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PLEASE TO WHITEFONT SPOILERS for video games, RPG modules or anything for which foreknowledge of events might lessen one's enjoyment of whatever gaming experience.
RftG
There are five Phases that can be resolved in a round. Each player chooses one Phase, so if everyone chooses a different one, there can be four Phases. Each Phase gets resolved just once in a round, no matter how many people chose it.
There is a 2-player variant, where each player picks two Phases. A player can select Phase II or Phase III twice in this variant; if they do, that Phase gets resolved twice in a row. But that's not in effect here.
RftG
Everyone has made their choice from Exploring. Next is Phase II (Develop).
omnis
and
chrismg
each draw 1 card. Everyone, please send me your orders. You can send me orders for Phase III (Settle) as well.
RftG
Orders for Phase II.
omnis
and
askye
both pass on playing a development. The other two both chose this Phase, so they'll get -1 off the cost of their developments.
Connie
plays Drop Ships for 3 discards. This card adds 3 to her military strength, for a total of 8. This is sufficient strength to conquer any military world in the game.
chrismg
plays Merchants Guild. This is a 6-cost development, but he gets -1 off the cost for choosing Phase II, and another -2 from Galactic Federation. He discards 3 cards as well. Merchants Guild lets him draw 2 cards whenver we resolve Phase V. Its value at game end will be 2 VP for each production world in his layout.
On to Phase III (Settle), for some worldly action.
RftG
It's now
askye
and
chrismg
who pass on playing a world.
omnis
chose this Phase, and he plays Galactic Trendsetters. This world can consume 1 good in Phase IV for a whopping 2 VP; most consumption powers offer a straight one-for-one exchange rate. He discards 5 cards to play it. He then draws 2 new cards - one for choosing this phase, and one thanks to Terraforming Robots.
Finally,
Connie
takes advantage of her newfound Phenomenal Military Power, and plays the Rebel Homeworld. This card needs 7 strength, the highest defence on the base game, and is worth all of 7 VPs.
That concludes Round 8! Round 9 begins with the choice of action cards. Everyone, please send me your choice.
RftG
End-of-round summary:
Round 8
omnis_audis
Layout
Epsilon Eridani (Non-Military World)
Rebel Fuel Cache (Military Brown Windfall World) + good
Interstellar Bank (Development)
Terraforming Robots (Development)
Gem World (Non-Military Blue Production World) + good
New Survivalists (Military Blue Production World) + good
Consumer Markets (Development)
Galactic Trendsetters (Non-Military World)
Cards in Hand:
6
Victory Points:
4
askye
Layout
Alpha Centauri (Non-Military Brown Windfall World)
Investment Credits (Development)
Comet Zone (Non-Military Brown Production World) + good
Prosperous World (Non-Military Blue Production World) + good
Replicant Robots (Development)
Empath World (Non-Military Green Windfall World)
Cards in Hand:
8
Victory Points:
5
Connie Neil
Layout
New Sparta (Military World)
Former Penal Colony (Military Blue Windfall World)
Malevolent Lifeforms (Military Green Production World) + good
Lost Alien Warship (Military Yellow Windfall World)
Export Duties (Development)
Trade League (6-Cost Development)
Drop Ships (Development)
Rebel Homeworld (Military World)
Cards in Hand:
3
Victory Points:
0
chrismg
Layout
Earth's Lost Colony (Non-Military Blue Production World) + good
Interstellar Bank (Development)
Contact Specialist (Development)
Spice World (Non-Military Blue Production World) + good
Avian Uplift Race (Military Green Windfall World)
Galactic Federation (6-Cost Development)
Pirate World (Military Blue Windfall World)
Merchant Guild (6-Cost Development)
Cards in Hand:
7
Victory Points:
3
VP Pool: 36
Phenomenal Military Power! Itty bitty living space.
Spartan
living space, even.
RftG
Finally, Connie takes advantage of her newfound Phenomenal Military Power, and plays the Rebel Homeworld. This card needs 7 strength, the highest defence on the base game, and is worth all of 7 VPs.
Um. Wow! Must produce more VP's to get ahead. That's a LOT of VP's!
Dude, I've had 0 VPs for several rounds.
Actually that reminds me - the summary we've got now only shows the VPs we get for consuming goods(in the physical game these are represented by chips drawn from a common pool) and not the ones we'll get from cards in our layout. Is there any way to show both, either separately or combined?