Movement Step: Remain in Press Room. Action Step: Activate Press Room to draw 2 Politics cards.
Dr. Baltar continues to work the Press Room to control the fleet's situation.
Crisis Step: Water Shortage President Tom Zarek (DevoutlyApathetic) must choose:
A) -1 Food. OR Tom Zarek (DevoutlyApathetic) discards 2 Skill Cards, then Gaius Baltar (Maddoc) discards 3 Skill Cards.
After Crisis: Activate Basestars, Advance Jump Preparation
Crisis Step: Water Shortage President Tom Zarek (DevoutlyApathetic) must choose:
A) -1 Food. OR Tom Zarek (DevoutlyApathetic) discards 2 Skill Cards, then Gaius Baltar (Maddoc) discards 3 Skill Cards.
Right on the heels of the replenishment of the fleet's water supply, mismanagement creates the threat of another water shortage. Tom Zarek and Gaius Baltar are able to set things back on track.
After Crisis: Activate Basestars, Advance Jump Preparation
No Basestars to Activate.
Jump Preparation advances to Level 4 - Jump is available, but at high risk. Turn 20: President Tom Zarek (DevoutlyApathetic)
Receive Skills Step: DevoutlyApathetic draws 2 Politics, 2 Leadership, and 1 Tactics card.
Characters: Admiral William Adama (Rend) - Weapons Control, 5 cards in hand.
Lee "Apollo" Adama (Darian) - Command, 8 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Armory, 7 cards in hand.
Gaius Baltar (Maddoc) - Press Room, 8 cards in hand. President Tom Zarek (DevoutlyApathetic) - President's Office, 5 cards in hand.
Movement Step: Remain in President's Office Action Step: Activate location and draw one Quorum Card and play Food Rationing:
Action: Roll a die. If 6 or higher, gain 1 Food and remove this card from the game. Otherwise, no effect and discard this card.
Roll: 2 < 6, No effect.
Tom Zarek tries to work a plan to tighten the rationing of food even more, but a plan cannot be worked out.
Crisis Step: Legendary Discovery
Skill Check [14] Tactics + Piloting
Pass: Place this card next to the Kobol Objective card. It counts as 1 distance.
Fail: -1 Food and destroy 1 Raptor.
Definitely pass it? There's no such thing as bringing out the sleeper phase early. Look at it this way: We're able to jump if we need to, so getting this distance would basically be skipping half of the sleeper agent phase.
Definitely pass it? There's no such thing as bringing out the sleeper phase early. Look at it this way: We're able to jump if we need to, so getting this distance would basically be skipping half of the sleeper agent phase.
Yes there is.
If we hit 4 exactly we have at least two jumps to successfully get to 8, so 3 to win the game.
If we hit 6 (possible with a 3 distance card from 3) we can easily hit 8 in a single jump, so 2 to win the game.
If we hit 5 it's still possible to end the game in only two jumps.
Given that we're all in relative agreement that we don't have both cylons out (I don't really think we have even one) now is at an advantage from the "good for the fleet" perspective. The big issue is that almost half of us are going to turn evil when the sleeper phase hits so it gets screwy about us setting our (possible) opposition on such a solid footing.
I would intentionally fail this check if it weren't for the Raptor. We need those damn things to really set up the deck for a solid 3 distance jump, nevermind the whole crisis filtering thing.
Regardless, don't expect much in the way of help from me on this check.
Definitely pass it? There's no such thing as bringing out the sleeper phase early. Look at it this way: We're able to jump if we need to, so getting this distance would basically be skipping half of the sleeper agent phase.
Yes there is.
If we hit 4 exactly we have at least two jumps to successfully get to 8, so 3 to win the game.
If we hit 6 (possible with a 3 distance card from 3) we can easily hit 8 in a single jump, so 2 to win the game.
If we hit 5 it's still possible to end the game in only two jumps.
If we hit four from this, though, we're already close to our next jump (two steps from auto, just one from forcing at -1), so we aren't significantly increasing the amount of time we'll spend post sleeper phase - it only increases by about 2-5 turns. Still, 1-2 of those turns could then be Cylon turns. Furthermore, if we grab the distance we can make it home with two jumps of 2; without it, we'll need to find a three in there to make it work.
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
edited February 2009
My reasoning on trying to pass this one is that, while it brings along the sleeper phase "early", we're pretty close to a jump as is, so the effect is negligable and it's an extra 1 distance with no fuel use.
Not that I can help worth a damn, but it's something to consider.
Note that if it isn't yet your turn but you know what you want to submit, you can simply PM your submission to the GM and then make a post in the thread that says "I can help a little" or "I can help a lot" without putting anything in cyan and without listing the number of cards you will put in.
I figured I didn't, given your comment earlier about not hearing from me and contributing 5 cards, but would have felt pretty bad had I held us back because I guessed wrong.
Skill Check [14] Tactics + Piloting Pass: Place this card next to the Kobol Objective card. It counts as 1 distance.
