Eight Is Enough 061407
Eight Is Enough 061407
Eight Is Enough 061407
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
-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 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.
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>
- Receive 3 Trade Goods OR Cancel up to 2 trade agreements (except Hacan's trade agreements).
5.
- All players receive Trade Goods from their active trade agreements minus 1 (except active player). NO NO
TRADE II
- Open trade negotiations. Active player must approve all new Trade Agreements.
- Choose a system to place the High Alert token. Your ships in this - Move up to 2 of your ships from unactivated systems
6. system gain +1 movement and +1 on space combat rolls. into any adjacent system you control.
NO NO
WARFARE II - You may move the High Alert token with any ships that move out of - This does not activate the destination system(s).
the system. The token is removed at the start of the Status Phase. Cost = 1 CC.
After selecting this card, reveal cards from the objective deck equal to
8. the number of bonus counters on this card. - Draw 1 political card and 1 action card.
YES NO
BUREAUCRACY - Receive 1 CC. Take the top 2 Public Objectives, pick one to play, can Cost = 1 CC.
immediately qualify for a Public Objective.
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 3 1 Thibah 1
1 1 SD 1
1
###
###
Diplomacy Primary ###
α
1 1
β Yin HW
2 Darien 4
2 SD 7 GF 2 Primor 1
2
2 Arnor 1 1 2
SD 2 1 1 Sol HW
7 1
2 4 Jord 2
High Alert R 1 Lor 2 SD 2
SD 1
BLANK4
R 1 Coorneq 2
2 Dam G 1 New Albion 1
2 TG 2 Sumarian 2 3
Trade Station
2 Resclon 0
3 Starpoint 1
NEBULA 1
1 Arcturus 2 SD 4
2 2
L1Z1X HW 2 1 Quecenn 3 1 Tarmann 1
1 1 Mehar Xull 3
β 2 1 2
damaged dread B
5 0,0,0 0 ### 3
SD 2 3
G 0 Rarron 3
2 1 1
4 Capha 0 R 3 Tequeron 0
1 Lazar 0 1 SD 3 1 SD 2
1 1 B 0 Torkan 4
SUPERNOVA 1
2 Sakulag 1 1 1 2 SD 2
1 damaged warsun 4 3
1 ###### Ysarril HW
######
### 2 Retillion 3
1 SD 1
BLANK2 BLANK3 1 3
SUPERNOVA 2
BLANK1 1 shalloq 2
R 0 Dal Bootha 2 G 0 Rigel I 2 1
1 Vega Major 2 3 1 1
α
b
1
G 1 Xxehan 1
3
BLANK9 1 1 2 Rigel II 2
2
2 Lisis 2 1 2
2 3 1 2
2 Vega Minor 1 7 B 2 Rigel III 1
1 damaged warsun 1 1 2
R 2 Velnor 0
SD 5 BLANK8 1 Mecatol Rex 6
2 SD 13
ION STORM 1 ION STORM 2
SIGNAL JAMMIng R 2 Veput II 0
8
4
1
1 BLANK5
ASTROID FIELD 1 NEBULA 2
TG 2 TSION 2 3 B 2 Elnoth 0
Embers HW Trade Station 0 Mellon 2 2
1
4 Muatt 1
1 SD R 0 Bellatrix 1
1 4 4 BLANK10
1
1 3 Ashtroth 0
1 Centauri 3 1 2
1 B 3 Zohbat 1
2
B 1 Gral 1 1 Loki 3
ASTROID FIELD 2 ASTROID FIELD 3
2 1
G 2 Lesab 1 2 Perimeter 2 HACAN HW
1 Wellon 3 1 2 GF 3 Hopes End 0 2 Arretze 0
2 6 R 2 Abadoon 0 SD 2
1
1 1 Hercant 1
1 SD 1
1
FI 1 Mirage 3 G 4 Lodor 1 2 0 Kamdorn 1
2 Saudor 2 8 2 SD 3 G 3 Quann 1 SD 1
1 9
5
2
5
1 2
1
2
1 α G 2 Garbozia 1
1
1
3
3
1
β
Winnu HW 2 2
Y 3 Winnu 4
2 1 SD 6 BLANK6 1
1 1
1
Jol Nar HW
1 Jol 2
BLANK7 2 2 SD 2
2
2 Nar 3
1 SD 2
B 1 Arinam 2 Can build 3 extra things at nar round 6
2
0 Meer 4
2
1
Round6 Speaker
▼
PLANETES
PLANETES
= Colony or Refinery
CC
CC
### ### ### ### ### ### ### ### Err:502 ### ### ### ### ### ### ### ### Err:502 ### ### ### ### ### ###
TOTAL = Err:502
Hacan 3
TRADE
1 2 1 2 2 1 2 3 1 3 1 2 1 3 1
Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods
TECHNOLOGIES
TECHNOLOGIES
Hu
G Stasis Capsules Enviro Compensator Manuvering Jets Deep Space Cannons Hylar V Assault Laser Hylar V Assault Laser Microtechnology Hylar V Assault Laser
Hylar V Assault Laser Sarween Tools War Sun Stasis Capsules Sarween Tools Hylar V Assault Laser Auto Defense Turrets
Mark II Advanced Carriers (race tech) Stasis Capsules Stasis Capsules Deep Space Cannons Microtechnology Deep Space Cannons Deep Space Cannons
Neural Motivator Antimass Deflectors War Sun XRD Transporters Magmus Reactors (race tech) Sarween Tools
Hylar V Assault Laser Neural Motivator Neural Motivator Cybernetics War Sun
Type 4 Drive Automated Def Turrets Antimass Deflectors
S
Deep Space Cannons Daxive Animator XRD Transporters
Magen Defense Grid
Graviton Negator
AC AC AC AC AC AC AC AC
ACTION
ACTION
CARDS
CARDS
PC PC PC PC PC PC PC PC
POLITIC.
POLITIC.
CARDS
CARDS
0 2 4 4 6 6 4 4
2
S
usurper
Total 3 1
Lisis II 1 0
Ragh 2 1
ship
acy II
bly
ction
I
e II
o. II
ucracy
NOTES
t law, one time, unconventional weapons
One time, mass mobilization
ACTIVE LAWS
Humane Labor
s in all 4 colors
n or 10 influence
a total influence greater than the player to my immediate right and left
les this run, each in different systems and against at least 3 opposing ships
ol Rex and at least 3 adjacent systems to it (use control rules of FAQ 2.0)
De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. # # TG PC AC C
Round 0 Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA
Yin 1 2 4 4 1 1 2 0 2 0 2
Sol 1 2 5 1 1 2 0 2 0 2
Ysarril 1 2 2 5 1 1 2 2 2 2 0 2
Hacan 1 2 2 4 1 3 2 0 2 0 2
Jol-Nar 1 2 1 2 1 2 2 4 0 2 0 2
Winnu 1 1 2 3 1 1 1 3 0 2 0 2
Embers 1 2 4 1 1 3 0 2 0 2
L1Z1X 1 1 3 5 1 1 1 4 0 2 0 3
1 2 3 4 5 6 7 8 9 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
Production Tech: Jord (4) +2TG for Leadership Production Leadership JOL for 1 Production Production
XRD Transports Retillion(2/3) and 1 TG Assembly Assembly Assembly Assembly
Secondary Bureaucracy for 2 CC. Prod
Strategies Assembly (Retillion) Tech (Stasis Capsules)
Production
Bureaucracy
Winnu 1 -1 Yssaril 1 - 2 Sol 2-1 Yssaril 2-3 Winnu 3-3 Jol-Nar 3-3 Sol 2-2
Trade II results Embers 2-1 Embers 2-2 Hacan 3-2 L1Z1X 1-3 L1Z1X 1-1 Yin 1-1 Yin 1-2
Action 1. Activate * Move 1 carrier + -Prod 1. Activate system 1. Activate Lodor 1. Activate Mirage 1 CC Activa
Sumarian/Arcturas 2GF from Jord secondaryPDS and containing Ashtroth, System Move # Move 1 Carrier Lisis/Velnor.
