Malazan Empire: Twilight Imperium VI: Revengeancest - Game Thread - Malazan Empire

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Twilight Imperium VI: Revengeancest - Game Thread

#281 User is offline   Imperial Historian 

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Posted 08 December 2020 - 11:03 AM

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Politics Secondary - -1ST, draw 2 action cards

TECHNOLOGY - Research light wave deflectors




CURRENT STATUS

Victory Points: 7

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

Planets:
+ Lisis II (1/0)
+ Ragh (2/1)




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.
+ Gravity Drive - After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action
+ Chaos Mapping- Other players cannot activate asteroid fields that contain 1 or more of your ships.At the start of your turn during the action phase, you may produce 1 unit in a system that contains at least 1 of your units that has Production
+ Light Wave Deflectors
+Sarween Tools When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1
+Hypermetabolism
+Carrier 2
+Fighter 2
+Infantry 2

Custodians token





0

#282 User is offline   D'rek 

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Posted 08 December 2020 - 01:08 PM

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POLITICS 2ry -> Spend 1 CT. Draw 2 action cards.
TECH 2ry -> Spend 1 CT. Exhaust Bereg and Lazar for 4 resources. Research Antimass Deflectors.




Strategic Action: IMPERIAL

> Fulfill the objective: Intimidate Council -- 1VP -- Status Phase -- Have 1 or more ships in 2 systems that are adjacent to Mecatol Rex's system.
> Draw 1 SO. Discard 1 SO.



CURRENT STATUS

Victory Points: 6

Strategy Card: IMPERIAL
Command Pools: 2T | 5F | 1S
Goods: 0/2 C | 0 TG
Action Cards: 7
Promissory Notes: 4 Mentak, 1 Sol, 1 Jol-Nar
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Moll Primus (4/1)
+ Lodor (3/1)
+ Starpoint (3/1)
+ Bereg (3/1)
+ Arnor (2/1)
+ Sakulag (2/1)
+ Lazar (1/0, yellow tech)
+ New Albion (1/1, green tech)
+ Gral (1/1, blue tech)
+ Xxehan (1/1)
+ Lirta IV (2/3)
+ Qucen'n (1/2)
+ Wellon (1/2, yellow tech)
+ Centauri (1/3)
+ Mallice (0/3)
+ Rarron (0/5, senate sanctuary)

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.
+ 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.
+ Mirror Computing -- When you spend trade goods, each trade good is worth 2 resources or influence 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.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Stasis Capsules -- Cruiser II
+ Deep Space Cannon -- PDS II
+ XRD Transporters -- Carrier II

Other:
+ (Active Law) Minister of Exploration
+ (Active Law) Imperial Arbiter
+ (Fulfilled SO) Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets.

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

#283 User is offline   Blend 

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Posted 08 December 2020 - 03:01 PM

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Technology Secondary: Research Light/Wave Deflectors

Drek uses my racial PN to copy LWD.




Play following action card:

Quote

BD | Industrial Initiative | ACTION: | Gain 1 trade good for each industrial planet you control.


Gain 0TGs.




CURRENT STATUS

Victory Points: 7

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




Planets:
+ Jol (1/2)
+ Nar (2/3)
+ Abyz (3/0)
+ Fria (2/0)
+ Corneeq (1/2)
+ Resculon (2/0)
+ Mehar Xull (1/3, red)






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 Deflector -- Your ships can move through systems that contain other player's ships.
+ 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.
+ 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.
+ Gen Synthesis -- Upgrades your Infantry blueprints to Infantry II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.




Other:

Saar Support for the Throne (+1 VP)




Fulfilled Secret Objectives:

Dangerous Maneuvers -- 1VP -- Status Phase -- Have 1 or more ships in 2 systems that are anomalies.
Spark a Rebellion -- 1VP -- Action Phase -- Win a combat against a player who has the most victory points.

