Malazan Empire: Twilight Imperium 8 : Magi's Madness - Game Thread - Malazan Empire

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Twilight Imperium 8 : Magi's Madness - Game Thread

#441 User is offline   Galactic Council 

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Posted 08 November 2021 - 05:41 PM

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Game map has been updated.
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#442 User is offline   Tattersail_ 

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Posted 11 November 2021 - 06:50 PM

Posted Image

Activate Siig, Khells attachment planet. Move cruiser and mech from Mallice.
Invade


CURRENT STATUS

Victory Points: 6

Strategy Card: Trade
Command Pool 3T | 5F |2S
Goods: 2/2 C | 12TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards 4
Promissory Notes: 2 L1Z1X, 1 Sardakk
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)
Mehar Xull (1/3 red tech)
Atlas (3/1)




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.
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.
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.
Enviro Compensator -- Upgrades your Space Dock blueprints to Space Dock 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
+ (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
+ (FULFILLED SO) Strengthen Bond -- 1VP -- Status Phase -- Have another player's promissory note in your play area.

This post has been edited by Tattersail_: 11 November 2021 - 06:52 PM

Apt is the only one who reads this. Apt is nice.
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#443 User is offline   Tapper 

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Posted 15 November 2021 - 10:57 AM

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No secondaries. 1 TG added from my Commander for the damage sustained by the Dread destroyed in Ang.




Activate Mecatol. Move Flagship, Destroyer, Dreadnought, 1 infantry from Bereg and Lirta each, plus the Carrier and Fighter from the empty hex next to MR to MR.

Attack, bombard, invade. Or, you know, go back with a Ceasefire.


IH plays the following PN:

Quote

CEASEFIRE | Play after the LETNEV player activates a system that contains 1 or more of your units | The LETNEV player cannot move units into the active system. Then, return this card to the LETNEV player.








CURRENT STATUS

Victory Points: 7

Strategy Card: Technology
Command Pools: 2T | 4(+2)F | 2S
Goods: 0/2 C | 3TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 6
Promissory Notes: 2 Letnev, 1 Sardakk (SFtT), 1 L1z1x (Alliance), 1 Muaat (Ceasefire)
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Arc Prime (4/0)
+ Bereg (3/1)
+ Lirta IV (2/3)
+ Archon Vail (1/3, blue tech)[/s]
+ 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.
Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
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.
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
Assault Cannon -- At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of his non-fighter ships.
Type IV Drive -- unlocks Dreadnought 2.
Destroyer 2
War Sun


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 Galactic Council: 15 November 2021 - 03:30 PM

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#444 User is offline   D'rek 

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Posted 15 November 2021 - 02:33 PM

Posted Image

Component Action

Quote

CQ | Spy | ACTION: | Choose 1 player. That player gives you 1 random action card from his hand.


Steal 1 action card from IH.

IH plays the following action card:

Quote

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



Tactical Action

Activate Atlas

Tattersail uses the following action card:

Quote

EJ | Decoy Operation | After another player activates a system that contains 1 or more of your structures: | Remove up to 2 of your ground forces from the game board and place them on a planet you control in the active system.


Place 1 mech, 1 infantry from 0.0.0 on Atlas.



Move 1 dreadnought {1 infantry} from Ixth

Space Cannon Offense:

Tattersail > 1 x PDS (6) + Plasma Scoring (6) > [2d10=7, 5] > (1 hit)

D'rek sustains damage on her dreadnought. (Gain 1 TG from Letnev alliance)

D'rek ends her tactical action (no invasion).


Transaction: Receive Tekklar Legion PN from Morgoth
Transaction: Give Tekklar Legion PN to Khell





CURRENT STATUS

Victory Points: 5

Strategy Card: LEADERSHIP
Command Pools: 3T | 5F | 1S
Goods: 0/6 C | 27 TG
Relic Fragments: 0C | 0H | 1I | 0U
Action Cards: 7
Promissory Notes: 4 Hacan, 1 Vuil'raith
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Tequ'ran (2/0)
+ Torkan (0/3)
+ Vega Major (2/1)
+ Vega Minor (1/2, blue tech specialty)
+ Loki (1/2)
+ Abaddon (1/0)
+ Ixth (3/5)
+ Mirage (1/2, Mirage Flight Academy)
+ Accoen (2/3)
+ Jeol'ir (2/3)

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.
+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes -- You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ 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.
+ Assault Cannon-- At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of his non-fighter ships.
+ Type IV Drive -- Dreadnought II
+ XRD Transporters -- Carrier II
+ Mobile Base -- Enables War Suns

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.