Move * Invade Capha 2 GF Loki, Abadoon Dreadnought w (with 1 GF, 1 warsun + 2 G
Action CV(2GF/2F),
2. AC: GhostDD Ship with 2GF (take
* Move 1 carrier + -Activate rigel, ca, 4 Move in 1
2. Use Production 1GF there 2ndry
2. Assembly Fighter)
# from Lesab
2. Activate Winnu Lisis/Velnor.
1 SA Assem
from Darien
Place DD at planet)
3GF + 1 destroyer gf, 1 pds, a ft carrier, 3 ground
Secondary 3/3/3 TG:0,
Refresh PC:2,
Lodor Land 11 GF,
# Move Cruiser GF- on each.L
refresh
Land
alpha 2GF on
wormhole * 0/3/2
from JordCC, 1AC, forces fromProduceHacan AC0 2/3/3 TG:0,
system claiming
(with 1 GF)planet
from (2/2) and Ve
Action Arcturas
(blank2) (1/1) to
closest
3. Activate 1TG, 2PC New
Invade
* Discard 1PC -Activate Homeworld
2
3. ground
Activate forces
system PC:2, AC0 Arinam -
4. Activate <2/3/3>,
Winnu
# 3. 0 TG, 0
Use Assembly (2/0)
1 SA Produc
claiming it
HW
Arnor/Lor Albion with 1GF
(Technology Tariffs) tequeron/torkan ca, containing Land
(sarween tools),
Quann one
1 Meer system and AC,
# 2 PC
Land
Secondary1 GF, - Build 1 C
Fleet Claims
<2/3/2>
Move 0tg 1ac (take
for 1TGplanet)
+ spend 1 3 gf, 1 pds, 1 ft ground force
destroyer ontoin 1
(exhaust
Move 3 Production
move 2ndry
1 Carrier claiming
# Refreshplanet
Lesab De (2) = cos
Action Sumarian
4. Racial Station
3pc
CV(2GF/1F) from
Ability: TG* to...
Invade Starpoint activate home each
4. Useof 3Assembly
carrier, the three
Hercant
ground Produce
loaded wCruiser,
2GF there
5. Activate fig <2/3/2>,
(2,1)
# 4. 0 TG, 0
andProduction
Use Mirage - Exhaust
1 CC Activa
(2/2/tg)Darien (2/4) to
Darien
Swap with 2 GF (take
* Produce 2 system, 2 gf, 2 ft planets,
1-1
forces,
Secondary1taking
in Hacan each
Destroyer, and 2GF,
Invade discard
both
Perimeter: planets
Move in AC, 2 PC
(1,2)
Secondary and Velnor (
Centauri/Gra
<2/3/2>
Move
(4/2) DD 0tg 2ac
from planet) + 2 GF on
fighters buildt, discarded planet
Homeworld)
1 Cruiser from Refresh 2PC+Sarween
with 1GF 1/3/2
Cruiser loaded <1/3/2>,
# Build 0 TG, 0
2 Cruisers +1 -from
Move Sarw
1
Action 3pc
alpha
6. wormhole
<2/3/1>
Activate 0tg 1ac
Thibah * 0/3/1 CC, 1AC,
Jord regressuve reteric Comand
Hacan
Ashtroth
5. ActivateCounters
(2-0),
Hacan (Technology
TG:0,
w.
6. GF PC:0, AC0
and invade
Activate AC,
(4),
# 2 PC1GF (1), for
5. and
Activate GF
1 CC to Activa
Centa
Land GF on
3pcMove 1TG, 2PCCC, 1AC,
* 0/3/0 PC 5/3/3
4/3/3 Trade
Abadoon
Homeworld (1-0),goods
and Investigation
planet with 1GF
Homeworld and a total of 5 resc
Mellon/Zohbat Land 1 GF
Tsion/Bellatr
Arnor (2/1) claiming
CV(1GF/1F) from 0TG, 1PC 0 Action
Homeworld
Quann (2-1)cards
Produce 20 Committee
1/3/1 2GF,
build and
TG:0,2fig,
PC:0, Exhaust
# Move Lesab (2)
2 Cruisers - Move 1 D
Status Phase it Production
5.
Darien
CC 1/3/0 0tg 1ac CC 0/3/0 CC, 1AC, Polictical
Command
space
CC docks
3/3/1, cards (813
Land
Counters
TG:0, Regulated
AC0 TG:0,
1Cruiser
1/3/0 cost 4
PC:0, and Winnu
(with 1 GF
<0/3/0>, (3) 0 AC,
each)
0 TG, claim
End at trade
0/3/0s
3pc Land GF on Lor
Secondary: 0TG, 1PC groundPC0
3/3/2
resources,
AC0, forces,
Trade 1 goods Conscription)
exhaust
AC0 1/3/3 # PC
0 <0/3/2>,
from Winnu0 TG, 0 0 AC, 1 PC
(R1/2)
Thibah claiming
Build(1/1)
at Darien:it taking
0 Action
sarween planet
cards 20
tools, TG:0, PC:0,
Lodor+Sarween AC0 AC,
# 2 PC
Land 1 GF, on
<2/3/1>
CV (3),/ 2GF
claiming
T : Tactical
0tg
Rit: Race
1ac
(1) / S: Strategic / X : Transfert / A : Action card Command
Polictical2cards
Arretze, Counters
1
Ashtroth, 1/3/0 TG:0, PC:0, each planet,
3pc<1/3/0> 0tg
exhausting Darien
1ac 4/3/2 2 Trade
Quann, goods
1 AC0 claiming both of
(4/2)
3pc Abadoon), and 20
0 Action cards them
<1/3/1> 0tg 1ac Polictical cards
ground forces ( 1 # <0/3/1>, 0 TG, 0
3pcDe Cr Dr Ws Ca Fi GF ST Mine SD card
political PDS Ref. Col. # # AC,TG2 PC PC AC C
Round 1 Planet Tech # x6.40
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 changed
x3 toxtrade
6 x8 x8 Activate
< 5Winnu < 7 SA
good and # Build 1 Cruiser (2)
Yin 2 3 4 6 spent)
1 6 2 and02 GF (1)3 on 2 1
Ground Winnu Space Dock
forces are on # Exhaust Mirage
Sol 1 2 2 7 1 4 3 0 1 2 2
Arretze (1) and discard
political cards
Ysarril 1 2 4 9 1 Command 2 7 3 1
"Conventions 2 of 3 1
Counters 3/3/1 War" and "Imperial
Hacan 1 1 2 2 8 Trade
3 goods 0 7 2 Mandate"
0 for0 2 TG 1 2
Action cards 0 (Sorry guys, if some
Jol-Nar 2 1 2 3 6 Polictical
1 cards
2 0 6 5 of you
0 wanted 0 any of1 2
those laws played)
# <0/3/0>, 0 TG, 0
Winnu 4 1 2 6 1 1 5 3 AC,00 PC 0 1 1
Embers 2 1 1 2 4 1 7 3 0 2 1 0
L1Z1X 2 1 2 5 7 1 1 7 4 0 1 1 1
Yin Sol Ysarril Hacan Jol-Nar Winnu Embers
Round 2 Maus Turin bnorton916 DavePaint Aroine IqAndreas Ever Onwa
