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Winter Solstice PBEM

To turn off gridlines use: Tools, Options, View, Window options, uncheck Gridlines
"SD" indicates 1 space dock is on a planet.
0 Malice 3 Saar have a floating space dock that looks like a short fleet.
2 0 Maaluuk 2
1 1 2
1 1
1
1

α β 3 Druaa
2 SD 3
1 2

3 Vega Major 1
Re 1 SD 4 Naalu
1
B1 Vega Minor 3
Space Mine 1 1 Co SD 2

α
1 1 Lazar 1
2 1

High Alert 1
Asteroid Field
2 Saudor 2
1 Lisis II 0 2 2
2 5 [0,0,0] 0
2 Perimeter 2 3 Sakulag 1 SD 3
3 1 3 Re 2 SD 2
1
2 1 The Great Bit Bucket 2 2
2 Ragh 1 1 1 1
1 6 2 1
G 2 Quann 1 1
2 3 ST 3 Hope's End 0 1 Tar'mann 1
1 3
Saar L1Z1X
2 1 2 1
2 3 Ashtroth 0 2
Re 2
3 Capha
2
0
β 2 2
1 Loki 3 Asteroid Field Ion Storm
1 2

3 Lisis 2
1 R 1 Abaddon 0 2 SD 3
1 1 1
FI 1 Mirage 2 1 1 2
2 5 2 1 Mecatol Rex 6
2 9
G0 Rigel I 2
G 3 Lodor 1 Co
1 2 2 R 3 Velnor 0
2 1 1 SD 2

/dev/null The Hinterlands 1 2 2 Rigel II 2


Re

G 3 Lesab
Re 2 SD 2
1
G 1 New Albion 1
2 2 α 1 1
1 B 1 Rigel III 1

1
2 1 Timbuk2
1
2 Arretze 0 1
2 SD 4 2 2 1
4 Starpoint 1 1
Re 1 SD 3 1
2 1 Hercant 1 4
1 SD 2
1 4 Mol Primus 1
2 0 Kamdorn 1 GF 2 Primor 1 SD

β
1 2 2 Arnor 1
G 2 Garbozia 1
2 El'nath 0
Hacan Mentak
B

2 Diplomacy II

B 1 Mehar Xull 3 R 1 Lor 2

Nebula
Number of units for cross-check
De Cr Dr Ws Ca Fi
x8 x8 x5 x2 x4 ∞
Naalu 4 2 0 0 1 5
L1Z1X 5 3 2 0 1 0
Mentak 5 6 0 0 2 1
Winnu 5 3 3 0 1 0
Hacan 0 1 2 2 1 2
Saar 6 5 5 2 3 7 Y 3 Winnu 4
SD 2
Extra fleet blocks

Winnu
Winter Solstice Round6
Speaker

aroine Gredavin daniel78 saduel Eppic kruhland


Naalu L1Z1X Mentak Winnu Hacan Saar

STRAT. 8. Bureaucracy 7. Techno. II 3. Assembly 2. Diplomacy II 1. Leadership 4. Production


BONUS
6 Planets 11 11 4 Planets 10 3 7 Planets 17 9 7 Planets 13 18 6 Planets 10 4 10 Planets 17 10
Maaluuk 0 2 X [0.0.0] 5 0 X Moll Primus 4 1 Winnu 3 4 Y X Arretze 2 0 Lisis II 1 0 --- 1. Leadership
Druaa 3 1 Tar'mann 1 1 X Rigel I 0 2 G X Starpoint 4 1 Hercant 1 1 X Ragh 2 1 --- 2. Diplomacy II
Vega Major 3 1 --- Sakulag 3 1 X Rigel II 2 2 --- Arnor 2 1 X Kamdorn 0 1 X Capha 3 0 X 3. Assembly
Vega Minor 1 3 B X Lazar 1 1 X Lisis 3 2 --- Lor 1 2 R --- El'nath 2 0 B 4. Production
Saudor 2 2 X Velnor 3 0 R X Mehar Zull 1 3 B Lesab 3 1 G Ashtroth 3 0 X 5. Trade II X
Perimeter 2 2 X Garbozia 2 1 G X New Albion 1 1 G --- Primor 2 1 GF Loki 1 3 X 6. Warfare II X
PLANETES

Planets
Lodor 3 1 G X Mecatol Rex 1 6 X Malice 0 3 X 7. Techno. II
Abaddon 1 0 R X 8. Bureaucracy

Hope's End 3 0 ST X
Quann 2 1 G ---
Mirage 1 2 FI X

Sarween Tools +1 Sarween Tools +1 Sarween Tools +1 Sarween Tools +1 Sarween Tools +1

NOTES
SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP SA FS CP --- exhausted due to Colinization Licensing

