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#601
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Now that we're a few rounds into the game, I want to point out a few things in case I haven't before: The game will probably run no more than 10 rounds (it could end later than that if the Bureaucracy card were to be passed up in the 10th round, but as it gives you a chance to score before the Status Phase that's not super likely late in the game). The game should run at least 6 rounds barring a 10-point winner, but after that it's up in the air.
One of the cards in the Stage II section of the Objective Deck instantly ends the game when revealed (if you draw it as part of your two when executing Bureaucracy, you can choose not to reveal it, of course — and as revealing it ends the game before you can score points off Bureaucracy you won't want to reveal it unless you're in the lead). So keep that in mind as you work toward objectives. Also, I'm starting to see why the manual recommends playing to 9 points when using Bureaucracy, because objectives come out pretty slowly. I'm fine continuing on with 10 as the winning number. What do the rest of you think? |
#602
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I say stick with 10.
I attempt to claim action cards 103 and 127 before claiming action card 97. I've put one CC in my Command Pool. I cannot claim any victory conditions. I still have the Speaker Token THE EMBERS OF MUAAT SPECIAL ABILITIES >Your War Suns have a base movement of 1 until you acquire Sarween Tools and Deep Space Cannon; once acquired, base movement is 2 >As an Action, spend one Command Counter from Strategy Allocation to place 2 free Fighters or 1 free Destroyer in any one system containing one of your War Suns >You may move through, but not stop in, Supernova systems CONSUMABLES Action Cards: 3 Political Cards: 1 Trade Goods: 3 COMMAND COUNTERS Command Pool: 1 Strategy Allocation: 2 Fleet Supply: 3 Activations: 0 Total in play: 8/16 PLANETS (Resources/Influence) Muaat (4/1) Lesab (2/1, Green Tech Spec) Resculon (2/0) Coorneeq (1/2, Red Tech Spec) El'Nath (2/0, Blue Tech Spec) Mecatol Rex (1/6) TECHNOLOGIES OWNED Enviro Compensator War Sun Sarween Tools Hylar V Assault Laser UNITS (Deployed/Total) Space Dock - 1/3 Ground Forces - 5 (+1 ST) Fighters: 2 Carriers: 1/4 Destroyers: 1/8 Cruisers: 1/8 Dreadnoughts: 2/5 War Suns: 0/2 UNIT DEPLOYMENT Muaat - 1x Space Dock, 1x Dreadnought, 2x Ground Force El'Nath - 1x Carrier, 2x Fighter, 1x Ground Force, 1x Cruiser Coorneeq - 1x Ground Force Lesab - 1x Dreadnought, 1x Destroyer Resculon - Control Marker Mecatol Rex - 1x Ground Force, 1x Shock Troops TRADE CONTRACTS 1 Letnev 2 Sardakk N'or VICTORY POINTS: 1 |
#603
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The Yin draw Action Card 74, and throw two CC's into Command. All the rest of my stuff (literally) was in my last update. We do not qualify for any objectives.
COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 2 Fleet Supply: 4 Activations: 0 Total in play: 8/16 |
#604
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I'll spend my two command pool CCs and one strategy CC on the "Spend 3 CCs" objective for one victory point. Remove my activations, refresh my planets, take action card 61, and put my two CCs in the command pool.
CONSUMABLES Action Cards: 4 Political Cards: 1 Trade Goods: 0 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 1 Fleet Supply: 3 Activations: 0 Total in play: 6/16 PLANETS (Resources/Influence) Moll Primus 4/1 - 3 Cruisers, 4 GF, Spacedock Tequ'ran 2/0 - Red Tech - 2 GF, 1 Carrier, 1 Fighter Torkan 0/3 – Blue Tech - 1 GF, 1 PDS Saudor 2/2 – 1 GF, 1 Cruiser Dal Bootha 0/2 – Red Tech - 1 GF, 3 Cruisers Xxehan 1/1 – Green Tech - 1 GF Lodor 3/1 - Green Tech TECHNOLOGIES OWNED Hylar V Assault Laser Enviro Compensator Stasis Capsules Micro Technology Cybernetics UNITS (Deployed/Total) Space Docks: 1/3 Ground Forces: 11 Shock Troops: 0 PDS: 1/6 Fighters: 1 Carriers: 1/4 Destroyers: 0/8 Cruisers: 7/8 Dreadnoughts: 0/5 War Suns: 0/2 TRADE CONTRACTS Yin 1 Sardak Norr 1 VICTORY POINTS: 2 Last edited by Lucas; 06-29-2011 at 07:45 PM. |
#605
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Quote:
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#606
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Oh wow, look at all this neat stuff I get to do now. First off:
Claiming VP for more influence than my neighbors. (18 to Sarc's 9 and Sev's 17) Taking 3 new CCs, thanks to hypermetabolism, adding 2 to command, 1 to strategy, drawing action card 25... and oh hey, I also have the option to throw it out and draw a new one. So let's ditch that and draw #3 to replace it. Finally, I'll take those trade goods from Tsion, because people are getting all shooty all of the sudden, and it's time for long term conservative financial planning. End of Round Full Status Report: CONSUMABLES Action Cards: 4 Political Cards: 1 Trade Goods: 3 PLANETS (Resources/Influence) Jol – 1/2 Nar – 2/3 Capha – 3/0 Arnor 2/1 Lor 1/2 (Red Tech Specialty) Starpoint 3/1 New Albion 1/1 (Green Tech Specialty) Mehar Xull 1/3 (Blue Tech Specialty) Mirage 1/2 (Fighters) Tsion 2/2 (Trade Goods) Bellatrix 0/1 (Red Tech Specialty) COMMAND COUNTERS Command Pool: 3 Strategy Allocation: 2 Fleet Supply: 2 Activations: 0 UNITS Jol/Nar - Space Dock x1, Fighter x2, Ground Forces x2 (1 on each) Starpoint/New Albion - PDS x1 (Starpoint), Dreadnought x1 Mehar Xull - PDS x1, Ground Forces x3, Carrier x1, Fighter x1, Dreadnought x1 Tsion/Bellatrix - Carrier x1, Ground Forces x1 TRADE CONTRACTS Yin 1 Sol 2 TECHNOLOGIES OWNED Hylar V Assault Laser Deep Space Cannons Magen Defense Grid Antimass Deflectors XRD Transporters Cybernetics Gen Synthesis Hypermetabolism Enviro Compensator Sarween Tools Microtechnology VICTORY POINTS: 3 |
#607
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Quote:
(There are ways to figure out if an unnamed card has been discarded, of course — encode the name of the card you want and then search for the code in the encoded list, for example — but this'll make it easier). |
#608
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Yeah; somehow they got a maximum attached to them. No idea how. I've just been ignoring them.
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#609
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Won't actually work - you'll still get cards in people's hands.
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#610
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True — it only works if a card hasn't been drawn yet, not for cards in hand. Not a perfect system. Unlikely to come up often, but I don't have a better idea at the moment.
Weird. You can't just delete the extra thing? That's really strange. |
#611
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OK, I've made a new Google Docs file for discards. I'll send the link by PM soon. If you can think of any you've ditched, go ahead and add them.
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#612
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While we're on the subject, how do we want to handle playing Action Cards? I think waiting for a full pass around the table each time we play one might be a bit much.
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#613
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I think I went into it a bit before, but I don't think a full pass is needed most of the time. Most cards are played as an Action, or before and/or during a battle by the participants (in which case both should announce first, then reveal together and see if someone is going to Sabotage). Cards being played during the Strategy or Status phases would trigger a trip around the table, I suppose.
Ultimately, I think it'll depend on the card. There are so many that have such conditional uses (like ones that you play after taking a planet), that almost the only card anyone could play in response would be a Sabotage, which can be used at any time, anyway. |
#614
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Drawing Action Card 5. Taking two command counters and placing one in Command Pool and one in Fleet Supply. Shuffling one command counter from Strategy Allocation to Command Pool.
CONSUMABLES Action Cards: 2 Political Cards: 1 Trade Goods: 3 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 1 Fleet Supply: 4 UNITS Home space - Fighter x3, Carrier x1, Cruiser x1 Quinarra - PDS x1, GF x3, Space Dock x1 Perimeter space - Dreadnought x1, Perimeter - GF x1 Vefut II - GF x1 A/L/A space - Cruiser x1 Abyz/Fria - Cruiser x1, Carrier x1, Fighter x1 Abyz - GF x1 Fria - GF x1 PLANETS Quinarra – 3/1 Tren’lak – 1/0 Ashtroth 2/0 Abbadon 1/0 (red tech specialty) Loki 1/2 Perimeter 2/2 Abyz 3/0 Fria 2/0 (Blue tech specialty) Vefut II 2/0 (red tech specialty) TECHNOLOGY Hylar V Assault Laser Deep Space Cannons Antimass Deflectors XRD Transporters TRADE CONTRACTS Mentak 1 Muaat 2 VICTORY POINTS: 2 |
#615
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Quote:
We do have sixteen CCs total available to us, right? |
#616
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Refresh all planets.
