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Author Topic: Battlestar Galactica (Round 7)  (Read 127256 times)

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Re: Battlestar Galactica (Round 6)
« Reply #1475 on: September 06, 2013, 04:02:29 pm »

+2 fuel.

Current Player:   Boomer (Twistedarcher)
   
Distance:   7
   
Fuel: 3   Food: 2
Morale: 7   Population: 5

   
Cylon "Chief" Galen Tyrol:   Caprica
Skill Cards: 4,    Loyalty Cards: 2
Super Crisis: Yes   
   
Lee "Apollo" Adama:   Brig
Skill Cards: 7,    Loyalty Cards: 2
OPG available: No   
   
Tom Zarek:   Brig
Skill Cards: 6,    Loyalty Cards: 2
OPG available: Yes   
   
Admiral, CAG Arbitrator William Adama:   Press Room
Skill Cards: 6,    Loyalty Cards: 2
OPG available: Yes,    Quorum Cards: -2
   
President Gaius Baltar:   Administration
Skill Cards: 0,    Loyalty Cards: 3
OPG available: Yes   
   
Sharon "Boomer" Valerii:   Brig
Skill Cards: 7,    Loyalty Cards: 3
OPG available: Yes   
   
Destroyed Civvies:   None
   
Decks   
Politics Deck:   14
Leadership Deck:   9
Tactics Deck:   14
Piloting Deck:   5
Engineering Deck:   16
Destiny Deck:   4
   
Crisis Deck:   73
Quorum Deck:   5
   
Totals:   
Viper MK II:   4 (+2 damaged)
Viper MK VII:   1 (+3 damaged)
Raptors:   1
Civvies:   12
Nuke tokens:   2
   
   
Locations   
FTL Control    -
Weapons Control    -
Command    -
Admiral's Quarters    -
Hangar Deck    -
Armory    -
Communications    -
Research Lab    -
Sickbay    -
Brig    - Lee "Apollo" Adama, Tom Zarek, Sharon "Boomer" Valerii
   
Press Room    - William Adama
President's Office    -
Administration    - Gaius Baltar



Boomer draws 2 PIL, 2 TAC, 1 ENG
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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.

Twistedarcher

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Re: Battlestar Galactica (Round 6)
« Reply #1476 on: September 06, 2013, 05:11:55 pm »

Ok, the way I look at it, I have two options:

First, I can try to break out of the brig. I have a good card I can throw in now, and they can't have THAT many good cards, right? Once I'm there, I could be much more useful, and go ahead and launch some vipers.

Second, I could scout for fuel. After the last roll, we don't need it quite as much, but it can't be a bad thing. On the other hand, it could burn our last raptor.

What happens when we run out of raptors? Or if we're out of raptors and we have to lose one, and have none to lose?
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Re: Battlestar Galactica (Round 6)
« Reply #1477 on: September 06, 2013, 05:33:21 pm »

If you have no Raptors, you cannot take actions which allow you to risk a raptor (e.g. Launch Scout, Scout for Fuel, some destinations) since you don't have one to risk. If you would lose one (e.g. from a crisis fail), nothing happens.
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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 (Round 6)
« Reply #1478 on: September 07, 2013, 11:43:47 pm »

Get out.
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Re: Battlestar Galactica (Round 6)
« Reply #1479 on: September 10, 2013, 01:20:46 pm »

Le Bump.

Incidentally this is the longest thread on Non-Mafia games, and likely the longest running as well.
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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.

Grujah

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Re: Battlestar Galactica (Round 6)
« Reply #1480 on: September 10, 2013, 01:27:28 pm »

Nop, Witch Brew II is way longer time-wise.
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Twistedarcher

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Re: Battlestar Galactica (Round 6)
« Reply #1481 on: September 10, 2013, 11:51:20 pm »

## Try to escape
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Re: Battlestar Galactica (Round 6)
« Reply #1482 on: September 11, 2013, 09:09:55 am »

Interrupts?
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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.

Davio

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Re: Battlestar Galactica (Round 6)
« Reply #1483 on: September 11, 2013, 09:55:20 am »

Pass
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BSG: Cagprezimal Adama
Mage Knight: Arythea

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Re: Battlestar Galactica (Round 6)
« Reply #1484 on: September 11, 2013, 10:22:57 am »

I play every card in my hand...
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Jorbles

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Re: Battlestar Galactica (Round 6)
« Reply #1485 on: September 11, 2013, 10:38:34 am »

+1
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Re: Battlestar Galactica (Round 6)
« Reply #1486 on: September 11, 2013, 11:27:37 am »

##pass.
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Re: Battlestar Galactica (Round 6)
« Reply #1487 on: September 14, 2013, 11:21:45 am »

Yeah let's just start moving again... I'll assume no further interrupts from the lack of anyone saying anything.

