Actually... I think you've already seen both -0 Pop Civ Ships go down and the chances of a cylon attack are actually 1 in 7 (10/70). I'll check what the Jump Advancement rate is.
Ah, I didn't remember the other 0 pop ship, but I did correct my math up there, I reversed my numbers.
Actually, my tally counts up 40/60 non-Attack cards (66.7%), or 40/70 overall (57.1%).
Other facts: 28 Crisis Cards involve the risk of morale in some fashion. 41 cards contain a Skill Check, 16 which allow the current player to choose a non-check option, the remaining 25 which are compulsory. Of these 41 checks, 23 involve Politics, 26 involve Leadership, 29 involve Tactics, 10 involve Piloting, and 10 involve Engineering. Any check involving Engineering also involves Tactics, 9/10 checks allowing Piloting also allow Tactics, and 21/23 checks requiring Politics also require Leadership.
Actually, my tally counts up 40/60 non-Attack cards (66.7%), or 40/70 overall (57.1%).
Other facts: 28 Crisis Cards involve the risk of morale in some fashion. 40 cards contain a Skill Check, 15 which allow the current player to choose a non-check option, the remaining 25 which are compulsory. Of these 40 checks, 22 involve Politics, 25 involve Leadership, 28 involve Tactics, 10 involve Piloting, and 10 involve Engineering. Any check involving Engineering also involves Tactics, 9/10 checks allowing Piloting also allow Tactics, and 20/22 checks requiring Politics also require Leadership.
DA will you when he sees this. Then he'll ask you the what the average skill check is for each type of card, possibly using the Target/# of Positive skills (so our most recent one would rate a 3.333 (repeating, of course) for each of Politics, Leadership, and Tactics).
Actually, my tally counts up 40/60 non-Attack cards (66.7%), or 40/70 overall (57.1%).
Other facts: 28 Crisis Cards involve the risk of morale in some fashion. 40 cards contain a Skill Check, 15 which allow the current player to choose a non-check option, the remaining 25 which are compulsory. Of these 40 checks, 22 involve Politics, 25 involve Leadership, 28 involve Tactics, 10 involve Piloting, and 10 involve Engineering. Any check involving Engineering also involves Tactics, 9/10 checks allowing Piloting also allow Tactics, and 20/22 checks requiring Politics also require Leadership.
I'm going through all these numbers as well and mine don't match. But I'll put them up in a moment.
Rend on
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
edited February 2009
"Contributing" Engineering 3, Engineering 3, and Engineering 1
Actually, my tally counts up 40/60 non-Attack cards (66.7%), or 40/70 overall (57.1%).
28 Crisis Cards involve the risk of morale in some fashion. 41 cards contain a Skill Check, 16 which allow the current player to choose a non-check option, the remaining 25 which are compulsory. Of these 41 checks, 23 involve Politics, 26 involve Leadership, 29 involve Tactics, 10 involve Piloting, and 10 involve Engineering. Any check involving Engineering also involves Tactics, 9/10 checks allowing Piloting also allow Tactics, and 21/23 checks requiring Politics also require Leadership.
DA will you when he sees this. Then he'll ask you the what the average skill check is for each type of card, possibly using the Target/# of Positive skills (so our most recent one would rate a 3.333 (repeating, of course) for each of Politics, Leadership, and Tactics).
Another observation: All checks involve Leadership or Tactics. As for average skill check numbers... The overall average is 9.98, the average for cards that include Politics is 10.26, Leadership 9.77, Tactics 10.34, Piloting 10.80, Engineering 11.1.
Percent per type (rounded to nearest integer)
=--=
Politics: 23%
Leadership: 26%
Tactics: 29%
Piloting: 11%
Engineering: 10%
Average per Crisis (Average value of this type in crises which include it)
=--=
Politics: 4.13
Leadership: 4.07
Tactics: 4.18
Piloting: 4.448
Engineering: 4.173
Number of crises total
=--=
Politics: 23
Leadership: 26
Tactics: 29
Piloting: 10
Engineering: 10
List of values by crisis
=--=
Politics:
4-
4.5-
4.33-
5-
3.33-
There is a slight margin for error in mine because I am not working from a physical deck, but from a file I typed which contains all 70 of the cards, but it should be accurate enough for any practical purposes.
