Malazan Empire: Twilight Imperium VII: Revelations - Game Thread - Malazan Empire

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Twilight Imperium VII: Revelations - Game Thread

#261 User is offline   Blend 

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Posted 28 February 2021 - 04:47 PM

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Leadership secondary: Exhaust The Dark and Siig for 6 influence, gain 2 CTs (1/0/1)
Diplomacy secondary: Ready The Dark and Sem-Lore




Exhaust The Dark and Sem-Lore for 6 resources
Purge Enigmatic Device
Research Fleet Logistics




CURRENT STATUS

Victory Points: 5

Strategy Card: TECHNOLOGY
Command Pools: 2T | 5F | 1S
Goods: 0/4 C | 3 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 3
Promissory Notes: 4 Empyrean, 1 Naaz-Rokha, 1 Winnu
Secret Objectives: 1 fulfilled | 1 unfulfilled




Planets:
+ The Dark (3/4)
+ Sem-Lore (3/2, yellow)
+ Kraag (2/1)
+ Siig (0/2,red) (Warfare Research Facility)
+ Primor (2/1, legendary)
+ Alio Prima (3/2, De-militarized Zone)
+ Bakal (3/2)





Technologies:
+ Dark Energy Tap -- After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
+ 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.
+ Aetherstream -- After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1.
+ Light/Wave Deflector -- Your ships can move through systems that contain other player's ships.
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Voidwatch -- After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.
+ XRD Transporters -- Upgrades your Carrier blueprints to Carrier II.




Leaders:
+ Acamar (AGENT) -- After a player moves ships into a system that does not contain any planets: You may exhaust this card; that player gains 1 command token.
+ Xuange (COMMANDER) -- After another player moves ships into a system that contains 1 of your command tokens: You may return that token to your reinforcements.





Other:

+ (FULFILLED SECRET OBJECTIVE) Threaten Enemies -- 1VP -- Status Phase -- Have 1 or more ships in a system that is adjacent to another player's home system.
+ (PRIMOR) The Atrament -- You may exhaust this card at the end of your turn to place up to 2 infantry from your reinforcements on any planet you control
+ (RELIC) Stellar Converter -- ACTION: Choose 1 non-home, non-legendary planet other than Mecatol Rex in a system that is adjacent to 1 or more of your units that have Bombardment; destroy all units on that planet and purge its attachments and its planet card. Then, place the destroyed planet token on that planet and purge this card.
+ (PROMISSORY NOTE) Naaz-Rokha Alliance -- After you gain control of a planet that was controlled by another player: You may explore that planet.
+ (PROMISSORY NOTE) Winnu Support for the Throne
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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#262 User is offline   Morgoth 

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Posted 01 March 2021 - 11:05 AM

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Leadership secondary - Exhaust Archon Veil and Rigel 1 & 2 for 2 tokens. 1/1/0


Use Transport Diodes - move both Mechs from the Rigel system, 1 GF from Rigel III and 1 Mech from Archon Veil. Place all on Vefut II.

Activate Quann
Move 1 Carrier II, 1 Destroyer II and 1 Fighter II from homeworld. Pick up 4 mechs, 1 GF from Vefut II.
Move 1 Carrier II, 1 Destroyer II, 2 Dreadnoughts, 8 fighter IIs

Attack and invade.


Space Cannon Offense
IH: 5*(1 + Plasma Scoring + Trrakan Aun Zulok) -> [6][3][9] -> 2 hits

Morgoth destroys 2 fighters.


SPACE COMBAT

Round 1

Anti-Fighter Barrage
Morgoth: 6*6 -> [9][7][3][10][9][7] -> 5 hits
IH: 6*6 + Trrakan Aun Zulok -> [10][7][10][9][7][2][7] -> 6 hits

IH destroys 5 fighters.

Morgoth destroys 6 fighters and 1 infantry.

Morgoth scores the following SO:

Quote

Fight With Precision -- 1VP -- Action Phase -- Use ANTI-FIGHTER BARRAGE to destroy the last of a player's fighters in a system.



Announce Retreats

IH announces a retreat.


Combat Rolls

Morgoth:
2x Dreadnought(5) -> [8][3] -> 1 hit
2x DestroyerII(8) -> [5][8] -> 1 hit
2x CarrierII(9) -> [10][6] -> 1 hit
1x FighterII(8) -> [8] -> 1 hit
4x Z-Grav Eidolon(8*2) -> [10][10][5][9][7][8][7][4] -> 4 hits

IH:
1x WarSun(3*3) -> [5][8][4] -> 3 hits
2x StrikeWingAlphaII(7) -> [7][6] -> 1 hit

IH destroys 2 StrikeWingAlphaIIs and 1 WarSun.
Morgoth destroys 1 fighter, sustains damage on both dreadnoughts, and destroys 1 destroyer.


Morgoth wins the space combat.


INVASION

Bombardment
Morgoth:
2x Dreadnought(5) -> [6][2] -> 1 hit

IH sustains damage on his mech.

Commit Ground Forces
Morgoth commits 4 mechs to Quann.

Ground Combat

Round 1

Morgoth:
4x Eidolon(6*2) -> [2][6][2][10][2][5][10][7] -> 4 hits

IH:
1x AerieSentinel(6) -> [5]
2x Infantry(8) -> [9][5] -> 1 hit


IH destroys 1 mech and 2 infantry.
Morgoth sustains damage on 1 mech.

Morgoth wins the ground combat.







If invasion is successful, explore Quann using my commander, draw 2 relic fragments exploration cards and discard 1 if a Mech is present.
Ready Quann using Pre-Fab Archologies.

Explore Quann (choose 1) ->
EC16 | Mercenary Outfit | You may place 1 infantry from your reinforcements on this planet.
or
EC14 | Freelancers | You may produce 1 unit in this system; you may spend influence as if it were resources to produce this unit.






CURRENT STATUS

Victory Points: 6

Strategy Card: Imperial
Command Pools: 2T | 6F | 1S
Goods: 0/3 C | 3 TG
Relic Fragments: 0C | 1H | 2I | 0U
Action Cards: 4
Promissory Notes: 3 Naaz-Rokha, 1 Saar, 1 Empyrean
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Naazir (2/1)
+ Rokha (1/2)
+ Archon Veil (1/3, blue spec.)
+ Vefut II (3/4)
+ Rigel 1 (0/1)
+ Rigel 2 (1/2, blue spec.)

