recursal/Fanatic-Fandom huggingface dataset:
Beauty and the Monster

TheCartoonMan6107's movie spoof of "Beauty and the Beast" It will appeared on Youtube on February 10, 2022.

## Cast:

* Belle - Marinette (Miraculous: Tales of Ladybug and Cat Noir)
* Beast - James P. Sullivan (Monsters, Inc.)
* Prince Adam - Adrien Agreste (Miraculous: Tales of Ladybug and Cat Noir)
* Gaston - Shaw (Open Season)
* Lumiere - Branch (Trolls)
* Lumiere (Human) - Milo (Zoé et Milo)
* Cogsworth - Oh (Home)
* Cogsworth (Human) - Sanjay (Sanjay and Craig)
* Mrs. Potts - Duchess (The Aristocats)
* Mrs. Potts (Human) - Marge Simpson (The Simpsons)
* Chip - Berlioz (The Aristocats)
* Chip (Human) - Bart Simpson (The Simpsons)
* Fifi - Princess Poppy (Trolls)
* Fifi (Human) - Zoe (Zoé et Milo)
* Wardrobe - Pumpkin (Whisker Haven Tales with The Palace Pets)
* Sultan - Bubble Puppy (Bubble Guppies)
* Sultan (Dog) - Marshall (PAW Patrol)
* Stove - Sammy (Sammy’s Story Shop)
* Lefou - Mr. Greene (Norm of the North)
* Peddler Woman/Enchantress - Mary Poppins/Piper (Star Darlings)
* Baker - Penn Zero (Penn Zero: Part Time Hero)
* Bookseller - Noah (Oh Noah!)
* Bimbettes - Hazel, Posie and Lavender (Little Charmers)
* Maurice - Uncle Grandpa
* Philippe - Spirit (Spirit: Stallion of the Cimarron)
* Monsieur D'Arque - Eustace Bagge (Courage the Cowardly Dog)
* Wolves - Coyotes (Barnyard)

## Scenes Index:

* Beauty and the Monster Part 1 - Prologue
* Beauty and the Monster Part 2 - "Marinette"
* Beauty and the Monster Part 3 - Marinette Meets Shaw
* Beauty and the Monster Part 4 - Uncle's Invention
* Beauty and the Monster Part 5 - Uncle Gets Lost
* Beauty and the Monster Part 6 - Uncle Arrives at the Castle
* Beauty and the Monster Part 7 - Shaw Proposes to Marinette/"Marinette" (Reprise)
* Beauty and the Monster Part 8 - Marinette Arrives at the Castle
* Beauty and the Monster Part 9 - Marinette's New Home
* Beauty and the Monster Part 10 - "Shaw"
* Beauty and the Monster Part 11 - Marinette meets Duchess, Pumpkin and Berlioz
* Beauty and the Monster Part 12 - Marinette is being Difficult
* Beauty and the Monster Part 13 - Marinette Leaves her Room/Meeting Oh and Branch
* Beauty and the Monster Part 14 - "Be Our Guest"
* Beauty and the Monster Part 15 - A Tour of the Castle
* Beauty and the Monster Part 16 - Exploring the West Wing/Marinette Discovers the Magic Rose
* Beauty and the Monster Part 17 - Marinette Runs Off/Sulley Battles the Wolves
* Beauty and the Monster Part 18 - Shaw Plans a Scheme with Eustace Bagge
* Beauty and the Monster Part 19 - Something Special for Marinette ("Something There")
* Beauty and the Monster Part 20 - Preparing the Castle ("Human Again")
* Beauty and the Monster Part 21 - A Romantic Evening ("Beauty and The Beast")
* Beauty and the Monster Part 22 - Sulley Sets Marinette Free
* Beauty and the Monster Part 23 - Shaw's Evil Plan In Action ("Kill The Beast")
* Beauty and the Monster Part 24 - The Castle Under Attack
* Beauty and the Monster Part 25 - Sulley vs. Shaw
* Beauty and the Monster Part 26 - Transformation/Happy Ending
* Beauty and the Monster Part 27 - End Credits
Snæfellsjökull

Snæfellsjökull is an Icelandic volcano. The site is said to be home of some of earth's deepest realms.

## Background

Snæfellsjökull is one of the highest volcanos on earth, and shelters volcanic tubes that are believed to lead to the center of the earth. Upon hearing this, British explorer, Lemuel Gulliver and his newly formed league, sets out to discover the secrets of the volcano.

## League of Extraordinary Gentlemen: Humans

Upon entering Snæfellsjökull, Gulliver and his league travel down inside the volcano and discover that the inside is nearly hollow with an active, thriving world inside, containing animals long thought to be extinct, such as dinosaurs. Gulliver names this world, 'Agartha.'

As they travel further into Snæfellsjökull, they come across a super race of entities who are called Vril-ya, who have lived inside 'Agartha' for eons after escaping a massive flood on the earth's surface.

Upon knowing Vril-ya's true intensions, Christopher Syn takes the Vril Staff and leaves as he, and the league, are pursued by the Vril-ya. As the league escapes, the destroy the opening to Agartha to trap the Vril-ya.

## League of Extraordinary Gentlemen: Spells

Upon hearing of the 'moon child,' Orlando believes that the child is actually an escaped Vril-ya and believes they must go back to Snæfellsjökull to destroy them once and for all. However, he is told by Thomas Carnaki that the child his human.
Unit, Ground Force

**THE GROUND FORCE UNIT**

Units available: 24 (plus supplemental counters)

Cost: 0.5 (one resource to produce two)

Combat value: 8

***Ground Unit***

***Occupying Force***

The Ground Force unit (GF) represents a player's military and occupational forces. It is an essential unit necessary to take over neutral planets, invade enemy planets, or defend your own planets against enemy invasion. Ground Forces are governed by the following rules:

• Ground Forces cost 0.5 resources. This means that with one resource a player may build 2 Ground Forces, or 1 Fighter and one Ground Force. If, due to the production limit of a Space Dock, a player wishes to only purchase 1 Ground Force, the single unit still costs 1 resource. Each individual unit takes up 1 production capacity.

