If Chief can repair, I vote for weapons control. Otherwise, yeah drawing more cards is always good.
Xander ,'Beneath You'
Gaming 1: You are likely to be eaten by a grue
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BSG
Alas, I spent all my repair cards to help keep the networked computers from frakking up the jump drive.
Hopefully I'll draw at least one by my turn so I can fix weapons and then use my extra action to XO Helo (provided I also draw an XO.) Yeah, there's a whole lot of ifs in this plan.
Move: Research Lab
Action: Draw 1 Blue Card.
I realize Purple is probably more useful, but I could just see me somehow drawing two Scientific Research cards on my turn and being unable to fix anything, so we'll increase the chances of getting a repair.
BSG
Excellent. Chiefs card draw is in the e-mail. That concludes the move and action phases. Onto the Crisis phase.
Rescue Mission (a)
Admirals Choice.
Details to be e-mailed shortly.
BSG
Clearly, noxious bacteria are having a better time of destroying us than the Cylons are.
Welp? Morale is higher than fuel, but if all we do on our turns is XO people out of sickbay we're not going to get much done. This late in the game I feel like we can lose a raptor. But still... morale is higher than fuel.
Your thoughts, ladies and gentlemen?
BSG
I agree that I'd like to avoid someone else going to sickbay right now. Far more crisis cards involve losing morale, so I think I'd prefer fuel/raptor.
BSG
I agree. We're better off losing fuel and a raptor than to continue the Sickbay roulette.
We theoretically only need 2 fuel to win. 1 for our next jump and 1 to keep fuel from going to zero before the jump to Kobol, so even losing 1 here, we still have one spare.
BSG
I concur with the loss of fuel/raptor.
BSG
Then that's easily settled.
Skulls blew his landing and lost the tylium shipment he was taking to the refinery.
I choose Fuel and Raptor lost.
All in all it's just another face on the wall.
BSG
Interesting choice. Said and done. Activation of non-existent basestars is the infamous "no effect". Jump Track gets a tick to the right. And that ends this turn.
End of Round Summary - Round: 6.4-Tigh
Player Locations and cards
Boomer: Caprica;4 Cards
Zarek: President's Office;2 Cards
Helo: Sickbay;8 Cards
Tigh: Research Lab;4 Cards
Chief: Research Lab;2 Cards
Apollo: Caprica;3 Cards
Sectors
Sector 1: empty
Sector 2: empty
Sector 3: empty
Sector 4: empty
Sector 5: empty
Sector 6: empty
Resources:
Fuel: 3
Food: 3
Morale: 5
Population: 5
Viper Reserves: 8
Damaged Vipers: 0
Destroyed Vipers: 0
Raptors Reserves: 3
Raptors Destroyed: 1
Other
Nukes: 1
Jump Track: 2
Distance Traveled: 7
Galactica Damage: Admiral's Quarters, Weapons Control
Boarding Party:
(Please check with your data, to make sure there is nothing out of whack. If any discrepancy, please contact me immediately.)