+ Rigel 3 (1/1, green spec.)
+ Quann (2/1)

Technologies:
+Scanlink Drone Network -- When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
+ Transport 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
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Psychoarchaeology -- You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted. During the Action Phase, you can exhaust planets you control that have technology specialties to gain 1 trade good.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Pre-Fab Arcologies - After you explore a planet, ready that planet.
+ AI Development Algorithm -- When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.

+ Carrier II
+ Fighter II
+ Automated Defense Turrets -- Upgrades your Destroyer blueprints to Destroyer II.

Leaders:
+ Garv and Gunn (AGENT) -- At the end of a player's turn: You may exhaust this card to allow that player to explore 1 of their planets.
+ Dart and Tai (COMMANDER) -- After you gain control of a planet that was controlled by another player: You may explore that planet.
+ Hesh and Pit (HERO) -- ACTION: Gain 1 relic and perform the secondary ability of up to 2 readied or unchosen strategy cards; during this action, spend command tokens from your reinforcements instead of your strategy pool. Then, purge this card.

Other:
+ (PROMISSORY NOTE) Saar Support for the Throne
+ (PROMISSORY NOTE) Empyrean Dark Pact -- When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
+ (PROMISSORY NOTE) Empyrean alliance.
+ (RELIC) Shard of the Throne -- When you gain this card, gain 1 victory point; when you lose this card, lose 1 victory point. When a player gains control of a legendary planet you control or a planet you control in your home system, that player gains this card.
+ (RELIC) The Obsidian -- When you gain this card, draw 1 secret objective. You can have 1 additional scored or unscored secret objective.
+ (RELIC) The Codex | ACTION: | Purge this card to take up to 3 action cards of your choice from the action card discard pile.
+ (FULFILLED SO) Fight With Precision -- 1VP -- Action Phase -- Use ANTI-FIGHTER BARRAGE to destroy the last of a player's fighters in a system.

This post has been edited by Morgoth: 01 March 2021 - 05:52 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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#263 User is offline   D'rek 

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Posted 01 March 2021 - 05:59 PM

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Updated Map: https://drive.google...gDGXGdgg0E/view

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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#264 User is offline   Tattersail_ 

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Posted 01 March 2021 - 10:26 PM

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Tactical Action - Activate The Dark. With Blends technology I relinquish my trade PN.

Play

Quote

BC | In The Silence Of Space | After you activate a system: | Choose 1 system. During this tactical action, your ships in the chosen system can move through systems that contain other players' ships.


IH plays:

Quote

CE | Sabotage | When another player plays an action card other than "Sabotage": | Cancel that action card.


In the Silence of Space is cancelled.


Choose Mallice.

Move 3 cruisers and 3 fighters from Mallice to the Dark. Fight. No longer possible

Pause to see outcome before deciding whether or not to use Minister of War.

MOVEMENT - n/a
SPACE COMBAT - n/a
INVASION - n/a
PRODUCTION - n/a




CURRENT STATUS

Victory Points: 7

Strategy Card: Leadership
Command Pools: 4T | 4F | 1S
Goods: 0/2 C | 1 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 3
Promissory Notes: 3 Ul, 2 Argent
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Elysium (7/4) (Ul The Progenitor)
+ Lodor (3/2, tomb of emphidia)
+ Cealdri (0/2, yellow spec.)
+ Xanhact (3/1) (rich world; mining world)
+ MALLICE(0/3)
+ Thibah (2/2, Cybernetic Research Facility)

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.
+ Scanlink Drone Network -- When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
+AI Development Algorithm - When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
+ Hel Titan II -- Upgrades your Hel Titan I blueprints to Hel Titan II.

Leaders:
+ Tellurian (AGENT) -- When a hit is produced against a unit: You may exhaust this card to cancel that hit.
+ Tungstantus (COMMANDER) -- When 1 or more of your units use PRODUCTION: You may gain 1 trade good.
+ Ul The Progenitor (HERO) ACTION: Ready Elysium and attach this card to it. Its resource and influence values are each increased by 3, and it gains the SPACE CANNON 5 (x3) ability as if it were a unit.

Other:
+ (PROMISSORY NOTE) Argent Alliance -- When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die.
+ (PROMISSORY NOTE) Argent Support for the Throne
+ (MALLICE) Exterrix Headquarters -- You may exhaust this card at the end of your turn to gain 2 trade goods or convert all of your commodities into trade goods.
+ Ul The Progenitor (HERO) ACTION: Ready Elysium and attach this card to it. Its resource and influence values are each increased by 3, and it gains the SPACE CANNON 5 (x3) ability as if it were a unit.
+ (FULFILLED SO) Defy Space and Time -- 1VP -- Status Phase -- Have units in the wormhole nexus.
Become the Gatekeeper -- 1VP -- Status Phase + (Fulfilled SO) -- Have 1 or more ships in a system that contains an alpha wormhole and 1 or more ships in a system that contains a beta wormhole.
MINISTER OF WAR (LAW)
ELECT PLAYER:
+ The elected player gains this card. The owner of this card may discard this card after performing an action to remove 1 of his command counters from the game board and return it to his reinforcements; then he may perform 1 additional action.
Apt is the only one who reads this. Apt is nice.
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#265 User is offline   Khellendros 

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Posted 02 March 2021 - 01:09 PM

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Tactical Action

ACTIVATE: Mecatol Rex.
MOVE: 1 Destroyer from alpha wormhole asteroid belt to Mecatol Rex.

Play:

Quote

DF | Rally | After you activate a system that contains another player's ships: | Place 2 command tokens from your reinforcements in your fleet pool


[Twelve might play Ceasefire PN]

Space Cannon Offense:
Twelve: 2x PDS(6) -> [6][3] ----antiMassDeflectors----> [5][2]

SPACE COMBAT

Round 1

Anti-Fighter Barrage
Khell: 1x Destroyer(9*2) -> [6][3]


Combat Rolls

Khell:
1x Destroyer(9) -> [10] -> 1 hit

Twelve:
Salai sai Corian(7) -> [7] ----rickar-----> [9] -> 1 hit
4x Fighter(9) -> [9][10][7][7] ----rickar-----> [11][12][9][9] -> 4 hits
3x CarrierII(9) -> [5][1][6] ----rickar-----> [7][3][8]

Khell's destroyer is destroyed.
Twelve destroys 1 fighter.







CURRENT STATUS

Victory Points: 6

Strategy Card: DIPLOMACY
Command Pools: 2T | 7F | 0S
Goods: 0/3 C | 0 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 4
Promissory Notes: 4 Saar, 1 Naaz-Rokha, 1 Winnu
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Ragh (2/1)
+ Lisis II (1/0)
+ Hope's End (3/0)
+ Vorhal (1/3) (green tech, terraformed)
+ Perimeter (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 Deflector -- Your ships can move through systems that contain other player's ships.

