#pbd15063-launched [FULL] - [Full] Casual 6p 12 VP 4/4/4 game 1-2 moves a day. APAC/EU
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To launch a new game, please run the command /game create_game_button, filling in the players and fun game name. This will create a button that you may press to launch the game after confirming the members are correct.
dr_doofus (UTC +5:30) used /search galactic_events
Anomalies have the following additional rules:
- Nebulae: Defending ships in nebulae apply an additional +3 to their combat rolls instead of +1.
- Asteroid Fields: Fighter I's do not participate in space combat in asteroid fields.
- Supernovas: Units with PRODUCTION in or adjacent to supernovas have their PRODUCTION values increased by 1.
- Gravity Rifts: You may apply an additional +1 to the MOVE value of any of your ships moving out of gravity rifts; if you do, those ships are destroyed on a roll of 5 or lower.
- Entropic Scars: Systems that contain entropic scars are adjacent to each other.
- After setup, put the Fracture into play. Then, each player simultaneously resolves the following effects in order:
- Place 1 infantry onto each planet adjacent to your home system (or the creuss gate/sorrow); do not explore those planets. Then, ready each of those planets.
- Place 1 space dock on any planet you control and place your flagship and 3 fighters in its system.
- Gain your breakthrough.
- Research 1 technology; if you are the Nomad player, research 1 additional technology.
- During setup, place neutral infantry on each hazardous planet equal to that planet's resource value.
- At the end of each round, for each hazardous planet that is not controlled, replenish any neutral units that were destroyed during the game round.
- When a player gains control of a hazardous planet from the deck, they may research 1 technology; they may ignore a number of pre-requisites equal to that planet's resource value.
- The first player to score 2 secret objectives gains 1 victory point.
- Then, place that faction's alliance card on this card; all players gain that ability. That faction's alliance promissory note is then purged.
Action cards are adjusted as follows:
- Direct hit: Can be used against mechs.
- Flank Speed: Applies +2 move instead of +1.
- Maneuvering Jets: Cancels all SPACE CANNON hits
- Morale Boost: Applies +2 to die rolls instead of +1
- Sabotage: Also take the canceled action card
- Shields Holding: Can be used in ground combat
- Skilled Retreat: Does not place a command token
- War Machine: Reduces cost by 5 instead of 1
- Diplomatic Pressure: Player must give 3 notes
- Additionally, Stellar Converter and Nova Seed can be used against any planets and systems.
- At the start of the game, shuffle the alliance cards that correspond to the factions not in play and place them in the common play area; this is the Mercenary deck.
- All players can perform the following action: ACTION: Spend 3 trade goods to gain the top card of the mercenary deck and place it in your play area. Players can use the abilities of the mercenaries in their play area.
- At the end of setup, shuffle the reference cards that correspond to each faction in play. Each player draws 1 of those cards and takes all leaders that correspond to that faction. They belong to that player for the remainder of the game. Then, each player unlocks their commander.
- The Obsidian/Firmament player does not participate in the Cultural Exchange Program. Instead, they begin the game with "The Obsidian" relic.
- During the agenda phase, only the speaker can talk; all other players must remain silent except when declaring action cards/abilities. Transactions cannot be performed during this phase.
- When voting, players secretly and simultaneously write their desired outcome and number of votes and pass them to the speaker. After all players have voted, the speaker secretly tallys the results and reveals only the totals to the other players.
- The Argent Flight's votes are public and are known before the other players vote.
- Players do not have to be neighbors to perform transactions with each other.
- Players do not have a maximum number of commodities; when they refresh commodities, they gain a number of commodities equal to their commodity value instead.
- Players can share non-faction technology with other players as part of a transaction. When sharing tech in this way, the receiving player gains that technology from their own deck; the sharing player does not lose the technology.
- When a player destroys another player's units [Note: neutral units count for this], they place commodities from the supply equal to the combined cost of those units on a planet they control in their home system (infantry and fighters are worth 1 each).
- When a player gains control of a planet that has commodities on it, they may move those commodities to a planet they control in their home system.
- All players can perform the following action:
- ACTION: Discard 10 commodities from planets in your home system to gain 1 victory point.
- During setup, turn all public objectives face up.
- There is no limit on the number of public objectives a player may score during the status phase.
- The game does not immediately end when a player reaches the required number of victory points; instead, it ends at the end of that round's status phase, and the player with the most victory points wins. In the case of a tie, the tied players total the influence values of their controlled planets and their unspent trade goods; the player or players with the highest total win the game.
After you move 1 or more units into the active system, if that system is in the fracture, gain 1 command token.
- When you activate a system in the Fracture, apply +1 to the move values of each of your ships.
- During setup, each player places one of their control markers on this card.