leadership exhaust leadership, new albion, leadership sec, exh Leadership pri, exh loki, leadership sec meer and leadership, mellon and leadership exh c
Primary darrien, for 2 cc, 2/3/3, PC free trade for 1 cc, torkan, rigel 1 and 2, kamdorn, hercant for 6 arinam 3 cc 2/3/4, tech mirage for 2, diplo prim gral and wellon,
Strategy assem sec refresh 2/3/2, assem, prod prim assembly prim, get 3/5/6, assembly and sec free, deep space veput II, tech sec, Hylar 3/3/2, play minis
darrien, tech enviro later, tech capha, speaker, 1 pc, 2 ac, prod sec during turn, cannons 5 exh winnu zorput 1/3/3 commerce, prod
comp free, statis capsuls starpoint for enviro muatt play card, tech sec tech, hylar 5, ashtroth, now, exh muatt a
4 tg, arnor and thibah
production compensator
assembly, tech manuvering
technology jets, abadoon, quann
assemb, prod, 2/5/6
tech assembly and tech assembly, tech sawreen, sec tec
tech, warfare
and arcturus retellion, tequon, pc microtechnology
Secondary colonial distribution 0/4/4 velnor, lisis, warf
Strategies move cruiser and
sun
Trade II results
played AC on winnu
Assembly
results
Action switch darien to 4/2 act primer, move act dal act hopes end, act garbozia, move act saudor, move cr act bellatrix,
carrier from new bootha/xxechan, ca move in 2 gt I ca in cr and gf from and gf from winnu gf from gral,
albion, pick up 2 gf and 2 gf from rigel 1, from quann home bellatrix
Action prod sec, 2 cr, ds , and 2 ftsec
assem from jord
refresh act tarmann, through prod sec, 3 ds on act lodor, move car, ass sec zohbat act wellon, d
exh darien and pc primor and new hw pick up 2 fts, 2 home world with 3 ft, 2 pds, 1 gf from veput hs to wellon,
subsadized industry albion gfs sawreen tools hw, build sd, ex colony, spen
Action transfer action prod primar, build ac good year, 8 tgs, act elnoth, move 1 lodor
act and w,
home tg move act winnu build 4 gf, core stability
transfer actio
darien and carrier, 4 ft, 1 ds, ca, 3 gf, 2 ds, 1 cr, ca from arinaem, 2 ds spend zohbat centauri and
sumarian. Move cr exhaust primor, 2 build sd, exh and 1 tg move ds to c
Action and ds to sumarian, bonus,
act 2 tgbuild
capha, act rigel., colony ass sec, refresh perimeter
unassemble andmeer
2 tg, act mellon build at mua
bring back ca, 2 ft, 1 space d and refinery rigel 1, refinery on hopes end, build 2 ft, 1 pds, 2 zohbatcolony on sw tools and
gf, build ds and 2 ft, for new albion and abadoon, astroth, 2 elnoth,abadoon gfm 3 tg and mellon, refinerya nd
Action spend pcs research jord tgs teq/torcan
act and rigel 3 cr act triple planets, sawreen space dock zorbat,
grant and repeal from hw, space dock move in dest, refin move cr and gf from
and refinery on teq, on ashtroth lesab on zorbat,
Action exh
1 tg shallok andand
to embers 4 abadoon,
act quann,colony on
refinery move gf from mellon
tgs,
yin loki to zorbat
Yin 3 2 2 5 4 1 4 4 2 0 3 1
Sol 1 2 2 7 2 1 5 4 0 0 3 1
Ysarril 1 1 3 8 9 2 2 3 2 10 4 6 2 5 0
Hacan 5 1 3 6 14 3 3 1 9 3 0 0 2 2
Jol-Nar 2 1 2 5 8 2 3 7 6 1 0 2 2
Winnu 2 4 1 2 10 2 1 1 1 7 4 0 0 2 1
Embers 3 1 1 2 8 1 1 1 8 4 0 0 2 1
L1Z1X 2 4 2 5 7 2 1 2 9 4 1 0 2 1
privateers on Ysarril, 3 tg
Assembly to jol nar, ysarril loses 7
results
Action AC signal jam on Action 3.8.1. 1 tg to yin and Production JOL-NAR Tactical . Activate Mirage 0/3/1 Transf
Arnor/lor Activate Mehar Xull hacan Secondary At Hacan 1/5/2 2AC, 0PC, HS and
Homeworld produce 6TGs Build 1 Colony, Pay Centauri/Gra
Action Activate Thibah Move carrier
Action 3.8.2. from 1. Activate Malice. Activate Astroth Star 2. Production 1TG
Activate Mecatol WS +22GF
Land Fi +a
Capha +Assembly
1 GF. 1 carrier (3), 2 1. Play Privateers PDS from
(1/1) Activate Move 1 Cruiser System Primary at home Rex on Gral, 1 ho
G
Move 2DD, 1CR Strategy Card w/1GF dreadnaught
Move in(10),
1 Action Card on
system: <1/3/2>, 0 TG, 2 AC, system to Bu
Centauri
from Darien(HW) to Invade Mehar
secondary Xull,
ability. Move Cruiser and Total
carrier fromof 13.
Hope's Yssaril
1 War Sun @12 0 PC in 2 Cruisers
Move Centauri/Gra
Muaat 1 PDS
Thibah take planet 1GF from Tequeron. Sarween
end withtools (3),
2 ground (steal
2 7 TGs
Ground and
Forces with GFs from Cruisers (4)
Build SD (4), Spend 1CC from Land on Malice Exhaust
forces,Hope's End
land forces cash 3TGs for
@1 Mellon/Zohbat with 2 Exhaust
Action 2. Racial Ability: Action 3.8.3. 2. Activate Assembly secondary 2 Activate Hope's Activate End at 0/3/1
Convert Darien (2/4) Activate Production Tequeron/Torkan End Mellon/Zohbat 2 PC,1 TG
-> Darien (4/2) Strategy Card Build Space Dock Refresh Move Carrier loaded
Action <0/4/1>
Activate 1tg 2ac
Darien (4/2) primary3.8.4.
