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

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Twilight Imperium (Game 3) - Game Thread

#481 User is offline   Gnaw 

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Posted 08 June 2019 - 04:56 PM

Posted Image

Secondaries:
Construction: none
Logistics:
-1ct. 1/3/1
exhaust Mordai, Muaat, Xxehan == 8 resources
Build carrier, dread, 2 infantry, 2 fighters




Tactical Action:
Activate Teq/Torkan
Move carrier, 2 infantry, dread, 1 fighter
Invade both planets, 1 infantry each




CURRENT STATUS

Victory Points: 7 {3x PO, 3x SO, 1 Arborec SftT, }

Strategy Card: POLITICS
Command Pool: 0T | 3F | 1S
Goods: 1/3 C | 3 TG
Action Cards: 5
Promissory Notes: 4 Nekro,, 1 Letnev, , 1 Jol-Nar, 1 Arborec,
Secret Objectives: 3 fulfilled | 0 unfulfilled

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)

+ Xxehan (1/1)
+ Tequ'ran (2/0)
+ Torkan (0/3)

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.
+ 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.
+ 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.
+ 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.
+ 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, Arborec SftT, Jol-Nar racial

This post has been edited by Galactic Council: 10 June 2019 - 01:12 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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#482 User is offline   Imperial Historian 

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Posted 08 June 2019 - 11:07 PM

No secondaries
Pass
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#483 User is offline   twelve 

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Posted 09 June 2019 - 01:11 AM

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Play focused research exhaust gral for blue skip spend 4 trade goods research Lazax Gate Folding

Quote

AC | Focused Research | Play as an Action | Spend 4 trade goods and research a technology






CURRENT STATUS

Victory Points: 5

Strategy Card: TRADE
Command Pools: 0T | 5F | 0S
Goods: 0/3 C | 6 TG
Action Cards: 1

Promissory Notes: 3 Winnu, 1 Hacan
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Winnu (3/4)

+ Lazar (1/0) Yellow
+ Sakulag (2/1) Red (Law)


+ Gral (1/1)
+ Mecatol Rex (1/6)

+ Rarron (0/3)
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.
+Lazax Gate Folding - If you do not hold Mecatol Rex treat that system as though it contains an alpha or beta wormhole. If you hold Mecatol Rex Play as an action, place 1 Infantry on Mecatol Rex
+
Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Magen Defense Grid -- You may exhaust this card at the start of a round of ground combat on a planet that contains one or more of your units that have PLANETARY SHIELD; your opponent cannot make combat rolls this combat round.
+
Type IV Drive - Upgrades your Dreadnaught Blueprints to Dreadnaught II
+ Advanced Fighters - Upgrades your fighter Blueprints to Fighter II
+ War Sun[i] - Allows for the production of War Suns

Other:Hacan Support for the Throne
I don't know what I'm doing but it sounds good.
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#484 User is offline   Tattersail_ 

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Posted 09 June 2019 - 06:02 AM

Posted Image

Secondary Action - Logistics - build 1 dread, 2 fighters, 3 infantry - exhaust Jord and resculon for 6 resources. Sarween Tools.

Component Action - Signal Jamming - select Tar Mann put Jol Nar token in there.


Victory Points: 5
Strategy Card: TechnologyCommand Pools: 0T | 3F | 0SGoods: 0/4 C | 1TGAction Cards: 4Promissory Notes: 0 SolSecret Objectives: 2 fulfilled | 0 unfulfilledPlanets:
+ Resculon (2/0)
+ Jord (4/2)
+ Corneeq (1/2)
+ Arnor (2/1)
+ Lor (1/2)
+ Tar'Mann (1/1) (green)
+ Tura Nora (2/0)
+ Centauri [0/3]
+ Ensapta (2/0]
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.+ 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.+ 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.+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.

This post has been edited by Galactic Council: 10 June 2019 - 01:19 PM

Apt is the only one who reads this. Apt is nice.
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#485 User is offline   D'rek 

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Posted 09 June 2019 - 03:50 PM

Posted Image


TACTICAL ACTION

> Activate Saudor

> Movement

Move:
+ Dreadnought from Mehar Xull w/ 1 infantry
+ Destroyer from Mehar Xull
+ Destroyer from Bereg/Lirta
+ Carrier from Bereg/Lirta w/ 2 fighters and 2 infantry from Lirta

Space Cannon Offense:

2 Mentak PDS II on Saudor fire (+ Plasma Scoring) [6, 6, 1 (-1 Antimass Deflectors) ~ 5, 5, 1] (2 hits)

Jol-Nar Dreadnought II sustains damage, 1 Fighter II destroyed.