• Ground Forces, when produced, are placed on the planet of the producing Space Dock. Ground Forces are primarily transported around the galaxy by units with transporting capabilities.   This includes Carriers, War Suns, and Flagships.  Once Stasis Capsules is researched, it also includes Cruisers and Dreadnoughts.

• Transit Diodes allows another means of Ground Force transportation.

• A Ground Force unit is never considered to be in “space“, as it is always either on a planet or being transported inside a ship.

• The number of Ground Forces a player has is unlimited..

#### ARBOREC GROUND FORCES

Arborec Ground Forces are different from other races troops. They are subject to the following rules:

• They cost 1 resource each and are immune to the Biohazard and Radiation Domain Counters.

• Arborec Space Docks may not produce Ground Forces.

• Arborec Ground Forces may produce units if they did not move during the same activation.

• Each GF has a cumulative production capacity of 1. Producing 2 Fighters with 2 GF costs only 1 resource.

• If the producing GF are on a ship, any units produced may be placed on ships with capacity or a planet controlled by that player in the same system.

• The Arborec Ground Forces do not benefit from any effects or abilities affecting Space Docks. For example, the resource value of the planet that the GF are on has no effect on their production capacity. Exception: Using the primary ability of the Production Strategy Card, Arborec GF in a system containing a friendly Space Dock may produce units normally.

### **TECHNOLOGY ADVANCES FOR GROUND FORCES**

*Gen Synthesis*

*Magen Defence Grid*

*Dacxive Animators*

*Transit Diodes*

*Stasis Capsules*
Game History

21/11/15

Barony of Letnev - Roman

Embers of Muuat - Michael

Emirates of Hacan - Rhiannon

Ghosts of Creuss - James

###### =======

4-round bubble victory for Creuss, based on 2 artefacts, Voice of the Council, and a Precursor Space Station (plus steady acquisition of POs).

Notes:-
Early acquisition of planets stymied by hostile ground forces and fighters on several planets. Losing a couple of GF here and there is not the issue so much as the delay in acquiring worlds and being able to ramp up your production. Only one player had Deep Space Cannon (to probe neighbouring systems) and no one had Cybernetics, so most people were going in blind most of the time - and getting unlucky.

Hacan delayed using Trade (it wasn't selected in the 1st round), which hurt everyone but none more so than the Hacan themselves.
Muuat had a nice starting position, but early reverses with Distant Sun encounters delayed the building of infrastructure too long.
Letnev built up a nice military force but was out-maneuvered in the Galactic Council.
None were in a terribly bad position, but they were all too slow for the Creuss who took the prize while everyone else was still getting to grips with the best way to play the game.

There were a few skirmishes with feisty neutrals but there was no player-on-player military action, at least partly because the first to do this would have lost 1 VP due to a law passed by the Galactic Council.

Next time:-

* Full 10 VP for victory (instead of 9)

* Leaders didn't add anything, so we'll give them a miss next time

* Wormhole Nexus didn't add anything either

* Find missing planet cards or remove corresponding tiles from play first

* I thought Distant Suns/Final Frontiers worked well - but more reference sheets would be handy
Race, Letnev

**Barony of Letnev**

Racial Ability

+1 to Fleet Supply

May spend 2TG to get +1 in actual round of space combat or +2 in ground combat after dice are rolled.

Starting Techs

Duranium Armor

or

Stasis Capsules

Leaders

Admiral, General, Diplomat

Starting Units

1 Dreadnought

1 Destroyer

1 Carrier

3 GF

1 Space Dock

Trade Agreements

1,1

Home system

Wren Terra (2/1),

Arc Prime (4/0)

Flagship

Arc Secundus (10 / 5×2 / 1 / 2): This ship may bombard planets that contain PDS units. At the start of each combat round, repair this ship.

Race Specific Technologies

L4 Disruptors (5)

The cost of your ability to gain combat bonus is reduced by 1 Trade Good. It may also be used for free once every turn (Game round).

Non-Euclidean Shielding (7):

When you use the sustain damage ability of one of your units, it adsorbs 2 casualties (instead of just 1).

Gravimetric Supercomplex (8):

When executing the secondary ability of the Production Strategy, you are limited only to the capacity of your Space Dock

Race Objectives

1VP Demonstration of Strength

This round I have won 2 Space Battles, destroying at least 3 opponent (capital) ships

2VP Industrial Dominance

I have 4 Dreadnoughts and 5 other (capital) ships

on the board. I have 12 Ground Forces on Arc Prime or Mecatol Rex. I control planets totalling 10 resources outside my Home System.

3VP Fear and Awe

This round I invaded or bombarded to neutrality 4 planets, of which two contained Space Docks. I have at least 9 (capital) ships orbiting Mecatol Rex.
Race, Sol

**Federation of Sol**

Racial Ability

As an action, you may spend one Command Counter from your Strategy Allocation to place two free Ground Forces on any one planet you control.

During Status Phase, you receive 3 Command Counters (instead of 2).

Starting Techs

Cybernetics

or

Gen Synthesis

Leaders

Agent, Admiral, Diplomat

Starting Units

5 GF

1 Destroyer

2 Carrier

1 Fighter

1 Space Dock

Trade Agreements

2,2

Home system

Jord (4/2)

Flagship

Genesis I (10 / 5x3 / 1 / 3): GF on this ship do not count towards its capacity.

