Malazan Empire: Twilight Imperium (I) - Game Thread - Malazan Empire

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Twilight Imperium (I) - Game Thread

#321 User is offline   D'rek 

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Posted 02 June 2018 - 08:42 PM

Posted Image

LEADERSHIP Secondary: Exhaust Wellon and spend 4 trade goods to gain 2 CTs. Place both in Strategic pool.

Component Action:

Quote

AP | Tactical Bombardment | Play as an Action | Choose a system that contains one or more of your units that have Bombardment. Exhaust each planet controlled by other players in that system.


Perform tactical bombardment in Arnor/Lor system. Those planets are exhausted for Twelve.




Victory Points: 4

Strategy Card: DIPLOMACY
Command Pools: 2T | 2F | 3S
Goods: 0/2 C | 5 TG
Action Cards: 5
Promissory Notes: 2 Mentak, 1 Creuss, 2 Yssaril, 1 Nekro, 1 Sol
Secret Objectives: 0 fulfilled | 1 unfulfilled

Planets:
+ Moll Primus (4/1)
+ Wellon (1/2, yellow tech)


Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Salvage Operations ® -- After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Stasis Capsules -- Upgrades Cruiser blueprints to Cruiser II


Other:
+ Support for the Throne from Creuss (+1 VP)
+ Support for the Throne from Yssaril (+1 VP)

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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#322 User is offline   Gnaw 

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Posted 02 June 2018 - 08:51 PM

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Leadership secondary: exhaust Dal Bootha, Corneeq, and Maaluuk for 6 influence == 2 CTs. 1 strategic and 1 tactical.





AT | War Effort | Play as an Action | Place a cruiser in a system that contains your ships.

Place cruiser in delta wormhole system with fighter.





Victory Points: 2
Strategy Card: Politics
Command Pools: 3T | 3F | 4S
Goods: 0/3 C | 5 TG
Action Cards: 6
Promissory Notes: 4 Naalu, 1 Creuss, 1 Hacan
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Maaluuk (0/2)
+ Druaa (3/1)
+ Corneeq(1/2)
+ Resculon (2/0)
+ Dal Bootha (0/2)
+ Xxehan (1/1)
+ Vefut II (2/2)
+ Mansa III (0/1, yellow tech)

Technologies:
+ Neural Motivator During the status phase, draw 2 action cards instead of 1.
+ Sarween Tools When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Antimass Deflectors Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Dacxive Animators
+ Plasm Scoring When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Graviton Laster System -- You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Hybrid Crystal Fighter II ®
+ Deep Space Cannon (PDS II)
"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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#323 User is offline   Khellendros 

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Posted 03 June 2018 - 05:41 PM

Posted Image





ACTION PHASE






Gen Synthesis: 1 Spec Ops II resynthesised on Jord.






Secondary Strategic Actions:

LEADERSHIP secondary: Exhaust Mecatol Rex for 6 influence, gain 2 command tokens.






Tactical Action:

ACTIVATE: Lazar-Sakulag.
MOVE: Genesis, 1 Carrier, 5 Fighters, and 7 Spec Ops II (1 onboard Genesis, 6 picked up from Saudor) from Saudor to Lazar-Sakulag.
No PDS fire from Twelve

SPACE COMBAT:

Blend:
+ 1 Dreadnought II (c5) (has sustained damage)
+ 1 Carrier (c9)
+ 2x Fighter (c9)

BR | Shields Holding | Play during space combat | Before you assign hits to your ships during a space combat: Cancel up to 2 hits.


Khell:
+ Genesis (2x c5)
+ 1 Adv Carrier (c9)
+ 5x Fighter (c9)

-----ROUND 1-----

Blend:
+ 1 Dreadnought II (c5) -> [5] -> 1 hit
+ 1 Carrier (c9) -> [2]
+ 2x Fighter (c9) -> [7, 7]

Khell:
+ Genesis (2x c5) -> [4, 8] -> 1 hit
+ 1 Adv Carrier (c9) -> [3]
+ 5x Fighter (c9) -> [7, 7, 8, 3, 10] -> 1 hit

Blend takes two hits, and plays Shields Holding:

Quote

BR | Shields Holding | Play during space combat | Before you assign hits to your ships during a space combat: Cancel up to 2 hits.


Khell takes 1 hit. 1 Fighter destroyed.


-----ROUND 2-----

Blend:
+ 1 Dreadnought II (c5) -> [2]
+ 1 Carrier (c9) -> [10] -> 1 hit
+ 2x Fighter (c9) -> [2, 4]

Khell:
+ Genesis (2x c5) -> [1, 1]
+ 1 Adv Carrier (c9) -> [7]
+ 4x Fighter (c9) -> [10, 1, 7, 6] -> 1 hit

Blend takes 1 hit. 1 Fighter destroyed.
Khell takes 1 hit. 1 Fighter destroyed.