- All players can perform the following action:
- Action: Discard your control marker from this card to destroy all ground forces and structures on any non-home planet.
- If you do not have a control marker on this card, you cannot vote or play action cards during the agenda phase.
- At the end of setup, all players other than the Embers of Muaat player gain the War Sun unit upgrade technology.
- The Embers of Muaat player purges their faction specific promissory note, unlocks their commander, and places 1 additional War Sun in their home system.
- After a ship moves using at least 1 alpha, beta, or gamma wormhole, roll 1 die and consult the following list:
- [ Fighter -> Destroyer -> Cruiser -> Dreadnought -> Carrier -> Flagship -> War Sun (if researched) ]
- For each result of 1-5, replace that ship with the ship BEFORE it from your reinforcements, if able.
- For each result of 6-10, replace that ship with the ship AFTER it from your reinforcements, if able.
- If there are no ships of that type remaining in your reinforcements, skip that type and replace it with the next available type.
- During setup, players are dealt 1 fewer blue tile. Before creating the galaxy, shuffle the reference cards for factions not being played and deal 1 to each player. In speaker order, each player places that faction's home system in the second ring, equidistant from players' home systems (See page xx in the rulebook). Then, that player places 3 neutral infantry on that system's planets, split as evenly as possible. These systems are minor faction systems and do not count as home systems.
- When a player controls each planet in a minor faction system, they take that faction's alliance card from the deck or from the player that owned it previously.
- Planets in minor faction systems gain all three planet traits (cultural, industrial, hazardous).
- During setup, all players gain the Fighter II unit upgrade technology; the Naalu Collective player gains Hybrid Crystal Fighter II technology instead.
- All fighters that are counting against fleet pool gain CAPACITY 1 that cannot be used to support fighters.
- Non-fighter ships are purged when they are destroyed
- Relics require only 2 matching fragments be purged instead of 3.
- The Naaz-Rokha Alliance's Fabrication faction ability and Black Market Forgery promissory note do not require purged fragments to match.
- All players can perform the following action:
- ACTION: Exhaust Dark Energy Tap and choose a non-home edge system that contains your ships to roll 1 die. On a result of 1-4, draw a random unused red tile; on a result of 5-10, draw a random unused blue tile. Place that tile adjacent to the chosen system so that it is touching at least 2 non-home systems. Place a frontier token in the system if it does not contain any planets.
- When you would place a structure on a non-home planet, you may spend 5 trade goods to place a neutral space dock instead; this is a monument, and is not considered to be a unit of any type. There can only be 3 monuments in play at once.
- At the start of the status phase, place 1 commodity beneath each monument. A monument is worth 1 victory point to the player who controls it for every 3 commodities placed beneath it.
- When a player gains control of a planet that contains a monument, they may destroy it.
- Each hit produced by BOMBARDMENT rolls destroys 3 units instead of 1.
- X-89 BACTERIAL WEAPON technology gains the following ACTION: Exhaust to choose 1 planet in a system that contains 1 of your units that has bombardment; purge its planet card and all attachments or legendary planet ability cards associated with it.
- You are eliminated if all your home system's planet cards are purged.
dr_doofus (UTC +5:30) used /search galactic_events source: thunders_edge
Anomalies have the following additional rules:
- Nebulae: Defending ships in nebulae apply an additional +3 to their combat rolls instead of +1.
- Asteroid Fields: Fighter I's do not participate in space combat in asteroid fields.
- Supernovas: Units with PRODUCTION in or adjacent to supernovas have their PRODUCTION values increased by 1.
- Gravity Rifts: You may apply an additional +1 to the MOVE value of any of your ships moving out of gravity rifts; if you do, those ships are destroyed on a roll of 5 or lower.
- Entropic Scars: Systems that contain entropic scars are adjacent to each other.
- After setup, put the Fracture into play. Then, each player simultaneously resolves the following effects in order:
- Place 1 infantry onto each planet adjacent to your home system (or the creuss gate/sorrow); do not explore those planets. Then, ready each of those planets.
- Place 1 space dock on any planet you control and place your flagship and 3 fighters in its system.
- Gain your breakthrough.
- Research 1 technology; if you are the Nomad player, research 1 additional technology.
- During setup, place neutral infantry on each hazardous planet equal to that planet's resource value.
- At the end of each round, for each hazardous planet that is not controlled, replenish any neutral units that were destroyed during the game round.
- When a player gains control of a hazardous planet from the deck, they may research 1 technology; they may ignore a number of pre-requisites equal to that planet's resource value.
- The first player to score 2 secret objectives gains 1 victory point.
- Then, place that faction's alliance card on this card; all players gain that ability. That faction's alliance promissory note is then purged.
