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

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Twilight Imperium VII: Revelations - Game Thread

#281 User is offline   Blend 

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Posted 08 March 2021 - 03:56 PM

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No secondaries




Activate The Dark
Exhaust Primor, Alio Prima and Kraag for 7 resources
Produce 3 Destroyers, 2 Cruisers




CURRENT STATUS

Victory Points: 5

Strategy Card: TECHNOLOGY
Command Pools: 0T | 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)





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: 11 March 2021 - 05:45 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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#282 User is offline   Morgoth 

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Posted 08 March 2021 - 04:05 PM

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Exchange 2 industrial relic fragments for 1 relic. -> RD03 | Scepter of Emelpar | When you would spend a token from your strategy pool, you may exhaust this card to spend a token from your reinforcements instead.




CURRENT STATUS

Victory Points: 6

Strategy Card: Imperial
Command Pools: 0T | 6F | 0S
Goods: 0/3 C | 3 TG
Relic Fragments: 0C | 1H | 0I | 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 D'rek: 08 March 2021 - 06:17 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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#283 User is offline   D'rek 

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Posted 09 March 2021 - 03:19 AM

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Updated Map: https://drive.google...urVEZwBy3I/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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#284 User is offline   Tattersail_ 

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Posted 09 March 2021 - 03:47 PM

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Trade Khell my Politcal PN




Tactical Action - Activate Perimeter -

Move 1 cruiser with 1 infantry from Thibah

Invade with 1 infantry





CURRENT STATUS

Victory Points: 7

Strategy Card: Leadership
Command Pools: 2T | 4F | 0S
Goods: 0/2 C | 2 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 4
Promissory Notes: 2 UI, 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)
+ 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.
+ 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 Tattersail_: 10 March 2021 - 03:22 PM

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

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Posted 09 March 2021 - 05:03 PM

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PASS




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, 1 Ul
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)
+ 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.
"I think I've made a terrible error of judgement."
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#286 User is offline   Blend 

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Posted 09 March 2021 - 05:17 PM

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PASS




CURRENT STATUS

Victory Points: 5

Strategy Card: TECHNOLOGY
Command Pools: 0T | 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)





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: 11 March 2021 - 05:45 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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#287 User is offline   Morgoth 

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Posted 10 March 2021 - 06:19 AM

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Play Imperial

Fulfill Erect a Monument by spending 8 resources - Exhausting Vefut, Quann and Rokha 6 and spending 2 TG.

Draw a secret objective.



CURRENT STATUS

Victory Points: 7

Strategy Card: Imperial
Command Pools: 0T | 6F | 0S
Goods: 0/3 C | 1 TG
Relic Fragments: 0C | 1H | 0I | 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
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#288 User is offline   Tattersail_ 

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Posted 10 March 2021 - 09:13 AM

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Activate Thibah


Scanlink drone network - explore Thibah -> EI02 | Abandoned Warehouses | You may gain 2 commodities, or you may convert up to 2 of your commodities to trade goods. -> Gain 2 commodities



Awaken Sleeper token - Hecatoncheires - Turn Pds into Mech and 1 Infantry






CURRENT STATUS

Victory Points: 7

Strategy Card: Leadership
Command Pools: 1T | 4F | 0S
Goods: 2/2 C | 2 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 4
Promissory Notes: 2 UI, 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)
+ 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.
+ 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: 10 March 2021 - 03:25 PM

Apt is the only one who reads this. Apt is nice.
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#289 User is offline   twelve 

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Posted 10 March 2021 - 12:09 PM

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Secondaries: Imperial
< -1SCT Draw a secret objective





Still Passed




CURRENT STATUS

Victory Points: 5

Strategy Card: Politics
Command Pools: 0T | 5F | 0S
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 | 1 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.
0

#290 User is offline   Imperial Historian 

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Posted 10 March 2021 - 03:22 PM

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Imperial secondary -1CT, gain a SO

Pass



CURRENT STATUS

Victory Points: 5

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

#291 User is offline   Blend 

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Posted 10 March 2021 - 03:24 PM

Posted Image

Imperial Secondary: Draw 1 Secret Objective

Still passed




CURRENT STATUS

Victory Points: 5

Strategy Card: TECHNOLOGY
Command Pools: 0T | 5F | 0S
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)






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: 11 March 2021 - 05:45 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

#292 User is offline   Morgoth 

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Posted 11 March 2021 - 06:08 AM

Posted Image

Action - Purge The Codex to draw three cards from the action card discard pile

discard two cards from hand.

Draws:

AX | Flank Speed | After you activate a system: | Apply +1 to the move value of each of your ships during this tactical action.
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.
CE | Sabotage | When another player plays an action card other than "Sabotage": | Cancel that action card.

Discards:

EH | Coup D'Etat | When another player would perform a strategic action: | End that player's turn; the strategic action is not resolved and the strategy card is not exhausted.
DQ | Counterstroke | After a player activates a system that contains 1 of your command tokens: | Return that command token to your tactic pool.





