Twilight Imperium 8 : Magi's Madness - Game Thread
#301
Posted 07 June 2021 - 05:59 PM
Leadership
CURRENT STATUS
Victory Points: 4
Strategy Card: Leadership
Command Pool 2T | 4F |1S
Goods: 0/2 C | 4TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards 7
Promissory Notes: 2 L1Z1X, 1 Sardakk, 1 Vul Raith, 1 Letnev
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets;
0.0.0 (5/0)
Arinam (1/2)
Meer (0/4, red tech)
Tar'mann (2/2, green skip) Cybernetic Research Facility
Corneeq (1/4) Paradise World
Resculon (2/0)
Hope's End (3/0)
Mallice (0/3)
Technologies;
Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Super-Dreadnought II -- Upgrades your Super-Dreadnought I blueprints to Super-Dreadnought II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
Leaders:
+ I48S (AGENT) -- After a player activates a system: You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements.
+ 2RAM (COMMANDER) -- Units that have PLANETARY SHIELD do not prevent you from using Bombardment.
+ The Helmsman (HERO) -- Have 3 Scored Objectives} ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.
Other:
+ The Helmsman (HERO) -- Have 3 Scored Objectives} ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.
+ (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
+ (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
+ (PROMISSORY NOTE) Muaat Support for the Throne
+ (PROMISSORY NOTE) TRADE CONVOYS | Place this card face-up in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
+ (FULFILLED SO) Strengthen Bond -- 1VP -- Status Phase -- Have another player's promissory note in your play area.
Apt is the only one who reads this. Apt is nice.
#302
Posted 07 June 2021 - 06:59 PM
OWsnyNE.png (152.62K)
Number of downloads: 0
Strategy Phase:
Select the TECHNOLOGY strategy.
CURRENT STATUS
Victory Points: 4
Strategy Card: TECHNOLOGY
Command Pools: 3T | 5F | 1S
Goods: 0/2 C | 0 TG
Relic Fragments: 0C | 1H | 0I | 0U
Action Cards: 5
Promissory Notes: 2 Vuil'Raith, 1 Hacan, 1 Letnev
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
+ Acheron (4/0)
+ Qucen’n (1/2)
+ Rarron (0/4) (Tomb of Emphidia)
+ Lodor (3/1)
+ Kraag (2/1)
+ Siig (2/2) (Mining World)
+ Sem-Lore (3/2) (yellow tech)
+ Cormund (2/0)
Technologies:
+ Self Assembly Routines -- After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.
+ Vortex -- ACTION: Exhaust this card to choose another player's non-structure unit in a system that is adjacent to 1 or more of your space docks. Capture 1 unit of that type from that player's reinforcements.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
Leaders:
+ The Stillness of Stars (AGENT) -- After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value.
+ That Which Molds Flesh (COMMANDER) -- When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ It Feeds on Carrion (HERO) -- ACTION: Each other player rolls a die for each of his non-fighter ships that are in or adjacent to a system that contains a dimensional tear; on a 1-3, capture that unit. If this causes a player's ground forces or fighters to be removed, also capture those units. Then, purge this card.
Captured Units:
+ Dreadnought (1 Letnev)
+ Carrier (1 L1Z1X)
+ Infantry (1 Mahact)
Other:
+ Mahact Support for the Throne promissory note
+ Minister of Sciences -- When the owner of this card resolves the primary or secondary ability of the "Technology" strategy card, he does not need to spend resources to research technology.
Number of downloads: 0
Strategy Phase:
Select the TECHNOLOGY strategy.
CURRENT STATUS
Victory Points: 4
Strategy Card: TECHNOLOGY
Command Pools: 3T | 5F | 1S
Goods: 0/2 C | 0 TG
Relic Fragments: 0C | 1H | 0I | 0U
Action Cards: 5
Promissory Notes: 2 Vuil'Raith, 1 Hacan, 1 Letnev
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
+ Acheron (4/0)
+ Qucen’n (1/2)
+ Rarron (0/4) (Tomb of Emphidia)
+ Lodor (3/1)
+ Kraag (2/1)
+ Siig (2/2) (Mining World)
+ Sem-Lore (3/2) (yellow tech)
+ Cormund (2/0)
Technologies:
+ Self Assembly Routines -- After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.
+ Vortex -- ACTION: Exhaust this card to choose another player's non-structure unit in a system that is adjacent to 1 or more of your space docks. Capture 1 unit of that type from that player's reinforcements.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
Leaders:
+ The Stillness of Stars (AGENT) -- After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value.
+ That Which Molds Flesh (COMMANDER) -- When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ It Feeds on Carrion (HERO) -- ACTION: Each other player rolls a die for each of his non-fighter ships that are in or adjacent to a system that contains a dimensional tear; on a 1-3, capture that unit. If this causes a player's ground forces or fighters to be removed, also capture those units. Then, purge this card.
Captured Units:
+ Dreadnought (1 Letnev)
+ Carrier (1 L1Z1X)
+ Infantry (1 Mahact)
Other:
+ Mahact Support for the Throne promissory note
+ Minister of Sciences -- When the owner of this card resolves the primary or secondary ability of the "Technology" strategy card, he does not need to spend resources to research technology.
This post has been edited by Khellendros: 20 July 2021 - 10:20 AM
"I think I've made a terrible error of judgement."
