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Battlestar Galactica» Forums » Sessions

Subject: A night in the brig rss

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David Schachtler
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Last night I finally managed to play my first 5 player game of Battlestar Galactica. Aside from me no one had played the game before.

Our crew was:
* Baltar (me)
* Starbuck
* Helo
* Apollo
* Chief

As Baltar I started out with two loyalty cards one of the a "You're a cylon" card (Yay!) I decided to play rather cooperatively, making pretty good moves and only slightly sabotaging or over-committing any skill checks. We got a first cylon attack pretty soon and our two pilots took some vipers for a spin. The light and heavy raiders were easily dealt with and a few lucky crisis cards later we jumped away (distance +2).

The second region was a lot harsher we pretty soon got another cylon attack (the one that prevents us from moving the civies) and another one soon after. Most of the light raiders were shot down but the two heavy raiders managed to deploy a boarding party which later proved very difficult to kill. We forced a jump and lost 1 population (distance +1).

This was not to my taste. I wanted to get the second set or loyalty cards into play so I could launch find my cylon partner. Being at distance of 3 meant another jump. Luckily a skill check around this time came up with 3 red negatives so our pilots and admiral were under heavy suspicion. Also somewhere around this time Helo used a crisis card to assume the presidency - could I have found my cylon comrade? I tried to use a crisis card to look at his loyalty card but he used his One-Time-Power to change my decision. Now people were certainly suspicions and threw Helo into the brig. Soon after he used the quorum cards to throw me into the brig as well and none of us could convince the others to let us out. The humans did a lot of scouting on the crisis deck and we didn't get a cylon attack in ages. Eventually a crisis card came up that would throw the current player (Chief) into the bring and it failed spectacularly. So now 3 players in the brig and 2 out we took some hits to various dials but the president used a lot of quorum and other actions to help out. Eventually the fleet forced another jump without a single cylon ship in sight and lost another population. The Admiral chose a distance 3 card (crap! only one jump to go).

Amazingly I was dealt the second "You're a cylon" card. (double cylon, brigged = double crap). I tried one more round to vote myself out. I had a yellow 5 and a skill card that would lower the difficulty by 2. I pleaded and gave it a shot but was met with a resounding no. Worse still the president managed to get himself voted out of the bring and everyone was convinced that at least one of my three cards said cylon. Starbuck or Helo however then moved to brig Apollo. They were fast climbing the jump preparation track and I had to do something. I sacrificed myself and moved to the cylon fleet to finally do some damage. My super crisis card said "Damage to Galactica plus two centurios on the boarding party track". That was too good to pass up so I played it and made sure it failed. I was then going to move the centurios and hope to win the game that way but it all ended much earlier. The humans had lost their last raptor some time ago and the crisis deck was unusually kind to them again (giving a lot of jump symbols). Unfortunately both jump locations featured a -2 fuel which drained it completely and stranded them in space - at the mercy (who am I kidding? They brigged me!) of the cylons.

It was definitely a weird game. Lots of suboptimal moves on pretty much everyone's part made it almost impossible to determine the loyalties. Also the only character that never spent time in the brig was Starbuck (of all choices!). The game took quite a while to play and while being stuck in the brig for so long almost made one of us throw the game out of boredom we could all agree that we should try it again someday.

Some lessons learned:
* The Quorum deck rocks!
* Gaius = Suspicion Magnet
* Being brigged is boring to play
* Don't spike crisis skill checks if you're not a cylon. It might still pass but suspicion will grow out of hand and everyone will meetup in the brig.
* Five player is much more balanced than three player
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  • Last edited Fri Feb 3, 2012 2:46 pm (Total Number of Edits: 1)
  • Posted Fri Feb 3, 2012 9:08 am
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Steye
Netherlands
Nijmegen
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Nice to read another session report!! It's the best thing of this game: there are so many options, no game is ever the same!

I had just one question:

You were a Cylon from the start and you got the second Cylon card in the sleeperphase. But pre-sleeperphase there were 3 negative piloting cards in a skill check. Did you play one? Or did somebody make a mistake playing the wrong skill cards?

Thanks for the report! Cheerz!

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David Schachtler
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Buchs
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Steye wrote:
You were a Cylon from the start and you got the second Cylon card in the sleeperphase. But pre-sleeperphase there were 3 negative piloting cards in a skill check. Did you play one? Or did somebody make a mistake playing the wrong skill cards?
One of our human pilots thought it would be fun to throw in a couple of bad cards on that skill check. It confused the hell out of us.
 
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Scott Milbuta
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Just got into BSG , and really like seeing reports like this to give me a feel of the game and crazy scenarios that can present showup.
 
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Steye
Netherlands
Nijmegen
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Kempeth wrote:
One of our human pilots thought it would be fun to throw in a couple of bad cards on that skill check. It confused the hell out of us.