Race Specific Technologies

Mark II Advanced Carriers (4):

Your carriers gain the sustain damage ability and have a carrying capacity of 8.

Versatile Combat Tactics (4):

Your Ground Forces gain the commando ability and receive +1 to combat rolls when outnumbered. You may never lose more than 2 Ground Forces to bombardment.

Advanced Fleet Tactics (5):

Your Carriers receive +2 to all combat rolls. No more than half of your fighters (round down) may be lost to Anti-Fighter Barrage.

Race Objectives

1 VP Perimeter Jord

I control 6 systems within two spaces from Jord, which includes all systems adjacent to Jord.

I have 2 Dreadnought, 6 Fighters and 4 Carriers within these systems.

2 VP Frontier Defence

I control 3 planets outside my Home system. Each of these planets is at least two spaces apart from each other and contains a Space Dock, PDS and 4 Ground Forces

3VP Proud Federation

I have 3 Technology advances of every color, 9 planets outside my Home System, and 20 (capital) ships on the board. I have 6 Ground Forces on Quann or Mercatol Rex
TI3 SA Variant Wikia

## Welcome to the TI3 SA Variant Wikia

A complete set of Twilight Imperium 3 (TI3) rules, based on the Shattered Ascension variant ruleset, with only minor modifications.

TI3 is owned by Fantasy Flight Games, and this wiki is intended to describe an alternative way to use their product without encroaching on their rights in any way.

## Describe your topic

Write a description about your topic. Let your readers know what your topic is about and add some general information about it.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Find videos about your topic by exploring Wikia's Video Library.

File:Placeholder
Unit, Destroyer

**THE DESTROYER UNIT**
Units Available: 15

Cost: 1

Combat value: 9

Movement: 2

***Anti-Fighter Barrage*** (2x9)

The Destroyer unit, although not as powerful in combat as its larger cousin, the Cruiser, is a fast, inexpensive, and versatile weapon that can deliver a lethal blow to any enemy fleet that relies too heavily on Fighters. They also serve as good “patrol” units when placed in border systems between opponents, preventing movement through empty territory.

### THE DESTROYER ANTI-FIGHTER BARRAGE

Before a Space Battle begins, each Destroyer unit (both attacking and defending) may roll two combat dice. For every result equal to or higher than the Destroyer's combat value (normally a 9), the opponent must immediately destroy one Fighter unit. Fighters destroyed in this way are removed before the Space Battle begins and do not receive return fire. Note that the Destroyer unit’s special barrage is only fired once before the actual Space Battle begins, and not before every Space Battle round.

### TECHNOLOGY ADVANCES FOR DESTROYERS

*Hylar V Assault Laser*

*Automated Turrets*
Race, Arborec

## The Arborec

Racial Ability

Your Ground Force units cost 1 resource, and each increases the production capacity of their planet by 1 if they have not moved this round.

During the Status Phase, place one Ground Force on each of your planets with resource value higher than the current amount of Ground Forces on the planet.

You may not build Space Docks. At the beginning of the status phase, you may swap 3 Ground Forces on a planet for a Space Dock, or vice versa.

You are immune to the effects of Biohazard and Radiation.

Starting Techs

Gen Synthesis

or

Stasis Capsules

Leaders

Admiral, Diplomat, General

Starting Units

4 GF

1 Cruiser

1 Carrier

2 Fighters

1 PDS

1 Space Dock

Trade Agreements

2,1

Home system

Nestphar (3/2), Green Discount

Flagship

Duha Menaimon (10 / 6x2 / 1 / 5): Build Capacity 5. You may not build units with this ship if it has moved during the same activation.

Race Specific Technologies

Bioplasmosis (3):

At the beginning of the Strategy phase, you may move 1 ground force from a planet you control to a friendly or uncontrolled planet in an adjacent system (Discard any domain counters on the planet)

Spore Acceleration (7):

Your Ground Forces now cost 0.5 resources. You may place an additional Ground Force during the status phase.

Ecosphere Phasing (3):

Each Strategy phase you may place a colony and a refinery on planets you control, without exhausting the planet. Your facilities may not be captured (they are destroyed if the planet is captured).

Race Objectives

1VP Symbiotic Surge:

I have a total of 8 Ground Forces on 5 different planets

2VP Zoetic Essence:

I control the Green Artifact and 3 planets with green Technology Specialties

3VP Zenith of the Symphony:

I control either Mercatol Rex, Mallice or Faunus.

I have 12 ships at least 2 spaces from Nestphar.

I have all green Technology Advances.
Race, Yssaril

**Yssaril Tribes**

Racial Ability

Every other turn, you may choose to skip your action.

Receive 2 Action Cards during Status Phase (instead of 1).

You are never limited to a hand-size of Action Cards, regardless of active Political Cards.

Once during every Strategy Phase, you may look at the Action Cards of one of your opponents

Starting Techs

Light/Wave Deflector

or

XRD Transports

Leaders

Agent, Agent, Admiral

Starting Units

5 GF

1 PDS

1 Carrier

1 Cruiser

2 Fighters

1 Space Dock

Trade Agreements

2,1

Home system

Retillion (2/3)

Shalloq (1/2)

Flagship

Y’sia Y’ssrila (9 / 7×2 / 2 / 5): This ship and its fleet may move through systems containing enemy ships and they may traverse Space Mines without triggering them, and may not be targeted by PDS fire.

Race Specific Technologies

Shuttle Logistics (3):

During the Planetary Landings step of an activation, you may move in up to 2 ground forces from adjacent unactivated systems. This limit is increased by 2 ground forces for every CC spent from strategy allocation. Such units may participate in planetary landings as normal. If for any reason they are unable to land, immediately return them to their original position.

