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[BSG] Exodus Game 17 - Human Victory
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No reason to stress.
We've likely already lost.
@kime will be first
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Doesn't it change if we get a crisis at the end of this turn or not?
@tosorak
@blahmcblah
The next crisis
Crisis:
Prisoner Revolt
Skill Check [11] Politics + Leadership + Tactics
Pass: No effect.
6+: -1 Population.
Fail: -1 Population, and the President chooses another player to receive the President title.
After Crisis: Activate Heavy Raiders, Advance Jump Preparation
Evidently wildcat has had enough of the brig already
Which leads to a few conclusions
- Prep will advance to -3 for either kime or segatai's turn
- FTL cannot get damaged
- population cannot be reduced to 3
- segatai & kime have stated they will jump the ship if safe
- even if blah could activate their "by your command" card that would jump the cylons in but then a heavy raider activation does nothing
Literally the only way the humans can lose at this point is scouting that crisis away and blah activating by your command right now. No human would scout away a guaranteed win condition and the next two players up are human so
Inevitable Human Victory one or two turns early
The Cylon Leader reveals their agenda
Agenda: Siege Warfare - The cylons have won AND The Cylons have won AND Every resource is at half or lower (in the red)
'twas fun
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This game desperately needs the selfish objectives and final five cards apparently.
Couldn't do anything with my orange hand all game, because/and I was forced to bleed cards.
And couldn't flip either cause I got the Cylon boarding party flip which was worth nothing.
Probably should have held onto my double action card.
Or drawn another with my president draws (but I forgot I had used the first)
And then I Red Taped blahmcblah's attempt to bring the fleet in by mistake.
All in all, I'd prefer to play normal The Resistance because it's short.
I dislike logical deduction games.
The humans did get pretty lucky with that damaged basestar, disabled hangars is by far the best outcome possible
I also tried to fail the first crisis, but the humans got off that emergency +2 card.
Couldn't do anymore without being blatant.
Could've failed that last morale check by throwing in another Tactic 'make risky' card for little more too, but I had the emergency +2 card in hand and hoped no one else did.
It worked out, but being a pilot in this large a game it often didn't make sense to actually do pilot stuff. I switched from holding onto cards helpful when flying to holding onto cards for their skill check value.
Thanks for running it as well Phyphor
I think kime got an XO on a 50/50 that should have gone to a cylon; just based on lol isnt' kime always evil if I'm remembering events right
I still don't know how I could have been less passive.
Couldn't flip cause boarder just wastes my action for someone else's, couldn't play anything but beneficial cards most the time.
Can stick around and hope my disadvantage bites the fleet, which it did a bit, but not enough.
But that's the game I had to play since I drew the Cylon card and wanted to forfeit.
I think two got ditched into the Destiny deck though.
Also didn't manage to get this first playthrough Factorio rocket off the ground in time for escaping this ship.
Needs Cement for the launch pad apparently, but I've never used that for actual pathways, so I have to build that out first.
Ultimately it's not really equivalent to Resistance where you need to stay hidden at all costs
And no more crises on those turns as well.
Only time it felt worth flipping was post second loyalty card drop, when I was thinking of throwing another loyalty card at 38th.
But then Wildcat killed him, and that possible avenue closed.
GG humans, especially Segetai and 38th, who seemed to be holding back only because they were worried about turning Cylon.
And apologies for signing up.
Thanks for hosting, Phyphor!
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I mean, this was another consideration in not flipping.
The more people revealed or in the Brig, the less crises.
And the less crises, the more turns pilots get in space before the jump.
But it seemed like Galactica doesn't really need that jump marker adding room at all, as crises either don't do prep or activations, or do prep and activate.
So probably less crises is better for Cylons always, even if the pilots get to do shooting things.
Probably didn't help the passive play at all.
But I don't know how to avoid doing logical deduction in a logical deduction game.
I really thought kime was a cylon for a while there. The first time I played this with my family my youngest sister didn't really understand the strategy. She was human, but didn't want the cylons to attack her or brig her so she failed checks so the cylons wouldn't think she was human. But then the humans brigged her inexplicably. This did not lead to victory. Good times.
Pilots are super useful when you have two cylons camping out on the base star bridge.
Thanks for running @Phyphor !
We were moving at a pretty good pace for most of the game, then we started slowing down in April maybe? (Maybe it was just the worst April for me and I'm expanding on that.)
Then we ended before we could make it two more months for a year long game.
Amazing to see that I started and 100%ed Celeste during this game. Also I hadn't noticed that discrider hadn't finished Celeste until during this game.
I really should run a game.
Especially when I don't know who my team is.
.. and this was meant to be an edit :S
How are you meant to figure out who your Cylon teammate is, or is it just assumed that you'll get a seer power or know how to play and know when the other Cylon sabotages out in the open.
And why can we not co-ordinate openly with Treacheries once outed.
Like, I was definitely sounding out both Wildcat and kime early game, to try and figure whether there was a second Cylon, and that probably did more harm than good.
Being outed as a Cylon isn't necessarily even a bad thing for the cylons though. The humans can try to brig or execute you but depending on the cards they might fail; even if they succeed that's a bunch of cards they spent throwing you in jail instead of blowing up raiders, or attacking the basestars, or fixing damage etc.
A lot of things went the Human way in this game:
The Admiral and President were human the whole game.
The very 1st crisis got the humans 1 distance.
The next 2 crisis after that just spawned little guys and then the admiral launched a nuke and got a good roll to kill everything.
At least once, maybe twice?, the Cylon fleet jumped in and then Galactica immediately jumped out.
The overall board state was often very safe for the humans.
In other games, people have known who the Cylon(s) were but couldn't afford to focus on them - they were too busy killing heavy raiders that were about to win the game, or 4 raiders were about to munch on 3 civilian ships, or the Admiral was secretly a Cylon and they kept choosing shity destinations that only moved the ship 1 distance.
When the board state has multiple threats humans might take actions that they think are optimal but look suspicious to the others. Cylons try to encourage the distrust and suspicion. If one Cylon goes 'loud' the other can keep pretending to be good while throwing bad cards into checks. If they are lucky they'll trick a human into giving them an XO or briging someone else because they disagree on the best strat. It really is a good game to prevent quarterbacking because you don't know if you can trust the QB.
Idk what to think.
For context, I also had trouble playing Splendor for the first time because I didn't know what to expect from the deck distribution.
And this game was very much more opaque.
And I couldn't talk to anyone about how I was meant to play.
As well as getting my hand wiped first crisis, and 38th and Sega somehow having a full hand early, and drawing the boarder Cylon card which doesn't seem helpful ever, as the board needs to be full to overload the humans and have an effect.