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

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Twilight Imperium (I) - Game Thread

#441 User is offline   Tapper 

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Posted 02 July 2018 - 08:47 AM

Posted Image




Receive the HACAN TRADE AGREEMENT from Blend, as agreed on thread.




Secondary of Logistics: no action




TACTICAL Activate Mehar Xull.
Movement:
move the Cruiser from Lodor to Mehar Xull.
move the Dreadnought and 1 Ground Force from the Home System to Mehar Xull
Space Combat: N/A
Invasion: land the ground forces on Mehar Xull
Production: produce 2 Ground Forces on Mehar Xull




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

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

+ Centauri (1/3)
+ Gral (1/1 Blue tech)
+ Mallice (0/3)
+ Lodor (3/1)


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).
+ Daxcive Animators (place 1 infantry on a planet after winning a ground combat)
+ Hyper Metabolism (one extra CT during Status Phase)
+ Assault Cannon (a ship in a big fleet goes *BOOM*)

Other:
+ support for the Throne from Nekro Virus

This post has been edited by Tapper: 02 July 2018 - 08:58 AM

Everyone is entitled to his own wrong opinion. - Lizrad
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#442 User is offline   twelve 

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Posted 02 July 2018 - 01:46 PM

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Pass




Victory Points: 8
Strategy Card: Construction
Command Pools: 0T | 11F | 0S
Goods: 0/4 C | 7 TG
Action Cards: 2
Promissory Notes: 3 Jol-Nar, 1 Hacan
Secret Objectives: 3 fulfilled | 0 unfulfilled

Planets:
+ Rarron (0/3)
+ Qucen'n (1/2)
+ Mellon (0/2)



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

+ Light/Wave Deflectors -- Your ships can move through systems that contains other players ships
+ 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.

+ Assault Cannon -- At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy one of their non-fighter ships
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Research Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II
+ XRD Transporters -- Upgrades your Carrier blueprints to Carrier II

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

This post has been edited by twelve: 05 July 2018 - 01:10 PM

I don't know what I'm doing but it sounds good.
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#443 User is offline   Imperial Historian 

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Posted 02 July 2018 - 02:06 PM

Logistics secondary move dread to Silvano.

Active Arnor lor move fleet from Wellon to Arnor lor leave 1 infantry on wellon, play + 1 movement action card, gravity drive and warfare plus to movement for 5 movement, send carrier via teq/torq, pick up 4 infantry (2 from each planet)

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.


Invade Arnor lor with 3 infantry each.

Victory Points: 6
Strategy Card: Warfare (exhausted)
Command Pools: 1T | 5F | 0S
Goods: 0/3 C | 11TG
Action Cards: 11
Promissory Notes: 3 Yssaril, 1 Hacan, 1 Mentak, 1 sol
Secret Objectives: 1 fulfilled | 2 unfulfilled

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

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)
+ XRD Transporters (Carrier II)
+ Infantry II

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: 04 July 2018 - 10:22 PM

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#444 User is offline   Tattersail_ 

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Posted 02 July 2018 - 02:13 PM

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Activate Creuss


Produce; 1 dreadnought (4) 4 destroyers (4) and 2 infantry (1) (9 - 1 Sarween tools = 8 cost). Destroy 1 infantry. Exhaust Abyz (3) and Creuss (4) and pay 1 TG.

Victory Points: 5


Strategy Card:- Technology
Command Pools: 0T | 5F | 0S
Goods: 0/4 C | 0 TG
Action Cards: 3
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)
+ Abyz (3/0)

+ Fria (2/0)
+ Vefut II (2/2)

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
+ Type IV Drive -- Upgrades Dreadnoughts into Dreadnought II
+ Automated Defense Turrets -- Upgrades your Destroyer blueprints to Destroyer II.


Other:
+ Support for the Throne from Mentak (+1 VP)
+ Promise of Protection (cannot be pillaged by the Mentak
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#445 User is offline   Blend 

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Posted 02 July 2018 - 05:00 PM

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Accept Khell's Military Support PN per agreement on thread.




