#pbd19142-launched [FULL] - DS - causal - whispers allowed - using breakthroughs - choose a faction o
1 messages · Page 1 of 1 (latest)
Ill be playing the free systems compact. Been a faction ive been interested in playing
Please @ me for any Qs
@dim cloak I could join, what's the time zone? Not looking for any particular faction so far. Might pick one later. How are you planning on doing the draft?
Milty draft for slice and speaker (will include factions but will leave them as last to pick)
Im EU but ive never been bothered by timezones personally
Gekkepop joined the game.
Gekkepop used /search breakthroughs source: blue_reverie
SYNERGY: 

When you explore a planet, you may produce 1 infantry on that planet. At any time, you may exhaust this card to destroy any number of your units on the game board.
SYNERGY: 

At any time, you may exhaust this card and purge 1 command token from your strategy pool; destroy all units on a planet that contains a superweapon or is adjacent to your home system. Then, exhaust that planet, if able.
SYNERGY: 

Your structures gain SUSTAIN DAMAGE and participate in ground combat as if they were ground forces with a combat value of 7
SYNERGY: 

If you have more Dishonor than Honor, flip this card. During each round of combat, up to 1 hit you cancel is instead produced against your opponent’s units.
If you have more Honor than Dishonor, flip this card. Once per round of combat, you may produce 1 hit against your units to produce 1 hit against your opponent’s units.
SYNERGY: 

When you would return a promissory note to another player, you may exhaust this card to spend 1 token from your strategy pool instead of returning that promissory note. At any time, one of your neighbors may spend 3 influence to repair 1 of your units.
SYNERGY: 

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

At the start of ground combat, choose 1 of your plastic-piece infantry participating in that combat; that plastic-piece unit gains SUSTAIN DAMAGE until the end of that combat.
The Onlooker [GMT/BST] 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 player’s 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 unit’s 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 player’s 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.
@winter ocean these are the DS faction breakthroughs if that was what you were looking for
Thanks, couldn't find the Blue Reverie ones elsewhere so looked those up here, or are we not doing BR?
Were doing Discordant Stars (DS)
Sorry of there was any confusion
BR is generally considered part of DS I thought. DS drafts include the factions unless you specifically exclude them.
Fair enough
I wont exclude BR, but ive never seen them appear
Ok if allowed I think the Toldar Concordat looks cool. We'll see if others want to include BR.
Targhost joined the game.
Im interested in Ghoti or Khrask
Ilyxum also seems fun.
I’m interested. Think I’d like to try Kollec Society or Veldyr Sovereignty.
Nintendotron joined the game.
Hello again 🙂 @dim cloak
I'm interested, if you're allowing blue reveries then i'd like pharad'n, otherwise I'll pick another
Zappyjro joined the game.
BR is allowed
someone has already stated they'de like BR faction
Yes please then, I had someone play them in a game I was in a couple of months ago and they looked rly interesting/different.
TheRealMaskmarvel joined the game.
@dim cloak we good for launch or this gonna be >6P? 🙂
The Onlooker [GMT/BST] pressed the [Create Game] button
Message for posterity:
Players Signed Up:
- @dim cloak 26 games completed.
03h:14m:10saverage turn time. Active Hours (UTC):7-8, 11-21. - @winter ocean 17 games completed.
00h:48m:45saverage turn time. Active Hours (UTC):7-10, 12-16, 18-23. - @tender warren 13 games completed.
00h:33m:53saverage turn time. Active Hours (UTC):0-3, 13, 15-23. - @hushed walrus 41 games completed.
00h:48m:55saverage turn time. Active Hours (UTC):0-3, 15-23. - @safe fjord 17 games completed.
00h:43m:09saverage turn time. Active Hours (UTC):9, 11-23. - @wheat moat 14 games completed.
01h:12m:14saverage turn time. Active Hours (UTC):0-1, 11, 13-23.
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pbd19142-launched [FULL] - DS - causal - whispers allowed - using breakthroughs - choose a faction o