Individual Turns -- Rules and Turn Order Turn order
1. Strategy phase 1. Strategy Selection - Select Strategy cards as normal 2. Strategy Orders - Players simultaneously submit their Strategy "orders" to the GM by private message, declaring exa Secondary strategies they activate, and exactly what actions are taken. 3. Strategy Resolution - GM resolves the Strategy actions, in order. Apply the Primary strategy, then apply the Second I.e. leadership primary, then secondard, diplomacy primary, then secondary. So planets spent for Leadership and di influence available for assembly voting, but planets being spent for production and technology will. 2. Tactical/Action phase - Each person does all of their actions in order of their strategy cards 1. Movement/Building - As normal. Each movement is considerd an "action" and should be listed in order because that cards to be played. PLEASE list your CCs, TG PC and Acs after each action for ease of record keeping i.e. 3/5/3 2 AC, movement/building when exhausting planets and building put in parensesis the values of the planets exhausting and the 2. Response - After the movement is posted, any players may respond with action cards and any players engaged in co and Invasion combats to the GM. BUT YOU CAN ONLY USE AC CARDS THAT STATE AS AN ACTION ON YOUR TU PHASE. 3. Resolve Combats - Resolve Space Combats (GM) and then Invasion Combats (GM) 4. Update map and statistics (GM) 3. Status phase Examples of a strategy turn orders and the tactical/action turn orders are below on lines 82. An example PBEM is Winter Solst
OPTIONS AND VARIANTS
- Special house rule "Individual Turns. See below or http://www.ti3wiki.org/index.php?title=IndividualTurns for more d - Game in 9 VP - Option Long War : NO - Option Age of Empire : NO - Option Distant Suns : NO - Option Leaders : NO - Option Sabotage Runs : No - Option Homeworld : YES - Option Star in the Crown : NO - Option Ancient Throne : NO - Variant Imperial Strategy Card : NO - Variant Strategy Cards : YES - Variant Objectives : YES - Variant Race-Specific Technologies : YES - Variant Artifacts : No - Variant Shock Troops : No - note that Hope's End gives you 2 regular Ground Forces - Variant Space Mines : No - Variant Wormhole Nexus : YES - Variant Facilities : YES - Variant Tactical Retreats : YES - Variant New Distant Suns Domain Counters : NO - Variant Territorial Distant Suns : NO - Variant Voice of the Council : No - Variant Simulated Early Turns : No
GENERAL GUIDELINES
- Basic rules of Twilight Imperium 3rd Edition, Twilight Imperium Expansion and Twilight Imperium 3rd Edition FAQ ( otherwise (see House Rules below). - The Game Master (GM) maintains the official count of all game variables, including, but not limited to, the game board, u Counters), Command Counters, Planet Cards, Trade Cards, Trade Goods, Technology Advances, Action Cards, Political C and Secret Objectives. The GM also keeps track of all deadlines. - All players are encouraged to regularly check all publicly accessible information pertaining to the game. In case of discrepa and ask to correct the mistake. Any problems arising from a player's failure to notice such discrepancies will not be considere case of irreversible negative consequences for the player(s) involved. - The GM has final say on all issues. - Keep in mind the new FAQ 2.0 rules that are changes from previous, to control a system is a ship and GT, can only action, etc.
HOUSE RULES AND RULES CLARIFICATIONS
-Naalu loses its going first ability and Ysarril loses its skip ability because of the turn order changes. The races instea
-Beaurocracy and Warfare start with a bonus counter on them (first round only). An additional PO will not be flipped f - The GM will hand out your secret objectives before you select races.
-Determining order of play-I will randomly assign a number 1-8 to the 8 players, that is the order you select your race i your number, 2 political cards, and your secret objective at the same time. Select a race then it goes to the second pe players will select their starting homeworld, and the homeworlds have the number of 1-8, which is the order you will s round. So when you pick your homeworld you're also selecting what order you pick strategy cards the first round. - Emergency Repairs takes precedence over Direct Hit! If both are played at effectively the same time, then Emergency Repair Direct Hit! re-damages it, but does not kill it. - When purchasing a Technology Advance, you can apply the Technology Specialty discount from a planet even if that planet i Technology Advance purchase. - The special re-roll ability of Universities of Jol-Nar and the Recheck Action Card can be played on any die roll after all rolls ha or defender) during a single round of combat. - The Diplomatic Immunity Action Card should read "round" instead of "turn".
RULES TO SAVE TIME
- During voting, if it is apparent to the GM that the outcome is certain, minority voters may be marginalized (forced to abstain) to - Any action card that could normally be played as a response to a previous action card, can be played after the previous action following: * No more than 24 hours have passed since the previously played action card ; * The player playing the delayed response action card has not yet posted in the message board for any reason. If the GM does not feel the player is abusing this rule, the GM will rewind the game to the previously played action card and the resolved and play will continue again from that point. - After any action card causing major changes, the GM may "pause" the game for responses to the action card played from all action cards are allowed against the action card after all players have passed or played responses. - For quick resolution, secondary activations should be PM'd to the GM. If you wish to decide whether to participate or what to d secondary activation is, this is still possible. If you are after that player in the turn order, submit your conditional activation in the order. After resolving them, the GM will post secondary activation results to all players. Note that this does not apply to the sec will be resolved in the normal manner.
RULES CLARIFICATIONS
- The Hacan player can make trade agreements without the permission of the player activating Trade A, but must still have the he wants to make a trade agreement. - If a player plays the Strategic Shift action card, no one can later take the excluded strategy card using the Strategic Flexibity a - Q: Can the extra resource from multiple spacedocks with Sarween Tools be combined to purchase one unit (eg two spacedoc - Q: Are fighters considered "ships" for the purposes of determining legal destination systems for In the Silence of Space? No - Q: For elect two planet cards, does each player elect two planets or does each player vote for one planet and the highest and Elect two planets, two highest voted planets are elected - Q: For elect two planet cards, is the voting conducted simultaneously for both or are there two 'rounds' of voting, with the resu before the votes for planet #2 are cast? 1 round of voting, elect two planets at once - Q: When does the effect of Skilled Retreat happen in relation to other pre-combat effects? Handled same as Naalu retreat ab - Q: While moving carriers between the two systems with a Transfer Action, can fighters be temporarily without support? No - Q: If both sides have the same combat pre-fire (eg Assault Cannon) who takes casualties first? Simultaneous casualties - Q: Can Jol-Nar reroll Ancient Artifact if they activated Political? No - Q: Can Experimental Battlestation be played on another player's spacedock? No - Q: How long does the effect of Diplomatic Immunity last? Until the end of round - Q: In a fleet of carriers (or Warsuns or Cruiser/Dreadnaughts with Stasis Capsules) should each carrier's individual load be tra
GM will accept majority opinion of FFG TI3 main forum [4], if player wishes to post a rules question not specifically covered her In all other cases, GM will use TI3 Fan FAQ as basis for rulings not covered by standard rules and errata. Strategy Orders Example Start 2/4/2 1 tg 2 ac Leadership secondary, exhaust mirage and loki for 2 CC 2/5/3 1 tg 2 ac Diplomacy Primary Take over Saudor, gain 1 TG 2/5/3 2 tg 2 ac assembly secondary later 1/5/3 2 tg 2 ac technology secondary Deep Space Cannons -1 red tech planet, Capha (3) and Abadoon (2) 0/5/3 2 tg 2 ac Mentak is Next Tactical/Action Turns Example Start: CC <0/5/2> TG <0> AC <6> PC <0> 1) Racial Ability Bioptic Recyclers Discard AC for 2 TG's AC <6> -> <5> 2) Racial Ability Bioptic Recyclers Discard AC for CC AC <5> -> <4> :: <0/5/2> -> <0/6/2> 3) Racial Ability Bioptic Recyclers Discard AC for CC AC <4> -> <3> :: <0/6/2> -> <0/7/2>
4) Tactical Action <0/7/2> -> <0/7/1> Activate :: New_Albion/Starpoint Move :: CA PDSx1 & GFx4 from Lodor (FTR Dies) & PDSx1 (pickup) from Starpoint Landings :: PDSx2 & GFx4 on New_Albion. Production :: PDSx1, DRx1, DDx1 GFx2 :: Exhaust Starpoint(4/1) & Lodor(3/1) :: TG <2> -> <0> Finish: CC <0/7/1> TG <0> AC <3> PC <0> Hacan is next
All cards resolved in numerical order in the strategy card phase (first primary then secondary)
PRIMARY
1. LEADERSHIP
- Receive 3 CC. - You may execute immediately this card's secondary ability.
2. DIPLOMACY II
3. ASSEMBLY
4. PRODUCTION
5. TRADE II
6. WARFARE II
7. TECHNO II
8. BUREAUCRACY
SECONDARY
- Receive 1 CC for every 2 influences spent (up to 3 CC maximum). Cost = Tap planets.
Can the Primary Be Done During Your Action phase?
Can the Secondary Be Done During Your Action Phase?
NO
NO
A) Choose one system containing a planet you control. Each opponent - Claim an empty planet adjacent to a system you must place a CC from his reinforcements. control. B) Execute this card's secondary ability without paying a CC or any Cost = 1 CC & 3 influences. influence.
NO
NO
- Draw 1 political card and 2 action cards. A) If you are not the Speaker, claim the Speaker token. Choose one - Refresh any number of your planet cards with total other player to play a political card and resolve its agenda. combined resource and influence of 6 or less. B) Choose one other player to claim the Speaker token. Play a political Cost = 1 CC. card from your hand and resolve its agenda.
NO
YES
YES
YES
- Receive 3 Trade Goods OR Cancel up to 2 trade agreements (except Hacan's trade agreements). - All players receive Trade Goods from their active trade agreements minus 1 (except active player). - Open trade negotiations. Active player must approve all new Trade Agreements.
NO
NO
- Choose a system to place the High Alert token. Your ships in this system gain +1 movement and +1 on space combat rolls. - You may move the High Alert token with any ships that move out of the system. The token is removed at the start of the Status Phase.
NO
NO
- Receive 1 technology advance. - Receive 1 Technology advance. - You may buy a second technology advance at the cost of 8 resources. Cost = 1 CC & 6 resources.
NO
NO
After selecting this card, reveal cards from the objective deck equal to the number of bonus counters on this card. - Draw 1 political card and 1 action card. - Receive 1 CC. Take the top 2 Public Objectives, pick one to play, can Cost = 1 CC. immediately qualify for a Public Objective.
YES
NO
- Build in one of your system (even activated) containing a SD with a bonus of 2 resources. - Building doesn't activate the system.
- Build up to 3 units in one of your system (even activated) containing a SD. - Building doesn't activate the system. Cost = 1 CC.
- Move up to 2 of your ships from unactivated systems into any adjacent system you control. - This does not activate the destination system(s). Cost = 1 CC.