> No space combat

> Invasion:

Jol-Nar plays:

Quote

AW | Disable | Play at the start of Invasion combat where you are attacking | Your opponent's PDS units lose Planetary Shield and Space Cannon during this invasion.


Bombardment:

1 Dreadnought II (+ Plasma Scoring) [2, 7] (1 hit)

1 Mentak Infantry destroyed.

Jol-Nar invades Saudor with 3 Infantry.

Turn 1:

Jol-Nar:

3 Infantry [9, 4, 2 (-1 Fragile) ~ 8, 3, 1] (1 hit)

Mentak:

1 Infantry [6] (no hits)

1 Mentak Infantry destroyed. Jol-Nar wins ground combat.

Jol-Nar successfully invades Saudor with 3 Infantry. Mentak Space Dock on Saudor destroyed. 2 Mentak PDS II on Saudor destroyed.


> No Production




CURRENT STATUS

Victory Points: 6

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

Planets:
+ Zej Rajja (2/1)
+ Nar (2/3)
+ Jol (1/2)
+ Nevant (1/2, blue spc.)
+ Mehar Xull (1/3) (red tech)
+ Bereg (3/1)
+ Lirta (2/3)
+ Saudor (2/2)

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
+ Type IV Drive - Dreadnought II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II

Other:
+ Custodians Token (1 VP)

This post has been edited by Galactic Council: 10 June 2019 - 01:39 PM

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

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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#486 User is offline   Itwæs Nom 

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Posted 10 June 2019 - 04:42 PM

Posted Image



Activate Gwynnan

Exhaust the one of the 3r planets [Zohbat] that are unexhausted

Build 1 cruiser, 2 infantry, 2 fighters




CURRENT STATUS

Victory Points: 4

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

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

+ Herrah VI (1/1)

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.
+ 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.
+ Deep Space Cannon - PDS II
+ Stasis Capsules - Cruiser II
+ Mobile Base - War Sun

Other:
Muaat Ceasefire + SftT

This post has been edited by Galactic Council: 11 June 2019 - 11:22 AM

All things fall from kings to rose petals
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#487 User is offline   Tapper 

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Posted 13 June 2019 - 03:25 PM







SECONDARIES

None.





Play LEADERSHIP. Gain 3 CT. Exhaust Hercant, Camdorn, Meer, Aarinam, Mallice and Lodor for another 4 CT.
Divide as follows: 3/1/3




CURRENT STATUS

Victory Points: 6 (3× PO, 1× SO, 2× other)

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

Planets:
+ Arretze (2/0)
Hercant (1/1)
+ Kamdorn (0/1)
+ Daemon (4/0)
+ Arinaam (1/2)
+ Meer (0/4) (red tech)
+ Lodor (3/1)
+ Mallice (0/3)


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.
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1 (Researched through Technology Rider)
+ Dacxive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Production Biomes - ACTION: 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.
+ 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
+ War Sun unit upgrade tech

Other: Winnu SftT, Imperial Rider, Mentak Promise of Protection

This post has been edited by Galactic Council: 15 June 2019 - 08:52 AM

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#488 User is offline   Gnaw 

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Posted 13 June 2019 - 09:02 PM

Leadership secondary: spend 2TG and exhaust xxehan == 1 tactical

AQ | Unexpected Action | Play as an Action | Remove one of your command tokens from the board.<br style="caret-color: rgb(44, 54, 68); color: rgb(44, 54, 68); font-size: 13px; -webkit-text-size-adjust: auto;">
Remove CT from Torkan

2/3/1
"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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#489 User is offline   twelve 

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Posted 13 June 2019 - 09:13 PM

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Secondary of Leadership Exhaust Rarron for 1 CT place in Tactical

Component Action Exhaust Lazar Gate Folding and place 1 infantry on Mecatol Rex





CURRENT STATUS

Victory Points: 5

Strategy Card: TRADE
Command Pools: 0T 1T | 5F | 0S
Goods: 0/3 C | 6 TG
Action Cards: 1

