BSG
If it's possible, can we let Helo try, and then use the SP on the re-roll if he (she) decides to reroll?
I've been looking this up and it's not really spelled out in the rulebook. The forum at boardgamegeek seemed split on the issue.
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BSG
If it's possible, can we let Helo try, and then use the SP on the re-roll if he (she) decides to reroll?
I've been looking this up and it's not really spelled out in the rulebook. The forum at boardgamegeek seemed split on the issue.
I'm pretty sure we've done this before.
BSG
I don't think we've done it before in this game. If it had come up in a game I was running, the answer would've been no. I think it's pretty clear, the second roll is a reroll of the first and hence under the same conditions as the first. It thus gets all the modifiers of the first roll. (Put another way, if it gets its own modifiers, it shouldn't benefit from modifiers on the first roll.)
However, omnis is right that it is apparently contentious. With no official word, it's the GM's call.
I'm pretty sure we've done this before.
All of this has happened before...
BSG
Wow. That's a lot toasters.
As I am XOed, I will take the following 2 actions:
Action 1: Activate FTL Control to jump us the frak away from the toaster party.
Action 2: Play a Y2 Consolidate Power to draw 2 Yellow cards.
BSG
May the gods be with us.
BSG
I recall having the re-roll/SP debate when I played Helo. I could be wrong, but it rings a bell. I also recall the answer is NO! And for continuity sake, we will maintain that call.
So? We have a roll on call. Does anyone wish to play a P3-5 SP to help that roll? It would turn the roll into a 50% rather than the 75% it normally is.
BSG
I pass on interrupts.
BSG
OK, I have CO's from everyone now on this roll. We need a 6 or better to jump the fleet without killing anyone. The Magic 8 ball rolls a 2!
Ouch. Just as one of the civilian ships FTL doesn't spin up. Helo enacts his once per turn ability to re-roll! And that roll is: 1! Ouch. Sorry about that. Since you are in the Blue -1 spot on the jump track, then we drop a population to make this jump. E-mail being formed to the Admiral to pick a destination. Once that is decided, we will go with action #2.
BSG
While we wait for the Admiral to make a choice, I have dealt the two yellow cards to the Chief. He took the last of the deck, so Politics has been reshuffled.
eta: Also, while we are passing along info. With the jump (when it's decided on destination) it will clear the communications jamming, so now you can activate Comm's and move ships.