Malazan Empire: Twilight Imperium (Game 3) - Game Thread - Malazan Empire

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Twilight Imperium (Game 3) - Game Thread

#341 User is offline   Gnaw 

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Posted 28 March 2019 - 10:03 PM


Posted Image





Tactical Action:
Activate Q'uann
Move Carrier and all infantry from Herrah
Invade

Ground Combat:

Turn 1:

Nekro:

4 Infantry [7, 1, 3, 7] (no hits)

Muaat:

2 Infantry [5, 6] (no hits)

Turn 2:

Nekro:

4 Infantry [6, 6, 4, 10] (1 hit)

Muaat

2 Infantry [10, 8] (2 hits)

1 Muaat Infantry destroyed. Nekro assimilates Duranium Armour technology.

2 Nekro Infantry destroyed.

Turn 3:

Nekro:

2 Infantry [4, 1] (no hits)

Muaat:

1 Infantry [7] (no hits)

Turn 4:

Nekro:

2 Infantry [2, 5] (no hits)

Muaat:

1 Infantry [1] (no hits)

Turn 5:

Nekro:

2 Infantry [6, 2] (no hits)

Muaat:

1 Infantry [8] (1 hit)

1 Nekro Infantry destroyed.

Turn 6:

Nekro:

1 Infantry [6] (no hits)

Muaat:

1 Infantry [4] (no hits)

Turn 7:

Nekro:

1 Infantry [6] (no hits)

Muaat:

1 Infantry [9] (1 hit)

Nekro Infantry destroyed. Muaat wins ground combat.


assimilate Duranium Armor




CURRENT STATUS

Victory Points: 5 {3x PO, 2x SO}

Strategy Card: LEADERSHIP
Command Pool: 2T | 4F | 0S
Goods: 0/3 C | 3 TG
Action Cards: 2
Promissory Notes: 4 Nekro,, 1 Letnev,
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Wellon (1/2; yellow)
+ Herrah VI (1/1)
+ Lodd Eru (3/0; red)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)

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.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Cruiser 2
+ War Sun - Allows for the production of War Suns
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Valefar Assimilator X - Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
+ Valefar Assimilator Y - Quantum Datahub Node - At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player, and take 1 of his strategy cards..


+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
Other:
Letnev Ceasefire

This post has been edited by Galactic Council: 28 March 2019 - 11:32 PM

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

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Posted 28 March 2019 - 11:10 PM

Posted Image


Component Action

Quote

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


Gain 1 infantry on 6 planets.




CURRENT STATUS

Victory Points: 3

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

Planets:
+ Zej Rajja (2/1)
+ Arnor (2/1)
+ Jol (1/2)
+ Lor (1/2)
+ Nevant (1/2, blue spc.)
+ Nar (2/3)

Technologies:
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism - Gain 3 command tokens (instead of 2) during status phase.
+ 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.
+ E-Res Siphons - After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
+ 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 one 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 three or more of your non-fighter ships, your opponent must destroy one of his non-fighter ships.
+ Advanced Fighter - Fighter II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II

Other:
+ Custodians Token (1 VP)
+ Mentak Promise of Protection PN

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

#343 User is offline   Gnaw 

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Posted 28 March 2019 - 11:13 PM


Posted Image





Tactical Action:
activate Xxehan
move cruiser and infantry from Mansai
nvade



CURRENT STATUS

Victory Points: 5 {3x PO, 2x SO}

Strategy Card: LEADERSHIP
Command Pool: 1T | 4F | 0S
Goods: 0/3 C | 3 TG
Action Cards: 2
Promissory Notes: 4 Nekro,, 1 Letnev,
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Wellon (1/2; yellow)
+ Herrah VI (1/1)
+ Lodd Eru (3/0; red)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)

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.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Cruiser 2
+ War Sun - Allows for the production of War Suns
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Valefar Assimilator X - Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
+ Valefar Assimilator Y - Quantum Datahub Node - At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player, and take 1 of his strategy cards..


