#pbd17047-launched [FULL] - disco Yippee
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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.
who wants to play what
Raven Mor used /search breakthroughs search: gledgebt
SYNERGY: 

Planets you control that contain core tokens are also treated as stations except for the purposes of control; units can be committed to, produced on, and placed on these planets. Stations you control have SPACE CANNON 5.
oh we choose first?
yeah
just cause i only made this game cause i wanna play a specific one
we can leave it random for you if you want
yeah i'll just prio whoever wants a specific one and leave the rest to the draft
Remember you were telling me about the tree faction from your favorite/close to it game?
And how it wraps a planet with roots to take its resources?
we are doing nucleus draft btw
That's gledge, sorry, take something else
Nah, I can pick another one if you want this
nono its fine
i will look through them
a bit at least
@tranquil crag
where can i see the BTs?
yo
not on wiki
Shipwrights of Axis Abilities Military Industrial Complex After you gain or replenish commodities, you may spend a number of commodities equal to the combined cost listed on any number of "Axis Order" cards in your reinforcements to place those cards in your play area. You cannot give your commod...
ty pookie
Dead ass community, it was already 1.5 a month
Must give them credit, I love how they included tech colors in synergies (not just tech colors names). Even though I already memorized them, it's a nice touch
My favorite way to play the game, don't have any infantry on the ground ๐
@tranquil crag what with the map? Premade, draft? If draft, then with US or nah?
Hmm im not sure
Too many legendaries also
Silverflame with +3 ๐
? Is there a legendary to add +2 to any dice roll?
Oh, and there's this stupid faction to roll dice and save them for later...
Bobby B (UTC+1) used /search breakthroughs search: olradinbt
SYNERGY: 

Once per action, after you resolve a policy ability, you may spend 1 trade good to move 1 of your infantry on the game board into coexistence on a planet in an adjacent system. ACTION: Purge this card to resolve invasion on all planets that contain your coexisting infantry.
Bobby B (UTC+1) used /search breakthroughs search: freesystemsbt
SYNERGY: 

After you spend a strategy token, you may place 1 infantry from your reinforcements into coexistence on any cultural, hazardous, or industrial planet that contains the active player's ground forces. Your infantry tokens on planets you control can be accompanied by your control tokens instead of plastic pieces.
Bobby B (UTC+1) used /search breakthroughs source: ds
SYNERGY: 

Other players cannot take any of your trade goods, commodities, or relic fragments unless you allow it. When another player returns 1 of your promissory notes, place 1 of their control tokens on your faction sheet.
SYNERGY: 

After you perform a tactical action in a non-home system, you may move 1 of your infantry on the game board into coexistence on a planet in that system. When a player ends your units' coexistence on a planet, they must discard 1 action card, if able.
SYNERGY: 

At the start and end of your turn, move up to 1 of your PDS units onto a planet you control in that unit's system, or that system's space area. Your PDS units on planets have PLANETARY SHIELD and do not have text abilities; you may use their SPACE CANNON against ships in adjacent systems.
SYNERGY: 

The system that contains the Wound token is also an entropic scar. You may ignore the effects of entropic scars. You may treat entropic scars as ingress tokens.
SYNERGY: 

At the start and end of a space combat in which you are the defender, you may swap 1 of your ships in the active system with 1 of your ships in another system that contains 1 of your command tokens; the swapped ships cannot transport units.
SYNERGY: 

Once per action, after you resolve a policy ability, you may spend 1 trade good to move 1 of your infantry on the game board into coexistence on a planet in an adjacent system. ACTION: Purge this card to resolve invasion on all planets that contain your coexisting infantry.
SYNERGY: 

For each Glory token on the game board, you control 1 Bannerhall card. Once per action, when a player wins a combat in a system that contains a Glory token, ready each Bannerhall card.
SYNERGY: 

At the end of your turn, you may exhaust this card and choose 1 other player; you and that player each secretly spend 0, 1, or 2 trade goods. Then, reveal the spent trade goods; if you spent the same number of trade goods, take 1 promissory note from that player's hand, at random.
SYNERGY: 

Planets you control that contain core tokens are also treated as stations except for the purposes of control; units can be committed to, produced on, and placed on these planets. Stations you control have SPACE CANNON 5.
SYNERGY: 

If you have the Dreadnought II technology, flip this card and place it on top of Dreadnought II.
SYNERGY: 

