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
End-of-turn summary:
Round 6.2 - Leoben
Locations and Hands
Cally: Communications; 7 cards
Leoben: Resurrection Ship; 7 cards
Apollo: Basestar Bridge; 3 cards
Adama: Command; 7 cards
Dee: Brig; 8 cards
Baltar: Resurrection Ship; 3 cards
Main Board Sectors
Sector 1: 1 Basestar
Sector 2: Empty
Sector 3: 6 Raiders
Sector 4: Civilians C D E
Sector 5: 2 Mk IIs
Sector 6: Empty
Cylon Fleet Sectors
Pursuit Track: 2
Sector 1: Empty
Sector 2: Empty
Sector 3: 3 Raiders
Sector 4: Empty
Sector 5: 1 Basestar, 3 Raiders, 1 Heavy Raider
Sector 6: Empty
Resources
Fuel: 5
Food: 5
Morale: 5
Population: 10
Mk II Viper Reserves: 3
Damaged Mk II Vipers: 1
Mk VII Viper Reserves: 0
Damaged Mk VII Vipers: 4
Raptors: 3
Boarding Party: 0
Other
Nukes: 1
Jump Track: 1 (Red)
Distance Travelled: 5
Galactica Damage: Admiral's Quarters, Armoury, Hangar Deck, Pegasus
BSG
The last 30 posts have no less than four end-of-turn summaries. We've been keeping a cracking pace. And yet, the jump track is still just at 1 (Red). Anyway. Apollo's orders are:
Move: none
Action: Activate the Basestar Bridge. Roll for the tracks, then roll for Galactica damage.
Either or both rolls may be modified by an SP. An SP on the first roll makes it more likely that the pursuit track advances, and less likely that the jump track recedes. An SP on the second roll makes it less likely that Galactica is damaged. Everyone, please pass or play.
CAGmident Adama, if the track roll results in advancing the pursuit track, you will need to place two new civvies (different sectors, not Sector 4). You can send me COs for your choice.
BSG
I have passes from everyone else.
Track roll: 3. Jump track reduced by 1!
Damage roll: 6. Missed it by that much.
The jump track returns to the start position. That concludes Apollo's turn. Adama's cards are going out. CAGmident Adama, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 6.3 - Apollo
Locations and Hands
Cally: Communications; 7 cards
Leoben: Resurrection Ship; 7 cards
Apollo: Basestar Bridge; 5 cards
Adama: Command; 7 cards
Dee: Brig; 8 cards
Baltar: Resurrection Ship; 3 cards
Main Board Sectors
Sector 1: 1 Basestar
Sector 2: Empty
Sector 3: 6 Raiders
Sector 4: Civilians C D E
Sector 5: 2 Mk IIs
Sector 6: Empty
Cylon Fleet Sectors
Pursuit Track: 2
Sector 1: Empty
Sector 2: Empty
Sector 3: 3 Raiders
Sector 4: Empty
Sector 5: 1 Basestar, 3 Raiders, 1 Heavy Raider
Sector 6: Empty
Resources
Fuel: 5
Food: 5
Morale: 5
Population: 10
Mk II Viper Reserves: 3
Damaged Mk II Vipers: 1
Mk VII Viper Reserves: 0
Damaged Mk VII Vipers: 4
Raptors: 3
Boarding Party: 0
Other
Nukes: 1
Jump Track: 0 (Red)
Distance Travelled: 5
Galactica Damage: Admiral's Quarters, Armoury, Hangar Deck, Pegasus
BSG (Cally)
So moving those Vipers to protect the civvies seems like the best course of action. Or an XO to me could get all of them moved farther from the Raiders.
BSG (Dee)
It will take 2 raider activations before they are in danger. In the meantime, I can only contrinute 1 card to a crisis. If we have the cards, I'd appreciate getting debrigged. I think it's safe to say, I am human now, and maybe y'all will believe me now? Just saying.
BSG
So moving those Vipers to protect the civvies seems like the best course of action. Or an XO to me could get all of them moved farther from the Raiders.
Why would you want to move the Vipers further from the raiders?
BSG (Cally)
Hush, you!
If Adama has the cards to get you out, then I say do it, but I can't help at all.