Eight is Enough? To turn off gridlines use: Tools, Options, View, Window options, uncheck Gridlines "SD" indicates 1 space dock is on a planet. Saar have a floating space dock that looks like a short fleet. 0
Malice 1
3
1
Thibah 1 1 SD 1
1
###### ### ### ###
2
α
β
Yin HW 2 2
Darien 4 SD 2
GF
2
Primor
1 2
2
Arnor
1
1
2 1
3
Sol HW
3
1 2
High Alert
1
R
Lor
4
1
Coorneq 2 1 1
Resclon
1
1
High alert
4
Dam
2
G
3 2
2
2
BLANK4 R
Jord SD
2 2
TG
2 Sumarian 2 Trade Station
1 New Albion 1 1
0 1
Arcturus
3
NEBULA 1
1
Starport 1 SD 2
1
L1Z1X HW 5
1
0,0,0 2 SD
### ###
0
Quecenn
2 1
B
2 G
0
Rarron
1
Lazar
Tarmann
1
1 2
1 1
4 1
2
3 1
1
1
β
1 Mehar Xull 3 1
1 2
0
1 Capha 0 SD 1
4
1
Tequeron 0 1 SD 2
3
R
4
2
Sakulag
1
SUPERNOVA 1
1
B
0
2
Torkan SD 2
4
1
Ysarril HW 2
BLANK2
BLANK3 R
α
b
1
0 Dal Bootha 2
G
0
1 Vega Major 2 1
Rigel I
1
G
Xxehan
1
1 1
1 1
6
Rigel II
2
1 2 Vega Minor 1 1
2
2 2
2 1
R
Velnor
1 B
Rigel III
2
Diplomacy Primary
1 1
0
1
BLANK8
1
1 Mecatol Rex 6 SD 3
SIGNAL JAMMIng
2
R
Veput II
1
ION STORM 1
0
ION STORM 2
3 3
ASTROID FIELD 1 Embers HW 4
Muatt SD
BLANK5
5 1
NEBULA 2 TG
2 TSION 2 Trade Station
1
0
Mellon
Bellatrix
0 6
1 0
Elnoth
2
1 R
2
B
1
2
1 1
5 1
1 1
2
BLANK10
6
2
Ashtroth
3
1
Centauri
3
1
0 1
2
B
3
Zohbat
1 2 1
B
1
Gral 1
1
ASTROID FIELD 2
2 G
1
Wellon
2
Lesab
1
ASTROID FIELD 3
1
2
Perimeter
1
Loki
3
1
HACAN HW
2
3
GF
1
3 Hopes End 0 1 2
2 R
Abadoon
2
0
Arretze 0 SD 2
1 1 1
1 FI
2
Saudor
1
Mirage
2
3
Lodor 1 2 SD 4
4
G
2
0 Quann
3
G
1 5
1 1
1
1 1 1
3
α
1 3
1 G
2
Winnu HW Y
2
1
3
Garbozia
1 1
Winnu 4 2 SD 9
BLANK6
1
1
Jol Nar HW 1
BLANK7
3 1
3 1
1
Jol SD
2 2
2 2 B
1
Arinam
0
Meer
4 2
1
Nar SD
3 2
2 2
Grand armada, unlimited fleet supply this round for jol nar in hw
1 2
2 1
1 Lisis
shalloq
2
1
BLANK9 2
Retillion 3 SD 1
1
SUPERNOVA 2
BLANK1
β
Kamdorn 1 SD 2
Hercant 1 SD 2
3
2 1 4 6
Round5
Speaker ▼
Strat
Maus Yin
Turin Sol
bnorton916 Ysarril
DavePaint Hacan
Aroine Jol-Nar
IqAndreas Winnu
Ever Onward Embers
krootish86 L1Z1X
5. Trade II
6. Warfare II
7. Techno. II
8. Bureaucracy
3. Assembly
2. Diplomacy II
1. Leadership
4. Production
Total Darien
1
5 4
1
Total 15 24 Retillion 2 3 Shalloq 1 2 Tequ'ran 3 0 R Torkan 0 4 B Rigel I 0 2 G Rigel II 2 2 Rigel III 2 1 B Tar'mann 1 1 Dal Bootha 0 2 R Xxehan 1 1 G Malice 0 3 Vega Major 2 1 Vega Minor 1 2 B
Total Arretze Hercant Kamdorn Ashtroth Loki Abadoon Quann Veput El'nath
15 2 1 0 3 1 2 2 2 2
6 0 1 1 0 3 0 1 0 0
R G R B
Total 18 16 Total Jol 1 2 x Winnu Nar 2 3 Perimeter 2 2 x Lodor 4 1 G x Lesab Arinam 1 2 B Mirage Meer 0 4 x Garbozia 2 1 G x Saudor Hope's End 3 0 ST x Mecatol Rex Zohbat
3
9 16 3 4 Y x
2 1
1 3
G x FI x
2 1
2 6
x x
Total Muaat Wellon Lisis Velnor Centauri Gral Tsion (TS) Bellatrix
13 4 1 2 2 1 1 2 0
16 1 3 2 0 3 1 2 1
Total [0,0,0]
Rarron
0
3 G
17 9 5 0
x
Rescion Lazar Sakulag Qucen'n
2 1 2 1
0 0 1 2
x x
Arnor Lor Arcturus Sumarian (TS)
2 1 1 2
1 2 R x 1 x 2 TG x
x R x B x TG R
1 B x
PLANETES
Total 15 8 Jord 4 2 Capha 4 0 Starpoint 3 1 New Albion 1 1 G Primor 2 1 GF Mehar Zull 1 3 B x
PLANETES
Thibah
3 2
1. Leadership 2. Diplomacy II 3. Assembly 4. Production 5. Trade II 6. Warfare II 7. Techno. II 8. Bureaucracy
SA FS CP
SA FS CP
SA FS CP
SA FS CP
SA FS CP
SA FS
###
###
###
###
###
###
###
###
Winnu 1
###
Trade Agreements
Embers 2
Ysarril 1
Embers 2
###
###
Trade Agreements Sol
2
Hacan 3
###
###
Trade Agreements L1Z1X 1
Ysarril 2
###
###
Trade Agreements Jol Nar 3
L1Z1X 1
### Err:502
SA FS CP
SA FS CP
###
###
Trade Agreements Winnu 3
Yin
1
###
###
Trade Agreements Sol
2
Yin
1
###
###
Trade Agreements Hacan 3
Jol Nar 1
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Trade Goods
Trade Goods
Trade Goods
Trade Goods
Trade Goods
Trade Goods
Trade Goods
Trade Goods
+2 Acs
+1 Acs
+1 trade agreements
First law, one tim
+1 trade agreements
TOTAL = Err:502
TRADE
Trade Agreements
###
CP
CC
CC
= Colony or Refinery
Hylar V Assault Laser Automated Def Turrets Enviro Compensator Stasis Capsules
Antimass Deflectors Antimass Deflectors Cybernetics XRD Transporters XRD Transporters Enviro Compensator Enviro Compensator Manuvering Jets Hylar V Assault Laser Sarween Tools Mark II Advanced Carriers (race tech) Stasis Capsules Neural Motivator
Enviro Compensator Sarween Tools Hylar V Assault Laser Deep Space Cannons War Sun
Antimass Deflectors Enviro Compensator Sarween Tools Hylar V Assault Laser Stasis Capsules Deep Space Cannons War Sun Neural Motivator Automated Def Turrets
Antimass Deflectors Enviro Compensator Stasis Capsules Hylar V Assault Laser Sarween Tools Microtechnology XRD Transporters
Enviro Compensator Enviro Compensator Sarween Tools Stasis Capsules War Sun Cybernetics Microtechnology Hylar V Assault Laser Hylar V Assault Laser Auto Defense Turrets Deep Space Cannons Deep Space Cannons Magmus Reactors (race tech) Sarween Tools Cybernetics
Ysarril is t TECHNOLOGIES
TECHNOLOGIES
AC Y R B G
Hu
S
Daxive Animator
AC
AC
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
VP
Err:502
\ PC
PC
PC
PC
PC
PC
PC
PC
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Err:502
Maus
Turin
bnorton916
DavePaint
Aroine
IqAndreas
Ever Onward
krootish86
Yin
Sol
Ysarril
Hacan
Jol-Nar
Winnu
Embers
L1Z1X
0
1
3
1
4
3
3
3
1
1
1
1
1
1
1
STAGE 1
1
1
1 1
S
STAGE 2
1
Planets for pull-down menus
<------ the first one is not empty, it's a SPACE character. This keeps the formulas from resulting in "#####" in the rest of the Planets table. [0,0,0] Abadoon Abyz Archon Ren Archon Tau
CARDS
Err:502
POLITIC.
CARDS
AC
ACTION
AC
CARDS
AC
POLITIC.
AC
CARDS
AC
ACTION
AC
I have tech advances in all 4 color
1
1
I spend 10 production or 10 influe
1
1
I have at least 3 technologies in th
1
1
I control planets with a total influen
I have all three of my spacedocks
Arcturus Arinam Arnor Arretze Ashtroth Bellatrix Bereg Capha Centauri Coorneo Dal Bootha Darien Druaa El'nath Fria Garbozia Gral Hercant Hope's End Jol Jord Kamdorn Lazar Lesab Lisis Lisis II Litra IV Lodor Loki Lor Maaluuk Malice Mallice Mecatol Rex Meer Mehar Zull Mellon Mirage Mol Primus Muaat Nar New Albion Perimeter Primor Quann Qucen'n Quinarra Ragh Rarron Rescion Rigel I Rigel II Rigel III
Sakulag Saudor Starpoint Sumarian (TS) Tar'mann Tequ'ran Thibah Torkan Tren'lak Tsion (TS) Vega Major Vega Minor Velnor Veput Wellon Winnu Xxehan Zohbat Retillion Shalloq
Saar Saar Antimass Deflectors XRD Transporters Total Lisis II Ragh
p y II
n
cy
NOTES w, one time, unconventional weapons
ACTIVE LAWS
Ysarril is the minister of trade Humane Labor
3 1 2
1 0 1
all 4 colors
r 10 influence
ogies in the same color
otal influence greater than the player to my immediate right and left
acedocks on the board
Round 0
De
Cr
Dr
Ws
Ca
Fi
GF
ST
Mine
SD
PDS
Ref.
Col.
