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#841
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Claiming VP for invading someone this turn.
Taking 3 new CCs, thanks to hypermetabolism, adding 1 to command, strategy, and fleet supply, drawing action cards 137 and 20, ditching Enhanced Armor and then drawing 119 to replace it. And again, I'll take those trade goods from Tsion. End of Round Full Status Report: CONSUMABLES Action Cards: 5 Political Cards: 1 Trade Goods: 2 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) Wellon 1/2 Vega Major 2/1 Vega Minor 1/2 (Blue Tech Specialty) COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 4 Fleet Supply: 3 Activations: 0 UNITS Jol/Nar - Space Dock x1, Dreadnought x1, War Sun x1, Fighter x4, Ground Forces x2 (1 on each) Starpoint/New Albion - PDS x1 (Starpoint), Dreadnought x1 Mehar Xull - PDS x1 Tsion/Bellatrix - Carrier x1, Ground Forces x1, PDS x2 Vega Major/Minor - Ground Forces x3 (1 on Major, 2 on Minor), Carrier x1, Fighter x1, Dreadnought x1 TRADE CONTRACTS Yin 1 Jol-Nar 3 TECHNOLOGIES OWNED Hylar V Assault Laser Deep Space Cannons Magen Defense Grid War Sun Antimass Deflectors XRD Transporters Cybernetics Gen Synthesis Hypermetabolism Neural Motivator Enviro Compensator Sarween Tools Microtechnology VICTORY POINTS: 4 |
#842
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Quote:
If I'm mistaken, let me know. |
#843
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I'm putting 2 CCs into Command Pool.
I draw Action Card 32 I do not qualify for any public objectives. 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: 2 COMMAND COUNTERS Command Pool: 3 Strategy Allocation: 3 Fleet Supply: 3 Activations: 0 Total in play: 9/16 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) TECHNOLOGIES OWNED Enviro Compensator (Yellow): Space Docks gain +1 to production capacity Sarween Tools (Yellow): When building with a Space Dock, you gain 1 additional resource Hylar V Assault Laser (Red): Cruisers and Destroyers gain +1 on combat rolls War Sun (Red): Can now build War Suns Deep Space Cannon (Red): PDS can fire at adjacent systems Micro Technology (Yellow): When receiving trade goods from your trade agreements, receive 1 extra trade good for each active trade agreement. UNITS (Deployed/Total) Space Dock - 1/3 Ground Forces - 4 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 Cruiser, Control Marker, 1x Destroyer Coorneeq - 1x Ground Force Lesab - 1x Dreadnought, 1x Carrier, 2x Fighter, 1x Ground Force Resculon - Control Marker TRADE CONTRACTS 1 Space Vampires 2 Sardakk N'or VICTORY POINTS: 1 Whoops, sorry about that! Misread the end-of-turn rules. Last edited by Egarwaen; 07-11-2011 at 01:59 PM. |
#844
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How are you drawing 2 Action Cards, Egarwaen? You don't have Neural Motivator.
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#845
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My bad, misread the end of turn rules and drew an extra one by accident. I'd suggest that Sarc move #52 to a random empty slot.
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#846
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Will do.
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#847
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Refresh all planets. Claim Action Card 49. Place one CC in Strategic Allocation and one in Fleet Supply.
COMMAND COUNTERS Command Pool: 1 Strategic Allocation: 2 Fleet Supply: 4 (+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, Dreadnoughtx2, Carrierx2, Fightersx4, 3x Ground Forces Qucen'n -- Ground Forcesx1, Rarron -- Ground Forcesx1 Primor -- Ground Troopx2 Hope's End -- Dreadnoughtx2, 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 Stasis Capsules Micro Technology TRADE CONTRACTS Terran 3 Egarwaen 3 VICTORY POINTS: 2 Last edited by `Hrist; 07-12-2011 at 02:21 AM. |
#848
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Taking two command counters and putting one in command pool and one in fleet supply. Drawing Action Card 33.
COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 1 Fleet Supply: 4 CONSUMABLES Action Cards: 2 Political Cards: 1 Trade Goods: 0 UNITS Home space - Fighter x3, Cruiser x2, Dreadnought x1, Destroyer x1, Quinarra - PDS x1, GF x3, Space Dock x1 Perimeter - GF x1 Vefut II - GF x1 A/L/A space - Cruiser x1 Abyz/Fria - Cruiser x1, Carrier x2, Fighter x3, Dreadnought x1, High Alert Token Abyz - GF x2, PDS x1, Space Dock 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 Cybernetics TRADE CONTRACTS Mentak 1 Muaat 2 VICTORY POINTS: 2 |
#849
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Drawing action card 84 and placing 1 CC each in Command and Fleet Supply.
