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[CYLON] BSG - Game over

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Posts

  • El SkidEl Skid The frozen white northRegistered User regular
    edited March 2009
    I Launch myself at 7 oclock and take 2 shots at the raiders there.

    I sadly do not play a Maximum Firepower, because as far as I can tell they are not in the deck :(

    El Skid on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    :whistle:

    Anyway, two shots at the raiders for Helo. If anyone had given me standing orders for Strategic Planning, I would have happily seen them used for these. But as it is... on with the game!

    Helo's first shot hits, but he misses with the second: (2d8=3,2)

    Crisis time! The fleet demands a party. Do you choose to attempt to throw it for them, Bill? Or will you wuss out?

    Colonial Day
    10 Politics, Tactics
    Current Player Chooses
    Pass +1 morale
    Fail -2 morale
    OR
    -1 morale
    (activate basestars)
    (jump prep)

    Darian on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited March 2009
    I can't help too much on this. Going for the check and failing = game over, but succeeding at it would be awesome. option b is bad, but not game ending.

    given the jump prep we get regardless, it looks like we're one jump prep and one action away from victory.

    El Skid on
  • ValkunValkun Registered User regular
    edited March 2009
    I say we just take the -1 morale. Seems the safest bet at the moment. Who would like an XO? Keep in mind that we need to make sure we get a Jump Prep on the next crisis.

    Valkun on
  • PolloDiabloPolloDiablo Registered User regular
    edited March 2009
    Ahahaha, the fleet has no sense of priority. Typical humans. On the edge of extinction, and they just want to have a shindig.

    PolloDiablo on
  • ThanatosThanatos Registered User regular
    edited March 2009
    Valkun wrote: »
    I say we just take the -1 morale. Seems the safest bet at the moment. Who would like an XO? Keep in mind that we need to make sure we get a Jump Prep on the next crisis.
    If we do it like this, it's going to suck when the Cylons get a crisis that allows them to choose "-1 morale." Also, it's worth noting that all 1-strength cards count positive during this crisis.

    Thanatos on
  • ThanatosThanatos Registered User regular
    edited March 2009
    Also, I vote me for the XO. I can move the civvy ships away from the raiders. We really don't want to find out that one of those is a morale or fuel loss.

    Thanatos on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited March 2009
    I'll note that I still have my moral compass ability to use- so the cylons have to choose -1 morale twice for us to lose. The 1-strength cards counting as positive is certainly something to consider, though...It does mean I can help more, though still in the "a little" range.

    El Skid on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Colonial Day
    10 Politics, Tactics
    Current Player Chooses
    Pass +1 morale
    Fail -2 morale
    OR
    -1 morale
    (activate basestars)
    (jump prep)


    Bill, I need to know your decision at some point. Attempt the skill check or take the morale hit?

    Darian on
  • ThanatosThanatos Registered User regular
    edited March 2009
    I want to hear from NOTA before I decide; I'd like to know how much he can help.

    The fact that the game may very well depend on this check makes it kinda important.

    Thanatos on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    I understand; take your time to make the right call. Just wanted to get the crisis and request on this page, mainly.

    Darian on
  • NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    edited March 2009
    I can help very little with this. Although I do not think we can afford the further loss of morale.

    Noneoftheabove on
  • ThanatosThanatos Registered User regular
    edited March 2009
    I can help very little with this. Although I do not think we can afford the further loss of morale.
    Well, we can afford -2 morale even less than we can afford -1 morale.

    We'll take the -1 morale.

    Thanatos on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Colonial Day
    10 Politics, Tactics
    Current Player Chooses
    A. Pass +1 morale
    Fail -2 morale
    OR
    B. -1 morale
    (activate basestars)
    (jump prep)


    Bill decides this really isn't the best time for a party; colonial day celebrations are denied, to the consternation of the fleet (-1 morale).

    The basestar opens fire on Galactica: a grazing hit (1d8=4), damaging the Admiral's Quarters.