This post has been edited by Blend: 08 December 2020 - 04:19 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
0

#284 User is offline   twelve 

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Posted 08 December 2020 - 03:10 PM

Posted Image




Secondaries: None




Tactical Action: -1TCT Activate Malice
<Move Warsun, carrier, 2 infantry, 8 fighters from Quann
<pds

Play solar flare. Prevents space cannon

<bombard
<invade with 2 infantry

Invasion of Malice
Twelve bombards with his war sun (5,9,4,6) and scores 4 hits.

All of D'reks infantry are destroyed, and twelve conquers the planet.




CURRENT STATUS

Victory Points: 7

Strategy Card: Politics
Command Pools: 0T | 3F | 0S
Goods: 0/4 C | 1 TG
Action Cards: 2
Promissory Notes: 4 Muaat1 Sol
Secret Objectives: 1 fulfilled | 1 unfulfilled




Planets:
+ Muaat (4/1)
+ Quann (2/1)
+ Arinam (1/2)
+ Malice (0/3)
+ Dal Bootha (0/2)
+ Tequ'ran (2/0)



Technologies:

+ Gravity Drive -- After you Activate a system, apply +1 to the move value of 1 of you 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.
+ XRD Transporters -- Upgrades carrier blueprint to Carrier II




Other:
Sol Support for the Throne
Secret Objective: Fulfill Prophecy of Ixth-Have 14 fighters on game board

This post has been edited by twelve: 09 December 2020 - 03:14 PM

I don't know what I'm doing but it sounds good.
0

#285 User is offline   Tattersail_ 

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Posted 08 December 2020 - 07:49 PM

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Secondary - Imperial Draw an SO




Play Warfare - remove from Jord - redistribute CT


CURRENT STATUS

Victory Points: 6

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




Planets:
+ Jord (4/2)
+ Mellon (0/2)
+ Zohbat (3/1)
+ Lor (1/2)

+ Tar'mann (1/1)
+ Meer (0/4)
+ Thibah (1/1)
+ Mecatol Rex (1/6)
+Torkan (0/3)



Technologies:
+ 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.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Advanced Carrier 2
Advanced Fighter 2
Spec Ops 2



Other:
+ Assemble a Strike Force -- 1VP
+ Mentak Support for the Throne

This post has been edited by Tattersail_: 09 December 2020 - 09:18 PM

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

#286 User is offline   Imperial Historian 

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Posted 08 December 2020 - 08:08 PM

Pass
0

#287 User is offline   Galactic Council 

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Posted 09 December 2020 - 06:50 AM

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current map
https://drive.google...iew?usp=sharing
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#288 User is offline   D'rek 

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Posted 09 December 2020 - 03:18 PM

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WARFARE 2ry




Tactical Action

Activate the Mentak home system

Move the Fourth Moon from Lodor

No combats

Production: Exhaust Moll Primus and Lodor for 7 resources + Sarween Tools. Build 1 dreadnought + 1 cruiser + 4 fighters.



CURRENT STATUS

Victory Points: 6

Strategy Card: IMPERIAL
Command Pools: 1T | 5F | 1S
Goods: 0/2 C | 0 TG
Action Cards: 7
Promissory Notes: 4 Mentak, 1 Sol
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Moll Primus (4/1)
+ Lodor (3/1)
+ Starpoint (3/1)
+ Bereg (3/1)
+ Arnor (2/1)
+ Sakulag (2/1)
+ Lazar (1/0, yellow tech)
+ New Albion (1/1, green tech)
+ Gral (1/1, blue tech)
+ Xxehan (1/1)
+ Lirta IV (2/3)
+ Qucen'n (1/2)
+ Wellon (1/2, yellow tech)
+ Centauri (1/3)
+ Rarron (0/5, senate sanctuary)

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.
+ 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.
+ Mirror Computing -- When you spend trade goods, each trade good is worth 2 resources or influence 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.
+ Light/Wave Deflector -- Your ships can move through systems that contain other player's ships.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Stasis Capsules -- Cruiser II
+ Deep Space Cannon -- PDS II
+ XRD Transporters -- Carrier II

Other:
+ (Active Law) Minister of Exploration
+ (Active Law) Imperial Arbiter
+ (Fulfilled SO) Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets.