Promissory Notes: 3 Winnu, 1 Hacan
Secret Objectives: 0 fulfilled | 2 unfulfilled

Planets:
+ Winnu (3/4)

+ Lazar (1/0) Yellow
+ Sakulag (2/1) Red (Law)


+ Gral (1/1)
+ Mecatol Rex (1/6)

+ Rarron (0/3)
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.
+Lazax Gate Folding - If you do not hold Mecatol Rex treat that system as though it contains an alpha or beta wormhole. If you hold Mecatol Rex Play as an action, place 1 Infantry on Mecatol Rex
+
Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Magen Defense Grid -- You may exhaust this card at the start of a round of ground combat on a planet that contains one or more of your units that have PLANETARY SHIELD; your opponent cannot make combat rolls this combat round.
+
Type IV Drive - Upgrades your Dreadnaught Blueprints to Dreadnaught II
+ Advanced Fighters - Upgrades your fighter Blueprints to Fighter II
+ War Sun[i] - Allows for the production of War Suns

Other:Hacan Support for the Throne

This post has been edited by twelve: 13 June 2019 - 09:14 PM

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

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Posted 14 June 2019 - 12:30 AM

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Leadership Secondary - Pay 3TGs for 1 CT, place it in Strategic.




CURRENT STATUS

Victory Points: 3

Strategy Card: WARFARE
Command Pools: 1T | 1F | 1S
Goods: 0/4 C | 5TG
Action Cards: 2
Promissory Notes: 2 Muaat
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ 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.
+ Prototype War Sun II

Other:

This post has been edited by Blend: 14 June 2019 - 11:11 PM

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#491 User is offline   Tattersail_ 

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Posted 14 June 2019 - 09:33 AM

Posted Image




Mentak plays:

Quote

MILITARY SUPPORT (Sol) | 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 their reinforcements. Then, you may place 2 infantry from your reinforcements on any planet you control. Then, return this card to the Sol player.


2 Infantry added to Moll Primus. Military Support PN returned to Sol.





Receive 2TG's and Gnaw's Ceasefire



Leadership Secondary - Spend 3 TG's and Exhaust Corneeq, Arnor, Lor, Tar'mann for 6 resources place 3 CT's in tactical.

Tactical Action - Activate Rift - Move 1 fighter from Jord

Space Cannon Offense:

2 Jol-Nar PDS II on Bereg and Zej Rajja fire (+ Plasma Scoring) [9, 6, 3 (-1 Antimass Deflectors) ~ 8, 5, 2] (2 hits)

Sol Fighter II destroyed.




Victory Points: 5
Strategy Card: TechnologyCommand Pools: 2T | 3F | 0SGoods: 0/4 C | 0TGAction Cards: 4Promissory Notes: 2 Sol, 1 NekroSecret Objectives: 2 fulfilled | 0 unfulfilledPlanets:
+ Resculon (2/0)
+ Jord (4/2)

+ Corneeq (1/2)
+ Arnor (2/1)
+ Lor (1/2)
+ Tar'Mann (1/1) (green)
+ Tura Nora (2/0)
+ Centauri [0/3]

+ Ensapta (2/0]
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.+ 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.+ 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.+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.

This post has been edited by Galactic Council: 15 June 2019 - 09:27 AM

Apt is the only one who reads this. Apt is nice.
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#492 User is offline   D'rek 

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Posted 14 June 2019 - 04:48 PM

Posted Image

LEADERSHIP Secondary: Exhaust Jol, Nevant, Nar, Mehar Xhull and spend 2 TG for 12 influence. Gain 4 CTs. +3/+0/+1




TACTICAL ACTION

Activate: Thibah

Move:
+ JNS Hylarim from Bereg/Lirta w/ 1 infantry

Space Combat:

Fight!

Space Combat:

Turn 1:

Letnev announces retreat to Arc Prime/Wren Terra.

Jol-Nar:

J. N. S. Hylarim [3, 1 (-1 Fragile) ~ 2, 1] (no hits)

Letnev:

1 Destroyer [6] (no hits)

Letnev Destroyer successfully retreats to Arc Prime/Wren Terra.


Invasion:

Land 1 infantry. Establish control.

Integrated Economy: Spend 1 TG to produce 2 fighters.