CC
CC

### ### ### ### ### ### ### ### ### ### ### ### ### ### ### ### ### ###

Trade Trade Trade Trade Trade Trade


Agreements Agreements Agreements Agreements Agreements Agreements
Naalu Naalu L1Z1X L1Z1X Mentak Mentak Winnu Winnu Hacan Hacan Saar Saar

TOTAL = Err:502
TRADE

2 1 1 1 1 1 3 1 3 3 1 2

Err:502 Err:502 Err:502 Err:502 Err:502 Err:502

Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods Trade Goods

Total = 7 Total = 9 Total = 7 Total = 9 Total = 7 Total = 7 ACTIVE LAWS


Antimass Deflectors Enviro Compensator Hylar V Assault Laser Antimass Deflectors Enviro Compensator Antimass Deflectors Fleet Restrictions: Never more than 2 of a single
Enviro Compensator Stasis Capsules Enviro Compensator Enviro Compensator Sarween Tools XRD Transporters ship type in a single system
XRD Transporters Cybernetics Auto Defense Turrets Stasis Capsules MicroTechnology Enviro Compensator Class Struggle: Pool all TG and divide evenly to

TECHNOLOGIES
TECHNOLOGIES

Telepathic Mind Weapon Hylar V Assault Laser Deep Space Cannon Hylar V Assault Laser Hylar V Assault Laser Sarween Tools those who would receive at least 1
Hylar V Assault Laser Sarween Tools Stasis Capsules Bioptic Receptors Deep Space Cannon Hylar V Assault Laser
Deep Space Cannon Auto-Defense Turrets Neural Motivator Neural Motivator Production Centers Deep Space Cannon
Stasis Capsules Assult Cannon Sarween Tools Deep Space Cannon War Sun War Sun
Gen Synthesis Sarween Tools
GIES
TE
Hyper Metobolism War Sun

AC AC AC AC AC AC
ACTION

ACTION
CARDS
CARDS

Err:502 Err:502 Err:502 Err:502 Err:502 Err:502

PC PC PC PC PC PC

POLITIC.
POLITIC.

CARDS
CARDS

Err:502 Err:502 Err:502 Err:502 Err:502 Err:502

aroine Gredavin daniel78 saduel Eppic kruhland


Naalu L1Z1X Mentak Winnu Hacan Saar
VP

2 1 2 2 1 4 OBJECTIVES

1 VP. I now spend 3 command counters from my Command


1 and/or Strategy Allocation areas.

1 VP. I successfully invaded one planet containing at least 1


1 1 1 1 opposing Ground Force this turn.

1 1 1 VP. I took control of 3 planets this turn.


STAGE 1

1 VP. I won a space battle against at least 3 opposing ships in


1 1 1 one system this turn.
1 VP. I control planets with a total influence greater than the player
1 1 to my immediate right and greater than the player to my immediate
left.

1VP. I now spend 10 resources or 10 influence.

3VP. I control 11 planets outside my home system.

Hidden
STAGE 2

Hidden

Hidden

Hidden

Secret Objective (2 VP)


S

Planet List to use on this page.


Abaddon
Abyz
Archon Ren
Archon Tau
Arinam
Arnor
Arretze
Ashtroth
Bellatrix
Bereg +R
Capha
Centauri
Dal Bootha
Darien
Druaa
El'nath
Fria
Garbozia
Gral
Hercant
Hope's End
Jord
Kamdorn
Lazar
Lesab
Lisis
Lisis II
Litra IV +C
Lodor
Loki
Lor
Maaluuk
Malice
Mallice
Mecatol Rex
Meer
Mehar Xull
Mellon
Mirage
Mol Primus
Muaat
New Albion
Perimeter
Primor
Quann
Qucen'n
Quinarra
Ragh
Rarron
Rigel I
Rigel II
Rigel III
Sakulag
Saudor
Starpoint
Tar'mann
Tequ'ran
Thibah
Torkan
Tren'lak
Tsion
Vega Major
Vega Minor
Velnor
Wellonn
Winnu
Xxehan
Zohbat
Saar
Saar
Saar
Antimass Deflectors
XRD Transporters

Total 3 1
Lisis II 1 0
Ragh 2 1
Previous rounds are hidden. Select the rows, right click, and choose "unhide"

Naalu L1Z1X Mentak Winnu Hacan Saar


Round 4 aroine Gredavin daniel78 saduel Eppic kruhland
Actions 7. Techno. II 1. Leadership 6. Warfare II 3. Assembly 5. Trade II 2. Diplomacy II

Naalu L1Z1X Mentak Winnu Hacan Saar


Round 5 aroine Gredavin daniel78 saduel Eppic kruhland
Actions 5. Trade II 6. Warfare II 4. Production 3. Assembly 7. Techno. II 8. Bureaucracy