    Jump prep advances, but there is still no jump possible
    [Start][No Jump]B][COLOR="Red"]No Jump[/COLOR][/B[-3][-1][Auto]

    Darian on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Turn 43 - Valkun - President Laura Roslin
    Current Board Setup:

    Players:
    1. Valkun - President Laura Roslin - FTL Control - 5 cards in hand
    2. Hippie - Lee "Red-Eye" Adama - Caprica - 3 cards in hand
    3. El Skid - Karl "Helo" Agathon - Hangar Deck - 5 cards in hand
    4. PolloDiablo - Tom Zarek - Caprica - 2 cards in hand
    5. noneoftheabove - Admiral Galen "Chief" Tyrol - Weapons Control - 4 cards in hand
    6. Thanatos - William "Husker" Adama - Communications- 7 cards in hand

    Spoilered board is not updated; sorry Chief.
    bsg-game-board-g05-b40.png
    bsg-game-jump-track-3.jpg
    Resources:
    Fuel 2. Food 4. Morale 1. Population 7
    Jump Track: [Start][No Jump]B][COLOR="Red"]No Jump[/COLOR][/B[-3][-1][Auto]
    Distance Moved: 8
    Boarding Party: Clear
    Raptors: 1 In Reserve
    Vipers: 2 in use, 6 in Reserve, 0 Damaged, 0 Destroyed
    Nukes: 0
    Quorum Hand: 2 cards
    Galactica Damage: Admiral's Quarters

    Space: Newly updated to reflect Bill's communications actions this turn
    1 O'Clock: 2 Civilians (A and C)
    3 O'Clock: 1 Basestar
    5 O'Clock: 4 raiders, 2 Vipers
    7 O'Clock: 4 Raiders
    9 O'Clock: 1 Civilian (B)
    11 O'Clock: clear
    Special rule: Training new pilots: Keep this card in play until the fleet jumps. Each unmanned viper suffers a -2 penalty to its attack rolls.
    Bomb on Colonial 1 - Keep this card in play until the end of the game. Players may not move to or activate any locations on Colonial 1.
    Ships in stock off the board: 8 raiders, 9 civilian ships

    Turn Progress:
    1. Receive Skills Step - 3 Politics, 2 Leadership
    2. Movement Step -
    3. Action Step -
    4. Crisis Step -
    5. Activate Cylon Ships Step (if necessary) -
    6. Prepare for Jump Step (if necessary) -
    7. Discard and Check for Human Defeat.

    President Roslin, this is the moment. What say you?

    Darian on
  • ValkunValkun Registered User regular
    edited March 2009
    I will Move to FTL Control and ask Bill to please move those civilian ships out of harms way using 1 Leadership. <3

    Valkun on
  • ThanatosThanatos Registered User regular
    edited March 2009
    I'm going to look at the civilian ships at 5 and 7 o'clock and, regardless of what they are, move them to 3 and 9 o'clock, respectively.

    Thanatos on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Thanatos wrote: »
    I'm going to look at the civilian ships at 5 and 7 o'clock and, regardless of what they are, move them to 3 and 9 o'clock, respectively.

    Ship information sent; you now have a second action in your current location.

    Darian on
  • ThanatosThanatos Registered User regular
    edited March 2009
    I look at the civvy ship at 1 o'clock, and move the 3 o'clock ship to 1 o'clock.

    Future XOs should go to Helo or Chief.

    Thanatos on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Thanatos wrote: »
    I look at the civvy ship at 1 o'clock, and move the 3 o'clock ship to 1 o'clock.

    Future XOs should go to Helo or Chief.

    Ship information sent; Civilian ships A&C are located at 1 o'clock, while civilian ship B is now at 9 o'clock.

    Crisis choices sent to Laura for her visions of disaster.

    Darian on
  • ValkunValkun Registered User regular
    edited March 2009
    Can I get an update on the board before I make my decision?

    Edit: Nevermind. This is going to suck, but we need the Jump Prep.

    Valkun on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Board update? Civilian ships A/C are at 1 o'clock, B is at 9 o'clock. All other board elements are the same as at the start of your turn.

    And here it comes:

    Admiral Grilled
    9 Politics, Leadership
    Current Player Chooses
    A. Pass No Effect
    Fail -1 morale and the Admiral discards 2 Skill Cards

    OR
    B. -1 morale
    (activate raiders)
    (jump prep)

    Are you taking the skill check or the game loss?