Production: n/a




CURRENT STATUS

Victory Points: 6

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

Planets:
+ Zej Rajja (2/1)
+ Nar (2/3)
+ Jol (1/2)
+ Nevant (1/2, blue spc.)
+ Mehar Xull (1/3) (red spc.)
+ Bereg (3/1)
+ Lirta (2/3)
+ Saudor (2/2)
+ Thibah (1/1) (blue spc.)

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
+ Type IV Drive - Dreadnought II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II

Other:
+ Custodians Token (1 VP)

This post has been edited by Galactic Council: 17 June 2019 - 11:43 AM

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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#493 User is offline   Itwæs Nom 

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Posted 14 June 2019 - 06:20 PM

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Leadership secondary: Exhaust Mellon, Nestphar + 1CT in tactical

Pass




CURRENT STATUS

Victory Points: 4

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

Planets:
+ Nestphar (3/2)
+ Vefut II (4/2)
+ Mellon (0/2)
+ Zohbat (3/1)
+ Gwynan (3/1)
+ Lodd Eru (3/0)
+ Herrah VI (1/1)


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.
+ 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.
+ Deep Space Cannon - PDS II
+ Stasis Capsules - Cruiser II
+ Mobile Base - War Sun

Other:
Muaat Ceasefire + SftT

This post has been edited by Itwæs Nom: 14 June 2019 - 08:04 PM

All things fall from kings to rose petals
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#494 User is offline   Tapper 

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Posted 14 June 2019 - 08:28 PM







SECONDARIES

None.





Activate Production Biomes, pay 1 Strategic CT. Gain 4 TG, give 2 TG to Blend.





CURRENT STATUS

Victory Points: 6 (3× PO, 1× SO, 2× other)

Strategy Card: LEADERSHIP
Command Pools: 4T | 5F | 2S
Goods: 0/6 C | 10 TG.
Action Cards: 5
Secret Objectives: 1 fulfilled | 2 unfulfilled
PN:: 4 Hacan, 1 Winnu SftT on the table, 1 Mentak on the table, 1 Sol in hand.

Planets:
+ Arretze (2/0)
Hercant (1/1)
+ Kamdorn (0/1)
+ Daemon (4/0)
+ Arinaam (1/2)
+ Meer (0/4) (red tech)
+ Lodor (3/1)
+ Mallice (0/3)


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.
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Neural Motivator - During the status phase, draw 2 action cards instead of 1 (Researched through Technology Rider)
+ Dacxive Animators - After you win a ground combat, you may place 1 infantry from your reinforcements on that planet.
+ Production Biomes - ACTION: 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.
+ 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
+ War Sun unit upgrade tech

Other: Winnu SftT, Imperial Rider, Mentak Promise of Protection

This post has been edited by Galactic Council: 15 June 2019 - 09:13 AM

Everyone is entitled to his own wrong opinion. - Lizrad
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#495 User is offline   Imperial Historian 

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Posted 15 June 2019 - 11:07 AM

Leadership secondary I'm spending 6tg for 4 ct using mirror computing, all in strategic

Leaves me at 0/8/5 with 1tg

Will tidy up later
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#496 User is offline   Gnaw 

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Posted 16 June 2019 - 11:26 PM

Posted Image

Secondaries: none




Exhaust Transit Diodes: move 1 each infantry from Muaat, Xxehan, Everra, Mordai to Torkan
Tactical Action:

Activate Arc/Wren
Move carrier, fighter, dread, 5 infantry (leave 1 on Torkan)
Attack fighters
Assimilate Non-Euclidean Shielding on Assimilator Y

Space Combat:

Anti-Fighter Barrage:

1 Letnev Destroyer [10, 1] (1 hit)

Nekro Fighter destroyed.

Turn 1:

Nekro:

1 Dreadnought II [10] (1 hit)
1 Advanced Carrier II [10] (1 hit)

Letnev:

1 Destroyer [9] (1 hit)
3 Fighters {6, 2, 6] (no hits)

2 Letnev Fighters destroyed. Nekro assimilates Non-Euclidian Shielding technology (replaces Quantum Datahub Node).
1 Nekro Dreadnought sustains damage.

