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BSG
End-of-turn summary:
Round 2.1 - Anders
Locations and Hands
Anders: Weapons Control; 2 cards
Cain: Pegasus CIC; 1 card
Baltar: President's Office; 0 cards
Boomer: Sector 3; 3 cards
Cally: Research Lab; 2 cards
Sectors
Sector 1: Empty
Sector 2: Empty
Sector 3: Boomer
Sector 4: Civilians A B
Sector 5: 1 RSV
Sector 6: 1 RSV
Resources
Fuel: 8
Food: 6
Morale: 9
Population: 10
Viper Reserves: 6
Damaged Vipers: 0
Raptors: 4
Boarding Party: 0
Other
Nukes: 2
Jump Track: 4 (Blue)
Distance Travelled: 0
Galactica Damage: 0
BSG
Yay for living! The suspense was, uh, killing me.
So the score is Pegasus: 3, Viper: 2, Galactica: 1? Sheesh.
BSG
That wasn't a ridiculous overshoot, but, yeah, we're screwed if we get another check now.
BSG
Yeah. My fingers are crossed.
BSG
For my optional draw I'll take green, please.
BSG
Due to my vengeful spirit I can't work the engine room. If I draw the right cards I might be able to launch a scout or xo someone. (btw, I think I only had one card left after that last check) Any suggestions?
BSG
I can try to work the Quorum, but I'll be more comfortable doing that once we have some SPs in the mix. Otherwise, Scouting seems wise since the skies are empty. Although I'm not sure whether a jump icon or NOT A SKILL CHECK is more important right now. I hope you can find a card that satisfies both those options.
BSG
My first impulse was to xo Baltar to draw some more cards but since you go right after me I think it's wiser not to, just in case.
BSG
Yeah, because of turn order I wouldn't XO Baltar, plus with his turn coming up, he'll get his card draw soon. Cally is in place to draw Blue, so you could XO her.
Or Scouting is a valid option at this point.
BSG
You could XO Cally to draw more Blue, or me to scout. You could move to Command and make those RSVs a little more useful in case we are attacked before we can jump.