#303
Posted 07 June 2021 - 07:39 PM
Strategy Phase:
Diplomacy:
CURRENT STATUS
Victory Points: 3
Strategy Card:
Command Pools: 2T | 1(+1)(+1)(+1)F | 0S
Goods: 0/3 C | 1TG
Relic Fragments: 1C | 0H | 0I | 0U
Action Cards: 1
Promissory Notes: 3 Mahact
Secret Objectives: 1 fulfilled | 0 unfulfilled
Planets:
+ Acceon (2/3)
+ Joel Ir (2/3)
+ Ashtroth (2/0)
Technologies:
+ Bio Stims -- You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of you other technologies.
+ Predictive Intelligence -- At the end of your turn, you may exhaust this card to redistribute your command tokens. When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card.
+ Crimson Legionnaire II
+ Warsun
Leaders:
+ Jae Mir Kan (AGENT) -- When you would spend a command token during a secondary ability of a strategic action; you may exhaust this card to remove 1of the active player's command tokens from the board and use it instead
+ Il Na Viroset (COMMANDER) -- During your tactical actions, you can activate systems that can contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn.
+ Airo Shir Aur (HERO) -- {LOCKED: Have 3 Scored Objectives}
Other:
+ That Which Molds Flesh (COMMANDER) -- When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ Rear Admiral Farran (COMMANDER) -- After 1 of your units uses SUSTAIN DAMAGE: You may gain 1 Trade Good.
+ Gila the Silvertongue (COMMANDER) -- When you cast votes: You may spend any number of trade goods; cast 2 additional votes for each trade good spent.
+ Score Secret: Form a Spy Network
+ Vuil'Raith SFTT
I don't know what I'm doing but it sounds good.
#304
Posted 07 June 2021 - 09:11 PM
SCEPTER OF DOMINION | At the start of the strategy phase: Choose 1 non-home system that contains your units; each other player who has a token on the Mahact player's command sheet places a token from their reinforcements in that system. Then, return this card to the Mahact player.
On Mecatol Rex
On Mecatol Rex
#305
Posted 08 June 2021 - 05:08 AM
Imperial - gain 1 TG
CURRENT STATUS
Victory Points: 4
Strategy Card: Imperial
Command Pools: 3T | 4F | 2T
Goods: 0/3 C | 12 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 4
Promissory Notes: 3 N'orr, 1 L1Z1X,
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
+ Tren'Lak (1/0)
+ Quinarra (3/1)
+ New Albion (1/1) G
+ Starpoint (3/1)
+ Centauri (3/4) (Dyson Sphere)
+ Gral (2/2) B (Propulsion Research Facility)
+ Primor (2/1) L
+ Evarra (3/1)
+Arnor (2/1)
+Lor (1/2)
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.
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
Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Gen Synthesis -- Upgrades your Infantry blueprints to Infantry II.
Exotrireme II -- Upgrades your Exotrireme to Exotrireme II.
Leaders:
+ (AGENT) -- At the end of a player's tactical action: You may exhaust this card; if you do, that player may place 2 infantry from their reinforcements on a planet they control in the active system
+ (COMMANDER) -- During the "Commit Ground Forces" step:You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
+ (HERO) -- TEKKLAR CONDITIONING: After you move ships into the active system:You may skip directly to the "Commit Ground Forces" step. If you do, after you commit ground forces to land on planets, purge this card and return each of your ships in the active system to your reinforcements.
Other:
+ (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) JR-XS455-0 | Agent | Action: Exhaust this agent and choose a player; that player may spend 3 resources to place a structure on a planet they control. If they do not, they gain 1 trade good.
+ Letnev support for the throne
+ Muaat alliance
This post has been edited by Morgoth: 08 June 2021 - 01:02 PM
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#306
Posted 08 June 2021 - 05:23 AM
POLITICS
CURRENT STATUS
Victory Points: 6
Strategy Card:
Command Pools: 4T | 3(+2)F | 4S
Goods: 0/2 C | 1TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 3
Promissory Notes: 2 Letnev, 1 Sardakk (SFtT), 1 L1z1x (Alliance), 1 Muaat (Ceasefire)
Secret Objectives: 2 fulfilled | 0 unfulfilled
Planets:
+ Arc Prime (4/0)
+ Wren Terra (2/1)
+ Bereg (3/1)
+ Lirta IV (2/3)
+ Archon Vail (1/3, blue tech)
+ Ang (3/1, red tech) (Biotic Research Facility)
+ Rigel I (1/1)
+ Rigel II (1/2)
+ Rigel III (1/1, green tech)
Technologies:
Antimass Deflectors (Pre: -) -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Plasma Scoring (Pre: -) -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
AI Development Algorithm (Pre: -) -- 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 (currently 2 Unit Upgrades).
Non-Euclidean Shielding -- When 1 of your units uses SUSTAIN DAMAGE, cancel 2 hits instead of 1
Type IV Drive -- unlocks Dreadnought 2.
Destroyer 2
Leaders:
+ Viscount Unlenn (AGENT) -- At the start of a Space Combat round: You may exhaust this card to choose 1 ship in the active system. That ship rolls 1 additional die during this combat round.
+ Rear Admiral Farran (COMMANDER) -- After 1 of your units uses SUSTAIN DAMAGE: You may gain 1 Trade Good.
+ Darktalon Treilla (HERO) -- {UNOCKED: Have 3 Scored Objectives} ACTION: Place this card near the game board; the number of non-fighter ships you can have in systems is not limited by laws or by the number of command tokens in your fleet pool during this game round. At the end of that game round, purge this card.