+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
Other:
Letnev Ceasefire

This post has been edited by Gnaw: 28 March 2019 - 11:13 PM

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

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Posted 28 March 2019 - 11:13 PM

Posted Image


PASS




CURRENT STATUS

Victory Points: 3

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

Planets:
+ Zej Rajja (2/1)
+ Arnor (2/1)
+ Jol (1/2)
+ Lor (1/2)
+ Nevant (1/2, blue spc.)
+ Nar (2/3)

Technologies:
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism - Gain 3 command tokens (instead of 2) during status phase.
+ 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.
+ E-Res Siphons - After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
+ 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 one 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 three or more of your non-fighter ships, your opponent must destroy one of his non-fighter ships.
+ Advanced Fighter - Fighter II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II

Other:
+ Custodians Token (1 VP)
+ Mentak Promise of Protection PN

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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#345 User is offline   Gnaw 

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Posted 28 March 2019 - 11:15 PM


Posted Image





Component Action:

Quote


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




CURRENT STATUS

Victory Points: 5 {3x PO, 2x SO}

Strategy Card: LEADERSHIP
Command Pool: 1T | 4F | 0S
Goods: 0/3 C | 3 TG
Action Cards: 1
Promissory Notes: 4 Nekro,, 1 Letnev,
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Wellon (1/2; yellow)
+ Herrah VI (1/1)
+ Lodd Eru (3/0; red)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)
+ Gwynan (3/1)
+ Xxehan (1/1)

Technologies:
+ Daxcive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 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.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Duranium Armor - During each combat round, after you assign hits to your units, repair one of your damaged units that did not use Sustain Damage during this combat round.
+ Cruiser 2
+ War Sun - Allows for the production of War Suns
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Valefar Assimilator X - Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
+ Valefar Assimilator Y - Quantum Datahub Node - At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player, and take 1 of his strategy cards..



Other:
Letnev Ceasefire

This post has been edited by Galactic Council: 28 March 2019 - 11:38 PM

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

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Posted 28 March 2019 - 11:48 PM


Posted Image





Tactical Action:
Activate Mordsi
exhasut all the cultural planets

build 2x cruiser (4), 2 infantry (1), 2 fighters (1) - sarween tools (1)



CURRENT STATUS

Victory Points: 5 {3x PO, 2x SO}

Strategy Card: LEADERSHIP
Command Pool: 0T | 4F | 0S
Goods: 0/3 C | 3 TG
Action Cards: 1
Promissory Notes: 4 Nekro,, 1 Letnev,
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Wellon (1/2; yellow)
+ Herrah VI (1/1)
+ Lodd Eru (3/0; red)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)
+ Gwynan (3/1)
+ Xxehan (1/1)

Technologies:
+ Daxcive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 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.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Duranium Armor - During each combat round, after you assign hits to your units, repair one of your damaged units that did not use Sustain Damage during this combat round.
+ Cruiser 2
+ War Sun - Allows for the production of War Suns
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Valefar Assimilator X - Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
+ Valefar Assimilator Y - Quantum Datahub Node - At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player, and take 1 of his strategy cards..



Other:
Letnev Ceasefire

"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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#347 User is offline   Gnaw 

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Posted 28 March 2019 - 11:48 PM

Pass
"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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#348 User is offline   Galactic Council 

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Posted 28 March 2019 - 11:54 PM

Attached File  Custodians.png (103.75K)
Number of downloads: 0




ROUND 5 - STATUS PHASE


Turn order: Gnaw --> Nom --> IH --> Tatts --> Tapper --> Blend --> Twelve --> D'rek --> Morgoth




Upcoming Agendas:

JUDICIAL ABOLISHMENT (DIRECTIVE) -- Elect a Law
Discard elected law.

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.
Agenda has been vetoed by Sol.

RESEARCH TEAM: WARFARE (LAW) -- Elect a Hazardous Planet
When this planet's owner researches technology they may exhaust this planet to ignore a red prerequisite.

This post has been edited by Galactic Council: 29 March 2019 - 01:17 PM

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#349 User is offline   Gnaw 

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Posted 29 March 2019 - 12:09 AM


Posted Image

Status:
score SO - Control the Region -- 1VP -- Status Phase -- Have 1 or more ships in 6 systems.
gain 2 CT both Strategic Move 1 CT from fleet to tactical
draw 2 AC
etc, etc, etc




Galactic Threat: research team - New Albion Mehar Xull



CURRENT STATUS

Victory Points: 6 {3x PO, 3x SO}

Strategy Card:
Command Pool: 1T | 3F | 2S
Goods: 0/3 C | 3 TG
Action Cards: 3
Promissory Notes: 4 Nekro,, 1 Letnev,
Secret Objectives: 3 fulfilled | 0 unfulfilled

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Wellon (1/2; yellow)
+ Herrah VI (1/1)
+ Lodd Eru (3/0; red)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)
+ Gwynan (3/1)
+ Xxehan (1/1)

Technologies:
+ Daxcive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 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.
+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+
Duranium Armor - During each combat round, after you assign hits to your units, repair one of your damaged units that did not use Sustain Damage during this combat round.
+ Cruiser 2
+ War Sun - Allows for the production of War Suns
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Valefar Assimilator X - Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.
+ Valefar Assimilator Y - Quantum Datahub Node - At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player, and take 1 of his strategy cards..