After you move 1 or more ships into the active system, you may discard an action card to move 1 of those ships into an adjacent system that does not contain another playerโs ships.
SYNERGY: 

ACTION: Exhaust this card to either gain 1 command token, or spend 3 influence to research a technology of the same color as 1 of your exhausted technologies.
SYNERGY: 

Your home system is also a nebula. Hits produced by the combat and ability rolls of your units in nebulae cannot be canceled. When you pass, explore the frontier deck in your home system.
SYNERGY: 

Your planets in the active system participate in space combat if that system contains 1 or more of your ships, and ground combat on themselves if they contain 1 or more of your ground forces. Your planets cannot be assigned hits and have a combat value equal to 10 minus their resource value, minimum 1.
SYNERGY: 

When researching a technology, you may discard an action card to ignore 1 of that technology's prerequisites. Other players must spend 1 influence as an additional cost to research or gain a technology you own.
SYNERGY: 

When you resolve METEOR SLINGS, you may choose for your units to coexist instead; if you do, you may reroll each of your unit's BOMBARDMENT rolls. While you are coexisting on 1 or more planets, you control the Grove card.
SYNERGY: 

Capture other player's infantry that are destroyed during combat on planets you control. After each round of ground combat on a planet you control, roll a die. On a result of 7 or greater, place up to 1 of your captured infantry onto that planet, as if it were your own.
SYNERGY: 

Once per space combat, after 1 of your opponent's non-fighter ships is destroyed, you may exhaust this card to place 1 frontier token in the active system, or produce 1 non-fighter ship in that system to ready this card. You can produce ships in systems that contain both your ships and another player's ships.
SYNERGY: 

At any time, you may discard 1 action card to cancel up to 2 hits produced against your ground forces.
SYNERGY: 

When you explore a planet, you may exhaust this card to resolve a card from that exploration deck's discard pile instead; if you would discard that card, instead shuffle it into the corresponding exploration deck.
SYNERGY: 

ACTION: Exhaust this card and show another player 1 of your unscored secret objectives; that player must show you 1 of their unscored secret objectives, at random, or allow you to place 1 ground force from your reinforcements into coexistence on a planet they control.
SYNERGY: 

During each round of combat, you may choose 1 of your participating units; roll that unitโs combat roll twice and resolve the result of your choice. When you announce a retreat, you may exhaust this card to immediately resolve that retreat.
SYNERGY: 

When you gain this card, flip this card and place it on your faction sheet. Then, place the Celagrom token in a system that contains your ships, if able. The Celagrom token is a second flagship with the attributes, abilities, and ability text on the Celagrom flagship card.
SYNERGY: 

When you pass, you may exhaust this card to move 1 ingress token into an empty system. Your units may retreat to any empty system that does not contain another player's ships.
SYNERGY: 

After you spend a strategy token, you may place 1 infantry from your reinforcements into coexistence on any cultural, hazardous, or industrial planet that contains the active player's ground forces. Your infantry tokens on planets you control can be accompanied by your control tokens instead of plastic pieces.
SYNERGY: 

At the end of your turn, you may exhaust this card to move any number of your ships between two systems that contain your space docks and no other playerโs ships
SYNERGY: 

If you have the Terrafactory II technology, flip this card and place it on top of Terrafactory II.
SYNERGY: 

ACTION: Exhaust this card to place 1 neutral cruiser and 2 neutral destroyers into a non-fracture system that contains no non-neutral ships. After another player wins a space combat in a system that contains your ships, gain 2 commodities.
SYNERGY: 

After you gain control of a legendary or fracture planet, you may research 1 technology or remove 1 of your command tokens in that system and return it to your reinforcements.
SYNERGY: 

ACTION: Exhaust this card to allow each other player to explore a planet they control; gain a number of commodities equal to the number of players who do.
SYNERGY: 

At the end of your turn, you may exhaust this card to choose 1 of your non-fighter ships on the game board; replace that ship with 1 or more units from your reinforcements that have a total combined cost less than that ship's cost value.
SYNERGY: 

During ground combat, you may exhaust this card; all your units on that planet enter coexistence and that combat ends in a draw. When a player ends coexistence with your units, draw 1 secret objective.
SYNERGY: 

After another player purges 1 or more non-action card components, gain 1 command token or ready this card. During the action phase, you may exhaust this card to explore 1 planet you control.
SYNERGY: 