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.
+ (PROMISSORY NOTE) Vuil'raith Support for the Throne
+ (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.
+ (PLANET ABILITY) 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 SECRET OBJECTIVE) Forge an Alliance -- 1VP -- Status Phase -- Control 4 cultural planets.

This post has been edited by D'rek: 25 November 2021 - 06:54 PM

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

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

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Posted 15 November 2021 - 09:44 PM

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Game map has been updated (includes IH's destroyer move to MR from before the last update that I had missed)
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#446 User is offline   Khellendros 

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Posted 17 November 2021 - 05:00 PM






Tactical Action:

ACTIVATE: Corneeq-Resculon.
MOVE: (via Mallice) The Terror Between, 1 Dreadnought, 2 Fighters, and 2 Infantry from Lodor; 1 Dreadnought, 1 Carrier, 3 Infantry, 1 Fighter from Acheron (pick up 1 additional Infantry from Lodor); (via Cormund) 1 Dreadnought from blank hex north of Lodor, picking up 1 Infantry from Cormund (Gravity Rift > 1 Dreadnought > [1d10=10] > Success); 1 Destroyer from Cealdri-Xanhact.

Space Cannon Offense:

Tattersail > 1 x PDS (6) + Plasma Scoring (6) > [2d10=5, 10] - Antimass Deflectors = 4, 9 > (1 hit)

Khell sustains damage on one dreadnought


SPACE COMBAT:

Anti-Fighter Barrage:

Khellendros > 1 x Destroyer (9*2) > [2d10=9, 10] > (2 hits)

Tatts destroys 2 fighters (Captured by Khell).

Announce Retreats: N/A
Roll Dice:

Tattersail > 1 x 0.0.1 (5*2), 3 x Super-Dreadnought II (4), 3 x Fighters (9) > [8d10=10, 4, 5, 4, 2, 3, 10, 4 ] > (4 hits, 3 of which must be assigned to non-fighter ships)
Khellendros > 1 x The Terror Between (5*2), 3 x Dreadnoughts (5), 1 x Carrier (9), 1 x Destroyer (9), 3 x Fighters (9) > [10d10=3, 8, 10, 6, 2, 9, 7, 3, 7, 1] > (4 hits)

Khell plays the following PN:

WAR FUNDING Ω | Play after you and your opponent roll dice during space combat. You may reroll all of your opponent's dice. You may reroll any number of your dice. Then, return this card to the Letnev player.

Khellendros > Rerolls > 1 x The Terror Between (5), 1 x Dreadnought (5), 1 x Destroyer (9), 3 x Fighters (9) > [6d6=6, 2, 3, 2, 4, 1] > (1 additional hit)

Assign Hits:

Tatts plays the following action card:

Quote

CJ | Shields Holding | Before you assign hits to your ships during a space combat: | Cancel up to 2 hits.


Khell plays the following action card:

Quote

CI | Shields Holding | Before you assign hits to your ships during a space combat: | Cancel up to 2 hits.


Tattersail sustains damage on 3 dreadnoughts.
Khellendros sustains damage on 1 dreadnought and destroys 1 fighter (captured by fighter) .

Announce Retreats: N/A
Roll Dice:

Tattersail > 1 x 0.0.1 (5*2), 3 x Super-Dreadnought II (4), 3 x Fighters (9) > [8d10=9, 10, 2, 9, 7, 8, 3, 5] > (4 hits, all of which must be assigned to non-fighter ships)
Khellendros > 1 x The Terror Between (5*2), 3 x Dreadnoughts (5), 1 x Carrier (9), 1 x Destroyer (9), 2 x Fighters (9) > [9d10=3, 2, 6, 1, 7, 5, 4, 2, 2] > (2 hits)

Assign Hits:

Tattersail destroys 2 fighters (captured by Khell).
Khellendros sustains damage on 1 dreadnought, destroys 1 destroyer, destroys 2 dreadnoughts (captured by Khell).

