BSG
Admiral Gaeta, you have received an XO. You may either move and take an action, or not move and take two actions. When you're ready, please post your orders.
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BSG
Admiral Gaeta, you have received an XO. You may either move and take an action, or not move and take two actions. When you're ready, please post your orders.
Eta: Oooh. That was...interesting...
That's what they all say.
BSG(Admiral-T-Bone)
I Discard TI-0 and Move to Pegasus Main Batteries where I play Repair-1
On a vaguely connected note, the way we're doing ICs right now means Trust Instincts is mostly useless to Human players.
BSG
Pegasus is almost back to full health. Of course, the materials to do so don't come out of nowhere. We may need a little requisition action. Six' crisis card is:
Pressure the Supply Ships
Admiral's Choice
Admiral Gaeta, when you're ready, please post your choice.
BSG
On a vaguely connected note, the way we're doing ICs right now means Trust Instincts is mostly useless to Human players.
Not at all, it makes a great discard.
In general terms, Trust Instincts and Red Tape tend (IMO) to be more useful for the Cylons. TI does suffer a bit more with Pegasus, because there's a sixth colour and it's almost always negative, so Destiny becomes that much more hostile. Iron Will and Protect the Fleet, on the other hand, are more pro-human. (I've seen Cylons use Iron Will quite effectively, but most commonly it basically acts like Jury Rigged without the Reckless risk.)
Establish Networks is somewhat more evenly balanced. You'd think that since Blue is much more often negative than positive, that it'd favour the Cylons, but I think there are two factors that swing it the other way. First, a player knows whether it'll help or hurt when they play it; second, a revealed Cylon can only play one card. If it's the EN-0, they can't play any other Blue to be doubled by it. For those reasons I think it actually winds up helping the humans a bit more than it hurts.
BSG(Admiral-teetotal)
Jeez. Can anyone think of a good reason to pick Option 2? Because I can't. (Well, I planned to use this card at some point, but that's not a GOOD reason.)
BSG (Boomer)
Nope, I left it there because Option 1 was the clear choice, and I figure that if you have to draw some Treachery, Six can make it positive.
BSG(Felix curmudgus)
Well, might as well get it over with-
(Eyes Boomer suspiciously)
I Choose Option 1 and discard G&I-2
BSG
Supply ships: pressured! The Admiral considers getting hold of a stovepipe hat and a twirly moustache.
Now we get to the fun part. The raider activation adds a raider to... Sector 3. It also advances the Pursuit track to the last step, and the Cylon fleet jumps in! Finally, the jump track also advances. That concludes Six' turn. Anders has opted to draw 1R for his optional draw. Mr Anders, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 4.6 - Six
Locations and Hands
Anders: Sector 5; 5 cards
Tory: President's Office; 8 cards
Cally: Basestar Bridge; 5 cards
Gaeta: Main Batteries; 2 cards
Boomer: Brig; 8 cards
Six: Pegasus CIC; 8 cards
Main Board Sectors
Sector 1: 1 Basestar
Sector 2: 1 Raider, Civilians E
Sector 3: 2 Raiders, Civilians F
Sector 4: 3 Raiders, Civilians A B
Sector 5: Civilians C, Anders
Sector 6: 1 Basestar, 1 Heavy Raider, 1 Mk VII, Civilians D
Cylon Fleet Sectors
Pursuit Track: 0
Sector 1: Empty
Sector 2: Empty
Sector 3: Empty
Sector 4: Empty
Sector 5: Empty
Sector 6: Empty
Resources
Fuel: 3
Food: 5
Morale: 4
Population: 10
Mk II Viper Reserves: 5
Damaged Mk II Vipers: 1
Mk VII Viper Reserves: 0
Damaged Mk VII Vipers: 2
Raptors: 1
Boarding Party: Joffrey (Start)
Other
Nukes: 2
Jump Track: 2 (Red)
Distance Travelled: 4
Galactica Damage: Airlock