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

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    discriderdiscrider Registered User regular
    38thDoe wrote: »
    Do you want to move those wormholes somewhere more useful?

    He can't.
    He doesn't have the tech, and you can't resolve your own racial notes.

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Maybe we can use collaboration!

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    discriderdiscrider Registered User regular
    edited April 2021
    Maybe!
    But it would be during another players turn (after maybe trading this turn), and would require an offer from the receiving player if I had to guess.

    discrider on
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Sorry missed action was on me.

    Activate Mellon Zohbat.
    Move in carrier with one infantry from VefutII
    Land infantry on Mellon


    We're just visting!
    @discrider for any reaction
    @Phyphor to act

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    discriderdiscrider Registered User regular
    @MrBlarney
    Fire the cannons

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    MrBlarneyMrBlarney Registered User regular
    Winnu has 1 PDS II in range of the Mellon-Zohbat system. +1 die roll for Plasma Scoring. -1 to hit for Antimass Deflectors.

    Geth roll 2d10t6 for Winnu Space Cannon Offense

    Winnu Space Cannon Offense:
    2d10t6 1 [2d10t6=4, 8]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Winnu scores 1 hit, destroying the Creuss Carrier and its loaded Infantry, unless @A Half Eaten Oreo has an Action Card to play in reaction.

    4463rwiq7r47.png
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    discriderdiscrider Registered User regular
    The Winnu Travel Advisory Board hopes you enjoy your stay.

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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    You should fire your tourism board...or let me hire your gunners.


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    discriderdiscrider Registered User regular
    Our tourism board does the firing though.
    Sort of makes that request problematic and bad for morale.

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    MrBlarneyMrBlarney Registered User regular
    Action is on @Phyphor.

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Activate MR. GLS the PDS shots

    Swap MR, build 8 inf. Exhaust arnor/lor

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    MrBlarneyMrBlarney Registered User regular
    Nekro has 1 PDS II for Space Cannon Offense. +1 die roll for Plasma Scoring. Exhaust Graviton Laser System; hits must be assigned to non-Fighter ships.

    Geth roll 2d10t6 for Nekro Space Cannon Offense

    Nekro Space Cannon Offense:
    2d10t6 1 [2d10t6=1, 8]

    4463rwiq7r47.png
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    MrBlarneyMrBlarney Registered User regular
    Nekro scores 1 hit; Winnu plays Action Card "Maneuvering Jets" to cancel the hit.

    Maneuvering Jets
    Before you assign hits produced by another player's Space Cannon roll: Cancel 1 hit.

    @Phyphor to play or pass on Sabotage, after which it will be @discrider's turn to act.

    4463rwiq7r47.png
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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    No sabotage

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    discriderdiscrider Registered User regular
    I think we have to Pass and we have more than enough MR memorabilia already thanks.

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    discriderdiscrider Registered User regular
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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    Activate And Lo, What Has Befallen Us

    @MrBody

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    This is silly.

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    38thDoe wrote: »
    This is silly.

    Which part? Multiple homeworlds being occupied, jolnar burning all of the CC just to not activate politics before someone eliminates them or 16 infantry on MR?

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Phyphor wrote: »
    38thDoe wrote: »
    This is silly.

    Which part? Multiple homeworlds being occupied, jolnar burning all of the CC just to not activate politics before someone eliminates them or 16 infantry on MR?

    Yes.

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    MrBlarneyMrBlarney Registered User regular
    Action is on @MrBody.

    4463rwiq7r47.png
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    MrBodyMrBody Registered User regular
    Construction

    Dock on Resculon
    PDS on Coorneeq

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    discriderdiscrider Registered User regular
    @MrBody
    We propose building you a second PDS on Mehar Xull for your Support for the Throne

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    KetarKetar Come on upstairs we're having a partyRegistered User regular
    edited April 2021
    Pass.

    Ha. Haha. Hahaha.

    Sigh.

    Ketar on
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    MrBodyMrBody Registered User regular
    discrider wrote: »
    @MrBody
    We propose building you a second PDS on Mehar Xull for your Support for the Throne

    I have no clue what that means.

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    discriderdiscrider Registered User regular
    MrBody wrote: »
    discrider wrote: »
    @MrBody
    We propose building you a second PDS on Mehar Xull for your Support for the Throne

    I have no clue what that means.