-----ROUND 3-----

Blend:
+ 1 Dreadnought II (c5) -> [3]
+ 1 Carrier (c9) -> [6]
+ 1 Fighter (c9) -> [7]

Khell:
+ Genesis (2x c5) -> [7, 4] -> 1 hit
+ 1 Adv Carrier (c9) -> [7]
+ 3x Fighter (c9) -> [2, 10, 3] -> 1 hit

Blend takes 2 hits. Fighter and Carrier are destroyed.

-----ROUND 4-----

Blend:
+ 1 Dreadnought II (c5) -> [2]

Khell:
+ Genesis (2x c5) -> [6, 10] -> 2 hits
+ 1 Adv Carrier (c9) -> [1]
+ 3x Fighter (c9) -> [3, 1, 6]

Blend takes 2 hits. Dreadnought is destroyed


Khell wins the space battle.



INVADE: If successful, invade Sakulag with 2 Spec Ops II and Lazar with 5 Spec Ops II.

===== LAZAR =====

-----ROUND 1-----

Blend:
+ 3x Infantry (c8) -> [10, 5, 6] -> 1 hit
1 destroyed.

Khell:
+ 5x Spec Ops II (c6) -> [4, 9, 3, 3, 2] -> 1 hit
1 destroyed.

-----ROUND 2-----

Blend:
+ 2x Infantry (c8) -> [2, 4]
2 destroyed.

Khell:
+ 4x Spec Ops II (c6) -> [2, 9, 3, 6] -> 2 hits


Khell wins on Lazar.
Gen Synthesis: 5 -> Spec Ops will be resynthesized on Jord
Daxcive Animators: 1 Spec Ops II is added to Lazar


===== SAKULAG =====

-----ROUND 1-----

Blend:
+ 1x Infantry (c8) -> [1]
1 destroyed.

Khell:
+ 2x Spec Ops II (c6) -> [1, 10] -> 1 hit

Khell wins on Sakulag.
Daxcive Animators: 1 Spec Ops II is added to Sakulag



PRODUCE UNITS:


CURRENT STATUS

Victory Points: 7

Command Pools: 2T | 2F | 5S
Goods: 0/4 C | 4 TG
Action Cards: 4
Promissory Notes: 3 Sol, 1 Jol-Nar
Secret Objectives: 0 fulfilled | 1 unfulfilled

Planets:
+ Jord (4/2)
+ Quann (2/1)
+ Mecatol Rex (1/6)
+ Saudor (2/2)
+ Lazar (1/0, yellow tech)
+ Sakulag (2/1)

Technologies:
+ Neural Motivator
+ Dacxive Animators
+ Antimass Deflectors
+ Gravity Drive
+ Sarween Tools
+ Spec Ops II

Other:
+ Support for the Throne from Jol-Nar (+1 VP)
+ Custodians Token (+1 VP)
"I think I've made a terrible error of judgement."
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#324 User is offline   Imperial Historian 

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Posted 03 June 2018 - 06:27 PM

Leadership Secondary - exhaust retillion and torkan for 6 influence, gain 2 Ct, 1 in strategy, 1 in influence tactical

Action: mageon implants, steal one action card from Khell

Victory Points: 4
Strategy Card: TRADE
Command Pools: 2T | 4F | 3S
Goods: 0/3 C | 4TG
Action Cards: 11
Promissory Notes: 3 Yssaril, 1 Hacan, 1 Mentak, 1 jol nar, 1 sol
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Retillion (2/3)
+ Shalloq (1/2)
+ Tequ'ran (2/0)
+ Torkan (0/3)
+ Silvano (2/2, green tech)
+ Gwynan (3/1)

Technologies:
+ Neural Motivator (During the status phase, draw 2 action cards instead of 1.)
+ Hyper Metabolism (During the status phase, gain 3 command tokens instead of 2.)
+ Mageon Implants ® (ACTION: Exhaust this card to look at another player's hand of action cards. Choose 1 of those cards and add it to your hand.) Exhausted
+ Antimass Deflectors (Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.)
+ Gravity Drives (+1 to ship movement)

Other:
+ support for the Throne from Hacan (+1 VP)
+ support for the Throne from sol (+1 VP)

This post has been edited by D'rek: 03 June 2018 - 08:33 PM

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#325 User is offline   Morgoth 

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Posted 03 June 2018 - 06:35 PM

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Leadership secondary, exhaust the three planets i always exhaust for 3 tokens, 1 in tactical and 2 in strategic supply.