x8
x8
x5
x2
x 12
x 12
x3
x6
x8
x8
TG
PC
AC
C
x4
∞
∞
x 40
<5
<7
SA
1
2
4
4
1
1
2
0
2
0
2
Sol
1
2
5
1
1
2
0
2
0
2
2
2
2
2
0
2
3
2
0
2
0
2
Ysarril
1
2
2
5
1
Hacan
1
2
2
4
1
2
1
2
1
2
2
4
0
2
0
2
1
2
3
1
1
1
3
0
2
0
2
2
4
1
1
3
0
2
0
2
3
5
1
1
4
0
2
0
3
1
Winnu
1
Embers
1
L1Z1X
2
# Tech
Yin
Jol-Nar
1
# Planet
3
4
1
5
6
7
9
1
10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42
Yin
Sol
Ysarril
Hacan
Jol-Nar
Winnu
Maus
Turin
bnorton916
DavePaint
Aroine
IqAndreas
Assembly
Trade
Round 1 Primary Strategy
8
1
1
Technolofy
Assembly: speaker Trade a) +3TG token, Sol to provide PC, Collect 2ac, 1pc Production
Enviro Compensators
Tech: Jord (4) +2TG for Leadership XRD Transports Retillion(2/3) and 1 TG Bureaucracy for 2 CC. Assembly (Retillion) Production Bureaucracy Yssaril 1 - 2 Sol 2-1 Embers 2-2 Hacan 3-2
Secondary Strategies Winnu 1 -1 Trade II results Embers 2-1
Leadership
2/3/3
Action Action Action Status Phase
0/3/3
Diplomacy Anne Wellon
Production Assembly
Leadership JOL for 1 Assembly Prod Tech (Stasis Capsules)
Production Assembly
Production Assembly
Yssaril 2-3 L1Z1X 1-3
Winnu 3-3 L1Z1X 1-1
Jol-Nar 3-3 Yin 1-1
Sol 2-2 Yin 1-2
1/4/3
1. Activate * Move 1 carrier + -Prod Sumarian/Arcturas 2GF from Jord secondaryPDS and Move * Invade Capha 2 GF CV(2GF/2F), with 2GF (take 2. AC: GhostDD Ship * Move 1 carrier + -Activate rigel, ca, 4 from Darien planet) Place DD at 3GF + 1 destroyer gf, 1 pds, a ft Land 2GF on * 0/3/2 alpha wormhole from JordCC, 1AC, Arcturas (1/1) to 1TG, 2PC New (blank2) closest Invade 3. Activate * Discard 1PC -Activate claiming it HW Albion with 1GF Arnor/Lor (Technology Tariffs) tequeron/torkan ca, Fleet Claims <2/3/2> 0tg 1ac (take planet) Move for 1TG + spend 1 3 gf, 1 pds, 1 ft Sumarian 3pc Invade Starpoint CV(2GF/1F) from TG* to... 4. Racial Station Ability: activate home (2/2/tg)Darien (2/4) to with 2 GF (take Darien * Produce 2 Swap system, 2 gf, 2 ft <2/3/2> 0tg 2ac planet) + 2 GF on Move DD from fighters (4/2) buildt, discarded 3pc * 0/3/1 CC, 1AC, alpha wormhole Jord <2/3/1> 0tg 1ac regressuve reteric 6. Activate Thibah 1TG, 2PCCC, 1AC, Land GF on * 0/3/0 3pcMove PC Arnor (2/1) claiming 0TG, 1PC CV(1GF/1F) from it Production 5. Darien CC 1/3/0 0tg 1ac CC 0/3/0 CC, 1AC, Secondary: Land GF on Lor 3pc 0TG, 1PC (R1/2) claiming it Build(1/1) at Darien: Thibah <2/3/1> 0tg 1ac CV (3),/ 2GF (1) / S: Strategic / X : Transfert / A : Action card claiming T : Tactical Rit: Race 3pc<1/3/0> 0tg exhausting Darien 1ac (4/2) 3pc <1/3/1> 0tg 1ac Cr Dr Ws Ca Fi GF ST Mine 3pcDe
Round 1
x8
x8
x5
x2
x4
∞
∞
x 12
x 12
3/3/4
2/3/4
2/3/3
1. Activate system containing Ashtroth, Loki, Abadoon Move in 1 2. Use Production carrier, 3 ground Secondary forces fromProduce Hacan Homeworld 2 ground forces 3. Activate system Land one (sarween tools), 1 containing Quann ground force ontoin 1 destroyer (exhaust Move each of 3Assembly the three Hercant carrier, ground 4. Use planets, each 1-1 in Hacan forces, 1taking Destroyer, Secondary planet Homeworld) 1 Cruiser from Refresh Comand Counters Hacan Ashtroth (2-0), 5. Activate Hacan 5/3/3 4/3/3 Trade Abadoon (1-0),goods and Homeworld 0 Action cards Homeworld Quann (2-1) Produce 20 Polictical cards Land Command Counters space docks (813 CC 3/3/1, TG:0, groundPC0 forces, 3/3/2 Trade resources, 1 goods AC0, taking planet 0 Action cards 20 sarween tools, Command Counters Polictical2cards 1 Arretze, Ashtroth, 4/3/2 2 Trade goods Quann, 1 0 Action cards Abadoon), and 20 Polictical cards 1 ground forces ( SD card PDS Ref. political
1. Activate Lodor System Move Dreadnought w 1GF there 2ndry 2. Assembly 3/3/3 TG:0, PC:2, Refresh Lodor AC0 2/3/3 TG:0, system PC:2, AC0 Arinam 4. Activate Meer system and 3 Production 2ndry move 1 Carrier Produce fig loaded wCruiser, 2GF there 5. Activate and 2GF, discard Invade both planets Perimeter: Move in 2PC+Sarween 1GF 1/3/2 with Cruiser loaded (Technology TG:0, PC:0, AC0 w. and invade 6. GF Activate Investigation planet with 1GF Homeworld and Committee and 1/3/1 2GF, TG:0,2fig, PC:0, build Regulated AC0 TG:0, 1Cruiser cost 4 1/3/0 PC:0, Conscription) 1/3/3 exhaust AC0 TG:0, PC:0, AC0 Lodor+Sarween 1/3/0 TG:0, PC:0, AC0
1. Activate Mirage # Move 1 Carrier (with 1 GF, 1 Fighter) from Lesab Winnu # 2. Activate Land 11 GF, # Move Cruiser claiming planet (with 1 GF) from <2/3/3>, 0 TG, 0 Winnu # 3. Use Assembly AC, 2 PC # Land 1 GF, Secondary claiming # Refreshplanet Lesab <2/3/2>, 0 TG, 0 (2,1) andProduction Mirage # 4. Use AC, 2 PC (1,2) Secondary <1/3/2>, 0 TG, 0 # Build 2 Cruisers AC, 2 PC1GF (1), for (4), # 5. and Activate a total of 5 resc Mellon/Zohbat Exhaust Lesab (2) # Move 2 Cruisers and Winnu (3) 0 AC, (with 1 GF each) <0/3/0>, 0 TG, # PC <0/3/2>, from Winnu0 TG, 0 0 AC, 2 PC # Land 1 GF, on each planet, claiming both of them # <0/3/1>, 0 TG, 0 TG AC AC, 2 PC PC
1 CC Activa Lisis/Velnor. warsun + 2 G Lisis/Velnor. 1 SA Assem GF- on each.L refresh (2/2) and Ve (2/0) 1 SA Produc - Build 1 C De (2) = cos - Exhaust 1 CC Activa and Velnor ( Centauri/Gra +1 -from Sarw Move 1 GF to Activa Centa 1 CC Land 1 GF Tsion/Bellatr - Move 1 D claim trade End at 0/3/0s 0 AC, 1 PC
changed toxtrade x3 6 good and spent) 1 Ground forces are on 1 Arretze
2
3
4
6
Sol
1
2
2
7
1
2
4
9
1
2
2
8
2
3
6
1
2
6
1
1
2
4
1
2
5
7
1
Hacan
1
Jol-Nar
2
Winnu
4
Embers L1Z1X
1
2
1 2
1
Must exhaust Mu
5/3/4
Yin
Ysarril
Diplomac
Bureaucracy ->bonus on High alert on Home SA & 1CC CP Qualifies System, bonus on CP for a tech in 4 colors, 1 VP
Must exhaust NAR
Action
Action
Warfare
Leadership Recieve 3CC + (Kamdorn+1PC (minister of policy) CC@5/3/4
Assembly results
Action
Bureaucracy
Embers
Ever Onwa
1 Command 2 Counters 3/3/1 Trade 3 goods 0 Action cards 0 Polictical cards 1 2 0 1
1
x8
Col. x8
# Planet 6 4 7 7 6 5
# Tech # x6.40 Activate < 5Winnu < 7 # Build 1 Cruiser (2) and02 GF (1)3 on 2 2 Winnu Space Dock # Exhaust Mirage 3 0 1 2 (1) and discard political cards 3 1 2 of 3 "Conventions War" and "Imperial Mandate" for0 2 TG 1 2 0 (Sorry guys, if some of you 5 0 wanted 0 any of1 those laws played) # <0/3/0>, 0 TG, 0 3 1 AC,00 PC 0
C SA 1 2 1 2 2 1
7
3
0
2
1
0
7
4
0
1
1
1
Round 2 Primary Strategy
Secondary Strategies
Yin
Sol
Ysarril
Hacan
Jol-Nar
Winnu
Maus
Turin
bnorton916
DavePaint
Aroine
IqAndreas
leadership sec meer and arinam 3 cc 2/3/4, tech sec free, deep space cannons
leadership, mellon and mirage for 2, diplo prim veput II, tech sec, Hylar 5 exh winnu zorput 1/3/3
assembly and tech
assembly, tech
leadership exhaust darrien, for 2 cc, 2/3/3, assem sec refresh darrien, tech enviro comp free, statis capsuls 4 tg, arnor and thibah production and arcturus
leadership, new albion, PC free trade for 1 cc, 2/3/2, assem, prod prim later, tech capha, starpoint for enviro compensator assembly, tech
leadership sec, exh Leadership pri, exh loki, torkan, rigel 1 and 2, kamdorn, hercant for 6 assembly prim, get 3/5/6, assembly and speaker, 1 pc, 2 ac, prod sec during turn, muatt play card, tech sec tech, hylar 5, ashtroth, manuvering abadoon, quann 2/5/6 technology jets, assemb, prod, tech retellion, tequon, pc colonial distribution 0/4/4
Embers
Ever Onwa
leadership exh c gral and wellon, 3/3/2, play minis commerce, prod now, exh muatt a sawreen, sec tec tech, warfare microtechnology velnor, lisis, warf move cruiser and sun
Trade II results played AC on winnu
Assembly results Action
switch darien to 4/2
Action
prod sec, 2 cr, ds , exh darien and pc subsadized industry transfer action darien and sumarian. Move cr and ds to sumarian, bring back ca, 2 ft, 1 gf, build ds and 2 ft, spend pcs research grant and repeal
Action Action Action
act primer, move carrier from new albion, pick up 2 gf and 2 ftsec from jord assem refresh primor and new albion prod primar, build carrier, 4 ft, 1 ds, exhaust primor, 2 bonus, 2 tgbuild act capha, space d and refinery for new albion and jord
Action
act dal bootha/xxechan, ca and 2 gf from rigel 1, act tarmann, through hw pick up 2 fts, 2 gfs ac good year, 8 tgs,
act hopes end, move in 2 gt I ca from quann prod sec, 3 ds on home world with sawreen tools act elnoth, move 1 ca, 3 gf, 2 ds, 1 cr,
act rigel., colony rigel 1, refinery on abadoon, astroth, 2 tgs teq/torcan and rigel 3 cr act from hw, space dock and refinery on teq, exh andand 4 1 tg shallok to embers tgs, yin
ass sec, refresh hopes end, elnoth,abadoon act triple planets, move in dest, refin on ashtroth abadoon, on act quann,colony refinery loki
Status Phase
act garbozia, move in cr and gf from home act lodor, move car, 3 ft, 2 pds, 1 gf from hw, build sd, ex lodor and w, tg move act home ca from arinaem, build sd, exh perimeter andmeer 2 tg, unassemble build 2 ft, 1 pds, 2 gfm 3 tg and sawreen
act homeworld, 6 gf, 4 ft, 1 ca, 1 ds
act saudor, move cr and gf from winnu
act bellatrix, gf from gral, bellatrix act wellon, d hs to wellon, colony, spen core stability transfer actio centauri and move ds to c build at mua sw tools and
ass sec zohbat veput act winnu build 4 gf, 2 ds spend zohbat and 1 tg act mellon zohbatcolony on mellon, refinerya nd space dock zorbat, move cr and gf from lesab on zorbat, move gf from mellon to zorbat
spend jol, nar, meer, and 1 tg for vp
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Round 2
De
Cr
Dr
Ws
Ca
Fi
GF
ST
Mine
SD
PDS
Ref.
