#pbd22507-launched [FULL] - TIGL Fractured/ Absol agenda + relics/ 14 VP/ More factions to choose fro
90 messages Β· Page 1 of 1 (latest)
@rustic skiff @finite flare @halcyon iris @glacial slate @frigid pumice @nimble bramble @blissful atlas @slender moss
Kelric joined the game.
@placid burrow if I may advice, I don't recommend Keleres with Hidden agenda and Absol's agenda deck π you will suffer a lot.
cevi12 joined the game.
ah that makes sense
you heard the boss we ban it
no fun for you elcz π
dunno
i will start
poll when all people are here
probably the xploration one
the more fun action cards one and total war one
for spice
Btw it is not because they would be OP but bigger problem was that hidden agenda triggered during action phase as well with Keleres tech and it was pain to deal with and resolve the voting correctly and stuff.
I have rly bad expirece with total war
Like I'm not playing this shit anymore
Can we change it for minor factions?
How about we do the one where anomalies get more effects plus ac one
yeah
And hidden agenda
both
Did anybody try mercenaries one?
Anomaly event?
Could be alternative to minor factions
Cosmic phenomenae
Elcz used /search2 events
Each player may remove 1 of their command tokens from the board.
All systems that contain either an alpha or beta wormhole are adjacent to each other.
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 in Mecatol Rex's system, and each player with units in systems adjacent to Mecatol Rex's system destroys 3 of their units in each of those systems.
Each player may place a command token from their reinforcements on their home system. If they do not, or if the system already contains one of their command tokens, they must remove two of their non-fighter ships from the gameboard.
At the start of a ground combat, the defender may produce 1 hit and assign it to the attacker's ground forces.
Roll 1 die for each non-home planet that contains 3+ ground forces. On a result of 1-7, the owner must either spend 1 resource or destroy half the ground forces on the planet (round up). On a result of 8-10, destroy all ground forces on the planet and return it to a neutral status.
Each player may perform the secondary of 1 readied or unchosen strategy card. Then, return all strategy cards to their readied state.
Each player must remove 1 of their non-fighter ships from the gameboard for each objective they have scored.
Each player secretly chooses a number of their units on the gameboard from 0 to 10. Then, each player rolls 1 die for each selected unit. If the result equals the unit's combat value or higher, it is removed. If at least 5 total units are removed, the player who removes the most units in this way gains 1 victory point.
The speaker rolls 1 die. If the result is 6-10, each player may research 2 technologies. If the result is 1-5, remove all units from Mecatol Rex and any planet in a system that is adjacent to the Mecatol Rex system. Return each of the affected planets to neutral status.
Each player draws 1 secret objective.
Each player can have 1 additional scored or unscored secret objective.
Each player's units can move through nebulae.
The PRODUCTION capacity of each space dock is increased by 1.
Each player may explore 1 planet they control.
Destroy all ships in systems that contain an alpha or beta wormhole. Then, players who destroyed ships may:
- Research 1 technology if they destroyed 1-3 non-fighter ships.
- Research 2 technologies if they destroyed 4-7 non-fighter ships.
- Research 3 technologies if they destroyed 8+ non-fighter ships.
Randomly draw 1 blue-backed tile. Place the system off the edge of the gameboard. Place an alpha, beta, and gamma wormhole token on the system.
At the start of the status phase, if a player controls all the planets in their home system and at least one planet in 2 other different players' home systems, they win the game.
Each player may exhaust 1 planet for each 2 technologies they own (round up). If they do not, they return 1 technology to their reinforcements.
At the start of their turn, the active player may return 1 trade good to the supply. If they do, they may negotiate transactions with players who are not their neighbors during this turn.
- If no player has more than 4 points, each player gains 1 victory point.
- If at least 1 player has more than 4 points, each player may place a ship with a cost of 4 or less from their reinforcements in a system that contains 1 or more of their ships.
Randomly draw 1 unused faction. Place the faction's starting fleet in the Mecatol Rex system and its starting ground forces on Mecatol Rex. Resolve any resulting combats.
- If the Custodians point has not been scored, return the Custodians token to the supply. This point may no longer be scored.
- If the faction's units remain in the system after combat, it will defend on future activations.
- The faction does not use any faction abilities, and its units cannot leave the Mecatol Rex system.
Each player may return one technology to their reinforcements. If they do, they may research a technology with the same number of prerequisites or fewer.
The speaker may choose 1 public objective that has been scored by 0 players. Discard it and draw a new public objective from the same stage to replace it. If no valid target exists, each player may draw 1 action card.
The speaker rolls 1 die. If the result is 1-5, shift the position of each tile adjacent to Mecatol Rex one space clockwise. If the result is 6-10, shift the position of each tile adjacent to Mecatol Rex one space counter-clockwise.
Each player may perform the secondary of a readied or unchosen strategy card without spending a command token; command tokens placed by the ability are placed from a player's reinforcements instead.
