#pbd17947-launched [FULL] - NA - 14VP TE + DS + (8)Galatic Events + 8p SCs Mod

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true ether
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Welcome to the New Year!

Let's start this off with a Bang 🥳

Speed expectations - super fast: able to check in and take actions and give responses frequently throughout the day, even during work hours. NA timezones.

Welcome to a wild 8p game see setting below

8 Galactic Events:
Minor Factions
Age of Exploration
Civilized Society
Advent of the War Sun
Mercenaries for Hire
Rapid Mobilization (last in speaker order places ingress tokens)
Weird Wormholes
Zealous Orthodoxy

8 players

14 Victory Points

Milty Draft

DS and Uncharted Space included

golden saddleBOT
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Luminous joined the game.

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Luminous UTC-7 used /search galactic_events
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<:Event:1416879854996951070>__**Cosmic Phenomenae**__

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.
<:Event:1416879854996951070>__**Rapid Mobilization**__
  • 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.
<:Event:1416879854996951070>__**Dangerous Wilds**__
  • 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.
<:Event:1416879854996951070>__**Zealous Orthodoxy**__
  • 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.
<:Event:1416879854996951070>__**Wild Wild Galaxy**__

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.
<:Event:1416879854996951070>__**Mercenaries for Hire**__
  • 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.
<:Event:1416879854996951070>__**Cultural Exchange Program**__
  • 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.
<:Event:1416879854996951070>__**Hidden Agenda**__
  • 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.
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<:Event:1416879854996951070>__**Age of Commerce**__
  • 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.
<:Event:1416879854996951070>__**Total War**__
  • 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.
<:Event:1416879854996951070>__**Civilized Society**__
  • 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.
<:Event:1416879854996951070>__**Call of the Void**__

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.
<:Event:1416879854996951070>__**Stellar Atomics**__
  • 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.
<:Event:1416879854996951070>__**Advent of the War Sun**__
  • 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.
<:Event:1416879854996951070>__**Weird Wormholes**__
  • 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.
<:Event:1416879854996951070>__**Minor Factions**__
  • 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).
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<:Event:1416879854996951070>__**Age of Fighters**__
  • 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
<:Event:1416879854996951070>__**Age of Exploration**__
  • 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.
<:Event:1416879854996951070>__**Monuments to the Ages**__
  • 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.
<:Event:1416879854996951070>__**Conventions of War Abandoned**__
  • 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.
true ether
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<@&947310962485108816>

tepid quest
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Playing 2 different games each with 8 galactic events is really going to mess with my head but hey TI is what life's all about count me in

golden saddleBOT
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ZHarmacist joined the game.

tepid quest
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At least they're the same 8

true ether
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Though I am realizing we will have to add minor factions to the draft pool so the bot milty draft setup will be a little weird.

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  • If we draw duplicates commanders off Mercenaries for Hire we can just rerun the command and use franken commands to remove the duplicate.
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  • I will note that "Advent for the War Sun" will use the same Setup for Muaat when setting up Mechatronix DS faction.
robust estuary
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🙋🏼

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So dangerous wild will not apply to planets next to your hs? Or how does it work with rapid mobilization?

tepid quest
granite hedge
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@iron surge ? I know you were interested in something like this

true ether
true ether
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Don't forget to hit the Join button at the top if you want to join the game. Recent bot feature 🙂

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See here

knotty zealot
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Sounds fun haha

golden saddleBOT
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LAPDconvict joined the game.

tepid quest
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?? Looks like we've got 2 player 2s rather than a player 3?

true ether
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@red turret is this a bug, looks like 2 people being counted as player 2?

red turret
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Shouldn't be possible I would think

golden saddleBOT
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Fin joined the game.

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Fin left the game.

red turret
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Interesting

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Maybe because Z has no games completed and no turn time

true ether
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@tepid quest is this your first async game?

tepid quest
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I haven't completed any but I started one yesterday and am really familiar with the format and everything

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Got a friend that asks me for consults on his games a lot

tepid quest
true ether
true ether
tepid quest
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I thought it was +3?

knotty zealot
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Should be +3 I think

true ether
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Ok good

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Welp we are 3 of 8 atm

knotty zealot
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Also yeah not sure why my name is not a separate player

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Maybe I’ll leave and join again?

golden saddleBOT
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LAPDconvict left the game.

