Twilight Imperium (I) - Game Thread
#221
Posted 15 May 2018 - 06:42 AM
DB | Warfare Rider | Play at the start of the Agenda Phase | Choose one agenda: You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, place 1 dreadnought in a system that contains your ships.
Mansa III
Mansa III
Everyone is entitled to his own wrong opinion. - Lizrad
#222
Posted 15 May 2018 - 01:29 PM
Give Gnaw the jol-nar trade agreement pn to cast 11 votes on mansa III for the colonial agenda.
Give IH the Jol-Nar political secret pn for 6 votes toward the same.
Give IH the Jol-Nar political secret pn for 6 votes toward the same.
I don't know what I'm doing but it sounds good.
#223
Posted 15 May 2018 - 01:43 PM
Sol gives Yssaril 'Support for the Throne' promissory note in exchange for not using Mageon Implants on Sol in the next round.
"I think I've made a terrible error of judgement."
#224
Posted 15 May 2018 - 02:00 PM
Give my political PN to Twelve and Ceasefire PN to Gnaw if they both use their votes for Mansa III
Apt is the only one who reads this. Apt is nice.
#225
Posted 15 May 2018 - 04:38 PM
Agenda Phase 3 - Resolution
Agenda #1:
COLONIAL REDISTRIBUTION (DIRECTIVE) -- Elect a non-home planet other than Mecatol Rex
Destroy each unit on the planet. It's controller chooses a player with the fewest victory points to place 1 infantry on the planet.
+ Galactic Threat: ZOHBAT -> Morgoth acquires 1 technology from a player who voted for ZOHBAT
+ Warfare Rider: MANSA III -> Tapper can place a Dreadnought
+ Political Rider: MANSA III -> Tatts draws 3 action cards and gains the speaker token
Sardakk/Tapper: no votes cast
Sol/Khell: no votes cast
Jol-Nar/Twelve:
+ Nar (3) -> Mansa III
+ Rarron (3) -> Mansa III
+ Jol (2) -> Mansa III
+ Qucen'n (2) -> Mansa III
+ Everra (1) -> Mansa III
+ Mellon (2) -> Mansa III
+ Zohbat (1) -> Mansa III
+ Arnor (1) -> Mansa III
+ Lor (2) -> Mansa III
Hacan/Blend:
+ Kamdoorn (1) -> Zohbat
Yssaril/IH:
+ Retillion (3) -> Mansa III
+ Torkan (3) -> Mansa III
Mentak/Nico:
+ Moll Primus (1) -> Zohbat
+ Wellon (2) -> Zohbat
Creuss/Tatts: no votes cast
Naalu/ItGnaws:
+ Maaluuk (2) -> Mansa III
+ Druaa (1) -> Mansa III
+ Corneeq(2) -> Mansa III
+ Dal Bootha (2) -> Mansa III
+ Xxehan (1) -> Mansa III
+ Vefut II (2) -> Mansa III
+ Mansa III (1) -> Mansa III
Totals:
Mansa III: 34
Zohbat: 4
RESULT: MANSA III
+ Gnaw's infantry on Mansa III is destroyed, he then adds 1 infantry from his reinforcements onto the planet.
+ Tapper can place a Dreadnought in one of his systems
+ Tatts draws 3 action cards and becomes the Speaker
Agenda #2:
RESEARCH TEAM: CYBERNETIC (LAW) -- Elect an Industrial Planet
When this planet's owner researches technology they may exhaust this planet to ignore a yellow prerequisite.
Sardakk/Tapper:
+ Quinarra (1) -> Thibah
+ Mehar Xull (3) -> Thibah
+ Zej Rajja (1) -> Thibah
+ Centauri (3) -> Thibah
+ Gral (1) -> Thibah
+ Mallice (3) -> Thibah
Sol/Khell:
+ Jord (2) -> Lazar
+ Sakulag (1) -> Lazar
+ Quann (1) -> Lazar
+ Mecatol Rex (6) -> Lazar
+ Saudor (2) -> Lazar
Jol-Nar/Twelve: no votes cast
Hacan/Blend:
+ Hercant (1) -> Thibah
+ Ensapta (2) -> Thibah
+ Thibah (1) -> Thibah
+ Lodor (1) -> Thibah
Yssaril/IH:
+ Shalloq (2) -> Thibah
+ Silvano (2) -> Thibah
+ Gwynan (1) -> Thibah
Mentak/Nico:no votes cast
Creuss/Tatts:
+ Creuss (2) -> Thibah
+ New Albion (1) -> Thibah
+ Starpoint (1) -> Thibah
+ Herrah VI (1) -> Thibah
+ Nevant (2) -> Thibah
Naalu/ItGnaws: no votes cast
Totals:
Thibah: 29
Lazar: 12
RESULT: THIBAH
+ The planet Thibah can now be exhausted to ignore a yellow prerequisite.
