Malazan Empire: gIV Malazan Empire Eclipse - Malazan Empire

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gIV Malazan Empire Eclipse R9 player order: Twelve,IH,MorCF,Tapper,Khell,D'rek,Tatts,Gnaw

#1 User is offline   Galactic Council 

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Posted 17 October 2013 - 10:00 PM

Spoiler

Current Turn: 7


WAITING ON
: IH, CF
Provisionals:
Date/Time posted:



BOARD UPDATE - Round 9 turn 7p3




Full Resolution
post-17088-0-83097300-1423079207.jpg
Spoiler


Low Resolution Full Board
post-17088-0-53493600-1423079119.jpg
Spoiler


Map only
post-17088-0-14969400-1423079092.jpg
Spoiler


No Map
post-17088-0-61352000-1423079082.jpg
Spoiler

This post has been edited by Galactic Council: 09 February 2015 - 07:40 PM

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#2 User is offline   Galactic Council 

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Posted 17 October 2013 - 10:09 PM

Spoiler

This post has been edited by Galactic Council: 03 December 2013 - 10:31 AM

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#3 User is offline   Galactic Council 

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Posted 17 October 2013 - 10:10 PM

Resources I find useful.

Morgoth's first game here.
D'rek's second game here.
CF's third game here, although I (gnaw) pretty much dismantled the organized posts.


All below are sourced from boardgamegeek.com

Rules for the base game
Attached File  Eclipse_rules_EN_light.pdf (3.68MB)
Number of downloads: 16
4mb pdf

A 19mb pdf file on my site (direct download; use "save as" or "save link")

Rules for the RoTA expansion
an 18mb pdf
"Used 41.18MB of your Unlimited global upload quota (Max. single file size: 10MB)"
I know this was posted somewhere else so the limit came from the server move a couple weeks ago?
boardgamegeek link (account required)
my site (direct download; use "save as" or "save link")

A setup aid
1.7mb pdf

A player info sheet.
Very well done 2 page pdf. 2.4mb

Species attributes summary (base game only)
Spoiler

This post has been edited by Galactic Council: 19 October 2013 - 11:06 PM

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#4 User is offline   Galactic Council 

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Posted 17 October 2013 - 10:10 PM

I made a complete mess of rules for this game. Mostly due to the long comment period and my newness to the game. I'm posting them here as I dig them out of the other two (2?!) threads. I'm doing my best to gather the finalized versions. If I miss something please don't hesitate to bring it up.

Rules: From the game 4 signup sheet here.

View PostGalactic Council, on 05 October 2013 - 10:11 PM, said:

Game 4 moderator: Gnaw
7-9 player. Hopefully the full 9.


Game Prep:
  • 7+ player game.
  • Planta and Draco are in.
  • Alliances are in with a Round 2 minimum.
  • Ancient Homeworlds are in only as filler if we don't get full 9 players.
  • Board will be standard RoTA layout:
    • GCDS
    • inner sectors (I) - 6. 8 available
    • middle sectors (II)
      • 7 players: 12
      • 8 players: 12
      • 9 players: 12
      • 14 available
    • outer sectors (III)
      • 7 players: 22
      • 8 players: 24
      • 9 players: 24
      • 31 available



Technology:


  • Initial Tech Tiles
    • 7 players: 22
    • 8 players: 24
    • 9 players: 26
  • new techs in the cleanup phase
    • 7 players: 10
    • 8 players: 11
    • 9 players: 11
  • Predictable technology but hard cap limit of 5 drawn. Gives a bit of a teaser and might help move the game along a little faster.
    • 26 tiles are drawn pregame. 5 tiles for round 2 will be drawn and revealed at this time.
    • 11 tiles in cleanup phase for the next round along with 5 tiles for the following round.
    • Rare techs will not count toward the 26 or 11, but will count for the 5 predictive tiles.
    Total tech available: 125 126 (I think)
  • Developments are in with no restrictions. All 9 will be available.
  • Non-RoTA Expansion content:
    • Supernova - in
    • Pulsar - in unless somebody cares
    • Ship Pack One - in
      • 325 hex,
      • 339/340 Terran/Magellan HW (We have pictures of them but no hexes yet. I'll use the 269 Mons Auris hex for this one if pics do not be come available.)
      • Ancient Interceptor discovery
      • Security council development
      • Advanced GCDS
      • Turn order variant will not be used