    Darian on
  • ValkunValkun Registered User regular
    edited March 2009
    Oh boy, that's a tough decision. D: I think...no wait...hmm..maybe...option A, the one where we don't lose right away.

    Valkun on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Admiral Grilled
    9 Politics, Leadership
    Current Player Chooses
    A. Pass No Effect
    Fail -1 morale and the Admiral discards 2 Skill Cards

    OR
    B. -1 morale
    (activate raiders)
    (jump prep)

    This could be for the game; please play any Investigative Committees or Scientific Research cards at this time, before we go any further. Then PM me your contributions.

    Investigative committee is in effect. I'm going to make an executive decision to go ahead and check the human's hands for Scientific research; there being none available, no Scientific research is played. Check will be revealed in order, but feel free to send in your contribution (or conditional orders) to me via PM at any time.

    Cards contributed:
    Destiny Deck: 2 cards (final two cards from this destiny deck)
    2 Leadership - Executive Order
    1 Tactics - Launch Scout
    Red-Eye: 1 card (max 1)
    4 Tactics - Strategic Planning
    Helo: 1 card
    3 Leadership - Declare Emergency
    Zarek: 1 card (max 1)
    5 Tactics - Strategic Planning
    Chief: ???
    Bill: ???
    Laura: ???

    Darian on
  • ValkunValkun Registered User regular
    edited March 2009
    I will indeed play a 3 Politics - Investigative Committee.

    Valkun on
  • HippieHippie Registered User regular
    edited March 2009
    I'll put in 4 Tactics

    Hippie on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited March 2009
    I'll play 3-Leadership

    El Skid on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Zarek plays 5 Tactics - Strategic Planning

    Still need to hear from Chief, Bill, and Laura

    Darian on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited March 2009
    So we need 14 to pass this. Hope you guys can do it D:

    El Skid on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Admiral Grilled
    9 Politics, Leadership
    Current Player Chooses
    A. Pass No Effect
    Fail -1 morale and the Admiral discards 2 Skill Cards

    OR
    B. -1 morale
    (activate raiders)
    (jump prep)

    This could be for the game; Investigative Committee is in effect.

    Cards contributed:
    Destiny Deck: 2 cards (final two cards from this destiny deck)
    2 Leadership - Executive Order
    1 Tactics - Launch Scout
    Red-Eye: 1 card (max 1)
    4 Tactics - Strategic Planning
    Helo: 1 card
    3 Leadership - Declare Emergency
    Zarek: 1 card (max 1)
    5 Tactics - Strategic Planning
    Chief: 1 card
    1 Politics - Consolidate Power
    Bill: 5 cards
    3 Leadership - Declare Emergency
    3 Leadership - Declare Emergency
    1 Leadership - Executive Order
    1 Leadership - Executive Order
    4 Leadership - Declare Emergency
    Laura: 1 card
    2 Politics - Consolidate Power


    edit: I could have sworn I just saw Chief post his contribution here. Oh, there it is.

    Darian on
  • NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    edited March 2009
    Adds 1 Politics/Consolidate Power. Hope we can dodge a bullet!

    Noneoftheabove on
  • NoneoftheaboveNoneoftheabove Just a conforming non-conformist. Twilight ZoneRegistered User regular
    edited March 2009
    Darian wrote: »
    edit: I could have sworn I just saw Chief post his contribution here. Oddness.
    Your eyes weren't fooling you, I was still editing. Nothing has changed.

    Noneoftheabove on
  • ThanatosThanatos Registered User regular
    edited March 2009
    Yeeowch. That puts us at -4. Boy, if only we had someone with a shitload of Leadership. Oh, wait, I have a shitload of Leadership. I play:

    3 Leadership - Declare Emergency
    3 Leadership - Declare Emergency
    1 Leadership - Executive Order
    1 Leadership - Executive Order
    4 Leadership - Declare Emergency.


    Hope you can cover the last one, Roslin.

    Thanatos on
  • ValkunValkun Registered User regular
    edited March 2009
    2 Politics

    That should put us above the needed amount, yes?