#226
Posted 15 May 2018 - 04:49 PM
Place the Dreadnought in Mallice, please.
Everyone is entitled to his own wrong opinion. - Lizrad
#227
Posted 15 May 2018 - 05:11 PM
Beginning of Round 4
Strategy Phase 4 - Start
Tatts is the Speaker. Strategy selection order will be: Tatts > ItGnaws > Tapper > Morgoth > Khell > Twelve > Blend > IH > Nico
Map:
Spoiler
New Agendas are drawn:
ECONOMIC EQUALITY (DIRECTIVE)
FOR: All players discard all trade goods, then draw 5.
AGAINST: All players discard all trade goods.
FLEET REGULATIONS (LAW)
FOR: Each player cannot have more than 4 tokens in their fleet pool.
AGAINST: Each player gains 1 command token into their fleet pool.
#228
Posted 15 May 2018 - 05:41 PM
[size="2"]
Leadership Strategy
Victory Points: 4
Strategy Card:
Command Pools: 2T | 3F | 2S
Goods: 1/4 C | 3 TG
Action Cards: 4
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.
[b]Other:
+ Support for the Throne from Mentak (+1 VP)
+ Promise of Protection (cannot be pillaged by the Mentak)
This post has been edited by Tattersail_: 15 May 2018 - 06:06 PM
Apt is the only one who reads this. Apt is nice.
#229
Posted 15 May 2018 - 05:57 PM
Choose CONSTRUCTION strategy card
Victory Points: 1
Strategy Card: CONSTRUCTION
Command Pools: 3T | 3F | 4S
Goods: 0/3 C | 4 TG
Action Cards: 6
Promissory Notes: 4 Naalu, 1 Creuss, 1 Jol-Nar
Secret Objectives: 1 fulfilled | 1 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.
+ Plasm Scoring When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Hybrid Crystal Fighter II ®
+ Deep Space Cannon (PDS II)
#230
Posted 15 May 2018 - 05:59 PM
Play Action Card:
Quote
BZ | Summit | Play during the Strategy Phase | Gain 2 command tokens
Add 2 CTs to Fleet Pool.
Choose the TECHNOLOGY strategy
Victory Points: 2
Strategy Card: TECHNOLOGY
Command Pools: 1T | 5F | 2S
Goods: 0/3 C | 4 TG
Action Cards: 5
Promissory Notes: 4 Sardakk, 1 Nekro
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)
Other:
+ support for the Throne from Nekro Virus
#231
Posted 15 May 2018 - 06:14 PM
I pick politics
Victory Points: 3
Strategy Card: Politics
Command Pools: 2T | 4F | 2S
Goods: 0/3 C | 2 TG
Action Cards: 5
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 1 fulfilled | 1 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)
Technologies:
+ Daxcive Animators -- After you win a ground combat, you may place 1 Infantry from your reinforcements on that planet.
+ 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
+ Stasis Capsules (Cruiser II)
+ Valefor Assimilator X -> Spec Ops II
+ Valefor Assimilator Y
Other:
+ Support for the Throne from Sardak N'orr (+1 VP)
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#232
Posted 15 May 2018 - 06:51 PM
STRATEGY PHASE:
Sol chooses the IMPERIAL strategy.
CURRENT STATUS
Victory Points: 5
Strategy Card: IMPERIAL
Command Pools: 1T | 2F | 4S
Goods: 0/4 C | 0 TG
Action Cards: 5
Promissory Notes: 3 Sol, 1 Jol-Nar
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
+ Jord (4/2)
+ Lazar (1/0) (yellow tech)
+ Sakulag (2/1)
+ Quann (2/1)
+ Mecatol Rex (1/6)
+ Saudor (2/2)
Technologies:
+ Neural Motivator
+ Dacxive Animators
+ Antimass Deflectors
+ Gravity Drive
+ Spec Ops II
Other:
+ Support for the Throne from Jol-Nar (+1 VP)
+ Custodians Token (+1 VP)
This post has been edited by Khellendros: 15 May 2018 - 06:51 PM
"I think I've made a terrible error of judgement."
#233
Posted 15 May 2018 - 07:16 PM
Select Trade Strategy Card
Victory Points: 3
Strategy Card: Trade
Command Pools: 1T | 5F | 3S
Goods: 0/4 C | 0 TG
Action Cards: 6
Promissory Notes: 1 Jol-Nar, 2 Hacan,1 Creuss
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets:
+ Nar (2/3)
+ Rarron (0/3)
+ Jol (1/2)
+ Qucen'n (1/2)
+ Everra (3/1)
+ Mellon (0/2)
+ Zohbat (3/1)
+ Arnor (2/1)
+ Lor (1/2)
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.