Activate mellon zobat, play flank speed and attack. D’rek have received the battle plan in detail some time ago, im just giving you the gist from a pub in Dubrovnik. I’m a neeeerd :headbang:



ACTIVATE: Mellon-Zohbat

Play Action Card:

Quote

CM | Flank Speed | Play immediately after you activate a system | After you activate a system: Apply +1 to the move value of each of your ships during this tactical action.


MOVE

The Alastor, 1x Dreadnought, 1x Carrier, 2x Cruiser, 7x Spec Ops II from Bereg-Lirta to Mellon-Zohbat. Pick up 1 Spec Ops II from Tar'Mann en-route.

PDS fire from Twelve (w/ Plasma Scoring) -> [6, 5] >>>AMDef>>> [5, 4] -> 1 hit

The Alastor sustains damage.


SPACE COMBAT

---Round 1---

Twelve:
+ 3x Dreadnought II (c6) -> [1, 7, 8] -> 2 hits
+ 1x Cruiser (c8) -> [5]
+ 3x Fighter (c10) -> [6, 4, 3]

Morgoth:
+ The Alastor * (2x c9) -> [6, 9] -> 1 hit
+ 1x Dreadnought (c5) -> [4]
+ 2x Cruiser II (c6) -> [4, 10] -> 1 hit
+ 1x Carrier (c9) -> [4]
+ 8x Spec Ops II (c6) -> [9, 8, 3, 9, 10, 5, 2, 7] -> 5 hits

Twelve takes 7 hits. Each Dreadnought II sustains damage. Cruiser and fighters are destroyed.
Morgoth copies Duranium Armor technology.

Morgoth takes 2 hits. Both cruisers are destroyed.


---Round 2---

Twelve plays:

Quote

BK | Skilled Retreat | Play at the start of a space combat round | At the start of a combat round: Move all of your ships from the active system into an adjacent system that does not contain another player's ships; the space combat ends in a draw. Then, place a command token from your reinforcements in that system.


Twelve's remaining space forces (3 damaged Dreadnought IIs) retreat to the adjacent asteroid field system.




INVASION

Morgoth's Dreadnought bombards Mellon -> [1]

Morgoth commits 1 Spec Ops II to Mellon, and 7 to Zohbat.


=====MELLON=====

--- Round 1 ---

Twelve:
2x Infantry (c9) -> [8, 5]

Morgoth:
1x Spec Ops II (c6) -> [3]

--- Round 2 ---

Twelve:
2x Infantry (c9) -> [1, 2]

Morgoth:
1x Spec Ops II (c6) -> [2]

--- Round 3 ---

Twelve:
2x Infantry (c9) -> [3, 1]
1 destroyed.

Morgoth:
1x Spec Ops II (c6) -> [8] -> 1 hit
Morgoth copies Integrated Economy


--- Round 4 ---

Twelve:
1x Infantry (c9) -> [9] -> 1 hit
1 destroyed.

Morgoth:
1x Spec Ops II (c6) -> [10] -> 1 hit
1 destroyed.

All forces eliminated. Twelve retains control of the planet.




=====ZOHBAT=====

Space Cannon Defense (w/ Plasma Scoring) -> [7, 9] -> 2 of Morgoth's Spec Ops II are destroyed.

--- Round 1 ---

Twelve:
4x Infantry (c9) -> [7, 7, 5, 9] -> 1 hit
3 destroyed.
Morgoth copies the Type IV Drive technology.

Morgoth:
5x Spec Ops II (c6) -> [4, 7, 3, 7, 6] -> 3 hits
1 destroyed.


--- Round 1 ---

Twelve:
1x Infantry (c9) -> [9] -> 1 hit
1 destroyed


Morgoth:
4x Spec Ops II (c6) -> [4, 9, 4, 2] -> 1 hit
1 destroyed


Morgoth wins the invasion with 3 Spec Ops II remaining.

Daxcive Animators -> gains 1 Spec Ops II on the planet.



ESTABLISH CONTROL

Morgoth gains control of Zohbat. Twelve's PDS II is destroyed.


Gen Synthesis rolls -> [10, 5, 1, 9, 6] -> 4 Spec Ops II are resynthesized on Mordai.

Integrated Economy: Morgoth sepnds 3 resources (exhaust Bereg) to produce 6 Spec Ops II on Zohbat.







