I'm leaning towards option 2 since it only ends up being 4 skill cards.
Gaming 1: You are likely to be eaten by a grue
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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.
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.
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
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.
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.
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.)
BSG
Leadership deck was reshuffled while dealing cards to Mr. President.
BSG
So what do we want to do. Jump? XO someone to scout. XO Tigh to launch another RSV into Sector 5 and shoot some raiders?