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

#289 User is offline   Blend 

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Posted 09 December 2020 - 05:56 PM

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Exhaust Transit Diodes
Pick up 2 infantry from the carrier over Corneeq/Resculon and 1 each from Abyz and Fria
Place 1 each on Jol, Mehar Xull, Corneeq and Resculon




LEADERSHIP Primary: Gain 3 CTs, Exhaust Jol, Nar, Mehar Xull and Corneeq for 10 influence, gain 3 additional CTs. Place all 6 in Tactical.





CURRENT STATUS

Victory Points: 7

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




Planets:
+ Jol (1/2)
+ Nar (2/3)
+ Abyz (3/0)
+ Fria (2/0)
+ Corneeq (1/2)
+ Resculon (2/0)
+ Mehar Xull (1/3, red)






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 Deflector -- Your ships can move through systems that contain other player's ships.
+ 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.
+ 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.
+ Gen Synthesis -- Upgrades your Infantry blueprints to Infantry II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.




Other:

Saar Support for the Throne (+1 VP)




Fulfilled Secret Objectives:

Dangerous Maneuvers -- 1VP -- Status Phase -- Have 1 or more ships in 2 systems that are anomalies.
Spark a Rebellion -- 1VP -- Action Phase -- Win a combat against a player who has the most victory points.

This post has been edited by Blend: 09 December 2020 - 06:37 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
0

#290 User is offline   twelve 

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Posted 09 December 2020 - 06:03 PM

Posted Image




Secondaries: Leadership
<exhaust Muaat (1), Arinam (2), Dal Bootha (2) and 1 trade good gain 2 CT and place both in Strategic




Pass




CURRENT STATUS

Victory Points: 7

Strategy Card: Politics
Command Pools: 0T | 3F | 2S
Goods: 0/4 C | 0 TG
Action Cards: 2
Promissory Notes: 4 Muaat1 Sol
Secret Objectives: 1 fulfilled | 1 unfulfilled




Planets:
+ Muaat (4/1)
+ Quann (2/1)
+ Arinam (1/2)
+ Malice (0/3)
+ Dal Bootha (0/2)
+ Tequ'ran (2/0)



Technologies:

+ Gravity Drive -- After you Activate a system, apply +1 to the move value of 1 of you 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.
+ XRD Transporters -- Upgrades carrier blueprint to Carrier II




Other:
Sol Support for the Throne
Secret Objective: Fulfill Prophecy of Ixth-Have 14 fighters on game board

This post has been edited by twelve: 09 December 2020 - 06:40 PM

I don't know what I'm doing but it sounds good.
0

#291 User is offline   Tattersail_ 

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Posted 09 December 2020 - 08:12 PM

Posted Image

Leadership Secondary - exhaust Mellon, Meer, Mecatol, Torkan for 15 influence gain 5 tokens




Tactical Action - Activate Arinam Meer - Move Flagship with gravity drive and 3 fighters from Jord
Move Dread and fighter from Thibah
Carrier from Torkan via Tar mann taking 1 infantry from Torkan, picking up infantry from Tar mann and pick up 1 infantry from Meer.

Fight and invade arinam with 3 infantry.

Attack on Arinam Meer
Tatts attacks with 1 flagship, 1 dreadnought, 1 carrier 2 and 4 fighter II
twelve defends with 2 cruisers and a carrier 2

Combat round 1
Tatts attacks with 1 flagship (1,8), 1 dreadnought (9), 1 carrier 2 (2) and 4 fighter II (6,5,5,5) for 2 hits.
twelve defends with 2 cruisers (8,7) and a carrier 2 (4) for 2 hits.

Twelve destroys a carrier and cruiser. Tatts sustains damage on carrier and dread. Twelve plays
AJ | Direct Hit | After another player's ship uses Sustain Damage to cancel a hit produced by your units: | Destroy that ship.
Tatts dread is destroyed.

Combat round 2
Tatts attacks with 1 flagship (1,3), 1 carrier 2 (10) and 4 fighters (3,2,6,5) for 1 hit.
twelve defends with 1 cruiser (7) for 1 hit.