Victory Points: 4

Strategy Card: TECHNOLOGY
Command Pools: 2T | 5F | 5S
Goods: 0/3 C | 5 TG
Action Cards: 6
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Mordai II (4/0)
+ Daemon (4/0)
+ Bereg (3/1)
+ Lirta IV (2/3)
+ Arinam (1/2)
+ Meer (0/4)
+ Tar'Mann (1/1)
+ Zohbat (3/1)

Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Daxcive Animators -- After you win a ground combat, you may place 1 Infantry from your reinforcements on that planet.
+ Integrated Economy -- After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+ Duranium Armor -- During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Stasis Capsules (Cruiser II)
+ Type IV Drive (Dreadnought II)
+ Valefor Assimilator X -> Spec Ops II
+ Valefor Assimilator Y -> Hybrid Crystal Fighter II

Other:
+ Support for the Throne from Sardak N'orr (+1 VP)

This post has been edited by D'rek: 04 June 2018 - 03:50 PM

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#326 User is offline   twelve 

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Posted 03 June 2018 - 07:47 PM

Posted Image

Secondary Leadership: Exhaust Jol (2), Nar (3), Rarron (3), Qucen'n (2), Mellon (2), and 3 trade goods for 15 Influence gaining 5 CT Place 2 Tactical, 2 Fleet, and 1 Strategic



Component Action - Play Action Card


AA | Cripple Defenses | Play as an Action | Choose a planet. Destroy each PDS on that planet.

Target Silvano

Saboted by IH:

Quote

CC | Sabotage | Play immediately after another player plays an Action Card | When another player plays an action card other then "Sabotage": Cancel that action card.







Tactical Action

1) Activation - Abyz/Fria

2) Movement
..i) Move Ships - NA
..ii) Space Cannon Offense (Active Player) - NA
..iii) Space Cannon Offense (Others) - NA

3) Space Combat
..i) Anti-Fighter Barrage - NA
..ii) Announce Retreats - NA
..iii) Make Combat Rolls - NA
..iv) Assign Hits - NA
..v) Retreat - NA

4) Invasion
..i) Bombardment - NA
..ii) Commit Ground Forces -
..iii) Space Cannon Defense - NA
..iv) Ground Combat - NA
..v) Establish Control - NA


5) Production - Exhaust Fria (2), Everra (3) build 2 cruisers, 1 destroyer and 2 Fighters









Victory Points: 5
Strategy Card:
Command Pools: 3T | 7F | 3S
Goods: 0/4 C | 2 TG
Action Cards: 4
Promissory Notes: 2 Jol-Nar, 1 Hacan,1 Creuss, 1 Sardakk
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Nar (2/3)
+ Rarron (0/3)
+ Jol (1/2)
+ Qucen'n (1/2)
+ Everra (3/1)
+ Mellon (0/2)
+ Arnor (2/1)
+ Lor (1/2)
+ Abyz (3/0)
+ Fria (2/0)

Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Graviton Laser System - You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Integrated Economy -- After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Duranium Armor --During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Research Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II


Other:
+ Trade Convoys - Can trade with non-neighbors

This post has been edited by twelve: 08 June 2018 - 01:05 AM
Reason for edit: The [b]bold[/b], it's everywhere

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

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Posted 04 June 2018 - 02:33 PM

Posted Image




Secondary of Leadership: exhaust Mallice, Centauri and Mehar Xull. Get 3 CT, 1 to Tactical and 2 to Strategic.





Component action: AC | Focused Research | Play as an Action | Spend 4 trade goods to research a technology

Pay 4 TG and exhaust Gral for Blue Tech. Research Carrier II.

Victory Points: 3
Strategy Card: IMPERIAL
Command Pools: 3T | 5F | 4S
Goods: 0/3 C | 1 TG
Action Cards: 6
Promissory Notes: 3 Sardakk, 1 Nekro, 1 Jol-Nar
Secret Objectives: 0 fulfilled | 1 unfulfilled



Planets:
+ Quinarra (3/1)
+ Tren'lak (1/0)
+ Mehar Xull (1/3 Red tech)
+ Zej Rajja (2/1)
+ Tura Nora (2/0)
+ Centauri (1/3)
+ Gral (1/1 Blue tech)
+ Mallice (0/3)


Technologies:
+ Neural Motivators (draw 2 action cards instead of 1)
+ Fighter II (pewpewpewpew --> fighter becomes cost 0.5, 8 hit, 2 move)
+ Exotrireme II (blow 3 ships up, one of which is this)
+ Carrier II (carry 2 extra thingies one hex further)
+ Sarween Tools (reduce total production cost by 1)
+ Gravity Drive (use to increase the movement of 1 ship by 1).

Other:
+ support for the Throne from Nekro Virus
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#328 User is offline   Blend 

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Posted 04 June 2018 - 03:28 PM

Posted Image

Activate Leadership secondary.
Exhaust Hercant, Kamdorn, Ensapta, Lodor for 5 influence.
Spend 1 TGs.
Gain 2 CTs.
Place 1 in Tactical, 1 in Strategic.




Use Spy Action card on IH.


Quote

AO | Spy | Play as an Action | Another player gives you a random action card from their hand.



