#pbd2411-launched - premade
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@tribal grove @fickle garnet @half hill @hushed sand @glossy trail
Omg percy you're not mojo jojo here
My secret shame
I vote for 9 factions, 7 slices. Not feeling like losing a game because the milty app rolled a 6 for me 😋
I am fond of absol agendas and relics too
Yes, faction and slice choice even for the last place is good with me
Happy with a wider draft. Still trying to finish playing every faction at least once 😅
About to start an in person game today so will be slow/unavailable today but otherwise pretty good about taking my turn when it gets to me. Try to get a few actions in a day. But also working on avoiding async becoming my mental fixation all day 😂 getting better at that.. 🤔
Just got out of a game with @tribal grove where they graciously filled a spot after a player raged when I hit them early to score an SO I would have never gotten otherwise 😅 but it all worked out 🤷♂️
That sounds like an intro to some kind of TI4 abuse group. This is a safe space. You can share how much mentak upset you here. There is no judgement
Edit: 🥩 i wanted to share my own commiseration story here
But I'll comment elsewhere
Just know that you are seen 🫡 🤝
Gosh darnit
BLT said no this time
I batsignaled the wrong person!
Early morning bad brain
@limpid locust is playing
If somebody tells me how to do absol relics and not techs i can do that
Does anyone prefer straight vanilla? I like that they gave passive relics a purge
And i like that the agendas are often something that moves speaker token
Feels like you really have to care about your votes instead of 50/50 maybe they do nothing
Also 9 factions 7 slices sounds good
I had to seriously cut back on games so it wasn't taking up so much mental space. I HAVE noticed my play in my remaining games slipping due to that though...
I think we will try to play quite fast when we get started but these first days are busy for many of us
So no rush yet
Any place we can see the changes that Absol's has?
BLT used /search relics search: absol
When you gain this card, gain 1 victory point. When you lose this card, lose 1 victory point. When you cast votes during the agenda phase, you cast 2 additional votes. When a player gains control of a legendary planet you control or a planet you control in your home system, that player gains one Shard of the Throne from your play area.
Qanoj watched the light reflect off of the shard and dance about his chambers. It was such a pretty thing. And yet, so many had died for it.
When you gain this card, gain 1 victory point. When you lose this card, lose 1 victory point. When you cast votes during the agenda phase, you cast 2 additional votes. When a player gains control of a legendary planet you control or a planet you control in your home system, that player gains one Shard of the Throne from your play area.
Legends claim that only the one who can bring together all the scattered pieces of the Throne of Emperors will truly be wothy to claim the seat.
Your ships may ignore the effects of supernovas. When you ships move out of or through a supernova, apply +1 to their move value.
ACTION: Choose 1 non-home planet other than Mecatol Rex in a system that contains or is adjacent to 1 or more of your units that have BOMBARDMENT; destroy all units on that planet and purge its attachments, its planet card, and its legendary planet ability card(s). Then, place the destroyed planet token on that planet and purge this card.
A power great enough to envelop a star, such that its energies might be concentrated… and scattered.
At the end of your turn, you may exhaust this card to discard any number of action cards and draw an equal number of action cards.
ACTION: Purge this card to take up to 3 action cards of your choice from the action card discard pile.
No single tome could contain the collected knowledge of millennia of rulers. Thus, the last Emperor built a massive cruiser, its holds bulging with crystal info-matrices. It roams the outer reaches of the Gul system, awaiting a summons that will never come.
After you perform a tactical action, you may explore 1 planet you control in that system. At the start of the status phase, if you control the 'Tomb of Emphidia', you may purge this card to gain 1 victory point.
The machines of the forgotten throne-world could only be controlled through the data-impulses of the black-barbed crown.
During the roll dice step of combat, you may also roll a number of dice up to the unused capacity of your ships in the active system. For each result of 5-10, generate 1 hit. For each result of 1-4, your opponent generates 1 additional hit. At the end of combat, if you used this ability, exhaust this card.
A cloud of satellites spewed from the dreadnought's hull, drifting into a halo around the vessel. The battle seemed to pause for one long moment, before the drones' weapons flared, unleashing beams of energy in all directions.
When you gain this card, draw 1 secret objective. You can have 1 additional scored or unscored secret objective.
The inky blackness of the blade evoked feelings of discomfort and nausea in all who saw it. All but Sharsiss. It whispered to him promises of power. Promises of a reckoning that would see the Collective unmade. "Good," he thought. "Let them burn."
