Torkan (3+2I) for 9 Influence.
4/3/2
exhaust Coorneeq and Wellon
Exhaust:
R - Maaluuk (0R, 2I)
R - New Albion (Industrial, 1R, 1I, G)
R - Qucen'n (Industrial, 1R, 2I)
+1 TG
R - Rarron (Cultural, 0R, 3I)
for 3 tokens
+2/+0/+1
5/6/3
@Ketar
@MrBody
The Naalu Collective: Play the primary ability of the (5) Trade Strategy Card, gaining 3 Trade Goods. (TG 10 --> 13)
Refresh commodities for Naalu, Winnu, and Creuss. (Naalu C 0 --> 3, Winnu C 0 --> 3, Creuss C 0 --> 4)
Naalu gains 4 Trade Goods as Minister of Commerce. (TG 13 --> 17)
Nekro plays Naalu's Trade Agreement Promissory Note, claiming Naalu's Commodities. (Naalu C 3 --> 0; Nekro TG 6 --> 9)
Perform transaction with Winnu, gaining 1 Commodity. (Naalu TG 17 --> 18; Winnu C 3 --> 2)
Perform transaction with Creuss, gaining 1 Commodity. (Naalu TG 18 --> 19; Creuss C 4 --> 3)
The Ghosts of Creuss: Perform transaction, giving 2 Commodities to Winnu in exchange for 2 Commodities. (Creuss C 3 --> 1, TG 0 --> 2; Winnu C 2 --> 0, TG 0 --> 2)
Activate the Creuss Home System. (TP 3 --> 2)
Exhaust Creuss (4R), Bereg (3R), Vefut II (2R), +1R for Sarween Tools, to build 2 Dreadnoughts (8R), 2 Fighters (1R), and 2 Infantry (1R) at Creuss.
Nekro Virus: Activate empty system "End of the Line". (TP 2 --> 1)
Move in Flagship "Alastor" and 1 Fighter from the Jol-Nar Home System.
Play Action Card "Skilled Retreat" (AC 6 --> 5), retreating Flagship "Alastor" and 1 Fighter to the Sol Home System.
The Winnu: Play the primary ability of the (1) Leadership Strategy Card, exhausting Mehar Xull (3I), Mellon (2I), and Arinam (2I) to allocate 2 counters to Tactic Pool and 3 counters to Strategy Pool. (TP 0 --> 2, SP 1 --> 4)
Jol-Nar plays on the secondary, exhausting 6 Trade Goods (TG 20 --> 14) to allocate 2 counters to Tactic Pool. (TP 5 --> 7)
Creuss plays on the secondary, exhausting Torkan (3+2I), Lirta IV (3I), and Tar'mann (1I) to allocate 2 counters to Tactic Pool and 1 counter to Fleet Pool. (TP 2 --> 4, FP 2 --> 3)
Nekro plays on the secondary, exhausting Mecatol Rex (6I), Centauri (3I), Dal Bootha (2I), and Xxehan (1I) to allocate 4 counters to Tactic Pool. (TP 1 --> 5)
Sol plays on the secondary, exhausting Coorneeq (2I) and Wellon (2I) to allocate 1 counter to Fleet Pool. (FP 2 --> 3)
Naalu plays on the secondary, exhaustiong Rarron (3I), Maaluuk (2I), Qucen'n (2I), New Albion (1I), and 1 Trade Good (TG 19 --> 18) to allocate 2 counters to Tactic Pool and 1 counter to Strategy Pool. (TP 3 --> 5, SP 2 --> 3)
Universities of Jol-Nar: Activate Supernova system "Betelgeuse". (TP 7 --> 6)
Current Map: Round 7, Action Phase Update 2
Current Technologies
Victory Points and Objectives
The Ghosts of Creuss: 5 VP
The Naalu Collective: 4 VP
The Winnu: 4 VP
Nekro Virus: 3 VP
Universities of Jol-Nar: 2 VP
Public Objectives
Negotiate Trade Routes (1 VP): Spend 5 Trade Goods.: Naalu, Winnu, Sol
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.: Winnu
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.: Nekro, Creuss
Centralize Galactic Trade (2 VP): Spend 10 Trade Goods.
