Currently we are using 5.0. I believe you would not be the only player starting from scratch.
Gaming 1: You are likely to be eaten by a grue
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Man, I would love to be back in a D&D game, but the time zone difference is a bit prohibitive.
CALLING ALL BUFFISTAE - please check out my post in Beep Me (probably should have put it in Press, too late now).
RftG
Well now, it looks like we have just two players for the next game, Connie and Ryan. Mano a Mano! Head to head! Much as when Adult Swim put Flying Shark ("Destructive Denizen of the Deep") up against Flying Crocodile ("Nihilistic Nightmare of the Nile"). Questions will be asked -- AND DESTROYED! BY ANSWERS! They will battle in a battle where there can be no winner... WHO WILL WIN?!?!?
Ahem. Anyway, given there'll only be two people, we'll be using the 2-player variant rules. Turns can get a bit thin with just two possible phases; so with just two players, each player chooses two action cards instead of one. For instance, a player could choose Settle/Trade - play a windfall world and trade the new good right away. Or Consume (x2)/Produce, speeding up a produce-and-consume strategy. And so on. A player can select the same phase twice, with the exception of Phase V. In Phases II and III, they then happen twice; Phases I and IV, they happen once, but the player gets two different bonuses.
Cards are going out now.
RftG
And we're off! Here is the starting layout:
Round 0
Goals
Production Leader - Most Production Worlds
Propaganda Edge - Most Rebel Military Worlds
Uplift Knowledge - First to 3 Uplift cards
Expansion Leader - First to 8 cards in layout
Galactic Status - First to play 6-cost development
Innovation Leader - First to have a power in each phase
Connie Neil
Layout
Imperium Warlord (Non-Military World)
Cards in Hand:
4
Military Strength:
1
Victory Points:
0
Layout Value:
2
6-Cost Developments:
0
Goals:
0
Ryan
Layout
Galactic Developers (Non-Military World)
Cards in Hand:
4
Military Strength:
0
Victory Points:
0
Layout Value:
1
6-Cost Developments:
0
Goals:
0
VP Pool: 24
Our goals for this game are:
Most: the most production worlds (minimum of 4), and the most Rebel military worlds (minimum of 3). Neither player yet has any of those.
First: four tiles here.
- First to have 3 Uplift cards in their layout.
- First to have 8 cards in their layout (of any kind).
- First to play a status development.
- First to have a power in each phase.
I have choices for Round 1, which will be up next.
RftG
Here are the choices of action cards, and with just two players, each player gets two action cards. Tehy have picked:
Connie Neil: Phase I (+1/+1) - Explore (draw +1 card, keep +1 card)
Connie Neil: Phase I (+5) - Explore (draw +5 cards)
Ryan: Phase I (+1/+1) - Explore (draw +1 card, keep +1 card)
Ryan: Phase II - Develop
Phase I (Explore) is first. Connie has chosen both Explore action cards. She still only explores once, but she applies both sets of bonuses. She also draws +1 card from Imperium Warlord. In total, she draws 9 cards and keeps 2.
Ryan chose just the one Explore action card for +1/+1. He draws 3 cards and keeps 2.
Cards are going out now.
RftG
I have everyone's discards. Phase II (Develop) is next. Connie passes. Ryan chose this phase. Galactic Developers gives him 1 card draw before playing. He then plays Interstellar Bank for 1 discard. This card also gives him 1 card draw at the start of a Phase II, for a total of 2 cards.
And that concludes Round 1! Everyone, please send me your two action cards for Round 2.
RftG
End-of-round summary:
Round 1
Goals
Production Leader - Most Production Worlds
Propaganda Edge - Most Rebel Military Worlds
Uplift Knowledge - First to 3 Uplift cards
Expansion Leader - First to 8 cards in layout
Galactic Status - First to play 6-cost development
Innovation Leader - First to have a power in each phase
Connie Neil
Layout
Imperium Warlord (Non-Military World)
Cards in Hand:
6
Military Strength:
1
Victory Points:
0
Layout Value:
2
6-Cost Developments:
0
Goals:
0
Ryan
Layout
Galactic Developers (Non-Military World)
Interstellar Bank (Development)
Cards in Hand:
5
Military Strength:
0
Victory Points:
0
Layout Value:
2
6-Cost Developments:
0
Goals:
0
VP Pool: 24
virtual tabletop D&D. If I understand timezones correctly, our regular Sunday night game would start late Monday morning in Australia and run until mid-afternoon.
virtual tabletop D&D. If I understand timezones correctly, our regular Sunday night game would start late Monday morning in Australia and run until mid-afternoon.
Indeed so! Alas, my employers seem to think I should be working on Mondays. Boooo.