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.
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
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MaximusEngineer of the HarbingerEngine RoomRegistered Userregular
edited April 2009
Scout the crisis, if she's legit, then I'll admit that I was wrong.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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)
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.
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?
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.
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.
Posts
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.
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
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?
IOS Game Center ID: Isotope-X
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.
IOS Game Center ID: Isotope-X
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.
Administration - Action: Choose a character, then pass this skill check to give him the President title. [Skill 5, Politics, Leadership]
IOS Game Center ID: Isotope-X
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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.
IOS Game Center ID: Isotope-X
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.
- No raiders to activate.
- Jump prep
- Option A is a pretty easy skill check considering how many cards everyone is holding and we can get a raptor back
- 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.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.
IOS Game Center ID: Isotope-X
IOS Game Center ID: Isotope-X
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
Waiting for your admission... and contribution. If you really want to help, you can play an IC.
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
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
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.
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.
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.
IOS Game Center ID: Isotope-X
Boomer's scouting party goes off without a hitch (1d8=8). Sending their report to you now.
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
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.