There is a slight margin for error in mine because I am not working from a physical deck, but from a file I typed which contains all 70 of the cards, but it should be accurate enough for any practical purposes.
I see. I misallocated one of the skill cards, so it's 41 that have skill checks, not 40. So I'm going back and updating my previous posts. Then I'm going to update the turn.
He might want you to put the final choice in Cyan, to be sure you mean it. Downside to activating the fore position first is it brings them closer to Starbuck, where she can use massive firepower to take a bunch down; still it seems like it is worth the risk.
I'm pretty sure the game's over at this point. It's almost an impossibility for the humans to even get within the range of a 25% chance of jumping without losing.
Rend on
0
MaddocI'm Bobbin Threadbare, are you my mother?Registered Userregular
edited February 2009
Well, ideally the Centurions will keep Starbuck too preoccupied to take one of the dwindling Vipers herself.
Activating fore, port-bow, starboard-bow, aft to make it properly official.
Without any other options, the prisoner population of the fleet is put to work. An investigative committee is quickly rounded together, who finds that Gaius Baltar has been using his talents to affect the prisoners' dispositions. The plan is a failure, and morale and food are squandered.
After Crisis: Activate Raiders
Fore (9 o'clock) Raiders:
All six Raiders move to the Port-bow of Galactica (7 o'clock)
Port-Bow (7 o'clock) Raiders:
Raider 1: 7 > 5, Viper damaged.
Raider 2 destroys the Civilian Ship, -2 Population
Starboard-bow (11 o'clock) Raider:
The Raider moves to the Starboard-quarter of Galactica (1 o'clock)
Aft (3 o'clock) Raider:
The Raider destroys the Civilian Ship, -1 Population
Special Rule - Relentless Pursuit is discarded.
Maddoc discards Leadership 1 to reduce his hand size to 10. Turn 30: President Tom Zarek (DevoutlyApathetic)
Receive Skills Step: DevoutlyApathetic draws 2 Politics, 2 Leadership, and 1 Tactics card.
Characters: Admiral William Adama (Rend) - Command, 3 cards in hand. Lee "Apollo" Adama (Darian) - Cylon Fleet, 4 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Armory, 8 cards in hand.
Gaius Baltar (Maddoc) - President's Office, 10 cards in hand. President Tom Zarek (DevoutlyApathetic) - President's Office, 5 cards in hand.
"Contributing" Engineering 3, Engineering 3, and Engineering 1
I knew it.
I was working to make it blatantly obvious. The one check after the sleeper phase we didn't have a committee for meant I knew he was a baddie just from the cards that turned up. There really isn't anything we could do about it though.
Discard Politics 1 to move to Weapons control.
Leadership 1 played on Rend. Launch Vipers for pew pew I guess. On your turn if we're not all dead consider XOing me to pew pew the raider at 1 o'clock. It's going to take us forever to get a viper there but losing it could cost us the game.
Movement Step: Move to Weapons Control by discarding Politics 1 Action Step: Play Leadership 1 to give William Adama (Rend) Executive Orders.
Executive Orders: Adama remains in Command, launches a Viper from the port-quarter bay (5 o'clock), orders it around to the starboard-quarter (1 o'clock), and has its pilot attack the Raider there.
Attack: 8 > 3, Raider destroyed!
Zarek moves back to Galactica to prepare for its defense, and confers with the Admiral to send out another Viper to protect the remaining civilians.
Crisis Step: Scouting for Water
Tom Zarek (DevoutlyApathetic) must choose:
A) Skill Check [9] Tactics + Piloting
Pass: +1 Food.
Fail: -1 Fuel and destroy 1 Raptor. OR -1 Food.
After Crisis: Activate Raiders, Advance Jump Preparation
On a side note, I guess I made an edit without realizing it needed clarification that DevoutlyApathetic needed to make a choice between options. I can't be sure if the choice wasn't made because the need for a choice wasn't realized, or if it was because DA was waiting for other opinions to roll in, but it's just a reminder either way. No rush at all.