Tatts wins combat and destroys a fighter

Invasion of Arinam
Tatts invades with 3 Spec Ops 2
twelve defends with 1 GF

combat Round 1
Tatts invades with 3 Spec Ops 2 (4,7,3) for 1 hit
twelve defends with 1 GF (6) and scores no hits.

Tatts wins the invasion and reveals the following SO

Unveil Flagship -- 1VP -- Action Phase -- Win a space combat in a system that contains your flagship. You cannot score this objective if your flagship is destroyed in the combat.




CURRENT STATUS

Victory Points: 7

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




Planets:
+ Jord (4/2)
+ Mellon (0/2)
+ Zohbat (3/1)
+ Lor (1/2)

+ Tar'mann (1/1)
+ Meer (0/4)
+ Thibah (1/1)
+ Mecatol Rex (1/6)
+Torkan (0/3)




Technologies:
+ 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.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Advanced Carrier 2
Advanced Fighter 2
Spec Ops 2



Other:
+ Assemble a Strike Force -- 1VP
+ Mentak Support for the Throne

This post has been edited by Galactic Council: 10 December 2020 - 12:13 PM

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

#292 User is offline   D'rek 

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Posted 09 December 2020 - 08:30 PM

Posted Image

LEADERSHIP 2ry -> Exhaust Starpoint, Arnor, Sakulag, New Albion, Gral, Xxehan, Lirta IV, Qucen'n, Wellon, Centauri, and Rarron for 21 influence = 7 CTs in tactical pool.




Tactical Action

Activate the Jol-Nar home system
(E-Res activates. Blend gains 4 TG. Pillage 1 TG.)

Move: 2 cruisers from Centauri-Gral {1 fighter + 1 infantry}

Space cannon offense: Blend fires 3 PDS shots

Space combat vs Blend's dreadnought

Invasion: if anything survives, commit 1 infantry to either Jol or Nar, depending on space combat/PDS results.

The Great Mentak Ambush of Jol Nar

D'rek attacks with 2 cruiser II and 1 Fighter
Blend defends with 1 Dreadnought

Blend fires PDS (4,2,9) and scores 1 hit. D'rek's fighter is destroyed.

Battle Round 1
D'rek uses ambush with 2 Cruiser 2 (5,2) and scores no hits.

D'rek attacks with 2 cruiser II (1,10) and scores 1 hit
Blend defends with 1 Dreadnought (7) and scores 1 hit

D'rek destroys a cruiser, Blend sustains damage on his dread.

Battle round 2
D'rek attacks with a cruiser II (10) and scores 1 hit
Blend defends with a Dreadnought (1) and scores no hits.

Blend's dread is destroyed and D'rek wins space combat.

Invasion of Nar
D'rek invades Nar with 1 GF
Defensive PDS fire (6,6) and scores 2 hits.
D'rek plays
DG | Scramble Frequency | After another player makes a BOMBARDMENT, SPACE CANNON or ANTI-FIGHTER BARRAGE roll: | That player re-rolls all of their dice
Defensive PDS fire (3,7) scores 1 hit. D'rek's GF is destroyed.




CURRENT STATUS

Victory Points: 6

Strategy Card: IMPERIAL
Command Pools: 7T | 5F | 1S
Goods: 0/2 C | 1 TG
Action Cards: 6
Promissory Notes: 4 Mentak, 1 Sol
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Moll Primus (4/1)
+ Lodor (3/1)
+ Starpoint (3/1)
+ Bereg (3/1)
+ Arnor (2/1)
+ Sakulag (2/1)
+ Lazar (1/0, yellow tech)
+ New Albion (1/1, green tech)
+ Gral (1/1, blue tech)
+ Xxehan (1/1)
+ Lirta IV (2/3)
+ Qucen'n (1/2)
+ Wellon (1/2, yellow tech)
+ Centauri (1/3)
+ Rarron (0/5, senate sanctuary)

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.
+ 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.
+ Mirror Computing -- When you spend trade goods, each trade good is worth 2 resources or influence 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.
+ Light/Wave Deflector -- Your ships can move through systems that contain other player's ships.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Stasis Capsules -- Cruiser II
+ Deep Space Cannon -- PDS II
+ XRD Transporters -- Carrier II

Other:
+ (Active Law) Minister of Exploration
+ (Active Law) Imperial Arbiter
+ (Fulfilled SO) Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets.

