@discrider and @Phyphor each have option for Space Cannon Offense into the New Albion-Starpoint system with their PDS IIs. (In that order, if it matters.)
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
edited May 2021
oh. can I change the order then? space cannon can only be tanked with big ships right?
Space Cannon hits can be taken by any ship you'd like, unless Graviton Laser System is exhausted for the firing, in which only non-Fighter ships can be targeted. (Nekro has already used their Graviton Laser System charge for the round.)
As an additional timing note, Space Cannon Offense fire will occur after loading ground units to space, and before ground units are landed.
Since nothing else has happened, you can change your orders right now.
MrBlarney on
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38thDoelets never be stupid againwait lets always be stupid foreverRegistered Userregular
edited May 2021
So hypothetically building infantry would allow my spaceships to get hit?
Activate Home system, Build 4 fighters
pay 1 Trade Good and sarween tools
It's the sheer act of activating the system that allows for the system to be targeted via Space Cannon Offense. (The timing step for it also comes before production.)
Jol-Nar is one card above the Action Card hand limit; they discard Direct Hit to comply with hand limits.
Jol-Nar draws two cards from the top of the Agenda Deck; they return one to the top of the deck, and one to the bottom.
@A Half Eaten Oreo to play or pass on the Politics Secondary; Sol is out of Strategy Pool tokens and so cannot play on the secondary.
Jol-Nar is one card above the Action Card hand limit; they discard Direct Hit to comply with hand limits.
Jol-Nar draws two cards from the top of the Agenda Deck; they return one to the top of the deck, and one to the bottom.
@A Half Eaten Oreo to play or pass on the Politics Secondary; Sol is out of Strategy Pool tokens and so cannot play on the secondary.
Universities of Jol-Nar: Activate the Sol Home System. (TP 3 --> 2) Federation of Sol: Use racial ablity Orbital Drop, spending 1 counter from Strategy Pool (SP 2 --> 1) to place 2 Infantry on Resculon. The Naalu Collective: Activate the Naalu home system. (TP 2 --> 1)
Exhaust 1 Trade Good (TG 17 --> 16), +1R from Sarween Tools to build 4 Fighters (2R) at Druaa. The Ghosts of Creuss: Pass turn. Nekro Virus: Pass turn. Universities of Jol-Nar: Play the primary ability of the (3) Politics Strategy Card, giving the Speaker token to Sol and drawing two Action Cards. (AC 6 --> 8)
Discard Action Card "Direct Hit" to comply with hand limits. (AC 8 --> 7)
Creuss plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 4 --> 6)
Nekro plays on the secondary (SP 2 --> 1), drawing 2 Action Cards. (AC 5 --> 7)
Naalu plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 3 --> 5)
Winnu plays on the secondary (SP 2 --> 1), drawing 2 Action Cards. (AC 3 --> 5)
Federation of Sol: 8 VP Nekro Virus: 5 VP The Ghosts of Creuss: 5 VP The Naalu Collective: 4 VP The Winnu: 4 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, Nekro 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: 3 Secret Objectives in hand. Universities of Jol-Nar: 2 Secret Objectives in hand. The Ghosts of Creuss: 1 Secret Objective 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: 1 Secret Objective 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. Imperial Primary (1 VP): Gained by Nekro in Round 7.
The Winnu (discrider)
Commodities: 0 / 3
Trade Goods: 2
Action Cards: 6
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 1
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: 0
Fleet Pool: 5
Strategy Pool: 0
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: 7
Action Cards: 7
Tactic Pool: 1
Fleet Pool: 6
Strategy Pool: 1
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: X - Mordai II (4R, 0I) X - Jord (4R, 2I) X - Mecatol Rex (1R, 6I) X - Arnor (Industrial, 2R, 1I) X - Centauri (Cultural, 1R, 3I) X - Gral (Industrial, 1R, 1I, B) X - Lor (Industrial, 1R, 2I) X - 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) SPEAKER
Commodities: 0 / 4
Trade Goods: 0
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
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) X - Resculon (Cultural, 2R, 0I) X - Saudor (Industrial, 2R, 2I) X - Wellon (Industrial, 1R, 2I, Y)
Other Racial Data:
- Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
- Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
- Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
- Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
- Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
- Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
- Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
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) X - Druaa (3R, 1I) X - Jol (1R, 2I) X - Nar (2R, 3I) X - New Albion (Industrial, 1R, 1I, G) X - Quann (Cultural, 2R, 1I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
Ongoing Game Effects
Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor. 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) ImperialPASSED The Winnu (discrider) - (1) LeadershipPASSED Universities of Jol-Nar (Ketar) - (3) Politics Federation of Sol (@MrBody) - (4) ConstructionCurrent Player The Naalu Collective (38thDoe) - (5) Trade The Ghosts of Creuss (A Half Eaten Oreo) - (6) WarfarePASSED
It's 'why use the action now, when you can stall next round instead?'
