Gaming 1: You are likely to be eaten by a grue
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BSGOk, I'm going to make an executive call. Cain stated:
urgh I pass on interrupts and I can't help at all with the check or the die roll.
I assume then that she wants to pass on this check. I have COs from Baltar to play 1 card, which gives us:
Destiny:
2 cards
Boomer:
1 card
Cally:
2 cards
Anders:
1 card
Cain:
0 cards
Baltar:
1 card
Cards played:
Critical Situation 4
Strategic Planning 5
Full Throttle 1
Run Interference 3
Repair 1
Broadcast Location 1
Broadcast Location 1
Tally: 14 - 2 = 12. Pass!
Congratulations, Fuel rises by 1.
Unfortunately, it appear someone hid a beacon on the raptor. They brought back the Fuel, and some company.
Broadcast Location
adds a basestar to Sector 1, and civilian ship D appears in Sector 4. The timing couldn't be worse, as the raiders activate, and civvie D is unprotected! As is civvie C. Both ships are destroyed, revealing the following contents:
Civvie C:
No resources.
Civvie D:
1 Population, 1 Morale
It looks like the Dionysus was better known in the fleet as the
SS HOOKERS AND BLOW.
(Now the SS Hookers and Blowed Up.)
The other raiders from Sectors 4 and 6 converge on Sector 5, where their lone compatriot is firing on the vipers:
Die roll = 1. Miss.
Finally, the jump track recovers one of the steps it lost to Boomer's reveal. That concludes Baltar's action-packed turn. Say what you like about President Weasel, but he cerrtainly knows how to bring the drama. Boomer starts her turn on the Resurrection ship, which means she draws only one card. She has opted to draw Treachery. She has also left COs for her turn, which I will enact shortly.
BSG
End-of-turn summary:
Round 3.3 - Baltar
Locations and Hands
Anders: Weapons Control; 2 cards
Cain: Communications; 2 cards
Baltar: President's Office; 2 cards
Boomer: Resurrection Ship; 2 cards
Cally: Research Lab; 2 cards
Sectors
Sector 1: 1 Basestar
Sector 2: Civilians A
Sector 3: Empty
Sector 4: 1 (DH) Basestars, 1 Raider
Sector 5: 6 Raiders, 2 RSVs, Civilians B
Sector 6: 1 Raider
Resources
Fuel: 7
Food: 5
Morale: 8
Population: 9
Viper Reserves: 5
Damaged Vipers: 1
Raptors: 3
Boarding Party: 0
Other
Nukes: 2
Jump Track: 1 (Red)
Distance Travelled: 2
Galactica Damage: Main Batteries, Engine Room
BSG
Here are Boomer's orders:
Draw Treachery
Move: Play God's Plan - 2 to swap it with the top card of the Crisis Deck
Activate the Resurrection Ship to draw another Super Crisis
That concludes Boomer's turn. I will send Cally's cards shortly. Cally, when you're ready, please post your move and action.
BSG
Tally: 14 - 2 = 12. Pass!
SonofaCylon, we actually could have passed that without going Reckless! By the skin of our teeth, at least. Dammit. Why couldn't my Delusional Intuition have predicted this outcome?
Move: Play God's Plan - 2 to swap it with the top card of the Crisis Deck
Shit!
Activate the Resurrection Ship to draw another Super Crisis
FRAK. That's what I suspected she would do. This early in the game, it's not a bad move. On the upside, it keeps us from facing another skill check before Cally gets her draw.
Cally, unfortunately, the person best suited to help out right now is Anders, and XOing him is NOT an option (sorry, Anders). You could go repair
Pegasus
and take Cain's spot firing on basestars, perhaps. If you get an SP, you could XO me to try to raise one of our resources. Or you could XO Cain to jump back to
Pegasus
CIC and start shooting. Lot of options, I suppose.
BSG
End-of-turn summary (wasn't that quick?):
Round 3.4 - Boomer
Locations and Hands
Anders: Weapons Control; 2 cards
Cain: Communications; 2 cards
Baltar: President's Office; 2 cards
Boomer: Resurrection Ship; 3 cards
Cally: Research Lab; 2 cards
Sectors
Sector 1: 1 Basestar
Sector 2: Civilians A
Sector 3: Empty
Sector 4: 1 (DH) Basestars, 1 Raider
Sector 5: 6 Raiders, 2 RSVs, Civilians B
Sector 6: 1 Raider
Resources
Fuel: 7
Food: 5
Morale: 8
Population: 9
Viper Reserves: 5
Damaged Vipers: 1
Raptors: 3
Boarding Party: 0
Other
Nukes: 2
Jump Track: 1 (Red)
Distance Travelled: 2
Galactica Damage: Main Batteries, Engine Room
BSG
man, I don't even know. Is it possible we already have two cylons? I was so convinced we didn't yet have any that I would have given Boomer that XO, too.
I think there's no point in XOing someone who will just have to move anyway. Unless it's time for nukes, then I'll take an XO. If I were you, I think I'd move to Command and launch a couple vipers... can they launch into Sector 2?
BSG
Well, I have no XO to play, so I'm trying to figure out what to do. Thoughts?
BSG
I think I'd move to Command and launch a couple vipers... can they launch into Sector 2?
No, only 5 and 6.
Well, I have no XO to play, so I'm trying to figure out what to do. Thoughts?
Can you repair something on
Pegasus
? Otherwise, either launching a couple Vipers or shooting at the damaged basestar (hope for a critical hit!) are good options. It may be good to jump to
Pegasus CIC
so you can be ready to repair up there later, if you can't now.
BSG
man, I don't even know. Is it possible we already have two cylons? I was so convinced we didn't yet have any that I would have given Boomer that XO, too.
Very roughly speaking, given that there's already one Cylon, there's about a one in three chance that there's another one too. However, whether you think your crew mates are acting human or Cylon-y will naturally affect how you view those odds.
I think I'd move to Command and launch a couple vipers... can they launch into Sector 2?
The President, being a keen student of military matters, and having had to map out just how he was going to get his Anders-raptor hybrid from the Research Lab into space, is correct. They can only launch directly into Sectors 5 or 6, though of course they can be moved one Sector at a time thereafter.
BSG
What about jumping to Pegasus and firing the Main Batteries? Does anyone have any interrupts that would increase our odds of destroying some raiders?