  • I will be using Orokos for all things dice related. That allows a combat phase fuckup by me to be moved back to the last roll made prior to said fuckup.
  • Reputation tiles are face up (so no unfair advantage to moderator)
  • An image file will be placed here showing all of the hexes in the game, so the mod has no unfair advantage in knowing exactly which ones are left and what they look like. Text listing will be included.
  • Player order determined by randomizing the sign-up sheet. There are 3 choices to be made. "Play", "Race", "Rotation". All 3 must be picked before race selection begins. "Rotation" applies to both choice of race and direction of first round.
    • First person in the list.
    • Last person in the list. Middle person in the list.
    • Middle person in the list. Last person in the list.
Spoiler


Spoiler



Edit:
  • As far as I know IH is planning on running a 6 player game simultaneously with this one.
  • The overly complicated Race, Play, and Rotation selection is because I think those 3 components have a huge impact on the course of the game.
  • I'm not including simultaneous play variant because I don't think it's at all adaptable to forum style game.



This post has been edited by Galactic Council: 09 October 2013 - 07:04 PM





Changes/clarifications from the above:

"Total tech available: 125 126 (I think)" 125 I miscounted twice.

"Pulsar - in unless somebody cares" In.

Contradiction one (layout and GC tile): The first was as opposed to the ten player layout we had been discussing. The second was my intention to use the SP1 two sided Advanced GCDS.
"Board will be standard RoTA layout:
  • GCDS"
and

"Non-RoTA Expansion content:

Ship Pack One - in

  • Advanced GCDS"

"I will be using Orokos for all things dice related." I will be choosing tech and reputation using random.org; screenshots and lists will be in the Action Thread. All else will be orokos.com All my rolls can be accessed here.

"An image file will be placed here showing all of the hexes in the game". Hex selection is discussed in the sign up sheet (posts 138 between 171) and semi-final ruling placed in post #5 of this thread.

"I will be using Orokos ...allows a combat phase fuckup by me to be moved back to the last roll made prior to said fuckup." Combat resolution explained in post #6 of this thread.




This post has been edited by Galactic Council: 20 October 2013 - 01:03 AM

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#5 User is offline   Galactic Council 

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Posted 17 October 2013 - 10:10 PM

Eclipse Expansion Rules page 12:
Posted Image




Rule for hex exploration:

Sectors I and II:

Once 6 and 12 hexes have been drawn the remaining 2 hexes of each sector are eliminated from the game and discards will become the new draw pile. (With Draco in the game there is guaranteed to be at least discard in Sector II.)


Example:


Example said:


Explores:

  • CF - 203 Chi Draconis - <orokos link>
  • Tapper - 213 Iota Bootis - <orokos link>
  • Khell - 206 Epsilon Indi - <orokos link>
  • D'rek - 209 Delta Eridani - <orokos link>
  • Tatts - 202 Fomalhaut - <orokos link>
  • Gnaw - 201 Alpha Centauri - <orokos link>
  • Placed Sector II Hex
  • Placed Sector II Hex
  • Placed Sector II Hex
  • Placed Sector II Hex
  • Placed Sector II Hex
  • Discard (Gnaw - 212 Lambda Fornacis - <orokos link>)

Available:

  • 204 Vega
  • 205 Mu Herculis
  • 207 Zeta Reculi
  • 208 Iota Persei
  • 210 Psi Capricorni
  • 211 Beta Aquilae
  • 281 Delta Corvi
  • 201 Alpha Centauri (Gnaw - <orokos link>)
  • 209 Delta Eridani (D'rek - <orokos link>)
  • 202 Fomalhaut (Tatts - <orokos link>
  • 203 Chi Draconis (Khell - <orokos link>)
  • 213 Iota Bootis (Tapper- <orokos link>)
  • 206 Epsilon Indi (CF - <orokos link>)

Discards:

  • 212 Lambda Fornacis







Sector III:

The oh so clever D'rek has figured out a way to draw specific hexes without anyone knowing what those hexes are until each has been explored during the game. Two factor security. (A modification of Double Blind medical trials?) Nobody knows what hexes are "put back in the box", so no one will know which hexes are not in the game either. Her solution solves all issues with table-top to forum translation.

