Gaming 1: You are likely to be eaten by a grue
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BSG
The raiders have a target! And they'll get a go at it too. Stop me if youve heard this one: actually, don'[t stop me, I'm running this thing. Kat's crisis is:
Food Shortage (D)
President's Choice
President Romo, when you're ready, please post your choice.
BSG (Kat)
I can afford to lose some cards but we're also not terribly short on food.
BSG (Romo)
I don't have very many cards to begin with, so we'll go with
Option 1.
BSG
The choice is made; Food falls by 2. Next, the raiders activate. Sector 6 is now looking pretty crowded. The raiders in Sector 3 find their way barred by a lone RSv, and open fire:
Raider 1: 2. Miss.
Raider 2: 4. Miss.
Raider 3: 7. Viper damaged!
But Kat plays an
Evasive Manoeuvre 1:
Raider 3a: 2. Miss.
Finally, the jump track advances. that concludes Kat's turn. Chief's cards are going out. Chief, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 6.1 - Kat
Locations and Hands
Kat: Sector 4; 10 cards, 1 miracle token, 0 mutiny cards
Chief: Hangar Deck; 7 cards, 1 miracle token, 2 mutiny cards
Romo: Quorum Chamber; 3 cards, 0 miracle tokens, 0 mutiny cards
Zarek: Tactical Plot (Demetrius); 4 cards, 1 miracle token, 0 mutiny cards
Main Board Sectors
Sector 1: Empty
Sector 2: 1 Basestar
Sector 3: 3 Raiders, 1 Heavy Raider, 1 RSV
Sector 4: 1 RSV, Civilian A, Kat
Sector 5: 1 RSV, Civilian B
Sector 6: 4 Raiders, 1 RSV, Civilian C
Resources
Fuel: 8
Food: 7
Morale: 8
Population: 12
Viper Reserves: 1
Damaged Vipers: 3
Raptors: 4
Assault Raptors: 0
Boarding Party: 0
Other
Nukes: 2
Jump Track: 1 (Red)
Distance Travelled: 5
Galactica Damage: 0
BSG
Sorry, one final note. Kat ended her turn with 12 cards. She discards:
Trust Instincts 0
Launch Scout 1
BSG
Administrative note: Kat's card draw exhausted the Tactics deck. I've reshuffled the discards.
Chief's card draw exhausted the Leadership deck. I've reshuffled the discards.
BSG ("Chief" Galen Tyrol)
Um. Humans. Need advice here. We got a lot of Bogeys in the air. Here are my options.
- Fix stuff (I'm thinking RSV's!)
Here's the bad option:
- Currently I have (2) mutiny cards. If our crisis card has a jump icon, I get a third, which puts me in the brig. Which would mean I would have to *play* a mutiny card. And while they aren't horrible. They aren't good either (I know, shocking, given their name and all).
I'm leaning towards the bad option. But didn't want to jump into it, and y'all think "OMG Chief is a toaster! Murder/death/kill him at once!" My thought being, we don't want folks in the pokey when there is so much crap in the air.
Thoughts?
BSG (Romo)
It's hard to advise without knowing what kind of damage your Mutiny cards might do. Obviously, fixing Vipers would be great right now.
I don't think there's an easy way to get myself another Miracle token, huh. Sometimes I wish I hadn't already used my OPG. I like getting people out of the Brig! And stealing their cards, that's pretty fun too. In any case, we have other debrigging options available in the worst-case scenario. In the end, it's up to you, since you know what adverse effects your Mutiny cards have.
Your Crisis might
not
have a Jump icon too. (Being Mutineer is tough. At least you actually remembered how it works, unlike me.)
BSG ("Chief" Galen Tyrol)
Ha! You are too kind. No. I have a great GM who reminds me. I can't tell from the email, but I think it has maniacal laughing in the background.
Hmm. Such a debate. I wish I could share what they are. Well, Zarek knows. But. Still. Ugg. Decisions.