Other:
Letnev Ceasefire

This post has been edited by Gnaw: 29 March 2019 - 05:05 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

#350 User is offline   Itwæs Nom 

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Posted 29 March 2019 - 12:39 AM

Posted Image



Status phase

Score the spend 8 resources objective: exhaust Vefut + 4TGs

1 infantry on Zohbat

2ACs
2CTs 1/0/1




CURRENT STATUS

Victory Points: 1

Strategy Card:
Command Pools: 2T | 8F | 1S
Goods: 0/3 C | 1 TG
Action Cards: 5
Secret Objectives: 0 fulfilled | 1 unfulfilled

Planets:
+ Nestphar (3/2)
+ Vefut II (4/2)
+ Mellon (0/2)
+ Zohbat (3/1)

Technologies:
+ Magen Defence Grid - You may exhaust this card at the start of a round of ground combat on a planet that contains one of more of your units that have PLANETARY SHIELD; your opponent cannot make combat rolls this combat round.
+ 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.
+ Deep Space Cannon - PDS II

Other:
Muaat Ceasefire

This post has been edited by Itwæs Nom: 29 March 2019 - 12:39 AM

All things fall from kings to rose petals
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#351 User is offline   Imperial Historian 

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Posted 29 March 2019 - 07:51 AM






Score PO centralise galactic trade spend 10tg score 2 VP

Accumulate Leverage -- 1VP -- Status Phase -- Own 10 Promissory Notes.

Gain 3 CT 1 in tactical, 2 in strategic

Draw 1 action card

CURRENT STATUS



Victory Points: 9

Strategy Card:
Command Pools: 2T | 4F | 3S
Goods: 0/2 C | 0 TG
Action Cards: 5
Secret Objectives: 2 fulfilled | 0 unfulfilled
PN 2 Letnev, 3 Mentak, 4 Sol, 1 Muaat
Planets:
+ Moll Primus (4/1)
+ Starpoint (3/1)
+ New Albion (1/1, green)
+ Saudor (2/2)
+ Mehar Xull (1/3) (red tech)
+ Mallice (0/3)
+ Bereg (3/1)
+ Lirta (2/3)


Technologies:
+ 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.
+ 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.
+ Hypermetabolism - gain one extra CT
+ Cruiser II
+ PDS II

Other: Barony of Letnev support for the throne
Sol support for the throne
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#352 User is offline   Tattersail_ 

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Posted 29 March 2019 - 08:46 AM

Posted Image

CS | Veto | Play immediately after an Agenda is revealed | Discard an agenda that was just revealed and reveal an agenda from the top of the deck. Players vote on this agenda instead.

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.

No PO Scored
Gain 3 CT, 2 in tactical and 1 in Strategy
Draw 2 action cards
Give back strategy card
Ready planets

A new life is born aboard the Genesis



CURRENT STATUS
Victory Points: 3
Strategy Card: Command Pools: 2T | 4F | 1SGoods: 4/4 C | 0TGAction Cards: 6Promissory Notes: 1 SolSecret Objectives: 1 fulfilled | 1 unfulfilledPlanets:
+ Resculon (2/0)
+ Jord (4/2)
+ Arnor (2/1)
+ Lor (1/2)+ Corneeq (1/2)

Technologies:
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.+ Dacxive 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 results 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.+ Advanced Carrier II -- Upgrades your Advanced Carrier blueprints to Advanced Carrier II.+ Advanced Fighters -- Upgrades your Fighter blueprints to Fighter II.+ Spec Ops II -- Upgrades your Spec Ops blueprints to Spec Ops II.

This post has been edited by Tattersail_: 29 March 2019 - 01:26 PM

Apt is the only one who reads this. Apt is nice.
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#353 User is offline   Tapper 

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Posted 29 March 2019 - 09:07 AM



Play CZ | Technology 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, research a technology.
Play CW | Imperial 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, gain 1 victory point
Target Agenda(s) are announced once the Cybernetic Law (as Veto'ed) is replaced.




