BSG (Roslon)
WHY WON'T YOU DIE.
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BSG (Roslon)
WHY WON'T YOU DIE.
BSG
Option 1, we get attacked by raiders but for some reason we are happy about it.
You're happy because MEDALS! Which all apparently contain tiny homing devices. That's not so good, but they're very shiny.
Morale increases by 1. Now I have a small dilemma. This crisis card states "place 2 civilian ships", but doesn't actually specify how to do so. I see three workable options:
1. Place each civvie randomly and independently.
2. Current player's choice.
3. This is an Exodus card; use the Cylon Fleet rules for civvie placement (they must each go in a different sector currently empty of civvies).
My thoughts: option 1 is simplest and possibly fairest. Option 2 is consistent with how choices on crisis cards usually work, but I think it substantially reduces the choice's effect. Option 3 follows an official rule system, but one which assumes the Cylon Fleet option. (Placing extra civvies works differently whether cylons come from attack cards or from the pursuit board.) Plus, the CF module says the CAG places all civvies, and we don't have one. (I'd likely make it the Admiral instead.)
I lean towards option 1, but if the players prefer something different I'm happy to go with it. What does everyone think?
BSG
Randomly and independently makes sense to me within the current game.
BSG (Cally)
I agree with choice 1
BSG
That's half of the players, so at worst I'll be casting a tiebreaker. Option 1 it is, and we get new civvies in:
Sector 5
Sector 3
They didn't spread out much, but the new civvie in Sector 3 is now joined by four raiders. Next, the basestar fires:
Basestar: 5. Hit! First hit on Galactica! And it hits: Food. Food joins Morale on 3.
And so does the jump track, which takes another step forward. That concludes Cottle's turn. Cally's cards are going out. Cally, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 11.2 - Cottle
Locations and Hands
Roslin: Caprica; 8 cards, 3 trauma
Cottle: President's Office; 4 cards, 3 trauma
Cally: Armoury; 4 cards, 3 trauma
Starbuck: Sector 4; 5 cards, 3 trauma
NPCs
Weapons Control: Brendan "Hot Dog" Costanza
Administration: Billy Keikeya
Armoury: Alex "Crashdown" Quartararo
Main Board Sectors
Sector 1: 2 Heavy Raiders
Sector 2: 1 Basestar
Sector 3: 4 Raiders, 2 Heavy Raiders, Civilians C K
Sector 4: Civilians B D F G, Starbuck
Sector 5: 2 RSVs, Civilians E H I J
Sector 6: Empty
Resources
Fuel: 2
Food: 3
Morale: 3
Population: 8
Viper Reserves: 1
Damaged Vipers: 3
Raptors: 2
Boarding Party: 0
Other
Nukes: 1
Jump Track: 3 (Blue)
Distance Travelled: 6
Galactica Damage: Pegasus
BSG (Cally)
I did not draw an XO. Just making sure, if we jump early the only thing we risk is population, correct?
Non-BSG
Anyone have recommendations for Pathfinder-friendly Virtual Table Top software (I know Paizo is working on an official one, but it's still in closed beta)? I've decided to try my hand at running an online game since we're still nowhere near getting a gaming space setup in the house despite saying we're going to do it for over 3 years now.
I poked around Roll 20 a bit the other night, but it didn't wow me.
BSG
I did not draw an XO. Just making sure, if we jump early the only thing we risk is population, correct?
An early jump at this stage will risk 3 Population.
BSG (Starbuck)
Wow, thats a fair amount. Do we know what's in those civvies in Sector 3? Those guys are doomed soon. Population, we have the most of. We still need at least 2 more jumps, and still have to deal with the trauma tokens stage.
Given how much is in the air right now, I'd lean towards the early jump. Yikes! If we know C&K are decoy's, then I'd rather wait one more turn.