There will be 24 specific sector III tiles available in the game. Discards are set aside and are shuffled back into a new draw pile once the original pile is depleted.


The selection process:
  • D'rek
    • generates a code for each of the 31 Sector III tiles in the game.
    • creates a text file for each of the tiles that contains the hex number and name. The text file is named according to the code she devises.
    • She sends me all 31 text files.
  • Modgod
    • will use random.org to select 24 specific codes from her list.
    • when a hex is explored, the modgod spins the wheel for that sector and selects the top code.
    • I open the corresponding text file to find out what the hex number is.
    • reveal the code and hex number to the thread.
  • Security
    • D'rek knows the code and which hex it corresponds to but does not know which codes were selected for use.
    • I know which codes are in use, but not the hexes they correspond to. I think I'll probably put each txt file into its own folder as added insurance against opening the wrong text file by mistake.

This post has been edited by Galactic Council: 20 October 2013 - 11:48 PM

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#6 User is offline   Galactic Council 

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Posted 17 October 2013 - 10:10 PM

Shamelessy stolen from D'rek:

Quote

Dice history:

I am using Orokos for rolling dice for combat. Orokos maintains a dice roll history so other players can easily verify that dice are not being re-rolled to benefit one player. The dice history can be viewed on the Orokos ME_Eclipse_G2 Campaign page.


The description decodes as follows:

R2H203B1_e1 - EM Crs (1xO), Ax Shp (4xY), EM Drd (1xO, 1xY)

R2 = Combat Phase of Round 2
H203 = Occuring in Hex #203
B1 = Battle #1 in Hex 203 (there could be multiple sequential battles)
m / e1 = Missile Round / Engagement Round 1

EM Crs (1xO) = EmperorMagus' Cruiser, which will roll 1 orange die
Ax Shp (4xY) = Ancient Ships, which will roll 4 yellow dice


If you click on the number in the Results column, you can see the collective dice rolls, ie: 7d6: 19 [7d6=1, 3, 3, 3, 1, 4, 4]

The dice are assigned in the order stated in the description (which will be the order the ships engage in).

So in the examples above:
R2H203B1_e1 - EM Crs (1xO), Ax Shp (4xY), EM Drd (1xO, 1xY)
7d6: 19 [7d6=1, 3, 3, 3, 1, 4, 4]


EM's Cruiser needs to roll 1 orange die, so the first die result (1) will be what the cruiser rolls. Then the Ancient Ships need to roll 4 dice, so the next four results will be what they roll. Lastly, EM's dreadnaught needs to roll one orange and one yellow, so the next die result will be the dreadnaught's orange die result and the last will be its yellow die result.

If a ship is rolled for but destroyed before it would attack, the dice results that would have been used for it are simply passed over.


In battles where players wish to retreat in the middle of engagement rounds, some variation of this system may be used.



The campaign name is "gIV Malazan Empire Eclipse" and link here. However, I sometimes forget to include that so this is the link to all my rolls.

The description I used in game 3 as I evolved was unnecessarily complicated. (In addition I discovered the Orokos expression help page) :blink:

The roll result:

  • When a roll is formatted "3d6" the result is not just the results of the individual dice, but a total for the sum of the dice. 3d6: 14 [3d6=4, 5, 5]
  • If the format is entered "3#1d6" the result is not totaled. 3#1d6: 3 # 3 [1d6=3] 4 [1d6=4] 3 [1d6=3]
  • With the automagical bolding, the second format is much easier to understand.





Note: not finished, just finished for now.


If anyone can help me understand Orokos syntax better it would be much appreciated.