Naalu L1Z1X Mentak Winnu Hacan Saar


Round 6 aroine Gredavin daniel78 saduel Eppic kruhland
Actions 8. Bureaucracy 7. Techno. II 3. Assembly 2. Diplomacy II 1. Leadership 4. Production
production pri. exh
Tech Primary (Acquire - Play AC Trade Stop (all Bonus to Strategy. 2/4/1.
capha, astroth, abadoon,
Gen Synthesis) TASpeaker
are broken) Dip II & toss the extra Leadership: Primary 3
score "1 VP. I now give to Lizix, perimeter, hopes end
Primary Tech Secondary -pick
PlayAAC cookie into command. - CC: 3/5/2 plus one
spend 3 command PCSynchronicity
from the top (12) +4 from prod, 3
Strategy (Acquire Hyper (search PC for an AC in the Diplomacy II Primary :: additional counter by
counters…" CC 0/3/2 pile. sawreen, war sun,
Metabolism) (Exhaust deck) (SABOTAGED) Option A) on Arnor/Lor
- Leadership Secondary exhausting Hercant &
Production Secondary dreadnaught, 4 gf on
0.0.0 (5), Sakulag(3)) - Leadership 2ndary : :: Exhaust Mecatol Rex Kamdorn for CC: 3/6/2
(Sakulag System) ragh
Leadership 2ndary: exhaust Rigel I (2), (1/6) <2/7/2> => <2/8/4> Production: Activate
Colony on Lazar (1) leadership sec, exhaust
Secondary Exhaust: Vega Minor, Garbozia (1) and spend - Technology II 2/6/2
PDS on Sakulag(2) loki and malice, 3 cc,
Strategies Maaluk and saudor for my 3 PC for 3 CC => Secondary :: Exhaust Beauracracy: Activate
Exhaust Lazar (1), 2/5/3
3cc 3/3/2 2/5/2 Winnu(3/4) & Arnor(2/1) 1/6/2
Tarmann (1), +1
- Tech 2ndary : exhaust + 1 Red Discount to
Sarween Tools
Lodor (3) and Velnor (3) research War Sun.
Assembly Votes 2 votes -- Marginalized 1 vote -- Marginalized to 5acquire
votes --Sarween
FOR 11 votes -- AGAINST 2 votes -- AGAINST 2 votes -- FOR Coloniza
Tools => 1/5/2
- Bureaucracy 2ndary : 1
AC and 1 PC => 0/5/2 - Assembly Secondary, 3 votes
Assembly
Production Secondary :: Production for later assembly sec later
Strategy
Save for Later

Trade II results Activate Perimeter Class Strugg


Move in Carrier +
2figs from Saudor
that fly through Vega
Action T System
Transferand pick
action
destroyer
between Vegaand 3andGF
+PDS (from
Saudor to Major)
open
Action T Blast
escapewithroutes
3 PDS
and and
invade
buildplanet.
1
destroyer and 4 GF
Action to Vega Major.

Action

Action

Action

Status Phase

T : Tactical / R : Race / S: Strategic / X : Transfert / A : Action card

Round 6 De Cr Dr Ws Ca Fi GF ST Mine SD PDS Ref. Col. # # TG PC AC C


stats Planet Tech
x8 x8 x5 x2 x4 ∞ ∞ x 12 x 12 x3 x6 x8 x8 x 40 <5 <7 SA

Naalu 4 2 1 5 15 3 6 1 1 6 7 0 1 3 0

L1Z1X 3 1 2 0 0 9 2 2 1 1 4 9 0 0 6 1

Mentak 5 6 2 1 12 3 3 3 1 7 7 0 1 6 0

Winnu 5 3 3 1 0 16 2 5 1 7 9 0 1 7 2

Hacan 1 2 2 1 2 10 3 6 1 6 7 0 2 3 3

Saar 6 5 5 2 3 7 26 3 6 1 1 11 7 0 0 1 2
Colonization Licensing (LAW)
7 FOR
13 AGAINST
3 votes remain uncounted.

Class Struggle:

CC Unit
VP
SA FS CP Strgth. Notes

0 3 0 2 47

1 5 1 1 33.5

0 5 2 2 51.5

2 8 4 2 56

3 6 2 1 70

2 5 3 4 ###
Previous battles are hidden. Select the rows, right click, and choose "unhide"
1) Mentak vs. L1Z1X at Lisis/Velnor Data is over there --->
2) Naalu vs. Mentak at Lodor Data is over there --->