Leaders:
+ Captain Mendosa (AGENT) -- After a player activates a system: You may exhaust this card to increase the move value of 1 of that player's ships to match the move value of the ship on the game board that has the highest move value.
+ Rowl Sarrig (COMMANDER) -- When you produce fighters or infantry: You may place each of those units at any of your space docks that are not blockaded.
+ Gurno Aggero (HERO) -- ACTION: Choose 1 system that is adjacent to 1 of your space docks. Destroy all other player's infantry and fighters in that system. Then, purge this card.

Other:
+ (HOPE'S END) Imperial Arms Vault -- You may exhaust this card at the end of your turn to place 1 mech from your reinforcements on any planet you control, or draw 1 action card.
+ (PROMISSORY NOTE) Naaz-Rokha Support for the Throne
+ Custodians Token
+ (FULFILLED 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.
+ (UNFULFILLED SO) Establish Hegemony -- 1VP -- Status Phase -- Control planets that have a combined influence value of at least 12.
+ (UNFULFILLED SO) Stake Your Claim -- 1VP -- Status Phase -- Control a planet in a system that contains a planet controlled by another player.

This post has been edited by D'rek: 02 March 2021 - 06:08 PM

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

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Posted 02 March 2021 - 03:24 PM

Posted Image

Strategic Action: Play Politics
< Gain 2 action cards
< Name myself speaker
< Look at the agenda cards....
Leave 1 on top bottom 1




CURRENT STATUS

Victory Points: 5

Strategy Card: Politics
Command Pools: 1T | 5F | 1S
Goods: 0/3 C | 0 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 5
Promissory Notes: 4 Winnu 1 Saar, 1 Empyrean
Secret Objectives: 1 fulfilled | 0 unfulfilled

Planets:
+ Winnu (3/4)
+ Everra (3/1)
+ Lisis (2/2)
+ Velnor (2/1)
+ Arnor (2/1)
+ Lor (1/2)
+ Mecatol Rex (1/6)


Technologies:
+ Dark Energy Tap -- After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
+ Gravity Drive -- After you activate a system, apply +1 to the move value to 1 of your ships during this tactical action.
+XRD Transporters -- Upgrades Carrier blueprint to Carrier II

Leaders:
+ Berekar Berekon (AGENT) -- When 1 or more of a player's units use PRODUCTION: You may exhaust this card to reduce the combined cost of the produced units by 2.
+ Rickar Rickani (COMMANDER) -- During combat: Apply +2 to the result of each of your unit's combat rolls in the Mecatol Rex system, your home system, and each system that contains a legendary planet.

Other:
+ (FULFILLED SECRET OBJECTIVE) Produce en Masse -- Have units with a combined PRODUCTION value of at least 8 in a single system.
+ (RELIC) The Crown of Thalnos -- During each combat round, this card's owner may reroll any number of their dice, applying +1 to the results; any units that reroll dice but do not produce at least 1 hit are destroyed.
+ Blends SFFT

This post has been edited by D'rek: 12 March 2021 - 05:39 PM

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

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Posted 02 March 2021 - 06:15 PM

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Activate arnor lor

Using aetherstream, move 1 destroyer from atlas, with 1 infantry, warsun from homeworld, with 5 fighters and mech, pick up 1 infantry from ashtroth and 1 mech from ang

Space Cannon Offense:
Twelve: 2x PDS(6) -> [9][8] -> 2 hits

IH sustains damage on his war sun and destroys 1 fighter.



Bombard arnor (5 x 3) (PDS and commander)
Invade arnor with 1 mech 1 infantry, invade lor with 1 mech 1 infantry


INVASION

Bombardment
Arnor:
1x WarSun(3*3) + plasmaScoring + Trrakan -> [2][10][2][2][9] -> 2 hits

Twelve destroys 2 infantry on Arnor

Commit Ground Forces
IH commits 1 mech and 1 infantry to Arnor, and commits 1 mech and 1 infantry to Lor.

ARNOR:

Space Cannon Defense
Twelve: 1x PDS(6) -> [9] -> 1 hit

IH sustains damage on his mech

No ground combat. IH establishes control of the planet. Twelve's PDS is destroyed.


LOR:

Space Cannon Defense
Twelve: 1x PDS(6) -> [8] -> 1 hit

IH sustains damage on his mech

Ground Combat

Round 1

IH:
1x Mech(6) -> [6] -> 1 hit
1x Infantry(8) -> [5]

Twelve:
1x Infantry(8) -> [2]

Twelve destroys his infantry.

IH wins the ground combat and establishes control of the planet. Twelve's PDS is destroyed.







CURRENT STATUS

Victory Points: 5

Strategy Card: construction
Command Pools: 1T | 5F | 1S
Goods: 0/3 C | 5TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 3
Promissory Notes: 4 Argent , 2 Ul
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Cormund (2/0)
+ Ashtroth (2/0)

+ Valk (2/0)
+ Ang (2/0)
+ Atlas (3/1)
+ Arnor(2/1)

+ Avar (1/1)
+ Lor(1/2)
+ Ylir (0/2)
+ Loki (1/2)
+ Abaddon (1/2)
+Mirage (1/2, legendary)


Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Aerie Hololattice Other players cannot move ships through systems that contain your structures. Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ AI Development Algorithm -- When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
+ Deep Space Cannon -- upgrades PDS to PDS II
+ War Suns - upgrades to Warsun
+ strike wing alpha II


Leaders:
+ Trillossa Aun Mirik (AGENT) -- When a player produces ground forces in a system: You may exhaust this card; that player may place those units on any planets they control in that system and any adjacent systems.
+ Trrakan Aun Zulok (COMMANDER) -- When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die.
+ Mirik Aun Sissiri (HERO) -- ACTION: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships. Then, purge this card.