The speaker rolls 1 die. If the result is 6-10, each player may research 1 technology. If the result is 1-5, each player that controls a planet in a system adjacent to the Mecatol Rex system may explore that planet.
All players may ignore all prerequisites on war sun technologies.
Each player that has at least 1 non-fighter ship in a wormhole must destroy 1 of their non-fighter ships in each system that contains a wormhole. For each ship that was destroyed, its owner gains one command token
- In each system that contains exactly 1 non-fighter ship, destroy all ships in that system.
- Each player must return 1 TG to the supply for each 4 TGs on their faction sheet (round up).
Return all strategy cards. Starting with the player to the right of the speaker and moving in counter-clockwise order, players select new strategy cards.
Apply +1 to the move value of all ships for the remainder of this action phase. At the start of the status phase, discard this card.
When a player moves units into or through an asteroid field, the player must apply 1 hit to the moving ships.
Each player randomly discards 3 action cards from their hand. Then, each player draws 2 action cards.
The player with the highest combined resources/influence gains Hester's Belt. If multiple player are tied, roll for possession (highest roll wins). /nHester's Belt: At the end of the status phase, the owner of the belt may score 1 public objective if they qualify for it, draw 1 secret objective, or gain 2 command tokens. /nIf another player wins a combat against the owner of this card, they gain the card.
During the status phase, if 1 player reaches 10 (14) points, the game does not end. Instead, complete the entire status phase. The player with the most points at the end of the status phase wins the game. If more than 1 player is tied with the most points, the winner is determined by speaker order.
- Draw a number of agents from unused factions equivalent to player count -1 and place 5 trade goods on each.
- On their turn in the action phase, a player may purchase rights to the agent by spending resources equivalent to the number of trade goods on the agent. Remove the trade goods from the agent.
- Once purchased, the agent ability is available to use at any time. Mercenary agents do not ready. Once used, they are discarded permanently.
- At the start of the turn of the player holding the Antiquities card, remove 1 trade good from each mercenary agent with 2 or more trade goods on it.
At the start of their turn, a player may perform 1 component action. Component actions do not constitute an action; if a player does not take a tactical or strategic action on their turn, they must pass.
Each player's commodity value is reduced by 1. Then, each player refreshes their commodities.
The player with the fewest technologies may research 1 technology. The player with the most technologies may gain 3 trade goods.
Each player may choose one of the following:
- gain 1 command token
- gain 2 trade goods
- produce up to 3 resources worth of units at one of their space docks in a system that does not contain a command token
Nebulae get +3 instead of +1 and minor changes to other anomalies laso
Now too be extra spicy we cn do the one were each bombardment hit is 3 hits and you can use x89 to purge a planet
Though i think half the board will be empty then
Yeah but I don't think we going to mix it with minors
@blissful atlas your people need you
your the funniest aura farmer i know skibbidi to you
Yeah one or other, we could so mercaneries instead of minor
@blissful atlas @frigid pumice
@chilly silo
@tough tide
@glacial slate
damn
i need to find more friends
I don't have the brainpower to figure out this kind of game at the moment. Too much other stuff is going on
Hey there! Is there a minimum TIGL rank required for this one? Or is it open also for Unranked?
It's unranked
But it's fractured game for the memegames
@chilly silo come on at least say no xd
Piwek1369(GMT+1)) used /statistics lifetime_record player1: @relisea
Dice Luck
1. 1.03 Rel [210/203.6 actual/expected hits]
Average Expected Hits Per Turn
1. 0.27 Rel [203.6 expected hits / 741 total turns]
Average Turn Time:
1. 01h:10m:45s Rel [741 total turns]
Games
1. 13 Completed. 12 Ongoing -- Rel
The completed games took the following amount of time to complete (in days): 5 6 9 11 19 21 25 25 29 31 37 52 65
Player win percentage across all games was: 0.00
lol well i joined then i was like actually i got too many games
@blissful atlas
@hearty ivy or if you still want to join your open to but there is absol techs relics etc so not a vanilla game
Loonilion joined the game.
Piwek1369(GMT+1)) pressed the [Create Game] button
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pbd22507-launched [FULL] - TIGL Fractured/ Absol agenda + relics/ 14 VP/ More factions to choose fro
Message for posterity:
Players Signed Up:
- @placid burrow 54 games completed.
00h:34m:38saverage turn time. - @rustic skiff 26 games completed.
00h:29m:54saverage turn time. - @halcyon iris 12 games completed.
01h:21m:47saverage turn time. - @slender moss 65 games completed.
00h:42m:47saverage turn time. - @finite flare 31 games completed.
00h:56m:57saverage turn time. - @blissful atlas 78 games completed.
00h:37m:18saverage turn time.
Players Active Hours (starting from <t:1767225600:t>):
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Yeah im in too many atmπ«£