Destiny adds two cards
Contributions:
Kara "Starbuck" Thrace (jdarksun): 0 cards
Gaius Baltar (Capfalcon): 0 cards
"Caprica" Six (Void Slayer): 0 cards
Helena Cain (Professor Phobos): 0 cards God Emperor Brendan "Hot Dog" Costanza (Daemonis): 0 cards
Ellen Tigh (Preda): 0 cards
Callandra "Cally" Tyrol (Fry): 0 cards
Pol 1 Consolidate Power Tre 3 Sabotage
-1 - 3 = -4 FAIL
Check is now RECKLESS due to total being negative
Check result is fail
Population decreases to 8
Hotdog's memento ability activates Pil Deck is shuffled
Turn 27
Receive Skills Step: Callandra "Cally" Tyrol (Fry) draws 1 Lea1 Tac1 Pol2 Eng
Current Situation
Resources: Fuel - 2, Food - 6, Morale - 4, Population - 8 Jump Preparation: Level 2 - Jump unavailable. Pursuit Track: Level 3. Distance Covered: 8 Galactica: No damage. Pegasus: No damage. Nuke Tokens: 0 remain. Quorum Cards: 4 in hand. Ship Reserves: 3 Raptors available, 5 Mk II vipers and 4 Mk VII vipers damaged. Mission Status: Inactive Characters:
Gaius Baltar (Capfalcon) in Command
"Caprica" Six (Void Slayer) in Press Room
Helena Cain (Professor Phobos) in Basestar Bridge God Emperor Brendan "Hot Dog" Costanza (Daemonis) in Engine Room
Ellen Tigh (Preda) in Engine Room Callandra "Cally" Tyrol (Fry) in Engine Room <-- Current Player
Kara "Starbuck" Thrace (jdarksun) in Basestar Bridge
Done
A Heavy Raider launches in to sector Starboard Bow
A Heavy Raider launches in to sector Starboard Aft
Jump track increases to Level 3 - Risk loss of 3 population.
Kara "Starbuck" Thrace (jdarksun) draws 1 Eng1 Tre
Waiting on Kara "Starbuck" Thrace (@jdarksun): movement step
Turn 28
Receive Skills Step: Kara "Starbuck" Thrace (jdarksun) draws 1 Eng1 Tre
Current Situation
Resources: Fuel - 2, Food - 6, Morale - 4, Population - 8 Jump Preparation: Level 3 - Risk loss of 3 population. Pursuit Track: Level 3. Distance Covered: 8 Galactica: No damage. Pegasus: No damage. Nuke Tokens: 0 remain. Quorum Cards: 4 in hand. Ship Reserves: 3 Raptors available, 5 Mk II vipers and 4 Mk VII vipers damaged. Mission Status: Inactive Characters:
Gaius Baltar (Capfalcon) in Command
"Caprica" Six (Void Slayer) in Press Room
Helena Cain (Professor Phobos) in Basestar Bridge God Emperor Brendan "Hot Dog" Costanza (Daemonis) in Engine Room
Ellen Tigh (Preda) in Engine Room
Callandra "Cally" Tyrol (Fry) in Engine Room Kara "Starbuck" Thrace (jdarksun) in Basestar Bridge <-- Current Player
So the only way the Cylons don't lose on Capfalcon's turn is if the Humans can't trigger a jump (decrease the jump track or damage FTL Control).
Move: (none) Action: Activate Basestar Bride Basestar Bridge Action 1: Roll a die: On 1-3, decrease the jump track by 1; on 4-8, increase the pursuit track by 1. Basestar Bridge Action 2: Roll a die. If the result is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.
There is a 37.5% chance of decreasing the jump track.
There is (iirc) a 31% chance of drawing the FTL Control damage token.
...and something like a 56.8% chance that either one happens.
So basically a coin flip at this point.
Geth, roll 1d8 for decrease jump v increase pursuit @Phyphor to resolve Galactica damage tokens
I think we might want to Strategic Planning/Calculations the jump track/pursuit track roll (assuming Phyphor is going to be rolling the die), because if the jump track doesn't go down, we're pretty much guaranteed to win by the end of Six's turn.
