BSG (Kat)
Whew. That was a close one. Thanks billytea for another amazing journey!
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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.
Amen to that!
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?
BSG
Did any of us use our OPG abilities?
Yes; in fact, everyone but you did so. Romo used his on turn 3.3 to get Zarek out of the Brig. Kat used hers on turn 11.1 to destroy 5 raiders in Sector 6. Zarek was the last, on turn 12.4, to play a mutiny card before attempting to escape the Brig.
Zarek was the last, on turn 12.4, to play a mutiny card before attempting to escape the Brig.
Not that it did much good; I think by that point we'd cycled all the way through the Mutiny deck. All the cards you offered were ones I'd already rejected once!
buried no less than five jump icons
The HELL? What, all the Jump icons were coming up on his turn?
over his six Cylon turns
...half of which were on that last jump cycle.....
So if Kat hadn't played that last EM, Chief would have made his Personal Goal?
I really liked this game but I wonder if this is one of those games that is fun in retrospect. Had the humans lost would I be saying right now that I didn't like it?
BSG
So if Kat hadn't played that last EM, Chief would have made his Personal Goal?
He didn't need anything more to fulfill that. There was also one viper destroyed, so in fact his PG condition had been fulfilled for 14 turns. He just never got round to spending an action to reveal it.