I do expect to be wiped out at some point. There's nothing I actually need to stall for next round. I only stalled so much this round because I was hoping I'd get wiped out and Politics just wouldn't get played. I doubt whatever I end up with next round will matter much.
I can see that MrBody stated a pass on Sabotage attached to Phyphor's call, so Jol-Nar's action card goes through.
Jol-Nar has orders to play another Action Card, "Focused Research":
Focused Research Action: Spend 4 trade goods to research 1 technology.
4 Trade Goods are spent to research War Sun.
I don't think there's a need for a Sabotage play / pass call on this one, but I'll wait, let's say about six hours, before I come back to keep things moving.
Federation of Sol: Pass turn. The Naalu Collective: Pass turn. Universities of Jol-Nar: Play Action Card "Repeal Law" (AC 7 --> 6), discarding law "Wormhole Reconstruction" from play. Universities of Jol-Nar: Play Action Card "Focused Research" (AC 6 --> 5), spending 4 Trade Goods (TG 14 --> 10) to research War Sun. Universities of Jol-Nar: Pass turn.
Federation of Sol: 8 VP Nekro Virus: 5 VP The Ghosts of Creuss: 5 VP The Naalu Collective: 4 VP The Winnu: 4 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, Nekro 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: 3 Secret Objectives in hand. Universities of Jol-Nar: 2 Secret Objectives in hand. The Ghosts of Creuss: 1 Secret Objective 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: 1 Secret Objective 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. Imperial Primary (1 VP): Gained by Nekro in Round 7.
The Winnu (discrider)
Commodities: 0 / 3
Trade Goods: 2
Action Cards: 6
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 1
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, War Sun
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: 0
Fleet Pool: 5
Strategy Pool: 0
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: 7
Action Cards: 7
Tactic Pool: 1
Fleet Pool: 6
Strategy Pool: 1
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: X - Mordai II (4R, 0I) X - Jord (4R, 2I) X - Mecatol Rex (1R, 6I) X - Arnor (Industrial, 2R, 1I) X - Centauri (Cultural, 1R, 3I) X - Gral (Industrial, 1R, 1I, B) X - Lor (Industrial, 1R, 2I) X - 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) SPEAKER
Commodities: 0 / 4
Trade Goods: 0
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
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) X - Resculon (Cultural, 2R, 0I) X - Saudor (Industrial, 2R, 2I) X - Wellon (Industrial, 1R, 2I, Y)
Other Racial Data:
- Racial Unit: Advanced Carrier (Carrier): As Carrier, but Carry Capacity 6.
- Racial Unit: Spec Ops (Infantry): As Infantry, but Combat Value 7.
- Flagship: Genesis: Combat Value 5 (x2), Movement 1, Carry Capacity 12. Sustain Damage. At the end of the Status Phase, place 1 Infantry from your reinforcements in this system's space area.
- Racial Technology: Spec Ops II (unit upgrade, requires 2 Green): As Infantry, but Combat Value 6. After this unit is destroyed, roll 1 die. If the result is 5 or greater, place the unit on this card. At the start of your next turn, place each unit that is on this card on a planet you control in your home system.
- Racial Technology: Advanced Carrier II (unit upgrade, requires 2 Blue): As Carrier, but Movement 2, Capacity 8. Sustain Damage.
- Orbital Drop: Action: Spend 1 token from your Strategy pool to place 2 Infantry from your reinforcements on 1 planet you control.
- Versatile: When you gain command tokens during the Status Phase, gain 1 additional command token.
- Racial Promissory Note: Military Support: At the start of the Sol player's turn: Remove 1 token from the Sol player's Strategy pool, if able, and return it to his reinforcements. Then, you may place 2 Infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.
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) X - Druaa (3R, 1I) X - Jol (1R, 2I) X - Nar (2R, 3I) X - New Albion (Industrial, 1R, 1I, G) X - Quann (Cultural, 2R, 1I) X - Qucen'n (Industrial, 1R, 2I) X - Rarron (Cultural, 0R, 3I) X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- Racial Unit: Hybrid Crystal Fighter (Fighter): As Fighter, but Combat Value 8.
- Flagship: Matriarch: Combat Value 9 (x2), Movement 1, Carry Capacity 6. Sustain Damage. During an invasion in this system, you may commit Fighters to planets as if they were ground forces. When combat ends, return those units to the space area.