Activate Mallice.
Move 1 Carrier, 1 Dreadnought, 4 Infantry from Thibah to Mallice.
Invade.


Tapper's Space Cannon Offense (sc 6) -> [9] -> Blend's dreadnought sustains damage.

Tapper's Space Cannon Defense (sc 6) -> [10] -> 1 infantry destroyed

--- Round 1 ---

Blend: 3 Infantry (c8) -> [1, 4, 5]
Tapper: 3 Infantry (c7) -> [6, 10, 2] -> 1 hit

--- Round 2 ---

Blend: 2 Infantry (c8) -> [5, 7]
Tapper: 3 Infantry (c7) -> [7, 8, 8] -> 3 hits

Tapper successfully defends.

Daxcive Animators -> Tapper gains 1 infantry on Mallice.



Victory Points: 4

Strategy Card: LOGISTICS
Command Pools: 2T | 2F | 0S
Goods: 0/6 C | 3 TG
Action Cards: 2
Promissory Notes: 3 Hacan, 1 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)


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.)
+ Enviro Compensator (Upgrades your Space Dock blueprints to Space Dock II.)

This post has been edited by D'rek: 03 July 2018 - 02:15 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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#446 User is offline   Morgoth 

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Posted 03 July 2018 - 08:14 AM

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Activate Asteroid Field west of Jol Nar

Send 2 cruisers and 3 fighters from Mordai II.

Make battle.


Twelve: Assault Cannon -> One of Morgoth's cruisers is destroyed.

--- Round 1 ---

Twelve announces a retreat.

Morgoth:
1x Cruiser II (c6) -> [4]
3x HCFighter II (c7) -> [7, 8, 5] -> 2 hits

Twelve:
3x Cruiser II (c7) -> [5, 9, 10] -> 2 hits
1x Fighter (c10) -> [4]

Morgoth destroys 2 of his HCFighters.
Twelve destroys 2 of his Cruisers.

Morgoth copies Light Wave Deflector technology.

Twelve's remaining Fighter, Cruiser, and Infantry retreat to Mellon/Zohbat.






Victory Points: 7

Strategy Card: Leadership
Command Pools: 3T | 7F | 2S
Goods: 0/3 C | 1 TG
Action Cards: 3
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 2 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)
+ Zohbat (3/1)
+ Jol (2, 3)
+ Nar (1, 2)

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.
+ 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.
+ 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
+ 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.
+ Stasis Capsules (Cruiser II)
+ Type IV Drive (Dreadnought II)
+ XRD Transporters (Carrier 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)
Take good care to keep relations civil
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To speak friendly, Even to the devil
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#447 User is offline   Khellendros 

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Posted 03 July 2018 - 09:56 AM

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Blend plays:

Quote

MILITARY SUPPORT (Sol) | Play 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.


On Thibah







Tactical Action:

ACTIVATE: Empty space hex north of Quecen'n-Rarron.
MOVE: 1 Fighter from Lazar-Sakulag to empty space hex.
SPACE COMBAT: N/A.
INVADE: N/A.
PRODUCE UNITS: N/A.






CURRENT STATUS

Victory Points: 7

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

Planets:
+ Jord (4/2)
+ Quann (2/1)
+ 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
+ Advanced Carrier II
+ Fighter II

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

This post has been edited by D'rek: 03 July 2018 - 06:08 PM

"I think I've made a terrible error of judgement."
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#448 User is offline   Tapper 

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Posted 04 July 2018 - 07:00 AM

Posted Image




Receive 3TG from IH, as agreed on thread.





STRATEGIC Activate POLITICS
Make IH Speaker.
Draw 2 action cards
Look at the top 2 agenda's (actions after depending on what is revealed.




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

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

+ Centauri (1/3)
+ Gral (1/1 Blue tech)
+ Mallice (0/3)
+ Lodor (3/1)


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).
+ Daxcive Animators (place 1 infantry on a planet after winning a ground combat)
+ Hyper Metabolism (one extra CT during Status Phase)
+ Assault Cannon (a ship in a big fleet goes *BOOM*)

Other:
+ support for the Throne from Nekro Virus
Everyone is entitled to his own wrong opinion. - Lizrad
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#449 User is offline   Morgoth 

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Posted 04 July 2018 - 07:10 AM

I'll prettify later.