Other:
Sardakk Support for the Throne (1 VP)
Stake Your Claim SO (1 VP -- Status phase -- control a planet in a system in which another player controls a planet).
L1z1X Alliance (2RAM (COMMANDER) -- Units that have PLANETARY SHIELD do not prevent you from using Bombardment
Minister of Policy -- LAW -- at the end of the status phase, draw 1 action card.
This post has been edited by Tapper: 08 June 2021 - 05:23 AM
Everyone is entitled to his own wrong opinion. - Lizrad
#307
Posted 08 June 2021 - 05:41 AM
TRADE
CURRENT STATUS
Victory Points: 5
Strategy Card: TRADE
Command Pools: 1T | 4F | 4S
Goods: 0/4 C | 10 TG
Relic Fragments: 0C | 0H | 0I | 1U
Action Cards: 5
Promissory Notes: 3 Muaat 1 Letnev 1 L1Z1X
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets:
+ Muaat (6/3, nano-forge)
+ Abyz (3/0)
+ Fria (2/0)
+ Cealdri (0/2, yellow tech)
+ Xanhact (0/1)
+ Quann (2/1) (DMZ)
+Mecatol Rex (1/6)
+Wellon (1/2/yellow)
Technologies:
Plasma Scoring (Pre: -) -- 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
+ 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.
prototype warsun 2
Destroyer 2
Leaders:+ Umbat (AGENT) -- ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship.
+ Magmus (COMMANDER) --After you spend a token from your strategy pool: You may gain 1 trade good.
+ Adjudicator Ba'al (HERO) -- After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.
Other:
Custodians Token
(PROMISSORY NOTE) L1Z1X sftt
Alliance Sar'dakk: + (COMMANDER) -- During the "Commit Ground Forces" step:You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
Scored SO: Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets
[/quote]
#308
Posted 08 June 2021 - 11:51 AM
WARFARE
Twelve uses the following action card:
Quote
BX | Public Disgrace | When another player chooses a strategy card during the strategy phase: | That player must choose a different strategy card instead, if able.
D'rek must choose Construction instead.
CURRENT STATUS
Victory Points: 2
Strategy Card: CONSTRUCTION
Command Pools: 2T | 4F | 2S
Goods: 0/6 C | 2 TG
Relic Fragments: 0C | 0H | 1I | 0U
Action Cards: 5
Promissory Notes: 4 Hacan, 1 Vuil'raith
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Hypermetabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ 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.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes -- You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ 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.
+ Type IV Drive -- Dreadnought II
+ XRD Transporters -- Carrier II
Leaders:
+ Carth of Golden Sands (AGENT) -- During the action phase: You may exhaust this card to gain 2 commodities or replenish another player's commodities.
+ Gila the Silvertongue (COMMANDER) -- When you cast votes: You may spend any number of trade goods; cast 2 additional votes for each trade good spent.
+ Harrugh Gefhara (HERO) -- {LOCKED: Have 3 Scored Objectives}
Other:
+ (PROMISSORY NOTE) Vuil'raith Alliance -- When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ (PROMISSORY NOTE) Letnev Alliance -- After 1 of your units uses SUSTAIN DAMAGE: You may gain 1 Trade Good.
+ (RELIC) The Prophet's Tears -- When you research a technology, you may exhaust this card to ignore 1 prerequisite or draw 1 action card.
+ (RELIC) 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.
#309
Posted 08 June 2021 - 12:46 PM
Game Map has been updated.
Round 5 - Action Phase
Initiative Order: Tattersail > Twelve > Tapper > Imperial Historian > D'rek > Khellendros > Morgoth
This post has been edited by Galactic Council: 08 June 2021 - 01:34 PM
#310
Posted 08 June 2021 - 02:42 PM
Play Leadership - gain 3 CT's, exhaust - Arinam, Meer, Tar'mann, Corneeq and Mallice for 15 influence, gain 5 CT's.
Exhaust Exterrix Headquarters for 2 TG's.
CURRENT STATUS
Victory Points: 4
Strategy Card:
Command Pool 7T | 4F |4S
Goods: 0/2 C | 6TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards 7
Promissory Notes: 2 L1Z1X, 1 Sardakk, 1 Vul Raith, 1 Letnev
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets;
0.0.0 (5/0)
Resculon (2/0)
Hope's End (3/0)
Technologies;
Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Super-Dreadnought II -- Upgrades your Super-Dreadnought I blueprints to Super-Dreadnought II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
Leaders:
+ I48S (AGENT) -- After a player activates a system: You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements.
+ 2RAM (COMMANDER) -- Units that have PLANETARY SHIELD do not prevent you from using Bombardment.
+ The Helmsman (HERO) -- Have 3 Scored Objectives} ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.
Other:
+ The Helmsman (HERO) -- Have 3 Scored Objectives} ACTION: Choose 1 system that does not contain other players' ships; you may move your flagship and any number of your dreadnoughts from other systems into the chosen system. Then, purge this card.
+ (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) Muaat Support for the Throne
+ (PROMISSORY NOTE) TRADE CONVOYS | Place this card face-up in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
+ (FULFILLED SO) Strengthen Bond -- 1VP -- Status Phase -- Have another player's promissory note in your play area.
Apt is the only one who reads this. Apt is nice.