- Racial Technology: Hybrid Crystal Fighter II (unit upgrade, requires 1 Green and 1 Blue): As Fighter, but Combat Value 7, Movement 2. Does not need to be Carried; each Fighter in excess of your ships' Capacity counts as 1/2 of a ship against your Fleet pool.
- Racial Technology: Neuroglaive (Green, requires 3 Green): After another player activates a system that contains 1 or more of your ships, that player removes 1 token from his Fleet pool and returns it to his reinforcements.
- Telepathic: At the end of the Strategy Phase, place the Naalu "0" token on the Strategy Card; you are first in initiative order.
- Foresight: After another player moves ships into a system that contains 1 or more of your ships, you may place 1 token from your Strategy pool in an adjacent system that does not contain another player's ships; move your ships from the active system into that system.
- Racial Promissory Note: Gift of Prescience: At the end of the Strategy Phase: place this card face up in your play area and place the Naalu "0" token on your Strategy Card; you are first in initiative order. The Naalu player cannot use his "Telepathic" faction ability during this game round. Return this card to the Naalu player at the end of the Status Phase.
Ongoing Game Effects
Minister of Commerce - Held by Naalu. When Naalu replenishes commodities, they gain 1 Trade Good for each other player that is their neighbor. 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
Each player except for Jol-Nar and Sol may now claim up to one Public Objective and one Secret Objective; Jol-Nar and Sol may only claim a Secret Objective.
Posts
@MrBody
Orbital drop Resculon
1/3/0
@38thDoe
Assault Cannon is the automatic non-fighter ship go poof.
As an additional timing note, Space Cannon Offense fire will occur after loading ground units to space, and before ground units are landed.
Since nothing else has happened, you can change your orders right now.
Activate Home system, Build 4 fighters
pay 1 Trade Good and sarween tools
@A Half Eaten Oreo
@Phyphor
@Ketar
And since I'm left to be an agent of chaos, make MrBody the speaker.
Jol-Nar draws two cards from the top of the Agenda Deck; they return one to the top of the deck, and one to the bottom.
@A Half Eaten Oreo to play or pass on the Politics Secondary; Sol is out of Strategy Pool tokens and so cannot play on the secondary.
Play
Universities of Jol-Nar: Activate the Sol Home System. (TP 3 --> 2)
Federation of Sol: Use racial ablity Orbital Drop, spending 1 counter from Strategy Pool (SP 2 --> 1) to place 2 Infantry on Resculon.
The Naalu Collective: Activate the Naalu home system. (TP 2 --> 1)
Exhaust 1 Trade Good (TG 17 --> 16), +1R from Sarween Tools to build 4 Fighters (2R) at Druaa.
The Ghosts of Creuss: Pass turn.
Nekro Virus: Pass turn.
Universities of Jol-Nar: Play the primary ability of the (3) Politics Strategy Card, giving the Speaker token to Sol and drawing two Action Cards. (AC 6 --> 8)
Discard Action Card "Direct Hit" to comply with hand limits. (AC 8 --> 7)
Creuss plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 4 --> 6)
Nekro plays on the secondary (SP 2 --> 1), drawing 2 Action Cards. (AC 5 --> 7)
Naalu plays on the secondary (SP 1 --> 0), drawing 2 Action Cards. (AC 3 --> 5)
Winnu plays on the secondary (SP 2 --> 1), drawing 2 Action Cards. (AC 3 --> 5)
Current Map: Round 7, Action Phase Update 9
Current Technologies
Victory Points and Objectives
Nekro Virus: 5 VP
The Ghosts of Creuss: 5 VP
The Naalu Collective: 4 VP
The Winnu: 4 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, Nekro
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: 3 Secret Objectives in hand.
Universities of Jol-Nar: 2 Secret Objectives in hand.
The Ghosts of Creuss: 1 Secret Objective 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: 1 Secret Objective 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.
Imperial Primary (1 VP): Gained by Nekro in Round 7.
