BSG (Cally)
Hmmm, maybe if I had made pew pew noises it would have helped.
If I pick option 1 do we think it can pass?
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BSG (Cally)
Hmmm, maybe if I had made pew pew noises it would have helped.
If I pick option 1 do we think it can pass?
BSG (Ellen)
Maybe. You do have that helpful ability. Then again, we are generally low on cards, still.
Admiral, how much do you like your cards?
BSG (Six)
I can again only help a little if we go for the check.
It's pretty early in the game for a brigging, too, personally I don't have any idea who might be suspicious yet. So I'm not sure it's a good value for the card usage.
We definitely don't want to tank, since there's a cheaper option here, if we don't mind the morale loss at this early stage. Morale does often take a beating, but it is also one of the things we can bring up sometimes, too.
BSG (Cally)
I guess the better question is - at this point would we rather lose cards or morale?
BSG (Boomer)
It looks like a pretty high check, and we couldn't pass a similar one just now, so I'd take the Morale hit.
BSG (Cally)
I pick Option 2 and go for the Morale hit without losing the cards.
BSG
Too easy! Morale falls by 1 for... Some reason... (I really have no idea what this crisis is supposed to represent.) Next up, the raiders activate, and fire at the Mk II again!
Raider 1: 5. Viper damaged! Per CO, no one plays any EMs. The other two raiders glide smoothly into Sector 6.
Finally, the jump track advances. That concludes Cally's turn. Gaeta has a variable card draw of 2Y/G. Mr Gaeta, when you're ready, please post your choice of card draw.
BSG
End-of-turn summary:
Round 1.3 - Cally
Locations and Hands
Anders: Research Lab; 1 card
Ellen: Research Lab; 6 cards
Cally: Command; 6 cards
Gaeta: FTL Control; 2 cards
Boomer: Sector 6; 1 card
Six: Caprica; 2 cards
Main Board Sectors
Sector 1: 1 Basestar, 1 Raider, 1 Heavy Raider
Sector 2: 2 Raiders
Sector 3: Empty
Sector 4: Civilians A B
Sector 5: 2 Mk IIs
Sector 6: Boomer
Cylon Fleet Sectors
Sector 1: Empty
Sector 2: Empty
Sector 3: Empty
Sector 4: Empty
Sector 5: Empty
Sector 6: Empty
Resources
Fuel: 8
Food: 7
Morale: 9
Population: 12
Mk II Viper Reserves: 2
Damaged Mk II Vipers: 1
Mk VII Viper Reserves: 0
Damaged Mk VII Vipers: 4
Raptors: 4
Boarding Party: 0
Other
Nukes: 3
Jump Track: 2 (Red)
Distance Travelled: 0
Galactica Damage: 0
It's probably worth noting here a difference from the base game, because it's easy to miss. Normally, you start the game with eight vipers, all ready to go. With the Cylon Fleet, however, you only have six regular vipers. On the plus side, you get four super-turbo charged Mk VII vipers - but they all start the game damaged, and need to be repaired before they're any use.
After Cally's turn, you have three vipers in use, two in reserve and five damaged vipers.
BSG (Ellen)
I'm in the Research Lab
BSG
Are you, Ellen? Are you really? (The correct answer is yes.)