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

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    MrBlarneyMrBlarney Registered User regular
    That's one additional Nekro Infantry down.

    Action is on @Ketar.

    4463rwiq7r47.png
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate Potatoclop Nebula

    @MrBody

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    discriderdiscrider Registered User regular
    MrBlarney wrote: »
    That's one additional Nekro Infantry down.

    Action is on "Ketar".

    Ah, thought the Nekro carrier was still there.

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    discriderdiscrider Registered User regular
    Anyway, happy to move off MR if someone else wants a crack at it.
    Thought I might light it up.

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    MrBodyMrBody Registered User regular
    Orbital drop Coorneeq

    2/3/2


    @38thDoe

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    MrBlarneyMrBlarney Registered User regular
    Action is on @38thDoe.

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    discriderdiscrider Registered User regular
    Happy to also re-gift the Support for the throne if that's the play here.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    discrider wrote: »
    Happy to also re-gift the Support for the throne if that's the play here.

    You can't trade any notes that are "in play"

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    discriderdiscrider Registered User regular
    What I mean is if 38 needs to invade MR, then I would give my support back after

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Ahh sure that would work. But that would be if he goes through your war sun I guess? Pretty expensive even if you retreat round 1

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    discriderdiscrider Registered User regular
    discrider wrote: »
    Anyway, happy to move off MR if someone else wants a crack at it.
    Thought I might light it up.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Ultimately I'm perfectly happy with losing MR to naalu. They are the only player I haven't attacked after all

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    discriderdiscrider Registered User regular
    edited April 2021
    discrider wrote: »
    discrider wrote: »
    Anyway, happy to move off MR if someone else wants a crack at it.
    Thought I might light it up.
    I'm not sure what the rules are surrounding what I can claim about what ACs I have as people got on my case last time.

    discrider on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    I would assume you can claim anything? We can claim sabotage. Hope to be able to plot out game state when I get to a computer later today.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Activate Jol-Nar, move in carrier 5 fighters and two infantry from druaa homeworld and land one infantry on each planet.

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    discriderdiscrider Registered User regular
    @Phyphor for any reaction

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    You need to declare if you are playing my racial note or not before combat starts @38thDoe

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    My apologies I had no idea I had that.

    So, If I don't use it I have to give it back to you? Or only if I have played it?

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    discriderdiscrider Registered User regular
    edited April 2021
    Looks like you can activate a system, then play it, then give it back the next time you attack the Nekro?

    discrider on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    edited April 2021
    You must declare at the start of a combat if you are playing it. Once in play it can't be traded or become not in play. You can hold it forever unused

    If if it is in play and you activate a system containing any of my units it is returned immediately

    So you can activate now and it's in effect for this combat since my system has already been activated, or you can hold it for later. But you can't just play it in reaction if I score a hit

    Phyphor on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Oh Okay, I will not play it in keeping with my post then.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Also I can trade it to uh didn't you not want me to trade it someone? Was it Jol-Nar?

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Yeah, I needed another jolnar only tech at the time and it would have been irritating if they ended up with my note. You're free to do whatever though

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    MrBlarneyMrBlarney Registered User regular
    Looks like we're good to proceed.

    Round 7 - Battle at Jol-Nar

    Start of Combat Effects

    Naalu has 1 Carrier II and 5 Hybrid Crystal Fighter IIs (2 Infantry loaded)
    Nekro has 1 Destroyer

    Nekro has 1 Destroyer for Anti-Fighter Barrage.

    Geth roll 2d10t9 for Nekro Anti-Fighter Barrage

    Nekro Anti-Fighter Barrage:
    2d10t9 1 [2d10t9=8, 10]

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Steal Infantry II.

    Commence evil laughter

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    MrBlarneyMrBlarney Registered User regular
    edited April 2021
    Anti-Fighter Barrage destroys 1 Naalu Fighter.

    Combat Round 1

    Naalu has 1 Carrier II and 4 Hybrid Crystal Fighter IIs (2 Infantry loaded)
    Nekro has 1 Destroyer

    Geth roll 1d10t9+4d10t7 for Naalu
    Geth roll 1d10t9 for Nekro

    Naalu:
    1d10t9+4d10t7 1 [1d10t9=4] [4d10t7=10, 2, 4, 4]
    Nekro:
    1d10t9 0 [1d10t9=2]

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    edited April 2021
    Naalu scores 1 hit, destroying 1 Nekro Destroyer.
    Combat resolves in favor of Naalu.

    Naalu lands 1 Infantry on each of Jol and Nar.