Games are not about winning or losing, but how you play. Such an intentional mistake certainly adds to the fun and paranoia! Even if it means you'd be spending the next couple of turns in the brig
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Darren Nakamura
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The way you describe it, I don't understand why the humans trusted Helo and distrusted you.

There were red spikes in a check; Helo draws red while Baltar doesn't.
Helo assumed the Presidency, making him President/Admiral.
When you tried to look at his loyalty, he used his once-per-game to make it so you couldn't.

That last one is the kicker. Helo's once-per-game can save the humans if a Cylon gets a crisis card with a game ending choice on it. Not only was it a waste in that situation, but it also looks supremely suspicious that he didn't want his loyalty looked at that badly. Humans have nothing to hide when people want to look at loyalty. There's no reason for a human to not want to be cleared by another player.

After all that, the human team definitely deserved to lose, although it probably should have happened much sooner, because they should have kept Helo locked up and let you out long before you revealed.
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Allen Michaels
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Steye wrote:
Kempeth wrote:
One of our human pilots thought it would be fun to throw in a couple of bad cards on that skill check. It confused the hell out of us.


Games are not about winning or losing, but how you play. Such an intentional mistake certainly adds to the fun and paranoia! Even if it means you'd be spending the next couple of turns in the brig


I know you guys were new players...but, I don't get it. I have a person who played like you describe. The game's objective means nothing. He often wants to 'break' the game...or ruin it for everyone else. Then it is 'fun' for him (we've stopped playing with him). There is a social contract in gaming...you are playing to win and you play by the rules. This pilot thought it would be fun for his side to lose. It wasn't a mistake of throwing the wrong card. Equivalent 'mistakes' would be looking at someone's card while they are away from the table...or flipping the board over in frustration.

True...the game is not about winning or losing, it's about fun. But would you play doubles Tennis with someone who intentionally keeps hitting it out of bounds? Oooh...let me spice this game up!
 
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Steye
Netherlands
Nijmegen
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al_fredo wrote:
I know you guys were new players...but, I don't get it. I have a person who played like you describe. The game's objective means nothing. He often wants to 'break' the game...or ruin it for everyone else. Then it is 'fun' for him (we've stopped playing with him). There is a social contract in gaming...you are playing to win and you play by the rules. This pilot thought it would be fun for his side to lose. It wasn't a mistake of throwing the wrong card. Equivalent 'mistakes' would be looking at someone's card while they are away from the table...or flipping the board over in frustration.

True...the game is not about winning or losing, it's about fun. But would you play doubles Tennis with someone who intentionally keeps hitting it out of bounds? Oooh...let me spice this game up!


One mistake, intentional or not, can add to the fun. Playing the wrong skill card would just cause a lot of paranoia..

But intentionaly sabotaging the whole game is just frakked up! Looking at a Loyalty card? Board flippin´? Those players should be execu.. eh send home.
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Mike Taylor
United States
Midlothian
Virginia
Steye wrote:
Kempeth wrote:
One of our human pilots thought it would be fun to throw in a couple of bad cards on that skill check. It confused the hell out of us.


Games are not about winning or losing, but how you play. Such an intentional mistake certainly adds to the fun and paranoia! Even if it means you'd be spending the next couple of turns in the brig


I disagree here (with the specifics, not the general statement). BSG has plenty of paranoia without random play. It's also hard enough for the humans as is. If your group isn't serious about the game it's one thing, but if folks are trying to win it can be very frustrating when players aren't in the same mindset.
 
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Mike Taylor
United States
Midlothian
Virginia
Dexter345 wrote:
The way you describe it, I don't understand why the humans trusted Helo and distrusted you.

There were red spikes in a check; Helo draws red while Baltar doesn't.
Helo assumed the Presidency, making him President/Admiral.
When you tried to look at his loyalty, he used his once-per-game to make it so you couldn't.

That last one is the kicker. Helo's once-per-game can save the humans if a Cylon gets a crisis card with a game ending choice on it. Not only was it a waste in that situation, but it also looks supremely suspicious that he didn't want his loyalty looked at that badly. Humans have nothing to hide when people want to look at loyalty. There's no reason for a human to not want to be cleared by another player.

After all that, the human team definitely deserved to lose, although it probably should have happened much sooner, because they should have kept Helo locked up and let you out long before you revealed.



Baltar can draw reds, situationally with with his delusional intuition.

Agreed with you analysis. Our group is very suspicious of having both offices concentrating is a single person.
 
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Robert Stewart
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mat9h wrote:
Steye wrote:
Kempeth wrote:
One of our human pilots thought it would be fun to throw in a couple of bad cards on that skill check. It confused the hell out of us.