The Winnu (discrider)
Trade Goods: 2
Action Cards: 6
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 1
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: 7
Tactic Pool: 2
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: 0
Fleet Pool: 5
Strategy Pool: 0
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:
- 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: 7
Action Cards: 7
Tactic Pool: 1
Fleet Pool: 6
Strategy Pool: 1
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:
X - Mordai II (4R, 0I)
X - Jord (4R, 2I)
X - Mecatol Rex (1R, 6I)
X - Arnor (Industrial, 2R, 1I)
X - Centauri (Cultural, 1R, 3I)
X - Gral (Industrial, 1R, 1I, B)
X - Lor (Industrial, 1R, 2I)
X - Tequ'ran (Hazardous, 2R, 0I)
X - Torkan (Cultural, 0R, 3+2I)
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) SPEAKER
Trade Goods: 0
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
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)
X - Resculon (Cultural, 2R, 0I)
X - 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: 16
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 6
Strategy Pool: 0
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)
X - Druaa (3R, 1I)
X - Jol (1R, 2I)
X - Nar (2R, 3I)
X - New Albion (Industrial, 1R, 1I, G)
X - Quann (Cultural, 2R, 1I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- 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 PASSED
The Winnu (discrider) - (1) Leadership PASSED
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 PASSED
@38thDoe
@Ketar
Repeal Law
Action: Discard 1 law from play.
targeting "Wormhole Reconstruction". (All systems that contain either an alpha or beta wormhole are adjacent to each other.)
Since this does have a bit of potential impact on the connections on the game board, I'll open this up to a round of Sabotage calls. (@A Half Eaten Oreo, @Phyphor, @MrBody, @38thDoe, @discrider)
¯\_(ツ)_/¯
Not really understanding the question here.
It's 'why use the action now, when you can stall next round instead?'
I do expect to be wiped out at some point. There's nothing I actually need to stall for next round. I only stalled so much this round because I was hoping I'd get wiped out and Politics just wouldn't get played. I doubt whatever I end up with next round will matter much.
So, smoke 'em while I got 'em.
Fair enough
Jol-Nar has orders to play another Action Card, "Focused Research":
Focused Research
Action: Spend 4 trade goods to research 1 technology.
4 Trade Goods are spent to research War Sun.
I don't think there's a need for a Sabotage play / pass call on this one, but I'll wait, let's say about six hours, before I come back to keep things moving.
Federation of Sol: Pass turn.
The Naalu Collective: Pass turn.
Universities of Jol-Nar: Play Action Card "Repeal Law" (AC 7 --> 6), discarding law "Wormhole Reconstruction" from play.
Universities of Jol-Nar: Play Action Card "Focused Research" (AC 6 --> 5), spending 4 Trade Goods (TG 14 --> 10) to research War Sun.
Universities of Jol-Nar: Pass turn.
Current Map: Round 7, Start of Status Phase
Current Technologies
Victory Points and Objectives
Nekro Virus: 5 VP
The Ghosts of Creuss: 5 VP
The Naalu Collective: 4 VP
The Winnu: 4 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, Nekro
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: 3 Secret Objectives in hand.
Universities of Jol-Nar: 2 Secret Objectives in hand.
The Ghosts of Creuss: 1 Secret Objective 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: 1 Secret Objective 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.
Imperial Primary (1 VP): Gained by Nekro in Round 7.
The Winnu (discrider)
Trade Goods: 2
Action Cards: 6
Tactic Pool: 1
Fleet Pool: 4
Strategy Pool: 1
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: 10
Action Cards: 5
Tactic Pool: 2
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, War Sun
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: 0
Fleet Pool: 5
Strategy Pool: 0
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:
- 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: 7
Action Cards: 7
Tactic Pool: 1
Fleet Pool: 6
Strategy Pool: 1
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:
X - Mordai II (4R, 0I)
X - Jord (4R, 2I)
X - Mecatol Rex (1R, 6I)
X - Arnor (Industrial, 2R, 1I)
X - Centauri (Cultural, 1R, 3I)
X - Gral (Industrial, 1R, 1I, B)
X - Lor (Industrial, 1R, 2I)
X - Tequ'ran (Hazardous, 2R, 0I)
X - Torkan (Cultural, 0R, 3+2I)
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) SPEAKER
Trade Goods: 0
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 3
Strategy Pool: 0
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)
X - Resculon (Cultural, 2R, 0I)
X - 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: 16
Action Cards: 5
Tactic Pool: 1
Fleet Pool: 6
Strategy Pool: 0
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)
X - Druaa (3R, 1I)
X - Jol (1R, 2I)
X - Nar (2R, 3I)
X - New Albion (Industrial, 1R, 1I, G)
X - Quann (Cultural, 2R, 1I)
X - Qucen'n (Industrial, 1R, 2I)
X - Rarron (Cultural, 0R, 3I)
X - Starpoint (Hazardous, 3R, 1I)
Other Racial Data:
- 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
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
Each player except for Jol-Nar and Sol may now claim up to one Public Objective and one Secret Objective; Jol-Nar and Sol may only claim a Secret Objective.
Claim Negotiate Trade Routes
Claim Form a Spy Network
Discard Economic Initiative, Cripple Defenses, Reactor Meltdown, Assassinate Representative, Trade Rider