Big stop just to renew your license to companion. Can I use companion as a verb?

Wash ,'Ariel'


Gaming 1: You are likely to be eaten by a grue

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.


Laga - Oct 11, 2010 9:52:42 pm PDT #7727 of 26134
You should know I'm a big deal in the Resistance.

Pass on interrupts.


NoiseDesign - Oct 11, 2010 10:59:03 pm PDT #7728 of 26134
Our wings are not tired

pass


megan walker - Oct 12, 2010 5:03:26 am PDT #7729 of 26134
"What kind of magical sunshine and lollipop world do you live in? Because you need to be medicated."-SFist

BSG

I pass on interrupts.


omnis_audis - Oct 12, 2010 8:58:02 pm PDT #7730 of 26134
omnis, pursue. That's an order from a shy woman who can use M-16. - Shir

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.


billytea - Oct 12, 2010 9:03:52 pm PDT #7731 of 26134
You were a wrong baby who grew up wrong. The wrong kind of wrong. It's better you hear it from a friend.

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.


Laga - Oct 13, 2010 12:05:40 am PDT #7732 of 26134
You should know I'm a big deal in the Resistance.

I'm leaning towards option 2 since it only ends up being 4 skill cards.


Kalshane - Oct 13, 2010 2:45:32 am PDT #7733 of 26134
GS: If you had to choose between kicking evil in the head or the behind, which would you choose, and why? Minsc: I'm not sure I understand the question. I have two feet, do I not? You do not take a small plate when the feast of evil welcomes seconds.

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.


billytea - Oct 13, 2010 2:49:18 am PDT #7734 of 26134
You were a wrong baby who grew up wrong. The wrong kind of wrong. It's better you hear it from a friend.

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.


megan walker - Oct 13, 2010 6:15:31 am PDT #7735 of 26134
"What kind of magical sunshine and lollipop world do you live in? Because you need to be medicated."-SFist

BSG

Wow. For once the die was in our favor.

I'm leaning towards option 2 since it only ends up being 4 skill cards.

I agree. We would spend at least that many cards on a skill check to save food.

Tigh will still have 3 cards, so at least he could still play one and not have to discard.

We have to run out of the crisises eventually. Yikes.

There are actually over 30 left in the draw pile. Very few affect the jump track, but we always seem to get the one card we don't want so who knows.

Re: jumping. I'd like to see where we are after this raider activation. And, while we don't advance on the jump track during cylon turns, we don't have the activation phase either. Isn't that right? Does that apply to cylon attack cards as well?

Note also that if we don't use FTL Control, we have a 50/50 chance of jumping automatically on Chief's turn.


DeathQuaker - Oct 13, 2010 3:35:42 pm PDT #7736 of 26134
Illigitimi non carborundum

BSG

I'm tempted just to discard all my cards now just to make things easier for future game tracking. *wink*

I discard a G2, P1, P2