Mageon Implants (4):

When looking at your opponents hand of action cards using your racial ability, you may steal 1 card of your choice and add it to your hand.

Vortus Cloaking Field (3):

During the Status Phase or before a Space Battle or Invasion Combat in (previously) unactivated systems, you may remove ('cloak') any number of your participating units by placing them on your race sheet. You may also add 2 production capacity worth of previously cloaked units to the battle.

Race Objectives

1 VP Unseen Numbers

I have played 5 Action Card in a single Space Battle or Invasion Combat this round, or 8 Action Cards throughout this round.

2 VP Of Silence and Shadows

This round i successfully invaded 4 enemy controlled planets that lies closer to enemy Home Systems than my own. The invasions took place either on refreshed planets, or after the opponent had passed.

3VP Silent Subversion

I have replaced 6 buildings (PDS and Space Docks) on invaded planets using my Agents or Shock Troops. I have captured 3 enemy Leaders during the game.
Racial Technology

In the Status Phase, each player may purchase a single Racial Technology that belongs to their race. The base cost in resources for each technology is printed on the card. That cost is reduced by the VP total of the race, and increased by the cost of each Racial Technology the race has previously acquired.

*Example: A race has race-specific technologies with costs 4, 3, and 6. They have previously acquired the two first ones and now have 5 VP. To acquire the last one, the cost will be 6(printed cost) + 4(cost of previous) +3(cost of previous) - 5(VP discount) = 8 resources.*
Facility

The planets in a player’s possession may be improved by building Facilities, given the appropriate technology. There are two types of Facilities: Colonies and Refineries. Colonies increase the influence value of a planet by 1, while refineries increase the resource value of a planet by 1. There are 8 of each included in the game.

A player may build facilities during the Produce Units step of a Tactical Action. Facilities may only be built on unexhausted planets. The cost of building the Facility is simply to exhaust the planet. (This also terraforms the planet, removing radiation hazards etc.)

Facilities may only be built on a planet that you controlled at the beginning of the current activation.

A player may not build a facility if an opponent has ships in the system or if there are no more Facility Cards of the chosen type remaining.

Facilities may not be built on Trade Stations.

Once built, place the Facility Card under the planet card, with the bottom edge sticking out to indicate that it will provide an additional influence (colony) or resource (refinery) in future game rounds. You never exhaust Facility Cards. Instead, when you exhaust a planet with a facility, the planet is treated as if the relevant number on the planet card (influence for colonies or resources for refineries) were one higher.

Each planet may have no more than one facility on it at a given time.

A Facility counts as a***planetary installation***.

### Refineries

To build Refineries, you need either Nanite Composites or Transfabrication.

If you have both, your Refineries are worth an extra +1.

### Colonies

To build Colonies, you need either Micro-Technology or Xeno-Psychology.

If you have both, your Colonies are worth an extra +1.
Rotation Cycler

The Rotation Cycler determines the order of Strategy Card selection (i.e. clockwise or anti-clockwise) and activation of SC secondary abilities.

After the Speaker has first selected a Strategy Card, the selection process proceeds in the rotation order from the Speaker. Each player selects one of the remaining Strategy Cards.

Before the first Strategy Phase, the Speaker determines the direction of rotation. From then on, the cycler can be “flipped” with the primary ability of the Bureaucracy Strategy Card during the Action Phase. The Rotation Cycler also determines the order in which the secondary abilities of Strategy Cards are executed.
Note that being farther from the Speaker (in the direction of Rotation) gives a player an increasingly limited choice of Strategy Cards (i.e., if Rotation is clockwise, the player to the immediate right of the Speaker will have the least number of cards to choose from).
Command Counter

THE COMMAND COUNTERS

At the start of the game, players are each provided with a total of 24 Command Counters. During the game, these counters will be either on a player's Race Sheet, with his reinforcements or on the game board.

Whenever a player receives a Command Counter from his reinforcements, he must immediately place it on his Race Sheet in one of the three following areas:

• The Strategy Allocation Area

• The Fleet Supply Area

• The Command Pool Area

These three areas represent three distinctly different vital areas of managing your race. Once a player places a Command Counter in one of these areas, he may not move it to a different area until the upcoming Status Phase. Decisions on where to place and how to spend Command Counters are among the most important that a player will make during the game.
Strategy Card, Bureaucracy

**8. THE BUREAUCRACY STRATEGY**

Important: Every time a Bonus Counter is added to the Bureaucracy Strategy Card, immediately reveal the next Public Objective. Reveal a Stage I Objective until there are eight of them revealed – after that, reveal a Stage II Objective.

The primary ability of the Bureaucracy Strategy gives the active player a Command Counter, some control over which Objective will be revealed, and then the ability to fulfil one Public Objective outside of the Status Phase. Lastly, he may change the direction of Rotation by paying 1 influence.

The active player draws 3 (only 2 in Stage II) Objectives and shows them to the other players. He then chooses one of them to reveal and place in the common play area. Each of the other two he may then either discard or place on top of the appropriate Objective Deck. Whatever he chooses to do with the cards is public information. The Objectives are drawn from the Stage I deck until 8 Stage I Objectives have been revealed, after which they are drawn from the Stage II deck.

In order to fulfil an Objective, the active player must meet the Objective’s requirements. He then places his Control Marker on the Objective and gains the Victory Point. If this gives the active player enough Victory Points to win the game, the game ends immediately. (He may fulfil any face up objective and is not restricted to the newly revealed objective.)