When you would research a technology or use a faction ability instead of researching a technology, you may ignore 1 prerequisite or draw 1 action card.
ACTION: Research 2 technologies, then purge this card. Faction abilities cannot prevent you from researching these technologies.
"So you're going to drink a vial of murky liquid we found in a stasis vault on a dead world because you think it's the concentrated genetic essence of an entire species' most brilliant minds...and you think I'm being irrational?"
When you vote, you cast 1 additional vote for each player that is your neighbor.
If a game effect would prevent you from voting, you may cast votes normally on one agenda. If you do, after voting, purge this card.
One of many Guild secrets involves a tiny object known as the Syncretone. Connor had heard the damn thing referred to by the Yssaril as 'innocuous' so many times now that he was absolutely positive it must be his by day's end.
TYRANT'S LAMENT (Note: not a Flagship) Deploy: At the end of your turn, you may place this unit in any system that contains your ships. When this unit is removed or captured, purge this card. This unit is not affected by action cards, anomalies, or your faction abilities or technologies. Space Cannon 5(x3), Anti-Fighter Barrage 5(x3), Sustain Damage, Move 2, Combat 5(x3)
Instrument of Judgement
The Tyrant's Lament has never responded to a hail, and fights under no banner. Wherever it appears, death rains. And then it is gone.
The relics are generally beefier which arguably makes Naaz more powerful. As pups said the agendas tend to give you more reason to vote rather than just abstain through
Cool with just keeping it vanilla pok but also won’t complain about trying something new!
So many messages!!
I dislike Absol agendas. Could be talked into playing with Absol relics.
If we're doing homebrew I'd much rather try Will's little omega variant, which made small changes to quite a few cards
(haven't tried Little Omega yet)
I was mostly just going with the flow from Mojo so if sarbor dislikes absol agendas then I'm p disinclined to consider them
Okay, happy not use them if you're not a fan
I'd much rather skip agendas altogether than make them longer and more meaningful lol
Haha
But as I said, very happy to try little omega, or even the red tape scoring variant if people are looking for homebrew
I've not looked at little omega. Let me have a look. I'm not demanding homebrew or game weirdness
Mojo Jojo (UTC) used /search agendas search: little_omega
Law: For/Against
For: Each player can have a maximum of 5 action cards in their hand.
Against: Each player with the fewest victory points draws 2 action cards. Each other player discards 1 random action card.
Law: For/Against
For: When a player produces units, they produce only 1 fighter and infantry for its cost instead of 2.
Against: At the start of the next strategy phase, each player exhausts 1 planet in each system that contains a combined total of 4 or more of their fighters and infantry.
Law: For/Against
For: All systems that contain a non-delta wormhole are adjacent to each other.
Against: Each player places 1 command token from their reinforcements in each system that contains a non-delta wormhole and their ships. Then, each player may place 1 structure on a planet they control in a system that contains a non-delta wormhole.
Directive: For/Against
For: Each player destroys half of their dreadnoughts and half of their cruisers, rounded down, and gains trade goods equal to half of the combined cost of those ships.
Against: The player who cast the most votes "Against" researches a unit upgrade technology; the speaker breaks ties. At the start of the next strategy phase, exhaust each planet that has a technology specialty.
Law: For/Against
For: Alpha and beta wormholes in the wormhole nexus have no effect during movement. The player who controls Mallice may allow a player to ignore this law.
Against: Place a gamma wormhole token in the Mecatol Rex system.
Law: Elect Player
The elected player gains this card. When the owner of this card resolves the primary or secondary ability of the "Politics" strategy card, they draw 2 additional action cards. When another player plays an action card, the owner of this card may discard this card to cancel that action card.
Law: Elect Player
The elected player gains this card. After the owner of this card gains command tokens while resolving the primary or secondary ability of the "Leadership" strategy card, they explore a planet they control. Before the owner of this card draws a card from an exploration deck, they may discard this card to look at each card in the deck, choose 1 to place on top, and discard the rest.
Law: Elect Player
The elected player gains this card. The owner of this card applies +1 to the result of their fighters' combat rolls and may produce 1 additional fighter for their cost; these additional units do not count against their production limit.
Directive: Elect Player
The elected player discards 1 random action card from their hand for each other player that voted for them. If they have the speaker token, they give it to another player who cast the most votes for them. During this agenda phase, they cannot vote, play action cards, or use faction abilities.