Activate Production Biomes. 
Gain 4 TGs. Nico pillages 1 TG
Give 2 TGs to Twelve. Nico pillages 1 TG




Victory Points: 3

Strategy Card: WARFARE
Command Pools: 1T | 3F | 2S
Goods: 0/6 C | 6 TG
Action Cards: 5
Promissory Notes: 2 Hacan
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Lodd Eru (3/0, red tech)
+ Ensapta (0/2)
+ Thibah (1/1, blue tech)
+ Lodor (3/1)



Technologies:
+ Antimass Deflectors (Your ships can move into and through asteroid fields. When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.)
+ Fleet Logistics (During each of your turns of the action phase, you may perform 2 actions instead of 1.)
+ Sarween Tools (When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.)
+ Neural Motivator (During the status phase, draw 2 action cards instead of 1.)
+ Hyper Metabolism (During the status phase, gain 3 command tokens instead of 2)
+ Production Biomes ® (Exhaust this card and spend 1 token from your strategy pool to gain 4 trade goods and choose 1 other player; that player gains 2 trade goods.)
+ XRD Transporters (Upgrades your Carrier blueprints to Carrier II.)
+ Type IV Drive (Upgrades your Dreadnought blueprints to Dreadnought II.)

This post has been edited by Blend: 04 June 2018 - 05:06 PM

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#329 User is offline   Tattersail_ 

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Posted 04 June 2018 - 03:41 PM

Posted Image

Tactical Action

Receive 2 TG's off Blend, give him Trade PN

Activate Creuss Gate

ItGnaws reveals a Promissory Note:

Quote

CEASEFIRE (Creuss) | Play after the Creuss player activates a system that contains 1 or more of your units | The Creuss player cannot move units into the active system. Then, return this card to the Creuss player.


Move 1 Dread, 1 Destroyer and 1 Fighter into Creuss gate. Remove Gnaw's ships.





Victory Points: 4


Strategy Card: Leadership
Command Pools: 1T | 6F | 3S
Goods: 0/4 C | 7 TG
Action Cards: 2
Promissory Notes: 1 Creuss, 2 Mentak
Secret Objectives: 1 fulfilled | 0 unfulfilled

Planets:
+ Creuss (4/2)
+ New Albion (1/1, green tech)
+ Starpoint (3/1)
+ Herrah VI (1/1)
+ Nevant (1/2, blue tech)

Technologies:
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Wormhole Generator ® -- 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 planet that does not contain another player's ships.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Dimensional Splicer ® -- At the start of a 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 one of your opponents ships.
+ Duranium Armor -- During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Mobile Base -- Allows you to build War Suns

Other:
+ Support for the Throne from Mentak (+1 VP)
+ Promise of Protection (cannot be pillaged by the Mentak

This post has been edited by D'rek: 04 June 2018 - 04:12 PM

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#330 User is offline   D'rek 

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Posted 04 June 2018 - 05:10 PM

Posted Image

Component Action:

Quote

AI | Mining Initiative | Play as an Action | Gain trade goods equal to the resource value of a planet you control.


Gain 4 trade goods from Moll Primus




Victory Points: 4

Strategy Card: DIPLOMACY
Command Pools: 2T | 2F | 3S
Goods: 0/2 C | 11 TG
Action Cards: 4
Promissory Notes: 2 Mentak, 1 Creuss, 2 Yssaril, 1 Nekro, 1 Sol
Secret Objectives: 0 fulfilled | 1 unfulfilled

Planets:
+ Moll Primus (4/1)
+ Wellon (1/2, yellow tech)


Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Salvage Operations ® -- After you win or lose a space combat, gain 1 trade good; if you won the combat, you may also produce 1 ship in that system of any ship type that was destroyed during the combat.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Stasis Capsules -- Upgrades Cruiser blueprints to Cruiser II


Other:
+ Support for the Throne from Creuss (+1 VP)
+ Support for the Throne from Yssaril (+1 VP)

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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#331 User is offline   Gnaw 

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Posted 04 June 2018 - 05:51 PM

Posted Image







Activate Abyz/Fria
- Play Flank Speed
- Move cruiser and fighter from delta wormhole to Abyz/Fria
- move cruiser and destroyer from Vefut II to Abyz/Fria


PDS Fire:

Twelve exhausts Graviton Laser System.
Twelve's PDS (w/ Plasma Scoring) -> [7, 9] >>>AMDef>>> [6, 8] -> 2 hits


Space Combat:

--- Round 1 ---

Anti-Fighter Barrage:

Twelve -> [3, 4]
ItGnaw -> [5, 7]

No retreats declared.