Games are not about winning or losing, but how you play. Such an intentional mistake certainly adds to the fun and paranoia! Even if it means you'd be spending the next couple of turns in the brig


I disagree here (with the specifics, not the general statement). BSG has plenty of paranoia without random play. It's also hard enough for the humans as is. If your group isn't serious about the game it's one thing, but if folks are trying to win it can be very frustrating when players aren't in the same mindset.


On the other hand, spiking occasionally as a human can improve your (personal) chances of winning in the long run - once the rest of the group realises that you sometimes spike for either side, being caught spiking no longer identifies you as a Cylon.

Also, if humans are doing too well pre-Sleeper, it can be in your interest to sabotage things a little if, by doing so, you can improve your chances of winning as a Cylon more than you hurt your chances of winning as a Human (unless you're Boomer with no pre-Sleeper Cylons, you're still more likely to be a Human than a Cylon post-Sleeper). For example, if, playing the Chief, you're the only player who draws Engineering cards, you might want to hold off on repairs coming up to Sleeper - if you're still human post-Sleeper, you can fix the bucket pretty easily; if you turn Cylon, at the least, the Humans will have to spend actions drawing the repairs you drew for free, making it harder for them to respond efficiently to other threats...


The general consensus (and my personal experience) is that, with just the base game, with an experienced group, humans will win more than they lose.
 
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Darren Nakamura
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mat9h wrote:
Dexter345 wrote:
The way you describe it, I don't understand why the humans trusted Helo and distrusted you.

There were red spikes in a check; Helo draws red while Baltar doesn't.
Helo assumed the Presidency, making him President/Admiral.
When you tried to look at his loyalty, he used his once-per-game to make it so you couldn't.

That last one is the kicker. Helo's once-per-game can save the humans if a Cylon gets a crisis card with a game ending choice on it. Not only was it a waste in that situation, but it also looks supremely suspicious that he didn't want his loyalty looked at that badly. Humans have nothing to hide when people want to look at loyalty. There's no reason for a human to not want to be cleared by another player.

After all that, the human team definitely deserved to lose, although it probably should have happened much sooner, because they should have kept Helo locked up and let you out long before you revealed.



Baltar can draw reds, situationally with with his delusional intuition.

Agreed with you analysis. Our group is very suspicious of having both offices concentrating is a single person.


Good point on Delusional Intuition, but the OP didn't mention that he had drawn any, and he specifically said that the spiked reds put suspicion on Helo, Apollo, and Starbuck, which implies that there wasn't suspicion on Baltar or Chief from that particular play.

As far as one person having both titles, it isn't necessarily bad, but it means that it is one of the top priorities of the Human players to know whether they can trust the person with all of the power. If I had been playing and Pradmiral Helo deflected one such opportunity using his OPG, I'd consider that a soft reveal and call for his brigging immediately. The fact that he did it as a Human makes no sense.
 
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Lobo de Rio
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Steye wrote:
Kempeth wrote:
One of our human pilots thought it would be fun to throw in a couple of bad cards on that skill check. It confused the hell out of us.


Games are not about winning or losing, but how you play. Such an intentional mistake certainly adds to the fun and paranoia! Even if it means you'd be spending the next couple of turns in the brig


I couldn't agree more. We frequently play with a friend that loves to use these unconventional tactics. It makes games more amusing and fun, though admittedly more difficult to determine loyalty. Up until now these have been games of werewolf and the resistance, but tomorrow we are going to introduce him to BSG. It will be an exciting game I have no doubt.
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HÃ¥kon Skappel
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rmsgrey wrote:
On the other hand, spiking occasionally as a human can improve your (personal) chances of winning in the long run - once the rest of the group realises that you sometimes spike for either side, being caught spiking no longer identifies you as a Cylon.


I'd brig the living daylights out of a player playing like this, regardless of his "loyalty". Intentional sabotage deserves punishment, and if I realized someone tried to pull this trick... I'd make them think again about how profitable that strategy is. After all, MY personal winning chances improve when the rest of the players don't play to confuse, so going after that player personally is at least as legit tactic as spiking checks while human.

Besides... if you spike a check as human, and lose some resources in early game... and then you run into a bad stream of crisis cards that targets the same resource... did you increase or lower your chance of winning if you stay human for the rest of the game?
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  • Last edited Sun Feb 5, 2012 2:21 pm (Total Number of Edits: 2)
  • Posted Sun Feb 5, 2012 2:17 pm
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HÃ¥kon Skappel
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Steye wrote:
Games are not about winning or losing, but how you play. Such an intentional mistake certainly adds to the fun and paranoia! Even if it means you'd be spending the next couple of turns in the brig


I disagree. There is no "in-game" reasoning for this, as there is no good "thematic" reasoning behind "Hmm. I think I will help the enemy for the small chance that I am one of them without knowing it." when you are in a life-or-death situation.