A player who uses the Bureaucracy Strategy to fulfil a Public Objective may still fulfil another Public Objective in the Status Phase. A player may not use the Bureaucracy Strategy to fulfil a Secret, Preliminary or a Special Objective.

While this Strategy Card does not provide “free” Victory Points, it does give the active player a chance at qualifying for an extra Objective. Also, it is one of only two methods of winning the game during the Action Phase (the other being getting Victory Points through Political Cards).

The secondary ability allows other players to spend a Command Counter to draw 1 Action card and 1 Political Card.
PDS fire

After the active player has finished moving his ships into the activated system (and after any Space Mines rolls), all enemy PDS in range may fire at the active player's fleet.
For every "hit," the activating player must assign a hit to his fleet.

After enemy PDS units have fired, any PDS in range owned by the active player may then fire at enemy ships in the activated system.

Note that when firing your PDS units during another player's activation, you may only fire at the units controlled by the activating player. It is thus not possible to draw third party PDS fire at an enemy fleet by simply activating its system from afar. For more details on PDS units.
Strategy Card, Warfare

**6. THE WARFARE STRATEGY**

The Warfare Strategy Card allows the active player to place one of his or her systems on “High Alert,” which is indicated with the High Alert token. All the player’s ships that are in the system on High Alert receive +1 movement. Also, all units (including GF, PDS and MU) receive +1 to all combat rolls. The active player may optionally move the “High Alert” token with any ships that move out of the system, or he may leave the token where it is. The token is removed at the start of the Status Phase.

After the other players have completed the secondary ability, the active player may take one Tactical Action (not a Strategic Action or any other type of an action). The Command Counter for this action may be taken from the player’s reinforcements.

The Warfare II secondary ability allows the other players, by spending a Command Counter from Strategy Allocation, to move any two of their ships in unactivated systems into an adjacent system or systems that contain no enemy ships. This does not activate the destination system(s), meaning that as long as the destination system(s) were not already activated, the moved ships will be able to move later on that round. (Also, because the destination system is not activated, this movement does not trigger PDS Cannon fire.) Ships with capacity may pick up units during this movement, but no Planetary Landings may be initiated. This means that you may not take over planets with the secondary ability, and the units you picked up remain on the ships.
Reinforcements area

Every player maintains a “reinforcements area" consisting of his unused plastic units and Command Counters. Whenever a player builds a unit, it is taken from his available reinforcements and thereafter placed on the board. (An exception to this is the Fighter and Ground Force Supplement counter, and the Shock Troops). Whenever a player receives a new Command Counter, it is taken from his available reinforcements and placed in one of the three appropriate boxes on his Race Sheet (Command Pool, Fleet Supply, or Strategy Allocation).
Race, Mentak

**Mentak Coalition**

Racial Ability

You start the game with 4 Command Counters in your Fleet Supply area (instead of 3).

In each Space Battle you participate, up to a total of two Cruisers and Destroyers receive one pre-combat shot.

As an action, you pay 1 CC from your Strategy Allocation to take one Trade Good from up to two different opponents.

Starting Techs

Advanced Cruisers + Hylar V Assault Laser

or

Advanced Cruisers + Assault Cannon

Leaders

Agent, Diplomat, Admiral

Starting Units

1 Carrier

3 Cruisers

3 GF

1 Space Dock

Trade Agreements

1,1

Home system

Moll Primus (4/1)

Flagship

Fourth Moon (8 / 5x2 / 2 / 2): Opposing ships may not use the Sustain Damage ability in this system.

Race Specific Technologies

Salvage Operations (4):

Gain 1 Trade good at the end of each Space Battle in which your Participate. If you won the battle, you gain one extra TG and may build one ship in the system of a unit type that you destroyed during combat, paying the ship's resource cost. War Suns will have a movement of 1 until you acquire the War Sun technology.

Commerce Raiding (4):

When using your ability to steal Trade Goods, you may in addition take one Trade Good from the owner of each planet under your blockade OR one of his trade partners. You may now take the last Trade Good on opponents race sheet.

Adaptable Ordnance Rigs (7):

Your Cruisers may carry 1 (extra) Ground Force. During each of your turns, Cruisers which are not using this extra capacity may either sustain damage during the movement step or gain +2 to all pre-combat shots.

Race Objectives

1VP The Raid

I have destroyed 3 enemy Carriers this round.

2VP The Mother Lode

This round I used Salvage Operations to obtain a War Sun or two Dreadnoughts. I have stolen 4 Trade Goods from my opponents using my special ability this round.

3VP Victory or Death

I was the attacker in 6 different Space Battles this round, and I won at least 3. I Control Hope's End or the system with the most resources on the map.
Leslie Sakurai

## Leslie

* Casual
* Uniform

**Leslie Sakurai** is a supporting character in *Wayside School*. She is a girl with very long pigtails that often get pulled by Paul. She is a fairly clever and intelligent person, though often she ends up taking some phrases literally, which lead to confusion. She is pretty optimistic and friendly, though she can get fed up with the behaviors of other students' behaviors.

## Personality

Leslie is often recognized for her long, black pigtails, which have lead to them often being pulled by Paul, who sits right behind her. However, since she is also fairly clever and intelligent, she often finds ways to make it so he gets in more trouble when he does so. When people aren't bothering her, she can be a pretty nice student with a positive outlook on the future. She is slightly tomboyish in her behavior, though, not as much as a student like Joy. She has a tendency to end up taking things more literally, which can often lead to a few troubles, but overall, she is usually the voice of reason.

## Appearance

Leslie's has fair skin, brown eyes and long waist length black hair that she tied in two heart shape odango. Outside of school, she wears a large, red hoodie and black pants. Her shoes are a greyish-blue, with dark blue laces.

## Episodes focusing on Leslie

Currently, only one episode focuses on Leslie.