#311
Posted 08 June 2021 - 02:47 PM
Secondary of Leadership: Exhaust Acceon (3) and Jeol Ir (3). Gain 2 CT 1 Tactical 1 Strategic
Tactical Action: -1TCT Activate Ixth
<Pds
D'rek's Space Cannon Offense > 1 x PDS (6) > [1d10=1] > (no hits)
<Bombard
Twelve > 2 x War Suns (3*3), 2 x Dreadnoughts (5) > [8d10=3, 1, 6, 10, 3, 9, 2, 9] > (6 hits)
Drek sustains damage on both mechs and destroys 4 infantry.
<invade
Twelve commits 8 infantry to invade Ixth.
D'rek's Space Cannon Defense > 1 x PDS (6) > 1d10 > [1d10=8] > (1 hit)
Twelve destroys 1 Crimson Legionnaire. Gains 1 commodity, infantry is placed on Twelve's player sheet until the beginning of next round.
Ground Combat:
D'rek > 2 x Mechs (6), 3 x Infantry (8) > [5d10=1, 4, 10, 5, 7] > (1 hit)
Twelve > 7 x Crimson Legionnaire II (7) > [7d10=10, 1, 2, 8, 2, 5, 7] > (3 hits)
Twelve destroys 1 Crimson Legionnaire. Gains 1 commodity, infantry is placed on Twelve's player sheet until the beginning of next round.
D'rek destroys 3 infantry.
D'rek > 2 x Mechs (6) > [2d10=1, 3] > (no hits)
Twelve > 6 x Crimson Legionnaire II (7) > [6d10=1, 9, 4, 6, 3, 1] > (1 hit)
D'rek destroys 1 mech.
D'rek > 1 x Mech(6) > [1d10=9] > (1 hit)
Twelve > 6 x Crimson Legionnaire II (7) > [6d10=5, 5, 9, 1, 10, 4] > (2 hits)
Twelves destroys 1 Crimson Legionnaire. Gains 1 commodity, infantry is placed on Twelve's player sheet until the beginning of next round.
D'rek destroys 1 mech.
D'rek's PDS and Space Dock are destroyed.
Twelve takes control of Ixth.
CURRENT STATUS
Victory Points: 3
Strategy Card:
Command Pools: 2T | 1(+1)(+1)(+1)F | 1S
Goods: 3/3 C | 1TG
Relic Fragments: 1C | 0H | 0I | 0U
Action Cards: 0
Promissory Notes: 4 Mahact
Secret Objectives: 1 fulfilled | 0 unfulfilled
Planets:
+ Acceon (2/3)
+ Joel Ir (2/3)
+ Ashtroth (2/0)
Technologies:
+ Bio Stims -- You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of you other technologies.
+ Predictive Intelligence -- At the end of your turn, you may exhaust this card to redistribute your command tokens. When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card.
+ Crimson Legionnaire II
+ Warsun
Leaders:
+ Jae Mir Kan (AGENT) -- When you would spend a command token during a secondary ability of a strategic action; you may exhaust this card to remove 1of the active player's command tokens from the board and use it instead
+ Il Na Viroset (COMMANDER) -- During your tactical actions, you can activate systems that can contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn.
+ Airo Shir Aur (HERO) -- {LOCKED: Have 3 Scored Objectives}
Other:
+ That Which Molds Flesh (COMMANDER) -- When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ Rear Admiral Farran (COMMANDER) -- After 1 of your units uses SUSTAIN DAMAGE: You may gain 1 Trade Good.
+ Gila the Silvertongue (COMMANDER) -- When you cast votes: You may spend any number of trade goods; cast 2 additional votes for each trade good spent.
+ Score Secret: Form a Spy Network
+ Vuil'Raith SFTT
This post has been edited by twelve: 08 June 2021 - 09:03 PM
I don't know what I'm doing but it sounds good.
#312
Posted 08 June 2021 - 05:28 PM
Tapper, on 08 June 2021 - 05:23 AM, said:
SECONDARY OF LEADERSHIP: Exhaust Lirta (3), Archon Vail (3), Rigel I (1), Rigel II (2), Rigel III (1), Wren Terra (1) and 1 TG for 4 CT, distribute 2/1/1 (4/3/4 --> 6/4/5).
Play POLITICS. Draw 2 action cards, look at Agenda's.
Name Morgoth Speaker.
CURRENT STATUS
Victory Points: 6
Strategy Card:
Command Pools: 6T | 4(+2)F | 5S
Goods: 0/2 C | 0TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 5
Promissory Notes: 2 Letnev, 1 Sardakk (SFtT), 1 L1z1x (Alliance), 1 Muaat (Ceasefire)
Secret Objectives: 2 fulfilled | 0 unfulfilled
Planets:
+ Arc Prime (4/0)
+ Bereg (3/1)
+ Archon Vail (1/3, blue tech)
+ Ang (3/1, red tech) (Biotic Research Facility)
+ Rigel II (1/2)
+ Rigel III (1/1, green tech)
Technologies:
Antimass Deflectors (Pre: -) -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Plasma Scoring (Pre: -) -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
AI Development Algorithm (Pre: -) -- 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 (currently 2 Unit Upgrades).
Non-Euclidean Shielding -- When 1 of your units uses SUSTAIN DAMAGE, cancel 2 hits instead of 1
Type IV Drive -- unlocks Dreadnought 2.