CONSUMABLES Action Cards: 4 Political Cards: 0 Trade Goods: 0 COMMAND COUNTERS Command Pool: 2 Strategy Allocation: 3 Fleet Supply: 5 Activations: Total in play: 10/16 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, Spacedock, 2 GF, 2 Cruisers, 1 Dreadnought TECHNOLOGIES OWNED Hylar V Assault Laser Enviro Compensator Micro Technology Stasis Capsules Cybernetics Gen Synthesis 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 |
#850
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All righty. Waiting on sev and Snake, then I'll post up the Strategy Cards and we'll move on to the Strategy Phase.
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#851
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I'd like to request a slight hold on that, but not too long. Like, say, the end of the day?
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#852
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You already claimed that one last time didn't you? Can't claim the same condition twice.
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#853
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Should be fine. severian can't post until tonight anyhow, and I'm not sure about SilentSnake.
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#854
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I will change it to "Spend 3 Command Counters in one round" then.
I spent mine on Assembly, Production and on building some ships at Hope's End. |
#855
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For the CC objective, you have to spend the 3 CCs during the Status Phase (and qualifying is the first thing you do, so it has to be done before taking your 2 new ones). It's not an objective you can fulfill during the Action Phase (outside of playing Bureaucracy), like blockading or invading.
Honestly, it's probably the costliest objective in play right now (blockading appears tricky, as no one has pulled it off yet, but you could potentially do it without losing a unit). CCs aren't easy or cheap to come by, and it's hard to spend them at the end of a round without cutting into your fleet supply. Last edited by Sarcasmorator; 07-11-2011 at 02:08 PM. |
#856
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I'm going to withdraw cancelling the trade contract with the Barony. After some mulling and fuming, the Embers have decided that we quite like moneys.
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#857
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Hello all! Your new friendly neighborhood Mindnet here! Taking Action Card 127 and putting one command counter in the Command Pool and one in Strategy Allocation.
CONSUMABLES Action Cards: 4 Political Cards: 0 Trade Goods: 0 COMMAND COUNTERS Command Pool: 3 Strategy Allocation: 2 Fleet Supply: 5 Activations: 0 Total in play: 10/16 PLANETS (Resources/Influence) [0.0.0.] – 5/0 Mellon – 0/2 Zohbat – 3/1, Blue tech specialty Rigel I – 0/1 Rigel II – 1/2 Rigel III – 1/1, Blue tech specialty Quann – 2/1, Green tech specialty TECHNOLOGIES OWNED Enviro Compensator Stasis Capsules Cybernetics Hylar V Assault Laser Deep Space Cannon UNITS (Deployed/Total) Space Docks: 3/3 Ground Forces: 9 Shock Troops: 0 PDS: 2/6 Fighters: 7 Carriers: 3/4 Destroyers: 0/8 Cruisers: 3/8 Dreadnoughts: 5/5 War Suns: 0/2 UNIT DEPLOYMENT [0.0.0.] – Space Dock x1, PDS x1 [0.0.0.] space: Dreadnought x2, Fighter x2 Mellon: Ground Force x1 Zohbat: Ground Force x1, PDS x1, Space Dock x1 Mellon/Zohbat space: Dreadnought x2, Carrier x2, Fighter x2 Rigel I: GF x1 Rigel II: GF x1 Rigel III: GF x1 Rigel Space: Carrier x1, Fighter x3 Quann: GF x1, Space Dock x1 Quann Space: Cruiser x3 (GF x1 each), Destroyer x1, Dreadnought x1 TRADE CONTRACTS L1Z1X 1 L1Z1X 1 VICTORY POINTS: 2 |
#858
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The Yin do not qualify for any Objectives this turn, secret or public.
