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[CYLON] BSG BG - GAME OVER

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Posts

  • DarianDarian Registered User regular
    edited April 2009
    knotty wrote: »
    Seeing as how there is pressing business for the humans to take care of, I'll play 1 Launch Scout to scout the crisis deck and see if I can keep the board more or less quiet.

    Starbuck's scout returns successfully (1d8=4).

    This end's Starbuck's turn (still brigged, no crisis).

    Sending crisis choice to her and Helo's draw to him.

    Darian on
  • DarianDarian Registered User regular
    edited April 2009
    Turn 24 - GoodOmens - Karl "Helo" Agathon
    Current Board Setup:

    Players:
    1. MrBlarney - Sharon "Boomer" Valerii - Brig - 6 cards
    2. MacGuffin - Admiral Bill Adama - FTL - 5 card
    3. El Skid/Maximus - President Gaius Baltar - Research Lab- 2 card
    4. Darkewolfe - Galen "Chief" Tyrol - Armory - 7 cards
    5. knotty - Kara "Starbuck" Thrace - Brig - 7 cards
    6. GoodOmens - Karl "Helo" Agathon - FTL - 9 cards

    bsg-game-board-g09-b23.png
    bsg-game-jump-track-4.jpg
    Resources:
    Fuel 4. Food 4. Morale 5. Population 8
    Jump Track: [Start]B]No Jump][No Jump][[B][COLOR="Lime"]-3[/COLOR][/B[-1][Auto]
    Distance Moved: 6
    Boarding Party: (clear) {start}__,__,__,__,{death}
    Raptors: 2 In Reserve
    Vipers: 0 in use, 5 in Reserve, 3 Damaged, 0 Destroyed
    Nukes: 2
    Quorum Hand: 3 cards
    Galactica Damage: clear

    Space:
    1 O'Clock: clear
    3 O'Clock: clear
    5 O'Clock: clear
    7 O'Clock: clear
    9 O'Clock: clear
    11 O'Clock: clear
    Ships in stock off the board: 16 raiders, 4 heavy raiders, 11 civilian ships

    Turn Progress:
    1. Receive Skills Step - 2L, 2T, 1Pi,
    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.

    Helo, how will you serve the fleet today?

    Darian on
  • GoodOmensGoodOmens Registered User regular
    edited April 2009
    I'm going to wait until I hear about Kara's scouting results.

    GoodOmens on
    steam_sig.png
    IOS Game Center ID: Isotope-X
  • knottyknotty Registered User
    edited April 2009
    That's an easy choice. Keep it on top.

    knotty on
  • GoodOmensGoodOmens Registered User regular
    edited April 2009
    Alright, then. Seems to me I have a few choices:
    1. Scout the destination deck, see if I can find us some food.
    2. Scout the Crisis deck, to see if Starbuck tried to screw us. I really, REALLY don't think that's the case. I misjudged you earlier, Kara.
    3. XO someone, but I don't see anyone who can do much in their current location.
    4. Try to grab the Presidency from Baltar.
    One way or the other, I'll probably head to the Hanger deck to be ready in case I need to launch on a later turn.

    GoodOmens on
    steam_sig.png
    IOS Game Center ID: Isotope-X
  • MaximusMaximus Registered User regular
    edited April 2009
    Scout the crisis, if she's legit, then I'll admit that I was wrong.

    Maximus on
  • knottyknotty Registered User
    edited April 2009
    Honestly, I don't think there's a whole lot I could do to you with a crisis card and it would be pretty stupid to leave a bad crisis on top. If I were a cylon, the better move would have been to reveal or leave a good crisis and hope to convince you I was human. Either way, the crisis I left on top should be safe for you.

    I'm on my phone right now. Could someone remind me what colors apply to the administration check required to move the presidency? It will help me advise Helo on whether or not activating it on this turn is a good idea.

    knotty on
  • DarkewolfeDarkewolfe Registered User regular
    edited April 2009
    It wouldn't be a terrible idea to launch some vipers to get a patrol going, too. If you're itching to XO, I'm itching to repair some of the busted vipers if I ever get the chance while nothing more important is exploding.

    Darkewolfe on
    What is this I don't even.
  • DarianDarian Registered User regular
    edited April 2009
    knotty wrote: »
    I'm on my phone right now. Could someone remind me what colors apply to the administration check required to move the presidency?