Col.
x5
x2
x4
∞
∞
x 12
x 12
x3
x6
x8
x8
2
5
4
1
2
2
7
2
x8
x8
Yin
3
2
Sol
1
Ysarril
1
1
3
8
9
2
Hacan
5
1
3
6
14
3
2
5
8
2
3
1
2
10
2
1
1
2
8
1
2
5
7
2
Jol-Nar
2
Winnu
2
Embers
3
4 1
L1Z1X
Round 3 Primary Strategy
Secondary Strategies
1
2
4
# Planet
# Tech
TG
PC
AC
x 40
<5
<7
SA
4
4
2
0
3
1
5
4
0
0
3
1
1 2
3
2
10
4
6
2
5
0
3
1
9
3
0
0
2
2
7
6
1
0
2
2
1
7
4
0
0
2
1
1
1
8
4
0
0
2
1
1
2
9
4
1
0
2
1
1
Yin
Sol
Ysarril
Hacan
Jol-Nar
Winnu
Maus
Turin
bnorton916
DavePaint
Aroine
IqAndreas
bur, 1 cc to strat, po is more influence then players on my right and left (control planets with more then), qualify for 4 technew in each color prod sec, 2 pds on exh albion and darien and a DS, exh primor for 1 cc, ass and thibah and arxcturus and prod sec during tactical, 3 tg, 2 tg from trade, trade 2 tgs, tech sec, high alert on darien jord and 2 tgs for Hylar 5, 2/2 from ts 2
Trade II results
C
tech
leader-exhaust kamdorn, hercant, loki,1 tg for 4/6/4
leader tokan and dal bothas for 3 ass later, tech primary, sawreen tools, statis capsules for 2 gr tech, 1 tgs, rigel 3, and tequeron, trade 4, 4 give hacan 1, beur, get one pc and 1 ac
Prod, assem later, tech, long range cannons (exh ashtroth, elnoth, red tech from abadoon) 4 tg, no other sec 4
Embers
Ever Onwa
Primary on veput 2
exh arinam/meer for 3 exh mellon, lasab, and exh tsion for 1 cc cc, assem sec later, prod mirage for 3 CC, warfare assem prim, 1 pc prim later, 3 tgs, tech 1 cr to zorbat II, carrier and pc from top from cc for war sun and ft to lesab, winnu saudor without one, trad neural motivator 2 gre and yellow from hw for tech sec, hylar 5 tech pl lodor and jol sawreen tools and 2 red planet 3 3, giving 2 to Jol nar 4 sec 0/3/1
privateers on Ysarril, 3 tg to jol nar, ysarril loses 7
Assembly results Action
AC signal jam on Arnor/lor
Action 3.8.1. Activate Mehar Xull
Action
Activate Thibah (1/1) Move 2DD, 1CR from Darien(HW) to Thibah Build SD (4),
Move carrier Action 3.8.2. from Capha +Assembly 1 GF. Activate Strategy Card Invade Mehar Xull, secondary ability. take planet Spend 1CC from
Production Secondary At Hacan Homeworld produce 1. Activate Malice. Activate Astroth Star 1 carrier (3), 2 Move 1 Cruiser System dreadnaught (10), w/1GF Move in 1 Total 13. Move Cruiser and carrier fromof Hope's (3), 1GF from Tequeron. Sarween end withtools 2 ground Land on Malice forces,Hope's land forces Exhaust End 1 tg to yin and hacan
JOL-NAR Tactical 1/5/2 2AC, 0PC, 6TGs 2. Production 1. Play Privateers Primary at home Action Card on system: Yssaril 1 War Sun @12 (steal 7 TGs and 2 Ground Forces cash 3TGs for @1
. Activate Mirage Build 1 Colony, Pay 1TG Activate Mecatol Rex <1/3/2>, 0 TG, 2 AC, 0 PC in 2 Cruisers Move with GFs from Mellon/Zohbat with 2
0/3/1 Transf HS and Centauri/Gra WS +22GF Fi +a Land PDS from on Gral, 1 ho G system to Bu Centauri Centauri/Gra Muaat 1 PDS Cruisers (4) Exhaust
Action Action Action Action Status Phase
Round
2. Racial Ability: Convert Darien (2/4) -> Darien (4/2) <0/4/1> 1tg 2ac Activate Darien (4/2) 0pc Build 2CR (4), 1DD (1) = 5, exhaust Darien (4/2) + 1tg (changed to 2 ds and 1 cr, exhausted thibah in strategy and action, so 1 tg short) <0/4/0> 0tg 2ac 0pc
Action 3.8.3. 2. Activate Activate Production Tequeron/Torkan Strategy Card Build Space Dock primary3.8.4. ability. onActivate Torkan(4) =4 Action 3. HW 2F(1) + + 1 Activate New Build 2DD(2) Spend 1CC from CR(2) ==34 Albion/Starpoint 1CR(1) Strategy Exhaust of 4.PC(1)"Minister Activate Retellion(2) + Rigel+ move in Destroyer war" + Sarween(1) Assembly exhaust Capha (3) + II(2) + Tar'Mann(1) from homeworld PC(1)"Crown of ++ Refresh Torkan Primor (2) = 5 Xxehan(1) Thalnos" Dal Bootha+ resources Sarween(1) = 7 exhaust Starpoint Move1SA CA and from3CP (3) + New Albion (1) Spent build 2 cruisers (2) + Tarmann with 3Fand = 4 resources 1 tg from hacan 1 destroyer (1) = (3 Ending 1/4/0 embers with for minister production / 5 on build Spacecap Dock of trade, exh 4 resources) at Space Starpoint T : Tactical / R : Race / S: Strategic / X : Transfert / A : Actionplanets card for vp, 10 inf Dock on Capha 0/3/0 De Cr Dr Ws CC, 3AC, Ca 0TG,Fi GF ST Mine 0/3/2 1VP CC, 3AC, 0TG, 0PC, 3 x8 x8 x 5 0PC, x 2 1VP x 4 x 12 x 12 ∞ ∞
Assembly secondary Refresh Hope's End (3-0), Transfer action and Astroth (3-0) between Homeworld and Quann 1/6/3Move 4 Trade from goods 2 Action Homeworld to cards 0 Political Quann: 1 carrier cards2 fighters, 4 with ground forces, and 1 dreadnaught Build on Homeworld 6 fighters and 3 Ref. SD (3), PDS cruisers (6) Total (9) x3 x6 x8 Exhaust Hope's End (3), 2 2Ashtroth (3), Sarween tools (3) 3 1
Yin
4
2
2
5
3
Sol
2
2
2
2
7
Ysarril
3
3
3
10
9
Hacan
5
4
2
4
12
14
Jol-Nar
4
3
1
2
5
12
3
5
Winnu
2
4
1
1
2
12
2
1
Embers
3
2
1
2
8
1
L1Z1X
3
2
2
5
9
2
Round 4
1
1 5
2 Activate Hope's End Move Carrier loaded with 2GF and PDS 3 Unassemble from Lodor System Garbozia(2/1) and Move also Hope's End (3/0) 1Destroyer from HS 0/5/1 1AC, Action 0PC, 0 or 4 Transfer to there and invade 5TGs between Home and planet with PDS and Lodor ground forces Move2War Sun, With less I will 1/5/1 1AC, 0PC, 0 or 2GF, 1PDS, 2Figs make it: garbozia, 5TGs and 2 Destroyers hopes end and 2 to Lodor sawreen ts for 7and 1 vp, 3 tech Build 1 tg at home System 2 GF 1 2 PDS (2GF and 1 PDS on both home Col. 4 # worlds) # 1 Cruiser Planet 2 Tech x8 1 Destroyer 1 (+2 TGs to Hacan) 2 4
Activate Mellon/Zohbat Build 1 Dreadnought (5), and 2 GF (1) Exhaust Veput (2) and Zohbat (4) *Yes, I know that I have Sarween Tools, but I have no other choice... exh summarian for 2 <2/3/0>, 0 TG, 2 AC, tg 0 PC TG
PC
AC
<5
<7
SA
0
0
3
1
5
0
0
4
1
2
11
5
3
1
8
2
1
9
6
5
0
3
2
7
8
0
0
4
1
2
8
5
0
0
3
2
2
1
8
5
0
2
6
0
1
2
11
5
2
0
3
1
1/6/2 4 Trade 3 2 3 goods 2 Action cards 0 Political cards 3 3
1
Sol
Ysarril
Hacan
Jol-Nar
Winnu
Turin
bnorton916
DavePaint
Aroine
IqAndreas
leadership
Start: <1/4/1> 0tg 3ac 0pc
Leadership (Primary):
assembly scientist assasination on jol narassembly acs pc sent
C
6
Yin
diplo
exh 4 planet for vp
x 40
Maus
Primary Strategy
End at 0/3/1 2 PC,1 TG
production, synchonicy
Embers
Ever Onwa tech
Yssaril. 2/4/1 3TG 9AC 2 Start Start: CC1/5/1, 0TGs, Winnu Start at 0/3/2, 6 A PC 0PCs, 3ACs( PC, 0 TG receive +3CC; 2 2/6/3 6 Trade goods 1) Leadership: Exhaust >Started with 2/3/2 3AC 1. Leadership 2n 1. Leadership Strategy, 1 Command 1. Leadership 3 Action cards 0 Arinam-Meer for 6 0PC 0TG Exhaust Wellon Secondary Secondary. Political cards influence/3CC -> 2/5/3 Centauri (3) for 3 Exhaust Darien (2/4) 3/3/3 CC, 4AC, 0TG, +3 CC's 3) Assembly 9 votes, Leadership - Secondary and place as 3/3 for +2cc 0PC Exhaust Torkan(4) + 1. Play Action card Secondary saved for >Purchase 3CCs 2. Assembly 2nd <2/4/2> 0tg 3ac 0pc Dal Bootha(2) Strategic Planning later >Place 1 CC in for tactical. Trade II results 2/4/4 4) Production secondary Command Pool, 1 CC in Voting influen 2. Diplomacy Primary Diplomacy: decline 2/6/3 6 Trade goods saved for later Fleet Supply, and 1 CC Will play a PC a) Darien becomes 2. Diplomacy decline 2 Action cards 0 5) Trade a) +7TGs give in Strategy Allocation assembly. Assembly Demilitarized Zone Assembly (Secondary): Political cards 2TG to Hacan >Exhaust Mellon (2+1) 3. Production 2n results 8 influence available for 3. Primary Assembly 7) tech: Cry a river and Mirage (2+1) saved for tactica 3. Assembly Secondary Assembly 2. Leadership 4. Trade Yin + Action Start: <1/4/2> 2tg Starting: 1/3/3 CC, Claim 1. Speaker Activate token Hacan Tatical Phase Start: 2/5/3 5TG Start at <1/4/3>, 3 Start+1 at 2/3/2 Refresh Darien (2/4) Receive 1PC + 2AC Secondary Do not use Diplomacy + 2 microtech -1 3ac 0pc 4AC, 1TG, 0PC, secondary turn #4 3AC 0PC TG, 3 AC, 1 PC 1 PC, 6 TG Yin has 5 votes Production (Secondary): Choose embers to Exhaust Loki (3), secondary 5. Techno prima 1VP production Give 2TGs to <1/4/2> 0tg 3ac 0pc delay until tactical play political (1), and Magmus 1. Production Build 1card DN 2F on Kamdorn Start Embers of Muaat ActivateReac Action 2/4/4torkan 3TG611AC 3PC Hercant (1), and 1 trade Use 1. Assembly primary + Secondary at Thibah Action 4.1.1. Resources Activate Mecatol (tech. Corneeq/Re 4. Production (Secondary): good(1) for Trade 3 secondary Deep Space Can Build 2F (1), PDS Trade Activate Production exhaust 4/7/3 12 goods 1. Production Rex during - Play Fla Secondary +2TG 4. Production decline. counters Tactical Phase (8) speed AC (# (2) at Thibah Strategy Card Tequ'ran(3) 3 command Action cards 1 Secondary: Action In Tactical Phase 4/7/3 card 5 Trade goods Exhaust Muaa