CURRENT STATUS

Victory Points: 7

Strategy Card: Imperial
Command Pools: 0T | 6F | 0S
Goods: 0/3 C | 1 TG
Relic Fragments: 0C | 1H | 0I | 0U
Action Cards: 7
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 D'rek: 11 March 2021 - 02:45 PM

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

#293 User is offline   Tattersail_ 

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    snapchat - rustyspoon84

Posted 11 March 2021 - 06:59 AM

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

#294 User is offline   Morgoth 

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Posted 11 March 2021 - 08:42 AM

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

#295 User is offline   D'rek 

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Posted 11 March 2021 - 02:42 PM

Posted Image

Round 5 - Status Phase

Initiative Order: Tattersail > Khellendros > Twelve > Imperial Historian > Blend > Morgoth


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


Upcoming Agendas Revealed:

ANTI-INTELLECTUAL REVOLUTION | LAW | FOR: After a player researches a technology, he must destroy 1 of his non-fighter ships. AGAINST: At the start of the next strategy phase, each player chooses and exhausts 1 planet for each technology he owns.

CLASSIFIED DOCUMENT LEAKS | LAW | ELECT SCORED SECRET OBJECTIVE: The elected secret objective becomes a public objective; place it near the other public objectives in the common play area.

This post has been edited by D'rek: 11 March 2021 - 07:34 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

#296 User is offline   Tattersail_ 

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    snapchat - rustyspoon84

Posted 11 March 2021 - 02:51 PM

Posted Image




Score PO - Push Boundaries -- 1VP -- Control more planets than each of 2 of your neighbors. Khell and Morgoth

Score SO - Mechanize the Military -- 1VP -- Status Phase -- Have 1 mech on each of 4 planets. Thibah, Celadri, Elysium and Mallice

Gain 2 Ct's, 1 AC and ready everything up. Return Strategy card




CURRENT STATUS

Victory Points: 9

Strategy Card:
Command Pools: 2T | 5F | 0S
Goods: 2/2 C | 2 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 5
Promissory Notes: 2 UI, 2 Argent
Secret Objectives: 3 fulfilled | 0 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)
+ 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.
+ 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.
+Mechanize the Military -- 1VP -- Status Phase -- Have 1 mech on each of 4 planets.
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.
0

#297 User is offline   Khellendros 

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Posted 11 March 2021 - 03:04 PM

Posted Image




Play:

Quote

BW | Politics Rider (μ) | At the start of your turn during the status phase: | Choose an agenda that will be voted on in the next agenda phase. You cannot vote on this agenda. Predict aloud an outcome of this agenda. If your prediction is correct, draw 3 action cards and gain the speaker token.


Choose Anti-Intellectual Revolution. Predict FOR.

IH plays:

Quote

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






SCORE OBJECTIVES: Score Public Objective 'Raise a Fleet -- 1VP -- Status Phase -- Have 5 or more non-fighter ships in 1 system' (5 non-fighter ships in Ba'kal-Alio Prima); score Secret Objective 'Stake Your Claim -- 1VP -- Status Phase -- Control a planet in a system that contains a planet controlled by another player' (I control Ba'kal; Blend controls Alio Prima).
GAIN COMMAND TOKENS: Gain 2 CTs. Redistribute CTs 3/5/2
GAIN ACTION CARDS: Gain 1 action card.
READY: Planets, Agent, Other.
RETURN CARD: Return DIPLOMACY strategy card.




CURRENT STATUS

Victory Points: 8

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

Planets:
+ Ragh (2/1)
+ Lisis II (1/0)
+ Hope's End (3/0)
+ Vorhal (1/3) (green tech, terraformed)
+ 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.
+ (FULFILLED 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: 12 March 2021 - 03:21 PM

"I think I've made a terrible error of judgement."
0

#298 User is offline   twelve 

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Posted 11 March 2021 - 03:14 PM

Posted Image

Status Phase:





Score: Construct Massive Cities

Gain 2 Command Tokens place both in Tactical

Draw 1 Action Card

Refesh planets

Return Politics Strategy Card




CURRENT STATUS

Victory Points: 7

Strategy Card:
Command Pools: 2T | 5F | 0S
Goods: 0/3 C | 0 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 6
Promissory Notes: 4 Winnu, 1 Saar, 1 Empyrean
Secret Objectives: 1 fulfilled | 1 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 - 05:40 PM

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

#299 User is offline   Imperial Historian 

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Posted 11 March 2021 - 10:07 PM

Posted Image

Score SO Foster Cohesion -- 1VP -- Status Phase -- Be neighbors with all other players.
Score POConstruct Massive Cities -- 2VP -- Status Phase -- Have 7 or more structures.

S
Gain 2 CT 1/0/1

Gain an action card





CURRENT STATUS

Victory Points: 8

Strategy Card:
Command Pools: 2T | 5F | 1S
Goods: 0/3 C | 5TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 3
Promissory Notes: 4 Argent , 2 Ul
Secret Objectives: 2 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
+ (FULFILLED SO) Foster Cohesion -- 1VP -- Status Phase -- Be neighbors with all other players.
0

#300 User is offline   Blend 

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Posted 12 March 2021 - 05:41 AM

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Score Raise a Fleet PO - 5 non-fighter ships in home system (+1 VP)
Score following SO:

Quote

Adapt New Strategies -- 1VP -- Status Phase -- Own 2 faction technologies (Valefor Assimilator does not count).


(+1 VP)

Draw 2 action cards
Gain 2 CTs (1/0/1)

Ready the things
Return Technology strategy card




CURRENT STATUS

Victory Points: 7

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






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.
+ (FULFILLED SECRET OBJECTIVE) Adapt New Strategies -- 1VP -- Status Phase -- Own 2 faction technologies (Valefor Assimilator does not count).
+ (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
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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