Activate Daemon. Move 1 fighter from Mordai II to Daemon.

This post has been edited by Morgoth: 04 July 2018 - 07:50 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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#450 User is offline   Imperial Historian 

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Posted 04 July 2018 - 07:45 AM

I'm confused thought it was my turn. Anyway pretty up later play rise of the Messiah.

Quote

AM | Rise of a Messiah | Play as an Action | Place one infantry on each planet you control.


Victory Points: 6
Strategy Card: Warfare (exhausted)
Command Pools: 1T | 5F | 0S
Goods: 0/3 C | 8TG
Action Cards: 9
Promissory Notes: 3 Yssaril, 1 Hacan, 1 Mentak, 1 sol
Secret Objectives: 1 fulfilled | 2 unfulfilled

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

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)
+ XRD Transporters (Carrier II)
+ Infantry II

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: 07 July 2018 - 01:01 AM

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#451 User is offline   Morgoth 

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Posted 04 July 2018 - 07:49 AM

ah, sorry, I got a message saying it was my turn. But I realise now it said it was Tapper's turn. Dunno why that was sent to me, so here we are!
Take good care to keep relations civil
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To speak friendly, Even to the devil
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#452 User is offline   Tattersail_ 

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Posted 04 July 2018 - 08:54 AM

Posted Image

Pass

Victory Points:
5


Strategy Card:- Technology
Command Pools: 0T | 5F | 0S
Goods: 0/4 C | 0 TG
Action Cards: 3
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)
+ Abyz (3/0)

+ Fria (2/0)
+ Vefut II (2/2)

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
+ Type IV Drive -- Upgrades Dreadnoughts into Dreadnought II
+ Automated Defense Turrets -- Upgrades your Destroyer blueprints to Destroyer II.


Other:
+ Support for the Throne from Mentak (+1 VP)
+ Promise of Protection (cannot be pillaged by the Mentak
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#453 User is offline   Blend 

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Posted 04 July 2018 - 02:02 PM

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PASS




Victory Points: 4

Strategy Card: LOGISTICS
Command Pools: 2T | 2F | 0S
Goods: 0/6 C | 3 TG
Action Cards: 2
Promissory Notes: 2 Hacan, 1 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)


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.)
+ Enviro Compensator (Upgrades your Space Dock blueprints to Space Dock II.)

This post has been edited by Blend: 06 July 2018 - 05:51 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
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#454 User is offline   Morgoth 

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Posted 04 July 2018 - 06:10 PM

Posted Image




Make trade with Gnaw, 1 commodity for one tg.

Activate Daemon - Move 1 Fighter from Mordai II to Daemon.




Victory Points: 7

Strategy Card: Leadership
Command Pools: 2T | 7F | 2S
Goods: 0/3 C | 1 TG
Action Cards: 3
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 2 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)
+ Zohbat (3/1)
+ Jol (2, 3)
+ Nar (1, 2)

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.
+ 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.
+ 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
+ Light / Wave Deflectors -- Your ships may movethrough systems thatcontain otherplayers’ ships.
+ 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.
+ Stasis Capsules (Cruiser II)
+ Type IV Drive (Dreadnought II)
+ XRD Transporters (Carrier 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: 05 July 2018 - 07:46 AM

Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
0

#455 User is offline   Khellendros 

  • Saboteur of High House Mafia
  • Group: High House Mafia
  • Posts: 7,298
  • Joined: 14-August 07

Posted 04 July 2018 - 06:29 PM

Posted Image





PASS






CURRENT STATUS

Victory Points: 7

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

Planets:
+ Jord (4/2)
+ Quann (2/1)
+ 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
+ Advanced Carrier II
+ Fighter 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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#456 User is offline   Tapper 

  • Lover of High House Mafia
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  • Posts: 6,665
  • Joined: 29-June 04
  • Location:Delft, Holland.