Directive: Elect Player
The elected player researches 1 technology; they may ignore 1 prerequisite for each command token from their strategy pool they return to their reinforcements.
Directive: Elect Non-Home Planet
Remove each unit on the elected planet. The player who controls the elected planet places each of those units on a planet they control in their home system, if able; otherwise, they return that unit to their reinforcements. Then, the player who controls the elected planet chooses another player with the fewest victory points; that player gains control of the elected planet and places 3 infantry from their reinforcements on it. [Note: You always choose another player, even if you are the only one with the fewest victory points.]
Directive: For/Against
For: The speaker rolls 1 die. If the result is 6-10, each player may research 2 technologies. If the result is 1-5, destroy all units on Mecatol Rex; then, each player with units in systems adjacent to Mecatol Rex destroys 3 of their units in each of those systems.
Against: Attach this card to the Mecatol Rex planet card. The player who controls Mecatol Rex gains 1 victory point, and loses 1 victory point if they lose control of Mecatol Rex.
Directive: For/Against
For: Each player draws 2 action cards; they draw 1 additional action card if they cast 5 or more votes "For".
Against: Each player may discard 2 action cards to gain 1 command token; they may repeat this effect any number of times.
Directive: Elect Law (When this agenda is revealed, if there are 1 or fewer laws in play, discard this card and reveal another agenda from the top of the deck.)
Discard the elected law from play. The player who cast the most votes for the elected law gains the speaker token; the speaker breaks ties.
Directive: *Elect Law (When this agenda is revealed, if the speaker chooses to, or if there are no laws in play, discard this card and reveal another agenda from the top of the deck.)
*
The speaker chooses 1 law in play or in the discard pile. Then, players vote on that law as if it were just revealed from the top of the deck.
Law: Elect Player
The elected player gains this card. Before players vote on an agenda, the owner of this card may discard this card to choose an outcome to be resolved, as if each player had cast 1 vote for that outcome.
Law: Elect Scored Secret Objective (When this agenda is revealed, if there are 1 or fewer scored secret objectives, discard this card and reveal another agenda from the top of the deck.)
The elected secret objective becomes a public objective; place it near the other public objectives in the common play area.
Directive: For/Against
For: The player who cast the most votes "For" gains the speaker token; the speaker breaks ties. Then, discard all laws from play and reveal an agenda from the top of the agenda deck.
Against: The speaker must give 1 promissory note from their hand to each other player who cast 5 or more votes "Against". During the next strategy phase, players may not choose the "Politics" strategy card if another choice is available.
Law: For/Against
For: Each player cannot have more than 4 tokens in their fleet pool.
Against: The player that cast the most votes "Against" places 2 command tokens from their reinforcements in their fleet pool; the speaker breaks ties.
Law: For/Against
For: Technologies with prerequisites require 1 additional prerequisite, matching any they already have. When a player would research a technology, they may gain 3 command tokens instead.
Against: Players return 1 of their non-unit upgrade, non-faction technologies that has the most prerequisites to their technology deck.
Directive: For/Against
For: The player who cast the most votes "For" gains the speaker token; the speaker breaks ties. Then, each other player returns 1 command token from their command sheet to their reinforcements.
Against: Each player destroys 1 of their space docks in a non-home system, if able; otherwise, that player must destroy 2 of their non-fighter ships.
Law: Elect Player
The elected player gains this card. After the owner of this card resolves the primary or secondary ability of the "Construction" strategy card, they may use the Production ability of 1 of their space docks. When the owner of this card resolves 1 of their Production abilities, they may discard this card to resolve an additional 1 of their Production abilities.
Law: For/Against
For: Players cannot exhaust planets to cast votes during the agenda phase; each player may cast 1 vote on each agenda instead. Players cannot cast additional votes.
Against: At the start of the next strategy phase, each player that voted "Against" or abstained exhausts all of their cultural planets.
Law: Elect Player
The elected player gains this card. After the owner of this card resolves the primary or secondary ability of the "Diplomacy" strategy card, they ready 1 planet they control. After a player activates a system that contains a different player's units, the owner of this card may discard this card to end the active player's turn.
Law: For/Against
For: The order that players choose strategy cards during the strategy phase is instead from the player with the fewest victory points to the player with the most; on a tie, the order for those players starts with the speaker and proceeds clockwise.