    I will build a PDS on Mehar Xull which can protect your remaining systems with PDS II for your support note

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    MrBlarneyMrBlarney Registered User regular
    @38thDoe, @A Half Eaten Oreo, and @Phyphor to play or pass on the Construction secondary.

    4463rwiq7r47.png
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    discriderdiscrider Registered User regular
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    A Half Eaten OreoA Half Eaten Oreo Registered User regular
    Pass

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    PhyphorPhyphor Building Planet Busters Tasting FruitRegistered User regular
    Pass

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    MrBodyMrBody Registered User regular
    discrider wrote: »
    MrBody wrote: »
    discrider wrote: »
    @MrBody
    We propose building you a second PDS on Mehar Xull for your Support for the Throne

    I have no clue what that means.

    I will build a PDS on Mehar Xull which can protect your remaining systems with PDS II for your support note

    Liberate Jord, then we'll talk.

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    MrBodyMrBody Registered User regular
    In hindsight, I should have prioritized getting a PDS up on Jord before trying to continually prop up Coorneeq with double docks.

    Although to be fair, I had no clue the ridiculous number of options that were available to move across the entire galaxy, through my units, to the point where blocking the path actually increased the movement speed of enemy units.

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    discriderdiscrider Registered User regular
    Play, put a PDS on Mehar Xull anyway
    1/4/3

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Are PDS component limited? I forget.

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    discriderdiscrider Registered User regular
    Max available: 6

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    MrBlarneyMrBlarney Registered User regular
    @38thDoe to play or pass on the Construction secondary. (FYI: You have 3 PDS units on board, and so you have 3 left in your reinforcements.)

    It will also be your action, so you can take that right away or wait for a game status update.

    4463rwiq7r47.png
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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    edited April 2021
    PDS on Nar.

    Would be happy to have a status update before my move if possible.

    38thDoe on
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    MrBlarneyMrBlarney Registered User regular
    Round 7: Action Phase Update 6

    The Ghosts of Creuss: Activate the Mellon-Zohbat system. (TP 3 --> 2)
    Move in 1 Carrier and 1 Infantry from Vefut II.
    Winnu Space Cannon Offense destroys 1 Creuss Carrier and 1 Infantry.
    Nekro Virus: Activate the Mecatol Rex system. (TP 3 --> 2)
    Space Cannon Offense registers one hit, which is negated by Winnu's "Maneuvering Jets" Action Card. (Winnu AC 4 --> 3)
    Use racial technology Hegemonic Trade Policy to reverse Mecatol Rex's resource and influence values for production.
    Exhaust Arnor (2R) and Lor (1R), +1R for Sarween Tools, to build 8 Infantry (4R) at Mecatol Rex.
    The Winnu: Pass turn.
    Universities of Jol-Nar: Activate Asteroid Field system "And Lo, What Has Befallen Us?" (TP 5 --> 4)
    Federation of Sol: Play the primary ability of the (4) Construction Strategy Card, placing 1 Space Dock on Resculon and 1 PDS on Coorneeq.
    Naalu plays on the secondary (SP 3 --> 2), placing 1 PDS on Nar.
    Winnu plays on the secondary (SP 4 --> 3), activating the Mehar Xull system and placing 1 PDS on Mehar Xull.

    Current Map: Round 7, Action Phase Update 6

    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: 3

    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: 4
    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: 2
    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: 2
    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)
    X - Arnor (Industrial, 2R, 1I)
    X - Centauri (Cultural, 1R, 3I)
    R - Gral (Industrial, 1R, 1I, B)
    X - 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: 2

    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 PASSED
    Universities of Jol-Nar (Ketar) - (3) Politics
    Federation of Sol (MrBody) - (4) Construction
    The Naalu Collective (@38thDoe) - (5) Trade Current Player
    The Ghosts of Creuss (A Half Eaten Oreo) - (6) Warfare

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    38thDoe38thDoe lets never be stupid again wait lets always be stupid foreverRegistered User regular
    Activate Here There Be Dragons
    Move in 4 fighters from Quann


    @A Half Eaten Oreo You are up. Also, what are your plans so we don't get in the way?

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