Posted 05 July 2018 - 06:56 AM

Pass. Will prettify later.
Everyone is entitled to his own wrong opinion. - Lizrad
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#457 User is offline   Imperial Historian 

  • Master of the Deck
  • Group: Administrators
  • Posts: 7,882
  • Joined: 08-February 04

Posted 05 July 2018 - 04:45 PM

Trade my racial PN, ceasefire PN and 3 trade goods for gnaws support for the throne PN.

Get looted by Nico. (Nope!)

Play focused research for the cost of 4tg, research fighter 2.

Victory Points: 7
Strategy Card: Warfare (exhausted)
Command Pools: 1T | 5F | 2S
Goods: 0/3 C | 1TG
Action Cards: 8
Promissory Notes: 1 Yssaril, 1 Hacan, 1 Mentak, 1 sol, 1 naalu
Secret Objectives: 1 fulfilled | 2 unfulfilled

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

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)
+ XRD Transporters (Carrier II)
+ Infantry II
+ Fighter II

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

This post has been edited by D'rek: 07 July 2018 - 01:09 AM

0

#458 User is offline   Gnaw 

  • Recovering eating disordered addict of HHM
  • View gallery
  • Group: High House Mafia
  • Posts: 5,966
  • Joined: 16-June 12

Posted 05 July 2018 - 07:07 PM

Posted Image

Trade SftT to IH for his racial, ceasefire, and 3TGs.





Still passed.






Victory Points:
7
Strategy Card:
Command Pools: 1T | 4F | 0S
Goods: 0/3 C | 5 TG
Action Cards: 2
Promissory Notes: 4 Naalu, 2 Yissy
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Maaluuk (0/2)
+ Druaa (3/1)
+ Corneeq(1/2)
+ Resculon (2/0)
+ Dal Bootha (0/2)
+ Xxehan (1/1)
+ Mansa III (0/1, yellow tech)
+ Mecatol Rex (1/6)

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.

+ Gravity drive
+ Hybrid Crystal Fighter II ®
+ Deep Space Cannon (PDS II)
+ Infantry II

This post has been edited by Gnaw: 05 July 2018 - 07:11 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
0

#459 User is offline   Morgoth 

  • executor emeritus
  • Group: High House Mafia
  • Posts: 11,448
  • Joined: 24-January 03
  • Location:the void

Posted 06 July 2018 - 07:14 AM

Posted Image



Activate Mordai II - Exhaust Mordai II to build 2 cruisers and 2 fighters.





Victory Points: 7

Strategy Card: Leadership
Command Pools: 1T | 7F | 2S
Goods: 0/3 C | 1 TG
Action Cards: 3
Promissory Notes: 3 Nekro , 1 Sardakk , 1 Creuss
Secret Objectives: 2 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)
+ Zohbat (3/1)
+ Jol (2, 3)
+ Nar (1, 2)

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.
+ 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.
+ 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
+ Light / Wave Deflectors -- Your ships may movethrough systems thatcontain otherplayers' ships.
+ 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.
+ Stasis Capsules (Cruiser II)
+ Type IV Drive (Dreadnought II)
+ XRD Transporters (Carrier 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)
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
0

#460 User is offline   Imperial Historian 

  • Master of the Deck
  • Group: Administrators
  • Posts: 7,882
  • Joined: 08-February 04

Posted 06 July 2018 - 08:36 AM

AL | Repeal Law | Play as an Action | Discard a law from play - Discard core mining from play

Victory Points: 7
Strategy Card: Warfare (exhausted)
Command Pools: 1T | 5F | 0S
Goods: 0/3 C | 0TG
Action Cards: 7
Promissory Notes: 1 Yssaril, 1 Hacan, 1 Mentak, 1 sol, 1 naalu
Secret Objectives: 1 fulfilled | 2 unfulfilled

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

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)
+ XRD Transporters (Carrier II)
+ Infantry II
+ Fighter II

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