Destroyer 2
Leaders:
+ Viscount Unlenn (AGENT) -- At the start of a Space Combat round: You may exhaust this card to choose 1 ship in the active system. That ship rolls 1 additional die during this combat round.
+ Rear Admiral Farran (COMMANDER) -- After 1 of your units uses SUSTAIN DAMAGE: You may gain 1 Trade Good.
+ Darktalon Treilla (HERO) -- {UNOCKED: Have 3 Scored Objectives} ACTION: Place this card near the game board; the number of non-fighter ships you can have in systems is not limited by laws or by the number of command tokens in your fleet pool during this game round. At the end of that game round, purge this card.
Other:
Sardakk Support for the Throne (1 VP)
Stake Your Claim SO (1 VP -- Status phase -- control a planet in a system in which another player controls a planet).
L1z1X Alliance (2RAM (COMMANDER) -- Units that have PLANETARY SHIELD do not prevent you from using Bombardment
Minister of Policy -- LAW -- at the end of the status phase, draw 1 action card.
Everyone is entitled to his own wrong opinion. - Lizrad
#314
Posted 09 June 2021 - 12:25 PM
Secondaries
LEADERSHIP: Exhaust Loki, Vega Minor, Lisis, Mehar Xull, Torkan, Kamdorn, Hercant, and spend 1 TG for 15 influence. Gain 5 CTs.
POLITICS: Exhaust the Scepter of Emelpar. Draw 2 action cards.
Tactical Action
ACTIVATE the Mahact home system
MOVE
> 1 Dreadnought II from Atlas {1 fighter from Atlas}
> 1 Dreadnought II from Atlas {1 mech from Atlas}
> 1 Dreadnought II from Atlas {1 mech from Atlas}
> 1 Carrier II from Atlas {2 fighters from Atlas + pickup 2 fighters from Vega + pickup 2 infantry from Vega}
> 1 Carrier II from Ashtroth/Loki/Abaddon {2 fighters from that system + 1 infantry from Loki}
SPACE COMBAT
{{tbd: If Tapper agrees to it, Transaction: I give Tapper 1 tg and he uses his agent on one of my dreadnoughts at the start of the first round of space combat}}
Drek gives Tapper 1TG, Tapper uses Viscount Unlenn on one of her dreadnoughts.
Space Combat:
Drek uses the following action card:
Quote
BQ | Morale Boost | At the start of a combat round: | Apply +1 to the result of each of your unit's combat rolls during this combat round.
Anti-Fighter Barrage: N/A
Announce Retreats: Twelve announces a retreat.
Roll Dice:
Twelve > 2 x War Suns (3*3), 2 x Dreadnoughts (5) > [8d10=2, 8, 7, 6, 9, 10, 10, 5] > (7 hits)
D'rek > 3 x Dreadnought II (5), Viscount Unlenn (5) 2 x Carriers (9), 7 x Fighters (9) > [13d10=4, 4, 9, 1, 9, 7, 3, 5, 7, 10, 9, 2, 1] + Morale Boost = 5, 5, 10, 2, 10, 8, 4, 6, 8, 11, 10, 3, 2 > (6 hits)
Twelve sustains damage on both dreads, then on both War Suns then destroys 2 dreads.
D'rek uses the following action card:
Quote
AK | Direct Hit | After another player's ship uses Sustain Damage to cancel a hit produced by your units: | Destroy that ship.
One of Twelve's War Suns is destroyed.
D'rek sustains damage on 3 dreadnoughts and destroys 4 fighters. (Letnev Alliance -> Gain 3 TG)
Twelve retreats to Ashtroth/Loki/Abadonn with 1 War Sun, 5 Infantry.
INVASION
Bombardment: bombard with all surviving dreadnoughts: N/A
{{Following steps assume I have ground forces remaining in the system}}
Commit all ground forces to Ixth
Play Tekklar Legion at the start of ground combat
D'rek takes control of Ixth.
CURRENT STATUS
Victory Points: 2
Strategy Card: CONSTRUCTION
Command Pools: 4T | 5F | 3S
Goods: 0/6 C | 5 TG
Relic Fragments: 0C | 0H | 1I | 0U
Action Cards: 5
Promissory Notes: 4 Hacan, 1 Vuil'raith
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
+ Arretze (2/0)
+ Tequ'ran (2/0)
+ Velnor (2/1, red tech specialty)
+ Atlas (3/1)
+ Vega Major (2/1)
+ Abaddon (1/0)
Technologies:
+ Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
+ Hypermetabolism -- During the status phase, gain 3 command tokens instead of 2.
+ Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
+ 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.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes -- You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ 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.
+ Type IV Drive -- Dreadnought II
+ XRD Transporters -- Carrier II
Leaders:
+ Carth of Golden Sands (AGENT) -- During the action phase: You may exhaust this card to gain 2 commodities or replenish another player's commodities.
+ Gila the Silvertongue (COMMANDER) -- When you cast votes: You may spend any number of trade goods; cast 2 additional votes for each trade good spent.
+ Harrugh Gefhara (HERO) -- {LOCKED: Have 3 Scored Objectives}
Other:
+ (PROMISSORY NOTE) Vuil'raith Alliance -- When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ (PROMISSORY NOTE) Letnev Alliance -- After 1 of your units uses SUSTAIN DAMAGE: You may gain 1 Trade Good.
+ (RELIC) The Prophet's Tears -- When you research a technology, you may exhaust this card to ignore 1 prerequisite or draw 1 action card.