Exhaust Thibah primary ability. Retellion(2) + Political Produce a Warsun Build Space Dock - Move 1W 3/3/3 CC, 4AC, 2TG, 5. Trade +4 TG = 6 2 Action cards 0 Production - Secondary GralFi (1)+ =1 5GF +1 (1/1) +2tg sarween(1) and 2GF at Lodor 5. Trade 0PC Give 1 TG to Hacan Political cards >Build 2 GF (1) and 1 Exhaust Lisis <0/4/2> 0tg 3ac Spend 1CC from 0/4/4 8ac-5tg-2pc Exhaust: All planets Pay 3 TGs + 1 PC from home s Action +2tg and 1 TG to embers. Cruiser (2) at Zohbat Velnor -(2), Tsion 0pc(Winnu = 1, Strategy 1. Assembly Secondary except JOL = Invasion Embers = 2, -1 non2/4/4 5TG 11AC 3PC 3. Assembly secondary >Exhaust Lesab (2) + red tech discoun 2. Activate Ion Refresh 12+Sarween <1/4/2>, 0 TG, 3 AC, determined primary) Warfare (Secondary): 6. Decline wait till (2) tactical phase Tools (1) 6. Play AC comb Signa 2. Activate exhaust Starpoint Storm Warfare 1 Elnoth and Astroth 1/5/3 3TG 3AC 0PC Use 0Sarween PC space Action <1/4/2> 2tg 3ac 0pc Jamming L1Z Sumarian Station (3) + New Albion (1) Move 1DD 1CR (3) 2/3/1,on 4 AC, from 7. Technology 4. Production primary - Secondary Arnor/Lor Move CR, CV(4F) Spend = 41CC resources from HW 2. Activate Mellon- Trade 2. IIUse Assembly TG 6. Warfare Secondary Strategy Choose wait till tactical phase >Receive 1 TG from Yin End at 3/3/2, 5 A from Darien Pick Neural up one GF 4/7/3 12 Trade goods Zohbat (Breaks Secondary Action ac local unrest on noneMove CR, DD 6 resources Trade agreement PC, Assembly 4 TG build 2 cruisers (2) = Motivator from Rigel 2 3 Action cards 1 trade w. Winnu) 2n mellon Move cruiser + 1cap / 4 Play AC8ac-5tg-2pc "Corporate 5. Tradecard secondary 3 TG from Jolfrom Thibah (31production 0/4/3 Political Move from Lodor a >Receive Unassemble Mirage Refresh Mua 7. Tech Secondary destroyer from Capha to Sponsorship" receive 4 trade goods Nar Trade agreement Edit:1/3/1, Added use Battle (will pm resources) at Space Warsun (2figs+4GF) 4 AC, Status Phase 0/4/2> 0tg 2ac 0pc Mehar Receive 1AC + 3 But 1 CCNeural in FS and 4/7/0 0 Trade I will put my CC 10 of warfare Embers will none Xull system Purchase >PayI now 1 TGexhaust for aTG, total 2ndary: battle orders) Dock 3. Transfer action 2. Activate II 3 AC, TG CC on Capha 1 CC in SA goods9 Verfut 3 Action 1/5/1 unless some 3 TG<0/4/2>, (actually 011) * I control pla Motivator for no cost 4/7/3 Trade goods 7. Warfare secon <0/4/1> 0tg 3ac Rigel <-> Torkan Move from Move from Lodor 2 0 PC CC to2TG, cards cards 0 Political really juicy AC influence -> Mecatol Move with 8. Bureaucracy 2/3/3Add CC,1CC, 4AC, +4(Corporate 2 Action 0 WSa +total 2 Fiin 0pc 0/3/3 4AC, 1TG, move 1DN w/GF Elnoth 1 carrier (w/3 destroyers Production Add 2 CC Claim cardcards comes up... Rex II(6), Saudor (2), Home greater than2 Secondary 0PCStrategy, Sponsorship) 2 more green Political Warfare - Primary system. T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card I have 0PC, 1VP 1CA w/6F+my 1CR ground forces... land Move from 3. Activate - Build wa to Command tech than Mirage (3) =Winnu 1VP player toBell my none techs. >Place High Alert at Carrier from 3. De Racial Ability: to rigel them1.taking planet), 1Cruiser (10) and 2 C G Cr Dr Ws2/3/2 CC, Ca 4AC, Fi1/4/4w/GF GF STsystem Mine SD PDS I Ref. Perimeter Col. TG PC AC Sol: neighbors objective. Objective.... And I will Exhaust >Refresh Planets immediate r 5TG 10AC 3PC 6. Warfare secondary # # Mecatol Rex Centauri/Gral. (2/4) -> (4/2) Action 4.1.2. 2 all destroyers, (1GF) Move 1 Cruiser - Spend M Round Ending: 4 Darien 0TG, 0PC, 1VP 3 VPs total have three of my Hope's End >Exhaust Miragefrom for End left <1/4/2> 2tg 3ac Technology Planet Tech at 2/3/2, 5 A x8 x8 x 5 Activate x 2 Blank x4 4 x 12 x3 x6 x 8 Kill! x 8Kill! Kill! x 40 <5 < 7 (4),SA build 2DN + 4GF x= 12 and space 1 dreadnaught Perimeter 6 TG, Sa ∞ ∞ stations on in immediately to gain Technology 2 fighters 0pc 4. Transfer Action (Secondary): 8. Bureaucracy decline Movemove Dreadnaught II PC, (1), 4 TG system 12 resources from No Action Cards Sorry again folks, I 1/5/1 8AC-1TG-2PC Ashroth, the board Yeah.... ground forces >Receive 1 AC and Loki,Abadoon, Abadoon Secondary Yin 3 (HW)2and 1 3 3 2 3 2 4 0 0 3 0 4 AC, Darien exhaust Shalloq(1) Astroth, Loki, Casuality order: Build 2 GF using 0/3/1, was away for the (Before 3 I10AC get ) to Elnoth, first Move there... 2 CCs"Micro Spend 1CC ending 1/4/4the 5TG >Receive Thibah Move 2 from cruisers + Sarween(2) + 3 destroyers Fighters, Sarween Tools TG weekend. victory 3 space docks on >Rearrange to 1/4/1 We'll set poo Strategy 3PC destroyer from Technology" Move CV(3F) from Capha system. Rigel + Rigel Destroyers, No 7AC2(2) cards to play. point the board for6Cruiser, 1 vp 6>Exhaust 0/3/2 Sol 3 5 1 2 6 3 1 1 Winnu0(3) and 4 2 Quann Ashroth, from Thibah to 3(2) 4/7/2 to12 Trade Warsun <0/4/1>, 0 TG, 3 AC, Activate Exhaust Jord (4) + Loki, Abadoon. Veput (2) for a total of 5 Darien Invade Mehar Xull, + Tar'mann(1) + goods 3 Action cards Invade Mellon with 0 PC Quecenn/Ra 2. receive 1 action Xull (1) + 2Capha 8 Ysarril 3 3Mehar 15 1 TG +from 3 13 6resc + use 2 Yellow 2 tech 11 Move DD 3from take planet Xxehan(1) 3TG = 1 Political card2 2 1GF2 and Zohbat - 1Flank sp Take card3 and (4) + 1TG = 10 4/7/3 9 Trade goods discount (1) Darien to Thibah 12 with 42GF 4. Activate Mirage (#2) L1Z1x as he has command counters, resources 2 Action cards 0 >Winnu racial ability Build CRx2 (4) at 0/3/2 CC, 4AC, 1TG, 2GF onthat Tequeron Production Primary War Sun bombards - Move 1 W five.(Not I have 3. and cards redistruibute Political Do not pay1CC to get Darien 0PC, 1VP 2GF or Torkan Produce in Zohbat Move Carrier from GF a choice) command develop Mark II TechLesab Exhaust Darien 0/4/3 8ac-2tg-2pc Hacan Homeworld 1/5/2 3TG 3AC 0PC - Bombard counters Advanced 7. Technology (4/2) Action Carriers 4.1.3. 1 Warsun invasion ord 2/7/4 0 Trade secondary Beurocracy - Secondary Secondary Strategies
Hacan
8
8
3
1
4
14
28
3
Jol-Nar
6
5
1
2
2
5
17
3
6
Winnu
2
5
1
1
4
12
2
1
Embers
3
2
1
2
9
1
2
L1Z1X
2
3
1
4
6
1
2
Round 5
2 5
3
1
9
5
0
0
4
2
9
8
0
0
5
1
1
5
6
0
0
3
1
1
10
7
0
1
3
0
9
6
4
0
3
1
1
Yin
Sol
Ysarril
Hacan
Jol-Nar
Winnu
Maus
Turin
bnorton916
DavePaint
Aroine
IqAndreas
tech
bur
Embers
Ever Onwa
assem
diplo
lead
Still I will play (or did I already play?) Command summit for 2CC 1/5/3 I will also play Grand Armana to my home system (Unlimited fleet supply)
1/4/1, 3 AC, 0 PC, 0 TG 0/3/2, 3 AC, 1 PC
Primary Strategy
Secondary Strategies
leadership secondary exhaust Darien for 2 CC 1/5/2 assembly secondary unexhaust Darien 0/5/2 trade primary receive 6 TGs
Trade II results
Leadership (Secondary): Exhaust Mehar Xull for 3 influence. +1 CC to Command 2/3/3 CC, 4AC, 0TG, 0PC 1 tg to embers
Strategy Phase 1. Leadership - 3 command counters Exhaust Mecatol Rex (6) 2/4/3 2. Diplomacy Primary then Mecatol Rex Leadership Exhaust 3. Assembly - saved for Meer + JOL for 3CC -> tactical 2/6/4 4. Production - Build 2 Assembly aftersummit much GF (1) and 1 PDS (2) command thought floor Use sarween tools (1) for 2we ccwill andgive grand to Yssaril and take and exhaust lesab (2) armada on home Speaker token for 5. Receive 1 TGs world ourselves. 10 votes 6. Warfare - decline Production @ home: 7. Technology - XRD Carrier, Dreadnought transporters and destoyer = 9 -2S = 7 Spend no strategy (Lodor and Zohbat) Exhaust Winnu (3) Trade will net 0. Saudor (2) and 1 TG Technology: both 8. Bureaucracy - decline primary and secondary: Autodefence turrets and End at 2/4/3, 3 AC, 0 Daxive Animators (1CC+ PC, 1 TG Perimeter, (edit: +Garbozia) + 2 green discount)
Diplomacy: decline
Assembly results
Assembly (Secondary): 8 influence available for Assembly
Action
Production (Secondary): delay until tactical
Action Action
Trade (Secondary): +2TG 2/3/3 CC, 4AC, 2TG, 0PC
Action Action
Warfare (Primary): Place High Alert token on Jord 2/3/3 CC, 4AC, 2TG, 0PC
Action
Strategy Phase 1. Leadership (P +3 command cou Exhaust Wello and Centauri (1/ 3 counters 4/4/3 2. Diplomacy - d 3. Assembly - de 4. Production - s tactical 5. Receive trade income, 4 TG (remember micro 6. Warfare - dec 7. Technology Cybernetics (6) -1 SA, expend Gral (1/1), +1 Gr discount 8. Bureaucracy -
End at 3/4/3, 3 A PC, 1 TG
Status Phase Technology: decline T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
Bureaucracy Dr(Secondary): Ws Ca spend x1CC x5 2 for 1PC x4 + 1AC 1/3/3 CC, 5AC, 2TG, 1 1PC
De
Cr
x8
x8
Yin
3
2
Sol
3
5
1
Ysarril
3
3
3
Hacan
8
8
3
Jol-Nar
7
5
2
Winnu
2
5
1
Embers
3
2
L1Z1X
2
6
Round 5
Fi
GF
ST
Mine
SD
PDS
Ref.
Col.