Opposing Forces Losses


3) Quan
Saar Naalu Saar Naalu

Opposing Forces Losses


4) Lisis/Velnor
L1Z1X Mentak L1Z1X Mentak

Opposing Forces Losses


5) Lisis/Velnor
Mentak L1z1X Mentak L1z1X

Opposing Forces Losses


6) Lodor
Winnu Naalu Winnu Naalu

Opposing Forces Losses


7) Malice
Saar Naalu Saar Naalu

Opposing Forces Losses


8) Mirage
Hacan Saar Hacan Saar

Opposing Forces Losses


9) Garbozia
Mentak Naalu Mentak Naalu

10) Ashtroth, Opposing Forces Losses


Loki, Abaddon Winnu Saar Winnu Saar
PDS fire 3 PDS
Rolls (raw) 7, 4, 9,
Results hit, miss, hit Fi, Dr damaged
Pre-Combat
Anti-Fighter 2 De
Rolls (raw) 1, 7, 8, 2,
Results miss, miss, hit, miss 1 Fi
Space Combat
Round 1 2 De, 2 Cr, 2 Dr, 1 Ca 2 De, 2 Cr, 1 Fi, 1 Ca
Rolls (raw) 7, 7, 1, 2, 9, 1, 1, 8, 7, 7, 8, 6, 10
Results m, m, m, m, h, m, m h, m, h, h, m, h Dr dmg, 1 De, 2 Cr + 2 GF 1 Fi
Round 2
Rolls (raw) Winnu uses action card "Skilled Retreat" to fall back to Mecatol Rex
Results
Units remaining: 1 De, 2 Dr damaged, 1 Ca 2 De, 2 Cr, 1 Ca

Opposing Forces Losses


11) Beta Mentak Naalu Mentak Naalu
2 De, 1 Cr, 1 Ca, 1 Fi 1 Ca, 2 Fi
Pre-Combat
Anti-Fighter 6 De AFB [6]
Rolls (raw) 7, 3, 3, 9, 6, 3,
Results 3 hits 2 Fi
Mentak 1 Cr [6], 1 De [8]
Rolls (raw) 4, 10
Results miss, hit 1 Ca

Opposing Forces Losses


12) Hope's End L1Z1X Saar L1Z1X Saar
2 De, 2 Dr +1 Alert 1 Cr, 1 Ca, 2 Fi
PDS fire 1 PDS
Rolls (raw) 10
Results hit 1 dread damaged
Pre-Combat
Anti-Fighter 2 De (+1 hylar, +2 ADT +1 high alert) hit on a 5, 3 dice each ship
Rolls (raw) 5, 6, 4, 7, 5, 2,
Results hit, hit, miss, hit, hit, miss 2 Fi
Assult Cannon 2 dreads (+1 high alert, +1 dreads)
Rolls (raw) 8, 7
Results hit, hit 1 Cr, 1 Ca
Space Combat +1 alert +1 dreadnaugts
Round 1 2 De, 2 Dr +1 Alert +1 dreads 1 Cr, 1 Ca
Rolls (raw) 8, 10, 1, 3 3, 9,
Results hit, hit, miss, hit miss, hit
Bombard. 2 Dr
Results 2, 5, 1 GF
Invasion Combat +1 ground forces
Round 1 2 GF 1 GF
Rolls (raw) 5, 2 9
Results miss, miss hit 1 GF
Round 2 1 GF 1 GF
Rolls (raw) 1 6
Results miss miss
Round 3 1 GF 1 GF
Rolls (raw) 2 2
Results miss miss
Round 4 1 GF 1 GF
Rolls (raw) 6 8
Results miss hit 1 GF
Units remaining: 2 De, 2 Dr one damaged 1 GF

Opposing Forces Losses


13) Mirage
Saar Hacan Saar Hacan
PDS fire 2 pds/dsc 2 pds/dsc
Rolls (raw) 4, 2 4, 4
Results misses misses
Space Combat
Round 1 1 WS, 1 De, 1 Cr, 1 Dr, 1 Ca, 2 Fi 2 Cr, 1 Ca
Rolls (raw) 6, 4, 1, 2, 10, 8, 1, 7, 5, 8, 9, 8,
Results h, h, m, m, h, h, m, m, m h, h, m 2 Fi 2 Cr, 1 Ca
Invasion Combat
War Sun Bomb. 1 WS (3 bombard)
Rolls (raw) 6, 6, 7,
Results h, h, h 3 GF
Round 1 5 GF 2 GF
Rolls (raw) 1, 10, 10, 3, 1, 7, 2,
Results m, h, h, m, m m, m 2 GF
Units remaining:

Opposing Forces Losses


14) Perimeter
Naalu Saar Naalu Saar
PDS fire 3 PDS 3 PDS
Rolls (raw) 6, 1, 10, 9, 5, 5,
Results hit, miss, hit hit, miss, miss 1 Fighter 1 Cruiser
Invasion Combat
Round 1 3 GF 1 GF
Rolls (raw) 8, 3, 4, 9
Results hit, miss, miss hit 1 GF 1 GF
Units remaining:

Opposing Forces Losses


0 0
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) Mentak vs. L1Z1X at Lisis/Velnor

Space Battle
Invasion - Lisis

Winnu: PDS fire hits go FTR-> Dread-A 1st Hit -> Dread-B 1st Hit.