Action cards are adjusted as follows:
- Direct hit: Can be used against mechs.
- Flank Speed: Applies +2 move instead of +1.
- Maneuvering Jets: Cancels all SPACE CANNON hits
- Morale Boost: Applies +2 to die rolls instead of +1
- Sabotage: Also take the canceled action card
- Shields Holding: Can be used in ground combat
- Skilled Retreat: Does not place a command token
- War Machine: Reduces cost by 5 instead of 1
- Diplomatic Pressure: Player must give 3 notes
- Additionally, Stellar Converter and Nova Seed can be used against any planets and systems.
- At the start of the game, shuffle the alliance cards that correspond to the factions not in play and place them in the common play area; this is the Mercenary deck.
- All players can perform the following action: ACTION: Spend 3 trade goods to gain the top card of the mercenary deck and place it in your play area. Players can use the abilities of the mercenaries in their play area.
- At the end of setup, shuffle the reference cards that correspond to each faction in play. Each player draws 1 of those cards and takes all leaders that correspond to that faction. They belong to that player for the remainder of the game. Then, each player unlocks their commander.
- The Obsidian/Firmament player does not participate in the Cultural Exchange Program. Instead, they begin the game with "The Obsidian" relic.
- During the agenda phase, only the speaker can talk; all other players must remain silent except when declaring action cards/abilities. Transactions cannot be performed during this phase.
- When voting, players secretly and simultaneously write their desired outcome and number of votes and pass them to the speaker. After all players have voted, the speaker secretly tallys the results and reveals only the totals to the other players.
- The Argent Flight's votes are public and are known before the other players vote.
- Players do not have to be neighbors to perform transactions with each other.
- Players do not have a maximum number of commodities; when they refresh commodities, they gain a number of commodities equal to their commodity value instead.
- Players can share non-faction technology with other players as part of a transaction. When sharing tech in this way, the receiving player gains that technology from their own deck; the sharing player does not lose the technology.
- When a player destroys another player's units [Note: neutral units count for this], they place commodities from the supply equal to the combined cost of those units on a planet they control in their home system (infantry and fighters are worth 1 each).
- When a player gains control of a planet that has commodities on it, they may move those commodities to a planet they control in their home system.
- All players can perform the following action:
- ACTION: Discard 10 commodities from planets in your home system to gain 1 victory point.
- During setup, turn all public objectives face up.
- There is no limit on the number of public objectives a player may score during the status phase.
- The game does not immediately end when a player reaches the required number of victory points; instead, it ends at the end of that round's status phase, and the player with the most victory points wins. In the case of a tie, the tied players total the influence values of their controlled planets and their unspent trade goods; the player or players with the highest total win the game.
After you move 1 or more units into the active system, if that system is in the fracture, gain 1 command token.
- When you activate a system in the Fracture, apply +1 to the move values of each of your ships.
- During setup, each player places one of their control markers on this card.
- All players can perform the following action:
- Action: Discard your control marker from this card to destroy all ground forces and structures on any non-home planet.
- If you do not have a control marker on this card, you cannot vote or play action cards during the agenda phase.
- At the end of setup, all players other than the Embers of Muaat player gain the War Sun unit upgrade technology.
- The Embers of Muaat player purges their faction specific promissory note, unlocks their commander, and places 1 additional War Sun in their home system.
- After a ship moves using at least 1 alpha, beta, or gamma wormhole, roll 1 die and consult the following list:
- [ Fighter -> Destroyer -> Cruiser -> Dreadnought -> Carrier -> Flagship -> War Sun (if researched) ]
- For each result of 1-5, replace that ship with the ship BEFORE it from your reinforcements, if able.
- For each result of 6-10, replace that ship with the ship AFTER it from your reinforcements, if able.
- If there are no ships of that type remaining in your reinforcements, skip that type and replace it with the next available type.
- During setup, players are dealt 1 fewer blue tile. Before creating the galaxy, shuffle the reference cards for factions not being played and deal 1 to each player. In speaker order, each player places that faction's home system in the second ring, equidistant from players' home systems (See page xx in the rulebook). Then, that player places 3 neutral infantry on that system's planets, split as evenly as possible. These systems are minor faction systems and do not count as home systems.
- When a player controls each planet in a minor faction system, they take that faction's alliance card from the deck or from the player that owned it previously.
- Planets in minor faction systems gain all three planet traits (cultural, industrial, hazardous).
- During setup, all players gain the Fighter II unit upgrade technology; the Naalu Collective player gains Hybrid Crystal Fighter II technology instead.
- All fighters that are counting against fleet pool gain CAPACITY 1 that cannot be used to support fighters.
- Non-fighter ships are purged when they are destroyed
- Relics require only 2 matching fragments be purged instead of 3.
