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Author Topic: Battlestar Galactica (Round 7)  (Read 126806 times)

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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #375 on: March 11, 2013, 07:04:21 pm »

activate unmanned in 6 to escort a civvie*.
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #376 on: March 11, 2013, 07:07:48 pm »

Well strictly speaking, I should make you wait until you've launched the first before the second. It's mainly because Apollo could jump into the second, then reveal or other crazy stuff etc. etc.

Don't be silly, I'm not a cylon and you know it!  :P


FWIW, I am a human, and I am playing a bit too humany for my likes, if I keep being this awesome, I'll have a hard time if I turn out to be a sleeper agent. :(
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Re: Battlestar Galactica (Turn 1)
« Reply #377 on: March 11, 2013, 07:09:55 pm »

Yeah it's okay Qvist, some of the weirdness of command is pretty hidden.

"I think that you and I can come up with some kind of an understanding. This is not the only crisis that I'm dealing with. The water shortage affects the entire fleet." - Lee Apollo Adama

CRISIS: Water Shortage

President Chooses:
-1 Food
OR
The President discards 2 Skill Cards, then the current player discards 3 Skill Cards.

POST CRISIS: Launch Nukes, NO JUMP PREP

President Baltar, how will you handle the water shortage?
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #378 on: March 11, 2013, 07:25:08 pm »

If all you have left are bad cards, this seems pretty obvious, no?

Also, Apollo - why'd you take the Mark II?
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #379 on: March 11, 2013, 07:39:03 pm »

@Qvist - about recon ability - I don't know if others agree, but I tend to think like this:
Unless the crisis is super bad, if it has JUMP PREP than it is a good crisis for humans. Otherwise, bad.
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #380 on: March 11, 2013, 07:39:46 pm »

If all you have left are bad cards, this seems pretty obvious, no?

Also, Apollo - why'd you take the Mark II?

Weell, frak, I wanted to write Mark VII. Lol. My error.
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Re: Battlestar Galactica (Turn 1)
« Reply #381 on: March 11, 2013, 07:54:06 pm »

That's fine, put you in a MKVII
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

theorel

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Re: Battlestar Galactica (Turn 1)
« Reply #382 on: March 11, 2013, 09:24:23 pm »

If all you have left are bad cards, this seems pretty obvious, no?

Also, Apollo - why'd you take the Mark II?

Yep...
##Choose discard option
##Discard POL-0: Red Tape and POL-1: Consolidate Power
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theorel

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Re: Battlestar Galactica (Turn 1)
« Reply #383 on: March 11, 2013, 09:26:33 pm »

You need to discard 3 cards, QVist.
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WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #384 on: March 11, 2013, 09:32:20 pm »

Wow did you ever get screwed by the random discards.
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theorel

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Re: Battlestar Galactica (Turn 1)
« Reply #385 on: March 11, 2013, 09:35:21 pm »

You're telling me...
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Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #386 on: March 12, 2013, 04:23:15 am »



I hope that I don't discard anything important as I don't know the power of the cards yet.

## Discard ENG-0 (Establish Network), ENG-2 (Repair), PIL-2 (Evasive Maneuvers)
## Use Recon

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Re: Battlestar Galactica (Turn 1)
« Reply #387 on: March 12, 2013, 05:29:06 am »

Post crisis: Launch Nukes.

Basestar fires (4+) 1d8 : 1, total 1
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

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Re: Battlestar Galactica (Turn 1)
« Reply #388 on: March 12, 2013, 05:29:43 am »

Man, that basestar is terrible.

Boomer Recons
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #389 on: March 12, 2013, 05:37:42 am »

The Presdient has no cards anymore, right?