Combat rolls:

Twelve:
2x Dreadnought II (c6) -> [3, 9] -> 1 hit
3x Cruiser (c8) -> [6, 5, 2]
1x Destroyer (c10) -> [4]
1x Carrier (c10) -> [9]
8x Fighter (c10) -> [6, 7, 7, 7, 9, 2, 8, 1]

ItGnaw:
1x Destroyer (c9) -> [6]
1x Hybrid Crystal Fighter II (c7) -> [2]

ItGnaw's Destroyer is destroyed.


--- Round 2 ---

No retreats declared.

Combat rolls:

Twelve:
2x Dreadnought II (c6) -> [6, 9] -> 1 hit
3x Cruiser (c8) -> [5, 1, 3]
1x Destroyer (c10) -> [5]
1x Carrier (c10) -> [3]
8x Fighter (c10) -> [6, 1, 5, 10, 7, 8, 9, 10] -> 2 hits

ItGnaw:
1x Hybrid Crystal Fighter II (c7) -> [5]


ItGnaw's HCFighterII is destroyed.







Victory Points: 2
Strategy Card: Politics
Command Pools: 2T | 3F | 4S
Goods: 0/3 C | 5 TG
Action Cards: 5
Promissory Notes: 4 Naalu, 1 Creuss, 1 Hacan
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Maaluuk (0/2)
+ Druaa (3/1)
+ Corneeq(1/2)
+ Resculon (2/0)
+ Dal Bootha (0/2)
+ Xxehan (1/1)
+ Vefut II (2/2)
+ Mansa III (0/1, yellow tech)

Technologies:
+ Neural Motivator During the status phase, draw 2 action cards instead of 1.
+ Sarween Tools When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Antimass Deflectors Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Dacxive Animators
+ Plasm Scoring When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Graviton Laster System -- You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Hybrid Crystal Fighter II ®
+ Deep Space Cannon (PDS II)
"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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#332 User is offline   D'rek 

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Posted 04 June 2018 - 05:54 PM

Updated Map:

Spoiler


(doesn't include Twelve's or ItGnaw's latest turn)

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.
0

#333 User is offline   Khellendros 

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Posted 05 June 2018 - 09:16 PM

Posted Image





Gen Synthesis: 1 Spec Ops II resynthesised on Jord.






Strategic Action:

CONSTRUCTION: Build 1 PDS on Quann. Build 1 Space Dock at Quann.






CURRENT STATUS

Victory Points: 7

Strategy Card: CONSTRUCTION
Command Pools: 2T | 2F | 5S
Goods: 0/4 C | 4 TG
Action Cards: 3
Promissory Notes: 3 Sol, 1 Jol-Nar
Secret Objectives: 0 fulfilled | 1 unfulfilled

Planets:
+ Jord (4/2)
+ Quann (2/1)
+ Mecatol Rex (1/6)
+ Saudor (2/2)
+ Lazar (1/0, yellow tech)
+ Sakulag (2/1)

Technologies:
+ Neural Motivator
+ Dacxive Animators
+ Antimass Deflectors
+ Gravity Drive
+ Sarween Tools
+ Spec Ops II

Other:
+ Support for the Throne from Jol-Nar (+1 VP)
+ Custodians Token (+1 VP)

This post has been edited by Khellendros: 05 June 2018 - 09:29 PM

"I think I've made a terrible error of judgement."
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#334 User is offline   Imperial Historian 

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Posted 06 June 2018 - 04:55 PM

Trade

Gain 3tg -> Nico pillages 1 TG
Refresh commodities

Free refresh to Nico and khell if Nico now he's back agrees to not pillage me and any deals I make for the round otherwise no refresh

Free refresh to twelve in thanks for previous refreshes

Free research for tatts in exchange for all his votes on an agenda of my choice

Free refresh for gnaw, thanks for the sabotage

Free refresh to Morgoth and tapper for a ceasefire

Free refresh to blend because he doesn't need it :lol:

Victory Points: 4
Strategy Card: TRADE
Command Pools: 2T | 4F | 3S
Goods: 3/3 C | 6TG
Action Cards: 11
Promissory Notes: 3 Yssaril, 1 Hacan, 1 Mentak, 1 jol nar, 1 sol
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Retillion (2/3)
+ Shalloq (1/2)
+ Tequ'ran (2/0)
+ Torkan (0/3)
+ Silvano (2/2, green tech)
+ Gwynan (3/1)

Technologies:
+ Neural Motivator (During the status phase, draw 2 action cards instead of 1.)
+ Hyper Metabolism (During the status phase, gain 3 command tokens instead of 2.)
+ Mageon Implants ® (ACTION: Exhaust this card to look at another player's hand of action cards. Choose 1 of those cards and add it to your hand.) Exhausted
+ Antimass Deflectors (Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.)
+ Gravity Drives (+1 to ship movement)

Other:
+ support for the Throne from Hacan (+1 VP)
+ support for the Throne from sol (+1 VP)

This post has been edited by Imperial Historian: 07 June 2018 - 09:13 PM

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#335 User is offline   Morgoth 

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Posted 06 June 2018 - 05:22 PM

Posted Image

Reassemble drones on Mordai II

Construction Secondary - build space dock on Zohbat

Trade - accept IH's condition, I promise to leave you be. Give two commodities to Tapper and 1 to Gnaw, in addition to 1 trade good as promised.