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LAPDconvict joined the game.

knotty zealot
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Hm same thing

tepid quest
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Here let me try

golden saddleBOT
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ZHarmacist left the game.

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ZHarmacist joined the game.

true ether
tepid quest
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The heck

true ether
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Looks fine now

iron surge
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It's funny cause I randomly rolled a d19 to decide how many GCs to include and then randomly selected these 8 with more dice rolls.

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But apparently it was an interesting enough mix to be copied, lol

golden saddleBOT
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Bruzer joined the game.

true ether
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lol we got the glitch again

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I think its b/c Zharmacist hasn't completed any games

golden saddleBOT
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ZHarmacist left the game.

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ZHarmacist joined the game.

tepid quest
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Yeah I'm guessing I'll just have to do this every time someone new joins until we've got 8

golden saddleBOT
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ElectroniicorE joined the game.

violet current
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I’m in for this wacky shit 😂

true ether
true ether
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I forget were you my game with Dysent, when we were first testing my 10 SC's modified from HolyTispoon's 10?

violet current
true ether
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I have played way to many games at this point lol

violet current
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But 10SCs sounds cool

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I’m always down for some playtest shenanigans

true ether
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so no need to playtest at this point

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they are an actual staple I would recommend for anyone playing a 7+ player games

violet current
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More me saying you can always put me on your shortlist for homebrew stuff 😁

true ether
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The main thing back then was getting them to work with DS and remove HolyTispoon's annoying issue of having Jol-Nar Brillant ability effects trigger more than once in a a round

true ether
violet current
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Where can I see those 10SCs at? I got a group that plays with 8p sometimes would be nice to introduce some spice

true ether
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I usually don't chat in their much b/c most of my work is in the Google docs and google sheets that I manage

true ether
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just look at the png files in the linked github section

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Just to make things easier I will pin some things

violet current
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I like em😎

true ether
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I should probably change the Construction card to match the new one from TE lol

true ether
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<@&947310962485108816> still looking for 3 more

golden saddleBOT
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EldestNebula019 joined the game.

true ether
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2 more players

tidal helm
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Nvm 😅

golden saddleBOT
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EldestNebula019 pressed the [Create Game] button

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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 (Great Carrier Reef) server.
https://discord.gg/BPRGFtPp
The following players need to join the server:

@true ether
@tepid quest
@violet current
@tidal helm
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 ping in the actions channel.

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pbd17947-launched [FULL] - NA - 14VP TE + DS + (8)Galatic Events + 8p SCs Mod

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Role and Channels have been set up:

pbd17947
#1456792617101561916
#1456792619295178873

true ether
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.......

true ether
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This isn't a 6 player game, this is an 8 player game

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<@&1166011604488425482> is there anyway to reverse this or do I need to make a new post

untold pier
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Aaaaaand thus we see...

I'm pretty sure you can just /game add people and then /game ping? In the game channels, not here

true ether
cyan oracle
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Open a feature request please. It's helpful to have user complaints about new features.

untold pier
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Did my suggestion not work?

untold pier
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Oh they'd need to join the server

true ether
cyan oracle
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#1075302410030944276

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Perhaps I'm slow on the uptake today, but are you still looking for two new players? What is the issue that complicates fixing the problem

true ether
true ether
cyan oracle
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And so you're frustrated that you need to make a new post so that you will find new players? Not doubting you, just trying to understand

true ether
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more like very suprised that this happened tbh

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more of an inconvenience, than anything else

cyan oracle
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I think the behavior needs adjustment

true ether
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the bot code function or me?

true ether
cyan oracle
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I think the current bot behavior around this brand new feature is not desirable

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I think it's fine if you want to make a new post

true ether
true ether
cyan oracle