Fuel decreases to 1
Gaius Baltar (Capfalcon) draws 1 Lea2 Pol1 Eng
Waiting on Gaius Baltar (@Capfalcon): movement step
Turn 29
Receive Skills Step: Gaius Baltar (Capfalcon) draws 1 Lea2 Pol1 Eng
Current Situation
Resources: Fuel - 1, Food - 6, Morale - 4, Population - 8 Jump Preparation: Level 3 - Risk loss of 3 population. Pursuit Track: Level 0. Distance Covered: 8 Galactica: No damage. Pegasus: No damage. Nuke Tokens: 0 remain. Quorum Cards: 4 in hand. Ship Reserves: 3 Raptors available, 5 Mk II vipers and 4 Mk VII vipers damaged. Mission Status: Inactive Characters: Gaius Baltar (Capfalcon) in Command <-- Current Player
"Caprica" Six (Void Slayer) in Press Room
Helena Cain (Professor Phobos) in Basestar Bridge God Emperor Brendan "Hot Dog" Costanza (Daemonis) in Engine Room
Ellen Tigh (Preda) in Engine Room
Callandra "Cally" Tyrol (Fry) in Engine Room
Kara "Starbuck" Thrace (jdarksun) in Basestar Bridge
- even right at the very end the humans got pretty lucky. Civ A was fuel, so if the previous activation was raiders game over. Though -prep wouldn't have mattered, the next 2 activations were basestars
I had exact or nearly exact color distributions for almost everyone's hand for like the first half of the game, which always makes decisions a lot easier. I guess I was wrong about there not being a Cylon for the first part, and Cain was just not doing anything overtly hurtful at the beginning?
I guess I was wrong about there not being a Cylon for the first part, and Cain was just not doing anything overtly hurtful at the beginning?
Not being too hurtful is an easy trap to fall for as a Cylon, especially one that starts out with a leadership role. The trouble is, you have to go hard from the word "go" if there's just the one of you.
I was actually hoarding repair cards throughout the game so you couldn't fix any of the vipers or send out the advanced ones and keep the normal ones safe.
It was also unfortunate that I got those two Allegiance: Human cards right away so I had 0 incentive to actually try and destroy the fleet even from the beginning.
Just mess the fleet up a bit.
Yeah, I still don't know why protecting the civilians was never a real priority...
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Also getting that last viper killed was the real reason I wanted it moved to protect the civies. Did not even consider it could be a fuel ship.
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
Yeah, I still don't know why protecting the civilians was never a real priority...
The problem is it's really hard to meaningfully delay the destruction of civilians (particularly if your plan is "move a nugget in the way and hope it dodges shots"), and most of the civilians don't actually matter. Only two of the civilian ships have resources other than population, and you start with a massive buffer on population such that you can afford to lose most of them so long as you aren't repeatedly trying and failing at -3 FTL jumps.
Posts
@Fry
Pass
@Phyphor
Contributions:
Kara "Starbuck" Thrace (jdarksun): 0 cards
Gaius Baltar (Capfalcon): 0 cards
"Caprica" Six (Void Slayer): 0 cards
Helena Cain (Professor Phobos): 0 cards
God Emperor Brendan "Hot Dog" Costanza (Daemonis): 0 cards
Ellen Tigh (Preda): 0 cards
Callandra "Cally" Tyrol (Fry): 0 cards
Pol 1 Consolidate Power
Tre 3 Sabotage
-1 - 3 = -4 FAIL
Check is now RECKLESS due to total being negative
Check result is fail
Population decreases to 8
Hotdog's memento ability activates
Pil Deck is shuffled
Turn 27
Receive Skills Step: Callandra "Cally" Tyrol (Fry) draws 1 Lea 1 Tac 1 Pol 2 Eng
Current Situation
Jump Preparation: Level 2 - Jump unavailable.
Pursuit Track: Level 3.
Distance Covered: 8
Galactica: No damage.
Pegasus: No damage.
Nuke Tokens: 0 remain.
Quorum Cards: 4 in hand.
Ship Reserves: 3 Raptors available, 5 Mk II vipers and 4 Mk VII vipers damaged.
