Gaming 1: You are likely to be eaten by a grue
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.
PLEASE TO WHITEFONT SPOILERS for video games, RPG modules or anything for which foreknowledge of events might lessen one's enjoyment of whatever gaming experience.
BSG
I have the rest of Tory's orders. With an announcement of "Executive privilege, bitches, I haz it!", she plays
Accept Prophecy.
This card allows her to draw 1 skill card of any colour. Her Adaptable ability lets her draw another two. She has opted to
draw 3 Purple.
For her second action, she has activated the President's Office again, and drawn another two Quorum cards. The Quorum's been coming up with some interesting ideas to deal with the Cylons. "Why don't we, you know... Kill them all?" Why indeed? Tory's crisis card is:
Cylon Genocide
Current Player's Choice
Due to Tory's weakness, she chooses option 1, so you will be going for the skill check. Possible interrupts: IC, Reckless. Everyone, please pass or play.
BSG (Boomer)
Um, I can't help at all on this check, which comes at a very inconvenient time.
Maybe tank? Although putting all those ships on the Fleet board wouldn't be good either.
Does anyone think we can pass this? I'm considering using my OPG, although it would have been more fun if passing actually did something.
BSG (Anders)
Pass on interrupts.
I can help a little but I don't think we can pass the check.
BSG
Admninistrative note: Tory's draw from her Quorum card play exhausted the Tactics deck. I've reshuffled the discards.
BSG (Tory)
Yeah, that's a high pass threshold. I could only help a little, I'd be surprised if we pulled it off.
BSG (Boomer)
And we already have too many ships in the Fleet as it is, and I don't look forward to when they jump in.
I
use my OPG to force a Pass.
BSG
Aww. My toys. Boomer uses her OPG; the check passes. All Cylon ships on the main board are destroyed! That affects... None of them. Right then.
Oh well; there's still the raider activation, which places a new raider in... Sector 4. Finally, the pursuit and jump tracks both advance. That concludes Tory's turn. Cally has opted to draw Red and Treachery. Callandroid, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 4.2 - Tory
Locations and Hands
Anders: Sector 5; 6 cards
Tory: President's Office; 9 cards
Cally: Cylon Fleet; 4 cards
Gaeta: Research Lab; 6 cards
Boomer: Brig; 4 cards
Six: Pegasus CIC; 8 cards
Main Board Sectors
Sector 1: Empty
Sector 2: Empty
Sector 3: Empty
Sector 4: Civilians A B
Sector 5: Civilians C, Anders
Sector 6: 1 Mk VII
Cylon Fleet Sectors
Pursuit Track: 2
Sector 1: Empty
Sector 2: 1 Raider
Sector 3: 1 Raider
Sector 4: 3 Raiders
Sector 5: Empty
Sector 6: 1 Basestar, 1 Heavy Raider
Resources
Fuel: 3
Food: 4
Morale: 5
Population: 10
Mk II Viper Reserves: 5
Damaged Mk II Vipers: 1
Mk VII Viper Reserves: 0
Damaged Mk VII Vipers: 2
Raptors: 2
Boarding Party: 0
Other
Nukes: 2
Jump Track: 2 (Red)
Distance Travelled: 4
Galactica Damage: Airlock, Main Batteries
BSG (Cally)
darn Boomer's OPG!
I'm going to try and see if I can cause more mayhem. I'll
move to the Basestar
and
roll to try and move the pursuit track
and
have the CAG place a civilian on the board.
BSG
Cally has activated the Basestar Bridge, which lets her pick two of four possible effects. She has chosen the following:
1. Roll a die. If 3 or less, reduce the jump track by 1. If 4 or more increase the pursuit track by 1.
2. Have the CAG (Anders) place another civilian ship on the board.
Note: if the die roll advances the pursuit track, Anders will need to place two civilian ships, and then place a third one.
The initial die roll may be modified by an SP, which makes it more likely that the pursuit track will advance, and less likely that the jump track will be set back. Everyone, please pass or play. You can also send me COs for Calculations, which could potentially be used to change the die roll in either direction.
Meanwhile, Anders, please send me COs for where you place the new civvie(s) - one new civvie if the die roll hits the jump track, three new civvies if it hits the pursuit track. Each civvie must go in a space without other civvies.