BSG(Dr Lecturer)
Is G&I the one that eliminates Destiny? If so, I vote for that one, since it will eliminate all uncertainty.
Buffy ,'Lessons'
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BSG(Dr Lecturer)
Is G&I the one that eliminates Destiny? If so, I vote for that one, since it will eliminate all uncertainty.
BSG (Adm. Louis Hoshi)
I'm not worried about the height of the check, I think we can clear it, no problem. Since it's an open check, it will be even easier to hit the mark. So I pick the no destiny option. I pick Helo's G&I card.
BSG
Hoshi opts to use the G&I. But the plot thickens further: on hearing that the Admiral prefers a G&I, Cottle steps forward again, and offers a GI-1 in place of Helo's GI-2. Since his is cheaper, I assume Hoshi will accept Cottle's card.
That's it for interrupts. I also have everyone's play:
Unsettling Stories:
9 YG
Destiny:
0 cards
Apollo:
Executive Order 1, Dradis Contact 0, Bait 0
Helo:
Declare Emergency 4, Quick Thinking 0, Bait 0
Cottle:
Executive Order 2, Dradis Contact 0
Leoben:
Consolidate Power 2
Baltar:
Dradis Contact 0, Dradis Contact 0
Hoshi:
Bait 0
That's quite a lot of Treachery there. Anyone would think this card had a Consequence, with the number of 0-value cards getting tossed about. Oh, wait, we also have a result:
Tally: 9 - 0 = 9. Pass! So that's nice. Finally, Hoshi, Helo's QT-0 allows you to take one card from the check (up to 3 value) and add it to your hand. If you take anything with a positive value, the check will fail (though if you take a 1- or 2-value card, a DE will salvage the check). You can also take back one of the Treachery cards (you can't take the QT-0 itself). Would you like to reclaim a card, and if so, which one?
BSG
While we await Hoshi's decision on that, the Treachery cards trigger. Although there are multiple B-0s and DC-0s, we can only have one activation of each type. Two raiders appear in Sector 1, and one civilian ship appears in Sector 4. Not that it matters, because the fleet jumps! Destinations going out to the Admiral. Admiral Hoshi, when you're ready, please post the fleet's destination.
BSG (Leoben)
oh! Now it all makes sense.
BSG
oh! Now it all makes sense.
All of it? I'm slipping.
BSG (Apollo)
Well, that went surprisingly well!
Alas, here comes Sleeper Phase, and now we're frakked.
BSG
Alas, here comes Sleeper Phase, and now we're frakked.
Oh, right! Off to prepare some Sleeper treats. Fun!
BSG (Leoben)
All of it? I'm slipping.
Just the part about getting rid of treachery.
BSG
Let's wrap things up. Hoshi does use the QT-0, to take the CP-2 into his hand. Check fails! But Hoshi plugs the gap by playing a DE-3. Check passes! No effect!
Next, we add some ships to the board, but no one cares because the fleet jumps! Hoshi has chosen, and your destination is:
Deep Space
And with that, we enter the Sleeper Phase! New loyalties (and for Leoben, motives) are on their way out.
Finally, Hoshi still has 13 cards at turn end. He discards the following:
Declare Emergency 3
Critical Situation 3
A Better Machine 3
That concludes Hoshi's turn. Apollo has opted for 1Y/1G for his variable draw. Apollo, when you're ready, please post your move and action.