For example, this person managed to roll this in a single toss:
1d8: 3 [1d8=3]
3#1d10: 3 # 8 [1d10=8] 10 [1d10=10] 7 [1d10=7]
1d12: 5 [1d12=5]
1d4: 2 [1d4=2]

Change that to all d6 and I could roll 3 different initiative class ships in one toss. Which I'm fairly certain would cut down the error rate. Triple checking all the dice in one roll is better than double checking them in 3 rolls.



This post has been edited by Galactic Council: 20 October 2013 - 12:23 AM

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#7 User is offline   Galactic Council 

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Posted 17 October 2013 - 10:18 PM

Resuming placeholder status.








I would like each of you to make a placeholder post in PLAY ORDER please.


IH green
230
Mechanema


Morgoth White
224
Hydrans

CF
Orange
221
Terran Directorate

Tapper Black
240
Guardians of Magellan
Need to make a board/ambassadors/planet

Khell Grey
226
Planta


D'rek Magenta
238
Enlightened of Lyra


Tatts
Yellow
232
Orion Hegemony

Gnaw
Blue
228
Descendants of Draco
Ambassadors

Twelve: Red
234
Exiles

This post has been edited by Galactic Council: 20 October 2013 - 09:49 PM

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#8 User is offline   Imperial Historian 

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Posted 17 October 2013 - 11:59 PM

PLACEHOLDER

Round 7 start

Resources: 0 money, 4 science, 21 materials. -2 upkeep.

Ships: 1 dread, 2 cruisers.

Income: 12? money, 2 science, 15 materials.

VP: 26 (hexes: 9, Tech: 0, Badges: 10, Diplo/Alliance: 1/2, Discoveries: 4, Monolith: 0, Special: 0)

This post has been edited by Galactic Council: 27 April 2014 - 05:29 PM

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#9 User is offline   Morgoth 

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Posted 18 October 2013 - 05:55 AM

PLACEHOLDER

Round 7 start

Resources: 1 money, 19 science, 18 materials. -7 upkeep.

Ships: 1 cruisers, 1 interceptor, 1 starbase

Income: 24 money, 18 science, 4 materials.

VP: 30 (hexes: 13, Tech: 5, Badges: 9, Diplo/Alliance: 1/2, Discoveries: 0, Monolith: 0, Special: 0)

This post has been edited by Galactic Council: 27 April 2014 - 05:30 PM

Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
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#10 User is offline   cerveza_fiesta 

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Posted 18 October 2013 - 11:20 AM

Round 7 start

Resources: 6 money, 18 science, 13 materials. -1 upkeep.

Ships: 3 starbases

Income: 10 money, 15 science, 6 materials.

VP: 13 (hexes: 6, Tech: 1, Badges: 2, Diplo/Alliance: 2/2, Discoveries: 2, Monolith: 0, Special: -2)

Spoiler

This post has been edited by Galactic Council: 27 April 2014 - 05:31 PM

........oOOOOOo
......//| | |oO
.....|| | | | O....
BEERS!

......
\\| | | |

........'-----'

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#11 User is offline   Tapper 

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Posted 18 October 2013 - 12:18 PM

Round 7 start

Resources: 2 money, 6 science, 7 materials, 1 pulsar action. -1 upkeep.

Ships: 1 dread, 4 interceptors

Income: 15money, 6 science, 6 materials.

VP: 30 (hexes: 10, Tech: 2, Badges: 7, Diplo/Alliance: 2/2, Discoveries: 5, Monolith: 0, Special: 2 GCDS)

Alliance: 85/28



PLACEHOLDER

ROUND 1.
Action 1: explore North-west into ring 2$ 2, μ 2, * 3.

This post has been edited by Galactic Council: 27 April 2014 - 05:32 PM

Everyone is entitled to his own wrong opinion. - Lizrad
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#12 User is offline   Khellendros 

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Posted 18 October 2013 - 02:54 PM

THE HOLDER OF PLACES.

Round 7 start

Resources: 2 money, 4 science, 3 materials. -0 upkeep.

Ships: 2 starbases.

Income: 15 money, 2 science, 3 materials.