When you would explore a planet, you may instead draw 1 action card.
At least DS has more variety with synergy colors...
wait rhodun what the fuck
On the quick glance
After you gain control of a legendary or fracture planet, you may research 1 technology or remove 1 of your command tokens in that system and return it to your reinforcements.
I mean
It can be either giga broken
or kinda dogshit
Yea, atleast they made a lot of diverse synergy options
"The system that contains the Wound token is also an entropic scar. You may ignore the effects of entropic scars. You may treat entropic scars as ingress tokens."
DS experts. Is this fine?
Yea its a bit crazy
But iirc this faction's tech isn't too deep, yea?
mech is
One is a mech upgrade for 3, one is something with 2 prereq.
RGB i think
rby and a yy
and they start with a choice between b y and r afaik
oh no they start det plasma
no its Plasma and DET
Also it's not a choice for you, so others will benefit from it as well... Although I don't know how often this comes up
wow
I mean not really?
Also, harder to take it from you
since you can ignore Entropic Scar nullification
I saw wound tokens used as obstacles in some games. But again, we all were noobies with DS
I don't know if it's common
(Some games = 1)
I like playing them cuz I had Supernova with A n B wormholes near my home
It was great for sneak attack
"At the end of your turn, you may exhaust this card and choose 1 other player; you and that player each secretly spend 0, 1, or 2 trade goods. Then, reveal the spent trade goods; if you spent the same number of trade goods, take 1 promissory note from that player's hand, at random."
This is so bad, but I love this
Yea it's kinda horribad haha
Your planets in the active system participate in space combat if that system contains 1 or more of your ships, and ground combat on themselves if they contain 1 or more of your ground forces. Your planets cannot be assigned hits and have a combat value equal to 10 minus their resource value, minimum 1.
but this
lmao
Hearthstone has a card called "pro gamer" where you play rock paper scissors with you opponent and the winner takes 2 cards
Reminds me of that
What the fuck did I just read
ahahah
I would be fine with the combat value of 9-10 for each with no modifiers
Raven Mor used /search action_cards search: mb2
At the start of a combat round:
Apply +1 to the result of each of your unit's combat rolls during this combat round.
We have done the impossible. I am proud to call you my brothers. My equals. My betters. Harrugh's whiskers bristled with energy as he spoke.
"If you have the Dreadnought II technology, flip this card and place it on top of Dreadnought II."
Soooo useful, thank you, thank you. I understood everything
i feel so bad for florzen because i love them sm but their bt is so useless
it's good they're gb synergy though i like that
Is this a 0-2 tgs one?
Other player's units in this system lose PLANETARY SHIELD.
This unit is also a station with a resource value of 2. When you would exhaust this stationโs planet card, this unit becomes damaged instead.
10, 3(x3), 2, 8; SUSTAIN DAMAGE, BOMBARDMENT 3(x3), PRODUCTION 7
Rhonda BT lmao
yep
they get 2 of these
what did wekker cook
yeah gledge is op
I don't want to hear later even a toddler can win with them
You're not making your case better
Pick me the worse faction then
ok well maybe bobby has different experience
So I don't hear complains how easy I get everything
not sure how getting free stalls, money and improvemnts on planet is high ceiling ๐
no, play them, they're fun
have a fun game
they're no Edyn cancer tho
i remember when Edyn had Jol Nar start
with 4 techs that they could choose
of level 1s
0*
when did they have 4
I won't have fun, if I'm being shamed for playing a strong faction
Nah go for them
i won't be shaming you
i want you to have a fun time
and gledge are definitely that
Wait, isn't Ciupi playing them?
Is he?
ah true
he did say it
ok cool, happy to see them in a game
also not sure
why Ceuldari
Got another Flagship
thing that annoys me about ds
is that the assets don't exactly follow the rules set by base game components
in ltokk khrask faction sheet
on meteor slings ability
"bombardment" should be in sliderTI font
and it isnt
annoys me
2 alliances, 2 flagships
One more expansion, and they will become new Ghemina Raiders
Also 4 SDs already. Everything is even
Bobby B (UTC+1) used /search breakthroughs source: ds
SYNERGY: 

Other players cannot take any of your trade goods, commodities, or relic fragments unless you allow it. When another player returns 1 of your promissory notes, place 1 of their control tokens on your faction sheet.
SYNERGY: 