This post has been edited by D'rek: 10 June 2021 - 12:01 AM
#315
Posted 09 June 2021 - 10:29 PM
Posted Image
Leadership secondary, exhaust mecatol, cealdri, xanact, wellon for 11 influence, spend 10 TG for 7 CT (4/1/2)
Politics secondary spend 1 CT draw 2 AC gain 1 TG
Exhaust agent, exhaust muaat and fria, build 2 dreadnoughts in muaat
CURRENT STATUS
Victory Points: 5
Strategy Card: TRADE
Command Pools: 5T | 5F | 5S
Goods: 0/4 C | 1 TG
Relic Fragments: 0C | 0H | 0I | 1U
Action Cards: 5
Promissory Notes: 3 Muaat 1 Letnev 1 L1Z1X
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets:
+ Muaat (6/3, nano-forge)
+ Fria (2/0)
+ Abyz (3/0)
+ Quann (2/1) (DMZ)
+ Cealdri (0/2, yellow tech)
+ Xanhact (0/1)
+Mecatol Rex (1/6)
+Wellon (1/2/yellow)
Technologies:
Plasma Scoring (Pre: -) -- 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
+ 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.
prototype warsun 2
Destroyer 2
Leaders:+ Umbat (AGENT) -- ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship.
+ Magmus (COMMANDER) --After you spend a token from your strategy pool: You may gain 1 trade good.
+ Adjudicator Ba'al (HERO) -- After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.
Other:
Custodians Token
(PROMISSORY NOTE) L1Z1X sftt
(RELIC) | Nano-Forge | Action: Attach this card to a non-legendary planet you control; its resource and influence values are increased by 2 and it is a legendary planet. This action cannot be performed once attached.
Alliance Sar'dakk: + (COMMANDER) -- During the "Commit Ground Forces" step:You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
Scored SO: Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets
Leadership secondary, exhaust mecatol, cealdri, xanact, wellon for 11 influence, spend 10 TG for 7 CT (4/1/2)
Politics secondary spend 1 CT draw 2 AC gain 1 TG
Exhaust agent, exhaust muaat and fria, build 2 dreadnoughts in muaat
CURRENT STATUS
Victory Points: 5
Strategy Card: TRADE
Command Pools: 5T | 5F | 5S
Goods: 0/4 C | 1 TG
Relic Fragments: 0C | 0H | 0I | 1U
Action Cards: 5
Promissory Notes: 3 Muaat 1 Letnev 1 L1Z1X
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets:
+ Muaat (6/3, nano-forge)
+ Fria (2/0)
+ Abyz (3/0)
+ Quann (2/1) (DMZ)
+ Cealdri (0/2, yellow tech)
+ Xanhact (0/1)
+Mecatol Rex (1/6)
+Wellon (1/2/yellow)
Technologies:
Plasma Scoring (Pre: -) -- 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
+ 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.
prototype warsun 2
Destroyer 2
Leaders:+ Umbat (AGENT) -- ACTION: Exhaust this card to choose a player; that player may produce up to 2 units that each have a cost of 4 or less in a system that contains one of their war suns or their flagship.
+ Magmus (COMMANDER) --After you spend a token from your strategy pool: You may gain 1 trade good.
+ Adjudicator Ba'al (HERO) -- After you move a war sun into a non-home system other than Mecatol Rex: You may destroy all other players' units in that system and replace that system tile with the Muaat supernova tile. If you do, purge this card and each planet card that corresponds to the replaced system tile.
Other:
Custodians Token
(PROMISSORY NOTE) L1Z1X sftt
(RELIC) | Nano-Forge | Action: Attach this card to a non-legendary planet you control; its resource and influence values are increased by 2 and it is a legendary planet. This action cannot be performed once attached.
Alliance Sar'dakk: + (COMMANDER) -- During the "Commit Ground Forces" step:You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
Scored SO: Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets
#316
Posted 10 June 2021 - 02:02 PM
OWsnyNE.png (152.62K)
Number of downloads: 0
Secondary Strategic Actions:
LEADERSHIP: Exhaust Qucen'n, Rarron, Kraag, and Siig for 9 influence, gain 3 command tokens (6/5/1)
Tactical Action:
ACTIVATE: Loki-Abaddon-Ashtroth.
Return Mahact Support for the Throne promissory note.
MOVE: 1 Dreadnought and 1 Infantry from Acheron; 1 Carrier, 3 Fighters from Sem-Lore.
SPACE COMBAT:
Anti-Fighter Barrage: N/A
Announce Retreats: N/A
Roll Dice:
Twelve > 1 War Sun (3*3) > [3d10=9, 5, 4] > (3 hits)
Khellendros > 1 Dreadnought (5), 1 Carrier (9), 3 Fighters (9) > [5d10=2, 5, 9, 6, 4] > (1 hit)
Khellendros destroys 3 fighters.
Twelve destroys his War Sun. Devoured by Khellendros.
5 Crimson Legionnaires are removed (so not devoured).
Khellendros wins Space Combat.
INVADE: Ashtroth with 1 Infantry.