+
+ 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.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
Other:
+ Trade Convoys - Can trade with non-neighbours
This post has been edited by twelve: 15 May 2018 - 11:49 PM
I don't know what I'm doing but it sounds good.
#234
Posted 15 May 2018 - 07:24 PM
Logistics
Victory Points: 2
Strategy Card:
Command Pools: 1T | 3F | 2S
Goods: 0/6 C | 7 TG
Action Cards: 5
Promissory Notes: 2 Hacan, 1 Sol, 1 Naalu, 1 Jol-Nar
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.)
+ 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.)
This post has been edited by Blend: 15 May 2018 - 09:07 PM
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
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
#235
Posted 15 May 2018 - 08:01 PM
Diplomacy
Victory Points: 3
Strategy Card:
Command Pools: 2T | 3F | 3S
Goods: 0/3 C | 0 TG
Action Cards: 9
Promissory Notes: 4 Yssaril, 1 Hacan, 1 Mentak, 1 jol nar, 1 sol
Secret Objectives: 0 fulfilled | 1 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.)
+ 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.)
Other:
+ support for the Throne from Hacan (+1 VP)
+ support for the Throne from sol (+1 VP)
Victory Points: 3
Strategy Card:
Command Pools: 2T | 3F | 3S
Goods: 0/3 C | 0 TG
Action Cards: 9
Promissory Notes: 4 Yssaril, 1 Hacan, 1 Mentak, 1 jol nar, 1 sol
Secret Objectives: 0 fulfilled | 1 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.)
+ 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.)
Other:
+ support for the Throne from Hacan (+1 VP)
+ support for the Throne from sol (+1 VP)
#236
Posted 15 May 2018 - 08:53 PM
Nico Choose's Warfare
Victory Points: 3
Strategy Card: Warfare
Command Pools: 1 T | 3F | 1S
Goods: 0/2 C | 7 TG
Action Cards: 6
Promissory Notes: 4 Mentak, 1 Creuss, 1 Jol-Nar
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
+ Moll Primus (4/1)
+ Abyz (3,0)
+ Fria (2,0)
+ Wellon (2/2, yellow tech)
Technologies:
+ Sarween Tools
+ Plasma Scoring
+ Neural Motivator
+ Stasis Capsules (Cruiser II)
Other:
+ Support for the Throne from Creuss (+1 VP)
+ Support for the Throne from Yssaril (+1 VP)
+ (+1 VP)
This post has been edited by Nicodimas: 16 May 2018 - 04:58 AM
-If it's ka it'll come like a wind, and your plans will stand before it no more than a barn before a cyclone
#237
Posted 15 May 2018 - 09:07 PM
Play Naalu Promisory Note
Quote
GIFT OF PRESCIENCE (Naalu) | Play at the end of the strategy phase | Place this card faceup 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.
Victory Points: 2
Strategy Card:
Command Pools: 1T | 3F | 2S
Goods: 0/6 C | 7 TG
Action Cards: 5
Promissory Notes: 2 Hacan, 1 Sol, 1 Naalu, 1 Jol-Nar
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.)
+ 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.)
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
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
#238
Posted 16 May 2018 - 02:25 AM
Action Phase 4 - Start
Initiative Order is: Blend > Tatts > IH > Morgoth > ItGnaws > Twelve > Nicodimas > Tapper > Khell
Map:
Spoiler
#239
Posted 16 May 2018 - 02:58 AM
Tactical Action
1) Activation - Torkan/Tequ'ran system
Play Action Card:
Quote
CK | 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.
Gnaw plays an Action Card:
Quote
CD | Sabotage | Play immediately after another player plays an Action Card | When another player plays an action card other then "Sabotage": Cancel that action card.
Flank Speed is cancelled.
2) Movement - none
3) Space Combat - n/a
4) Invasion - n/a
5) Production - none
Victory Points: 2
Strategy Card:
Command Pools: 0T | 3F | 2S
Goods: 0/6 C | 7 TG
Action Cards: 4
Promissory Notes: 2 Hacan, 1 Sol, 1 Naalu, 1 Jol-Nar
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.)
+ 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.)
This post has been edited by D'rek: 17 May 2018 - 01:31 AM
#240
Posted 16 May 2018 - 07:41 AM
Play Leaderships strategy card
Place 1 token on tactical, 1 token on fleet and 1 token on strategy
Exhaust Nevant and Herrah vi for 1 token, place token on Fleet
Victory Points: 4
Strategy Card:
Command Pools: 3T | 5F | 3S
Goods: 1/4 C | 3 TG
Action Cards: 4
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)
+ 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.
[b]Other:
+ Support for the Throne from Mentak (+1 VP)
+ Promise of Protection (cannot be pillaged by the Mentak)
Apt is the only one who reads this. Apt is nice.