Announce Retreats: N/A
Roll Dice:

Tattersail > 1 x 0.0.1 (5*2), 3 x Super-Dreadnought II (4), 1 x Fighters (9) > [6d10=10, 3, 4, 5, 7, 10] > (5 hits, 4 of which must be assigned to non-fighter ships)
Khellendros > 1 x The Terror Between (5*2), 1 x Dreadnought (5), 1 x Carrier (9), 2 x Fighters (9) > [6d10=7, 3, 6, 6, 6, 8 ] > (2 hits)

Assign Hits:

Tattersail destroys 1 fighter, 1 Super-Dreadnoughts (captured by Khell).
Khellendros destroys 1 carrier, destroys 1 dreadnought, sustains damage on his flagship, destroys his flagship and destroys 1 fighter (captured by Khell (except the 1 fighter)).

Announc Retreats: N/A
Roll Dice:

Tattersail > 1 x 0.0.1 (5*2), 2 x Super-Dreadnoughts (4) > [3d10=3, 5, 5, 1 ] > (2 hits)
Khellendros > 1 x Fighter (9) > [1d10=4] > (no hits)

Assign Hits:

Khellendros destroys 1 fighter.

Tattersail wins space combat.



If successful,

INVADE: Corneeq with all Infantry.





CURRENT STATUS

Victory Points: 7

Strategy Card: DIPLOMACY
Command Pools: 2T | 6F | 0S
Goods: 0/2 C | 0 TG
Relic Fragments: 0C | 1H | 0I | 0U
Action Cards: 4
Promissory Notes: 3 Vuil'Raith, 1 Hacan, 1 Letnev, 1 Sardakk'Norr
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Acheron (4/0)
+ Qucen’n (1/2)
+ Rarron (0/4) (Tomb of Emphidia)
+ Lodor (3/1)
+ Kraag (2/1)
+ Sem-Lore (3/2) (yellow tech)
+ Cormund (2/0)
+ Ashtroth (2/0)
+ Wren Terra (2/1)
+ Ang (1/1)

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.
+ 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.
+ 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.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Mobile Base -- Allows you to build War Suns.

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.

Captured Units:
+ Dreadnought (1 L1Z1X, 3 Vuil'Raith
+ Carrier (1 L1Z1X, 1 Hacan, 1 Vuil'Raith)
+ Cruiser (2 L1Z1X, 2 Letnev, 1 Hacan)
+ Destroyer (1 Muaat, 1 Vuil'Raith)
+ Fighter (2 Letnev, 5 Muaat, 6 L1Z1X, 1 Vuil'Raith)
+ Infantry (1 Mahact, 1 Muaat)

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.
+ Hacan SftT

+ Scored SO: Spark a Rebellion -- 1VP -- Action Phase -- Win a combat against a player who has the most victory points.

This post has been edited by Khellendros: 19 November 2021 - 03:26 PM

"I think I've made a terrible error of judgement."
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#447 User is offline   Imperial Historian 

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Posted 19 November 2021 - 03:12 PM

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Spend 1 CT, use star forge to build 2 fighters in rex gain 1 TG

CURRENT STATUS

Victory Points: 9

Strategy Card:
Command Pools: 2T | 5F | 0S
Goods: 0/4 C | 19 TG
Relic Fragments: 0C | 0H | 0I | 1U
Action Cards: 3
Promissory Notes: 3 Muaat 1 Letnev 1 L1Z1X
Secret Objectives: 3 fulfilled | 0 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)
+Wellon (1/2/yellow)
+ Lisis (2/2)

+ Velnor (2/1, red tech)


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
+ Antimass Deflectors
+ 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.
+ Fleet Logistics
+ Sling Relay (Pre: B) -- ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks.
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.

Scored SO: Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets
Scored SO: Make an Example of their World -- 1VP -- Action Phase -- Use Bombardment to destroy the last of a player's ground forces on a planet.
Scored SO: Learn Secrets of the Cosmos -- 1VP -- Status Phase -- Have 1 or more ships in 3 systems that are each adjacent to an anomaly.
[/quote]
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#448 User is offline   Galactic Council 

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Posted 19 November 2021 - 08:40 PM

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Game map has been updated.
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#449 User is offline   Tattersail_ 

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Posted 20 November 2021 - 08:24 AM

Posted Image

Trade receive dreadnought back from VulRaith spend 4 TG.




Activate Loki Ashtroth Abbaddon

Move dreadnought fighter and 1 infantry from Mehar Xull via blank hex and Vega system.