On a side note, I guess I made an edit without realizing it needed clarification that DevoutlyApathetic needed to make a choice between options. I can't be sure if the choice wasn't made because the need for a choice wasn't realized, or if it was because DA was waiting for other opinions to roll in, but it's just a reminder either way. No rush at all.
I didn't see it until the A/B choice was in there, so no worries there. I was hoping some of my fellow, human, players would chime in their thoughts.
Posts
Ah, I didn't remember the other 0 pop ship, but I did correct my math up there, I reversed my numbers.
Other facts: 28 Crisis Cards involve the risk of morale in some fashion. 41 cards contain a Skill Check, 16 which allow the current player to choose a non-check option, the remaining 25 which are compulsory. Of these 41 checks, 23 involve Politics, 26 involve Leadership, 29 involve Tactics, 10 involve Piloting, and 10 involve Engineering. Any check involving Engineering also involves Tactics, 9/10 checks allowing Piloting also allow Tactics, and 21/23 checks requiring Politics also require Leadership.
DA will you when he sees this. Then he'll ask you the what the average skill check is for each type of card, possibly using the Target/# of Positive skills (so our most recent one would rate a 3.333 (repeating, of course) for each of Politics, Leadership, and Tactics).
I'm going through all these numbers as well and mine don't match. But I'll put them up in a moment.
The physical deck in front of me says I'm right.
Another observation: All checks involve Leadership or Tactics. As for average skill check numbers... The overall average is 9.98, the average for cards that include Politics is 10.26, Leadership 9.77, Tactics 10.34, Piloting 10.80, Engineering 11.1.
=--=
Politics: 95.21
Leadership: 106.05
Tactics: 121.37
Piloting: 44.48
Engineering: 41.73
Total points: ~409
Percent per type (rounded to nearest integer)
=--=
Politics: 23%
Leadership: 26%
Tactics: 29%
Piloting: 11%
Engineering: 10%
Average per Crisis (Average value of this type in crises which include it)
=--=
Politics: 4.13
Leadership: 4.07
Tactics: 4.18
Piloting: 4.448
Engineering: 4.173
Number of crises total
=--=
Politics: 23
Leadership: 26
Tactics: 29
Piloting: 10
Engineering: 10
List of values by crisis
=--=
Politics:
4-
4.5-
4.33-
5-
3.33-
4.5-
4-
4.25-
3-
3.5-
4-
4.5-
3.5-
6.5-
3.66-
3.66-
3.33-
3.66-
4-
6-
2.66-
4.33-
5
Leadership:
4-
4.5-
4.33-
3.33-
4.5-
4-
4-
4.25-
3-
4.5-
3.5-
4-
4.5-
3.5-
6.5-
3.5-
3.66-
3.33-
3.66-
4-
3-
4.5-
6-
2.66-
4.33-
5
Tactics:
3.5-
4.33-
5-
3-
5-
3.33-
3.33-
6.5-
4-
4.25-
4.5-
3.33-
3.5-
4-
7-
3.5-
3.66-
3.33-
3.66-
4-
6-
4.5-
3-
5-
4.5-
2.66-
5-
4.33-
3.66
Piloting:
3-
3.33-
3.33-
7-
3.66-
6-
4.5-
5-
5-
3.66
Engineering:
3.5-
5-
3.33-
6.5-
4.25-
3.33-
3.5-
3.66-
5-
3.66
I knew it.
Edit: Also, my typed up crisis deck matches Rend's:
Politics 23
Leadership 26
Tactics 29
Piloting 10
Engineering 10
Yeah, after his action this turn of drawing cards instead of something useful, I knew it was coming soon.
3DS: 0963-0539-4405
I see. I misallocated one of the skill cards, so it's 41 that have skill checks, not 40. So I'm going back and updating my previous posts. Then I'm going to update the turn.
And I was going to discard anyways. I have fourteen cards in my hand prior to contributing.
Activating fore, port-bow, starboard-bow, aft to make it properly official.
Crisis Step: Prison Labor
Skill Check [10] Politics + Leadership + Tactics
Pass: No effect.
Fail: -1 Morale, -1 Food.
DevoutlyApathetic plays Politics 4 to set up an Investigative Committee.
