BSG
I too will pass on playing cards.
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BSG
I too will pass on playing cards.
BSG
Pass on playing cards
BSG
You call it being cute, I call it tactics. If I'd played it into the check, you would have either been able to beat it, or else held back your cards and it would have been wasted.
There's a chance between the two of you could have the cards to beat the +2 from Declare Emergency, but not the point value of the card, but I figured it was unlikely.
Plus, there was a chance you weren't going to be such a smarty-pants and realize I had it, and I could have got you two toasters to spend cards and Team Human still be able to win the check.
BSG
Plus, I'd say now it's likely they don't have the higher cards, since I think there would have been more debate about it. I mean, it would have been worth it to take the chance if it meant us losing that much.
BSG
15 GP (B)
Destiny Deck: R3, B4
Zarek:Pass
Helo:G2, G2, P2, P1
Tigh:G1, P1, P4
Chief:G5, B1, P1
Apollo: pass
Boomer:pass
Running Total: 21 out of 15
SUPER!PASS
An interesting turn. Lot's of cards there, but a successful pass for Team Humans. Good communications there folks, on both sides of the table. Makes this GM smile :: wipes crocodile tear from eye ::
Let's see, what do we win with that Super!Pass... "No Effect". Wow, I think y'all are going for the whole matched set on that one. It's an interesting collectible, but hey, everyone has their hobbies, right?
There is no activation, jump track, or adding birds to the airspace. So, that should wrap up this round.
BSG
End of Round Summary - Round: 5.1-Boomer
Player Locations and cards
Boomer: Caprica;4 Cards
Zarek: President's Office;1 Cards
Helo: Press Room;3 Cards
Tigh: Sickbay;0 Cards
Chief: FTL Control;2 Cards
Apollo: Resurrection Ship;3 Cards
Sectors
Sector 1: empty
Sector 2: 1 Basestar, 1 Heavy Raider
Sector 3: empty
Sector 4: 2 Raiders
Sector 5:Civilian D
Sector 6: empty
Resources:
Fuel: 7
Food: 3
Morale: 6
Population: 7
Viper Reserves: 8
Damaged Vipers: 0
Destroyed Vipers: 0
Raptors Reserves: 4
Raptors Destroyed: 0
Other
Nukes: 1
Jump Track: 4
Distance Traveled: 4
Galactica Damage: Admiral's Quarters
Boarding Party:
(Please check with your data, to make sure there is nothing out of whack. If any discrepancy, please contact me immediately.)
Team Human: Don't forget about that civilian ship floating around there. Of course, y'all discussed FTL, so if you go for the early jump, that would clear that problem. But that would have a high probability of population loss.
I'll advance the turn and forward the new cards to Zarek.
BSG
Do I understand correctly that the civvie ship is not in danger for at least one more turn? And that if we survive one more crisis with a jump icon we will auto jump?
BSG
I'm going to send a "friend" of mine over to sick bay with some special get-better-juice for our Admiral. Wake up, sir!
I play a G2 to xo Tigh.
BSG
The civvie ship is TWO activations away. One to get the raiders into the sector, one to attack them. If you get a jump track card for your next crisis card, it will auto jump you.
However, we have no clue what the next crisis card will put out there. Crisis cards can add things to the field that could change that. (Well, by "we" I mean y'all. I can cheat and look at batters circle and see what's on deck.)
BSG
Do I understand correctly that the civvie ship is not in danger for at least one more turn? And that if we survive one more crisis with a jump icon we will auto jump?
Yes.
Actually I was going to suggest that FTL was one of the least interesting options. Personally, if Zarek gets an XO I would suggest that Tigh move to Communications to see what is on that ship and move it one more square away from the raiders. (I'm unclear on whether the basestars move on activation--the rules don't say, so I assume no).
Other options would be moving to Command and launching vipers, or moving to the Lab and pulling a Tactics card.
ETA: And he did. Awesomecakes. Prez, what do you think about moving/action options for Tigh?