Brig escape Boomer - 5 Tac/Pol

Destiny: 2 cards
Chief (max 1):
Apollo (max 1):
Zarek (max 1):
Adama:
Baltar: Pass (no cards)
Boomer (max 1):
« Last Edit: September 14, 2013, 11:28:33 am by Tables »
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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 (Round 6)
« Reply #1488 on: September 14, 2013, 03:34:21 pm »

# 1 Card
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Re: Battlestar Galactica (Round 6)
« Reply #1489 on: September 14, 2013, 07:58:16 pm »

Destiny: 2 cards
Chief (max 1): 1 card
Apollo (max 1): 1 card (CO)
Zarek (max 1): 1 card (CO)
Adama:
Baltar: Pass (no cards)
Boomer (max 1):

Adama to play
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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 (Round 6)
« Reply #1490 on: September 15, 2013, 06:38:28 am »

pass
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BSG: Cagprezimal Adama
Mage Knight: Arythea

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Re: Battlestar Galactica (Round 6)
« Reply #1491 on: September 15, 2013, 10:50:08 am »

Boomer
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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 (Round 6)
« Reply #1492 on: September 15, 2013, 12:15:20 pm »

## 1 Card
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Re: Battlestar Galactica (Round 6)
« Reply #1493 on: September 15, 2013, 01:33:55 pm »

LEA-5 (Declare Emergency)

POL-1 (Consolidate Power)
TAC-1 (Launch Scout)
TAC-2 (Launch Scout)
TAC-3 (Strategic Planning)
TAC-6 (Scout for Fuel)


Total: 8. Pass

Boomer, where would you like to move on Galactica?
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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 (Round 6)
« Reply #1494 on: September 15, 2013, 01:51:37 pm »

Woohoo!

Thoughts, teammates? I guess somewhere where I could launch ships would be good, right?

Escaping from the brig was my only action for this turn, right? So I won't get to do anything until next turn?
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Re: Battlestar Galactica (Round 6)
« Reply #1495 on: September 15, 2013, 01:55:25 pm »

Correct on all counts (and hooray, you're out! And oh, joy, we get a crisis now...)

We are very very close to losing on heavy raiders. In fact, if this crisis has a heavy raider icon, we've lost. Therefore, I'd strongly suggest moving to the armory. The quorum can deal with the problem, but we've lost control of the quorum (it'd be good to get it back, but I don't know if we'll have the cards to). If we're not dead by then, both Apollo and I should be able to XO you for enough shots to put down the toaster.
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Re: Battlestar Galactica (Round 6)
« Reply #1496 on: September 15, 2013, 02:04:47 pm »

Ok. So when I'm scouting for the crisis, I need to at all costs avoid one that has the Activate Heavy Raiders post-crisis?

(I'm not really sure how the raiders work to be honest, but we do seem to have a lot of them!)
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Re: Battlestar Galactica (Round 6)
« Reply #1497 on: September 15, 2013, 02:28:17 pm »

I'm reading over the rules, and having problems understanding the raiders and their locations. This is probably because, in the rules, there's only a diagram of the map around Galactica, but in our game, all of the raiders are in the map below.

How do the raiders move from the bottom diagram to the top diagram?
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Re: Battlestar Galactica (Round 6)
« Reply #1498 on: September 15, 2013, 06:22:13 pm »

That is part of the Exodus expansion. They move up after the pursuit track fills - which basically means, after this upcoming crisis.
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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 (Round 6)
« Reply #1499 on: September 15, 2013, 06:35:07 pm »

Ok. So when I'm scouting for the crisis, I need to at all costs avoid one that has the Activate Heavy Raiders post-crisis?

(I'm not really sure how the raiders work to be honest, but we do seem to have a lot of them!)

Unfortunately, you scout after your crisis. You're still right - bury anything with a heavy raider activation, as well as anything that doesn't have jump prep (unless, in the latter case, it does something useful for us - like transfer the presidency or let the admiral or current player brig someone. That'd be worth it even without jump prep.)
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