Fight,

Space Combat:

Anti-Fighter Barrage: N/A
Announce Retreats: N/A
Roll Dice:

Khellendros > 1 x Dreadnought (5), 1 x Carrier (9) > [2d10=9, 10] > (2 hits)
Tattersail > 1 x Super-Dreadnought II (4), 1 x Fighter (9) > [2d10=7, 4] > (1 hit)

Assign Hits:

Tattersail sustains damage on his dreadnought, then destroys his fighter (captured by Khell).
Khellendros sustains damage on his dreadnought.

Announce Retreats: N/A
Roll Dice:

Khellendros > 1 x Dreadnought (5), 1 x Carrier (9) > [2d10=8, 5] > (1 hit)
Tattersail > 1 x Super-Dreadnought II (4) > [1d10=8] > (1 hit)

Assign Hits:

Tattersail destroys his dreadnought (captured by Khell).
Khellendros destroys his carrier.

Khellendros wins space combat.

Tattersail's infantry is destroyed as there is no longer capacity.



if successful invade Loki with 1 infantry



CURRENT STATUS

Victory Points: 6

Strategy Card: Trade
Command Pool 2T | 5F |2S
Goods: 2/2 C | 8TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards 1
Promissory Notes: 2 L1Z1X, 1 Sardakk
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)
Mehar Xull (1/3 red tech)
Atlas (3/1)




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.
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.
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.
Enviro Compensator -- Upgrades your Space Dock blueprints to Space Dock 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
+ (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
+ (FULFILLED SO) Strengthen Bond -- 1VP -- Status Phase -- Have another player's promissory note in your play area.

This post has been edited by Galactic Council: 23 November 2021 - 03:25 PM

Apt is the only one who reads this. Apt is nice.
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#450 User is offline   Tapper 

  • Lover of High House Mafia
  • Group: High House Mafia
  • Posts: 6,675
  • Joined: 29-June 04
  • Location:Delft, Holland.

Posted 25 November 2021 - 06:11 PM

[quote name='Tapper' timestamp='1636973824' post='1444650']
Posted Image

No secondaries.




Pass.




CURRENT STATUS

Victory Points: 7

Strategy Card: Technology
Command Pools: 2T | 4(+2)F | 2S
Goods: 0/2 C | 3TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards: 6
Promissory Notes: 3 Letnev, 1 Sardakk (SFtT), 1 L1z1x (Alliance), 1 Muaat (Ceasefire)
Secret Objectives: 2 fulfilled | 1 unfulfilled

Planets:
+ Arc Prime (4/0)
+ Bereg (3/1)
+ Lirta IV (2/3)
+ Archon Vail (1/3, blue tech)

+ 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.
Gravity Drive -- After you activate a system, apply +1 to the move value of 1 of your ships during this tactical action.
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.
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
Assault Cannon -- At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of his non-fighter ships.
Type IV Drive -- unlocks Dreadnought 2.
Destroyer 2
War Sun


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
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#451 User is offline   D'rek 

  • Consort of High House Mafia
  • Group: Super Moderators
  • Posts: 14,611
  • Joined: 08-August 07
  • Location::

Posted 25 November 2021 - 06:53 PM

Posted Image

PASS




CURRENT STATUS

Victory Points: 5

Strategy Card: LEADERSHIP
Command Pools: 3T | 5F | 1S
Goods: 0/6 C | 27 TG
Relic Fragments: 0C | 0H | 1I | 0U
Action Cards: 7
Promissory Notes: 4 Hacan, 1 Vuil'raith
Secret Objectives: 1 fulfilled | 2 unfulfilled

Planets:
+ Arretze (2/0)
+ Hercant (1/1)
+ Kamdorn (0/1)
+ Tequ'ran (2/0)
+ Torkan (0/3)
+ Vega Major (2/1)
+ Vega Minor (1/2, blue tech specialty)
+ Loki (1/2)
+ Abaddon (1/0)
+ Ixth (3/5)
+ Mirage (1/2, Mirage Flight Academy)
+ Accoen (2/3)
+ Jeol'ir (2/3)

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.
+ Fleet Logistics -- During each of your turns of the action phase, you may perform 2 actions instead of 1.
+ Sarween Tools -- When 1 or more of your units use PRODUCTION, reduce the combined cost of the produced units by 1.
+ Transit Diodes -- You may exhaust this card at the start of your turn during the action phase; remove up to 4 of your ground forces from the game board and place them on 1 or more planets you control.
+ 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.
+ Assault Cannon-- At the start of a space combat in a system that contains 3 or more of your non-fighter ships, your opponent must destroy 1 of his non-fighter ships.
+ Type IV Drive -- Dreadnought II
+ XRD Transporters -- Carrier II
+ Mobile Base -- Enables War Suns

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.