∞
∞
x 12
x 12
x3
x6
x8
x8
3
3
2
3
2
6
7
3
2
8
15
3
1
4
12
28
3
2
3
5
17
3
6
1
4
14
2
2
1
2
9
1
2
1
4
6
1
2
2 5
1 2
# Planet
# Tech
TG
PC
AC
x 40
<5
<7
SA
C
2
4
6
0
3
0
6
6
2
0
4
2
3
2
13
6
2
2
11
1
3
1
9
5
0
0
4
2
9
10
0
0
3
0
1
5
7
0
0
3
1
1
10
8
1
1
3
4
9
7
5
0
3
1
1
CC
Unit Strgth.
VP
SA
FS
CP
2
3
3
0
15
2
3
3
0
13.5
2
3
3
0
17.5
2
3
3
0
15
2
3
3
0
20.5
2
3
3
0
13.5
2
3
3
0
19
3
3
3
0
18
43 44 45 46 47 48 49 50
51
Embers
L1Z1X
Ever Onward
krootish86
Diplomacy
<-- Column #
Production
omacy Annex lon
2. Use Production Primary during Tactical
duction embly
Tech cancelled
2-2 1-2
Jol-Nar 1-1 Hacan 3-1
t exhaust Muaat
Exhausted 0,0,0
All players must exhaust 1 planet for each dreadnough/War sun they have in play if able
2/3/3
3/3/3
1 CC Activate Lisis/Velnor. Move warsun + 2 GF to Lisis/Velnor. Land 1 SA Assembly 2nd1 GF- on each.Lisis refresh (2/2) and Velnor (2/0) 1 SA Production 2nd - Build 1 Ca (3), 2 De (2) = cost 5 - Exhaust Lisis (2) 1 CC Activate and Velnor (2) and Centauri/Gral +1 -from Sarween Move 1 Ca + 2 GF to Activate Centauri/Gral. 1 CC Land 1 GF on each. Tsion/Bellatrix - Move 1 De and claim trade station End at 0/3/0, 0 TG, 0 AC, 1 PC
1.Activate Corneo/Resclon Move DR(1GF),CV(2GF,3FR 2.Assembly Secondary ) from Home Refresh 0.0.0System Land 0TG 1 GF2PC on 2/3/2 Coorneo(1/2)Primary 3.Production Land 2 GF on In Home system Resclon(2/0) Produce: 3/3/2 0TG 2CR, 1CV,2PC 2FR, 2GF 4.Activate Cost 9, Lazar/Sakulag (production(+3), Move 1CV(2GF,2FR) 0.0.0(5), discard labor from Home System 5.Activate force 1GF politics Land on(1)) Quecenn/Rarron 2/3/2 0TG 1PC each) Lazar(1/0) Move 2CR(1GF Land 1GF from System 2/3/0 Home 0TG on 1PC Sakulaf(2/1) Land 1 GF on 2/3/1 0TG 1PC Quecenn(1/2) Land 1 GF on Rarron(0/3) 2/3/0 0TG 1PC
CC
VP
Unit Strgth.
SA
FS
CP
1
3
2
0
20
2
3
1
0
15.5
1
4
1
0
22.5
2
3
4
0
26
2
3
1
1
27.5
1
3
1
0
21
0
3
2
0
24
1
4
2
0
27
added ac cards and 2 command counters (3 for sol) 3/8
Embers
L1Z1X
Ever Onward
krootish86
ership exh centauri, and wellon, 3 cc, 2, play minister of merce, prod sec , exh muatt and reen, sec tech, , warfare otechnology, 2 tgs, or, lisis, warfare e cruiser and war
leadership sec 3cc querron rarron pc aggressive strategy, warfar prim in home system, prod and assebly sec later assembly and prod
Ysarril is minister of trade law
act bellatrix, ca and gf from gral, inv bellatrix act wellon, ds from hs to wellon, build colony, spend pc core stability transfer action, centauri and hw, move ds to centauri, build at muatt 4 gf, sw tools and a tg
prod sec, build 3 DN in home, 12, exh 000, coorneo, resculon, lazar, sakulag, 1 tgpick act arnor/lor, 3 dn, up 3 gf from coorneo, 2 cr and gr from querronsec, refresh assem 000, and lazar act queron/rar, move dn, ca, 3 ft from coorneo, , ca, 2ft, 2 gf lazar,000 , 2gf on ,from exhaust and queron, sd on queron, lazar colony on each
CC
VP
Unit Strgth.
SA
FS
1
4
2
0
21.5
1
3
2
0
20.5
0
4
0
0
37.5
2
4
2
0
42
2
3
1
2
35.5
1
3
1
1
31
1
3
1
1
30
1
5
2
0
48
Embers
L1Z1X
Ever Onward
krootish86
tsion for 1 cc 2/3/1, em prim, 1 pc 2 ac, rom top from player out one, trade 2 tgs, sec, hylar 5, muatt 2 red planets, beur 0/3/1
0/3/1 Transfer action HS and Centauri/Gral Move WS + 22 GF Fi +and 3 GF + Land PDS PDS from1 home on Gral, GF on system to Build at Centauri Centauri/Gral Muaat 1 PDS (2), 2 Cruisers (4) = 6 cost Exhaust
leader sec quecenn and rarron for 3 cc, assem and prod sec in action phase, trade opt a 7, give one to Ysarril, tech sec, 2 red tch bonus, arnor and resculon 7
humane labor-Passed, no space dock may produce more then 2 units at a time (3 with sawreen) 1.Activate Alpha Wormhole Move in 1 Carrier with 5 fighters from 2.Production Quecenn/Rarron Secondary 2/5/2CC Build at 7TG 0PC 2AC Quecenn/Rarron 1 Dreadnought(4), 2 Destroyers(2)
End at 0/3/1, 5 AC, 2 PC,1 TG
3.Assembly Secondary Refresh 0.0.0(5) and Lazar(1) 0/5/2CC 7TG 0PC 4.Activate 2AC Sumarian/Arcturus Move in 2 Dreadnoughts carrying 5.Activate 1 GF each from Quecenn/Rarron Quecenn, Build spacedock(4) on 2 Destroyers, andgood 1 Rarron 6.Send last trade Carrier(empty). Build 1 Destroyer(1) to Yssaril Battle orders follow and 2GF on will 0/5/0CC 0TG 0PC in PM Quecenn(1) 2AC exh 5 planets for vp 0/5/1CC6TG 7TG 0PC Expend 2AC 0/5/0CC 1TG 0PC 2AC
exh 4 planets and tg for vp
CC
VP
ac cards sent
Unit Strgth.
SA
FS
CP
1
4
1
0
30
strat done action done status done
1
3
2
1
29.5
strat done action done status done
2
4
1
2
48.5
strat done action done status done
2
6
3
0
64
strat done action done status done
1
5
1
3
63.5
strat done action done status done
2
3
2
2
38
strat done action done status done
0
3
2
2
36
strat done action done status done
1
5
1
1
57
strat done action done status done
Embers
L1Z1X
Ever Onward
krootish86
t at 0/3/2, 6 AC, 2 0 TG eadership 2nd aust Wellon (3) and tauri (3) for 3 CC place as 3/3/2 ssembly 2nd - saved actical. oting influence is 7. Will play a PC for the embly. roduction 2nd ed for tactical rade Yin + 25 Sol Start+1 at 2/3/2, AC, microtech -1 = 4 TG 1 PC, 6 TG echno primary Magmus ActivateReactors h. primary + 5) and Corneeq/Resculon p Space - Play Cannons Flank
bur
L1Z1X Round 4 Strategy Orders Start at 1/5/1CC 2TG 0PC 3AC 1.Leadership Secondary purchase 3CC, exhaust Quecenn(3), Rarron(4) 3/5/2CC 2TG 0PC 3AC imperial containment 2.Assembly, 7 votes for primary, save secondary for tactical phase 3/5/2CC 2TG 0PC 3AC L1Z1X Tactical Orders
Imperial containment=For L1Z must lose a cc for every command cc they spend
Round 4 3.Production Secondary Start 1/5/3 5TG 2AC In home system produce 0PC waiting to confirm only 1PDS(2), 1 Destroyer(1), 1 order Crusier(2) 1. Activate exhaust 0.0.0(5) speed AC (#1) Quecenn/Rarron xhaust Muaat (4), 2/5/2CC 3AC - Move 1 WS + 2 Move2TG in 10PC Destroyer, (1)+ =1 5GF +1 PDS Fi 2DN from xhaust Lisissystem (2), 4.Trade, expect to receive from home Sumerian/Arcturus nor -(2), Tsion orders (2) + 2 3TG(each DN has 1GF) Invasion tech discounts =8 2/5/2CC 5TG 0PC determined after The carrier with3AC 5 lay AC combat Signal space fighters from the alpha ming on L1Z1X in 5.Technology Secondary 2/3/1, 4 AC, 1 PC, 6 wormhole. or/Lor Purchase TG Battle Deep ordersSpace in PM. at 3/3/2, 5 AC, 1 Cannons 4 TG exhaust Arcturus(1), Assembly 2nd. End 1/5/1 5TG 2AC Refresh Muaat (4/1) Lazar(1), 0PC Sakulag(2), two :1/3/1, Added use 1ofPC, 6 red tech planets 4 AC, Embers will claim Start5TG 0/5/1CC are 2ndary: 1/5/2CC 0PC 5TG 3AC TG * I control planets 2AC 0PC Warfare secondary. with a +total influence e WS 2 Fi to 6.Bureaucracy primary Production greater than2nd the Claim the objective "I me system. Place CC in command - Build warMove sun player toBellatrix my rier from to pool.have 3 techs of the (10) and 2 GF (1) immediate CC right and Qualify same lose 1 TG tauri/Gral. for color", "I have Unit planets - Spend Muaat VP left Yssaril, gain 2CC at SA 2/3/2, AC, with to greater total Strgth. influence FS 1 CP (4), 6 TG,5Sarween 1 AC. 4 TG thenand either of my (1), End 1/5/2CC 4TG 3AC 0 4 AC,41 PC, 0 2neighbors" 0 27 ac cards added 0/3/1, New0PC Objective is "I have all TG We'll set pools to three of my space docks on 0/3/2 2 3 3the board" 1 43.5 status done Activate 1/5/3CC 5TG 0PC 3AC Quecenn/Rarron
5 3 62.5 - 1Flank speed AC 1 7.Play signal jamming on (#2) Muatt in Lisis/Velnor - Move 1 WS + 2 System GF 1/5/3CC 5TG 0PC 2AC - Bombard &
invasion orders
2
7
4
1
100
1
5
1
4
87
1
4
1
3
39
0
3
2
3
48.5
1
5
2
3
49
Embers
L1Z1X
Ever Onward
krootish86
2, 3 AC, 1 PC, 1 TG L1Z1X Strategy Orders Round 5 tegy Phase Start 1/5/2CC 3AC 4TG eadership (Primary) 0PC command counters xhaust Wellon (1/3) Leadership Secondary Centauri (1/3) for + Purchase 3CC, exhaust unters Quecenn(2), Lor(2), /4/3 discard 2 TG iplomacy - decline 2/5/4CC 3AC 2TG 0PC ssembly - decline roduction - saved for Assembly, 5 votes for cal primary, save secondary eceive trade good for tactical phase. me, 4 TG member microtech) Production Primary Warfare - decline Build 3 Cruisers in Home echnology System (6) ernetics (6) 2 from Primary, exhaust 1 SA, expend 4 TG, Sumerian(2), Sakulag(2) (1/1), +1 Green ount Trade Secondary ureaucracy - decline Expect to receive 3TG 2/5/4CC 3AC 5TG 0PC at 3/4/3, 3 AC, 1 1 TG Technology Secondary Purchase Sarween Tools Exhaust 0.0.0(5), Arcturus(1) 1/5/4CC 3AC 5TG 0PC
CC
VP
Unit Strgth.
