Gaming 1: You are likely to be eaten by a grue
A thread for the discussion of games: board, LARP, MMORPG, video, tabletop RPG, game theory etc. etc. and all attendant news, developments and ancillary subjects thereof, as well as coordinating/scheduling games either online or IRL. All are welcome to chime in, talk about their favorite games or learn about gaming of any sort.
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.
A friend got the Pegasus expansion and I took a look at it today. Holy crap, Cain & Dee's turn powers are awesome and Kat's negative ability is horrendous.
Dee's ability is pretty awesome, and can be devastating in the hands of a Cylon. Conversely, her OPG is on the weak side. Cain's ability is good in the right context. However, from what I've seen she's more likely to be executed herself than to get to use it.
Kat doesn't get much love in the Boardgamegeek BSG games, compared to the other new characters. Her weakness can be pretty harsh, and her benefits don't really compensate. (Unlike Roslin and Boomer, who also have bad weaknesses, but whose strengths are similarly powerful.)
I've now played three of the four new characters, and I think Dee's my favourite (despite losing horribly after a Jammed Assault neutralised her ability, and three more attack cards got piled on top of it).
If anyone else is playing Starcraft II my ID is under my drew at drewdalzell dot com address.
BSG
Pass. No need to toss anymore cards at this and on the off chance Apollo is our toaster, he's not going to spike the check just to brig himself, (well, he could, but he'd solve two problems for us simultaneously) so no need to pad the margins any.
BSG
Excellent, that leaves Apollo. Sir? Your play?
BSG
Where is the fun in that? Again, nobody spiked the check. These IC's really make things boring. :: sigh :: OK, let's do the official tally:
10 YGP
Destiny Deck: G3, B1
Boomer: pass
Zarek: G4
Helo: G2
Tigh: G2 (10 of 10)
Chief: pass
Apollo: pass
Result:
PASS! (just barely!)
Activation: Raiders (no effect)
Jump Track: Nope
Add to board: Nope, nothing to add.
OK, next post will be end of turn details.
BSG
End of Round Summary - Round: 2.6-Apollo
Player Locations and cards
Boomer: Press Room;5 Cards
Zarek: President's Office;1 Cards
Helo: Hangar Deck;5 Cards
Tigh: Research Lab;5 Cards
Chief: Armory;4 Cards
Apollo: Hangar Deck;7 Cards
Sectors
Sector 1: -mt-
Sector 2: -mt-
Sector 3: -mt-
Sector 4: -mt-
Sector 5: -mt-
Sector 6: -mt-
Resources:
Fuel: 8
Food: 4
Morale: 10
Population: 12
Viper Reserves: 8
Damaged Vipers: 0
Destroyed Vipers: 0
Raptors Reserves: 4
Raptors Destroyed: 0
Other
Nukes: 2
Jump Track: 4
Distance Traveled: 1
Galactica Damage: None!
Boarding Party: None!
(Please check with your data, to make sure there is nothing out of whack. If any discrepancy, please contact me immediately.)
In non BSG news. Two nights in a row seems to confirm it. Yikerz is a cool game. With two, it's very good. With 5, we found it less predictable when we made it three triangles instead of four. All in all, it's easy, it's cheesy, it's magnets, it's COOL! And thanks to Comic-Con, you get to say "Magnets, how the fuck do they work!" while playing. One thought, don't play on a wobbly table. Lots of extra clusters. oops.
BSG
While Boomer was drawing Piloting (Red) cards, we ran out, and reshuffled.
eta:
Card draw has been sent to Boomer.
BSG
I will
play a Launch Scout-1, targetting the Crisis Deck.
Pass on interrupts