Other:
+ (PROMISSORY NOTE) Ul Alliance -- When 1 or more of your units use PRODUCTION: You may gain 1 trade good + (PROMISSORY NOTE) UL Support for the Thone
+ (FULFILLED SECRET OBJECTIVE) Turn Their Fleets to Dust -- 1VP -- Action Phase -- Use Space Cannon to destroy the last of a player's ships in a system.
+ (MIRAGE) Mirage Flight Academy -- You may exhaust this card at the end of your turn to place up to 2 fighters from your reinforcements in any system that contains 1 or more of your ships
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#268 User is offline   Blend 

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Posted 02 March 2021 - 06:19 PM

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Politics Secondary: N/A




First Action:

Activate the Ion Storm
Move Destroyer in Ion Storm through the Beta Wormhole to Quann, then to the Ion Storm
Move Dreadnought and 1 Fighter from home system
Flip Ion Storm to Alpha Wormhole
Tatts' Space Cannon Offence

1x PDS(5) + ArgentCmdr -> [7][5] ---antimassDeflectors----> [6][4] -> 1 hit

Blend sustains damage with his dreadnought


-----

Second Action:

Purge Stellar Converter
Destroy Lodor





CURRENT STATUS

Victory Points: 5

Strategy Card: TECHNOLOGY
Command Pools: 1T | 5F | 1S
Goods: 0/4 C | 3 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 3
Promissory Notes: 4 Empyrean, 1 Naaz-Rokha, 1 Winnu
Secret Objectives: 1 fulfilled | 1 unfulfilled




Planets:
+ The Dark (3/4)
+ Sem-Lore (3/2, yellow)
+ Kraag (2/1)
+ Siig (0/2,red) (Warfare Research Facility)
+ Primor (2/1, legendary)
+ Alio Prima (3/2, De-militarized Zone)
+ Bakal (3/2)





Technologies:
+ Dark Energy Tap -- After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
+ 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.
+ Aetherstream -- After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1.
+ Light/Wave Deflector -- Your ships can move through systems that contain other player's ships.
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Voidwatch -- After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.
+ XRD Transporters -- Upgrades your Carrier blueprints to Carrier II.




Leaders:
+ Acamar (AGENT) -- After a player moves ships into a system that does not contain any planets: You may exhaust this card; that player gains 1 command token.
+ Xuange (COMMANDER) -- After another player moves ships into a system that contains 1 of your command tokens: You may return that token to your reinforcements.





Other:

+ (FULFILLED SECRET OBJECTIVE) Threaten Enemies -- 1VP -- Status Phase -- Have 1 or more ships in a system that is adjacent to another player's home system.
+ (PRIMOR) The Atrament -- You may exhaust this card at the end of your turn to place up to 2 infantry from your reinforcements on any planet you control
+ (PROMISSORY NOTE) Naaz-Rokha Alliance -- After you gain control of a planet that was controlled by another player: You may explore that planet.
+ (PROMISSORY NOTE) Winnu Support for the Throne

This post has been edited by D'rek: 03 March 2021 - 08:49 PM

There is no struggle too vast, no odds too overwhelming, for even should we fail - should we fall - we will know that we have lived. ~ Anomander Rake
My sig comes from a game in which I didn't heed Blend's advice. So maybe this time I should. ~ Khellendros
I'm just going to have to come to terms with the fact that self-vote suiciding will forever be referred to as "pulling a JPK" now, aren't I? ~ JPK
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#269 User is offline   Morgoth 

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Posted 03 March 2021 - 07:29 AM

Posted Image
Political secondary - spend 1 ST to draw 2 action cards.

Activate Naazir - Rokha

Build 2 Fighter II and 2 Destroyer II for 3, exhausting Naazir + sarween tools.



CURRENT STATUS

Victory Points: 6

Strategy Card: Imperial
Command Pools: 1T | 6F | 0S
Goods: 0/3 C | 3 TG
Relic Fragments: 0C | 1H | 2I | 0U
Action Cards: 6
Promissory Notes: 3 Naaz-Rokha, 1 Saar, 1 Empyrean
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Naazir (2/1)
+ Rokha (1/2)
+ Archon Veil (1/3, blue spec.)
+ Vefut II (3/4)
+ Rigel 1 (0/1)
+ Rigel 2 (1/2, blue spec.)

+ Rigel 3 (1/1, green spec.)
+ Quann (2/1)

Technologies:
+Scanlink Drone Network -- When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
+ Transport 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
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Psychoarchaeology -- You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted. During the Action Phase, you can exhaust planets you control that have technology specialties to gain 1 trade good.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Pre-Fab Arcologies - After you explore a planet, ready that planet.
+ AI Development Algorithm -- When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.

+ Carrier II
+ Fighter II
+ Automated Defense Turrets -- Upgrades your Destroyer blueprints to Destroyer II.

Leaders:
+ Garv and Gunn (AGENT) -- At the end of a player's turn: You may exhaust this card to allow that player to explore 1 of their planets.
+ Dart and Tai (COMMANDER) -- After you gain control of a planet that was controlled by another player: You may explore that planet.
+ Hesh and Pit (HERO) -- ACTION: Gain 1 relic and perform the secondary ability of up to 2 readied or unchosen strategy cards; during this action, spend command tokens from your reinforcements instead of your strategy pool. Then, purge this card.

Other:
+ (PROMISSORY NOTE) Saar Support for the Throne
+ (PROMISSORY NOTE) Empyrean Dark Pact -- When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
+ (PROMISSORY NOTE) Empyrean alliance.
+ (RELIC) Shard of the Throne -- When you gain this card, gain 1 victory point; when you lose this card, lose 1 victory point. When a player gains control of a legendary planet you control or a planet you control in your home system, that player gains this card.
+ (RELIC) The Obsidian -- When you gain this card, draw 1 secret objective. You can have 1 additional scored or unscored secret objective.
+ (RELIC) The Codex | ACTION: | Purge this card to take up to 3 action cards of your choice from the action card discard pile.
+ (FULFILLED SO) Fight With Precision -- 1VP -- Action Phase -- Use ANTI-FIGHTER BARRAGE to destroy the last of a player's fighters in a system.

This post has been edited by Morgoth: 03 March 2021 - 07:33 AM

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

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Posted 03 March 2021 - 11:03 AM

Posted Image




Secondary Politics - spend 1 SCT receive 2 ACs



Tactical action - Activate Cealdri and Xanhact


Explore Cealdri using scanlink drone network. -> EC18 | Mercenary Outfit | You may place 1 infantry from your reinforcements on this planet.

Terragenesis: place sleep token on Celaedri

Move destroyer from old Lodor system.

Awaken sleep on Xanhact into PDS

Production -
Tungstantus - gain 1 TG

produce 2 fighters - exhaust AI development -

CURRENT STATUS

Victory Points: 7

Strategy Card: Leadership
Command Pools: 3T | 4F | 0S
Goods: 0/2 C | 2 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 3
Promissory Notes: 3 Ul, 2 Argent
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Elysium (7/4) (Ul The Progenitor)
+ Cealdri (0/2, yellow spec.)
+ Xanhact (3/1) (rich world; mining world)
+ MALLICE(0/3)
+ Thibah (2/2, Cybernetic Research Facility)

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.
+ Scanlink Drone Network -- When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
+AI Development Algorithm - When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
+ Hel Titan II -- Upgrades your Hel Titan I blueprints to Hel Titan II.