Skill Card Contributions:
Destiny Deck: 2 - Politics 4 and Tactics 2
DevoutlyApathetic: 3 - Politics 2, Leadership 2, and Leadership 3
Rend: 1 - Leadership 2
Darian: 0
abotkin: 0
Maddoc: 3 - Engineering 1, Engineering 3, and Engineering 3
Total Strength: 8, Fail: -1 Morale, -1 Food.
Without any other options, the prisoner population of the fleet is put to work. An investigative committee is quickly rounded together, who finds that Gaius Baltar has been using his talents to affect the prisoners' dispositions. The plan is a failure, and morale and food are squandered.
After Crisis: Activate Raiders
Fore (9 o'clock) Raiders:
All six Raiders move to the Port-bow of Galactica (7 o'clock)
Port-Bow (7 o'clock) Raiders:
Raider 1: 7 > 5, Viper damaged.
Raider 2 destroys the Civilian Ship, -2 Population
Starboard-bow (11 o'clock) Raider:
The Raider moves to the Starboard-quarter of Galactica (1 o'clock)
Aft (3 o'clock) Raider:
The Raider destroys the Civilian Ship, -1 Population
Special Rule - Relentless Pursuit is discarded.
Maddoc discards Leadership 1 to reduce his hand size to 10.
Turn 30: President Tom Zarek (DevoutlyApathetic)
Receive Skills Step: DevoutlyApathetic draws 2 Politics, 2 Leadership, and 1 Tactics card.
Current Situation:
Jump Marker: Level 1 - Jump Unavailable
Distance Covered: 7
Galactica: Admiral's Quarters damaged, 1 Boarding Party at second step of track (3 steps left).
Nuke Tokens: None remain.
Quorum Cards: 1 in hand.
Ship Reserves: 2 Vipers and 2 Raptors available. 4 Vipers damaged.
Characters:
Admiral William Adama (Rend) - Command, 3 cards in hand.
Lee "Apollo" Adama (Darian) - Cylon Fleet, 4 cards in hand.
Kara "Starbuck" Thrace (abotkin) - Armory, 8 cards in hand.
Gaius Baltar (Maddoc) - President's Office, 10 cards in hand.
President Tom Zarek (DevoutlyApathetic) - President's Office, 5 cards in hand.
Space:
Fore (9 o'clock): 1 Heavy Raider
Starboard-Bow (11 o'clock): 1 Basestar
Starboard-Quarter (1 o'clock): 1 Raider, 2 Heavy Raiders, 1 Civilian Ship
Aft (3 o'clock): 1 Raider
Port-Quarter (5 o'clock): 1 Basestar, 1 Heavy Raider, 1 Viper, 1 Civilian Ship
Port-Bow (7 o'clock): 8 Raiders
I was working to make it blatantly obvious. The one check after the sleeper phase we didn't have a committee for meant I knew he was a baddie just from the cards that turned up. There really isn't anything we could do about it though.
Discard Politics 1 to move to Weapons control.
Leadership 1 played on Rend. Launch Vipers for pew pew I guess. On your turn if we're not all dead consider XOing me to pew pew the raider at 1 o'clock. It's going to take us forever to get a viper there but losing it could cost us the game.
Launch a viper and activate it 3 times to move to starboard quarter and fire at the lone raider there.
Movement Step: Move to Weapons Control by discarding Politics 1
Action Step: Play Leadership 1 to give William Adama (Rend) Executive Orders.
Executive Orders: Adama remains in Command, launches a Viper from the port-quarter bay (5 o'clock), orders it around to the starboard-quarter (1 o'clock), and has its pilot attack the Raider there.
Attack: 8 > 3, Raider destroyed!
Zarek moves back to Galactica to prepare for its defense, and confers with the Admiral to send out another Viper to protect the remaining civilians.
Crisis Step: Scouting for Water
Tom Zarek (DevoutlyApathetic) must choose:
A) Skill Check [9] Tactics + Piloting
Pass: +1 Food.
Fail: -1 Fuel and destroy 1 Raptor.
OR
-1 Food.
After Crisis: Activate Raiders, Advance Jump Preparation
Food isn't high on our list of worries right now. Probably a better plan to keep the piloting cards in our hands than use them to save....food.
Also: go go raiders, kill, maim, destroy!
You would me sir.