After you perform a tactical action in a non-home system, you may move 1 of your infantry on the game board into coexistence on a planet in that system. When a player ends your units' coexistence on a planet, they must discard 1 action card, if able.
SYNERGY: 

At the start and end of your turn, move up to 1 of your PDS units onto a planet you control in that unit's system, or that system's space area. Your PDS units on planets have PLANETARY SHIELD and do not have text abilities; you may use their SPACE CANNON against ships in adjacent systems.
SYNERGY: 

The system that contains the Wound token is also an entropic scar. You may ignore the effects of entropic scars. You may treat entropic scars as ingress tokens.
SYNERGY: 

At the start and end of a space combat in which you are the defender, you may swap 1 of your ships in the active system with 1 of your ships in another system that contains 1 of your command tokens; the swapped ships cannot transport units.
SYNERGY: 

Once per action, after you resolve a policy ability, you may spend 1 trade good to move 1 of your infantry on the game board into coexistence on a planet in an adjacent system. ACTION: Purge this card to resolve invasion on all planets that contain your coexisting infantry.
SYNERGY: 

For each Glory token on the game board, you control 1 Bannerhall card. Once per action, when a player wins a combat in a system that contains a Glory token, ready each Bannerhall card.
SYNERGY: 

At the end of your turn, you may exhaust this card and choose 1 other player; you and that player each secretly spend 0, 1, or 2 trade goods. Then, reveal the spent trade goods; if you spent the same number of trade goods, take 1 promissory note from that player's hand, at random.
SYNERGY: 

Planets you control that contain core tokens are also treated as stations except for the purposes of control; units can be committed to, produced on, and placed on these planets. Stations you control have SPACE CANNON 5.
SYNERGY: 

If you have the Dreadnought II technology, flip this card and place it on top of Dreadnought II.
SYNERGY: 

After you move 1 or more ships into the active system, you may discard an action card to move 1 of those ships into an adjacent system that does not contain another playerโs ships.
SYNERGY: 

ACTION: Exhaust this card to either gain 1 command token, or spend 3 influence to research a technology of the same color as 1 of your exhausted technologies.
SYNERGY: 

Your home system is also a nebula. Hits produced by the combat and ability rolls of your units in nebulae cannot be canceled. When you pass, explore the frontier deck in your home system.
SYNERGY: 

Your planets in the active system participate in space combat if that system contains 1 or more of your ships, and ground combat on themselves if they contain 1 or more of your ground forces. Your planets cannot be assigned hits and have a combat value equal to 10 minus their resource value, minimum 1.
SYNERGY: 

When researching a technology, you may discard an action card to ignore 1 of that technology's prerequisites. Other players must spend 1 influence as an additional cost to research or gain a technology you own.
SYNERGY: 

When you resolve METEOR SLINGS, you may choose for your units to coexist instead; if you do, you may reroll each of your unit's BOMBARDMENT rolls. While you are coexisting on 1 or more planets, you control the Grove card.
SYNERGY: 

Capture other player's infantry that are destroyed during combat on planets you control. After each round of ground combat on a planet you control, roll a die. On a result of 7 or greater, place up to 1 of your captured infantry onto that planet, as if it were your own.
SYNERGY: 

Once per space combat, after 1 of your opponent's non-fighter ships is destroyed, you may exhaust this card to place 1 frontier token in the active system, or produce 1 non-fighter ship in that system to ready this card. You can produce ships in systems that contain both your ships and another player's ships.
SYNERGY: 

At any time, you may discard 1 action card to cancel up to 2 hits produced against your ground forces.
SYNERGY: 

When you explore a planet, you may exhaust this card to resolve a card from that exploration deck's discard pile instead; if you would discard that card, instead shuffle it into the corresponding exploration deck.
SYNERGY: 

ACTION: Exhaust this card and show another player 1 of your unscored secret objectives; that player must show you 1 of their unscored secret objectives, at random, or allow you to place 1 ground force from your reinforcements into coexistence on a planet they control.
SYNERGY: 

During each round of combat, you may choose 1 of your participating units; roll that unitโs combat roll twice and resolve the result of your choice. When you announce a retreat, you may exhaust this card to immediately resolve that retreat.
SYNERGY: 