Turn 2:

Nekro:

1 Dreadnought II [2] (no hits)
1 Advanced Carrier II [5] (no hits)

Letnev:

1 Destroyer [6] (no hits)
1 Fighter [9] (1 hit)

1 Nekro Advanced Carrier II sustains damage.

Letnev plays:

Quote

BH | Direct Hit | Play during space combat | After another player's ship uses Sustain Damage to cancel a hit produced by your units: Destroy that ship.


Nekro Advanced Carrier II destroyed. 4 Nekro Infantry destroyed.

Nekro Dreadnought II repaired (Duranium Armor).

Turn 3:

Nekro:

1 Dreadnought II [2] (no hits)

Letnev:

1 Destroyer [2] (no hits)
1 Fighter [5] (no hits)

Turn 4:

Nekro:

1 Dreadnought II [8] (1 hit)

Letnev:

1 Destroyer [6] (no hits)
1 Fighter [3] (no hits)

1 Letnev Fighter destroyed.

Turn 5:

Nekro:

1 Dreadnought II [3] (no hits)

Letnev:

1 Destroyer [2] (no hits)

Turn 6:

Nekro:

1 Dreadnought II [7] (1 hit)

Letnev:

1 Destroyer [6] (no hits)

Letnev Destroyer destroyed. Nekro wins space combat.


Bombard Wren Terra
Invade both planets; if bombardment kills an infantry on Wren then 3 infantry to Arc Prime and 2 infantry to Wren, otherwise 2 infantry to Arc Prime and 3 to Wren Terra
Assimilate Fleet Logistics first planetary battle won; assimilate Plasma Scoring second won.


Nekro invades Arc Prime with 1 Infantry.

Ground Combat:

Turn 1:

Nekro:

1 Infantry [3] (no hits)

Nekro plays:

Quote

AZ | Fire Team | Play during ground combat | Reroll any number of your ground combat dice


1 Infantry rerolls [10] (1 hit)

Letnev:

1 Infantry [8] (1 hit)

Letnev Infantry destroyed. Nekro assimilates Fleet Logistics technology. Nekro Infantry destroyed. Ground Combat ends in a draw. Letnev retains control of Arc Prime.


Pray that the homeworld agenda falls.
����





CURRENT STATUS

Victory Points: 7 {3x PO, 3x SO, 1 Arborec SftT, }

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

Planets:
+ Mordai II (4/0]
+ Everra (3/1)
+ Mansa III (0/1; yellow)
+ Muaat (4/1)

+ Xxehan (1/1)
+ Tequ'ran (2/0)
+ Torkan (0/3)

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.
+ 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.
+ 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.
+ 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.
+ 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.
+ 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 - Non-Euclidean Shielding - When 1 of your units uses Sustain Damage, cancel 2 hits instead of 1.

Other:
Letnev Ceasefire, Arborec SftT, Jol-Nar racial

This post has been edited by Galactic Council: 18 June 2019 - 08:46 AM

"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

#497 User is offline   twelve 

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Posted 17 June 2019 - 12:06 PM

Posted Image






Strategic Action Play Trade give everyone except IH a free refresh





CURRENT STATUS

Victory Points: 5

Strategy Card: TRADE
Command Pools: 1T | 5F | 0S
Goods: [font="arial,verdana,tahoma,sans-serif"3/3 C | 6 TG

Action Cards: 1
[/font]

[font="arial,verdana,tahoma,sans-serif"]Promissory Notes: 3 Winnu, 1 Hacan
Secret Objectives: [font="arial,verdana,tahoma,sans-serif"]0 fulfilled | 2 unfulfilled[/font]

Planets:
[font="arial,verdana,tahoma,sans-serif"]+ Winnu (3/4)[/font]
+ Lazar (1/0) Yellow
+ Sakulag (2/1) Red (Law)
[/font]

[font="arial,verdana,tahoma,sans-serif"]
+ Gral (1/1)
+ Mecatol Rex (1/6)
[/font]

+ Rarron (0/3)[font="arial,verdana,tahoma,sans-serif"] [/font][font="arial,verdana,tahoma,sans-serif"]
Technologies:
[/font]