    Valkun on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Admiral Grilled
    9 Politics, Leadership
    Current Player Chooses
    A. Pass No Effect
    Fail -1 morale and the Admiral discards 2 Skill Cards
    OR
    B. -1 morale
    (activate raiders)
    (jump prep)

    Positive Cards:
    1 Leadership - Executive Order
    1 Leadership - Executive Order
    2 Leadership - Executive Order
    3 Leadership - Declare Emergency
    3 Leadership - Declare Emergency
    3 Leadership - Declare Emergency
    4 Leadership - Declare Emergency
    1 Politics - Consolidate Power
    2 Politics - Consolidate Power

    Negative Cards:
    1 Tactics - Launch Scout
    4 Tactics - Strategic Planning
    5 Tactics - Strategic Planning

    Total: +20 -10 = 10; success! No effect.

    Cylon Raiders activate; Laura, do you have any preference as to in what order I activate them?

    edit: Doesn't seem to matter much. 4 raiders at 7 o'clock move to 9 o'clock.
    4 raiders at 5 o'clock will attempt to kill the vipers present, then move clockwise toward 9 o'clock.

    The first two raiders both hit their targets (6,5); I don't have any contingencies that would apply to this situation, so no evasive maneuvers are played. The remaining two vipers move from 5 o'clock to 7 o'clock.

    Jump prep advances; jumping is now possible at heavy civilian risk.

    Darian on
  • ValkunValkun Registered User regular
    edited March 2009
    Can you activate the ones with the Vipers after we win the game? I don't think it matters.

    Valkun on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    After what? Cylon turn is next.

    edit: Raider activations are above.

    Darian on
  • ValkunValkun Registered User regular
    edited March 2009
    That was a joke, I was saying activate that after the game ends. (Two turns from now with any luck). From what I can tell, it doesn't matter what order they're activated in.

    Valkun on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited March 2009
    Turn 44 - Hippie - Lee "Red-Eye" Adama
    Current Board Setup:

    Players:
    1. Valkun - President Laura Roslin - FTL Control - 2 cards in hand
    2. Hippie - Lee "Red-Eye" Adama - Caprica - 5 cards in hand
    3. El Skid - Karl "Helo" Agathon - Hangar Deck - 4 cards in hand
    4. PolloDiablo - Tom Zarek - Caprica - 1 cards in hand
    5. noneoftheabove - Admiral Galen "Chief" Tyrol - Weapons Control - 3 cards in hand
    6. Thanatos - William "Husker" Adama - Communications- 2 cards in hand

    Spoilered board is not updated; sorry Chief.
    bsg-game-board-g05-b40.png
    bsg-game-jump-track-4.jpg
    Resources:
    Fuel 2. Food 4. Morale 1. Population 7
    Jump Track: [Start][No Jump][No Jump]B][COLOR="Lime"]-3[/COLOR][/B[-1][Auto]
    Distance Moved: 8
    Boarding Party: Clear
    Raptors: 1 In Reserve
    Vipers: 2 in use, 6 in Reserve, 0 Damaged, 0 Destroyed
    Nukes: 0
    Quorum Hand: 2 cards
    Galactica Damage: Admiral's Quarters

    Space: Newly updated to reflect Bill's communications actions this turn
    1 O'Clock: 2 Civilians (A and C)
    3 O'Clock: 1 Basestar
    5 O'Clock: 2 raiders,
    7 O'Clock: 2 Raiders
    9 O'Clock: 4 raiders,, 1 Civilian (B)
    11 O'Clock: clear
    Special rule: Training new pilots: Keep this card in play until the fleet jumps. Each unmanned viper suffers a -2 penalty to its attack rolls.
    Bomb on Colonial 1 - Keep this card in play until the end of the game. Players may not move to or activate any locations on Colonial 1.
    Ships in stock off the board: 8 raiders, 9 civilian ships

    Turn Progress:
    1. Receive Skills Step - Engineering, Piloting and Tactics; new destiny deck built before draw
    2. Movement Step -
    3. Action Step -
    4. Crisis Step -
    5. Activate Cylon Ships Step (if necessary) - none
    6. Prepare for Jump Step (if necessary) - none
    7. Discard and Check for Human Defeat.

    Red-Eye, what mischief do you have planned?

    Darian on
  • HippieHippie Registered User regular
    edited March 2009
    I'll see what I can cook up here on Caprica.

    Hit me with them crisis cards.

    Hippie on
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