During combat...
General causality list -> Dread-A 1st Hit -> Dread-B 1st Hit -> FTR ->
Destroyer A -> Destroyer B -> Cruiser A-> Cruiser B -> Dread-A 2nd Hit
-> Dread-B 2nd Hit -> Carrier.
Winnu: IF the Saar rolls really well or Winnu is fighting a losing battle
(GM discretion) take Cruiser A & Cruiser B ASAP and play Skilled
Retreat to run back to Mecatol Rex.

Saar: first fighters, then carrier, then destroyer, then cruiser.

Mentak: - Chase away the Naalu (6 AFB, 2 prefires) !!!!


- No AC, Casualtie order: destroyer, fighter, destroyer, cruiser, carrier.
L1Z1X: Casualties: Dread (1 hit), Dread#2(1hit), destroyers, Dreadnaughts

Saar: fighters, carrier, then cruiser, I have one PDS fire

Saar: For my mirage battle, PDS hits to damage DN and War sun, then
fighters, destroyer, cruiser, DN second hit, Carrier, War sun second hit.
No first hits to DN or War sun during the battle to avoid "direct hit" card.
I have 2 PDS shots and so does Hacan. Bombard with war sun and
DN, land 5 GFs and 2 PDSs

Hacan: No cards or retreats at this time.


Casualties: Carrier, cruiser, cruiser.
Oh, and we'll shake our fist too!
ntak vs. L1Z1X at Lisis/Velnor
Opposing Forces Losses
2 Cr (racial) none 1 Ca
2 Cr, 1 De, 1 Ca none
2 GF in Lisis 1 GF 1 GF 1 GF
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

Yin Mentak Hacan Muaat Winnu Saar

- Technology discount of 2 credits rather than 1 on technological planets


- Cost of SD = 2 resources
SCIENTIST (S) - PDS +1 on any rolls
- Planets with PDS and Scientist can't be bombarded by WS

- Delay invasion for 1 round


DIPLOMAT (D) - Can move through opponent's fleet (with opponent's permission)

- Reroll up to 2D10 per round (invasion)


GENERAL (G) - Bombardement -4 for Dreadnaught and WS (defense)
- GF +1 combat (defense)

- Combat +1 additional D10


ADMIRAL (A) - Movement Dreadnaught +1
- Opponent can't retreat (except if an another Admiral is present)
- No ennemy PDS fire during invasion
AGENT (E) - 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 :
The Emirates of Hacan
- 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
Special Abilities :
The Xxcha Kingdom
- 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
The 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
The 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
The 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
The Sardakk N’orr Leaders: 2 Generals, 1 Admiral
Trade Agreements: 2, 1
Special Abilities :
- You receive +1 to your combat rolls.
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 re-
roll 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 :
- 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
The Clan of Saar 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
TI3:SE Cards PRIMARY SECONDARY

1. - Receive 3 CC. - Receive 1 CC for every 2 influences spent (up to 3 CC maximum).


LEADERSHIP - You may execute immediately this card's secondary ability. Cost = Tap planets.

A) Choose one system containing a planet you control. Each opponent must place a
2. - Claim an empty planet adjacent to a system you control.
CC from his reinforcements.
DIPLOMACY II B) Execute this card's secondary ability without paying a CC or any influence. Cost = 1 CC & 3 influences.

- Draw 1 political card and 2 action cards.


A) If you are not the Speaker, claim the Speaker token. Choose one other player to - Refresh any number of your planet cards with total combined resource and
3.
play a political card and resolve its agenda. influence of 6 or less.
ASSEMBLY B) Choose one other player to claim the Speaker token. Play a political card from Cost = 1 CC.
your hand and resolve its agenda.

- Build in one of your system (even activated) containing a SD with a bonus of 4 - Build up to 3 units in one of your system (even activated) containing a SD.
4.
resources. - Building doesn't activate the system.
PRODUCTION - Building doesn't activate the system. Cost = 1 CC.

- 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).
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 system gain +1 - Move up to 2 of your ships from unactivated systems into any adjacent system you
6. movement and +1 on space combat rolls. control.
WARFARE II - You may move the High Alert token with any ships that move out of the system. The - This does not activate the destination system(s).
token is removed at the start of the Status Phase. Cost = 1 CC.

7. - Receive 1 technology advance. - Receive 1 Technology advance.


TECHNO II - You may buy a second technology advance at the cost of 8 resources. Cost = 1 CC & 6 resources.

After selecting this card, reveal cards from the objective deck equal to the number of
bonus counters on this card.
8. - Receive 1 CC. - Draw 1 political card and 1 action card.
BUREAUCRACY - Draw the top 2 cards from the objective deck. Reveal one and place the other on Cost = 1 CC.
the top of the deck.
- You may immediately claim 1 public objective that you qualify for.
TI3 Cards PRIMARY SECONDARY

- Claim Speaker Token.