Fail: -1 Food and destroy 1 Raptor.
23, Pass: Place this card next to the Kobol Objective card. It counts as 1 distance.
The fleet notes a strange sensor reading coming from a nearby planetary object, and sends scouting parties to investigate. Relics and ruins found there seem to point there way to the legendary planet of Kobol - surely making their way there will help their search for Earth...
The Fleet has reached Distance 4. The Sleeper Phase has been activated: all players now receive one additional Loyalty Card.
After Crisis: Launch Raiders
No Basestars to activate. Turn 21: Admiral William Adama (Rend)
Receive Skills Step: Rend draws 3 Leadership and 2 Tactics cards.
Characters: Admiral William Adama (Rend) - Weapons Control, 9 cards in hand.
Lee "Apollo" Adama (Darian) - Command, 3 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Armory, 4 cards in hand.
Gaius Baltar (Maddoc) - Press Room, 8 cards in hand. President Tom Zarek (DevoutlyApathetic) - President's Office, 5 cards in hand.
Alright, crew. Looks like the sleeper agent phase is upon us. I'm going to launch a scout with Tactics 2 to look into the crisis deck. Who knows? Maybe this time it won't crash on an unknown planet like 3 times in a row.
Rend places the Crisis Card on the bottom of the deck.
Crisis Step: Food Shortage
President Tom Zarek (DevoutlyApathetic) must choose:
A) -2 Food. OR -1 Food. Tom Zarek (DevoutlyApathetic) discards 2 Skill Cards, then William Adama (Rend) discards 3 Skill Cards.
After Crisis: Activate Raiders, Advance Jump Preparation
Posts
Activating Press Room to draw 2 Politics
Movement Step: Remain in Press Room.
Action Step: Activate Press Room to draw 2 Politics cards.
Dr. Baltar continues to work the Press Room to control the fleet's situation.
Crisis Step: Water Shortage
President Tom Zarek (DevoutlyApathetic) must choose:
A) -1 Food.
OR
Tom Zarek (DevoutlyApathetic) discards 2 Skill Cards, then Gaius Baltar (Maddoc) discards 3 Skill Cards.
After Crisis: Activate Basestars, Advance Jump Preparation
Gaius, you and I will find a solution to this problem, even if we do nothing else..
(i.e. Option .
Also, damn it, I liked the card I knew I had in my hand.
EDIT: Ah, I see. You used it on an Executive Orders.
Maddoc gets his Delusional Intuition draw in addition to having to discard three Skill Cards.
Also, thread title needs changing.
Crisis Step: Water Shortage
President Tom Zarek (DevoutlyApathetic) must choose:
A) -1 Food.
OR
Tom Zarek (DevoutlyApathetic) discards 2 Skill Cards, then Gaius Baltar (Maddoc) discards 3 Skill Cards.
Right on the heels of the replenishment of the fleet's water supply, mismanagement creates the threat of another water shortage. Tom Zarek and Gaius Baltar are able to set things back on track.
After Crisis: Activate Basestars, Advance Jump Preparation
No Basestars to Activate.
Jump Preparation advances to Level 4 - Jump is available, but at high risk.
Turn 20: President Tom Zarek (DevoutlyApathetic)
Receive Skills Step: DevoutlyApathetic draws 2 Politics, 2 Leadership, and 1 Tactics card.
The Tactics Skill Deck has been reshuffled.
Current Situation:
Jump Marker: Level 4 - Jump Available - Risk -3 Population on roll of 6 or less.
Distance Covered: 3
Galactica: Admiral's Quarters damaged, no boarding parties.
Nuke Tokens: None remain.
Quorum Cards: 1 in hand.
Ship Reserves: 6 Vipers and 2 Raptors available. 2 Vipers damaged.
Characters:
Admiral William Adama (Rend) - Weapons Control, 5 cards in hand.
Lee "Apollo" Adama (Darian) - Command, 8 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Armory, 7 cards in hand.
Gaius Baltar (Maddoc) - Press Room, 8 cards in hand.
President Tom Zarek (DevoutlyApathetic) - President's Office, 5 cards in hand.
Space:
All clear.
edit: Doesn't matter, Activate President's Office, though I will need a reminder of what the card was along with the new one.
Play Food Rationing, gaining +1 food on a roll of 6 or higher.
Movement Step: Remain in President's Office
Action Step: Activate location and draw one Quorum Card and play Food Rationing:
Action: Roll a die. If 6 or higher, gain 1 Food and remove this card from the game. Otherwise, no effect and discard this card.
I need a breather, so I'm gonna pause for a bit to see if anyone wants to play Strategic Planning.
3DS: 0963-0539-4405
Movement Step: Remain in President's Office
Action Step: Activate location and draw one Quorum Card and play Food Rationing:
Action: Roll a die. If 6 or higher, gain 1 Food and remove this card from the game. Otherwise, no effect and discard this card.