    Administration - Action: Choose a character, then pass this skill check to give him the President title. [Skill 5, Politics, Leadership]

    Darian on
  • GoodOmensGoodOmens Registered User regular
    edited April 2009
    It's Politics and Leadership for the Administration check. I like the idea of putting birds in the air. I don't think repairing Vipers is a priority now, because we've got 5 working, but I agree that it's a safe time to do it and we may not get another chance. We're in a strange position...no emergencies, so lots of low-level options.

    GoodOmens on
    steam_sig.png
    IOS Game Center ID: Isotope-X
  • knottyknotty Registered User
    edited April 2009
    There will be no need to launch vipers. Helo, if you choose to run for President I support you and do everything I can given my current situation. That's my recommendation. IMO, Balter has failed to perform his duties to the best of his abilities. If you don't want to run for president, I would recommend scouting the destination deck. Repairing vipers is an idea if you can't think of anything better, but it's pretty low priority given the vast emptiness surrounding us and the fact that we're not too far from jumping.

    knotty on
  • GoodOmensGoodOmens Registered User regular
    edited April 2009
    I'd like to hear from the old man before proceeding. Admiral, any orders?

    GoodOmens on
    steam_sig.png
    IOS Game Center ID: Isotope-X
  • MrBlarneyMrBlarney Registered User regular
    edited April 2009
    Hmm... I don't know if an administration switch is needed at this time. I'd much rather see some vipers repaired or the destination deck scouted (to try and find a distance-two or better location).

    MrBlarney on
    chirisigtext.png
  • GoodOmensGoodOmens Registered User regular
    edited April 2009
    OK, let's find some food.

    Playing Tactics 1-Launch Scout to check Destination deck. I'll use ECO if necessary. I don't think a Strategic Planning will be needed here, but if anyone has an extra lying around, I wouldn't refuse it.

    GoodOmens on
    steam_sig.png
    IOS Game Center ID: Isotope-X
  • MrBlarneyMrBlarney Registered User regular
    edited April 2009
    No Strategic Planning. And it's about distance, not so much resources! We don't want to have to sit through an additional jump cycle if we can help it.

    MrBlarney on
    chirisigtext.png
  • knottyknotty Registered User
    edited April 2009
    No SP from me. And dito on the emphasis for distance. See the Old Man's previous posts about resources if that's an issue. He summed it pretty well.

    knotty on
  • DarianDarian Registered User regular
    edited April 2009
    Well, sounds like no one wants to help this out.

    Helo's scouting team completes their mission without a hitch (1d8=8); destination card being sent.

    Crisis!
    Analyze Enemy Fighter
    7 Tactics, Engineering
    Current Player Chooses
    A. Pass Repair 1 destroyed raptor
    Fail -1 population
    OR
    B. Roll a die. If 4 or lower, -1 population and the current player discards 2 skill cards.
    (activate raiders)
    (jump prep)

    Helo, I will need a decision on the destination (top or bottom) as well as for this crisis.

    Darian on
  • knottyknotty Registered User
    edited April 2009
    This crisis is all kinds of good.
    1. No raiders to activate.
    2. Jump prep
    3. Option A is a pretty easy skill check considering how many cards everyone is holding and we can get a raptor back
    4. Option B isn't that bad since Helo can use his ECO (it didn't get used on his scout, right?)
    My preference is for Option A and I will help as much as I can.

    knotty on
  • MrBlarneyMrBlarney Registered User regular
    edited April 2009
    Yeah, I can help a little bit on this one. Let's go for it.

    MrBlarney on
    chirisigtext.png
  • knottyknotty Registered User
    edited April 2009
    Also, I recommend an IC for this check to make sure we don't overshoot it. No need to waste valuable Tactics cards.

    knotty on
  • GoodOmensGoodOmens Registered User regular
    edited April 2009
    Destination stay on top. It's a bit of a gamble, but it gives us distance and helps save some fuel.

    I'm really leaning toward taking the die roll here. I'll be able to use ECO, so there's only a 25% chance of failure. And if we fail, we lose 1 pop (which we would anyway) and are only out 2 cards instead of however many we'd put toward the check.

    GoodOmens on
    steam_sig.png
    IOS Game Center ID: Isotope-X
  • GoodOmensGoodOmens Registered User regular
    edited April 2009
    Actually, scratch that. Should be an easy pass, and we'll want some birds in the air soon. Option A. An IC would be welcome if anyone is capable.

    GoodOmens on
    steam_sig.png
    IOS Game Center ID: Isotope-X
  • DarianDarian Registered User regular
    edited April 2009
    Continuing Helo's turn

    Crisis!
    Analyze Enemy Fighter
    7 Tactics, Engineering
    Current Player Chooses
    A. Pass Repair 1 destroyed raptor
    Fail -1 population
    OR
    [strike]B. Roll a die. If 4 or lower, -1 population and the current player discards 2 skill cards.[/strike]
    (activate raiders)
    (jump prep)

    Helo decides to risk a team to try to bring in the enemy craft.