We draw Action Card #93, and split the command counters between Command and Strategy. THE BROTHERHOOD OF YIN SPECIAL ABILITIES >Before an Invasion Combat in which you are the attacker begins, you may roll 1 die. On a 5+ your opponent loses one 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 inflict 1 hit on an enemy ship of your choice >Once per round, as an Action, you may swap the Resource and Influence values of a planet you control until the end of the round. CONSUMABLES Action Cards: 4 Political Cards: 0 Trade Goods: 0 COMMAND COUNTERS Command Pool: 1 Strategy Allocation: 1 Fleet Supply: 4 Activations: 0 Total in play: 6/16 PLANETS (Resources/Influence) Darien – 4/2* Arinam - 1/2, Blue Tech Specialty Meer - 0/4 Centauri - 1/3 Gral - 1/1, Blue Tech Specialty Tar'Mann - 1/1 Usis - 2/2 Velnor - 2/0, Red Tech Specialty Sumerian - 2/2, Trade Goods Arcturus - 1/1 TECHNOLOGIES OWNED Hylar V Assault Laser - Cruisers and Destroyers gain +1 on combat rolls Automated Defense Turrets - Destroyer Anti-Fighter Barrage gains 1 extra die and +2 to hit Antimass Deflectors: Move through Asteroid Fields XRD Transporters: Carriers gain +1 movement Cybernetics: Fighters receive +1 on all combat rolls Assault Cannon: Before battle Dreadnoughts fire one free shot. UNITS (Deployed/Total) Space Docks: 1/3, Darien x1 Ground Forces: Arinam x1, Meer x1, Centauri x1, Gral x1, Sumerian x1, Arcturus x1, Darien x4 Shock Troops: 0 PDS: 2/6, Darien x2 Fighters: Sumerian/Arcturus x4 Carriers: 3/4, Sumerian/Arcturus x2, Darien x1 Destroyers: 1/8, Sumerian/Arcturus x1 Cruisers: 1/8, Tar'Mann x1 Dreadnoughts: 3/5, Tar'Mann x2, Sumerian/Arcturus x1 War Suns: 0/2 Units (Location) Darien: Space Dock x1, PDS x2, GF x4, Carrier x1 Arinam: GF x1 Meer: GF x1 Tar'Mann: GF x1, Dreadnought x2, Cruiser x1 Centauri: GF x1 Gral: GF x1 Arcturus: GF x2, Fighter x4, Destroyer x1, Carrier x2, Dreadnought x1 Trade Contracts Yin 1 to Googleshng in exchange for Jol-Nar 1 Yin 1 to Lucas in exchange for Mentak 1 VICTORY POINTS: 1 Darien is switched back to 2/4 at the end of the round. |
#859
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On to the Strategy Phase for Round 5! If you have any Status Phase-specific Action Cards to play, do so ASAP!
Here are the Strategy Cards: Trade II has a bonus counter worth 1 Trade Good. Choosing order is as follows: 1. Googleshng (SPEAKER) — Leadership (1) 2. Severian — Assembly (3) 3. Egarwaen — Warfare (6) 4. SilentSnake — Diplomacy II (2) 5. Epithet — Trade II (5) 6. Lucas — Technology II (7) 7. `Hrist — Production (4) 8. Sarcasmorator — Bureaucracy (8) Googleshng is up! Or he will be, right after I play an Action Card. Anyone else want to announce they're playing one as well before I reveal what it is? I'll check in again after I get home from work. Last edited by Sarcasmorator; 07-12-2011 at 06:09 PM. |
#860
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I might have one to play after yours. That's legal right?
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#861
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Yep, as long as it's the appropriate phase/timing.
Anyway, I'm playing this: Strategic Shift: Play during the Strategy Phase before anyone chooses a Strategy Card. Choose one card; no player may take that card this round. And I choose Warfare II. |
#862
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So, this is the first time that I've had a planet that had a refresh ability, and I forgot to do it. I'd like to exhaust Sumerian for a couple Trade Goods, but we did move on to the Strategy Phase a few hours ago. If it's not allowed, I'm fine with it since I had plenty of time to remember it.
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#863
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Go ahead. It's not like it's an unmitigated advantage; you start the round with the planet tapped this way.
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#864
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I'm taking leadership, to satisfy my depraved CC-lust... and was 'Hrist spending CCs on a VP or no? Might want to sort that out before we get too far along here. Anyway, Sev's next I believe.
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#865
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I am not. I changed my VP to be accurate.
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#866
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Well, since I can't take Leadership, I'll grab Assembly instead.
Egarwaen, grab a card. |
#867
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I shall select Warfare I.
Snaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaake, you're up. |
#868
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I'll be taking Diplomacy II, if I could.
Go Epithet! |
#869
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I'll take Production.
Lucas is up. |
#870
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Playing an action card. One sec.
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