Activate Bereg Lirta

Build 1 dreadnaught and 4 fighters, exhausting Daemon and Tar'Mann and 1 tg.





Victory Points: 4

Strategy Card: TECHNOLOGY
Command Pools: 1T | 5F | 4S
Goods: 0/3 C | 4 TG
Action Cards: 6
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Mordai II (4/0)
+ Daemon (4/0)
+ Bereg (3/1)
+ Lirta IV (2/3)
+ Arinam (1/2)
+ Meer (0/4)
+ Tar'Mann (1/1)
+ Zohbat (3/1)

Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Daxcive Animators -- After you win a ground combat, you may place 1 Infantry from your reinforcements on that planet.
+ Integrated Economy -- After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+ Duranium Armor -- During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Stasis Capsules (Cruiser II)
+ Type IV Drive (Dreadnought II)
+ Valefor Assimilator X -> Spec Ops II
+ Valefor Assimilator Y -> Hybrid Crystal Fighter II

Other:
+ Support for the Throne from Sardak N'orr (+1 VP)

This post has been edited by Morgoth: 07 June 2018 - 05:59 AM

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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#336 User is offline   twelve 

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Posted 06 June 2018 - 05:37 PM

Construction - don't activate
Trade-gain 4 commodities from free refresh

Offer blend 4 commodities for 4 commodities turned to trade goods

Play logistics- remove command token from abyz/Fria place on tactical
4t/7f/3s
2 trade goods 4 commodities
Abyz only unexhausted planet.

Posted Image


Secondary Construction - No Action
Secondary Trade - Accept Free Refresh from IH Gain 4 Commodities


Offer Blend 4 Commodities for 4 Commodities converted to trade goods




Strategic Action - Logistics - remove command token from Abyz/Fria system and place on tactical






Victory Points: 5
Strategy Card:
Command Pools: 4T | 7F | 3S
Goods: 4/4 C | 2 TG
Action Cards: 4
Promissory Notes: 2 Jol-Nar, 1 Hacan,1 Creuss, 1 Sardakk
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Nar (2/3)
+ Rarron (0/3)
+ Jol (1/2)
+ Qucen'n (1/2)
+ Everra (3/1)
+ Mellon (0/2)
+ Arnor (2/1)
+ Lor (1/2)
+ Abyz (3/0)
+ Fria (2/0)

Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Graviton Laser System - You may exhaust this card before 1 or more of your units uses SPACE CANNON; hits produced by those units must be assigned to non-fighter ships if able.
+ Integrated Economy -- After you gain control of a planet, you may produce any number of units on that planet that have a combined cost equal to or less than that planet's resource value.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Duranium Armor --During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Research Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II


Other:
+ Trade Convoys - Can trade with non-neighbors

This post has been edited by twelve: 08 June 2018 - 01:18 AM

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

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Posted 06 June 2018 - 06:37 PM

Posted Image




Secondary of Construction: spend 1 CT. Build a PDS on Mallice.
Secondary of Trade: free refresh in return for no hostilities.
Secondary of Logistics: no action.




Trade 1 commodity with Morgoth (I already received 2)




Strategic action: play IMPERIAL.

Score Revolutionize Warfare for 2 VP.
Draw 1 Secret Objective

Victory Points: 5
Strategy Card: IMPERIAL
Command Pools: 3T | 5F | 2S
Goods: 2/3 C | 3 TG
Action Cards: 6
Promissory Notes: 3 Sardakk, 1 Nekro, 1 Jol-Nar
Secret Objectives: 0 fulfilled | 2 unfulfilled



Planets:
+ Quinarra (3/1)
+ Tren'lak (1/0)
+ Mehar Xull (1/3 Red tech)
+ Zej Rajja (2/1)
+ Tura Nora (2/0)
+ Centauri (1/3)
+ Gral (1/1 Blue tech)
+ Mallice (0/3)


Technologies:
+ Neural Motivators (draw 2 action cards instead of 1)
+ Fighter II (pewpewpewpew --> fighter becomes cost 0.5, 8 hit, 2 move)
+ Exotrireme II (blow 3 ships up, one of which is this)
+ Carrier II (carry 2 extra thingies one hex further)
+ Sarween Tools (reduce total production cost by 1)
+ Gravity Drive (use to increase the movement of 1 ship by 1).