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.
+ (PROMISSORY NOTE) Vuil'raith Support for the Throne
+ (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.
+ (PLANET ABILITY) 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 SECRET OBJECTIVE) Forge an Alliance -- 1VP -- Status Phase -- Control 4 cultural planets.

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

I kinda love it when D'rek unleashes her nerd wrath, as I knew she would here. Sorry innocent bystanders, but someone's gotta be the kindling.
0

#452 User is offline   Khellendros 

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

Posted 29 November 2021 - 09:47 PM






ACTIVATE: Lodor.
PRODUCTION: Exhaust Acheron for four resources. Build The Terror Between (Sarween + AI Development reduces cost to 4), 2 Dreadnoughts (Amalgamation, use 2 Vuil'Raith Dreads), 2 Infantry (Amalgamation), 2 Fighters (Amalgamation, Commander).




CURRENT STATUS

Victory Points: 7

Strategy Card: DIPLOMACY
Command Pools: 1T | 6F | 0S
Goods: 0/2 C | 4 TG
Relic Fragments: 0C | 1H | 0I | 0U
Action Cards: 3
Promissory Notes: 3 Vuil'Raith, 1 Hacan, 1 Sardakk'Norr
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Acheron (4/0)
+ Qucen’n (1/2)
+ Rarron (0/4) (Tomb of Emphidia)
+ Lodor (3/1)
+ Kraag (2/1)
+ Sem-Lore (3/2) (yellow tech)
+ Cormund (2/0)
+ Ashtroth (2/0)
+ Wren Terra (2/1)
+ Ang (1/1)

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.
+ 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.
+ 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.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Mobile Base -- Allows you to build War Suns.

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.

Captured Units:
+ Dreadnought (1 L1Z1X, 1 Vuil'Raith)
+ Carrier (1 L1Z1X, 1 Hacan, 1 Vuil'Raith)
+ Cruiser (2 L1Z1X, 2 Letnev, 1 Hacan)
+ Destroyer (1 Muaat, 1 Vuil'Raith)
+ Fighter (5 Muaat, 6 L1Z1X, 1 Vuil'Raith)
+ Infantry (1 L1Z1X)

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.
+ Hacan SftT

+ Scored SO: Spark a Rebellion -- 1VP -- Action Phase -- Win a combat against a player who has the most victory points.
"I think I've made a terrible error of judgement."
0

#453 User is offline   Imperial Historian 

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

Posted 29 November 2021 - 11:00 PM

[quote name='Imperial Historian' timestamp='1637334734' post='1444844']
Posted Image

Activate muaat, build 6 infantry and 2 mechs, exhaust ai development spend 5 TG

CURRENT STATUS

Victory Points: 9

Strategy Card:
Command Pools: 1T | 5F | 0S
Goods: 0/4 C | 14 TG
Relic Fragments: 0C | 0H | 0I | 1U
Action Cards: 3
Promissory Notes: 3 Muaat 1 Letnev 1 L1Z1X
Secret Objectives: 3 fulfilled | 0 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)
+Wellon (1/2/yellow)
+ Lisis (2/2)

+ Velnor (2/1, red tech)


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
+ Antimass Deflectors
+ 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.
+ Fleet Logistics
+ Sling Relay (Pre: B) -- ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks.
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.

Scored SO: Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets
Scored SO: Make an Example of their World -- 1VP -- Action Phase -- Use Bombardment to destroy the last of a player's ground forces on a planet.
Scored SO: Learn Secrets of the Cosmos -- 1VP -- Status Phase -- Have 1 or more ships in 3 systems that are each adjacent to an anomaly.
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#454 User is offline   Galactic Council 

  • God
  • Group: Game Mod
  • Posts: 4,983
  • Joined: 30-April 13

Posted 30 November 2021 - 02:54 AM

Posted Image

Game map has been updated.

