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

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Twilight Imperium 8 : Magi's Madness - Game Thread

#481 User is offline   Tapper 

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Posted 18 February 2022 - 02:39 PM

Will prettify later.

Send the dreadnought and 1 infantry from Bereg/Lirta to my home system.

Attack, kill, destroy. Invade the one occupied by Khell.

Then, exhaust Arc Prima to construct a dread in my home system.
Everyone is entitled to his own wrong opinion. - Lizrad
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#482 User is offline   Morgoth 

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Posted 22 February 2022 - 01:02 PM

i'll try to catch up but for now I'll just play Politics and make myself speaker.

This post has been edited by Morgoth: 23 February 2022 - 07:38 AM

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

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Posted 23 February 2022 - 04:02 AM

Posted Image

Secondaries:
POLITICS: Exhaust the Scepter of Emelpar. Draw 2 action cards. Discard 1 AC.

Tactical Action

Activate the empty system between Bereg/Lirta and Mecatol Rex. Move 1 carrier, 2 dreads, 2 mechs, and 1 fighter from Accoen/Jeol'ir system. move 1 carrier, 2 fighters from the empty system north of the active system.

Return the Letnev Alliance PN.

Space Combat ensues.

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

Tapper > 1 x Carrier (9), 1 x Fighter (9) > [2d10=7, 1] > (no hits)
D'rek > 2 x Dreadnought II (5), 2 x Carrier II (9), 3 x Fighters (9) > [7d10=7, 6, 2, 5, 7, 4, 6] > (2 hits)

Assign Hits:

Tapper destroys 1 carrier and 1 fighter.

D'rek wins space combat.



Dark Energy Tap: Explore the frontier token. (FD02 | Enigmatic Device | Place this card faceup in your play area. ACTION: You may spend 6 resources and purge this card to research 1 technology.)





CURRENT STATUS

Victory Points: 7

Strategy Card: WARFARE
Command Pools: 1T | 6F | 3S
Goods: 0/6 C | 28 TG
Relic Fragments: 0C | 0H | 1I | 0U
Action Cards: 7
Promissory Notes: 4 Hacan, 1 Vuil'raith
Secret Objectives: 2 fulfilled | 1 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) 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.
+ (FULFILLED SECRET OBJECTIVE) Threaten Enemies -- 1VP -- Status Phase -- Have 1 or more ships in a system that is adjacent to another player's home system.

This post has been edited by Galactic Council: 23 February 2022 - 01:55 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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#484 User is offline   Galactic Council 

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Posted 23 February 2022 - 01:58 PM

Posted Image

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

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    snapchat - rustyspoon84

Posted 03 March 2022 - 07:21 AM

Posted Image

Activate Atlas - move 2 cruisers, 1 fighter and a Mech from Rarron, move cruiser and a Mech from Siig. Land both Mechs on Atlas.


Imperial Arms Vault - draw 1 action card
Exterrix Headquarters - convert commodities





CURRENT STATUS

Victory Points: 9

Strategy Card:
Command Pool 2T | 3F |2S
Goods: 0/2 C | 2TG
Relic Fragments: 0C | 0H | 0I | 0U
Action Cards 3
Promissory Notes: 2 L1Z1X, 1 Sardakk
Secret Objectives: 2 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.
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#486 User is offline   Imperial Historian 

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Posted 06 March 2022 - 08:04 AM

Posted Image

Lose 1 fleet token due to clandestine operations.

Politics secondary gain 2 action cards, gain 1 TG

Use sling relay

Exhaust centauri, muaat and spend 1TG to build warsun in abyz fria, remove warsun from centauri

Fleet logistics
Use muaat agent
Exhaust velnor, build 1 destroyer and 1 fighter in abyz fria

CURRENT STATUS

Victory Points: 11

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

Planets:
+ Muaat (6/3, nano-forge) used
+ 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) used
+ Centauri (3/4) used


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.used
+ 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. used
+ 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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#487 User is offline   Khellendros 

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Posted 17 March 2022 - 02:06 AM

Attached File  OWsnyNE.png (152.62K)
Number of downloads: 0




Claim Become a Martyr SO (lost Wren Terra to Letnev), gain 1VP.




ACTIVATE: Acheron.
PRODUCTION: Build 3 Cruisers, 2 Fighters, 2 Infantry with Amalgamation (return two Letnev cruisers, one Hacan cruiser; I have 10 Fighters and 1 Infantry captured, so would pay 1 resource for the extra infantry but...) and use Sarween Tools to reduce cost to 0. Use Commander for Fighter/Infantry over-production.




CURRENT STATUS

Victory Points: 9

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

Planets:
+ Acheron (4/0)
+ Qucen’n (1/2)
+ Rarron (0/4) (Tomb of Emphidia)[/s]
+ Lodor (3/1)
+ Kraag (2/1)
+ Sem-Lore (3/2) (yellow tech)
+ Cormund (2/0)
+ Ashtroth (2/0)
+ 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)
+ Destroyer (1 Muaat, 1 Vuil'Raith)
+ Fighter (5 Muaat, 2 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.
+ Minister of Commerce -- After the owner of this card replenishes commodities, he gains 1 trade good for each player that is his neighbor.
+ Hacan SftT

+ Scored SO: Spark a Rebellion -- 1VP -- Action Phase -- Win a combat against a player who has the most victory points.
+ Scored SO: Become a Martyr -- 1VP -- Action Phase -- Lose control of a planet in a home system.

This post has been edited by Khellendros: 21 March 2022 - 02:46 PM

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

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Posted 26 March 2022 - 07:38 AM

[quote name='Tapper' timestamp='1639814747' post='1445876']
Posted Image

Secondary of Politics: draw 2 action cards.

Use Transit Diodes. Move 1 infantry each from Bereg, Lirta, Rigel II and Rigel III to Rigel I.




Activate the Alpha Wormhole with the meteor field on it next to Rigel. Move 2 dreads, 2 fighters and 1 destroyer from Rigel to the wormhole.
Fight.

If/when I win, play SO Brave the void.




CURRENT STATUS

Victory Points: 7

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

Planets:
+ Arc Prime (4/0)
+ Wren Terra (2/1)

+ 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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