SA
FS
CP
0
5
2
0
27
2
3
4
1
43.5
1
5
1
3
62.5
2
7
4
1
99
0
6
4
4
96
1
4
3
3
42
4
4
3
3
48.5
1
5
4
3
55
1) Battle # one ARNOR LOR
PDS fire Rolls (raw) Results Pre-Combat Anti-Fighter Rolls (raw) Results Mentak Rolls (raw) Results Space Combat Round 1 Rolls (raw) Results Round 2 Rolls (raw) Results Bombard. Results Invasion Combat PDS fire Rolls (raw) Results Round 1 Rolls (raw) Results Units remaining: 1) Battle # two Sumarian Acturus
PDS fire Rolls (raw) Results Pre-Combat Anti-Fighter Rolls (raw) Results Mentak Rolls (raw) Results Space Combat Round 1 Rolls (raw) Results Round 2 Rolls (raw) Results Bombard.
Opposing Forces attacker defender
3 dn, 2 cr
1 ds 1 ca 1 ft 1
10/7/7/2/3
9/9/2001
h/h/h/m/m
h/h/m
Losses attacker defender
2 dm dread
ds, ca, ft all destroyed
arnor- 1 lor -2 8/9/3 h/h/m
2 gf, all destroyed
all with 2 dam dread
Opposing Forces attacker defender
2 dn/2 ds/1 ca
Losses attacker defender
1 cr/2 ds
2/7/5/8/9
5/9/1
m/h/m/h/h
m/h/m
acturus, 2 dn
0
1 cr 2 ds 1 dm dread
all
1 gf
Results Invasion Combat PDS fire Rolls (raw) Results Round 1 Rolls (raw) Results Units remaining: 1) Battle #3 Sumarian again
3/9
all
all but dam dread
Opposing Forces attacker defender
Losses attacker defender
PDS fire Rolls (raw) Results Pre-Combat Anti-Fighter Rolls (raw) Results Mentak Rolls (raw) Results Space Combat defender Destroyer preshots with antifighter barrage (6 at 7s or higher)2,3,4,6,7,102 hits 2 dreads at 4s 3,10, 1 hit 1 miss 2 destroyers at 8s 5,5 2 misses 1 carrier at 9 - 9 1 hit
Round 1 Rolls (raw) Results
So end of round 1, 4 fts destroyed, remains 2 cr, 1 ds, 1 ca for yin Yin attack 2 cr at 6 8,5 1 hit 1 miss 1 ds at 8 1 miss 1 ca at 9 8 miss 2 fts at 9s, 7 and 8 2 misses 1 hit total
none
The recehck hit with an 8, so L1Z1X has to take 2 hits, then Yins ability if they want and round 2.
The clone wars continue on (we're going to need more clones)... Round Two L1Z1X DN 4 - 7 hit DN 4 - 10 hit DS 8 - 1 miss 2 hits Yin CR 6 - 5 Miss CR 6 - 3 Miss DS 8 - 5 Miss CA 9 - 8 Miss 0 hits Yin loses Destroyer and Carrier round 3 DN 4 - 5 hit DN 4 - 5 hit DS 8 - 5 miss 2 hits CR 6 - 4 miss CR 6 - 4 miss 0 hits Yes it was a full house in yathze
Round 2 Rolls (raw) Results Round 3 Results Invasion Combat PDS fire Rolls (raw) Results Round 1 Rolls (raw) Results Units remaining: ) Battle #4 mellon zohbat
PDS fire Rolls (raw) Results Pre-Combat Anti-Fighter Rolls (raw) Results Mentak Rolls (raw) Results Space Combat Round 1
Yin loses last two cruisers, L1z1x has 2 undamaged dreadnaughts and a destroyer remaining. File will be updated tonight.
none
Opposing Forces attacker defender
1 ws,2 ds,cr,2 ft
1 DN 1 cr
2 dn 1 ds
Losses attacker defender
ac strategic retreat to peremeter
Rolls (raw) Results Round 2 Rolls (raw) Results Round 3 Results Invasion Combat PDS fire Rolls (raw) Results Round 1 r1 r2 r3 r4 r5 Units remaining: ) Battle #5 corneq resculon
2,3,4/9,2/7/10,2
7,3
m,m,h,h,m,h,h,m
h,m
PDS fire Rolls (raw) Results Pre-Combat Anti-Fighter Rolls (raw) Results Mentak Rolls (raw) Results Space Combat Round 1 Rolls (raw) Results Round 2 Rolls (raw) Results Round 3 Results
all
2
0
ws bombard-3,7,6 m/h/h 2 hits zohbat 4 gf
2 gts
7,7,3,5
7,2
1,7,3,5
10,2-1 hit
3,8,6
4,9 1-hit
7,9 1-hit
1,2
8,9 1-hit
3
Opposing Forces attacker defender
PDS fire Rolls (raw) Results ) Battle #6 quecenn rarron
dn and cr 1 ft
Losses attacker defender
2 5,0 hit/miss
Opposing Forces attacker defender
Losses attacker defender
ds
ws 8,4,8
9
h/h/h
h
ws damaged
all
ws bombarded queronn, rolled 7, 10, 7, 3 hits, 2 gf destroyed all gfs Opposing Forces ) Battle #7 quecenn rarron again
Losses
) Battle #7 quecenn rarron again
attacker PDS fire Rolls (raw) Results Pre-Combat Anti-Fighter Rolls (raw) Results Mentak Rolls (raw) Results Space Combat Round 1 Rolls (raw) Results Round 2 Rolls (raw) Results Round 3 Results Ground combat Bomabardment Rolls (raw) Results Round 1 Rolls (raw) Results Round 2 Results
dn/dn/ds/ca/ftX5
defender
attacker
defender
ws damaged
9/7/9/4/7/2/3/3/0
3,4,5
h/h/h/m/m/m/m/m/h
h/h/h
2 damaged DN, 1 ft all, WS, plays dn on rarron dn on quecenn, 1 gf on each 1,7 m/h rarron 1 gf
1 gf
1
9
m
h 1 gf lost on rarron1 gf lost on quecenn
rarron stays in embers, quecenn in l1z1x
ac strategic retreat to peremeter
defender declares retreat to corneeq/rescion, but can't because they don't control the system (only controls one planet)
bers, quecenn in l1z1x
(only controls one planet)
RACE-SPECIFIC TECHNOLOGIES Jol-Nar - Spatial Conduit Network (6 resources): Once per turn when moving, you may move ships from one system you control to another you control as if both were adjacent. Ships using this movement must end their movement in a system you control.
Yssaril - Shuttle Logistics (3 resources): At start of status phase, choose a system not containing enemy ships. Your GF in this system may move to any friendly planet in same or adjacent system (that does not contain enemy ships).
Sardakk N'orr - Berserker Genome (5 resources): Roll a die for each unit you lost at end of space combat round 1. If you roll at least one '10', your opponent must take 2 additional casualties.
L1z1x - Dreadnought Invasion Pod (2 resources): Dreadnoughts may carry one additional GF.
Mentak - Salvage Operations (4 resources): Gain 2 TG at end of each space combat you participated in. If you won, you may build a ship in this system that was destroyed in combat (you must pay for it) .
Hacan - Production Centers (3 resources): As an action, spend 1 CC from Strategy Allocation area to gain 6 TG. You must then give 2 TG to any other player. You may only do this once per turn, and only if you have fewer than 6 TG.
Xxcha - Diplomats (5 resources): Once per turn when an enemy activates a system you control, you may spend 1 CC from Strategy Allocation area to force him to instead place the CC into his reinforcements and immediately end his action.
Naalu - Telepathic Mind Weapon (5 resources): When an opponent activates a system you control, he immediately loses one CC from ship supply.
Letnev - L4 Disruptors (6 resources): You may use your race's special ability during Invasion Combat without paying any TG.
Sol - Mark II Advanced Carriers (4 resources): Your Carriers now have a capacity of 8 and gain the "sustain damage" ability.
Saar - Foating Factory (3 resources): Your Space Docks now have a production capacity of 5, movement of 2 and can support 5 fighters.
Yin - Fanaticism (4 resources): You may use your race special ability twice at the start of each invasion combat.
Winnu - Bioptic Recyclers (3 resources): As an action, discard an action card from your hand and receive 2 TG or one CC.
Muaat - Magmus Reactor (5 resources): Your War Suns get +1 movement and cost 10 ressources.
Unit
Cost
Mov
Hit
Max
Special
Carrier
3
1
9+
x4
Carry up to 6 units (Fighters, GF or PDS)
Fighter
½
-
9+
∞
Destroyer
1
2
9+
x8
Anti-fighter beam (2D10)
Cruiser
2
2
7+
x8
Lay mines
Dreadnought
5
1
5+
x5
Sustain damage / Bombardment if invasion and no PDS
War Sun
12
2
3+ (x3)
x2
Sustain damage / Bombardment (3D10) / Carry up to 6 units
Ground Force
½
-
8+
∞
Shock Troop
-
-
5+
x 12
Capture Facility, SD & PDS / Die first during invasion / Should be with at least 1 GF
Space Mine
2
-
9+
x 12
Can damage each non-fighter ship ending their move in the space mine system
PDS
2
-
6+
x6
Planetary shield / Space Cannon
Space Dock
4
x3
Production (Resource + 2) / 3 Fighters capacity
Refinery
1
x8
Production +1 / Planet is exhausted when refinery is built / Not considered as an unit
Colony
1
x8
Influence +1 / Planet is exhausted when colony is built / Not considered as an unit
race1
race2
race3
race4
race5
race6
SCIENTIST (S)
- Technology discount of 2 credits rather than 1 on technological planets - Cost of SD = 2 resources - PDS +1 on any rolls - Planets with PDS and Scientist can't be bombarded by WS
DIPLOMAT (D)
- Delay invasion for 1 round - Can move through opponent's fleet (with opponent's permission)
GENERAL (G)
- Reroll up to 2D10 per round (invasion) - Bombardement -4 for Dreadnaught and WS (defense) - GF +1 combat (defense)
ADMIRAL (A)
- Combat +1 additional D10 - Movement Dreadnaught +1 - Opponent can't retreat (except if an another Admiral is present)
AGENT (E)
- No ennemy PDS fire during invasion - If invasion is succesful, ennemy Facility, PDS and SD can be captured - Sacrifice to Sabotage an Action Card
Home World(s) – Arretze (2r/0i), Hercant (1r/1i) and Kamdorn (0r/1i) Starting Units – 4 ground forces, 2 carriers, 1 cruiser, 2 fighters, 1 space dock Starting Tech – Enviro Compensator, Sarween Tools Leaders: 1 General, 1 Diplomat, 1 Scientist Trade Agreements: 3, 3 Special Abilities : - Your trades do not require approval during Trade Negotiations. - You do not need to spend a Command Counter to execute the secondary action of the Trade Strategy. - When you receive Trade Goods from a Trade Contract you receive one additional Trade Good. - No player may ever (except for war) break a Trade Contract with you. - During the Status Phase you may trade Action Cards with other players. Home World(s) – Archon Ren (2r/3i) and Archon Tau (1r/1i) Starting Units – 1 space dock, 3 fighters, 1PDS, 1 carrier, 2 ground forces, 2 cruisers Starting Tech – Antimass Deflectors, Enviro Compensator Leaders: 1 Admiral, 2 Diplomats Trade Agreements: 2, 2
The Emirates of Hacan
Special Abilities : - When executing the secondary action of the Diplomacy Strategy you may execute the primary action instead. - Immediately after a political card has been drawn and read you may spend one Command Counter from your Strategic Allocation pool to cancel the card and force another political card to be drawn. - Your opponent receives –1 on all combat rolls against you during the first combat round of all Space Battles and Invasion Combats. Home World(s) – Druaa (3r/1i) and Maaluuk (0r/2i) Starting Units – 1 space dock, 4 ground forces, 1 PDS, 1 carrier, 1 cruiser, 1 destroyer, 4 fighters Starting Tech – Antimass Deflectors, Enviro Compensator Leaders: 1 Diplomat, 1 Admiral, 1 Agent Naalu CollectiveTrade Agreements: 2, 1 Special Abilities : - The initiative number on your chosen Strategy card is always considered to be zero (this means you’re always first in the order of play). - If attacked a Naalu fleet may retreat before the beginning of the Space Battle. - Your Fighters receive +1 on all combat rolls in Space Battles. Home World(s) – Jord (4r/2i) Starting Units – 5 ground forces, 2 carriers, 1 destroyer, 1 space dock Starting Tech – Antimass Deflectors, Cybernetics Leaders: 1 Admiral, 1 Diplomat, 1 Agent Federation of Sol Trade Agreements: 2, 2 Special Abilities : - As an action, you may spend one Command Counter from your Strategic Allocation pool to place two free ground forces on any one planet that you control. - During the Status Phase you receive one extra Command Counter. Home World(s) – [0,0,0] (5r/0i) Starting Units – 1 space dock, 1 carrier, 5 ground forces, 1 dreadnought, 3 fighters, 1 PDS Starting Tech –Enviro Compensator, Stasis Capsules, Cybernetics, Hylar V Assault Laser Leaders: 1 Diplomat, 1 Scientist, 1 Agent L1Z1X Mindnet Trade Agreements: 1, 1 Special Abilities : - The base cost of your Dreadnoughts is 4. - Your Dreadnoughts receive +1 during Space Battles and your ground forces receive +1 when attacking during Invasion Combat. - You start with one extra Command Counter in your Strategic Allocation pool. Home World(s) – Quinarra (3r/1i) and Tren’Lak (1r/0i) Starting Units – 5 ground forces, 1 carrier, 1 cruiser, 1 PDS, 1 space dock Starting Tech – Hylar V Assault Laser, Deep Space Cannon Sardakk N’orr Leaders: 2 Generals, 1 Admiral Trade Agreements: 2, 1 Special Abilities : - You receive +1 to your combat rolls.
