I read it that it can only destroy things in that space, so if you shoot at a space with no civvies or vipers, it's no risk. Is that a correct interpretation?
I read it that it can only destroy things in that space, so if you shoot at a space with no civvies or vipers, it's no risk. Is that a correct interpretation?
That is correct, sir.
But if you are Admiral Cain, you don't care about civies or viper pilots, or anyone but yourself anyway.
The Engine Room doesn't seem too useful. Am I wrong? It would be nice to put a jump icon on a crisis card that doesn't have one, but it is a gamble, you'll waste the skill cards if the crisis already has a jump icon.
I guess if you are already in the engine room and someone plays XO on you, then you can use the first action to scout the deck. If the crisis you see is worth keeping on top but doesn't have the jump icon, then this would be a situation that would be worthwhile to use the Engine Room. But it is the only one I can think of.
The Engine Room doesn't seem too useful. Am I wrong?
Scouting the Crisis deck is not a 100% chance that you will get a jump. Engine Room is, which could be worth two cards, given that scouting costs one card (a specific one) and might not even succeed. However, Engine Room does not give you the chance to avoid a nasty crisis or Cylon activation, so there are advantages and disadvantages to both...
The Engine Room doesn't seem too useful. Am I wrong?
Scouting the Crisis deck is not a 100% chance that you will get a jump. Engine Room is, which could be worth two cards, given that scouting costs one card (a specific one) and might not even succeed. However, Engine Room does not give you the chance to avoid a nasty crisis or Cylon activation, so there are advantages and disadvantages to both...
Plus it's very human thing to do. If your a cylon you could bury a good crisis when you LS. With the Engine Room you ARE helping the humans win.
The Engine Room doesn't seem too useful. Am I wrong? It would be nice to put a jump icon on a crisis card that doesn't have one, but it is a gamble, you'll waste the skill cards if the crisis already has a jump icon.
Actually it's just the opposite - almost too powerful for the base game. The goal is to get to the finish line as soon as possible and this room enables you to do just that. Cylon movement and attack is slow, dependent on Galactica sticking around. It's always better to run than fight, as all cylon ships and base stars are lost if you jump - which is much easier than trying to destroy them!
The Engine Room was constructed so that you can get to the New Caprica phase faster, as the later makes the game tougher. It is too powerful for base game in my opinion, as you always jump even before some serious attacking starts. And not to forget that you can redirect the Galactica damage to Pegasus. So don't play it without cylon leaders and/or New Caprica, it's too easy. The suspense of the base game is built exactly on getting (or not) the jump preparation icons in crisis.
The Engine Room doesn't seem too useful. Am I wrong?
About 1/3rd of the crisis deck has no jump prep. So using the engine room it takes 5 player turns for each jump, never more than that. Not using the engine room averages 7 to 8 turns per jump. Using scouts you can occasionally get a 10 turn sequence of bad cards, which includes multiple cylon fleet cards. Using the engine room, no possible bad luck on the crisis cards can require more than 5 turns to the next jump. The engine room is 100% reliable, a scout can fail in various ways: a) The dice roll could fail. b) The next crisis might also no have jump prep. c) If you make too much use of scouts they will all be destroyed. Which ruins any future event requiring a Raptor. I've done that deliberately as a Cylon. d) A covert Cylon can use a scout to discard jump-prep cards. They can't do the same with the engine room. e) You need a scout card to use a raptor, any card will work for the engine room. Personally I consider the engine room the strongest location on Pegasus.