1.
- Execute secondary abilities of Strategy Cards without paying CC.
INITIATIVE - You may not select the Initiative Strategy during the next Strategy Phase.

2. - Name opponent. Neither you nor that opponent may activate a system containing - Refresh up to two exhausted non-Home System Planet Cards.
DIPLOMACY units of the other player. Cost = 1 CC.

- Draw 3 Action Cards.


3. - Receive 1 CC. - Draw 1 Action Card.
POLITICAL - Draw and resolve top card of Political Deck. Then draw 3 cards from Political Deck, Cost = 1 CC.
place one on its top and two on its bottom.

4. - Receive 1 CC for every 3 influence spent.


- Receive 4 CC.
LOGISTICS Cost = Tap planets.

A) Receive 3 Trade Goods, plus Trade Goods for active trade agreements. Open
5. - Receive Trade Goods for active trade agreements.
trade negotiations. You must approve all new trade agreements.
TRADE Cost = 1 CC.
B) Cancel all trade agreements.

- Choose any 1 or 2 of your Destroyers or Cruisers on board, each unit may move to
6. an adjacent empty non-Home system (place 1 CC from reinforcements in each
- Retrieve 1 CC from the board and place it back in your Command Pool.
WARFARE destination system).
Cost = 1 CC.

7. - Receive 1 Technology advance.


- Receive 1 Technology advance.
TECHNOLOGY Cost = 1 CC and 8 resources.

- Build units in one of your system containing one or more friendly Space Docks,
8. - Draw and reveal the top card from the Objective Deck. even if you have already activated this system (building units here doesn't activate
IMPERIAL - Receive 2 Victory Points. the system).
Cost = 1 CC.
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 (version 1
(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.

HOUSE RULES AND RULES CLARIFICATIONS


- 10's always hit in combat. 1's always miss in combat.
- 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.
- Players MAY, if they choose, build a Space Dock in the system they are not building units in during a Transfer Action.
- 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".
- You "control" an empty system or special system when you have at least one non-fighter ship in it.

- Naalu's order when declaring Strategy Orders: To be a little nice to the Naalu who in this game are always stuck going first a
that Naalu can send in their strategic actions when their card # comes up, instead of having to declare your strategies first. Of
0 in the Tactical Phase.

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.

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 e xac
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 Secondar
Assembly voting and continue Trade II negotiations. Work through all of the other active strategy cards. The GM publishes
remaining Trade and Assembly actions that need to be resolved.
4. Assembly and Trade (simultaneous): The Player presents the political card. All players debate and vote. Some trades
received, and GM updates accounting.
2. Tactical phase - Each person goes in order of their strategy cards
1. Movement - As normal. Each movement is considerd an "action" and should be listed in order because that may be im
played.
2. Response - After the movement is posted, any players may respond with action cards and any players engaged in com
and Invasion combats to the GM.
3. Resolve Combats - Resolve Space Combats (GM) and then Invasion Combats (GM)
4. Update map and statistics (GM)
3. Status phase
Number of Planets Total Unit Strength (compute
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10 Rd 0
Naalu 2 5 7 7 4 5 6 Naalu 16
L1Z1X 1 4 3 3 4 4 4 L1Z1X 18
Mentak 1 5 7 5 7 7 7 Mentak 17
Winnu 1 4 6 8 7 7 7 Winnu 14
Hacan 3 5 6 6 7 6 6 Hacan 15
Saar 2 7 8 10 11 11 11 Saar 15

11 120
10 110
9 100
8 90
7 Naalu 80
6 Mentak 70
Hacan
5 60
Saar
4 Winnu 50
3 L1Z1X
40
2 30
1 20
0 10
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10 Rd 0 Rd 1 Rd 2 Rd 3 Rd

Victory Points Unit-to-Planet ratio (total unit


Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10 Rd 0
Naalu 0 0 0 1 1 1 2 Naalu 8.0
L1Z1X 0 0 0 1 1 1 1 L1Z1X 18.0
Mentak 0 0 0 0 1 2 2 Mentak 17.0
Winnu 0 0 0 1 1 2 2 Winnu 13.5
Hacan 0 0 0 0 1 1 1 Hacan 5.0
Saar 0 0 0 1 2 4 4 Saar 7.5

6
Naalu
5 Mentak
Hacan
4 Saar
Winnu
3
L1Z1X
2

0
Rd 0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
Unit Strength (computed using unit costs)
Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
21 32 29 39 45 47
24 26 19 27 31 34
20 24 30 32 52 52
20 34 43 53 56 56
19 33 41 54 70 70
27 44 69 90 100 117

Naalu
Mentak
Hacan
Saar
Winnu
L1Z1X

d0 Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10

to-Planet ratio (total unit strength / number of planets owned)