- The Naaz-Rokha Alliance's Fabrication faction ability and Black Market Forgery promissory note do not require purged fragments to match.
- All players can perform the following action:
- ACTION: Exhaust Dark Energy Tap and choose a non-home edge system that contains your ships to roll 1 die. On a result of 1-4, draw a random unused red tile; on a result of 5-10, draw a random unused blue tile. Place that tile adjacent to the chosen system so that it is touching at least 2 non-home systems. Place a frontier token in the system if it does not contain any planets.
- When you would place a structure on a non-home planet, you may spend 5 trade goods to place a neutral space dock instead; this is a monument, and is not considered to be a unit of any type. There can only be 3 monuments in play at once.
- At the start of the status phase, place 1 commodity beneath each monument. A monument is worth 1 victory point to the player who controls it for every 3 commodities placed beneath it.
- When a player gains control of a planet that contains a monument, they may destroy it.
- Each hit produced by BOMBARDMENT rolls destroys 3 units instead of 1.
- X-89 BACTERIAL WEAPON technology gains the following ACTION: Exhaust to choose 1 planet in a system that contains 1 of your units that has bombardment; purge its planet card and all attachments or legendary planet ability cards associated with it.
- You are eliminated if all your home system's planet cards are purged.
Want to try mercenaries for hire and weird wormholess and conventions of war abandoned
<@&947310962485108816>
Maybe even zealous orthodoxy
Hi, I'm interested but new to Async so would probably need some help on this. Is the actions and events implemented or do we need to help each other remember the events? I.e. mercenaries action or wormhole ship-swap.
I think the actions are implemented
I haven't tried these modes yet tbh
<@&947310962485108816>
I'd be up for mercenaries for hire, wild wild galaxy or conventions of war abandoned.
Like one of those / all of those /couple of them?
๐
I mean.... how crazy do you want to get? ๐คฃ
Happy with any of them really... combos could be wild though.
I think all of them will be wild xD
I played a game with 9 events recently
Was fuckall
Lowkey fed up with age of exploration
๐๐๐
But these are newer onesss
3 more spots to go
Iโm down
2 more spots
I'm new to async so likewise might need some help with commands if they're needed for getting the events to behave. Otherwise happy to give it a go with whatever combo!
Let me know if I can hop in, thanks! 
More then happy you help if you have questions ๐
Thanks, I'll keep it in mind ๐
Ill join if you'll have me! Most days Im Eu time zone, days off I sleep in till 5 ESTime
Conventions of war abandoned seems dangerous ๐ But I'm down for whatever you want. I won't be able to respond multiple times a day though, so if thats ok for you guys I'm in. I'm very interested though, so will try my best! And as mentioned it's my first Async. No worries if you want another player than a new guy with not a lot of time available :/
Its spooky for sure, I kinda want to just draft Lizix and play a whole different game lol ๐
Welcome!!
It's okay so long as you play 1-2 moves a day
[Full] Casual 6p 12 VP 4/4/4 game 1-2 moves a day. APAC/EU
dr_doofus (UTC +5:30) used /game create_game_button game_fun_name: wild-war-ninjas player1: @dr_doofus. player2: @arbiter_aducan player3: @g3nz3r player4: @wyverneye player5: @hukitty player6: @brent_mccarthy
Sorry for the inconvenience!
Due to Discord's limits on Role/Channel/Thread count, we need to create this game on another server.
Please use the invite below to join our AsyncTI4 (War Sun Tzu) server.
https://discord.gg/7r97Uavu
The following players need to join the server:
@clear hound
@winter kettle
@knotty urchin
@brisk slate
You will be automatically added to the game channels when you join the server.
Note that if for some reason you are not automatically added to the game after joining the server, you can fix this by having one of the other game members run/game pingin the actions channel.
dr_doofus. pressed the [Create Game] button
Sorry for the inconvenience!
Due to Discord's limits on Role/Channel/Thread count, we need to create this game on another server.
Please use the invite below to join our AsyncTI4 (War Sun Tzu) server.
https://discord.gg/7r97Uavu
The following players need to join the server:
@clear hound
@winter kettle
@knotty urchin
@brisk slate
You will be automatically added to the game channels when you join the server.
Note that if for some reason you are not automatically added to the game after joining the server, you can fix this by having one of the other game members run/game pingin the actions channel.
Role and Channels have been set up:
pbd15063
#1432715250406523004
#1432715258983747584
pbd15063-launched [FULL] - [Full] Casual 6p 12 VP 4/4/4 game 1-2 moves a day. APAC/EU
Once everyone joins we will start draft
The invite says invalid! @valid helm
@knotty urchin did the Ping work?
I ended up in another game of his
Yep I have invalid invite as well
@knotty urchin please join the server