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.
BSG
I understand the concern with the heavy raider, but again, it would need to be activated twice to board, and then 4 more times before we lose. My turn or an XO is bound to come up before it gets activated that many times, even if the toasters decide to both spend their turns activating it.
I'd rather not use up a quorum card on a potential threat (heavy raider) when it works just as well against the actual threat (cylon boarder).
I will stay put and Activate Weapons Control to fire twice at the Basestar in Sector 3. Should the first shot destroy it, I will fire on the Basestar in Sector 2.
BSG
Excellent. Firing on a basestar involves a die roll. Does anyone wish to play a Strategic Planning Purple 3-5 card to increase the roll by 2?
BSG
OK, we have passes and we have CO's. So let's get these rolls a rolling.
We need a 5-8 to damage a Basestar from Galactica. And the roll is:
7!
Oh look! That Basestar has "Structural Damage". That means:
While it remains, all attacks against the basestar gain +2 to their die rolls.
Oooh! Shiny! Ain't that sweet. Oh, and look at that, the orders said:
to fire twice at the Basestar in Sector 3
That means we get another shot, with a +2 on the die. Let's see what action #2 rolls for us:
5!
and we get to add 2 to it, which makes
7!!
Critical Hit! Since a Critical hit counts as TWO hits, and the first shot counts as one hit, and you need three to destroy a basestar, dude! Y'all just destroyed a Mother Ship without using a nuke!! Frakkin' A! That's awesome!
That brings us to the next phase. Crisis Card. Yikes. After all that good. I swear, the deck was shuffled at the start of the game.
Water Shortage (b)
Presidents choice. Mr. Tyrol, the decision is now yours. E-mail to be sent shortly with the details.
BSG
Y'all just destroyed a Mother Ship without using a nuke!!
Weeeell, that's better than we did for sure. We used
plenty
of nukes to destroy your mother planets.
I'm leaning towards option 2 since it only ends up being 4 skill cards.
BSG
We have to run out of the crisises eventually. Yikes.
What do the rules say about required discards if one of the players don't have enough cards? If we can pick option 2, I'm leaning towards that as well.
Poor Tigh, just can't keep a hand.
For the next turn, do we want to jump early?
We'll be risking 1 population, but after me the two Cylons are up, which means no jump prep for the next two turns. I don't know how many crises can drop us down the jump track, but I'd hate to have that happen yet again.
On the other hand, if they hit us with attack cards, it will be that much longer before we can jump away.
What do the rules say about required discards if one of the players don't have enough cards?
It's permitted. There are occasions where it's not, e.g. Moving between ships, but you can choose a discard option from a crisis card even if you can't make all the discards.