This post has been edited by Galactic Council: 17 December 2021 - 05:23 AM

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#455 User is offline   Tattersail_ 

  • formerly Ganoes Paran
  • Group: High House Mafia
  • Posts: 13,262
  • Joined: 16-July 10
  • Location:Wirral
  • Interests:Mafia. Awesome Pictures. Awesome Videos. Did I mention Mafia?
    snapchat - rustyspoon84

Posted 04 December 2021 - 12:44 PM

Posted Image

Trade




Activate Asteroid belt near home system

Move dread, Carrier, Cruiser and 4 fighters from 0.0.0 and destroyer from Arinam Meer

Space Cannon Offense:

Khellendros > 1 x PDS II (5) > [1d10=8 - Antimass Deflectors (1) = 7] > (1 hit)

Tattersail sustains damage on his Super-Dreadnought II.


Engage in combat

Space Combat:

Anti-Fighter Barrage:

Tattersail > 1 x Destroyer (9*2) > [2d10=1, 3] > (no hits)

Announce Retreats: Drek announces a retreat.
Dice Rolls:

D'rek > 1 x Wrath of Kenara (7*2), 1 x Carrier II (9), 2 x Fighters (9) > [5d10=6, 10, 3, 9, 6] > (2 hits)
Tattersail > 1 x Super-Dreadnought II (4), 1 x Cruiser II (6), 1 x Carrier (9), 1 x Destroyer (9), 4 x Fighters (9) > [7d10=10, 8, 7, 7, 10, 6, 2, 3] > (3 hits)

D'rek spends 1 TG to add +1 to the roll of 6 on the Flagship, thus turning it into a hit.

Assign Hits:

D'rek destroys her carrier and 2 fighters.
Tattersail destroys his Destroyer and 2 fighters.

Retreat:

D'rek retreats her Flagship to Mirage.

Tatts wins space combat.




CURRENT STATUS

Victory Points: 6

Strategy Card: Trade
Command Pool 1T | 5F |2S
Goods: 2/2 C | 8TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards 1
Promissory Notes: 2 L1Z1X, 1 Sardakk
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)
Mehar Xull (1/3 red tech)
Atlas (3/1)




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.
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.
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.
Enviro Compensator -- Upgrades your Space Dock blueprints to Space Dock 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
+ (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
+ (FULFILLED SO) Strengthen Bond -- 1VP -- Status Phase -- Have another player's promissory note in your play area.

This post has been edited by Galactic Council: 16 December 2021 - 01:37 PM

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

#456 User is offline   Khellendros 

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

Posted 08 December 2021 - 08:07 PM






ACTIVATE: Acheron.
PRODUCTION: Exhaust Wren Terra for 2 resources. Build 2 Dreadnoughts (Amalgamation for one, use Vuil'Raith Dread), 1 Carrier (Amalgamation - use Vuil'Raith Carrier), 2 Infantry, 2 Fighters (Amalgamation + Commander). (Total cost of 1 with Sarween Tools and AI Development Algorithm).




CURRENT STATUS

Victory Points: 7

Strategy Card: DIPLOMACY
Command Pools: 0T | 6F | 0S
Goods: 0/2 C | 4 TG
Relic Fragments: 0C | 1H | 0I | 0U
Action Cards: 3
Promissory Notes: 3 Vuil'Raith, 1 Hacan, 1 Sardakk'Norr
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Acheron (4/0)
+ Qucen’n (1/2)
+ Rarron (0/4) (Tomb of Emphidia)
+ Lodor (3/1)
+ Kraag (2/1)
+ Sem-Lore (3/2) (yellow tech)
+ Cormund (2/0)
+ Ashtroth (2/0)
+ Wren Terra (2/1)
+ Ang (1/1)

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.
+ 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.
+ 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.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Mobile Base -- Allows you to build War Suns.

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.

Captured Units:
+ Dreadnought (1 L1Z1X)
+ Carrier (1 L1Z1X, 1 Hacan)
+ Cruiser (2 L1Z1X, 2 Letnev, 1 Hacan)
+ Destroyer (1 Muaat, 1 Vuil'Raith)
+ Fighter (5 Muaat, 5 L1Z1X)
+ Infantry (1 L1Z1X)

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.
+ Hacan SftT

+ Scored SO: Spark a Rebellion -- 1VP -- Action Phase -- Win a combat against a player who has the most victory points.
"I think I've made a terrible error of judgement."
0

#457 User is offline   Imperial Historian 

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

Posted 08 December 2021 - 10:15 PM

Posted Image

Pass

CURRENT STATUS

Victory Points: 9

Strategy Card:
Command Pools: 1T | 5F | 0S
Goods: 0/4 C | 14 TG
Relic Fragments: 0C | 0H | 0I | 1U
Action Cards: 3
Promissory Notes: 3 Muaat 1 Letnev 1 L1Z1X
Secret Objectives: 3 fulfilled | 0 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)
+Wellon (1/2/yellow)
+ Lisis (2/2)

+ Velnor (2/1, red tech)


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
+ Antimass Deflectors
+ 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.
+ Fleet Logistics
+ Sling Relay (Pre: B) -- ACTION: Exhaust this card to produce 1 ship in any system that contains one of your space docks.
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.