Leaders:
+ Tellurian (AGENT) -- When a hit is produced against a unit: You may exhaust this card to cancel that hit.
+ Tungstantus (COMMANDER) -- When 1 or more of your units use PRODUCTION: You may gain 1 trade good.
+ Ul The Progenitor (HERO) ACTION: Ready Elysium and attach this card to it. Its resource and influence values are each increased by 3, and it gains the SPACE CANNON 5 (x3) ability as if it were a unit.

Other:
+ (PROMISSORY NOTE) Argent Alliance -- When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die.
+ (PROMISSORY NOTE) Argent Support for the Throne
+ (MALLICE) Exterrix Headquarters -- You may exhaust this card at the end of your turn to gain 2 trade goods or convert all of your commodities into trade goods.
+ Ul The Progenitor (HERO) ACTION: Ready Elysium and attach this card to it. Its resource and influence values are each increased by 3, and it gains the SPACE CANNON 5 (x3) ability as if it were a unit.
+ (FULFILLED SO) Defy Space and Time -- 1VP -- Status Phase -- Have units in the wormhole nexus.
Become the Gatekeeper -- 1VP -- Status Phase + (Fulfilled SO) -- Have 1 or more ships in a system that contains an alpha wormhole and 1 or more ships in a system that contains a beta wormhole.
MINISTER OF WAR (LAW)
ELECT PLAYER:
+ The elected player gains this card. The owner of this card may discard this card after performing an action to remove 1 of his command counters from the game board and return it to his reinforcements; then he may perform 1 additional action.

This post has been edited by D'rek: 03 March 2021 - 03:00 PM

Apt is the only one who reads this. Apt is nice.
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#271 User is offline   Khellendros 

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Posted 03 March 2021 - 04:23 PM

Posted Image




Chaos Mapping: Exhaust Hope's End and Vorhal for 4 resources, build Dreadnaught in Vorhal.




Secondary Strategic Actions:

POLITICS: No action.




Component Action:

Play Gurno Aggero.

Quote

Choose 1 system that is adjacent to 1 of your space docks. Destroy all other player's infantry and fighters in that system. Then, purge this card.


Choose Ba'kal-Alio Prima.




CURRENT STATUS

Victory Points: 6

Strategy Card: DIPLOMACY
Command Pools: 2T | 7F | 0S
Goods: 0/3 C | 0 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 4
Promissory Notes: 4 Saar, 1 Naaz-Rokha, 1 Winnu
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Ragh (2/1)
+ Lisis II (1/0)
+ Hope's End (3/0)
+ Vorhal (1/3) (green tech, terraformed)
+ Perimeter (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 Deflector -- Your ships can move through systems that contain other player's ships.

Leaders:
+ Captain Mendosa (AGENT) -- After a player activates a system: You may exhaust this card to increase the move value of 1 of that player's ships to match the move value of the ship on the game board that has the highest move value.
+ Rowl Sarrig (COMMANDER) -- When you produce fighters or infantry: You may place each of those units at any of your space docks that are not blockaded.

Other:
+ (HOPE'S END) Imperial Arms Vault -- You may exhaust this card at the end of your turn to place 1 mech from your reinforcements on any planet you control, or draw 1 action card.
+ (PROMISSORY NOTE) Naaz-Rokha Support for the Throne
+ Custodians Token
+ (FULFILLED 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.
+ (UNFULFILLED SO) Establish Hegemony -- 1VP -- Status Phase -- Control planets that have a combined influence value of at least 12.
+ (UNFULFILLED SO) Stake Your Claim -- 1VP -- Status Phase -- Control a planet in a system that contains a planet controlled by another player.
"I think I've made a terrible error of judgement."
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#272 User is offline   twelve 

  • Master of the Deck
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  • Location:Pacific Northwest

Posted 03 March 2021 - 09:41 PM

Posted Image


Tactical Action: -1TCT Activate Rigel I/Rigel II/ Rigel III
< Move Salai Sai Corian, 3 Carriers, 3 Fighters, 3 Mechs and 6 infantry

< Anti- fighter Barrage

Morgoth:
1x DestroyerII(6*3) -> [10][7][4] -> 2 hits

Twelve destroys 2 fighters.


< PDS wrong timing

<Space Combat No retreat from Winnu

Morgoth:
1x DestroyerII(8) -> [8] -> 1 hit

Twelve:
Salai sai Corian(7) -> [6]
1x Fighter(9) -> [9] -> 1 hit
3x CarrierII(9) -> [4][4][1]

Morgoth destroys his destroyer.
Twelve destroys 1 fighter.

Twelve wins the space combat.



<Invade Rigel I with 1 mech and 2 Infantry

Ground Combat

Round 1

Morgoth:
2x Infantry(8) -> [6][1]

Twelve:
1x Mech(6) -> [8] -> 1 hit
2x Infantry(8) -> [1][10] -> 1 hit

Morgoth destroys 2 infantry.

Twelve wins the ground combat and establishes control.


<Reclaimer place 1 PDS

<Invade Rigel II with 1 mech and 2 Infantry

Ground Combat

Round 1

Morgoth:
2x Infantry(8) -> [1][8] -> 1 hit

Twelve:
1x Mech(6) -> [3]
2x Infantry(8) -> [10][10]

Twelve sustains damage on his mech
Morgoth destroys 2 infantry.

Twelve wins the ground combat and establishes control.


<Reclaimer place 1 PDS



<Invade Rigel III with 1 mech and 2 Infantry

Ground Combat

Round 1

Morgoth:
2x Infantry(8) -> [5][1]

Twelve:
1x Mech(6) -> [5]
2x Infantry(8) -> [8][1] -> 1 hit

Morgoth destroys 1 infantry.

Round 2

Morgoth:
1x Infantry(8) -> [6]

Twelve:
1x Mech(6) -> [4]
2x Infantry(8) -> [1][8] -> 1 hit

Morgoth destroys 1 infantry.

Twelve wins the ground combat and establishes control.