Action ability. onActivate
3. Torkan(4)HW =4 Hope's End
Transfer (3-0),
action with
3 2GF and PDS
Unassemble Build 1 Dreadnought
0pcBuild 2CR (4), Activate New 2F(1) + +
Build 2DD(2) 1 and Astroth
between (3-0)
Homeworld from Lodor System
Garbozia(2/1) and (5), and 2 GF (1)
1DD (1) = 5, Spend 1CC from
Albion/Starpoint CR(2) ==34
1CR(1) and Quann Move also
Hope's End (3/0)
Action exhaust Darien (4/2) Strategy Exhaust
4.PC(1)"Minister
Activate of 1/6/3Move4 Trade
from 1Destroyer
0/5/1
4 from HS
1AC, Action
Transfer 0PC, 0 or Exhaust Veput (2)
+ 1tg (changed to 2 move in Destroyer Retellion(2) + Rigel+
war" + Sarween(1)
Assembly goods
Homeworld 2 Action
to to there and
5TGs
between Home invade
and and Zohbat (4) *Yes,
ds and 1 cr, exhaust Capha
from homeworld (3) + II(2) + Tar'Mann(1)
PC(1)"Crown
Refresh Torkanof ++ cards 0 Political
Quann: 1 carrier planet
Lodor with PDS and I know that I have
Action exhausted thibah in Primor (2) = 5 Xxehan(1)
Dal Bootha+
Thalnos" cards2 fighters, 4
with ground
Move2War
With forces
less Sun,
I will Sarween Tools, but I
strategy and action, resources
exhaust Starpoint Sarween(1) = 7 ground 1/5/1 1AC,
2GF, 1PDS,
make 0PC,
2Figs
it: garbozia, 0 or have no other
so 1 tg short) (3) + New Albion (1) Move1SA
Spent CA and
from3CP forces, and 1 5TGs
and 2 Destroyers
hopes end and 2 to choice...
Status Phase <0/4/0> 0tg 2ac build
= 2 cruisers (2) +
4 resources Tarmann with 3Fand
1 tg from hacan dreadnaught Lodor
sawreen
1 vp, 3 techts for 7and exh summarian for 2 exh 4 planet
0pc 1 destroyer (1) = (3 Ending
embers with 1/4/0
for minister Build
1 tg at home <2/3/0>,
tg 0 TG, 2 AC, for vp
production
build SpacecapDock/ 5 on of trade, exh 4 Build on System
2 GF 1 0 PC
resources) at Space
Starpoint Homeworld 2 PDS (2GF and 1
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Actionplanets
card for vp, 10 inf
Dock on Capha 6 PDS on both home
De Cr Dr 0/3/0
Ws CC, 3AC,
Ca 0TG,Fi GF ST Mine fighters
SD (3), and 3 Ref.
PDS Col. 4 #
worlds) # TG PC AC C
Round 3 0/3/2 1VP
0PC, CC, 3AC, 0TG, cruisers (6) Total (9) 1 Cruiser Planet
2 Tech
x8 x8 x 5 0PC, x 2 1VP x 4 ∞ ∞ x 12 x 12 x3
Exhaust x6
Hope's x8 x8
1 Destroyer 1 x 40 <5 <7 SA
End (3), (+2 TGs to Hacan)
Yin 4 2 2 5 3 2 2Ashtroth 2 4 0 0 3 1
(3), Sarween tools
Sol 2 2 2 2 7 (3) 3 1 6 5 0 0 4 1
1/6/2 4 Trade
Ysarril 3 3 3 10 9 3
goods 2
2 Action 3 2 11 5 3 1 8 2
cards 0 Political
Hacan 5 4 2 4 12 14 cards
3 3 1 9 6 5 0 3 2
Jol-Nar 4 3 1 1 2 5 12 3 5 7 8 0 0 4 1
Winnu 2 4 1 1 2 12 2 1 1 2 8 5 0 0 3 2
Embers 3 2 1 1 2 8 1 2 1 8 5 0 2 6 0
L1Z1X 3 2 5 2 5 9 2 1 2 11 5 2 0 3 1
Start: <1/4/1> 0tg 3ac Leadership (Primary): Yssaril. 2/4/1 3TG 9AC 2 Start Start: CC1/5/1, 0TGs, Winnu Start at 0/3/2, 6 A
0pc PC 0PCs, 3ACs( PC, 0 TG
Secondary receive +3CC; 2 2/6/3 6 Trade goods 1) Leadership: Exhaust >Started with 2/3/2 3AC 1. Leadership 2n
Strategies 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
Trade II results <2/4/2> 0tg 3ac 0pc Dal Bootha(2) Strategic Planning later >Place 1 CC in for tactical.
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
Action 3. Assembly Secondary
Start: <1/4/2> 2tg Assembly
Starting: 1/3/3 CC, Claim 1. Speaker
Activate token 2. Leadership
Hacan Tatical Phase Start: 2/5/3 5TG Start at <1/4/3>, 3 4. Trade
Start+1 Yin +
at 2/3/2
Refresh
3ac 0pc Darien (2/4) 4AC, 1TG, 0PC, Receive
secondary 1PC + 2AC Secondary
turn #4 3AC 0PC Do not use Diplomacy
TG, 3 AC, 1 PC + 2 microtech
1 PC, 6 TG -1
Yin has 5 votes Production
1VP (Secondary): Choose
productionembers to Exhaust Loki (3), Give 2TGs to secondary 5. Techno prima
<1/4/2> 0tg 3ac 0pc delay until tactical
1. Production play political
Build 1card
DN 2F on Kamdorn
Start (1), and Embers of Muaat Magmus
ActivateReac
Action
Secondary at Thibah Action 4.1.1. 2/4/4torkan
3TG611AC 3PC Hercant (1), and 1 trade
Resources Use 1.Assembly
Activate Mecatol (tech. primary +
Corneeq/Re
4. Production
Build 2F (1), PDS Trade (Secondary):
Activate Production exhaust good(1)
4/7/3 12 for Trade
3 goods 1. Production secondary
Rex during Deep Space Can
- Play Fla
Secondary
(2) at Thibah +2TG Strategy Card 4. Production
Tequ'ran(3) decline. 3 command
Action cards counters
1 Secondary: Tactical Phase (8) speed AC (#
Action
In Tactical
Exhaust Phase
Thibah primary ability. Retellion(2) + 4/7/3 card
Political 5 Trade goods Produce a Warsun Build Space Dock Exhaust- Move Muaa1W
(1/1) +2tg 3/3/3 CC, 4AC, 2TG, 5. Trade +4 TG = 6
sarween(1) 2 Action cards 0 and 2GF at Lodor Production - Secondary GralFi (1)+ =1 5GF +1
5. Trade<0/4/2> 0tg 3ac 0PC Spend 1CC from Give 1 TG to
0/4/4 8ac-5tg-2pcHacan Political cards Exhaust: All planets >Build 2 GF (1)
Pay 3 TGs + 1 PC and 1 Exhaust
from home sLisis
Action +2tg
0pc(Winnu = 1, Strategy and 1 TG to embers. 1. Assembly Secondary except JOL = Cruiser (2) at Zohbat Velnor -(2), Tsion
Invasion
Embers = 2, -1 non- 2/4/4 5TG 11AC
2. Activate Ion 3PC 3. Assembly secondary
Refresh 12+Sarween >Exhaust Lesab
<1/4/2>, 0 TG, 3 AC, (2) + red tech discoun
determined
primary)
2. Activate Warfare (Secondary):
exhaust Starpoint 6. Decline
Storm Warfare
1 wait
Elnothtill (2)
tactical phase
and Astroth 1/5/3 3TG 3AC 0PC Use 0Sarween PC Tools (1) 6. Play spaceAC comb
Signa
Action <1/4/2> 2tg 3ac 0pc Jamming
Sumarian Station (3) + New Albion (1) Move 1DD 1CR (3) 2/3/1,on L1Z
4 AC,
Move CR, CV(4F) Spend = 41CC from
resources 7. Technology
from HW 4. Production primary 2. Activate Mellon- Trade 2. IIUse
- Secondary
Assembly Arnor/Lor
TG
6. Warfare Secondary Strategy
from Darien Choose
Pick Neural
up one GF wait till tactical
4/7/3 12 Trade phasegoods Zohbat (Breaks >Receive
Secondary1 TG from Yin End at 3/3/2, 5 A
Action noneMove CR, DD ac local unrest on
build 2 cruisers (2) = Motivator 6 resources
from Rigel 2 3 Action cards 1 trade w. Winnu) Trade agreement
mellon
PC, Assembly
4 TG 2n
from Thibah Move (31production
cruiser + 1cap / 4 Play AC8ac-5tg-2pc
0/4/3 "Corporate 5. Tradecard
Political secondary Move from Lodor a >Receive 3 TG from
Unassemble Jol-
Mirage Refresh Mua
7. Tech Secondary
Battle (will pm destroyer from Capha
resources) at Spaceto Sponsorship" receive 4 trade goods Warsun (2figs+4GF) Nar Trade agreement Edit:1/3/1,
Added 4 use
AC,
Status Phase 0/4/2> 0tg 2ac 0pc Mehar
none Receive 1AC + 3
Xull system But 1 CCNeural
Purchase in FS and 4/7/0 0 Trade I will put my CC >PayI now
1 TGexhaust
for aTG, 10 of warfare
total Embers will
2ndary:
battle orders) Dock
CC on Capha 3.