Scored SO: Mine Rare Metals -- 1VP -- Status Phase -- Control 4 hazardous planets
Scored SO: Make an Example of their World -- 1VP -- Action Phase -- Use Bombardment to destroy the last of a player's ground forces on a planet.
Scored SO: Learn Secrets of the Cosmos -- 1VP -- Status Phase -- Have 1 or more ships in 3 systems that are each adjacent to an anomaly.
0

#458 User is offline   Tattersail_ 

  • formerly Ganoes Paran
  • Group: High House Mafia
  • Posts: 13,262
  • Joined: 16-July 10
  • Location:Wirral
  • Interests:Mafia. Awesome Pictures. Awesome Videos. Did I mention Mafia?
    snapchat - rustyspoon84

Posted 16 December 2021 - 08:51 PM

Posted Image

Trade my racial PN and 3 TG to Khell - Receive my ships back. (Dreadnought, Carrier,cruiser)




Activate 0.0.0

Build 2 dreadnoughts (8), 2 cruisers (4), 4 fighters (2) = 14 resources

Exhaust Atlas, resculon and Hope's End for 8 resources, spend 5 TG = 13 + Sarween Tools.




Predictive Intelligence to rearrange tokens - 1 from Fleet +1 tactical



CURRENT STATUS

Victory Points: 6

Strategy Card: Trade
Command Pool 1T | 4F |2S
Goods: 2/2 C | 0TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards 1
Promissory Notes: 2 L1Z1X, 1 Sardakk
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)
Mehar Xull (1/3 red tech)
Atlas (3/1)




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.
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.
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.
Enviro Compensator -- Upgrades your Space Dock blueprints to Space Dock 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
+ (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
+ (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.
0

#459 User is offline   Khellendros 

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

Posted 16 December 2021 - 09:01 PM






PASS




CURRENT STATUS

Victory Points: 7

Strategy Card: DIPLOMACY
Command Pools: 0T | 6F | 0S
Goods: 0/2 C | 7 TG
Relic Fragments: 0C | 1H | 0I | 0U
Action Cards: 3
Promissory Notes: 3 Vuil'Raith, 1 Hacan, 1 Sardakk'Norr, 1 L1Z1X
Secret Objectives: 1 fulfilled | 1 unfulfilled

Planets:
+ Acheron (4/0)
+ Qucen’n (1/2)
+ Rarron (0/4) (Tomb of Emphidia)
+ Lodor (3/1)
+ Kraag (2/1)
+ Sem-Lore (3/2) (yellow tech)
+ Cormund (2/0)
+ Ashtroth (2/0)
+ Wren Terra (2/1)
+ Ang (1/1)

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.
+ 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.
+ 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.
+ Deep Space Cannon -- Upgrades your PDS blueprints to PDS II.
+ Stasis Capsules -- Upgrades your Cruiser blueprints to Cruiser II.
+ Mobile Base -- Allows you to build War Suns.

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.

Captured Units:
+ Carrier (1 Hacan)
+ Cruiser (2 Letnev, 1 Hacan)
+ Destroyer (1 Muaat, 1 Vuil'Raith)
+ Fighter (5 Muaat, 5 L1Z1X)
+ Infantry (1 L1Z1X)

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.
+ Hacan SftT

+ Scored SO: Spark a Rebellion -- 1VP -- Action Phase -- Win a combat against a player who has the most victory points.
"I think I've made a terrible error of judgement."
0

#460 User is offline   Tattersail_ 

  • formerly Ganoes Paran
  • Group: High House Mafia
  • Posts: 13,262
  • Joined: 16-July 10
  • Location:Wirral
  • Interests:Mafia. Awesome Pictures. Awesome Videos. Did I mention Mafia?
    snapchat - rustyspoon84

Posted 16 December 2021 - 09:29 PM

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