VP: 20 (hexes: 5, Tech: 0, Badges: 8, Diplo/Alliance: 2/2, Discoveries: 0, Monolith: 0, Special: 3 controlled hexes)

Alliance: 85/28

This post has been edited by Galactic Council: 27 April 2014 - 05:34 PM

"I think I've made a terrible error of judgement."
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#13 User is offline   D'rek 

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Posted 18 October 2013 - 04:16 PM

What is this place? I shall call it "holder".

Round 7 start

Resources: 2 money, 29 science, 19 materials. -2 upkeep.

Ships: 4 interceptors

Income: 18 money, 24 science, 10 materials.

VP: 25 (hexes: 13, Tech: 2, Badges: 3, Diplo/Alliance: 2/2, Discoveries: 0, Monolith: 0, Special: 3 shrines)

Alliance: 85/28

This post has been edited by Galactic Council: 27 April 2014 - 05:35 PM

View Postworrywort, on 14 September 2012 - 08:07 PM, said:

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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Posted 18 October 2013 - 06:33 PM

The Place Hold


Round 7 start

Resources: 6 money, 4 science, 4 materials. -1 upkeep.

Ships: 1 cruisers.

Income: 15 money, 4 science, 3 materials.

VP: 19 (hexes: 3, Tech: 0, Badges: 9, Diplo/Alliance: 1/2, Discoveries: 2, Monolith: 0, Special: 0)

Alliance: 59/19






Round One

#1 Explore South East of home world. Discover Chi Draconus. Rotate so that middle of tree and stem of tree line up centrally.
#2 Explore South of Home World. Discover Mu Herculis Hex 205. Keep Hex. Influence money planet.
#3 Explore North West of mu Herculis.

This post has been edited by Galactic Council: 27 April 2014 - 05:36 PM

Apt is the only one who reads this. Apt is nice.
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#15 User is offline   Gnaw 

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Posted 18 October 2013 - 07:24 PM

Descendants of Draco utility area.


Round 7 start

Resources: 0 money, 6 science, 8 materials. -0 upkeep.

Ships: 1 interceptor

Income: 8 money, 4 science, 4 materials.

VP: 14 (hexes: 5, Tech: 0, Badges: 4, Diplo/Alliance: 3/2, Discoveries: 0, Monolith: 0, Special: 0)

Alliance: 59/19



Round Three
Spoiler


Round Two

Spoiler


Round One
Spoiler


Round Zero
Spoiler

This post has been edited by Galactic Council: 27 April 2014 - 05:37 PM

"Between stimulus and response there is a space. In that space is our power to choose our response. In our response lies our growth and our freedom." - Viktor Frankl
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#16 User is offline   twelve 

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Posted 18 October 2013 - 07:27 PM

Posted Image
Exiles





Round 7 start

Resources: 2 money, 0 science, 4 materials. -0 upkeep.

Ships: 1 dread

Income: 18 money, 0 science, 2 materials.

VP: 16 (hexes: 2, Tech: 5, Badges: 7, Diplo/Alliance: 0/0, Discoveries: 0, Monolith: 0, Special: 2 controlled hexes)

Alliance: 0/0





Round 6

(5$/8S/18M Upkeep -1)
Round 5 VP total: 12 (2 hexes, 3 tech, 5 Rep tiles, 0 Diplomacy tile, 0 Discovery tile, 2 Race bonus)

Action 1: Research Gluon Computers -8 science
(5$/0S/18M Upkeep -2)

Action 2: Influence:
-Remove disk from 391
-Return the 2 grey cubes to science adv material cube
-Place influence cube back on 391 colonize two grey slots with money
-Reset two colony ships 3 available
(5$/0S/18M Upkeep -3)

Action 3: Influence:
-Remove disk from 391
-Return the 2 grey cubes to science
-Place influence cube back on 391 colonize two grey slots with money
-Reset two colony ships 3 available
(5$/0S/18M Upkeep -5)

Action 4: Upgrade Cruiser:
-Place Plasma Missiles over ion Cannon
-Place Gluon Computers over Electron Computer
(5$/0S/18M Upkeep -7)