Against: During the next strategy phase, when a player chooses a strategy card, they give that strategy card to another player who does not have 1.
Law: Elect Player
The elected player gains this card. After the owner of this card resolves the primary or secondary ability of the "Warfare" strategy card, they may move 1 of their ships to any system that contains their ships. The owner of this card may discard this card after performing an action to remove 1 of their command tokens from the game board and perform a tactical action.
Directive: For/Against
For: Each player with the fewest victory points places 1 infantry from their reinforcements on each planet they control.
Against: Each player who cast votes "Against" or abstained must give 1 promissory note from their hand to a player who cast votes "For".
Law: Elect Player
The elected player gains this card. When the owner of this card resolves the primary or secondary ability of the "Technology" strategy card, they do not need to spend resources to research technology. When the owner of this card ends their turn, they may discard this card to research 1 technology.
Law: For/Against
For: Players cannot use Bombardment against units that are on planets that have a trait.
Against: Each player who voted "Against" or abstained discards 1 random action card from their hand.
Law: Elect Player
The elected player gains this card. After the owner of this card resolves the primary or secondary ability of the "Trade" strategy card, they gain 4 trade goods. When the owner of this card ends their turn, they may discard this card to replenish their commodities or to convert their commodities to trade goods.
Law: For/Against
For: Alpha and beta wormholes have no effect during movement.
Against: Each player destroys 1 of their PDS that is in or adjacent to a system that contains an alpha or beta wormhole.
Law: Elect Player
The elected player gains this card. After the owner of this card resolves the primary or secondary ability of the "Imperial" strategy card, they look at the top 3 cards of the relic deck and place each card on top of the deck in any order. When the owner of this card ends their turn, they may discard this card to gain 1 relic.
Law: For/Against
For: All mechs lose their printed abilities except for Sustain Damage.
Against: Each player removes 4 of their infantry from the game board.
Directive: Elect Non-Flagship Unit
Each player who owns a unit upgrade technology of the same type as the elected unit places 2 command tokens from their reinforcements in their strategy pool. Then, each player gains a unit upgrade technology of the same type as the elected unit.
Directive: For/Against
For: For each planet they control in their home system, each player may place 1 PDS from their reinforcements on that planet.
Against: Each player may place 1 command token from their reinforcements in their strategy pool; they may place 1 additional token if they cast 5 or more votes "Against".
Directive: For/Against
For: Each player returns all of their trade goods to the supply. Then, each player gains 4 trade goods.
Against: Each player who cast 5 or more votes "Against" gains 1 trade good. Then, the player who cast the most votes "Against" gains 4 trade goods; the speaker breaks ties.
Law: For/Against
For: When a player's ships move, they may ignore the effect of any anomaly if it does not contain a frontier token.
Against: Each player who has ships in an anomaly may research 1 technology. Then, each player destroys all of their ships in anomalies that do not contain their space docks.
Directive: When this agenda is revealed, the speaker draws the next card in the agenda deck but does not reveal it to the other players. Instead, the speaker reads the eligible outcomes aloud (for, against, elect player, etc.); the other players vote for these outcomes as if they were outcomes of this agenda, without knowing their effects. The speaker votes first on this agenda, and must cast at least 1 vote if able.
Directive: For/Against
For: Each player who has ships in a system that contains a wormhole may research 1 technology. Then, in each system that contains a non-delta wormhole, damage each ship with SUSTAIN DAMAGE and destroy each ship without SUSTAIN DAMAGE.
Against: Each player may spend 1 strategy token to research 1 technology that has no prerequisites.
Yeah, I'm fine with those. Or vanilla if people don't want to start fiddling
Same
Are we ready for channels @jagged sundial ? If so I can make the button
But lmk if we're waiting on someone
@half hill @hushed sand @limpid locust everyone okay with 9 slices 7 factions, any preference little omega or not?
everyone said at least something
so I guess we're ready for channels
don't need to decide milty or bot options before channels
ENGAGE
sarbor used /game create_game_button game_fun_name: Lethal Puppies player1: @percyisawhale player2: @ppups player3: @sarborec player4: @extrabeefy player5: @ttnk player6: @ctide
newnew145 pressed the [Create Game] button
Role and Channels have been set up:
pbd2411
#1211050370600673310
#1211050372970582057
#1211050374245384212
pbd2411-launched - premade