+ 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.
+Lazax Gate Folding - If you do not hold Mecatol Rex treat that system as though it contains an alpha or beta wormhole. If you hold Mecatol Rex Play as an action, place 1 Infantry on Mecatol Rex
+
Plasma Scoring - When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Magen Defense Grid -- You may exhaust this card at the start of a round of ground combat on a planet that contains one or more of your units that have PLANETARY SHIELD; your opponent cannot make combat rolls this combat round.
+
Type IV Drive - Upgrades your Dreadnaught Blueprints to Dreadnaught II
+ Advanced Fighters - Upgrades your fighter Blueprints to Fighter II
+ War Sun[i] - Allows for the production of War Suns

Other:Hacan Support for the Throne
[/quote]
I don't know what I'm doing but it sounds good.
0

#498 User is offline   Tattersail_ 

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    snapchat - rustyspoon84

Posted 17 June 2019 - 03:23 PM

Posted Image

Trade refresh - Tapper uses Trade PN?

Hacan plays:

Quote

TRADE AGREEMENT (Sol) | Play when the Sol player replenishes commodities. The Sol player gives you all of their commodities. Then, return this card to the Sol player.



Trade D'rek Gnaw's Ceasefire

Tactical Action - Activate Nevant - Move Dread, fighter and Infantry from Jord, Move Dread and infantry from Arnor/Lor

Invade

Bombardment:

2 Dreadnought II [7, 3] (1 hit)

1 Jol-Nar Infantry destroyed.

Sol succcessfully invades Nevant with 2 Spec-Ops II.

Jol-Nar plays:


Quote

CI | Reparations | Play during the other player's Tactical Action | After another player gains control of a planet you control exhaust a planet they control and ready a planet you control.
.

Exhaust Ensapta. Ready Bereg.





Victory Points: 5
Strategy Card: TechnologyCommand Pools: 1T | 3F | 0SGoods: 0/4 C | 0TGAction Cards: 4Promissory Notes: 3 SolSecret Objectives: 2 fulfilled | 0 unfulfilledPlanets:
+ Resculon (2/0)
+ Jord (4/2)

+ Corneeq (1/2)
+ Arnor (2/1)
+ Lor (1/2)
+ Tar'Mann (1/1) (green)
+ Tura Nora (2/0)
+ Centauri [0/3]

+ Ensapta (2/0]
+ Nevant (1/2) (blue)

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.+ 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.+ 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.+ Type IV Drive -- Upgrades your Dreadnought blueprints to Dreadnought II.

This post has been edited by Galactic Council: 22 June 2019 - 09:21 AM

Apt is the only one who reads this. Apt is nice.
0

#499 User is offline   Blend 

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Posted 17 June 2019 - 03:27 PM

Posted Image




Trade Secondary - Free Refresh




CURRENT STATUS

Victory Points: 3

Strategy Card: WARFARE
Command Pools: 1T | 1F | 1S
Goods: 4/4 C | 7TG
Action Cards: 2
Promissory Notes: 2 Muaat
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ 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.
+ Prototype War Sun 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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#500 User is offline   D'rek 

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Posted 17 June 2019 - 04:26 PM

Posted Image

TRADE Secondary: Free refresh




deal: receive ceasefire PN from Tatts




TACTICAL ACTION

Activate: Abyz/Fria

Move:
+ 1 Dreadnought from Bereg/Lirta {1 infantry from Bereg}

Space Combat

Invasion:

Bombard Fria.

Bombardment:

1 Dreadnought II [6] (1 hit)

1 Letnev Infantry destroyed.

Jol-Nar fulfils:


Quote

Make an Example of their World -- 1VP -- Action Phase -- Use Bombardment to destroy the last of a player's ground forces on a planet.


Land 1 infantry on Abyz. Estbalish control.

Integrated Economy: Exhaust Bereg for 3 resources. Build 2 infantry, 2 fighters, 1 destroyer.

Production




CURRENT STATUS

Victory Points: 7

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

Planets:
+ Zej Rajja (2/1)
+ Nar (2/3)
+ Jol (1/2)
+ Mehar Xull (1/3) (red spc.)
+ Bereg (3/1)
+ Lirta (2/3)
+ Saudor (2/2)
+ Thibah (1/1) (blue spc.)
+ Abyz (3/0)

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
+ Type IV Drive - Dreadnought II
+ Automated Defense Turrets - Destroyer II
+ Deep Space Cannon - PDS II

Other:
+ Custodians Token (1 VP)

This post has been edited by D'rek: 22 June 2019 - 09:26 PM

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

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
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