* "Toes for Sale"

## Trivia

* Leslie's pigtails were described as being brown in the books, but in the show, they are black.
Strategic Action

A player must, at some point during The Action Phase, execute a Strategic Action. When a player chooses to take his Strategic Action, he first reads and then resolves the Primary Ability as printed on his Strategy Card.

After the active player has finished resolving the Primary Ability, the other players, in Rotation order from the active player, may each spend one Command Counter (CC) from their Strategy Allocation area on their Race sheet to execute the Secondary Ability of the current Strategy Card.
Special Exception: Players do not have to spend a Command Counter from their Strategy Allocation area when executing the Secondary Ability of the Leadership Strategy Card. The active player may not execute the Secondary Ability of his own Strategy Card.

After all players have completed (or passed on) the Secondary Ability, the active player's Strategy Card is flipped over onto its "Inactive" side and the player action is over. Thus, a player may only take one Strategic Action per round (two in 3- or 4- player games). Likewise, a player may only execute any given Secondary Ability once (but a player may, if he has a sufficient number of Command Counters in his Strategy Allocation area, participate in the Secondary Ability of several Strategy Cards during the game round).

The initiative number on each Strategy Card only determines the order of play. Players may execute their Strategic Action at a time of their choosing, regardless of its initiative number. It is likely, for example, that the player holding the Trade Strategy will take his Strategic Action before the player holding the Leadership Strategy, even if the Leadership Strategy has a lower initiative number.
Чикен Чак

Чикен Чак друг Пенни Перчика.Его часто можно увидеть в Жаропарке,где он сидит и ест крылья.В одной из серии было показано как он заходит в туалет и смывает с них соус добавляя на его место свой "пикантный" соус,тем самым нарушая жарокодекс Жаропарка.В это время в туалет заходит Санджей и видит это.Он кричит,тем самым привлекая внимание остальных.Пенни,Бель,Крейг,Гектор вбегают в туалет и Пенни видит как Чак пытается замести следы,но не успевает.Пенни в гневе и слезах убегает.Чикен Чак просит прощения,но Пенни изгоняет его из Жаропарка.В дело вмешиваются Санджей и Крейг,но Пенни и их выгоняет.Те в слезах уходят.Крейг пробует соус Чака и понимает, что он очень вкусный.Троица решает открыть свой ресторан создавая конкуренцию Пенни.Они начинают всячески гадить друг другу и в итоге ресторан Пенни оказывается залит пикантным и острым соусом.Пенни понимает что вкус очень хороший и прощает Чака.
Voice of the Council

The player who was elected Voice of the Council during the Primary Ability of the Assembly Strategy Card must now qualify for the objective. He gains 1 Victory Point and may add 5 votes to his vote total in future votes. If another player is elected in the future, the previous holder loses the Victory Point and the extra votes.
Strategy Card, Prospect

**9. THE PROSPECT STRATEGY**

The Prospect Strategy is only used in 4, 7 and 8 player games. It is the simplest of the Strategy Cards and has no secondary ability.

Activating the Prospect Strategy, the active player has 3 options:

a) Draw two Stage I Public Objective cards and choose one to place on his race sheet. Only he may qualify for that objective. Qualifying for this Objective is done during the Status Phase (or using the Bureaucracy Strategy Card) and is considered as the same as any Public Objective. He may not qualify for another Public Objective at the same time (although, if in the Status Phase, he may still qualify other types of Objectives, as usual). The other objective goes either to the top or bottom of the deck.

b) Receive one Action Card, one Political Card and 2 Trade Goods.

c) Immediately relocate any or all of his Leaders to friendly planets or ships. After relocation, the active player may discard up to a total of three Action or Political Cards and draw an equal number of new corresponding cards. Example: The Creuss player discards 1 Political Card and 2 Action Cards. He draws 1 new Political Card and 2 new Action Cards.

Note that the player with the Prospect Strategy Card may still only score one Public Objective in the Status Phase. He may not score an additional Objective when using the primary ability.
Заяц Обнимаец

## Личность

Сам Заяц Обнимаец самая скрытая личность, но есть теории что это Санджей Потэл в будущем. Про Зайца Обнимаеца мало информации. В одной из серии, Заяц снял костюм и исчез, а потом костюм надел Санджей, и можно предположить, что Заяц Обнимаец — это Санджей.

## Внешность

Заяц носит розовый костюм зайца,и с пятнами на локтях и коленях . с синим бантиком на шее и на этом все.

### Странности Зайца

В серии «Тошнотская гора» Заяц кивнул головой Санджею а он уверенно кивнул ему странно?..

В серии «День крика» было сказано, что Заяц потерял голос, и поэтому он стал чудным.

В серии где спасали ящериц, Меган проснулась и крикнула «Заяц Обнимаец — это Санджей из будущего!»
The Team-Up

{{#arraydefine: episodeLinks|The Team-Up;"Kathy Hate Everyone";"Three's Erics"|;}}

## The Team-Up

"**The Team-Up**" is the twentieth episode of the first season of *Wayside School*, and the twenty-first episode overall.

## Synopsis

Ron tries to play kickball with the other students in Mrs. Jewls's class.

## Plot

The episode begin with Todd and Terrence choosing team for kickball, but when Ron thinks Terrence will choose him, only to Allison was choosing, Ron asks Benjamin why Terrence didn't choose him, Benjamin explained that nobody in Mrs. Jewls's class wants him to join their team because he is not a great kicker. Upset, he storms over to the hopscotch area where he sees Louis playing with Jenny, and decides to ask them for help. Ron tells Louis he wants to play kickball, and Louis informs him he can just go play it, but Ron informs that Terrence won't let him play. Louis walks with Ron to the kickball field, and informs Jenny that she just won. At the kickball field, Dameon asks Louis if they wants to play kickball, and Louis says they will as long as Ron can join him. Terrence refuses, saying that it's his ball, but Louis informs him that he gave him the ball to share, and if he can't share it, he can't have it. Terrence agrees, but only if he can pitch.