1 CCTransfer
in SA action 2. Activate
goods9 Verfut 3 ActionII 1/5/1 unless some 3 TG<0/4/2>,(actually 011) 3 AC, TG
* I control pla
<0/4/1> 0tg 3ac Motivator
Rigel for
<-> no cost
Torkan 4/7/3 Move Trade
from goods Move from Lodor 2 0 PC 7. Warfare secon
8. Bureaucracy
0pc 2/3/3Add
CC,1CC,
0/3/3
CC to2TG,
4AC, 4AC, 1TG, +4(Corporate
move 1DN w/GF
cards cards
2 Action
Elnoth 1
0 Political
carrier 0
(w/3
really juicy AC
destroyers
influence -> Mecatol Move with
WSa +total
Production 2 Fiin
Secondary 0PCStrategy, Add 2 CC Claim
card I have
Sponsorship) 2 more cardcards comes up... Rex II(6), Saudor (2), Home greater than2
T : Tactical / R : Race / S: Strategic
0PC,/ X : Transfert
1VP
to Command
/ A : Action
1CA w/6F+my
tech than 1CR green Political
ground forces... land Move from Warfare
3. - Primary
Activate
Mirage (3) =Winnu
1VP
system.
- Build
player wa
toBell
my
none
3. De
Racial Ability: techs. >Place High Alert at Carrier from
Cr Dr Ws2/3/2 CC,
Sol: Ca 4AC, Fi1/4/4w/GF GF
neighbors
5TG
to rigel
10AC STsystem
objective.
3PC
them1.taking
Mine
6. SD planet),
PDS I Ref. Perimeter
Objective....
Warfare secondary Col.
And 1Cruiser
I will Exhaust
# # TG
>Refresh
Mecatol Rex PC
Planets AC (10) and 2 C
immediate
Centauri/Gral.
Gr
Round Ending:
4 Darien (2/4) -> (4/2)
<1/4/2> 2tg 3ac
Action
0TG, 0PC,
Technology
4.1.2.
1VP 3 VPs total have 2 all
destroyers,
three of my (1GF)
Hope's End Planet Tech
Move
>Exhaust 1 Cruiser
Miragefrom for End leftat
- Spend M
2/3/2, 5 A
x8 x8 x 5 Activate
0pc 4. Transfer Action (Secondary):
x 2 Blank x4 4 ∞ ∞
build
8. Bureaucracy
2DN x 12
+ 4GF x= 12
decline
and space x3
1 dreadnaught
Movemove
x6
stations on in
Dreadnaught
x 8 Kill! x 8Kill! Kill!
immediately to gain Technology
x 40
Perimeter
2 fighters II -
<5 < 7 (4),SA
PC, (1),
4 TG
6 TG, Sa
system
Sorry again folks, I 12 resources
1/5/1 8AC-1TG-2PC Ashroth, the board from
Yeah.... No Action
ground Cards
forces >Receive 1 AC and
Yin 3 (HW)2and
Darien 1 3 3
exhaust Shalloq(1) Astroth, 2 Loki,Abadoon,
Loki, Abadoon
3 Casuality 2
order: 4Secondary
Build 0 2 GF 0
using 3 0/3/1,0 4 AC,
Spendwas away
1CC for the (Before
1/4/4the 3 I10AC
get ) to Elnoth,
first Move there... 2 CCs"Micro
Thibah Move
weekend. 2 from
cruisers ending
+ Sarween(2) 5TG + 3 destroyers victory Fighters,
3 space docks on
>Receive
Sarween
>Rearrange Tools to 1/4/1 TG
We'll set poo
Move CV(3F) Strategy
from Capha system. 3PC Rigel destroyer from Technology"
Sol 3 5 1 2 6 No 7AC2(2) + Rigel
cards to play. point
Quann 3 1
Destroyers,
the board for6Cruiser,
1 vp 6>Exhaust 1 Winnu0(3) and 4 0/3/2 2
from Thibah to 3(2) 4/7/2 to12 Ashroth,
Trade Warsun <0/4/1>, 0 TG, 3 AC, Activate
Darien Exhaust Jord (4) +
Invade Mehar Xull, + Tar'mann(1) + Loki,
goods Abadoon.
3 Action cards Invade Mellon with Veput0 (2) for a total of 5
PC Quecenn/Ra
2. receive 1 action
Ysarril 3 DD 3from 3Mehar Xull (1) + 2Capha 8 15 1 TG +from 6resc + use 2 Yellow 2 tech 11
card3 and card2 2
Move take planet Xxehan(1) 3TG = 1 Political 3 1GF2 and Zohbat13 - 1Flank sp
(4) + 1TG = 10 Take 4/7/3 9 Trade goods discount (1)
Darien to Thibah 12
L1Z1x as he has command counters, with 42GF 4. Activate Mirage (#2)
Build CRx2 (4) at resources
0/3/2 CC, 4AC, 1TG, 2GF onthat Tequeron 2 Action cards 0 >Winnu racial ability -
five.(Not I have 3. Production
and cards
Political
Primary
redistruibute War Sun bombards
Do not pay1CC to get
- Move 1 W
Darien 0PC, 1VP 2GF
a or Torkan
choice) command Produce in Zohbat Move Carrier from GF
Exhaust Darien develop Mark II 0/4/3 8ac-2tg-2pc Hacan Homeworld 1/5/2 3TG 3AC 0PC TechLesab - Bombard
Advanced counters
(4/2) Action Carriers
4.1.3. 7. Technology
2/7/41 Warsun
0 Trade invasion ord
secondary Beurocracy - Secondary
Hacan 8 8 3 1 4 14 28 3 3 1 9 5 0 0 4 2
Jol-Nar 6 5 1 2 2 5 17 3 6 1 9 8 0 0 5 1
Winnu 2 5 1 1 4 12 2 1 1 5 6 0 0 3 1
Embers 3 2 2 1 2 9 1 2 1 10 7 0 1 3 0
L1Z1X 2 3 5 1 4 6 1 2 9 6 4 0 3 1
leadership secondary Leadership (Secondary): 1/5/1 11AC-2TG-2PC Hacan Strategy Phase Still I will play (or did I 1/4/1, 3 AC, 0 PC, 0 TG 0/3/2, 3 AC, 1 PC
exhaust Darien for 2 CC Exhaust Mehar Xull for 3 Turn #5 already play?)