Score Lead From the Front, discarding 1 CT from Tactical and 2 from Strategic (go to 0/4/0).
Gain 2 CT, 1 in tactical and 1 in Strategy (go to 1/4/1)
Draw 1 action card
Give back strategy card
Ready planets










PASS

CURRENT STATUS

Victory Points: 5 (3× PO, 1× SO, 1× other)

Strategy Card:
Command Pools: 1T | 4F | 1S
Goods: 0/6 C | 3 TG.
Action Cards: 6-2+1 = 5
Secret Objectives: 1 fulfilled | 0 unfulfilled
PN:: 4 Hacan, 1 Winnu SftT on the table.

Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Daemon (4/0)
+ Arinaam (1/2)
+ Meer (0/4) (red 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.
+ 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.
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Quantum Datahub Node - At the end of the strategy phase, you may spend 1 token from your strategy pool and give another player 3 of your trade goods. If you do, give 1 of your strategy cards to that player, and take 1 of his strategy cards.
+ Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Assault Cannon - At the start of a space combat in a system that contains three or more of your non-fighter ships, your opponent must destroy one of his non-fighter ships.
+ Deep Space Cannon - PDS II

Other: Winnu SftT.
Everyone is entitled to his own wrong opinion. - Lizrad
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#354 User is offline   Blend 

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Posted 29 March 2019 - 02:15 PM

Posted Image




1) Score Objectives - N/A
2) Reveal Public Objective
3) Draw Action Cards - Draw 2 action cards
4) Remove Command Tokens
5) Gain and Redistribute Tokens - Gain 2 tokens, place 1 in Fleet, 1 in Strategic
6) Ready Cards
7) Repair Units
8) Return Strategy Cards




CURRENT STATUS

Victory Points: 2

Strategy Card:
Command Pools: 2T | 3F | 1S
Goods: 0/4 C | 2 TG
Action Cards: 2
Promissory Notes: 3 Muaat
Secret Objectives: 0 fulfilled | 1 unfulfilled

Planets:
+ Dal Bootha (0/2)
+ Silvano (2/2, green)
+ Quann (2/1)


Technologies:
+ 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.
+ 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.
+ Magmus Reactor - Your ships can move into supernovas. After 1 or more of your units use PRODUCTION in a system that either contains a war sun or is adjacent to a supernova, gain 1 trade good.
+ Stasis Capsules - Upgrades your Cruiser blueprints to Cruiser II.

Other:
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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#355 User is offline   twelve 

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Posted 29 March 2019 - 03:05 PM

Posted Image




Status Phase

1) Score Objectives -
Develop Weaponry -- 1VP -- Status Phase -- Own 2 unit upgrade technologies.
2) Reveal Public Objective
3) Draw Action Cards - Draw 1 action cards
4) Remove Command Tokens
5) Gain and Redistribute Tokens - 2 tokens, 1 Tactical, 1 Fleet
6) Ready Cards
7) Repair Units
8) Return Strategy Cards





CURRENT STATUS

Victory Points: 4

Strategy Card:
Command Pools: 1T | 5F | 0S
Goods: 0/3 C | 2 TG
Action Cards: 7

Promissory Notes: 4 Winnu, 1 Hacan
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Winnu (3/4)
+ Lazar (1/0) Yellow
+ Sakulag (2/1)

+ Centauri (1/3)
+ Gral (1/1) Blue
+ Tura Nora (2/0)
+ Tar'Mann (1/1) Green
+ Ensapta (0/2)

Technologies:


+ Sarween Tools - When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes - You may exhaust this card at the start of your turn during the action phase, remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ Hegemonic Trade Policy-- Exhaust this card when 1 or more of your units uses PRODUCTION; swap the resource and influence values of 1 planet you control until the end of your turn.
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Type IV Drive - Upgrades your Dreadnaught Blueprints to Dreadnaught II
+ Advanced Fighters - Upgrades your fighter Blueprints to Fighter II

Other:Hacan Support for the Thrones

This post has been edited by twelve: 30 March 2019 - 04:51 AM

I don't know what I'm doing but it sounds good.
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#356 User is offline   D'rek 

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Posted 29 March 2019 - 03:49 PM

Posted Image

Status Phase

No objectives fulfilled
Draw 2 ACs
Gain 3 CTs
Redistribute CTs
Repair units
Return strategy card
Ready cards




CURRENT STATUS

Victory Points: 3

Strategy Card:
Command Pools: 2T | 4F | 3S
Goods: 0/4 C | 2 TG
Action Cards: 6
Secret Objectives: 0 fulfilled | 3 unfulfilled
Promissory Notes: 5 Jol-Nar, 1 Mentak

Planets:
+ Zej Rajja (2/1)
+ Arnor (2/1)
+ Jol (1/2)
+ Lor (1/2)
+ Nevant (1/2, blue spc.)
+ Nar (2/3)

Technologies:
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1.
+ Hyper Metabolism - Gain 3 command tokens (instead of 2) during status phase.
+ 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.
+ E-Res Siphons - After another player activates a system that contains 1 or more of your ships, gain 4 trade goods.
+ 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 one 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 three or more of your non-fighter ships, your opponent must destroy one of his non-fighter ships.
+ Advanced Fighter - Fighter II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II

Other:
+ Custodians Token (1 VP)
+ Mentak Promise of Protection PN

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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#357 User is offline   Tapper 

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  • Location:Delft, Holland.

