(AC/PC discards nog niet updated) Round 5, Action Phase. Map
Strategy Cards:
Letnev (Guns) - Leadership - SPEAKER
Mentak (Kittens) - Assembly
Sol (Fidoh) - Trade II
Lizix (White hawk) - Warfare
Sardakk N'orr (wjw) - Technology II
Saar (Fjuri) - Bureaucracy
Inactive Strategy Cards:
Diplomacy: 1 bonus counter
Production: 1 bonus counter
Public objectives:
I won a Space Battle against at least 3 opposing ships in one system this turn.
I successfully invaded one planet containing at least 1 opposing Ground Force this turn. - Bertnev, Saar, Sol, Sardakk N'orr, L1Z1X
I now spend 4 Trade Goods, 3 resources, and 3 influence. - Bertnev, Mentak
I control Mecatol Rex. - Saar
I now spend 10 resources or 10 influence
I control planets with a total influence greater than the player to my immediate right and greater than the player to my immediate left. - L1Z1X, Mentak, Sol, Saar
I took control of 3 different planets this turn - Mentak, Saar
I successfully invaded two planets, each containing at least 1 opposing Ground Force, this turn.
-1 VP van Mutiny wet - Saar
Secret Objectives:
Mentak - I took control of three different planets this turn - 2VP
Active Political Laws:
Planetary Conscription (Law): When taking control of neutral planet gain 1 GF there
Action Card Discard Pile:
Ghost Ship. Play: As an action. Effect: Place a free Destroyer in any non-Home system that contains a Wormhole and no enemy ships.
Civil Defense. Play: As an action. Effect: Place two free PDS units on a planet you control that does not already have PDS units.
Thugs. Play: Immediately before the first player votes on a Political Card. Effect: Choose a player. That player may not participate in any voting for the remainder of the round.
Good Year: Play: As an action. Effect: Receive one Trade Good for each planet you control outside your Home System.
Cultural Crisis: Play: During the Strategy Phase. Effect: Choose a player (you may choose yourself). That player loses all racial special abilities this round, both advantages and disadvantages.
Recheck. Play: Immediately after you make a combat roll or an opponent makes a combat roll against you. Effect: Force any one combat die to be re-rolled.
Communications Breakdown. Play: During a Space Battle in which you are participating. Effect: No players may play Action Cards until the end of the Space Battle. OR Cancel the effect of any Action Card just played, then discard both cards.
Dug In. Play: Immediately before bombardment. Effect: Choose a planet. Your Ground Forces on that planet are immune to planetary bombardment this round.
Morale Boost. Play: Immediately before a Space Battle or Invasion Combat combat round.Effect: For one combat round, all of your units receive +1 on all combat rolls.
Enhanced Armor. Play: As an action. Effect: Until the end of the round, your Cruisers gain the "sustain damage" ability.
Chemical Warfare. Play: Immediately before bombardment. Effect: Instead of bombarding a planet with one of your Dreadnoughts, play this card to destroy half of the defending Ground Forces (round up) on the planet, even if that planet has PDS units.
Advanced Reinforcements. Play: As an action. Effect: Place 2 Ground Forces or 1 Shock Troop on any one planet you control.
Succesful Spy. Play: As an action. Effect: Take two random Action Cards from one opponent.
Sabotage. Play: Immediately after another player plays an Action Card. Effect: Cancel the effect of any Action Card just played, then discard both cards. Cannot cancel another "Sabotage" Action Card.
Local Unrest. Play: As an action. Effect: Choose a planet that is not in an opponent's Home System. Exhaust that planet and destroy one Ground Force on it, if able. If there are no Ground Forces left on the planet, it reverts to neutral status.
Skilled Retreat. Play: Immediately before a Space Battle combat round. Effect: Immediately retreat your fleet to an adjacent unactivated friendly or empty system. Place a Command Counter from your reinforcements in that system.
Communications Breakdown. Play: During a Space Battle in which you are participating. Effect: No players may play Action Cards until the end of the Space Battle. OR Cancel the effect of any Action Card just played, then discard both cards.
Flank Speed. Play: Immediately after activating a system. Effect: Choose a system you have just activated with a Command Counter. Increase the movement of all ships moving to that system by 1.
Political Card Discard Pile:
Open The Trade Routes. For: Each player gains 2 TG. Against: This round and next status phase each player must give all Tgs he would get to left player.
Subsidized Studies. (Law) Elect tech color: Tech cost of this color is decreased by 3. Costs of all other techs increase by 2.
Technological Jihad. (Law) For: Each time player gets tech roll die on 9-10 he must destroy one destroyer or cruiser. Against: Each player must exhaust 1 planet for each non starting tech advance he has.
Redefining War Crimes.(Law) For: When firing PDS at opposing fleet terminate active trade agreements with target. Against: Players may not use PDS this turn except to defend during invasion this turn
Free Trade.(Law) For: Each time player gains TG from trade agreemets he gains 1 extra TG. Against: All players must discard 2 TG from TG area if able.
Science Community Speaker.(Law) Elect player: player may execute 2ndary of tech without spending CC(SA) in addition cost to purchase techs in reduced by 1
Mutiny.For: Each player that voted for this agenda gain 1 VP. Against: Each player that voted for this agenda loses 1 VP
Vorhal Peace Prize.For: Player(s) with lowest Fleet Supply gain 1CC during Status Phase. Against: Player(s) with lowest Fleet Supply immediatly gain 3TG
Emperor.(Law) Elect player: Player gains 1 VP if he loses this card he loses 1VP.
Minister of Policy. (Law) Elect player: During status phase player recieves one additional action card.
Imperial Peace. (Law) For: Players may not invade Mecatol. Against: Mecatol is the only planet players may invade this round.
Crown of Thalnos. Elect player: Player's GF get +1
Minister of Peace. (Law) Elect player: Player may discard this card at any time to cancel fleets movement into enemy system as long as he is not controller of either. System is still activated by attacker.
Cost Overruns. For: each player discards 1 TG for each planet if able. Against: Discard this card.
Wormhole Reconstruction. (Law) For: All systems containing wormholes are considered to all systems containing wormholes. Against: Discard this card.
Unconventional Measures. For: Each player may draw one action card. Against: All players must discard all action cards.
Is gehouseruled. Alles gebeurt tegelijkertijd, maar anti-fighter barrage hits worden eerst toegekend. Dit om destroyers niet compleet nutteloos te maken ("ik neem al de PDS hits op mijn fighters.")
Is gehouseruled. Alles gebeurt tegelijkertijd, maar anti-fighter barrage hits worden eerst toegekend. Dit om destroyers niet compleet nutteloos te maken ("ik neem al de PDS hits op mijn fighters.")
"ik neem al de PDS hits op mijn fighters" gaat nog altijd. PDS is geen deel van de combat.
Het is mentak cruisers, assault cannons die hun nut verliezen anders. Niet de destroyers.
Ik bied Wjw mijn 2 dan aan en White Hawk mijn 1 (2 als wjw niet accepteerd).
Wjw, Guns, ge kunt niet "een punt voor een punt" traden via combat objectives of posities switchen als ge dat Trade Agreement aangaat en wilt houden. Ge kiest maar zelf.
Daar zit zeker wat in. Guns nu de rust wat is wedergekeerd in onze contreien is het misschien inderdaad tijd om te denken aan het 'uitlenen' van planeten? Met hier en daar een sporadische GF?
Als Guns daar ok mee is, trade ik graag met Saar.
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5 Januari 2007: Shrimp Refuge Birth Day Arena51