Other:
+ support for the Throne from Nekro Virus
[/quote]
Everyone is entitled to his own wrong opinion. - Lizrad
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#338 User is offline   Blend 

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Posted 06 June 2018 - 07:33 PM

Posted Image

Activate Trade secondary.
Refresh Commodities.

Activate Imperial Secondary
Draw 1 Secret Objective.




In exchange for me playing Warfare this turn, Tatts is trading to me his Ceasefire PN as well as the agreed-upon action card (noted in my provisional action in my game PM D'rek).
Nico pillages 1 trade good from Blend.

In exchange for me playing Warfare this turn, Gnaw is giving me back my Trade Agreement PN.
Nico pillages 1 trade good from Blend.

Take 1 action card given to me by Khell.
Nico pillages 1 trade good from Khell.

Provide that same 1 action card to Tatts. (no pillage)

Trade 4 commodities to Twelve for 4 TGs (assuming Nico pillages).
Nico pillages 1 trade good from Blend.
Nico pillages 1 trade good from Twelve.




Play Warfare Primary.
Select the Fighter in Lodd Eru for the token.

Play Economic Initiative action card to ready Lodor.

Quote

AB | Economic Initiative | Play as an Action | Ready each cultural planet you control.





Victory Points: 3

Strategy Card: WARFARE
Command Pools: 1T | 3F | 1S
Goods: 2/6 C | 5 TG
Action Cards: 5
Promissory Notes: 3 Hacan, 2 Creuss
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Lodd Eru (3/0, red tech)
+ Ensapta (0/2)
+ Thibah (1/1, blue tech)
+ Lodor (3/1)



Technologies:
+ Antimass Deflectors (Your ships can move into and through asteroid fields. When other players’ units use SPACE CANNON against your units, apply -1 to the result of each die roll.)
+ Fleet Logistics (During each of your turns of the action phase, you may perform 2 actions instead of 1.)
+ Sarween Tools (When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.)
+ Neural Motivator (During the status phase, draw 2 action cards instead of 1.)
+ Hyper Metabolism (During the status phase, gain 3 command tokens instead of 2)
+ Production Biomes ® (Exhaust this card and spend 1 token from your strategy pool to gain 4 trade goods and choose 1 other player; that player gains 2 trade goods.)
+ XRD Transporters (Upgrades your Carrier blueprints to Carrier II.)
+ Type IV Drive (Upgrades your Dreadnought blueprints to Dreadnought II.)

This post has been edited by Blend: 07 June 2018 - 01:45 AM

There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
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#339 User is offline   D'rek 

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Posted 07 June 2018 - 01:43 AM

Updated Map:

Spoiler

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.
1

#340 User is offline   Tattersail_ 

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    snapchat - rustyspoon84

Posted 07 June 2018 - 08:52 AM

Posted Image

No Construction secondary


Trade Secondary free refresh - Blend activates the Creuss Trade Agreement PN, takes the commodities, and returns the PN to Tatts.
Nico pillages 1 trade good from Blend.

Imperial Secondary - Spend 1 SCT for a Secret Objective

Warfare Secondary - Spend 1 SCT - Exhaust Creuss (4), Starpoint (3), New Albion (1), Herrah VI (1) and 3 TG's to Build a War Sun and 2 infantry in Creuss. Cost is 13 - 1 = 12 with Sarween tools.

Give Ceasefire PN to Blend and Action Card (already done on Blend's turn)


AF | Industrial Initiative | Play as an Action | Gain 1 trade good for each industrial planet you control. Gain 1 TG from New Albion.


Victory Points: 4


Strategy Card: Leadership
Command Pools: 1T | 6F | 1S
Goods: 0/4 C | 5 TG
Action Cards: 1
Promissory Notes: 1 Creuss, 2 Mentak
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Creuss (4/2)
+ New Albion (1/1, green tech)
+ Starpoint (3/1)
+ Herrah VI (1/1)

+ Nevant (1/2, blue tech)

Technologies:
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Wormhole Generator ® -- 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 planet that does not contain another player's ships.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Dimensional Splicer ® -- At the start of a 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 one of your opponents ships.
+ Duranium Armor -- During each combat round, after you assign hits to your units, repair 1 of your damaged units that did not use SUSTAIN DAMAGE during this combat round.
+ Mobile Base -- Allows you to build War Suns

Other:
+ Support for the Throne from Mentak (+1 VP)
+ Promise of Protection (cannot be pillaged by the Mentak

This post has been edited by D'rek: 07 June 2018 - 05:56 PM

Apt is the only one who reads this. Apt is nice.
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