The Xxcha Kingdom
The
The
The
The
Home World(s) – Retillion (2r/3i) and Shalloq (1r/2i) Starting Units – 1 space dock, 5 ground forces, 1 PDS, 2 carriers, 1 cruiser, 2 fighters Starting Tech – Antimass Deflectors, XRD Transporter Leaders: 1 Admiral, 2 Agents Trade Agreements: 2, 1
The Yssaril Tribes
Special Abilities : - You are allowed to skip your action turn during the Action Phase (you may not skip two such action turns in a row). - You draw one additional Action Card during Status Phase. - You are never limited to a hand size of Action Cards (ever). - Once during the Strategy Phase you may look at one other player’s hand of Action Cards. Home World(s) – Arc Prime (4r/0i) and Wren Terra (2r/1i) Starting Units – 1 space dock, 1 dreadnought, 1 destroyer, 1 carrier 3 ground forces Starting Tech – Hylar V Assault Laser, Antmass Deflectors Leaders: 1 Diplomat, 1 Admiral, 1 General Trade Agreements: 1, 1
The Barony of Letnev Special Abilities :
- Before any Space Battle or Invasion Combat round, you may spend 1 Trade Goods to give all your spaceships +1 or all of your ground forces +2 on their combat rolls (for that combat round only). - Your fleets may always contain one more ship than the number of Command Counters in your Fleet Supply pool. Home World(s) – Jol (1r/2i) and Nar (2r/3i) Starting Units – 2 ground forces, 2 carriers, 1 fighter, 2 PDS, 1 dreadnought, 1 space dock Starting Tech – Hylar V Assault Laser, Antimass Deflectors, Enviro Compensator, Sarween Tools Leaders: 2 Scientists, 1 Admiral Trade Agreements: 3, 1
The Universities of Jol-Nar Special Abilities :
- You receive -1 to all your combat rolls. - When executing the secondary action of the Technology Strategy, you may execute both its primary and secondary action. - You may spend a Command Counter from your Strategy Allocation pool to immediately reroll any of your die rolls. Home World(s) – Moll Primus(4r/1i) Starting Units – 1 carrier, 3 cruisers, 1 PDS, 4 ground forces, 1 space dock Starting Tech – Hylar V Assault Laser, Enviro Compensator Leaders: 1 Agent, 1 Admiral, 1 Diplomat Trade Agreements: 1, 1
The Mentak CoalitionSpecial Abilities :
The Clan of Saar
- You start the game with one additional Command Counter in your Fleet Supply pool. - Before a space battle begins (in which you are a participant) you may fire up to two Cruisers/Destroyers (or a mix thereof). The enemy takes casualties immediately with no return fire allowed. - During the Strategy Phase, you may take one Trade Good from up to two different players (who have at least three Trade Goods). Home World(s) – Lisis II (1r/0i) and Ragh (2r/1i) Starting Units – 4 ground forces, 2 carriers, 2 fighters, 1 cruiser, 1 space dock Starting Tech – Antimass Deflectors, XRD Transporter Leaders: 1 Agent, 1 Admiral, 1 General Trade Agreements: 2, 1 Special Abilities : - Gain 1 Trade Good every time you acquire a new planet. - Your Space Docks have a movement of 1 but cannot move & build in the same activation. Your Space Docks are never on planets and have a production capacity of 4. If your Space Dock is present in a system with enemy but no friendly ships, it is destroyed. - You may fulfill objectives even if you don't control your Home System.
Home World(s) – Darien (2r/4i) Starting Units – 4 ground forces, 2 carriers, 1 destroyer, 4 fighters, 1 space dock Starting Tech – Hylar V Assault Laser, Automated Defense Turrets Leaders: 1 General, 1 Diplomat, 1 Agent Trade Agreements: 1, 1
The Yin BrotherhoodSpecial Abilities :
- Before an Invasion Combat in which you are the attacker begins, you may roll 1 die. On a 5+ your opponent looses 1 Ground Force and you gain 1 Ground Force. - Immediately before the second round of a Space Battle, you may discard one of your participating Destroyers or Cruisers to choose one opposing ship present and immediately inflict one hit on it. - Once per turn, as an Action, you may place your control marker on an unexhausted Planet Card you control. Until the end of the round, its Influence and Resource values are reversed. Home World(s) – Winnu (3r/4i) Yellow tech discount Starting Units – 3 ground forces, 1 carrier, 1 cruiser, 2 fighters, 1PDS, 1 space dock Starting Tech – Antimass Deflectors, Enviro Compensator, Stasis Capsules Leaders: 1 Scientist, 1 Admiral, 1 Agent Trade Agreements: 3, 1
The Winnu
Special Abilities : - You may always add Influence value of your Home System planet to your votes, even if is exhausted. - Your planets that contain at least 1 Ground Force are immune to the Local Unrest Action Card. - You do not need to spend a Command Counter to execute secondary ability of the Technology Strategy. Home World(s) – Muaat (4r/1i) Starting Units – 4 ground forces, 1 war sun, 2 fighters, 1 space dock Starting Tech – Enviro Compensator, Sarween Tools, War Sun Leaders: 1 Scientist, 1 General, 1 Diplomat Trade Agreements: 2, 2
The Embers of MuaatSpecial Abilities :
- Your War Suns have a base movement of 1. This improves to 2 when you acquire the Deep Space Cannon technology. - As an action, you may spend 1 Command Counter from your Strategy Allocation Area to place 2 free fighters or 1 free destroyer in any one system containing one of your War Suns or your Space Docks. - Your ship may move through but may not end their movement in Supernova systems.
fighters
en Tools
Planet List T R Name
R
B
R R
R R
B B G B ST
G
G G R
B
5 1 3 2 1 1 1 2 2 2 0 3 3 1 1 0 2 3 2 2 2 1 1 3 1 4 0 1 2 2 1 2 3 1 1 0 0 0 1 0 1 0
[0,0,0] Abadoon Abyz Archon Ren Archon Tau Arcturus Arinam Arnor Arretze Ashtroth Bellatrix Bereg Capha Centauri Coorneo Dal Bootha Darien Druaa El'nath Fria Garbozia Gral Hercant Hope's End Jol Jord Kamdorn Lazar Lesab Lisis Lisis II Litra IV Lodor Loki Lor Maaluuk Malice Mallice Mecatol Rex Meer Mehar Zull Mellon
I 0 0 0 3 1 1 2 1 0 0 1 1 0 3 2 2 4 1 0 0 1 1 1 0 2 2 1 0 1 2 0 3 1 2 2 2 3 3 6 4 3 2
Notes on using this list: These *must* be in alphabetical order for the Lookup feature to work properly. The top row is empty on purpose, so that the drop-down selection has a blank at the beginning o The Data, Validation, List feature is used on the 'Main' tab in the planets list to make it very easy Unfortunately the Validation feature needs to have the list on the same tab as its used. Therefo a reference to this exact same list of planets located here. If you add a planet, just make sure the 'Main' tab.
FI
G GF G
G
1 4 4 2 1 2 2 2 1 3 2 0 2
Mirage Mol Primus Muaat Nar New Albion Perimeter Primor Quann Qucen'n Quinarra Ragh Rarron Rescion
2 retillion G B
0 1 1 2 2
Rigel I Rigel II Rigel III Sakulag Saudor
1 shalloq TG
R B TG
B R R
Y G B
3 2 1 2 1 0 1 2 2 1 2 2 1 3 1 3
Starpoint Sumarian (TS) Tar'mann Tequ'ran Thibah Torkan Tren'lak Tsion (TS) Vega Major Vega Minor Velnor Veput Wellon Winnu Xxehan Zohbat
2 1 1 3 1 2 1 1 2 1 1 3 0 3 Homeworlds 1 2 1 1 2 2 1 2 1 0 1 3 0 2 1 2 0 0 2 4 1 1
a blank at the beginning of it. ts list to make it very easy to enter planets. e tab as its used. Therefore, the Main worksheet tab has d a planet, just make sure it also shows up on the list on
Removed, not really for expansion
Player #
Race
Username
First Name
Email
1
Yin
Maus
?
?
2
Sol
Turin
?
?
3
Ysarril
bnorton916
Bill
?
4
Hacan
DavePaint
David
[email protected]
5
Jol-Nar
Aroine
Atte
[email protected]
6
Winnu
IqAndreas
Andreas(?)
?
7
Embers
Ever Onward
Mike
?
8
L1Z1X
krootish86
?
?
GM
GM
kruhland
Kevin
[email protected]
Player Colors: If you want to change the players color: Select cell and then select color palete tool. Remember which item it is on the color palete. Choose Tools, Options, Color. Then select the color on the color palete and edit it. Color changes everywhere
Time Zone GMT+2 GMT-6 GMT+1 GMT-6 GMT+2 GMT+1 GMT-6 GMT-6 GMT-6
on the color palete. and edit it. Color changes everywhere :)
Changes 1 Notes added to Sakulag - Lazar system 2 Spelling of Astroid field to Asteroid fields 3 Fixed Muaat and L1Z1X Command pool formulas 4 Edited colors in Technology 5 Spelling in Technology 6 Added Antimass Deflectors to Mindnet 7 Fixed broken Ac and PC formulas 8 Changed Round to 1 9 Formatted VP track 10 Fixed everything on Details tab (Round0, Summary, Round1 formulas and formating 11 in units leaders grid renamed races to genereric to avoid confusion 12 Added couplw of War Suns to Jol-Nar system 13 Fixed some layouts and wordings on Strategies page to show them on 1024X768 resolution
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