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Re: Battlestar Galactica (Turn 1)
« Reply #390 on: March 12, 2013, 05:41:26 am »

One card.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #391 on: March 12, 2013, 05:45:27 am »



I think I keep the crisis card. [removed by Tables]

Edit: How much am I allowed to talk about the card?
« Last Edit: March 12, 2013, 05:53:48 am by Tables »
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Davio

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Re: Battlestar Galactica (Turn 1)
« Reply #392 on: March 12, 2013, 05:48:12 am »

Not this much I think.
But as we're keeping it, it doesn't matter too much right now.
I think you can only say "good" or "bad".
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Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #393 on: March 12, 2013, 05:51:28 am »

Sorry. As I already spoiled it:

## Keep the card

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Re: Battlestar Galactica (Turn 1)
« Reply #394 on: March 12, 2013, 05:53:29 am »

Yes, that's far more than you should say, but not too important right now. As Davio says, in the future all you're really allowed to say is 'good' or 'bad'.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #395 on: March 12, 2013, 07:24:37 am »

I didn't see what you spoiled; but if it has the President discard, good choice. (If they're supposed to discard more cards than they have, then they just discard their whole hand and that's that.)
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Davio

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Re: Battlestar Galactica (Turn 1)
« Reply #396 on: March 12, 2013, 08:54:28 am »

I didn't see what you spoiled; but if it has the President discard, good choice. (If they're supposed to discard more cards than they have, then they just discard their whole hand and that's that.)
The important part is that the secrecy should allow Cylons to lie more easily, just to keep it fair for them.
If everything is disclosed in full, it makes it harder for Cylons to lie. They couldn't discard an obviously good card if they need to enter a detailed prescription.

Keeping it vague is in the Cylons' favor since this leaves room for discussion and distrust.

If you just say "good" or "bad" it's up to us to think whether it really was. If you explain the card we can decide for ourselves and deduce more easily whether it was a Cylon lie or a human truth.
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Jorbles

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Re: Battlestar Galactica (Turn 1)
« Reply #397 on: March 12, 2013, 11:00:45 am »

Hmmm, we don't really seem to have much to deal with at the moment. I can take another shot at the basestar I guess?
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WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #398 on: March 12, 2013, 11:24:32 am »

If you draw an XO, my opinion is that is should be used (2 actions instead of one). Since you're chief, you could even go fix more Mk VII vipers and THEN XO someone. You're right that we don't need a lot done right now, which makes it a good time to build either our card strength (by XOing me in the Press Room - this might be needed since Baltar just flushed all our good politics cards) or our Quorum strength (by XOing Baltar).
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Re: Battlestar Galactica (Turn 1)
« Reply #399 on: March 12, 2013, 12:16:10 pm »

Oh sorry you guys probably want a board update right?

Current Player:   Chief (Jorbles)
   
Distance:   0
   
Fuel: 8   Food: 6
Morale: 10   Population: 10

   
"Chief" Galen Tyrol:   Weapons Control
Skill Cards: 9,    Loyalty Cards: 1
OPG available: Yes   
   
CAG Lee "Apollo" Adama:   Space
Skill Cards: 3,    Loyalty Cards: 1
OPG available: Yes   
   
Tom Zarek:   Press Room
Skill Cards: 5,    Loyalty Cards: 1
OPG available: Yes   
   
Admiral William Adama:   Command
Skill Cards: 4,    Loyalty Cards: 1
OPG available: Yes   
   
President Gaius Baltar:   President's Office
Skill Cards: 1,    Loyalty Cards: 2
OPG available: Yes   
   
Sharon "Boomer" Valerii:   Command
Skill Cards: 4,    Loyalty Cards: 1
OPG available: Yes   
   
Destroyed Civvies:   None
   
Decks   
Politics Deck:   10
Leadership Deck:   6
Tactics Deck:   11
Piloting Deck:   18
Engineering Deck:   16
Destiny Deck:   6
   
Crisis Deck:   94
Quorum Deck:   17
   
Totals:   
Viper MK II:   5 (+1 damaged)
Viper MK VII:   2 (+2 damaged)
Raptors:   4
Civvies:   12
   
   
Locations   
FTL Control    -
Weapons Control    - "Chief" Galen Tyrol
Command    - William Adama, Sharon "Boomer" Valerii
Admiral's Quarters    -
Hangar Deck    -
Armory    -
Communications    -
Research Lab    -
Sickbay    -
Brig    -
   
Press Room    - Tom Zarek
President's Office    - Gaius Baltar
Administration    -

No image right now as I'm at uni. There's 2 raiders in sector 1, Apollo in 4 and an unmanned in 6. Only civvie is in 4.
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.
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