    Cards submitted:
    Destiny Deck - 2 cards (first cards from new destiny deck)
    Boomer - 1 card (max 1)
    Adama - 1 card
    Baltar - 1 card
    Chief - 1 card
    Starbuck - 1 card (max 1)
    Helo - 2 cards

    Darian on
  • MrBlarneyMrBlarney Registered User regular
    edited April 2009
    I'll contribute one card.

    MrBlarney on
    chirisigtext.png
  • MacGuffinMacGuffin Registered User regular
    edited April 2009
    I'm going to contribute one as well.

    MacGuffin on
  • knottyknotty Registered User
    edited April 2009
    Maximus wrote: »
    Scout the crisis, if she's legit, then I'll admit that I was wrong.

    Waiting for your admission... and contribution. If you really want to help, you can play an IC.

    knotty on
  • DarianDarian Registered User regular
    edited April 2009
    Still waiting on the President [strike]and then Helo.[/strike]

    Darian on
  • MaximusMaximus Registered User regular
    edited April 2009
    1 card to contribute, and if I could I would Starbuck.

    Maximus on
  • DarianDarian Registered User regular
    edited April 2009
    Continuing Helo's turn

    Crisis!
    Analyze Enemy Fighter
    7 Tactics, Engineering
    Current Player Chooses
    A. Pass Repair 1 destroyed raptor
    Fail -1 population
    OR
    [strike]B. Roll a die. If 4 or lower, -1 population and the current player discards 2 skill cards.[/strike]
    (activate raiders)
    (jump prep)

    Positive cards:
    2 Engineering - Repair
    2 Engineering - Repair
    1 Tactics - Launch Scout
    1 Tactics - Launch Scout
    2 Tactics - Launch Scout
    2 Tactics - Launch Scout
    3 Tactics - Strategic Planning
    3 Tactics - Strategic Planning

    Negative card:
    3 Leadership - Declare Emergency


    Total: +4 +12 -3 = 13; pass, and a raptor is repaired

    Cylon fleet - none to activate

    Jump prep - advances to -1

    Darian on
  • DarianDarian Registered User regular
    edited April 2009
    Turn 25 - MrBlarney - Sharon "Boomer" Valerii
    Current Board Setup:

    Players:
    1. MrBlarney - Sharon "Boomer" Valerii - Brig - 10 cards
    2. MacGuffin - Admiral Bill Adama - FTL - 4 card
    3. El Skid/Maximus - President Gaius Baltar - Research Lab- 1 card
    4. Darkewolfe - Galen "Chief" Tyrol - Armory - 6 cards
    5. knotty - Kara "Starbuck" Thrace - Brig - 6 cards
    6. GoodOmens - Karl "Helo" Agathon - FTL - 7 cards

    bsg-game-board-g09-b25.png
    bsg-game-jump-track-5.jpg
    Resources:
    Fuel 4. Food 4. Morale 5. Population 8
    Jump Track: [Start]B]No Jump][No Jump][-3][[B][COLOR="Lime"]-1[/COLOR][/B[Auto]
    Distance Moved: 6
    Boarding Party: (clear) {start}__,__,__,__,{death}
    Raptors: 3 In Reserve
    Vipers: 0 in use, 5 in Reserve, 3 Damaged, 0 Destroyed
    Nukes: 2
    Quorum Hand: 3 cards
    Galactica Damage: clear

    Space:
    1 O'Clock: clear
    3 O'Clock: clear
    5 O'Clock: clear
    7 O'Clock: clear
    9 O'Clock: clear
    11 O'Clock: clear
    Ships in stock off the board: 16 raiders, 4 heavy raiders, 11 civilian ships

    Turn Progress:
    1. Receive Skills Step - 2T, 2Pi, 1E (shuffle after first tactics draw)
    2. Movement Step - none, brig
    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.

    Boomer, you get one comm call from your cell. Use it well.

    Darian on
  • knottyknotty Registered User
    edited April 2009
    Boomer, I'll give the same recommendation as last time. Scout for jump prep. Helo already scouted the destination deck and left the card on top. I'm not afraid of a cylon attack right now since we're really close to jumping. But it would be nice to just jump out of here at the end of the Admiral's turn.

    You could of course verify the top destination card if you feel the need to check Helo's loyalty. The only problem is that you can't do anything about it if he is a cylon.