Claim a victory point from public objective "I have more influence than my neighbors to my left and right." I have 11 influence compared to Sarc (9) and Lucas (10). Draw Action Card 60. Add 2 CCs back to the regular Command Pool. COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 1 Fleet Supply: 3 (+1) CONSUMABLES Action Cards: 3 Trade Goods: 1 PLANETS (Resources/Influence) Arc Prime – 4/0 Wren Terra – 2/1 Qucen'n -- 1/2 Primor -- 2/1 (Ground Troop Refresh) Rarron -- 0/3 (Green Tech Spec) Hope's End -- 3/0 (Shock Troopers) Lirta IV -- 2/3 (Green Tech Spec) Bereg -- 3/1 (Orange Tech Spec) UNITS (Deployed/Total) Arc Prime/Wren Terra -- Space Dockx2, Dreadnoughtx1, Carrierx2, Fighterx4, Qucen'n -- Ground Forcesx1, Rarron -- Ground Forcesx1 Primor -- Ground Troopx2 Hope's End -- Carrierx1, Fightersx3, Destroyerx1, Ground Troopx1, Shock Troopx2, Space Dockx1 Lirta IV: Cruiserx1, Carrierx1, Fightersx4, Ground Forcex1 Bereg: Ground Forcex1 TECHNOLOGIES OWNED Hylar V Assault Laser Antimass Deflectors XRD Transporters – +1 Carrier movement Enviro Compensators TRADE CONTRACTS Terran 2 Egarwen 2 VICTORY POINTS: 2 |
#617
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It's rather impressive how many of us managed to claim that more influence than your neighbors thing really.
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#618
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Yeah. The only reason it was confusing is because there's no limit on the individual fields, only the overall count.
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#619
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All right, that's everyone, so let's move on to the Strategy Phase for Round 4! Once again, here are the cards:
Assembly has a bonus counter worth 1 Trade Good. Choosing order is as follows: 1. Egarwaen (SPEAKER) — Diplomacy II (2) 2. Epithet — Warfare II (6) 3. Lucas — Production (4) 4. `Hrist — Technology II (7) 5. Sarcasmorator — Leadership (1) 6. Googleshng — Assembly (3) 7. Severian — Warfare I (7) 8. L1Z1X Mindnet — Bureaucracy (8) Egarwaen is up! Last edited by Sarcasmorator; 06-30-2011 at 08:29 PM. |
#620
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I was so close getting that too, if only you had 2 less influence, or I had two more.
So, when does my resource/influence swap back from my special ability? Before or after claiming public objectives? |
#621
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I'm going to take Diplomacy II.
I'm also going to play an action card. |
#622
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I will also play an action card.
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#623
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Er... are you guys going to tell us what cards you're playing and what they do?
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#624
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Are we waiting until everyone/enough people are declaring cards, or are we just going to proclaim what we have?
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#625
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Yeah, it's the strategy phase. I shouldn't reveal until I know who might be Sabotaging me.
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#626
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Quote:
Sabotage is the one card that doesn't have to be announced before it's played. Reveal, and if someone's going to Sabotage you they will. It's an interrupt, more or less (though that's the last Magic comparison I'll make). Last edited by Sarcasmorator; 06-30-2011 at 12:40 PM. |
#627
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While we wait for all this Action Card business, let's have a shiny new start-of-round map:
Embiggened. And the reference map. |
#628
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The Yin Homeworld of Darien just found an ancient supply of space-meth, and their production increased 50%! Unfortunately, it will be short lived, and the dockworkers will be losing their teeth shortly.
Playing Productivity Spike - Choose one of your Space Docks, its capacity increases by it's planet's influence that round. Play during Strategy Phase. Action Cards: 3 Choosing my only space dock, and its production just increased from 4 to 6 this round. |
#629
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As for Strategy Phase action cards, keep in mind that if you want to play one, you DON'T have to do so now. You can wait until later in the phase. Last edited by Sarcasmorator; 06-29-2011 at 11:56 PM. |
#630
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OK, I've looked through the Action Card deck to check on a few things, and there are vanishingly few areas where problems could arise from not going around the table every damn time. So let's do it like this:
If you're playing a card as an Action, you don't have to wait for others, but you can of course be Sabotaged (Sabotage is played immediately after another player plays an Action Card; also, only the card is canceled — you can still take a different action, including play a different Action Card). If you're playing a card during a battle, give your opponent a chance to respond before resolving. If you're playing a card during the Strategy Phase or Status Phase, wait to reveal and see if others are going to play one as well, as we've been doing so far. If you're playing a card that has a very specific time it can be used (such as after invading a planet or after someone has read out a Political Card), there's no need to wait. Those work for the cards in general, I think. But for Sabotage, because it interrupts whatever card is being played and we don't want to have people redoing their entire turns because the AC their entire plan hinged on gets zapped an hour later, what sort of window should we put on playing a Sabotage card? Personally, I think it should be pretty brief — if you want to Sabotage you have to be tracking what's going on, not dropping in at midnight to cancel a card that was played at noon. Battles being the main exception, since they won't be progressing if one player isn't around anyway. Also, if an Action Card is being played that affects you (such as Local Unrest, recently played on me), just Sabotage ASAP — no time limit on that. Last edited by Sarcasmorator; 06-30-2011 at 12:11 PM. |