BSG (Doc)
OK! Let's do Option 1 and see if we can pass. Could happen.
(Note to billytea, I mean the skill check, if I got them mixed up)
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BSG (Doc)
OK! Let's do Option 1 and see if we can pass. Could happen.
(Note to billytea, I mean the skill check, if I got them mixed up)
BSG
Let's see if I have everyone's interrupt COs... I do indeed, and everyone passes. The check begins:
Send Survey Team:
15 PRB
Destiny:
2 cards
Cally:
(0 or 2+ cards)
Starbuck:
(COs received)
Roslin:
(COs received)
Cottle:
Cally is up first.
BSG (Doc)
BTW, Cally
I can help a lot with the skill check, particularly if anyone else has some Blue to play.
Yeah, do that, that'd be good.
BSG
I can help a lot with the skill check, particularly if anyone else has some Blue to play.
Please note, this identifies a card being played into the skill check, and is therefore a violation of the secrecy rules.
BSG
Oops. Should we do something to remedy that?
For my part, that info didn't really affect my choice of option or the COs I just put in for what to play.
BSG (Cally)
Plus it's turns out I misremembered my hand.
BSG
Well, if we call the game, due to rain, then we end were we are, and Humans win!
:: runs & hides ::
BSG
Well, if we call the game, due to rain, then we end were we are, and Humans win!
If the game ends now, you never reach Kobol, and the Cylons win.
Oops. Should we do something to remedy that?
There's not really anything to be done about it, just everyone remember not to comment about 0-value cards you might be playing. They're not interrupts.
Meanwhile, I have everyone's play:
Send Survey Team:
15 PRB
Destiny:
2 cards
Cally:
4 cards
Starbuck:
2 cards
Roslin:
1 card
Cottle:
3 cards
Cards played:
Launch Scout 2
Strategic Planning 3
Critical Situation 5
Run Interference 4
Establish Network 0
Jury Rigged 1
Repair 1
Repair 2
Scientific Research 3
Scientific Research 4
Red Tape 0
Investigative Committee 3
The Red Tape 0 negates the Critical Situation 5, while the Establish Network 0 doubles all Blue cards in the check.
Tally: 31 - 3 = 28. Yeah, that's a pass. Cottle remains out of Sickbay!
Next, raiders activate. There are none on the board after the nuke, so two launch from the basestar in Sector 6. Finally the jump track advances. That concludes Cottle's turn. He may have stayed out of Sickbay, but Cally wasn't so lucky. She starts her turn in Sickbay, so she picks up 1 trauma (which is not a disaster, so she's still kicking) and just 1 skill card. She's opted to draw Purple. Cally, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 10.2 - Cottle
Locations and Hands
Roslin: Caprica; 6 cards, 3 trauma
Cottle: Communications; 2 cards, 3 trauma
Cally: Sickbay; 4 cards, 3 trauma
Starbuck: Sector 5; 5 cards, 3 trauma
NPCs
Weapons Control: Brendan "Hot Dog" Costanza
Armoury: Samuel T. Anders
Armoury: Alex "Crashdown" Quartararo
Main Board Sectors
Sector 1: Empty
Sector 2: Empty
Sector 3: Civilian C
Sector 4: Civilians B D F
Sector 5: 2 RSVs, Civilian E, Starbuck
Sector 6: 1 Basestar, 2 Raiders
Resources
Fuel: 2
Food: 4
Morale: 2
Population: 8
Viper Reserves: 1
Damaged Vipers: 3
Raptors: 2
Boarding Party: 0
Other
Nukes: 1
Jump Track: 1 (Red)
Distance Travelled: 6
Galactica Damage: Pegasus
BSG (Doc)
Wow, you weren't kidding about helping a lot, were you?