We didn't have sex, if that's what you mean. That's all I do now, not have sex.

Anya ,'Dirty Girls'


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.


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


Kalshane - Oct 13, 2010 5:19:29 pm PDT #7737 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

I discard my lone G4 card.

Alternate to jumping early, I could (provided I draw one) XO someone to scout the Crisis deck and have them bury the next crisis if it doesn't have a jump advance.


omnis_audis - Oct 13, 2010 8:37:36 pm PDT #7738 of 26134
omnis, pursue. That's an order from a shy woman who can use M-16. - Shir

BSG

Excellent. We have the discards. Now let's start the firefight. Let's start with Sector 6. Raider #1 will attack one of the RSV's there in sector 6. We need a roll of 5-7 for damage, or 8 for destroy. Let's hope we keep it low. Here we go with the die roll. :: blows on die :: 3!
Excellent. Sector 6 is still safe.

Now, let's see about sector 5. Here we have 2 raiders against a RSV and Helo. By law, they will attack the RSV first. So let's hope for the first roll to be low to keep Helo safe. Raider #1 attacks RSV and rolls a 5.

At this point we will pause to see if anyone wants to play an EM red card to save that poor RSV. To note, the RSV is DAMAGED, not destroyed. And we still have the 2nd Raiders attack.


omnis_audis - Oct 13, 2010 8:59:05 pm PDT #7739 of 26134
omnis, pursue. That's an order from a shy woman who can use M-16. - Shir

BSG

Excellent, we have CO's. Helo works some Jedi Mind Trick on the Raider! (in other words, Helo plays a R1. We get a re-roll for the RSV. And the die says: 8!
Frak. Um. And we have to live by the second roll. Which makes the RSV destroyed. Sorry folks.

Now, onto the next Raider. This one is gunning for Helo. I'll try the blowing thing first, it worked well last time. :: blows dice :: And the roll is: 5! Damage. BUT WAIT! Helo pulls some fancy Hot Dog flying! (i.e. plays another R1).
Second roll is: 3! Helo is spared!

That ends the activation phase. Next is the jump track phase. :: click :: Y'all are now Blue -1. Congrats.

BSG

End of Round Summary - Round: 7.4-Tigh

Player Locations and cards
Boomer: Cylon Fleet;4 Cards
Zarek: President's Office;3 Cards
Helo: Sector 5;6 Cards
Tigh: Command;3 Cards
Chief: Weapons Control;0 Cards
Apollo: Caprica;4 Cards

Sectors
Sector 1: empty
Sector 2: Basestar
Sector 3:
Sector 4: 1 heavy raider
Sector 5: Helo, Civillian A. Civilian B,2 raiders
Sector 6: 3 RSV, Civilian C, Civilian D, 1 raider

Resources:
Fuel: 3
Food: 3
Morale: 5
Population: 4

Viper Reserves: 3
Damaged Vipers: 0
Destroyed Vipers: 1
Raptors Reserves: 2
Raptors Destroyed: 2

Other
Nukes: 1
Jump Track: 4
Distance Traveled: 7
Galactica Damage: Admiral's Quarters
Boarding Party:

Deck Counts
Yellow: 5
Green: 1
Purple: 12
Red: 10
Blue: 9
Destiny: 10

(Please check with your data, to make sure there is nothing out of whack. If any discrepancy, please contact me immediately.)