This post has been edited by D'rek: 10 December 2020 - 01:10 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.
0

#293 User is offline   Blend 

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Posted 09 December 2020 - 08:59 PM

PASS
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
0

#294 User is offline   Tattersail_ 

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Posted 09 December 2020 - 09:55 PM

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

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Posted 09 December 2020 - 10:09 PM

Posted Image

Tactical Action

Activate Arnor/Lor

Move:
+ 2 dreadnoughts from Lodor {1 inf from Lodor, pick up 1 inf from Arnor}
+ 1 carrier {2 inf from Lazar, 1 fighter} from Lazar/Sakulag

Invasion: Bombard Lor w/ Plasma Scoring. Commit 4 infantry to Lor.

Invasion of Lor
D'rek invades with 4 GF
Tatts defends with 2 Spec Ops 2

D'rek uses bombardment (4,1,8) and destroys 1 Spec Ops 2

Invasion round 1
D'rek invades with 4 GF (6,8,6,5) for 1 hit
Tatts defends with 1 Spec Ops 2 (3) for no hits

D'rek wins the invasion. One of Tatts' spec ops (9,3) return to Jord.


Minister of Exploration -> Gain 1 TG



CURRENT STATUS

Victory Points: 6

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

Planets:
+ Moll Primus (4/1)
+ Lodor (3/1)
+ Starpoint (3/1)
+ Bereg (3/1)
+ Arnor (2/1)
+ Sakulag (2/1)
+ Lazar (1/0, yellow tech)
+ New Albion (1/1, green tech)
+ Gral (1/1, blue tech)
+ Xxehan (1/1)
+ Lirta IV (2/3)
+ Qucen'n (1/2)
+ Wellon (1/2, yellow tech)
+ Lor (1/2)
+ Centauri (1/3)
+ Rarron (0/5, senate sanctuary)

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.
+ 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.
+ Mirror Computing -- When you spend trade goods, each trade good is worth 2 resources or influence 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.
+ Light/Wave Deflector -- Your ships can move through systems that contain other player's ships.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Stasis Capsules -- Cruiser II
+ Deep Space Cannon -- PDS II
+ XRD Transporters -- Carrier II

Other:
+ (Active Law) Minister of Exploration
+ (Active Law) Imperial Arbiter
+ (Fulfilled SO) Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets.

This post has been edited by D'rek: 10 December 2020 - 01:10 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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#296 User is offline   D'rek 

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Posted 09 December 2020 - 10:10 PM

Posted Image

PASS



CURRENT STATUS

Victory Points: 6

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

Planets:
+ Moll Primus (4/1)
+ Lodor (3/1)
+ Starpoint (3/1)
+ Bereg (3/1)
+ Arnor (2/1)
+ Sakulag (2/1)
+ Lazar (1/0, yellow tech)
+ New Albion (1/1, green tech)
+ Gral (1/1, blue tech)
+ Xxehan (1/1)
+ Lirta IV (2/3)
+ Qucen'n (1/2)
+ Wellon (1/2, yellow tech)
+ Lor (1/2)
+ Centauri (1/3)
+ Rarron (0/5, senate sanctuary)

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.
+ 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.
+ Mirror Computing -- When you spend trade goods, each trade good is worth 2 resources or influence 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.
+ Light/Wave Deflector -- Your ships can move through systems that contain other player's ships.
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ Stasis Capsules -- Cruiser II
+ Deep Space Cannon -- PDS II
+ XRD Transporters -- Carrier II

Other:
+ (Active Law) Minister of Exploration
+ (Active Law) Imperial Arbiter
+ (Fulfilled SO) Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets.

This post has been edited by D'rek: 10 December 2020 - 01:10 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.
0

#297 User is offline   Galactic Council 

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Posted 10 December 2020 - 09:11 AM

Status Phase round 6

The following agendas are revealed:

WORMHOLE RESEARCH (DIRECTIVE) | FOR: Each player with a ship in a system with an alpha or beta wormhole destroys all his ships in those systems, then researches a technology. | AGAINST: Each player who voted "Against" removes a command token from his command sheet.