<Reclaimer place 1 PDS




CURRENT STATUS

Victory Points: 5

Strategy Card: Politics
Command Pools: 0T | 5F | 1S
Goods: 0/3 C | 0 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 5
Promissory Notes: 4 Winnu, 1 Saar, 1 Empyrean
Secret Objectives: 1 fulfilled | 0 unfulfilled

Planets:
+ Winnu (3/4)
+ Everra (3/1)
+ Lisis (2/2)
+ Velnor (2/1)
+ Mecatol Rex (1/6)

+ Rigel I (0/1)
+ Rigel II (1/2)
+ Rigel III (1/1)

Technologies:
+ Dark Energy Tap -- After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
+ Gravity Drive -- After you activate a system, apply +1 to the move value to 1 of your ships during this tactical action.
+XRD Transporters -- Upgrades Carrier blueprint to Carrier II

Leaders:
+ Berekar Berekon (AGENT) -- When 1 or more of a player's units use PRODUCTION: You may exhaust this card to reduce the combined cost of the produced units by 2.
+ Rickar Rickani (COMMANDER) -- During combat: Apply +2 to the result of each of your unit's combat rolls in the Mecatol Rex system, your home system, and each system that contains a legendary planet.

Other:
+ (FULFILLED SECRET OBJECTIVE) Produce en Masse -- Have units with a combined PRODUCTION value of at least 8 in a single system.
+ (RELIC) The Crown of Thalnos -- During each combat round, this card's owner may reroll any number of their dice, applying +1 to the results; any units that reroll dice but do not produce at least 1 hit are destroyed.
+ Blends SFFT

This post has been edited by D'rek: 12 March 2021 - 05:39 PM

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

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  • Location::

Posted 04 March 2021 - 11:10 PM

Posted Image

Updated Map: https://drive.google...dibf0QL3hX/view

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

#274 User is offline   Imperial Historian 

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  • Joined: 08-February 04

Posted 05 March 2021 - 05:58 PM

Posted Image


+ Mirik Aun Sissiri (HERO) -- ACTION: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships. Then, purge this card.

Move carrier, 2 fighters and a dreadnought, 1 infantry (from abbadon) from loki, abaddon, ashtroth to arnor lor
Move destroyer from ang to arnor lor

Move destoyer from cormund to loki abaddon, ashtroth (roll gravity rift -> [5] -> safe)

Purge hero




CURRENT STATUS

Victory Points: 5

Strategy Card: construction
Command Pools: 1T | 5F | 1S
Goods: 0/3 C | 5TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 3
Promissory Notes: 4 Argent , 2 Ul
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Cormund (2/0)
+ Ashtroth (2/0)

+ Valk (2/0)
+ Ang (2/0)
+ Atlas (3/1)
+ Arnor(2/1)

+ Avar (1/1)
+ Lor(1/2)
+ Ylir (0/2)
+ Loki (1/2)
+ Abaddon (1/2)
+Mirage (1/2, legendary)


Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Aerie Hololattice Other players cannot move ships through systems that contain your structures. Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ AI Development Algorithm -- When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
+ Deep Space Cannon -- upgrades PDS to PDS II
+ War Suns - upgrades to Warsun
+ strike wing alpha II


Leaders:
+ Trillossa Aun Mirik (AGENT) -- When a player produces ground forces in a system: You may exhaust this card; that player may place those units on any planets they control in that system and any adjacent systems.
+ Trrakan Aun Zulok (COMMANDER) -- When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die.
+ Purged Mirik Aun Sissiri (HERO) -- ACTION: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships. Then, purge this card.

Other:
+ (PROMISSORY NOTE) Ul Alliance -- When 1 or more of your units use PRODUCTION: You may gain 1 trade good + (PROMISSORY NOTE) UL Support for the Thone
+ (FULFILLED SECRET OBJECTIVE) Turn Their Fleets to Dust -- 1VP -- Action Phase -- Use Space Cannon to destroy the last of a player's ships in a system.
+ (MIRAGE) Mirage Flight Academy -- You may exhaust this card at the end of your turn to place up to 2 fighters from your reinforcements in any system that contains 1 or more of your ships

This post has been edited by D'rek: 06 March 2021 - 12:51 AM

0

#275 User is offline   Blend 

  • Gentleman of High House Mafia
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  • Location:Ottawa

Posted 05 March 2021 - 07:18 PM

Posted Image

No secondaries




Activate Gamma Wormhole next to my home system
Move 3 Carriers, 1 Cruiser, 2 Mechs from Bakal/Alio Prima > Alpha Wormhole > Ion Storm > Gamma Wormhole (+1 movement from Aetherstream)
Flip Ion storm to Beta Wormhole

Space Cannon Offense:
Tatts: 3x PDSII(5) + ArgentCmdr -> [4][5][8][10] -> 3 hits

Blend plays:

Quote

BL | Maneuvering Jets | Before you assign hits produced by another player's Space Cannon roll: | Cancel 1 hit.


Blend assigns 2 hits: <tbd>


Destroy 2 Carriers.

Use Agent ability to gain 1 CT, place in Tactical




CURRENT STATUS

Victory Points: 5

Strategy Card: TECHNOLOGY
Command Pools: 1T | 5F | 1S
Goods: 0/4 C | 3 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 2
Promissory Notes: 4 Empyrean, 1 Naaz-Rokha, 1 Winnu
Secret Objectives: 1 fulfilled | 1 unfulfilled




Planets:
+ The Dark (3/4)
+ Sem-Lore (3/2, yellow)
+ Kraag (2/1)
+ Siig (0/2,red) (Warfare Research Facility)
+ Primor (2/1, legendary)
+ Alio Prima (3/2, De-militarized Zone)
+ Bakal (3/2)





Technologies:
+ Dark Energy Tap -- After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
+ 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.
+ Aetherstream -- After you or one of your neighbors activates a system that is adjacent to an anomaly, you may apply +1 to the move value of all of that player's ships during this tactical action.
+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1.
+ Light/Wave Deflector -- Your ships can move through systems that contain other player's ships.
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Voidwatch -- After a player moves ships into a system that contains 1 or more of your units, they must give you 1 promissory note from their hand, if able.
+ XRD Transporters -- Upgrades your Carrier blueprints to Carrier II.




Leaders:
+ Acamar (AGENT) -- After a player moves ships into a system that does not contain any planets: You may exhaust this card; that player gains 1 command token.
+ Xuange (COMMANDER) -- After another player moves ships into a system that contains 1 of your command tokens: You may return that token to your reinforcements.