2 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: 0 Secret Objectives in hand, 1 claimed:
Control the Region (Status Phase, 1 VP): Have one or more ships in 6 systems.
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) SPEAKER
Trade Goods: 2
Action Cards: 4
Tactic Pool: 2
Fleet Pool: 4
Strategy Pool: 4
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:
X - Winnu (3R, 4I)
X - Arinam (Industrial, 1R, 2I)
X - Meer (Hazardous, 0R, 4I, R)
X - Mehar Xull (Hazardous, 1R, 3I, R)
X - 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: 14
Action Cards: 6
Tactic Pool: 6
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: 2
Action Cards: 6
Tactic Pool: 4
Fleet Pool: 3
Strategy Pool: 2
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, Neural Motivator, Hyper Metabolism, PDS II
Worlds:
X - Creuss (4R, 2I)
X - Bereg (Hazardous, 3R, 1I)
X - Lirta IV (Hazardous, 2R, 3I)
X - Tar'mann (Industrial, 1R, 1I, G)
X - Torkan (Cultural, 0R, 3+2I)
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: 9
Action Cards: 5
Tactic Pool: 5
Fleet Pool: 6
Strategy Pool: 3
Promissory Notes: Naalu Gift of Prescience - ACTIVE (Ceasefire, Trade Agreement, Political Secret, Support for the Throne)
Technology: Dacxive Animators, Hyper Metabolism, X-89 Bacterial Weapon, Neural Motivator, Gravity Drive, Light/Wave Deflector, Sarween Tools, Hegemonic Trade Policy via Valefar Assimilator Y, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X, Dreadnought II, Fighter II
Worlds:
R - Mordai II (4R, 0I)
R - Jol (1R, 2I)
R - Nar (2R, 3I)
X - Jord (4R, 2I)
X - Mecatol Rex (1R, 6I)
R - Arnor (Industrial, 2R, 1I)
X - Centauri (Cultural, 1R, 3I)
X - Dal Bootha (Cultural, 0R, 2I)
R - Gral (Industrial, 1R, 1I, B)
R - Lor (Industrial, 1R, 2I)
R - Tequ'ran (Hazardous, 2R, 0I)
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: 0
Action Cards: 6
Tactic Pool: 3
Fleet Pool: 3
Strategy Pool: 3
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 - Coorneeq (Cultural, 1R, 2I)
R - Resculon (Cultural, 2R, 0I)
R - Saudor (Industrial, 2R, 2I)
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)
Trade Goods: 18
Action Cards: 5
Tactic Pool: 5
Fleet Pool: 6
Strategy Pool: 3
Promissory Notes: Winnu Ceasefire, Winnu Support for the Throne, Nekro Antivirus (Trade Agreement, 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:
X - Maaluuk (0R, 2I)
R - Druaa (3R, 1I)
X - New Albion (Industrial, 1R, 1I, G)
R - Quann (Cultural, 2R, 1I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
R - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
Ongoing Game Effects
Wormhole Reconstruction - All systems that contain either an alpha or beta wormhole are adjacent to each other.
Publicize Weapon Schematics - All players may ignore all prerequisites on war sun technologies. All war suns lose Sustain Damage.
Senate Sanctuary - Attached to Torkan. The influence value of this planet is increased by 2.
Order of Play
Nekro Virus (Phyphor) - (0) Imperial
The Winnu (discrider) - (1) Leadership
Universities of Jol-Nar (Ketar) - (3) Politics
Federation of Sol (MrBody) - (4) Construction Current Player
The Naalu Collective (38thDoe) - (5) Trade
The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare
May I change my leadership allocation to +1 fleet supply instead?...now that I actually looked at the board. The only actions that occurred after were 2 plays of the leadership secondary and the Jol-Nar non-turn.