Louis, Benjamin, and Ron form one team, with Ron pitching and Louis and Benjamin playing the other eight positions. Twenty minutes later, the other team somehow got three outs, with the score being twenty-one to nothing. Ron is now up to kick, but he only kicks the ball measly three-and-a-half feet, letting him be tagged out by Todd. Louis does pretty well, getting a home run, but when Ron is up again, he can only kick it two feet. Louis gets another home run, while Ron kicks the ball one foot before tripping over it on his way to first base. At three outs, the team shifts again, and Terrence's team gets five more runs before the lunch bell rings. Louis and Ron lose twenty-six to two, but Ron is informed to have had a wonderful time.

The next day, Ron wants to play kickball again, but is once again refused by Terrence's team. When he tells Louis, they form the same team as the day before and lose fifty-seven to two. When the game ends and recess is over, Louis asks Ron why he loves kickball so much if he's so bad at it. He brings up that he can't kick, field, or even run to first base. However, Ron tells Louis that he can't take all the blame, because Louis is half the team. He then proceeds to punch Louis in the stomach and it's said Ron punches a whole lot harder than he kicks.

## Characters

* Pamela Adlon as Benjamin Nushmutt
* Kelly Metzger as Ron, Dameon
* Michael Adamthwaite as Terrence
* Diana Kaarina as Deedee
* Cathy Weseluck as Jason
* Tara Strong as Jenny
* Avi Roque as Louis
* Janice Kawaye as Leslie
* Cree Summer Rondi
* Chantal Strand as Allison
* Scott McCord as Myron
* SungWon Cho as Todd

### Mentioned

* Eric Fry
* Callie Fornia
* Bebe Gunn
* Paul D'Cruze
* Eric Ovens
Unit, Dreadnought

**THE DREADNOUGHT UNIT**

Units Available: 7

Cost: 5

Combat value: 5 (x2 dice for Space Battles, x1 die for Bombardment)

Movement: 1

Production capacity requirement: 2

***Sustain Damage***

***Bombardment***

The Dreadnought rolls 2 dice in combat, unless damaged, and takes up 2 production capacity to build.

It is slow to move, though, so it needs to be strategically placed in order to be effective.

The Dreadnought unit provides two distinct features: The ability to sustain damage and to execute a planetary bombardment.

### SUSTAINING DAMAGE

A Dreadnought unit can absorb a single hit before it is destroyed. After taking its first hit (as a result of Space Battle, PDS fire, or other), turn the Dreadnought unit on its side to indicate that it has been damaged. It now rolls 1 less die in Space Battle. If a damaged Dreadnought is forced to take another hit, it is destroyed. During the Status Phase, all damaged units are repaired and are returned to their normal upright position.

### PLANETARY BOMBARDMENT

Dreadnoughts have the bombardment ability. Dreadnoughts roll 1 die for bombardment. Each PDS Unit on the planet cancels one hit, and a Scientist with a PDS cancels an additional hit. Each hit must first be applied to Mechanized Units first, and they may not use the Sustain Damage ability against bombardment. Remaining hits are applied to Ground Forces and then Shock Troops. If a planet takes more hits than it has occupying forces, the bombarding player may choose to turn the planet to neutral.

### TECHNOLOGY ADVANCES FOR DREADNOUGHTS

*Stasis Capsules*

*Type IV Drive*

*Assault Cannon*

*Nanotech Replicators*

*X89 Bacterial Weapon*

*Graviton Negator*
Bebe Gunn

* Casual
* Uniform

**Bethany "Bebe" Gunn** is a major character in *Wayside School*. She is a fairly energetic girl who is often noticed for her masterful art skills. Often, she and her best friend, Calvin will end up drawing several quick sketches, believing they are making more art based on quantity rather than quality. She is fairly mischievous, and on numerous occasions has been caught leaving rude comments on the back of her papers. Up until recently, she blamed it on her brother Ray, as seen in "Bebe's Baby Brother", but he doesn't exist. However, Mrs. Jewls still respects her, citing that she has a "wonderful imagination".

She was voiced by Ana Sani.￼

## Personality

Bebe is a pretty energetic student, and often enjoys talking with her friends, mainly Calvin and Benjamin. She is often recognized with how well she can draw, which leads to her being a slight braggart. Most people wish they had Bebe's imagination, even though on a few occasions she has let it get the best of her, leading to her teasing a few people, including her own teacher ("Bebe's Baby Brother"). She seems to occasionally be oblivious to her own comments, likely since she often stays up past midnight. Mrs. Jewls, however, seemed to fall for her excuses, and gave her Fruity Pops because of it. Bebe is fairly clever, often finding tactics to gain respect, even when others are having trouble trusting her.

## Appearance

Bebe has fair skin, blondes hair that into a leftside ponytail , brown eyes and a red beret. Outside of school, She has a large black sweater, and a bag that contains all of her art supplies. She wears a long, purple skirt, and small black shoes, that protect her totally tiny toes.

## Episodes focusing on Bebe

### Season 1

* "Mark Miller" (debut, background)
* "The New Teacher" (background)
* "Joe's Counting Problem" (background)
* "Sharie Falling Down" (mentioned)
* "Bebe's Baby Brother"

## Trivia

* Her name is a pun on "B.B. Gun".
* She is able to speak three languages, being English, Spanish, and Basque. She has also spoken Italian in one instance, when everyones' voices were trying to find their owners.
Action Card

Throughout the game, players will come into possession of Action Cards. Action Cards should be kept hidden from other players. An Action Card can only be used given the specific circumstances (or phase) printed on each individual card. When an player announces he is playing an Action Card, the effect is immediately carried out.