Secondary 1/5/2 influence. Leadership Secondary Command summit for Strategy Phase Strategy Phase
Strategies assembly secondary +1 CC to Command - Exhaust Torkan(4) + Start 2CC 1/5/3 1. Leadership - 3 1. Leadership (P
unexhaust Darien 0/5/2 2/3/3 CC, 4AC, 0TG, Rigel I(2) I will also play Grand command counters +3 command cou
trade primary receive 6 0PC 1/6/3 2/7/4 0 Trade goods Armana to my home Exhaust Mecatol Rex Exhaust Wello
2 tgs to L1Z1X
TGs 1 tg to embers 4 Action cards 0 system (Unlimited fleet (6) and Centauri (1/
Trade II results Diplomacy decline Political card supply) 2/4/3 3 counters
Diplomacy: decline 2. Diplomacy Primary - 4/4/3
Production decline 1. Leadership secondary then Mecatol Rex 2. Diplomacy - d
Leadership Exhaust 3. Assembly - saved for 3. Assembly - de
Assembly
Assembly (Secondary): Assembly Exhaust Loki (3) and Meer + JOL for 3CC -> tactical 4. Production - s
results
8 influence available for 18 votes available Kamdorn (1) to gain 2 2/6/4 4. Production - Build 2 tactical
Action 1. switch resource Assembly Starting: 2/3/4 CC, Move from Ion command
0/7/6 5 Tradecounters
goods 4 Assembly command aftersummit
much GF (1) and
Start 1 PDS
with (2)3
2/4/3, 5. Receive
Start attrade
3/4/3
and influence on 4AC, 2TG, 0PC, Trade 5TG1agreements
Storm All ships Action cards 0 Political thought for 2we ccwill
andgive floor
grand Use
AC,sarween
0 PC, 0tools
TG (1) income, 1 PC, 4 TG
1 TG
Darien. 1VP 4TG receive and give
including 1DD 1CR card 1 3/7/5 0 Trade goods to Yssaril and
armada on home take and exhaust lesab (2) (remember micro
(spreadsh
Action 0/5/2 0PC 4TG 3AC Production (Secondary): TG to Hacan
w/1gf 4 Action cards 0
build for 3 sawreen
Speaker
world
1)
token for
Activate Quann
5. Receive
1. Use 1Assembly
TGs 6. Warfare
shows -me deca
delayAction
until tactical
5.6.1. Move from Rigel Political card ourselves. 10 votes 6. Warfare
Secondary- decline 7. Technology
but I used 1 -
tools and 5 tgs, 1 ca and move from the
2. activate Darien: Activate Thibah. 1/6/3 11AC-5TG-2PC
system All ships 1. Activate Production @ home: 7. Technology - XRD Cybernetics (6)
and 10 Verput
fts II home system Techno seco
Build a including 2. Diplomacy Decline Carrier, Dreadnought transporters
Unassemble Saudor -1 SA, expend
Action 3 Destroyers
Jol-Nar
Dreadnought, 4 Trade (Secondary):
Move Dreadnaught Warfare decline
1DN 1CR Move in from Elnoth 1 and destoyer = 9 -2S = 7 Spend no strategy Gral (1/1), +1Bla
Activate Gr
3 Cruisers
Dreadnought = 5p
fighters +2TG + Carrier (with 4 1CA w/6F 3. Assembly
Warsun Decline 1 (Lodor and Zohbat)
(w/6 fighters), Exhaust
1/4/3, 3Winnu
AC, 0 (3)
PC, 0 discount Alpha, move
Pre-combat
2 Cruisers =barrage:
4p
exhaust Darien and 2/3/3fightersCC, 4AC, 2TG,from TechMove
+ 2GF) Primary
CA w/1F from carrier (empty) and 1 Trade will net 0.
1 Destroyer
2 PDS and 9=Anti-
Saudor
TG (2) and 1 TG 8. Bureaucracy
1 GF + 2 Fi-
Action
Thibah, use 2 TG 0PCJord, picking up Choose
Vega Type IV Drive
system 4. Production
cruiser Technology: both 2p 8. Bureaucracy - decline Corneeq.
fighter shots
Exhaust: Lodor 4,
0/5/1 0PC 3TG 3AC 2GF from Primor on free 1/6/2 5TG-11AC- Secondary
Kill air, then bombard primary and secondary:
Hope’s End 3, Nar2 2. Activate Mecatol End And at 3/4/3, 3A
1 cruise
the way For secondary
1PC choose planet Build at Hacan Autodefence turrets and End at
Rex 2/4/3, 3 AC, 0 PC, 1 TG
Lisis/Velnor
Action 2)Sarween
+ Activate Veput
2 = 11p 2
Warfare (Primary): Assault Laser- 8 Homeworld Daxive Animators (1CC+ PC, 1 TG And 1 destro
system
Place High1Alert
Move token
Cruiser from resources
Activateneeded
HW 0/7/5 5 Trade goods 1 Perimeter, (edit: Build 2GF (1), and 1 from Bellatri
Move from Mellon-
Lodor
on Jord
Mehar Xull Dal Bootha(R)
Build 3CR(6) + warsun 12
4 Action cards 0 +Garbozia) + 2 green PDS (2) 3/4/2
Action Zohbat =1p
Destroyer
2/3/3 CC, 4AC, 2TG, Teq'ran(R+3)
Sarween(1) ++ Vegas Political card 2 discount)
Warsun
2 fighters(w=1p 2figs and
0PCCommence space Major(2) + Xxehan(1)
Retellion(2) + = 8 fighters 1 Exhaust Saudor (2)
4GF)
Exhaust: Arinam 1
battle (invasion Shalloq(1) total
Status Phase 1/6/3ysarril got 5+tgs
11AC-5TG-2PC
Rigel
from 2.13 Activate Mellon and 3 Destroyers
+Sarween 1 = 2p and use Sarween Activate
orders to follow) II(2) =
minister 6 of trade Zobat 1 Cruiser 1 (w 1GF) Tools (1) Lisis/Velnor,
Technology: decline Exhaust Verput II WS + 2 GF,
and Warsun from
2/3/3 CC, 4AC, 2TG, Bure decline
Activate (2), Elnoth (2),
Move in from Elnoth 4 1/4/2, 3 AC, 0 PC, 0 from home s
Lodor (w. 3 figs and
T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card
0PC, 1VP Tequeron/Torkan Astroth(3), Abadoon
cruisers each with (2), TG Land 2 GF o
1GF)
Bureaucracy 1/6/31DN(5)
11AC-5TG-2PC Hercant (1),
De Cr Dr(Secondary):
Ws Ca Fi GF + 1CA(3) ST +Mine
groundSD force, land
Sarween PDS
tools
one Ref.
