Gaming 1: You are likely to be eaten by a grue
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BSG
I have instructions from all players. No one is offering an SP. Cally therefore trains her attention on the basestar:
Die roll: 6. Hit! ...Critical Hit!
The basestar is destroyed! For an encore, Cally plays a Major Victory 1:
Die roll: 7. Pass!
Morale increases by 1.
Some of the pilots may have got a touch exuberant at the news that they don't have to do anything about it. Cally's crisis card is:
Training Snafu
Skill Check (8 GR)
Possible interrupts: IC, SR, Reckless. everyone, please pass or play.
BSG (Cally)
Oh! That went pretty awesomely! And it's a good thing I didn't try for the Heavy Raider, as I would have missed.
I can't help on this check, though. Man, not being able to play just one card suuuuuucks.
BSG (Baltar)
I can help with the check.
BSG (DeeLighted)
Die roll: 7. Pass! Morale increases by 1.
I always like to see morale go UP!
I can help with the check.
BSG (Cally)
Oh, good, because I don't want to see our Vipers damaged! Even the lame ones. Wish I could repair the badass ones so we can get those out there.
BSG (Admiral Adama)
Nice Shooting Cally! It would appear the best strategy is NOT to have a plan.
pass
on interrupts. I can help with the check.
BSG
Everyone passes on interrupts.
Training Snafu:
8 GR
Destiny:
2 cards
Leoben:
1 card
Apollo:
Adama:
(COs received)
Dee:
(COs received)
Baltar:
(COs received)
Cally:
(COs received)
Apollo is up next.
BSG
I have orders from everyone.
Training Snafu:
8 GR
Destiny:
2 cards
Leoben:
1 card
Apollo:
1 card
Adama:
1 card
Dee:
1 card
Baltar:
1 card
Cally:
0 cards
Cards played:
Declare Emergency 3
Declare Emergency 4
At Any Cost 4
Declare Emergency 5
Investigative Committee 4
Repair 2
Broadcast Location 1
Tally: 16 - 7 = 9. Pass!
The vipers survive their snafu.
Next, the basestar activates; but it's just been destroyed. Instead, a new basestar appears on the CFB, in...
Sector 3.
The pursuit track advances one step, and the CAG places a new civvie in
Sector 5.
Finally, the jump track advances. That concludes Cally's turn. Leoben has opted to draw 1 Yellow and 1 Treachery. Cards are going out now.
BSG
End-of-turn summary:
Round 2.1 - Cally
Locations and Hands
Cally: Weapons Control; 6 cards
Leoben: Cylon Fleet; 2 cards
Apollo: Sector 4; 5 cards
Adama: Command; 3 cards
Dee: Communications; 1 card
Baltar: Sickbay; 4 cards
Main Board Sectors
Sector 1: Empty
Sector 2: Empty
Sector 3: 5 Raiders
Sector 4: 3 Raiders, 1 Mk II, Civilians A B, Apollo
Sector 5: Civilian C
Sector 6: 1 Heavy Raider, 1 Mk II
Cylon Fleet Sectors
Pursuit Track: 1
Sector 1: Empty
Sector 2: Empty
Sector 3: 1 Basestar
Sector 4: Empty
Sector 5: Empty
Sector 6: Empty
Resources
Fuel: 8
Food: 7
Morale: 11
Population: 12
Mk II Viper Reserves: 3
Damaged Mk II Vipers: 0
Mk VII Viper Reserves: 0
Damaged Mk VII Vipers: 4
Raptors: 4
Boarding Party: 0
Other
Nukes: 2
Jump Track: 3 (Blue)
Distance Travelled: 0
Galactica Damage: Pegasus CIC
BSG
Leoben's order are:
Move: Glimpse the Face of God.
Top two destiny cards have been sent to Leoben. When you're ready, please let me know which two cards to return to destiny.
Action: Activate heavy raiders.
Magnus Greel appears at the start of the boarding party track.
That concludes Leoben's turn. Apollo has opted to draw 1Y/1G. Apollo, when you're ready, please post your move and action.