Other:

+ (FULFILLED SECRET OBJECTIVE) Threaten Enemies -- 1VP -- Status Phase -- Have 1 or more ships in a system that is adjacent to another player's home system.
+ (PRIMOR) The Atrament -- You may exhaust this card at the end of your turn to place up to 2 infantry from your reinforcements on any planet you control
+ (PROMISSORY NOTE) Naaz-Rokha Alliance -- After you gain control of a planet that was controlled by another player: You may explore that planet.
+ (PROMISSORY NOTE) Winnu Support for the Throne

This post has been edited by Blend: 09 March 2021 - 04:53 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

#276 User is offline   Morgoth 

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

Posted 06 March 2021 - 06:51 PM

Posted Image
Activate Vefut II -


Explore Vefut II -> EH05 | Expedition | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, ready this planet. (Pointless due to PreFabArc - discarded)
Refresh Vefut II

Build 2 fighters and 3 Destroyers exhausting Vefut 2 (3) + sarween tools

Exhaust Agent to Refresh Vefut II explore Vefut -> EH18 | Volatile Fuel Source: | If you have at least 1 mech on this planet, or if you remove 1 infantry from this planet, gain 1 command token. No action.



CURRENT STATUS

Victory Points: 6

Strategy Card: Imperial
Command Pools: 0T | 6F | 0S
Goods: 0/3 C | 3 TG
Relic Fragments: 0C | 1H | 2I | 0U
Action Cards: 6
Promissory Notes: 3 Naaz-Rokha, 1 Saar, 1 Empyrean
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Naazir (2/1)
+ Rokha (1/2)
+ Archon Veil (1/3, blue spec.)
+ Vefut II (3/4)
+ Quann (2/1)

Technologies:
+Scanlink Drone Network -- When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
+ Transport 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
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Psychoarchaeology -- You can use technology specialties on planets you control without exhausting them, even if those planets are exhausted. During the Action Phase, you can exhaust planets you control that have technology specialties to gain 1 trade good.
+ Hyper Metabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Pre-Fab Arcologies - After you explore a planet, ready that planet.
+ AI Development Algorithm -- When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.

+ Carrier II
+ Fighter II
+ Automated Defense Turrets -- Upgrades your Destroyer blueprints to Destroyer II.

Leaders:
+ Garv and Gunn (AGENT) -- At the end of a player's turn: You may exhaust this card to allow that player to explore 1 of their planets.
+ Dart and Tai (COMMANDER) -- After you gain control of a planet that was controlled by another player: You may explore that planet.
+ Hesh and Pit (HERO) -- ACTION: Gain 1 relic and perform the secondary ability of up to 2 readied or unchosen strategy cards; during this action, spend command tokens from your reinforcements instead of your strategy pool. Then, purge this card.

Other:
+ (PROMISSORY NOTE) Saar Support for the Throne
+ (PROMISSORY NOTE) Empyrean Dark Pact -- When you give a number of commodities to the Empyrean player equal to your maximum commodity value, you each gain 1 trade good. If you activate a system that contains 1 or more of the Empyrean player's units, return this card to the Empyrean player.
+ (PROMISSORY NOTE) Empyrean alliance.
+ (RELIC) Shard of the Throne -- When you gain this card, gain 1 victory point; when you lose this card, lose 1 victory point. When a player gains control of a legendary planet you control or a planet you control in your home system, that player gains this card.
+ (RELIC) The Obsidian -- When you gain this card, draw 1 secret objective. You can have 1 additional scored or unscored secret objective.
+ (RELIC) The Codex | ACTION: | Purge this card to take up to 3 action cards of your choice from the action card discard pile.
+ (FULFILLED SO) Fight With Precision -- 1VP -- Action Phase -- Use ANTI-FIGHTER BARRAGE to destroy the last of a player's fighters in a system.

This post has been edited by Morgoth: 10 March 2021 - 06:29 AM

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

#277 User is offline   Tattersail_ 

  • formerly Ganoes Paran
  • Group: High House Mafia
  • Posts: 13,260
  • Joined: 16-July 10
  • Location:Wirral
  • Interests:Mafia. Awesome Pictures. Awesome Videos. Did I mention Mafia?
    snapchat - rustyspoon84

Posted 06 March 2021 - 10:40 PM

Posted Image




Economic Initiative | ACTION: | Ready each cultural planet you control.





CURRENT STATUS

Victory Points: 7

Strategy Card: Leadership
Command Pools: 3T | 4F | 0S
Goods: 0/2 C | 2 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 4
Promissory Notes: 3 Ul, 2 Argent
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Elysium (7/4) (Ul The Progenitor)
+ Cealdri (0/2, yellow spec.)
+ Xanhact (3/1) (rich world; mining world)
+ MALLICE(0/3)
+ Thibah (2/2, Cybernetic Research Facility)

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.
+ Scanlink Drone Network -- When you activate a system, you may explore 1 planet in that system which contains 1 or more of your units.
+AI Development Algorithm - When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
+ Hel Titan II -- Upgrades your Hel Titan I blueprints to Hel Titan II.

Leaders:
+ Tellurian (AGENT) -- When a hit is produced against a unit: You may exhaust this card to cancel that hit.
+ Tungstantus (COMMANDER) -- When 1 or more of your units use PRODUCTION: You may gain 1 trade good.
+ Ul The Progenitor (HERO) ACTION: Ready Elysium and attach this card to it. Its resource and influence values are each increased by 3, and it gains the SPACE CANNON 5 (x3) ability as if it were a unit.

Other:
+ (PROMISSORY NOTE) Argent Alliance -- When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die.
+ (PROMISSORY NOTE) Argent Support for the Throne
+ (MALLICE) Exterrix Headquarters -- You may exhaust this card at the end of your turn to gain 2 trade goods or convert all of your commodities into trade goods.
+ Ul The Progenitor (HERO) ACTION: Ready Elysium and attach this card to it. Its resource and influence values are each increased by 3, and it gains the SPACE CANNON 5 (x3) ability as if it were a unit.
+ (FULFILLED SO) Defy Space and Time -- 1VP -- Status Phase -- Have units in the wormhole nexus.
Become the Gatekeeper -- 1VP -- Status Phase + (Fulfilled SO) -- Have 1 or more ships in a system that contains an alpha wormhole and 1 or more ships in a system that contains a beta wormhole.
MINISTER OF WAR (LAW)
ELECT PLAYER:
+ The elected player gains this card. The owner of this card may discard this card after performing an action to remove 1 of his command counters from the game board and return it to his reinforcements; then he may perform 1 additional action.
Apt is the only one who reads this. Apt is nice.
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#278 User is offline   Khellendros 

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

Posted 08 March 2021 - 12:20 PM

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Tactical Action:

ACTIVATE: Ba'kal-Alio Prima.
MOVE: Son of Ragh from Perimeter (Gravity Drive) with 3 Infantry; 1 Dreadnaught, 2 Carriers, 5 Infantry in space from Vorhal; 1 Floating Factory from Vorhal, via Lisis II-Ragh (exhaust Captain Mendosa to boost movement to 2), picking up 4 Infantry from Lisis II.
INVADE: Invade Ba'kal with all troops.
PRODUCTION: Exhaust Ragh for 2 resources. Build 1 Destroyer and 2 Fighters.