Action 5: Upgrade Dreadnaught:
-Place Plasma Missiles over ion Cannon
-Place Gluon Computers over ion Cannon
(5$/0S/18M Upkeep -10)

Action 6
: Build
-2 Dreadnaughts in 391 supernova hex
(5$/0S/2M Upkeep -13)

Action 7: Move
-Both Dreadnaughts from 391 to 304
(5$/0S/2M Upkeep -17)

Action 8: Upgrade Dreadnaught:
-Place Gluon Computer over electron Computer
-Place Gluon Computers over Default Hull
(5$/0S/2M Upkeep -21)

Action 9: Upgrade
-Remove Gluon computer from Default hull on Dreadnaught
-Remove Gluon Computer from Electron Computer on Dreadnaught
-Place Hull over Electron Computer on Dreadnaught
-Place Tachyon Source over default source on Interceptor
(5$/0S/2M Upkeep -25)

Do not influence 304 after battle

Upkeep $5 bank + 18 Income -25 Upkeep = -2

Bankrupt 391 return 2 grey cubes to Materials

Upkeep $5 bank + 18 Income -21 Upkeep = 2 Banked
Science 0 banked + 0 income = 0 Banked
Materials 2 banked + 2 Income = 4 Banked

(2$/0S/4M Upkeep -0)
Round 6 VP total: 17 (2 hexes, 5 tech, 8 Rep tiles, 0 Diplomacy tile, 0 Discovery tile, 2 Race bonus)






Previous rounds

Spoiler



This post has been edited by Galactic Council: 27 April 2014 - 05:38 PM

I don't know what I'm doing but it sounds good.
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#17 User is offline   Galactic Council 

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Posted 18 October 2013 - 07:37 PM

Game on!

Hex orientation. As mod I don't care which wormholes are faced which direction. Give me the orientation of the text of the hex.
Spoiler


IH is oriented at 1 as is Morgoth's

Tatts' current orientation is at 6 as is mine.

I don't think anyone else has declared yet?

IH:
  • orientation at 1
  • discard "production" == materials?
Morgoth:

  • orientation at 1
  • discard $

This post has been edited by Galactic Council: 19 October 2013 - 08:58 PM
Reason for edit: Edit: Spoiiered the image.

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#18 User is offline   twelve 

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Posted 18 October 2013 - 07:42 PM

View PostGalactic Council, on 18 October 2013 - 07:31 PM, said:

Twelve placeholder needed.

Then the fun can begin!

Hex orientation. As mod I don't care which wormholes are faced which direction. Give me the orientation of the text of the hex.
Attachment hex orientation format.png
IH is oriented at 1 as is Morgoth's

Tatts' current orientation is at 6 as is mine.

I don't think anyone else has declared yet?


Place holder was about 3 minutes after yours (Addict I know).

Now about wormhole orientation..... The above doesn't make any sense. There are no hexes that have just one wormhole. I think most player have been using the compass star for their orientation. I'm fairly sure D'rek and CF have stated their orientation in some of their role play responses. I'm waiting for you to state yours before I post mine as I'm the last person to take an action. Are you going to leave your homeworld oriented as you have listed?

I'm still not sure if I'm going to go money or materials for my discard either.

This post has been edited by Galactic Council: 19 October 2013 - 09:01 PM
Reason for edit: Fixed the broken html.

I don't know what I'm doing but it sounds good.
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#19 User is offline   twelve 

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Posted 18 October 2013 - 07:43 PM

Sorry about my respose. I tried to respond before you locked the other thread and I didn't feel like retyping everything so I did a copy paste and that is what spit out.
I don't know what I'm doing but it sounds good.
0

#20 User is offline   Galactic Council 

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Posted 18 October 2013 - 08:00 PM

View Posttwelve, on 18 October 2013 - 07:42 PM, said:

Now about wormhole orientation..... The above doesn't make any sense. There are no hexes that have just one wormhole. I think most player have been using the compass star for their orientation.


This better?
Spoiler

This post has been edited by Galactic Council: 19 October 2013 - 08:57 PM
Reason for edit: Edit: Spoiiered the image.

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