Roll: 2 < 6, No effect.
Tom Zarek tries to work a plan to tighten the rationing of food even more, but a plan cannot be worked out.
Crisis Step: Legendary Discovery
Skill Check [14] Tactics + Piloting
Pass: Place this card next to the Kobol Objective card. It counts as 1 distance.
Fail: -1 Food and destroy 1 Raptor.
After Crisis: Launch Raiders
Skill Card Contributions:
Destiny Deck: 2
Rend: 1
Darian: 5
abotkin: ???
Maddoc: ???
DevoutlyApathetic: ???
But if we fail it, we would be down to our last raptor and lose some food, which is already our lowest resource.
Plus it is tactics and piloting; I can help a lot, but the rest of you may not be much good on this one. Thoughts?
Edit: Double checking my hand and thinking about what we have available, we can pass this if we want to. Do we want to?
Yes there is.
If we hit 4 exactly we have at least two jumps to successfully get to 8, so 3 to win the game.
If we hit 6 (possible with a 3 distance card from 3) we can easily hit 8 in a single jump, so 2 to win the game.
If we hit 5 it's still possible to end the game in only two jumps.
Given that we're all in relative agreement that we don't have both cylons out (I don't really think we have even one) now is at an advantage from the "good for the fleet" perspective. The big issue is that almost half of us are going to turn evil when the sleeper phase hits so it gets screwy about us setting our (possible) opposition on such a solid footing.
I would intentionally fail this check if it weren't for the Raptor. We need those damn things to really set up the deck for a solid 3 distance jump, nevermind the whole crisis filtering thing.
Regardless, don't expect much in the way of help from me on this check.
If we hit four from this, though, we're already close to our next jump (two steps from auto, just one from forcing at -1), so we aren't significantly increasing the amount of time we'll spend post sleeper phase - it only increases by about 2-5 turns. Still, 1-2 of those turns could then be Cylon turns. Furthermore, if we grab the distance we can make it home with two jumps of 2; without it, we'll need to find a three in there to make it work.
This, pretty much.
Is there anyone who CAN help much? Like, way much?
Submitting five cards.
Not that I can help worth a damn, but it's something to consider.
I will submit one card.
Contributing 3 cards.
I hope I didn't undershoot it, but I didn't want to overshoot it by too much.
3DS: 0963-0539-4405
3DS: 0963-0539-4405
Crisis Step: Legendary Discovery
Skill Check [14] Tactics + Piloting
Pass: Place this card next to the Kobol Objective card. It counts as 1 distance.
Fail: -1 Food and destroy 1 Raptor.
Skill Card Contributions:
Destiny Deck: 2
Rend: 1
Darian: 5
abotkin: 3
Maddoc: 0
DevoutlyApathetic: 0
Skill Cards and Result
Tactics 1
Tactics 1
Tactics 2
Tactics 3
Tactics 4
Piloting 1
Piloting 2
Piloting 4
Piloting 5
23, Pass: Place this card next to the Kobol Objective card. It counts as 1 distance.
The fleet notes a strange sensor reading coming from a nearby planetary object, and sends scouting parties to investigate. Relics and ruins found there seem to point there way to the legendary planet of Kobol - surely making their way there will help their search for Earth...
The Fleet has reached Distance 4. The Sleeper Phase has been activated: all players now receive one additional Loyalty Card.
After Crisis: Launch Raiders
No Basestars to activate.
Turn 21: Admiral William Adama (Rend)
Receive Skills Step: Rend draws 3 Leadership and 2 Tactics cards.
Current Situation:
Jump Marker: Level 4 - Jump Available - Risk -3 Population on roll of 6 or less.
Distance Covered: 4
Galactica: Admiral's Quarters damaged, no boarding parties.
Nuke Tokens: None remain.
Quorum Cards: 1 in hand.
Ship Reserves: 6 Vipers and 2 Raptors available. 2 Vipers damaged.
Characters:
Admiral William Adama (Rend) - Weapons Control, 9 cards in hand.
Lee "Apollo" Adama (Darian) - Command, 3 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Armory, 4 cards in hand.
Gaius Baltar (Maddoc) - Press Room, 8 cards in hand.
President Tom Zarek (DevoutlyApathetic) - President's Office, 5 cards in hand.
Space:
All clear.
Movement Step: Remain in Weapons Control.
Action Step: Use Tactics 2 to launch a Raptor scout.
Scouting: 7 > 3, Pass.
William Adama looks at the top card of the Crisis deck and can decide to put it on the bottom of the deck or play it. on his Crisis Step.
Rend places the Crisis Card on the bottom of the deck.
Crisis Step: Food Shortage
President Tom Zarek (DevoutlyApathetic) must choose:
A) -2 Food.
OR
-1 Food. Tom Zarek (DevoutlyApathetic) discards 2 Skill Cards, then William Adama (Rend) discards 3 Skill Cards.
After Crisis: Activate Raiders, Advance Jump Preparation