JoshL
1962
For the record, ESA passes.
Nikolaj
1966
Shimizu wins auction for 2 WTs. Malcolm auctions radiator for a profit of 3 WTs. Crew ET produces the terawatt thruster, and Survivalists pay 1 WT to ET produce Buckytube Filament, both at Bernal.
ESA is up!
Note that there were 3 generator cards in my rocket stack, and I don’t know where they came from, but I think there may have been a glitch with the patent deck or something. Anyway, I sent them all to the bottom of the patent deck.
JoshL
1967
ESA takes income, and sails his Bernal off into the big black, using my last turn (probably) with my faction privilege to get through a pivot. It’s one burn per turn after this!
UN up.
sharaleo
1969
Oh, I’m not being bumped for a change! ;)
Grunden
1970
Sorry, crazy weekend. I’ll get it submitted shortly.
Grunden
1971
Turn 55
Rocket lifts off and moves to Ariel orbit. Navigators prospect automatically.
UN Crew notices Shimizu has multiple generators and with a swish of a pen, steals the Catalyzed Fission Scintillator (Anti-Trust)
1WT robot income
NASA up.
I need a rule clarification. If a 4th future star is called and then the end game turn is selected, but then one of those futures dissapears bringing the total back to 3, does the game end at the specified turn, or is the count voided?
Not that I’m planning anything, mind you… :P
Grunden
1973
Uh, I don’t think you can voluntarily remove the claim marker from the future star.
I always can get my colonist forcibly removed :). Anyway, it’s moot…
[B]NASA moves rocket to Sedna, pays 1WT for automatic prospect and leaves mobile facotry on Sedna,
Then Nasa uses the C claim in Charon to claim the 4th future star.
GAME ENDS AFTER TURN 57 (which means UN colony and factory on Mars remain there).
Next, Nasa decomissions a couple cards and does a free market op.
Colonists pay 1WT to do a recruit op on islamic fundamentalists.
Everybody but UN is elligible.
NASA bids 0.[/B]
Grunden
1975
I wouldn’t be able to move the colony without having my crew die anyway. That whole colony was a mistake…
Yes, I think colonies are really unbalanced in 5 player games. In the third edition, with their independent markers and being 2VP a piece they are a worthy pursuit, but under these rules, if you think the game is going to last long enough, a colony is worth vastly less than a factory (factories in TNO science sites, the most valuable, being worth at least 10VP each).
Then, I have lost a factory due to claiming this last future, so I could use a colony now :P.
JoshL
1977
ESA bids 2 because why not?