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'd say if Helo has an XO, he might as well use it on someone onboard Galactica to jump us, since going over there to do it himself is going to cost a card anyway.
I can help with the jump die-roll if we want to raise our chances (I realize we've already got better-than-normal chances with Helo's re-roll ability.)
BSG
With Population still at its starting value, I'm comfortable with relying just on Helo's reroll. Starbuck may well share a Super Crisis with us on her turn, in which case we'll need everything we can lay our hands on if we want to pass.
BSG
OK, I will not
move
and for my
action
I play a G1 to XO the Chief to get us out of here.
I would not presume to order the Admiral away from Command while he's got his "Boss of You" hat on.
BSG
I would not presume to order the Admiral away from Command while he's got his "Boss of You" hat on.
I would indeed look suspiciously at any attmpt on your part to remove the Admiralissimo from Command. I will however note that with Starbuck turned to the dark side, XOing the Chief is functionally equivalent to XOing the next player after you, and should be used sparingly.
This is a caution for after the jump, of course; President Ferret cleared the Chief, which is effectively a guarantee at this point. XOing him right now is spiffy.
(PS: on the assumption that the Chief is going to activate the FTL, we can put in interrupt COs too.)
BSG
I was wondering about that functional equivalency, thanks.
Preparing to look askance at all of you shifty possible cylons post-Jump.
BSG
Just to be sure. Assuming you jump, I
1) send out destinations and the Admiral picks
2) deal out loyalty cards (since even with a 1 we'll hit the sleeper phase)
3) draw the crisis card for Helo's turn
Or are #2 and #3 reversed?
You notice how Helo keeps making up for having such a quick turn first round?
BSG
Or are #2 and #3 reversed?
No, you have the order correct. The loyalty cards are an immediate consequence of reaching 4 Distance, so they happen before drawing the Crisis Card. (In addition, if there's anything on the Destination that needs to be resolved, such as at the Cylon Refinery, we sort that out before dealing the loyalty cards.)
BSG
Whoo! I
move back to FTL
and I
activate it to jump
on outta here. Eat our dust, Cylons. Except, you know, whatever Cylons we`re bringing with us and
don`t even know!
Cue ominous symphonic music of impending peril.
BSG
You didn't even need Helo's manly arms as the Chief managed to jump you with a 7. Good work, Chief!
Now it's just up to L'Amiral Chef-Hanches to settle on a new temporary home and then it's Welcome to the Sleeper Phase Beeyotches!