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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?
BSG
Excellent. Mr. Admiral? Where do you wish to go? You have to stay on Galactica, as you have no cards to toss to move to Colonial One.
BSG
Actually, scratch going to the Lab, I forgot about Tigh's weakness.
BSG
Does Tigh draw purple? If so I think scouting the crisis deck is a good idea. edit: oops,if he had any cards that is.
Sorry, Admiral but now that we know who the cylons are I don't see much point to repairing your quarters.
But.. then he can't access his booze stash!
BSG
There's not point in jumping early without civvies in immediate danger. If we feel we need to make an early jump, doing it on Helo's turn when we can use his re-roll ability is prefered.
My vote is for Tigh to go to Command and launch 2 vipers into Sector 5. That will keep the civvie protected now and give us more options if we get another crisis card that puts more civvies on the board.