RESEARCH TEAM: CYBERNETIC (LAW) -- Elect an Industrial Planet | When this planet's owner researches technology they may exhaust this card to ignore a yellow prerequisite.

current map:
https://drive.google...iew?usp=sharing
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#298 User is offline   Blend 

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Posted 10 December 2020 - 01:20 PM

Posted Image

Spend 6 Tactical Tokens
Score Galvanize the People (+2VP)
Gain 3 CTs (2/0/1)
Redistribute (move a fleet token over to Strategic)
Draw 2 action cards




CURRENT STATUS

Victory Points: 9

Strategy Card:
Command Pools: 2T | 3F | 2S
Goods: 0/4 C | 3TG
Action Cards: 7
Promissory Notes: 4 Jol-Nar, 1 Muatt, 2 Saar
Secret Objectives: 2 fulfilled | 1 unfulfilled




Planets:
+ Jol (1/2)
+ Nar (2/3)
+ Abyz (3/0)
+ Fria (2/0)
+ Corneeq (1/2)
+ Resculon (2/0)
+ Mehar Xull (1/3, red)






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 Deflector -- Your ships can move through systems that contain other player's ships.
+ 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.
+ 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.
+ Gen Synthesis -- Upgrades your Infantry blueprints to Infantry II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.




Other:

Saar Support for the Throne (+1 VP)




Fulfilled Secret Objectives:

Dangerous Maneuvers -- 1VP -- Status Phase -- Have 1 or more ships in 2 systems that are anomalies.
Spark a Rebellion -- 1VP -- Action Phase -- Win a combat against a player who has the most victory points.
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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#299 User is offline   twelve 

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  • Location:Pacific Northwest

Posted 10 December 2020 - 03:31 PM

Posted Image




Status Phase:
<Score Secret Objective-Colonize the Void. Have 1 ship and 1 infantry on the planet in the Malice System
<Draw 1 action card
<Refresh planets
<Gain 2 CTs and Redistribute. Disband Carrier and 2 fighters
<Return Politics









CURRENT STATUS

Victory Points: 8

Strategy Card:
Command Pools: 0T | 1F | 6S
Goods: 0/4 C | 0 TG
Action Cards: 2
Promissory Notes: 4 Muaat1 Sol
Secret Objectives: 1 fulfilled | 1 unfulfilled




Planets:
+ Muaat (4/1)
+ Quann (2/1)
+ Malice (0/3)
+ Dal Bootha (0/2)
+ Tequ'ran (2/0)



Technologies:

+ Gravity Drive -- After you Activate a system, apply +1 to the move value of 1 of you 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.
+ XRD Transporters -- Upgrades carrier blueprint to Carrier II




Other:
Sol Support for the Throne
Secret Objective: Fulfill Prophecy of Ixth-Have 14 fighters on game board
Secret Objective: Colonize the Void-Have at least 1 ship over Malice and at least 1 infantry on the planet
I don't know what I'm doing but it sounds good.
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#300 User is offline   Tattersail_ 

  • formerly Ganoes Paran
  • Group: High House Mafia
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    snapchat - rustyspoon84

Posted 10 December 2020 - 05:55 PM

Posted Image

Score - Galvanize the People -- 2VP




Gain 3 Ct
2 ac

1 infantry is born on flagship


CURRENT STATUS

Victory Points: 9

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




Planets:
+ Jord (4/2)
+ Mellon (0/2)
+ Zohbat (3/1)
+ Tar'mann (1/1)
+ Meer (0/4)
+ Thibah (1/1)
+ Mecatol Rex (1/6)
+Torkan (0/3)
+ Arinam (1/2)



Technologies:
+ 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.
+ Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Advanced Carrier 2
Advanced Fighter 2
Spec Ops 2



Other:
+ Assemble a Strike Force -- 1VP
+ Mentak Support for the Throne

This post has been edited by Tattersail_: 10 December 2020 - 05:57 PM

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