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
But someone played Scout for Fuel to get Boomer out of the Brig.
Oh, sorry! Yes, that got played. However: Scout for Fuel lets you risk a raptor to try to gain Fuel. If you don't have a raptor to risk (and you don't), then you can't try to gain Fuel. It hasn't been playable since your last jump.
BSG (Tory)
Oh! Well, that does make me feel better.
BSG (Boomer)
Daaaamn, thanks, guys! It feels good to finally be out of there. Is anyone in Command? Because I can Repair Vipers while I'm on the Hangar Deck, and launching a bunch into Sector 5 would be a great defense.
Let's not waste our Fuel scouting for water, then.
We're going to die some other way before we die of Food, and I'm not going to give Cally and Anders the chance to win the game by spiking that check. I choose
Option 2.
BSG
Food falls to 3. Next, the raiders activate. Order doesn't matter this time around. The raider in Sector 4 destroys civvie B, which contained:
0 Population.
Decoy! Other raiders move around a bit. Finally, the raider in Sector 6 fires on Anders!
Die roll: 2. Miss.
With the jump track advance, Boomer's turn ends. Six has opted to draw 2G/1B for her card draw. Caprica Six, when you're ready, please post your ove and action.
BSG
Last pieces of business: Boomer ended her turn with 11 cards. She discards a Trust Instincts 0. Plus, her Recon is going out.
End-of-turn summary:
Round 6.5 - Boomer
Locations and Hands
Anders: Sector 6; 5 cards
Tory: President's Office; 2 cards
Cally: Basestar Bridge; 4 cards
Gaeta: Communications; 4 cards
Boomer: Hangar Deck; 10 cards
Six: Pegasus CIC; 1 card
Main Board Sectors
Sector 1: 1 Basestar, 1 Raider, Civilian G
Sector 2: Empty
Sector 3: Empty
Sector 4: 1 Basestar, 4 Raiders
Sector 5: 1 Mk VII, Civilians A C D H
Sector 6: 1 Raider, Anders
Cylon Fleet Sectors
Pursuit Track: 1
Sector 1: Empty
Sector 2: Empty
Sector 3: Empty
Sector 4: Empty
Sector 5: Empty
Sector 6: Empty
Resources
Fuel: 1
Food: 3
Morale: 2
Population: 5
Mk II Viper Reserves: 0
Damaged Mk II Vipers: 6
Mk VII Viper Reserves: 0
Damaged Mk VII Vipers: 2
Raptors: 0
Boarding Party: Joffrey (1) / Cersei (Start) / Jaime (Start)
Other
Nukes: 1
Jump Track: 4 (Blue)
Distance Travelled: 6
Galactica Damage: FTL Control, Airlock, Engine Room
BSG
This just in, Boomer buries her Recon.
BSG (Caprica)
Yeah, this is all getting pretty dicey. So, what can folks do? Tory? Still got anything up your sleeve? More Command from Gaeta? Or we could go with Boomer's plan? I could shoot at stuff, but that's only one action's worth.
Or if we're feeling pretty strongly about Anders, I could head to Admiral's quarters and we could try to brig him before his turn. A Cylon reveal could be pretty devastating to us at this point, but I don't want to waste the action if we don't think he is, in fact, metal. Not that there's anything wrong with that.
BSG (Tory)
Gah. I don't know. I do have something up my sleeve, and my OPG could set me up for more useful sleeve fillers. Maybe that's the way to go.
Eta: and we don't know what's at risk with Civvie G, do we? SO MANY WAYS TO DIE
BSG(Admiral Rads)
Well, we do have one nuke left, and there's a fat target with some potential collateral damage.....Plus I could get G out of immediate danger.
BSG (Boomer)
So Sector 5 is most at risk, and it's at risk by the Raiders in Sector 4. An XO to me would get me there and firing at them and, even if I can't take them out, keep them from advancing. Civvie G is a potential game-ender, of course, but so could anything in Sector 5. I'm not sure repairing Vipers is a good use of my time if we don't have time to launch them before Raiders advance on Sector 5.
Luckily, there's an MKVII guarding them, and they're hard to kill.
Wait, can I even launch? We have no Vipers in Reserves. Do I have to Repair first?