CURRENT STATUS
Victory Points: 3
Strategy Card: TECHNOLOGY
Command Pools: 5T | 5F | 1S
Goods: 0/2 C | 0 TG
Relic Fragments: 0C | 1H | 0I | 0U
Action Cards: 5
Promissory Notes: 2 Vuil'Raith, 1 Hacan, 1 Letnev
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
+ Acheron (4/0)
+Qucen’n (1/2)
+Rarron (0/4) (Tomb of Emphidia)
+ Lodor (3/1)
+Kraag (2/1)
+Siig (2/2) (Mining World)
+ Sem-Lore (3/2) (yellow tech)
+ Cormund (2/0)
+Ashtroth (2/0)
Technologies:
+ Self Assembly Routines -- After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.
+ Vortex -- ACTION: Exhaust this card to choose another player's non-structure unit in a system that is adjacent to 1 or more of your space docks. Capture 1 unit of that type from that player's reinforcements.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
Leaders:
+ The Stillness of Stars (AGENT) -- After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value.
+ That Which Molds Flesh (COMMANDER) -- When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ It Feeds on Carrion (HERO) -- ACTION: Each other player rolls a die for each of his non-fighter ships that are in or adjacent to a system that contains a dimensional tear; on a 1-3, capture that unit. If this causes a player's ground forces or fighters to be removed, also capture those units. Then, purge this card.
Captured Units:
+ War Sun (1 Mahact)
+ Dreadnought (1 Letnev)
+ Carrier (1 L1Z1X)
+ Infantry (1 Mahact)
Other:
+ Minister of Sciences -- When the owner of this card resolves the primary or secondary ability of the "Technology" strategy card, he does not need to spend resources to research technology.
Number of downloads: 0
Secondary Strategic Actions:
LEADERSHIP: Exhaust Qucen'n, Rarron, Kraag, and Siig for 9 influence, gain 3 command tokens (6/5/1)
Tactical Action:
ACTIVATE: Loki-Abaddon-Ashtroth.
Return Mahact Support for the Throne promissory note.
MOVE: 1 Dreadnought and 1 Infantry from Acheron; 1 Carrier, 3 Fighters from Sem-Lore.
SPACE COMBAT:
Anti-Fighter Barrage: N/A
Announce Retreats: N/A
Roll Dice:
Twelve > 1 War Sun (3*3) > [3d10=9, 5, 4] > (3 hits)
Khellendros > 1 Dreadnought (5), 1 Carrier (9), 3 Fighters (9) > [5d10=2, 5, 9, 6, 4] > (1 hit)
Khellendros destroys 3 fighters.
Twelve destroys his War Sun. Devoured by Khellendros.
5 Crimson Legionnaires are removed (so not devoured).
Khellendros wins Space Combat.
INVADE: Ashtroth with 1 Infantry.
CURRENT STATUS
Victory Points: 3
Strategy Card: TECHNOLOGY
Command Pools: 5T | 5F | 1S
Goods: 0/2 C | 0 TG
Relic Fragments: 0C | 1H | 0I | 0U
Action Cards: 5
Promissory Notes: 2 Vuil'Raith, 1 Hacan, 1 Letnev
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
+ Acheron (4/0)
+
+
+ Lodor (3/1)
+
+
+ Sem-Lore (3/2) (yellow tech)
+ Cormund (2/0)
+
Technologies:
+ Self Assembly Routines -- After 1 or more of your units use PRODUCTION, you may exhaust this card to place 1 mech from your reinforcements on a planet you control in that system. After 1 of your mechs is destroyed, gain 1 trade good.
+ Vortex -- ACTION: Exhaust this card to choose another player's non-structure unit in a system that is adjacent to 1 or more of your space docks. Capture 1 unit of that type from that player's reinforcements.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
Leaders:
+ The Stillness of Stars (AGENT) -- After another player replenishes commodities: You may exhaust this card to convert their commodities to trade goods and capture 1 unit from their reinforcements that has a cost equal to or lower than their commodity value.
+ That Which Molds Flesh (COMMANDER) -- When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ It Feeds on Carrion (HERO) -- ACTION: Each other player rolls a die for each of his non-fighter ships that are in or adjacent to a system that contains a dimensional tear; on a 1-3, capture that unit. If this causes a player's ground forces or fighters to be removed, also capture those units. Then, purge this card.
Captured Units:
+ War Sun (1 Mahact)
+ Dreadnought (1 Letnev)
+ Carrier (1 L1Z1X)
+ Infantry (1 Mahact)
Other:
+ Minister of Sciences -- When the owner of this card resolves the primary or secondary ability of the "Technology" strategy card, he does not need to spend resources to research technology.
This post has been edited by Khellendros: 20 July 2021 - 10:19 AM
"I think I've made a terrible error of judgement."
#317
Posted 10 June 2021 - 05:43 PM
Leadership secondary - Exhaust New Albion (1), Centauri (4), Gral (2) and Lor (2) for 3 tokens 2/0/1
Trade 5 TG to twelve for 3 commodities and his sftt.
JR-XS455-0 | Agent | Action: Exhaust this agent and choose a player; that player may spend 3 resources to place a structure on a planet they control. If they do not, they gain 1 trade good.
I chose myself. Exhaust Evarra to place 1 PDS on Centauri
CURRENT STATUS
Victory Points: 5
Strategy Card: Imperial
Command Pools: 5T | 4F | 3T
Goods: 0/3 C | 12 TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 4
Promissory Notes: 3 N'orr, 1 L1Z1X,
Secret Objectives: 0 fulfilled | 1 unfulfilled
Planets:
+ Tren'Lak (1/0)
+ Quinarra (3/1)
+ Starpoint (3/1)
+ Gral (2/2) B (Propulsion Research Facility)
+ Primor (2/1) L
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.
