BSG
Kat lands her assault raptor! That costs a card. I'm guessing it won't be the RI-5. She pushes the button! There is a die roll; if the result is less than 7, the fleet will lose 3 Population and it will fall to 0. However, thanks to Kat's Hotshot ability, the discard of the Run Interference 5 guarantees a result of:
2 + 5 = 7. Pass!
Led by Galactica, Pegasus and the Demetrius, the fleet successfully jumps to Earth! However, there is one last hurdle to clear, that of Personal Goals. Are there any yet unfulfilled among the crew?
There is one. Chief Tyrol has the Personal Goal
Sacrifice.
The condition on that one is that there be at least six vipers damaged or destroyed. If any of you were wondering how a crew including the repair machine of Chief Tyrol could have so many vipers on the blink, there you are. In fact, This condition has been fulfilled for 14 turns, Chief just never quite seemed to get around to revealing it. The cost is:
1 Fuel
All resources remain above 0. Reaching a Distance further than any other crew has ever travelled, and with a final jump cycle stretching for 13 turns, the humans have reached their destination.
HUMANS WIN!
BSG
End-of-game summary:
Round 13.1 - Kat
Locations and Hands
Kat: FTL Control; 9 cards, 0 miracle tokens, 1 mutiny card
Chief: Brig; 6 cards, 1 miracle token, 2 mutiny cards
Romo: Caprica; 4 cards, 0 miracle tokens, 0 mutiny cards
Zarek: Weapons Control; 10 cards, 0 miracle tokens, 1 mutiny card
Main Board Sectors
Sector 1: Empty
Sector 2: Empty
Sector 3: Empty
Sector 4: Empty
Sector 5: Empty
Sector 6: Empty
Resources
Fuel: 2
Food: 4
Morale: 2
Population: 3
Viper Reserves: 0
Damaged Vipers: 5
Raptors: 4
Assault Raptors: 0
Boarding Party: Hallucigenia (-4), Opabinia (-4), Wiwaxia (-4)
Other
Nukes: 0
Jump Track: 0 (Red)
Distance Travelled: Earth
Galactica Damage: Colonial One
BSG (Romo)
Good game, humans! I ALMOST HAD YOU. (Literally, if Zarek had failed to raise Morale twice [possibly even once], I would have won.)
BSG
HUMANS WIN!
Oh. My. Gods. I didn't think we would make it. Yes, that double pump on morale saved us. I thought for sure we were done for. Great job everyone!!
Tons of Kudos to our amazing GM, for keeping us on task and entertained! Thank you BillyTea!
BSG (Kat)
Whew. That was a close one. Thanks billytea for another amazing journey!
BSG (Romo)
Thanks, billytea, as always! These games wouldn't be half as fun without you.
Man, that was a crazy ending. Still, yay for Team Human! and also to billytea, who goes above and beyond for us.
BSG
You're all very kind. Meanwhile! Congratulations humans, commmiserations lonely toaster. This is the first time that humans have won games back-to-back, having won game 20 before this one. (Also against a Cylon Romo, on that occasion assisted by his zany, bumbling sidekick Hot Dog.) Omnis is the sole person to drink twice of that cup of glory, as P_C was Roomba-Romo this time and Laga in game 20.
This game included Demetrius for the first time, which makes the win particularly impressive. The fleet had to travel an extra 2 Distance. The offset to that is the opportunity to complete missions on Demetrius, and all the humans got from that was to raise the least threatened resource and claw back 1 Distance, at the cost of two super crisis-level skill checks. I'm interested to know what the players thought of Demetrius and the Search for Home. Was it enjoyable? Felt forced? Barely noticed it?
Games with four or six players can be hard on the Cylons, especially here, as there was just one toaster and he only found out about it at Sleeper Phase. Before you feel too sorry for him, though, bear in mind that over his six Cylon turns, he cost the fleet 6 Morale, turned up 2 Cylon attack cards and buried no less than five jump icons.
I think we can therefore directly blame Romo for the fact that the final jump cycle took no less than 13 turns, and cost 1 Fuel, 2 Food, 3 Morale (though Zarek got 2 of them back) and 6 Population. Oh, by the way, the final space battle: the three civvies in Sector 5 were 2 Pop, 1 Pop/1 Fuel and 1 Pop/1 Morale. And it was undefended at the jump.
The last thing I observe, and I think this happened in the first Daybreak game too: with the Daybreak Treachery, it doesn't always happen, but sometimes Destiny seems to get stuck in this Treachery spiral. There are ways to add more Treachery to Destiny, and if that includes an ABM-3 or two, then it becomes self-perpetuating. That happened here. At game end, Treachery contained 22 cards - four over the usual maximum - including 9 Treachery cards.
Did any of us use our OPG abilities?