Mission Status: Inactive
Characters:
Gaius Baltar (Capfalcon) in Command
"Caprica" Six (Void Slayer) in Press Room
Helena Cain (Professor Phobos) in Basestar Bridge
God Emperor Brendan "Hot Dog" Costanza (Daemonis) in Engine Room
Ellen Tigh (Preda) in Engine Room
Callandra "Cally" Tyrol (Fry) in Engine Room <-- Current Player
Kara "Starbuck" Thrace (jdarksun) in Basestar Bridge
Allies: Galactica Space:
Fore (9 o'clock) - None.
Starboard-bow (11 o'clock) - Basestar, 3 Raiders.
Starboard-quarter (1 o'clock) - Basestar, 4 Raiders.
Aft (3 o'clock) - 2 Civilian Ships, 3 Raiders.
Port-quarter (5 o'clock) - None.
Port-bow (7 o'clock) - 1 Mk II vipers, 1 Civilian Ships.
Cylon Space:
Fore (9 o'clock) - 1 Heavy Raiders.
Starboard-bow (11 o'clock) - 1 Raiders.
Starboard-quarter (1 o'clock) - 3 Raiders.
Aft (3 o'clock) - None.
Port-quarter (5 o'clock) - 2 Raiders.
Port-bow (7 o'clock) - 3 Raiders.
Treachery, Enginerering
Penny Arcade Rockstar Social Club / This is why I despise cyclists
That bit is waiting on the memento resolution. It will happen
A Heavy Raider launches in to sector Starboard Bow
A Heavy Raider launches in to sector Starboard Aft
Jump track increases to Level 3 - Risk loss of 3 population.
Kara "Starbuck" Thrace (jdarksun) draws 1 Eng 1 Tre
Waiting on Kara "Starbuck" Thrace (@jdarksun): movement step
Turn 28
Receive Skills Step: Kara "Starbuck" Thrace (jdarksun) draws 1 Eng 1 Tre
Current Situation
Jump Preparation: Level 3 - Risk loss of 3 population.
Pursuit Track: Level 3.
Distance Covered: 8
Galactica: No damage.
Pegasus: No damage.
Nuke Tokens: 0 remain.
Quorum Cards: 4 in hand.
Ship Reserves: 3 Raptors available, 5 Mk II vipers and 4 Mk VII vipers damaged.
Mission Status: Inactive
Characters:
Gaius Baltar (Capfalcon) in Command
"Caprica" Six (Void Slayer) in Press Room
Helena Cain (Professor Phobos) in Basestar Bridge
God Emperor Brendan "Hot Dog" Costanza (Daemonis) in Engine Room
Ellen Tigh (Preda) in Engine Room
Callandra "Cally" Tyrol (Fry) in Engine Room
Kara "Starbuck" Thrace (jdarksun) in Basestar Bridge <-- Current Player
Allies: Galactica Space:
Fore (9 o'clock) - None.
Starboard-bow (11 o'clock) - Basestar, 1 Heavy Raiders, 3 Raiders.
Starboard-quarter (1 o'clock) - Basestar, 1 Heavy Raiders, 4 Raiders.
Aft (3 o'clock) - 2 Civilian Ships, 3 Raiders.
Port-quarter (5 o'clock) - None.
Port-bow (7 o'clock) - 1 Mk II vipers, 1 Civilian Ships.
Cylon Space:
Fore (9 o'clock) - 1 Heavy Raiders.
Starboard-bow (11 o'clock) - 1 Raiders.
Starboard-quarter (1 o'clock) - 3 Raiders.
Aft (3 o'clock) - None.
Port-quarter (5 o'clock) - 2 Raiders.
Port-bow (7 o'clock) - 3 Raiders.
Move: (none)
Action: Activate Basestar Bride
Basestar Bridge Action 1: Roll a die: On 1-3, decrease the jump track by 1; on 4-8, increase the pursuit track by 1.
Basestar Bridge Action 2: Roll a die. If the result is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.
There is a 37.5% chance of decreasing the jump track.
There is (iirc) a 31% chance of drawing the FTL Control damage token.
...and something like a 56.8% chance that either one happens.
So basically a coin flip at this point.
Geth, roll 1d8 for decrease jump v increase pursuit
@Phyphor to resolve Galactica damage tokens
Penny Arcade Rockstar Social Club / This is why I despise cyclists
No Strategic Planning from me, though.
