Gaming 1: You are likely to be eaten by a grue
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PLEASE TO WHITEFONT SPOILERS for video games, RPG modules or anything for which foreknowledge of events might lessen one's enjoyment of whatever gaming experience.
BSG
Admiral Lousi "Two Nukes" Hoshi launches the other nuke at Sector 2. Everyone passes on interrupts.
Die roll: 1. Basestar damaged twice!
The damage is:
Disabled Hangar
Critical Hit
Basestar destroyed!
The fleet is rapidly divided between those who believe the nukes are saviours of us all, and those who believe that one day the nukes will return to the fleet. (That one's kind of apocalyptic.) Helo's crisis card is:
Religious Turmoil
Current Player's Choice
Helo, when you're ready, please post your choice.
BSG
PS: This crisis card has a jump icon, and Helo is the Mutineer. He will therefore draw a second mutiny card. However, this will not yet send him to the Brig, as he is the Mutineer.
BSG (Admiral Hoshi)
Basestar destroyed!
Nice! Glad we didn't waste a plan on this one.
BSG (Helo)
How are we feeling about this card? I can use my OPG to raise pop should it become an issue, and food is also farmable to some degree, so I'm leaning towards the die roll.
BSG (Admiral Hoshi)
I have nothing that can help the check. I'm hesitant to do a die roll unless there is a plan to help it. 50/50 are not the best odds.
BSG (Helo)
I'm tried of waiting- let's risk the
die roll.
Could
Ryan
roll for us?
BSG
Could Ryan roll for us?
Before I answer that, I should point out that he rolled the 1 on the second nuke.
And having answered that, I've made it in to work now, so... no. He will be as disappointed as you. I have been teaching this boy the way of dice rolling, and he too loves the 'splosions.
Everyone passes on interrupts. Let's roll:
Die roll: 6. Pass!
The turmoil just fizzles out as the schism in the Church of the Mushroom Cloud is healed. Fusion, if you will.
Next we have raider activations, and look at that, we have raiders, in Sectors 2, 3 and 4. Helo, in which order should we activate the sectors?
BSG (Helo)
So long civvie in sector 4, we hardly knew ye.
I've chosen to activate Sector 4, 2, and 3, in that order.
BSG
Sector 4 first, and the
Australovenator
is destroyed! It contained:
1 Population
First Population loss. The second raider moves to Sector 5. Then, the raiders in Sector 2 move to Sector 1, and those in Sector 3 move to Sector 4.
Now, good news! The jump track advances. And as this is the Mutineer's turn, he draws another mutiny card. One more and he'll go to the Brig, that scamp. That concludes Helo's turn. Apollo has opted to draw Yellow and Green for his variable draw. Apollo, when you're ready, please post your move and action.
BSG
End-of-turn summary:
Round 4.2 - Helo
Locations and Hands
Hoshi: Command; 6 cards, 0 miracle tokens, 1 mutiny card
Helo: Sector 5; 10 cards, 1 miracle token, 2 mutiny cards
Apollo: Quorum Chamber; 10 cards, 1 miracle token, 0 mutiny cards
Baltar: Pegasus CIC; 6 cards, 1 miracle token, 0 mutiny cards
Main Board Sectors
Sector 1: 2 Raiders
Sector 2: Empty
Sector 3: Empty
Sector 4: 4 Raiders, 2 Heavy Raiders
Sector 5: 1 Raider, 2 RSVs, Civilians B D, Helo
Sector 6: 3 RSVs, Civilians C E F
Resources
Fuel: 6
Food: 6
Morale: 8
Population: 11
Viper Reserves: 2
Damaged Vipers: 1
Raptors: 4
Assault Raptors: 0
Boarding Party: 0
Other
Nukes: 0
Jump Track: 1 (Red)
Distance Travelled: 4
Galactica Damage: Airlock