Rd 1 Rd 2 Rd 3 Rd 4 Rd 5 Rd 6 Rd 7 Rd 8 Rd 9 Rd 10
4.2 4.6 4.1 9.8 9.0 7.8
6.0 8.5 6.3 6.6 7.6 8.4
4.0 3.4 6.0 4.5 7.4 7.4
4.9 5.6 5.3 7.5 8.0 8.0
3.8 5.4 6.8 7.6 11.7 11.7
3.9 5.5 6.9 8.1 9.1 10.6
Planet List
T R Name I Notes on using this list:
These *must* be in alphabetical order for the Lookup feature to work properly.
5 [0,0,0] 0 The top row is empty on purpose, so that the drop-down selection has a blank at the beginning o
R 1 Abaddon 0 The Data, Validation, List feature is used on the 'Main' tab in the planets list to make it very easy
3 Abyz 0 Unfortunately the Validation feature needs to have the list on the same tab as its used. Therefo
2 Archon Ren 3 a reference to this exact same list of planets located here. If you add a planet, just make sure
1 Archon Tau 1 the 'Main' tab.
B 1 Arinam 2
2 Arnor 1
2 Arretze 0
2 Ashtroth 0
R 0 Bellatrix 1
R 4 Bereg +R 1
3 Capha 0
1 Centauri 3
R 0 Dal Bootha 2
2 Darien 4
3 Druaa 1
B 2 El'nath 0
B 2 Fria 0
G 2 Garbozia 1
B 1 Gral 1
1 Hercant 1
ST 3 Hope's End 0
4 Jord 2
0 Kamdorn 1
1 Lazar 0
G 2 Lesab 1
2 Lisis 2
1 Lisis II 0
G 2 Litra IV +C 4
G 3 Lodor 1
1 Loki 2
R 1 Lor 2
0 Maaluuk 2
0 Malice 3
0 Mallice 3
1 Mecatol Rex 6
0 Meer 4
B 1 Mehar Xull 3
0 Mellon 2
FI 1 Mirage 2
4 Mol Primus 1
4 Muaat 1
G 1 New Albion 1
2 Perimeter 2
GF 2 Primor 1
G 2 Quann 1
1 Qucen'n 2
3 Quinarra 1
2 Ragh 1
G 0 Rarron 3
G 0 Rigel I 1
1 Rigel II 2
B 1 Rigel III 1
2 Sakulag 1
2 Saudor 2
3 Starpoint 1
1 Tar'mann 1
R 2 Tequ'ran 0
1 Thibah 1
B 0 Torkan 3
1 Tren'lak 0
TG 2 Tsion 2
2 Vega Major 1
B 1 Vega Minor 2
R 2 Velnor 0
1 Wellonn 2
Y 3 Winnu 4
G 1 Xxehan 1
B 3 Zohbat 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
Player # Race Username First Name Email

1 Naalu aroine Atte

2 L1Z1X Gredavin greddavin@yahoo.ca

3 Mentak daniel78 Daniel dpham@informatica.com

4 Winnu saduel David blueorcsamurai@gmail.com

5 Hacan Eppic Matt matthewjoelepp@hotmail.com

6 Saar kruhland Kevin kevinkruhland@hotmail.com

GM GM Ever Onward Mike mwbarton@gmail.com

Username List: aroine, Gredavin, daniel78, saduel, Eppic, kruhland, Ever Onward
Email List: 0, greddavin@yahoo.ca , dpham@informatica.com, blueorcsamurai@gmail.com, matthewjoele
Race/Player: Naalu/aroine, L1Z1X/Gredavin, Mentak/daniel78, Winnu/saduel, Hacan/Eppic, Saar/kruhland, G
Time Zone

GMT+2

GMT-6

GMT+1

GMT-6

GMT-6

GMT-6

GMT-6

eorcsamurai@gmail.com, matthewjoelepp@hotmail.com, kevinkruhland@hotmail.com , mwbarton@gmail.com


u/saduel, Hacan/Eppic, Saar/kruhland, GM/Ever Onward
Round 0

R0_0 Pick Races


1 2 3
Aroine Winnu Naalu
Daniel78 Mentak
Eppic Hacan
Kruhland Hacan Sol
Saduel Hacan Winnu Sol

Eppic, Kruhland, Saduel. Which gets Hacan?


Dice roll 1 results: 10, 1, 2,
Eppic does.

I chose to give Aroine his 2nd choice, so that Kruhland and Saduel could each have their 2nd choices too.

Pick home system location

Naalu:arione, Mentak:daniel78, Winnu:saduel, Hacan:eppic, Sol:kruhland


Dice roll 1 results:
2, 9, 6, 4, 8,

The pick order is:


Mentak daniel78
Sol kruhland
Winnu saduel
Hacan eppic
Naalu aroine
L1Z1X gredavin

Round 1 strategy cards will be selected in the opposite order… starting with Naalu.

R0_1 Gredavin added at the last minute. He'll select an available race and pick home system last / strategy card first (i.e.