When you gain this card, flip this card and place it on your faction sheet. Then, place the Celagrom token in a system that contains your ships, if able. The Celagrom token is a second flagship with the attributes, abilities, and ability text on the Celagrom flagship card.
SYNERGY: 

When you pass, you may exhaust this card to move 1 ingress token into an empty system. Your units may retreat to any empty system that does not contain another player's ships.
SYNERGY: 

After you spend a strategy token, you may place 1 infantry from your reinforcements into coexistence on any cultural, hazardous, or industrial planet that contains the active player's ground forces. Your infantry tokens on planets you control can be accompanied by your control tokens instead of plastic pieces.
SYNERGY: 

At the end of your turn, you may exhaust this card to move any number of your ships between two systems that contain your space docks and no other playerโs ships
SYNERGY: 

If you have the Terrafactory II technology, flip this card and place it on top of Terrafactory II.
SYNERGY: 

ACTION: Exhaust this card to place 1 neutral cruiser and 2 neutral destroyers into a non-fracture system that contains no non-neutral ships. After another player wins a space combat in a system that contains your ships, gain 2 commodities.
SYNERGY: 

After you gain control of a legendary or fracture planet, you may research 1 technology or remove 1 of your command tokens in that system and return it to your reinforcements.
SYNERGY: 

ACTION: Exhaust this card to allow each other player to explore a planet they control; gain a number of commodities equal to the number of players who do.
SYNERGY: 

At the end of your turn, you may exhaust this card to choose 1 of your non-fighter ships on the game board; replace that ship with 1 or more units from your reinforcements that have a total combined cost less than that ship's cost value.
SYNERGY: 

During ground combat, you may exhaust this card; all your units on that planet enter coexistence and that combat ends in a draw. When a player ends coexistence with your units, draw 1 secret objective.
SYNERGY: 

After another player purges 1 or more non-action card components, gain 1 command token or ready this card. During the action phase, you may exhaust this card to explore 1 planet you control.
SYNERGY: 