(3) Col. # # TG PC AC Velnor. C
Round 5 spend
Action 5.6.2. 2F(1) + 1DD(1) = 11 on Mellon and 3 on Invade planet with 6 3. Transfer Action Build 2 spac
x8 x8 x5 x1CC
2 for
Activate 1PC
x4 + ∞
Production ∞
Sarween(2) x 12 Total
Zobat 13
+ Rigelx 12 x3 x6 x 8 GFx remaining
8 Planet Tech Winnu/Mirage
x 40 <5 < 7 (8).SAExhaus
1ACSecondary: Capha. II(2) + Tarmann(1) + (4), Lisis (2),
WarSuns will scorch
Yin 3 2 11/3/3 CC, 5AC, 2TG, 1 7 Vega9 Minor(1) + 2/7/5
0/7/4 20 5 Trade
Trade 3goods
goods the planet 2 4 Move 6 1 0 3 (2).0
1PCExhaust Starpoint + 5TG = 11 4 Action cards
4 Action cards 0 0 Dreadnought from 3/4/1
Reminder: if I win I
New Albion 2for 4 Political card
Political3card Mirage
Sol 2 4 1 3 13 1 1 will use Daxive 6 6 1 to Winnu 0 4 2
resources 1/6/0 0TG-11AC- animators to 6+ Production 2
1PC 5.
3. Trade
ActivateReceive
Hope's end 4 Move 1 Carrier Muaat, build
reanimate dead GF
Ysarril 4 6 4 Build Cruiser3 (2) + 10 23 trade goods3 2 3 2 both sides.
13 J 9 4
through Winnu1 and 11 1 PDS 1 (2) an
from
1PDS (2) at Capha Move in from Loki + 1 pick up 3GF and Cruiser (4) =
for 4 2/7/5 4 Trade goods
Hacan 8 8 2 2 resources
4 + 2 13 35 warsun 3(w/6 fighters), 1 3
4 Action cards6 ground0
3) Play
1 Master 9 of 6 land0 all on Mirage
1 4 Exhaust
0 Cor
production carrier (w/the Trade to refresh (1), Tsion (2
Political card
forces already on it) Move 1 sarween (1)
Hope’s End and
Jol-Nar 3 4 3 1/3/3 CC, 4AC, 3 2TG,2 23 3
Kill, bombard, 5invade 1 Lodor 9 10 Cruiser(1GF)
0 1 and 4 PC 1"planeta
0PC, 1VP 6. Warfare
with all forces secondary land GF on Mirage security"
Move from Hacan 2/4/1
Winnu 2 5 1 1 4 26 2 3 4) Transfer
1 Action
5 7 0 0 3 1
Action 5.6.3. Homeworld,
0/7/3 5 Trade 1 warsun
goodsw/ Build 2GF (1) at
between Jol-Nar and
Activate Sol Racial 6 fighters and
4 Action cards 0 1 carrier Winnu using Activate
Garbozia
Embers 3 4 2
Ability 1 6 17 w/6
Political3card 3 1 from Home 9 8 2
Sarween 0 (1) 3
Tools 0
Bellatix/Tsio
Move
ground forces to Centauri/Gra
system
Bow-chicka-bow- Loki, Abadoon,
4. Activate Quann and 1/4/1,
L1Z1X 2 6 5 1 4 14 Astroth.3 2 Carrier
2 (w. 210PDS: 1 7 2 3 AC,00 PC, 0 3 transfer
0
wow! from JOL and 1 from TG Move 1 Des
Move in 1 cruiser NAR) land them to Carrier +1 P
Place 2GF on Jord 1/7/5
form Loki,4 Trade
1 goods GF (from Ce
Garbozia
4 Action cards(w/1ground
dreadnaught 0 to Bellatrix
Build 6 units at
0/3/3 CC, 4AC, 2TG, Political card
force from Loki) 2 Land PDS a
home
Yin 0PC, 1VP Sol Ysarril cruisers (each
Hacanwith Jol-Nar Winnu on Ballatrix.
Embers
7. Technology
ground DavePaint
force - 1 from 2/4/0
Maus Turin bnorton916 5) Transfer
Aroine action IqAndreas Ever Onwa
Round 6 Action 5.6.4 Activate secondary
kamdorn, and 1 from between Lodor and
Yin Homeworlds Purchase
Hercant-) from Stasis Generate 2
Hope’s end
capsules (6)
Homeworld, and 3 War Sun in
no moves (or if I
Yin Round 6 Strategy Leadership (Secondary):
Move 2 cruisers 1/6/2 9TG 2/5/3 Green
destroyers from0 Tech
trade Quann
goods I will play Cultural Crisis 1/5/2, 4 AC, 0 PC, 0 TG Strategy Actions
Lisis/Velnor
must move I will
Primary start 1/5/2, 3-TG, 3-AC, Exhaust Mehar
from Blank 4 Xull (3 Yssaril's order (1),
4 Quann
action
homeworld (3),
cards Arretze
0 on Hacan to remove Start at 1/4/1, 4 A
1/4/0
swap places of 2
Strategy 0-PC influence)
system, + New
moveAlbion
1 (2) landcards
political
Kill, ground forces theirdestroyers) special abilities this Strategy Phase PC, 2 TG
(1 influence)
destroyer=from4 1. Leadership on planet turn (no extra TGs) 1. Leadership - 3 Generate 1
Build 3 units at
1. Leadership influence
MeharforXull
2 CC Secondary 0/7/5
(lose 4 Trade goods
2 destroyers in Then I will play command counters 1. Leadership
War Sun in 2nB
Lodor
Secondary: 2 CC 1 CC to Strategy, 1 CC -Gain 3 CC's place 4 Action
Quann
0/7/2 fromcards
5 Trade 0
lackgoods
of fleet Productivity Spike on Exhaust Mecatol Rex expend AlphaWellon (
(exhaust Darien) to Command
Commence space 3/6/3 Political
supply) card
4 Action cards 0 Nar (can build extra 3 (6) Centauri
1/4/0 (1/3). 2
My builds are
2/5/3, 3-TG, 3-AC, 0-PC 2/4/4battle CC, 4AC, 0TG, -Exhaust Rigel I(2) + Political card unitsheavily
this turn) 2/6/3 2. Diplomacy II,
influenced
0PC, 2VP Torkan(4) 8. Leadership
1. Bureaucracy Primary
by what units I have 2. Diplomacy Secondary 3. Assembly Generate2nd 2
2. Diplomacy Primary: 0/3/2 CC, 4AC, 2TG, (to be announced
secondary
5. Activate homeworld later) Secondaries: - decline for tactical
War Sun phase
in B
available after
Place everyone's CC's 0PC, 1VP 2. Diplomacy Secondary Receive
Exhaust 1 Leadership - can't use 3. Assembly Primary 4. Production
Alpha 2n
combats (I want all
1 tg from ysarril
Secondary
Strategies
Trade II results
Assembly
results
Action
Action
Action
Action
Action
Action
Status Phase
Yin 3 2 1 1 7 9 2 3 2 4 6 0 4 1
Sol 2 4 2 2 5 15 3 1 1 6 6 1 0 5 1
Ysarril 4 6 4 3 10 23 3 2 3 2 13 10 11 0 14 1
Hacan 1 8 2 2 4 13 35 3 3 1 9 7 6 0 4 1
Jol-Nar 3 4 3 3 2 23 3 5 1 9 10 3 0 4 0
Winnu 2 6 1 1 6 29 2 3 1 5 8 5 0 4 1
Embers 2 1 1 1 13 2 3 1 7 10 4 0 4 2
L1Z1X 1 5 4 1 14 3 2 2 12 8 0 0 5 2
CC Unit
VP
SA FS CP Strgth.