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
Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
Gen Synthesis -- Upgrades your Infantry blueprints to Infantry II.
Exotrireme II -- Upgrades your Exotrireme to Exotrireme II.
Leaders:
+ (AGENT) -- At the end of a player's tactical action: You may exhaust this card; if you do, that player may place 2 infantry from their reinforcements on a planet they control in the active system
+ (COMMANDER) -- During the "Commit Ground Forces" step:You can commit up to 1 ground force from each planet in the active system and each planet in adjacent systems that do not contain 1 of your command tokens.
+ (HERO) -- TEKKLAR CONDITIONING: After you move ships into the active system:You may skip directly to the "Commit Ground Forces" step. If you do, after you commit ground forces to land on planets, purge this card and return each of your ships in the active system to your reinforcements.
Other:
+ (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
+ Letnev support for the throne
+ Mahact support for the throne
+ Muaat alliance
Take good care to keep relations civil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
It's decent in the first of gentlemen
To speak friendly, Even to the devil
#319
Posted 11 June 2021 - 12:37 PM
Politics secondary - draw 2 action cards and discard 2.
Play HERO- The Helmsman - Dark Space Navigation - move Flagship, 2 dreadnoughts 3 infantry and 6 fighters from Corneeq and 1 dreadnought 2 infantry 1 from Arinam and 1 from Meer.
Choose Hacan Home system
CURRENT STATUS
Victory Points: 4
Strategy Card:
Command Pool 7T | 4F |3S
Goods: 0/2 C | 6TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards 7
Promissory Notes: 2 L1Z1X, 1 Sardakk, 1 Vul Raith, 1 Letnev
Secret Objectives: 1 fulfilled | 1 unfulfilled
Planets;
0.0.0 (5/0)
Resculon (2/0)
Hope's End (3/0)
Technologies;
Neural Motivator -- During the status phase, draw 2 action cards instead of 1.
Plasma Scoring -- When 1 or more of your units use BOMBARDMENT or SPACE CANNON, 1 of those rolls may roll 1 additional die.
Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
Antimass Deflectors -- Your ships can move into and through asteroid fields. When other players' units use SPACE CANNON against your units, apply -1 to the result of each die roll.
Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
+ Super-Dreadnought II -- Upgrades your Super-Dreadnought I blueprints to Super-Dreadnought II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
Leaders:
+ I48S (AGENT) -- After a player activates a system: You may exhaust this card to allow that player to replace 1 of their infantry in the active system with 1 mech from their reinforcements.
+ 2RAM (COMMANDER) -- Units that have PLANETARY SHIELD do not prevent you from using Bombardment.
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) Muaat Support for the Throne
+ (PROMISSORY NOTE) TRADE CONVOYS | Place this card face-up in your play area. While this card is in your play area, you may negotiate transactions with players who are not your neighbor. If you activate a system that contains 1 or more of the Hacan player's units, return this card to the Hacan player.
+ (FULFILLED SO) Strengthen Bond -- 1VP -- Status Phase -- Have another player's promissory note in your play area.
Apt is the only one who reads this. Apt is nice.
#320
Posted 11 June 2021 - 02:28 PM
Secondary: None
Strategic Action: Play DIPLOMACY on Acceon/Jeol Ir
Refresh those planets
CURRENT STATUS
Victory Points: 3
Strategy Card:
Command Pools: 2T | 1(+1)(+1)(+1)F | 1S
Goods: 0/3 C | 10TG
Relic Fragments: 1C | 0H | 0I | 0U
Action Cards: 0
Promissory Notes: 4 Mahact
Secret Objectives: 1 fulfilled | 0 unfulfilled
Planets:
+ Acceon (2/3)
+ Joel Ir (2/3)
Technologies:
+ Bio Stims -- You may exhaust this card at the end of your turn to ready 1 of your planets that has a technology specialty or 1 of you other technologies.
+ Predictive Intelligence -- At the end of your turn, you may exhaust this card to redistribute your command tokens. When you cast votes during the agenda phase, you may cast 3 additional votes; if you do, and the outcome you voted for is not resolved, exhaust this card.
+ Crimson Legionnaire II
+ Warsun
Leaders:
+ Jae Mir Kan (AGENT) -- When you would spend a command token during a secondary ability of a strategic action; you may exhaust this card to remove 1of the active player's command tokens from the board and use it instead
+ Il Na Viroset (COMMANDER) -- During your tactical actions, you can activate systems that can contain your command tokens. If you do, return both command tokens to your reinforcements and end your turn.
+ Airo Shir Aur (HERO) -- {LOCKED: Have 3 Scored Objectives}
Other:
+ That Which Molds Flesh (COMMANDER) -- When you produce fighter or infantry units: Up to 2 of those units do not count against your PRODUCTION limit.
+ Rear Admiral Farran (COMMANDER) -- After 1 of your units uses SUSTAIN DAMAGE: You may gain 1 Trade Good.
+ Gila the Silvertongue (COMMANDER) -- When you cast votes: You may spend any number of trade goods; cast 2 additional votes for each trade good spent.
+ Score Secret: Form a Spy Network
+ Vuil'Raith SFTT
This post has been edited by twelve: 11 June 2021 - 02:29 PM
I don't know what I'm doing but it sounds good.