    It sucks to be stuck in the brig, but it doesn't look like we're getting out anytime soon. I imagine people are low on Tactics and Politics cards anyways.

    knotty on
  • MrBlarneyMrBlarney Registered User regular
    edited April 2009
    Yeah, everyone's got a lot of cards, but it's unclear how much of it would help with a brig release. Might be best just to wait a little longer in here. In that case, scouting the Crisis deck does make the most sense, since the destination deck was already scouted. It's a bit inefficient, though, considering my special ability. Hmm. Any other input?

    MrBlarney on
    chirisigtext.png
  • DarkewolfeDarkewolfe Registered User regular
    edited April 2009
    If you wanted to XO me, I could launch or repair vipers and would also be able to put myself in a better position to bust someone out.

    Darkewolfe on
    What is this I don't even.
  • MrBlarneyMrBlarney Registered User regular
    edited April 2009
    It's a nice thought, but I think it was established last time around that since I don't draw from Leadership, that option is kind of out. :/

    After thinking about it, I'm going to play Tactics 1 to scout the Crisis deck. Again, a bit inefficient, but who knows what we can find.

    MrBlarney on
    chirisigtext.png
  • knottyknotty Registered User
    edited April 2009
    Again... Boomer does not draw Leadership. So she can't XO anyone. Also, you would have to move to the hangar to repair vipers. You don't get an extra action from repairing since it's not your turn. And, for your second action from an XO, you may not move. You may only take an action from where you are located. So that doesn't put you in any position do anything really.

    knotty on
  • DarkewolfeDarkewolfe Registered User regular
    edited April 2009
    Right, forgot about the lack of leadership. And I also forgot that I'd only get one action after moving.

    Darkewolfe on
    What is this I don't even.
  • GoodOmensGoodOmens Registered User regular
    edited April 2009
    Let me just clarify...my destination scout wasn't great, but it does give us the distance needed and conserves the resources that are low. I'm hoping that the Admiral finds a getter option but the one I found will do, as long as we can deal with it effectively.

    GoodOmens on
    steam_sig.png
    IOS Game Center ID: Isotope-X
  • DarianDarian Registered User regular
    edited April 2009
    MrBlarney wrote: »
    It's a nice thought, but I think it was established last time around that since I don't draw from Leadership, that option is kind of out. :/

    After thinking about it, I'm going to play Tactics 1 to scout the Crisis deck. Again, a bit inefficient, but who knows what we can find.

    Boomer's scouting party goes off without a hitch (1d8=8). Sending their report to you now.

    Darian on
  • DarianDarian Registered User regular
    edited April 2009
    Turn 26 - MacGuffin - Admiral Bill Adama
    Current Board Setup:

    Players:
    1. MrBlarney - Sharon "Boomer" Valerii - Brig - 9 cards
    2. MacGuffin - Admiral Bill Adama - FTL - 9 cards
    3. El Skid/Maximus - President Gaius Baltar - Research Lab- 1 card
    4. Darkewolfe - Galen "Chief" Tyrol - Armory - 6 cards
    5. knotty - Kara "Starbuck" Thrace - Brig - 6 cards
    6. GoodOmens - Karl "Helo" Agathon - FTL - 7 cards

    bsg-game-board-g09-b26.png
    bsg-game-jump-track-5.jpg
    Resources:
    Fuel 4. Food 4. Morale 5. Population 8
    Jump Track: [Start]B]No Jump][No Jump][-3][[B][COLOR="Lime"]-1[/COLOR][/B[Auto]
    Distance Moved: 6
    Boarding Party: (clear) {start}__,__,__,__,{death}
    Raptors: 3 In Reserve
    Vipers: 0 in use, 5 in Reserve, 3 Damaged, 0 Destroyed
    Nukes: 2
    Quorum Hand: 3 cards
    Galactica Damage: clear

    Space:
    1 O'Clock: clear
    3 O'Clock: clear
    5 O'Clock: clear
    7 O'Clock: clear
    9 O'Clock: clear
    11 O'Clock: clear
    Ships in stock off the board: 16 raiders, 4 heavy raiders, 11 civilian ships

    Turn Progress:
    1. Receive Skills Step - 3L, 2T (shuffle after first leadership draw)
    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.

    Admiral Adama, your orders for the fleet, if you please.
    Though we are still waiting to hear back from Boomer's analysis of the scouting patrol data.

    Darian on
  • MrBlarneyMrBlarney Registered User regular
    edited April 2009
    Scouted Crisis going on the bottom...

    MrBlarney on
    chirisigtext.png
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