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 <-- Column #
Embers L1Z1X
Ever Onward krootish86
Diplomacy Production
omacy Annex 2. Use Production Primary
lon during Tactical
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 1.Activate
Lisis/Velnor. Move Corneo/Resclon
warsun + 2 GF to Move
Lisis/Velnor.
1 SA Assembly Land
2nd1 DR(1GF),CV(2GF,3FR
2.Assembly Secondary
GF- on each.Lisis
refresh ) from Home
Refresh 0.0.0System
(2/2) and Velnor Land 0TG
2/3/2 1 GF2PCon
(2/0)
1 SA Production 2nd Coorneo(1/2)Primary
3.Production
- Build 1 Ca (3), 2 Land
In 2 GF
Home on
system
De (2) = cost 5 Resclon(2/0)
Produce:
- Exhaust
1 CC Lisis (2)
Activate 3/3/2 0TG
2CR, 1CV,2PC
4.Activate 2FR, 2GF
and Velnor (2) and
Centauri/Gral Cost 9,
Lazar/Sakulag
+1 -from
Move Sarween
1 Ca + 2 (production(+3),
Move 1CV(2GF,2FR)
GF
1 CC to Activate
Centauri/Gral. 0.0.0(5),
from Home
5.Activatediscard
Systemlabor
Land 1 GF on each.
Tsion/Bellatrix force 1GF
Land politics
on(1))
Quecenn/Rarron
- Move 1 De and 2/3/2 0TG
Lazar(1/0)
Move 1PC each)
2CR(1GF
claim
End at trade station
0/3/0, 0 TG, Land
from 1GF
0TG on
2/3/0 Home System
1PC
0 AC, 1 PC 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 Unit added ac cards and 2 command counters (3 for sol) 3/8
VP
SA FS CP Strgth.
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
Embers L1Z1X
Ever Onward krootish86
CC Unit
VP
SA FS Strgth.
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
Embers L1Z1X
Ever Onward krootish86
bur
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
1.Activate
Coorneeq/Resclon
Move in 1
Dreadnought from
Arnor/Lor (carrying 1
GF from Lor)
Move in 2 Crusiers
from
Sumarian/Arcturus
(each carrying a GF
from Arcturus)
2/6/3CC 0TG 5AC
0PC
2.Production
Secondary
In Home System Build
1 Warsun(12), 1
Destroyer(1), 1
Cruiser(2)
CC Exhaust: Sarween
Tools(1), Unit
3TG and PC
VP
SA FS CP Strgth.
Trade Embargo(4),
Resclon(2), Lazar(1),
1 5 3 0
Sakulag(2), 37
Arnor(2), strat done
Sumerian(2),
Arcturus(1)
1 4 3 2 51 strat done
1/6/3CC 0TG 5AC
0PC
1 6 3 4 82.5 strat done
2.Activate Lisis/Velnor
1 6 4 Move4 from Home103 strat done
System:
Warsun (carrying 4GF,
0 6 2 6 1 Destroyer,
2PDS), 70.5 3 strat done
Crusiers
1 6 3 1/6/2CC
6 0TG 54.5
5AC strat done
0PC
2 4 3 4
3.Activate 40.5
Alpha strat done
Wormhole
2 6 4 Move
4 in Dreadnought
68 strat done
and Carrier (with 4
Fighters) from
Queceen/Rarron
Move in Destroyer
from
Sumarian/Arcturus
System
Move in 2 Crusiers
(empty), and 1
Destroyer from
Arnor/Lor
1/6/1CC 0TG 5AC
0PC
1) Battle # one Opposing Forces Losses
ARNOR LOR attacker defender attacker defender
PDS fire
Rolls (raw)
Results
Pre-Combat
Anti-Fighter
Rolls (raw)
Results
Mentak
Rolls (raw)
Results
Space Combat
Round 1 3 dn, 2 cr 1 ds 1 ca 1 ft 1
Rolls (raw) 10/7/7/2/3 9/9/2001 2 dm dread ds, ca, ft
Results h/h/h/m/m h/h/m all destroyed
Round 2
Rolls (raw)
Results
Bombard. arnor- 1 lor -2 8/9/3
Results h/h/m 2 gf, all destroyed
Invasion Combat
PDS fire
Rolls (raw)
Results
Round 1
Rolls (raw)
Results
Units remaining: all with 2 dam dread 0
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
Invasion Combat
ws bombard see to the right
Rolls (raw)
Results
Round 1
r1
r2
r3
r4
r5
Units remaining: 1 gf
Rolls (raw)
Results
Invasion Combat
ws bombard
Rolls (raw)
Results
Round 1
r1
r2
r3
r4
r5
Units remaining:
) Battle #15 quann Opposing Forces Losses defender declares retreat to garbozia
hacan vs jol nar attacker defender attacker defender
PDS fire 2 at 7
Rolls (raw) 1,6
Results 2 misses
Pre-Combat
Anti-Fighter
Rolls (raw)
Results
Mentak
Rolls (raw)
Results
Space Combat
Round 1 3 ds, 3 cr, 1 dn 2 ds, 3 cr
Rolls (raw) 10,10,4,3,8,6,8 10,5,1,1,6
Results h,h,m,m,h,h,h h,m,m,m,m dn dam 2 ds, 3 cr
Round 2
Rolls (raw)
Results
Round 3
Rolls (raw)
Results
Invasion Combat
ws bombard
Rolls (raw)
Results
Round 1
r1
r2
r3
r4
r5
Units remaining:
Units remaining: 3 gf 0
r2
r3
Units remaining:
gic retreat to peremeter
Thibah
Invasions
(i'll add all
these to
the
spreadshe
et when I
can post)
PDS-6 hit
3 gf sol
(moral
boost first
round +1)
vs 3 gf Yin
8 to hit, 7
for sol first
round
round 1 Â
sol
4
5
5
0 hit
yin
9
6
6Â
1 hit
round 2
sol
6
8
1 hit
yin
1
5
10
1 hit
round 3
sol
10
1 hit
yin
10
9
2 hits
Yin
remains in
control of
the planet
with 1 GF
Â
nder declares retreat to garbozia
plays morale boost
plays shields holding, cancels 2 hits, attacker plays recheck on cruiser hit, 8 rerolls a 2
Fighter ½ - 9+ ∞
Destroyer 1 2 9+ x8 Anti-fighter beam (2D10)
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
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
1 Yin Maus ? ?
2 Sol Turin ? ?
8 L1Z1X krootish86 ? ?
GMT+2
GMT-6
GMT+1
GMT-6
GMT+2
GMT+1
GMT-6
GMT-6
GMT-6
α
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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