When you would explore a planet, you may instead draw 1 action card.
nah pick anything if you want
When you pass, you may exhaust this card to move 1 ingress token into an empty system. Your units may retreat to any empty system that does not contain another player's ships.
Ghoti can move Ingress into Egress
i think raven hates it
always
fine to be overruled on this but yeah just haven't done it
but yea sure
in a while
i like Minor Factions
oh shit
best event honestly
@sturdy shale why do you hate minor factions
raven hates fun
perhaps
and joy
And Ghoti can go in fracture without ingresses in the first place
I hate Ixthian, what did you expect
that says everything really
I hate total war, minors are fine. We just overdid them the last time, I wanted a break
What how?
Commander
YIPPEE
All empties are adjacent
Fracture without ingresses?
so its not possible
but yeah i get what you mean
i understand what you actually mean
its pretty cool effect actually
smort
Yea, I think I understand the confusion now
fracture has to be 'opened'
Ingress tokens still will be on the board, if fracture is in play
i like ghoti a lot for te
and then it can be used
Wait youre flagship can be nuked
Just wait until there's no fracture in the game
by reactor meltdown?
Raven Mor used /search action_cards search: meltdown
Action:
Destroy 1 space dock in a non-home system.
Flames engulfed the shipyard, a vortex of fire and shrapnel that left nothing untouched.
@tranquil crag write a message with all players and their picks. And pin it
Can we pin stuff here?
I can't, but you're the host
it's in the top message
I know, but it's hard to scroll all the way to the top now
And it's not pinned
there's a button to jump to top
also there's no pins permissions in lfg post channels anyway
ah makes sense
Your home system is also a nebula. Hits produced by the combat and ability rolls of your units in nebulae cannot be canceled. When you pass, explore the frontier deck in your home system.
Just talked with Lu about this
If you find Mirage, it's a planet in your home system
Can't score if you lose it
That's correct
Similar with Ghoti and some other homebrew factions
I guess you can also now count Muaat
You don't have to take someone's home. Just bring Avernus there after they pass
Wdym by non home
Oh, you can't move it in others homes
I forgor
Such a lame limitation...
Its insane howm uch more
Private games are being made
than with randos
odd that i took them this much to make a dedicated channel for it
@rough charm
anything in particual you want to play?
oi
not in particular out of my head
we doing disco starts?
there are a few candidate, Kyro, Mirveda, Edyn, Din.Mohn, Ghemina, Berserkers
i also like Blue Reverie factions, are they in the mix too?ลพ
i find br factions a bit crazy, but i'm happy to have them in if there's one you have your eye on
So we pick a faction then do nucleus draft with speaker, position and slice?
Sarcosa Drift or any of them at random would be cool
There are 5ish DS I haven't played/seen played yet also
@tranquil crag id go with veldyr or cheiram hordes
sarcosa aren't in the bot yet
ok sure
are we all set?
i think just need final factions from you and bobby and krofna
unless i missed something
hm me and bobby gave our top 2
or we need to choose one so we can go in with preset picks?
Ive never setup a draft so I dont know
i asked for freesystems and zealots
I'll decide when I see the slices
Hahaha
They have in files, but not sure if botted
Did they nerf them?
they did in br
edyn banned anyways
played against them a trillion times
sick of their green tech
Gief din mohn
The scoring one?
yeah the one that gives everyone secrets
if you want dih mohn shall i start the game?
Gimme 5 mins
sure
Can i play my custom faction
Bobbies best bros
Home is 10/0 0/10
They start with 2 warsuns and flagship
All level 3 techs
Ability: you start at 9 points
no war sun tech? L
They have faction ws
ability : lose the game
Bah, din mohn are masturbatory explorers, that aint my jam
That's definitely a description
romans build masturbatories
you get afb move 3 fighters and a banger PN
also you get to be jellyfish
also you can steal DMZ and put it at home it's so cool
yea true
is being a jellyfish somehow a good thing ๐ฎ am confused
It's a jellyfish
Not an octopus, but also good
thats the bad thing about it
chillest mfs in the world
How can you understand a turtle, but not a jellyfish
Gimme Glimmer or Zealots @tranquil crag if theyre availible
badgers in TI5 when?
ludo rhodun is one of your 2 right?
i saw a badger yesterday
LUCKY
Did you save all your limbs?
Yea lu said zealots or free systems
We adding them in pool or just straight pick?
OMG ๐ญ๐ญ๐ญ๐ญ
pick
because i am playing kollecc :D
๐ฌ๐ง๐ฌ๐ง๐ฌ๐ง๐ฌ๐ง๐ฌ๐ง
It's a wild rat dog... Why are you so excited...
oi bruv bobber we need to move this instant! don't sally!
it's SO MUCH MORE than that
it a super cute fluffy thicc boi
@tranquil crag did you have a license to take thst picture?
oi bruv i hope yoo've yer oxygen loisense fu' that bi' o' BREAVIN yer doin there
Did it shank you almost
now this is talent
uvverwoise it'll be a trip t'the fookin tower a' landon for ya
This sounds like warhammer 40k orks
get the tommies t' string y'up or chop off yer 'ead or summin, wha'ever vey're doin vese days
who or what are 'the tommies'
the blokes who run the tower of london
haha nice
aka beefeaters
Add zerkers to draft also please and thanks
Bros we dont have electricity from 8:30 til 14 today
Its so fucking joever
wait what time is it with you rn
11:48
or are you on phone or something
Im on phone yea
yeah we actually had to talk to each other and not just type
Letsa go
I think they are just doing some infrastucture work
oh sure
So us and 3 villages around us dont have electricity
yeah there's a nearby road construction going on, maybe because of that
True
but everything in our house is run with electricity ๐ญ we'll have to get some solar panels asap
CAMON @tranquil crag , COOK SOME FAKING GAMES
So much pressure for Zack these days...
so
zack - kollecc
raven - gledge
ciupi - ltokk
bobby - zerkers / veldyr
ludo - fsc / rhodun
krofna - rhodun / glimmer
did i miss anything
No
peak
ok making game
zackkyew - no1 red ghosts fan used /game create_game_button game_fun_name: disco player1: @zackkyew player2: @ciupi44 player3: @raven_mor player4: @bobbyb4743 player5: @lu8do player6: @krofna6178
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/8CmafpNm
The following players need to join the server:
@tender acorn
@sturdy shale
@worn spire
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.
Get it together bruv
zackkyew - no1 red ghosts fan 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/8CmafpNm
The following players need to join the server:
@tender acorn
@sturdy shale
@worn spire
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:
pbd17047
#1448270212586668052
#1448270214855659550
pbd17047-launched [FULL] - disco Yippee
hm it says invalid invite