CURRENT STATUS

Victory Points: 6

Strategy Card: DIPLOMACY
Command Pools: 1T | 7F | 0S
Goods: 0/3 C | 0 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 4
Promissory Notes: 4 Saar, 1 Naaz-Rokha, 1 Winnu
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Ragh (2/1)
+ Lisis II (1/0)
+ Hope's End (3/0)
+ Vorhal (1/3) (green tech, terraformed)
+ Perimeter (2/1)
+ Ba'kal (3/2)

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 Deflector -- Your ships can move through systems that contain other player's ships.

Leaders:
+ Captain Mendosa (AGENT) -- After a player activates a system: You may exhaust this card to increase the move value of 1 of that player's ships to match the move value of the ship on the game board that has the highest move value.
+ Rowl Sarrig (COMMANDER) -- When you produce fighters or infantry: You may place each of those units at any of your space docks that are not blockaded.

Other:
+ (HOPE'S END) Imperial Arms Vault -- You may exhaust this card at the end of your turn to place 1 mech from your reinforcements on any planet you control, or draw 1 action card.
+ (PROMISSORY NOTE) Naaz-Rokha Support for the Throne
+ Custodians Token
+ (FULFILLED 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.
+ (UNFULFILLED SO) Establish Hegemony -- 1VP -- Status Phase -- Control planets that have a combined influence value of at least 12.
+ (UNFULFILLED SO) Stake Your Claim -- 1VP -- Status Phase -- Control a planet in a system that contains a planet controlled by another player.

This post has been edited by Khellendros: 08 March 2021 - 09:18 PM

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

  • Master of the Deck
  • Group: High House Mafia
  • Posts: 9,165
  • Joined: 27-March 09
  • Location:Pacific Northwest

Posted 08 March 2021 - 03:19 PM

Posted Image

Secondaries: None





Pass




CURRENT STATUS

Victory Points: 5

Strategy Card: Politics
Command Pools: 0T | 5F | 1S
Goods: 0/3 C | 0 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 5
Promissory Notes: 4 Winnu, 1 Saar, 1 Empyrean
Secret Objectives: 1 fulfilled | 0 unfulfilled

Planets:
+ Winnu (3/4)
+ Everra (3/1)
+ Lisis (2/2)
+ Velnor (2/1)
+ Mecatol Rex (1/6)

+ Rigel I (0/1)
+ Rigel II (1/2)
+ Rigel III (1/1)

Technologies:
+ Dark Energy Tap -- After you perform a tactical action in a system that contains a frontier token, if you have 1 or more ships in that system, explore that token. Your ships can retreat into adjacent systems that do not contain other players' units, even if you do not have units or control planets in that system.
+ Gravity Drive -- After you activate a system, apply +1 to the move value to 1 of your ships during this tactical action.
+XRD Transporters -- Upgrades Carrier blueprint to Carrier II

Leaders:
+ Berekar Berekon (AGENT) -- When 1 or more of a player's units use PRODUCTION: You may exhaust this card to reduce the combined cost of the produced units by 2.
+ Rickar Rickani (COMMANDER) -- During combat: Apply +2 to the result of each of your unit's combat rolls in the Mecatol Rex system, your home system, and each system that contains a legendary planet.

Other:
+ (FULFILLED SECRET OBJECTIVE) Produce en Masse -- Have units with a combined PRODUCTION value of at least 8 in a single system.
+ (RELIC) The Crown of Thalnos -- During each combat round, this card's owner may reroll any number of their dice, applying +1 to the results; any units that reroll dice but do not produce at least 1 hit are destroyed.
+ Blends SFFT
I don't know what I'm doing but it sounds good.
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#280 User is offline   Imperial Historian 

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

Posted 08 March 2021 - 03:41 PM

Posted Image


Pass



CURRENT STATUS

Victory Points: 5

Strategy Card: construction
Command Pools: 1T | 5F | 1S
Goods: 0/3 C | 5TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 3
Promissory Notes: 4 Argent , 2 Ul
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Cormund (2/0)
+ Ashtroth (2/0)

+ Valk (2/0)
+ Ang (2/0)
+ Atlas (3/1)
+ Arnor(2/1)

+ Avar (1/1)
+ Lor(1/2)
+ Ylir (0/2)
+ Loki (1/2)
+ Abaddon (1/2)
+Mirage (1/2, legendary)


Technologies:
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Aerie Hololattice Other players cannot move ships through systems that contain your structures. Each planet that contains 1 or more of your structures gains the PRODUCTION 1 ability as if it were a unit
+ Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
+ AI Development Algorithm -- When you research a unit upgrade technology, you may exhaust this card to ignore any 1 prerequisite. When 1 or more of your units use Production, you may exhaust this card to reduce the combined cost of the produced units by the number of unit upgrade technologies that you own.
+ Deep Space Cannon -- upgrades PDS to PDS II
+ War Suns - upgrades to Warsun
+ strike wing alpha II


Leaders:
+ Trillossa Aun Mirik (AGENT) -- When a player produces ground forces in a system: You may exhaust this card; that player may place those units on any planets they control in that system and any adjacent systems.
+ Trrakan Aun Zulok (COMMANDER) -- When 1 or more of your units make a roll for a unit ability: You may choose 1 of those units to roll 1 additional die.
+ Purged Mirik Aun Sissiri (HERO) -- ACTION: Move any number of your ships from any systems to any number of other systems that contain 1 of your command tokens and no other players' ships. Then, purge this card.

Other:
+ (PROMISSORY NOTE) Ul Alliance -- When 1 or more of your units use PRODUCTION: You may gain 1 trade good + (PROMISSORY NOTE) UL Support for the Thone
+ (FULFILLED SECRET OBJECTIVE) Turn Their Fleets to Dust -- 1VP -- Action Phase -- Use Space Cannon to destroy the last of a player's ships in a system.
+ (MIRAGE) Mirage Flight Academy -- You may exhaust this card at the end of your turn to place up to 2 fighters from your reinforcements in any system that contains 1 or more of your ships
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