    Action is on @A Half Eaten Oreo. I'll post a status update in a little bit.

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    Whoops, forgot to ping: @Phyphor has option to use Technological Singularity. Status update will be posted once I get that option recorded.

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    discriderdiscrider Registered User regular
    MrBlarney wrote: »
    Whoops, forgot to ping: @Phyphor has option to use Technological Singularity. Status update will be posted once I get that option recorded.
    Phyphor wrote: »
    Steal Infantry II.

    Commence evil laughter

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    MrBlarneyMrBlarney Registered User regular
    Ah, I missed that since it was posted in the middle of my combat rolling. Update coming in shortly.

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

    The Winnu: Activate the Mecatol Rex system. (TP 2 --> 1)
    Move in 1 War Sun, 1 Dreadnought, 1 Carrier, 6 Fighters, and 1 Infantry from Mehar Xull.
    Space Cannon Offense destroys 1 Winnu Fighter.
    Bombardment destroys 3 Nekro Infantry on Mecatol Rex.
    Universities of Jol-Nar: Activate Nebula system "Potatoclop Nebula". (TP 6 --> 5)
    Federation of Sol: Use racial ablity Orbital Drop, spending 1 counter from Strategy Pool (SP 3 --> 2) to place 2 Infantry on Coorneeq.
    The Naalu Collective: Activate the Jol-Nar system. (TP 5 --> 4)
    Move in 1 Carrier, 5 Fighters, and 2 Infantry from Druaa.
    During space combat, Naalu expends Action Card "Shields Holding" (AC 4 --> 3) while Nekro loses 1 Destroyer; combat resolves in favor of Naalu.
    Land 1 Infantry on each of Jol and Nar.

    Current Map: Round 7, Action Phase Update 5

    Current Technologies

    Victory Points and Objectives
    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: 1
    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.

    Universities of Jol-Nar (Ketar)
    Commodities: 0 / 4
    Trade Goods: 14
    Action Cards: 6

    Tactic Pool: 5
    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:
    - 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: 5

    Tactic Pool: 3
    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 - Dal Bootha (Cultural, 0R, 2I)
    X - Lirta IV (Hazardous, 2R, 3I)
    X - Tar'mann (Industrial, 1R, 1I, G)
    X - Vefut II (Hazardous, 2R, 2I)
    X - Xxehan (Cultural, 1R, 1I)

    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: 3
    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, Antimass Deflectors, Sarween Tools, Hegemonic Trade Policy via Valefar Assimilator Y, Graviton Laser System, Plasma Scoring, Assault Cannon, Duranium Armor, Advanced Carrier II via Valefar Assimilator X, Dreadnought II, Fighter II, PDS II

    Worlds:
    R - Mordai II (4R, 0I)
    X - Jord (4R, 2I)
    X - Mecatol Rex (1R, 6I)
    R - Arnor (Industrial, 2R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)
    R - Lor (Industrial, 1R, 2I)
    R - Tequ'ran (Hazardous, 2R, 0I)
    X - Torkan (Cultural, 0R, 3+2I)

    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: 5

    Tactic Pool: 2
    Fleet Pool: 3
    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 - 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.

    The Naalu Collective (38thDoe)
    Commodities: 0 / 3
    Trade Goods: 18
    Action Cards: 3

    Tactic Pool: 4
    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 - Jol (1R, 2I)
    X - Nar (2R, 3I)
    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
    The Naalu Collective (38thDoe) - (5) Trade
    The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare Current Player

    MrBlarney on
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Can I not play cards in response to the hit?

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    MrBlarneyMrBlarney Registered User regular
    38thDoe wrote: »
    Can I not play cards in response to the hit?
    Mmm, yeah, Anti-Fighter Barrage does count as being part of combat. If you've got something for that timing window, then you can play it.

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Shields holding would be valid sure

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Play shields holding

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Do worm hole tokens stay forever?

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    MrBlarneyMrBlarney Registered User regular
    edited April 2021
    Yes, the Creuss wormhole tokens stay where they are until they are moved by their racial technology or promissory note.

    @Phyphor to play or pass on Sabotaging the Naalu Shields Holding; if not countered, this will negate Nekro's Technological Singularity activation.

    (And a general reminder, if you have conditional orders that you don't want to reveal in thread, you can always preload them with me via PM!)

    MrBlarney on
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No sabotage

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    MrBlarneyMrBlarney Registered User regular
    Action is on @A Half Eaten Oreo.

    4463rwiq7r47.png
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Do you want to move those wormholes somewhere more useful?

    38thDoE on steam
    🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀🦑🦀
    
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