A player may never play two identical Action Cards for the same situation and/or on the same entity during one round. Example: A player cannot play two "Flank Speed" Action Cards on the same fleet in one round. The player may, however, play a “Flank Speed” on two different fleets in the same round.

HAND LIMIT

A player may never have more than 7 Action Cards at any one time. If, after receiving additional cards, a player has more than 7 Action Cards in his hand, he must immediately choose and discard cards until he has 7. If a player at 7 cards is about to draw additional cards, he should draw and discard one Action Card at a time.

THE SABOTAGE ACTION CARD

A player does not have to announce the playing of a Sabotage card. The Sabotage card is simply played immediately after an Action Card has been revealed, cancelling its effect. Then both cards are discarded. If an Action Card is sabotaged, it is not considered played. Thus, if a Flank Speed is sabotaged, if the same player has another Flank Speed in hand he may immediately play it, and it is not considered to have been played “in the same situation”.

DIRECT HIT vs EMERGENCY REPAIRS

Emergency Repairs may be played immediately after a Direct Hit has been played.

If there are no damaged units to apply the Direct Hit to, it may be withdrawn without penalty.

“PLAY AS AN ACTION”

Some Action Cards read “Play: As an action.” This Action Card must played by its owner during the Action Phase instead of taking a regular action.
Race, Saar

**Clan of Saar**

Racial Ability

You gain 1 Trade Good every time you gain control of a planet.

Saar Space Docks are placed in space (never on planets) and have production capacity of 3. They have movement of 1, but may not produce units during the same activation in which they move.

If ever present with enemy ships without your ships present, your Space Docks are automatically and immediately destroyed.

You do not receive any penalty for not controlling your Home System, and may build your Flagship in any system.

Starting Techs

Integrated Economy

or

XRD Transports

Leaders

Agent, Admiral, Diplomat

Starting Units

4 GF

2 Carriers

2 Fighters

1 Cruiser

1 Space Dock

Trade Agreements

2,2

Home system

Lisis II (1/0),

Ragh (2/1)

Flagship

Son of Ragh (10/6x3/2/4): This ship rolls two dice for your anti-Fighter barrage. May be built in any system.

Race Specific Technologies

Floating Factories (2)

Your Space Docks may now build units during the same activation as moving OR gain +1 movement. Space Docks may also withdraw and retreat from Space Battles.

Chaos-Mapping (4):

Your units may stop in asteroid fields, but do not block enemy movement. Enemy automated defense turrets do not provide an additional die against you (but still give a bonus to the roll).

Itinerant Assimilators (5):

Whenever you lose control of or take control of a planet, you receive one (additional) trade good.

You may build Space Docks in any system where you have planets or units, even if you just moved there.

Race Objectives

1 VP To the Stars

I control a Space Dock or a planet at least 4 system away from my Home System. I have 3 ships in this system

2 VP The Promised Land

I control a system with a combined total of 7 resource and influence, at least 3 spaces from my home system. i control either Mallice or Hope's End

3 VP Cosmic Caravan

I control at least 2 (capital) ships in each of 8 connected system outside my Home System. These contiguous systems contains systems at least 4 spaces apart
Artefact

An Artefact on a planet can be controlled by controlling the planet (successfully invading), whereas an artefact in space is controlled by simply having the only ships in the system. In either case, reveal the artefact if it was facedown.

If an artefact is revealed as a dummy (black), the player revealing it gains 2 TGs and the artefact is discarded.

The real artefacts are worth 1 VP to whoever controls them in the status phase, and also count as a technology specialty that is never exhausted.
Planetary Landing

After any Space Battles are completed, the active player may now commence Planetary Landings by landing ground units from his ships onto planets in the activated system. If a system contains multiple planets, the active player may split any landing forces between them in any way he sees fit, but may not change his mind once the Invasion Combat step begins.

There are three types of Planetary Landings; Friendly, Neutral and Hostile.

Friendly Landing: A player lands units on a planet already under his control. Simply add the new units to the ones already there, if any.

Neutral Landing: A player lands units on a neutral planet (i.e., a planet not controlled by any player). After landing at least one ground unit (except PDS) on the neutral planet, the active player takes the corresponding Planet Card from the Planet Deck and places it, exhausted, in his play area. Note that only a Ground Force, Shock Troop or a Mechanized Unit can take over a planet. If a PDS unit lands alone on a neutral or enemy planet, it is immediately destroyed.

Hostile Landing (also called an "Invasion"): A player lands units on a planet controlled by another player. If the planet contains one or more enemy ground units, this will result in an Invasion Combat during the Invasion Combat step. If the planet is controlled by an opponent but does not contain any enemy ground units, the planet falls without resistance. The invader simply removes the opponent’s Control Marker and takes the corresponding Planet Card from the opponent, placing it exhausted into his play area. If there was an enemy Space Dock on the planet it is immediately destroyed (unless the invader landed an Agent or Shock Troop and is able to capture it.).
Ремингтон Таффлипс

**Родственники** | Миссис Таффлипс (Мать), Мистер Таффлипс (Отец)

**Ремингтон Таффлипс** - знаменитый актёр боевиков 80-ых. Является кумиром Санджея и Крейга. Несмотря на конец его творческой деятельности, Таффлипс продолжает быть знаменитостью. Для Санджея и Крейга он по-прежнему король крутизны. Самый сексуальный мужчина во вселенной.