Posted 29 March 2019 - 05:43 PM

Both Riders on Ministry of Policy being revoked through the Judicial Abolishment Law (unless that one is also Veto'ed, of course).
Everyone is entitled to his own wrong opinion. - Lizrad
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#358 User is offline   Morgoth 

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  • Location:the void

Posted 29 March 2019 - 06:42 PM

Posted Image

CE | Political Stability | Play at the end of the Status Phase | You do not return your strategy card(s) during this phase and do not choose new strategy cards in the next strategy phase.

No objectives fulfilled
Draw 2 ACs
Gain 2 CTs
Redistribute CTs
Repair units
Ready cards



CURRENT STATUS

Victory Points: 6 (4 PO, 1 SftT, 1 MR)

Strategy Card: Imperial
Command Pools: 2T | 2(4)F | 1S
Goods: 0/2 C | 6 TG
Action Cards: 6
Secret Objectives: 0 fulfilled | 2 unfulfilled
Promissory Notes: 2 Letnev, 1 Mentak, 1 Nekro,

Planets:
+ Arc Prime (4/0)
+ Wren Terra (2/1)
+ Abyz (3/0)
+ Fria (2/0)
+ Tequ'Ran (2/0)
+ Torkan (0/3)
+ Thibah (1/1) (Blue tech)
+ Qucen'n (1/2)
+ Rarron (0/3)
+ Mecatol Rex (1/6)

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.
+ 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 one of your damaged units that did not use Sustain Damage during this combat round.
+ Non Euclidian Shielding - When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.
+ Dreadnought 2 - Upgrades Dreadnought blueprint to Dreadnought 2.
+ Carrier 2 - Upgrades Carrier blueprint to Carrier 2.
+ War Sun - Allows for the production of War Suns

Other:

+ Mentak Support from the Throne - 1VP
+ Nekro Cease Fire

This post has been edited by Galactic Council: 29 March 2019 - 10:34 PM

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

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    snapchat - rustyspoon84

Posted 29 March 2019 - 10:07 PM

Attached File  Custodians.png (103.75K)
Number of downloads: 0




ROUND 5 - AGENDA PHASE

Agendas:




JUDICIAL ABOLISHMENT (DIRECTIVE) -- Elect a Law
Discard elected law.

Hacan plays Technology Rider on Minister of Policy being discarded:

Quote

CZ | Technology 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, research a technology.


Hacan plays Imperial Rider on Minister of Policy being discarded:

Quote

CW | Imperial 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, gain 1 victory point.


Votes:

Arborec: 7 votes to repeal Minister of Policy.
Jol-Nar: 3 votes to repeal Minister of Policy.
Letnev: 16 votes to repeal Minister of Science.
Mentak: 9 votes to repeal Minister of Policy.
Sol: 3 votes to repeal Minister of Policy.
Winnu: 3 votes to repeal Minister of Policy.

Result:

Minister of Policy is repealed by 25 votes to 16.

Hacan Technology Rider succeeds.

Hacan Imperial Rider succeeds.




RESEARCH TEAM: WARFARE (LAW) -- Elect a Hazardous Planet
When this planet's owner researches technology they may exhaust this planet to ignore a red prerequisite.

Nekro plays Galactic Threat on Mehar Xull.

Votes:

Hacan: 9 votes for Sakulag.
Jol-Nar: Abstain.
Mentak: 6 votes for Sakulag.
Muaat: 5 votes for Sakulag.
Winnu: 9 votes for Sakulag.

Result:

Sakulag is elected with 29 votes and gains a red tech specialty.


Nekro Galactic Threat fails.

This post has been edited by Galactic Council: 30 March 2019 - 07:18 PM

Apt is the only one who reads this. Apt is nice.
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#360 User is offline   Galactic Council 

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  • Joined: 30-April 13

Posted 29 March 2019 - 10:28 PM

Posted Image

Trade 2 of my commodities with Twelve for 2 of his TG's

Trade 2 commodities with Blend for 2 of his TGs
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