Status: To Do List:
x political cards: 2 to each player
x objective cards: 1 secret obj to each player
x objective cards: keep them secret, they turn over with the Bureaucracy card
x place home systems
x starting units on home systems
x reflect chosen colors on other tabs
x update trade card values on "Main" page

Mecatol Rex corrected to be 1, 6

R0_2 All home systems have been placed.


All spreadsheet tabs have been updated and I believe they are correct.

R0_2 Deleted the "map setup" tab because it should no longer be needed and it saves ~200k bytes
R1_1 Daniel78 made some good updates to the spreadsheet. "SD" indicates a space dock on a planet. Saar's space do

I added Pub. Objective #1


I corrected L1z1x starting fleet
The counters for L1z1x is 3/3/3, right?

R1_2 Corrected L1z1x fleet on the 'details' tab


Corrected Winnu fleet on 'map' tab. They don't have a dreadnought!
Corrected Saar fleet data on 'detail' tab.

Spreadsheet updated as part of Strategy Phase, Round 1.

Spreadsheet enhancements: …as Paul_laxax(?) says on the forum "working hard to be a lazy GM"…
Made a username, email, and race/player list on the 'players' tab, for eacy copy/paste into forum or email.
Made conditional formatting for changes values on 'details' tab which will automatically highlight increase/decreases
Made a cool improvement to the 'main' planets list that allows a drop-down selection and auto-fills in the planet's va
Made a number of things on the 'main' and 'detail' page refer to each other to avoid double entry. Utilizes "RoundN"
Made drop-down list for each race's strategy card selection.

R1_4 Strategy phase finished.


Fleet Restrictions was enacted as a Law, resulting in these losses all in their home systems:
Naalu: 2 fighters
L1Z1x: 1 fighter
Mentak: 1 Cruiser

Trade agreements were set up.

GM ruled that Production primary gets 4 bonus resources instead of 2.

R1_5 Naalu tactical


Saar tactical

R1_6 Mentak, Winnu, L1z1x tacticals.

R1_7 Correction: Mentak acquired Garbozia during strat phase via Diplomacy II primary, option B
Correction: Winnu's GF should have been produced on the planet.
Hacan tactical completed.
Correction: Naalu could not use xfer action for homesystem/alpha. Needed two tacticals instead.

R2_8 Added computations for # of Planets and # of Technologies to the Details and Main pages.

Re: Naalu and Tactical Retreats


Reply #6 - Today at 13:28:14 Quote http://www.fantasyflightgames.com/cgi-bin/yabb/YaBB.cgi?num=1170085450
Okay, here is the official way to do everything as far as I can tell. If someone believes differently, please be sure that you can p

According to the FAQ, Naalu Retreat Ability is officially a pre-combat effect. The defender gets to choose the order of pre-com

When you declare the Naalu retreat, you can either move your fleet to an adjacent activated system, or you can pay a Strategy

You have the option of doing this before the first round of combat only. It's a pre-combat effect after all, and those only happen
Those are the rules, as written, errata'd, and FAQ'd!

Galaxy balance
Touching… Special "Y" configuration rank of "goodness"
R I R I score rank
Naalu 5 5 alpha 8 5 46.0 2
Saar 5 1 astroid 9 3 36.0 4
Hacan 4 1 empty 4 1 20.0 6
Winnu 4 6 nebula 8 8 52.0 1
Mentak 4 4 empty 7 5 40.0 3
L1z1x 4 2 ion 4 2 24.0 5
r 2nd choices too.

last / strategy card first (i.e. Speaker for Round 1)


a planet. Saar's space dock is shown as floating.

a lazy GM"…
o forum or email.
ighlight increase/decreases in values from the previous round
auto-fills in the planet's values obtained from the 'data' tab.
le entry. Utilizes "RoundN" to identify what round detail block to use for lookup.

cgi?num=1170085450
ease be sure that you can point out in the rules where I am mistaken!

hoose the order of pre-combat effects, so by definition, if you are Naalu and doing a retreat, you can choose which pre-combat effects while

, or you can pay a Strategy CC and put it in an adjacent system that contains no enemy ships to create a place for you to go.

all, and those only happen once. If you choose to stay for a single round of space combat, you will have to retreat the old fashioned way a
weighting
touching 0.5
y config 0.5
h pre-combat effects while happen and wh ich will not. For example, you might want to retreat before your opponent can fire their destroye

or you to go.

eat the old fashioned way after that. The FAQ states that the presence of an Admiral does NOT prevent Naalu's Special Ability Retreat.. H
onent can fire their destroyer anti-fighter barrage, but after your Dreadnought can fire their Assault Cannon.

s Special Ability Retreat.. However, if you stick around for any combat and want to retreat the old-fashioned way, you would be prevented fr
you would be prevented from doing so by an Admiral unless you had an Admiral of your own in that system.