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Kara "Starbuck" Thrace (jdarksun) activates Basestar Bridge
God Emperor Brendan "Hot Dog" Costanza (Daemonis) plays Tac 3 Strategic Planning
Strategic planning is played
1d8 + 2 = 3 + 2 = 5
Pursuit Track increases to Level 4 - Cylons Jump In.
1d8 = 6
6 < 19, damage occurs
Gaius Baltar (Capfalcon) draws 1 Lea 2 Pol 1 Eng
Waiting on Gaius Baltar (@Capfalcon): movement step
Turn 29
Receive Skills Step: Gaius Baltar (Capfalcon) draws 1 Lea 2 Pol 1 Eng
Current Situation
Jump Preparation: Level 3 - Risk loss of 3 population.
Pursuit Track: Level 0.
Distance Covered: 8
Galactica: No damage.
Pegasus: No damage.
Nuke Tokens: 0 remain.
Quorum Cards: 4 in hand.
Ship Reserves: 3 Raptors available, 5 Mk II vipers and 4 Mk VII vipers damaged.
Mission Status: Inactive
Characters:
Gaius Baltar (Capfalcon) in Command <-- Current Player
"Caprica" Six (Void Slayer) in Press Room
Helena Cain (Professor Phobos) in Basestar Bridge
God Emperor Brendan "Hot Dog" Costanza (Daemonis) in Engine Room
Ellen Tigh (Preda) in Engine Room
Callandra "Cally" Tyrol (Fry) in Engine Room
Kara "Starbuck" Thrace (jdarksun) in Basestar Bridge
Allies: Galactica Space:
Fore (9 o'clock) - 1 Heavy Raiders.
Starboard-bow (11 o'clock) - Basestar, 1 Heavy Raiders, 4 Raiders.
Starboard-quarter (1 o'clock) - Basestar, 1 Heavy Raiders, 7 Raiders.
Aft (3 o'clock) - 2 Civilian Ships, 3 Raiders.
Port-quarter (5 o'clock) - 2 Raiders.
Port-bow (7 o'clock) - 1 Mk II vipers, 1 Civilian Ships, 3 Raiders.
Cylon Space:
Fore (9 o'clock) - None.
Starboard-bow (11 o'clock) - None.
Starboard-quarter (1 o'clock) - None.
Aft (3 o'clock) - None.
Port-quarter (5 o'clock) - None.
Port-bow (7 o'clock) - None.
Move to FTL and push the button.
Twitch Stream
Pressure their Leaders - (Allegiance: Human) Reveal this card if the game is over and morale is 5 or less.
Remove the Threat - (Allegiance: Human) Reveal this card if the game is over and at least 4 vipers are damaged or destroyed.
combined with the previous No Unnecessary Force the Cylon Leader has accomplished their goals
Human and Cylon Leader win!
A few things:
- phobos was almost boxed. I've never seen disasters explode so much into trauma
- I've never seen so many of the +jump prep crises come out in one game! Speaking of which, I'm still not sure why phobos played the tac 6 into this one: http://forums.penny-arcade.com/discussion/comment/35530503/#Comment_35530503, it basically passed it for the humans
- for the record (http://forums.penny-arcade.com/discussion/comment/35795418/#Comment_35795418) destination cards are resolved fully before the sleeper phase activates. See "Jumping the Fleet" section of the rules. Card is resolved in step 3, sleeper is step 4
- even right at the very end the humans got pretty lucky. Civ A was fuel, so if the previous activation was raiders game over. Though -prep wouldn't have mattered, the next 2 activations were basestars
Penny Arcade Rockstar Social Club / This is why I despise cyclists
Penny Arcade Rockstar Social Club / This is why I despise cyclists
It was also unfortunate that I got those two Allegiance: Human cards right away so I had 0 incentive to actually try and destroy the fleet even from the beginning.
Just mess the fleet up a bit.
Yeah, I still don't know why protecting the civilians was never a real priority...
Twitch Stream
The problem is it's really hard to meaningfully delay the destruction of civilians (particularly if your plan is "move a nugget in the way and hope it dodges shots"), and most of the civilians don't actually matter. Only two of the civilian ships have resources other than population, and you start with a massive buffer on population such that you can afford to lose most of them so long as you aren't repeatedly trying and failing at -3 FTL jumps.