A thread for the discussion of games: board, LARP, MMORPG, video, tabletop RPG, game theory etc. etc. and all attendant news, developments and ancillary subjects thereof, as well as coordinating/scheduling games either online or IRL. All are welcome to chime in, talk about their favorite games or learn about gaming of any sort.
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BSG
Would Breeders Canyon have been a better choice than Caprica because even though we wouldn't get a choice, they wouldn't have get Jump icons?
Before Galactica's return, of course, it's the only choice open. Afterwards, it depends on the circumstances which is better. I think it would've been better for you; Morale crises are common enough that you don't need so much choice.
New Caprica is basically a race - can they prep and evacuate enough civvies before something destroys them? Hitting Caprica may speed up the one horse, but it speeds up the other one too.
They reached New Caprica with both nukes, which proved crucial for the final battle.
And I had 2 SPs in my hand when Galactica returned. That turned up to be crucial enough I'm willing to say, unless someone plays Build Nuke, both should be saved for New Caprica.
Finally, if they'd gone to the Cylon fleet to egg on Galactica's boarding party
That was the other thing I was worried about, either that or spamming the remaining Raiders to go after the civvies.
That was the other thing I was worried about, either that or spamming the remaining Raiders to go after the civvies.
I considered that option too but didn't think 4 Raiders would do much good. But maybe it would have at least split focus. Hard to say now what would have worked except...clearly what we did, didn't.
BSG
And I had 2 SPs in my hand when Galactica returned. That turned up to be crucial enough I'm willing to say, unless someone plays Build Nuke, both should be saved for New Caprica.
I agree, wherever possible. Of course, it's still possible to lose the game before they get there, and being overwhelmed in a space battle is one of the more common ways that could happen. In that case, the fleet may need to use one or both nukes just to reach New Caprica.
It's still possible to win without the nukes, but most likely on a much less forgiving deadline. Without the nukes, it's likely the humans will need to evacuate what they can and jump away before the raiders can reach the civvies and start doing damage. Where they only have a deficit of a couple Population, and Morale isn't too bad, that's achievable. If you need to evacuate a lot of civvies, though, you need to control the space battle.
BSG
While I'm at it, let's talk about game 14.
1. Who's in?
2. Which options shall we use?
I recommend giving New Caprica a rest this time around. It's been the destination for the last four games, and I think it might be time to try something new.
If we get seven players, we'll have a Cylon leader. If we get six players, we'll have the option of a Cylon leader, but if no one picks one, that's ok too. If we have five players, no Cylon leader.
If the crew would like to try something new, Conflicted Loyalties is an easy addition. More complicated and far-reaching additions are the Cylon Fleet Board or the Ionian Nebula.
But let's deal with matters in order, and the first question is: who's in?
I'm in, and I'd be up for Conflicted Loyalties. I forget how that works. I guess our loyalties will be conflicted.
BSG
Here's what I'd written before:
Conflicted Loyalties:
Some "You are not a Cylon" loyalty cards now carry an extra sting. You might have a Personal Goal that sees you working against the crew (or else risk a resource). Or, you might be one of the Final Five, and if anyone else finds out, Bad Things Happen. This is an easy expansion to include, but it's biased towards the Cylons.
BSG
I'll play and Conflicted Loyalties sounds like fun.
I'm going to sit this one out. New home ownership will be absorbing my attention. (crosses fingers that closing on the condo actually happens!!)
I'll play if Conflicted Loyalties gets in. I vote against New Caprica, too.