BSG have a clear theme, and it's pretty apparent that the game intends for the humans to actually try their best to win, so the human race isn't either enslaved or eradicated. If "how you play" is to sabotage this, then you should make sure that the other players are OK with this kind of gaming... as you are changing the game to something else than what should be reasonably expected by anyone coming to play the game "as written".

BSG is a team-game (with some complications ). Playing exclusive for your own benefit or being random just to be random when on the human team is not team-play.
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  • Last edited Sun Feb 5, 2012 2:28 pm (Total Number of Edits: 1)
  • Posted Sun Feb 5, 2012 2:28 pm
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Robert Stewart
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sciurusaurus wrote:
rmsgrey wrote:
On the other hand, spiking occasionally as a human can improve your (personal) chances of winning in the long run - once the rest of the group realises that you sometimes spike for either side, being caught spiking no longer identifies you as a Cylon.


I'd brig the living daylights out of a player playing like this, regardless of his "loyalty". Intentional sabotage deserves punishment, and if I realized someone tried to pull this trick... I'd make them think again about how profitable that strategy is. After all, MY personal winning chances improve when the rest of the players don't play to confuse, so going after that player personally is at least as legit tactic as spiking checks while human.

Besides... if you spike a check as human, and lose some resources in early game... and then you run into a bad stream of crisis cards that targets the same resource... did you increase or lower your chance of winning if you stay human for the rest of the game?


You can spike a check without significant risk of failing it - for example, if you're playing late into a check where others have played a lot of cards, or if you play a small negative and a high positive into an easy check - yes, it does waste cards, which may jeopardise future checks, but the total cost is pretty minimal.


If you spike a check and end up losing a game that humans would have lost anyway due to a bad run of crisis cards, then have you lowered your chance of winning?


If humans are winning too often, then it can be worth playing suboptimally, if only to encourage people to play more in future - when becoming Cylon means spending 3 hours fighting a doomed battle, people will tend to choose something else to play where you can have an enjoyable game more than 60% of the time... Of course, there are other ways of adjusting the game balance closer to even, and one of them may suit your group better.
 
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HÃ¥kon Skappel
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rmsgrey wrote:

You can spike a check without significant risk of failing it - for example, if you're playing late into a check where others have played a lot of cards, or if you play a small negative and a high positive into an easy check - yes, it does waste cards, which may jeopardise future checks, but the total cost is pretty minimal.

If you spike a check and end up losing a game that humans would have lost anyway due to a bad run of crisis cards, then have you lowered your chance of winning?


Of course, if you play with others sharing your view on tactics, quite a few of those cards already played may be negative regardless of loyalty

The more players who are likely to spike checks, for whatever reason, the higher margin you need to plan on when adding positive cards to a check... or just live with an unreasonable amount of failed checks.

The total cost is only minimal if you are the only one doing this

The sum of which may cost you several games as a human compared to if everyone just played their actual loyalty sensibly

rmsgrey wrote:

If humans are winning too often, then it can be worth playing suboptimally, if only to encourage people to play more in future - when becoming Cylon means spending 3 hours fighting a doomed battle, people will tend to choose something else to play where you can have an enjoyable game more than 60% of the time... Of course, there are other ways of adjusting the game balance closer to even, and one of them may suit your group better.


I'd say that if the objective is to give the Cylons in general a better chance, there are far better ways to do this than to play against your loyalty.

Besides, there's a big difference between playing suboptimally and actively sabotaging your allies
 
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Robert Stewart
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sciurusaurus wrote:
rmsgrey wrote:

You can spike a check without significant risk of failing it - for example, if you're playing late into a check where others have played a lot of cards, or if you play a small negative and a high positive into an easy check - yes, it does waste cards, which may jeopardise future checks, but the total cost is pretty minimal.


Of course, if you play with others sharing your view on tactics, quite a few of those cards already played may be negative regardless of loyalty

The more players who are likely to spike checks, for whatever reason, the higher margin you need to plan on when adding positive cards to a check... or just live with an unreasonable amount of failed checks.

The total cost is only minimal if you are the only one doing this

The sum of which may cost you several games as a human compared to if everyone just played their actual loyalty sensibly


If you play a +5 and a -1 (or two +5s and a -2) into a check then you're contributing at least as much as the other players would expect from your number of cards.

If you have 5 players, and 4 of you each spike a random minor check once pre-Sleeper, and every one of those four checks barely fails as a result, costing 1 resource each time, that's still less of an impact than the rulebook's suggested fix for humans winning too often (-2 to each resource from the start)

I'm not advocating that human players should spike recklessly, just pointing out that there are benefits to playing an occasional spike in a "safe" skill-check, so it's not unjustifiable for players to do it.

Me, last game I played, I was a Cylon from the start, and spent most of the game pointing out good plays to the humans - once I was revealed, often accompanied by "why am I still helping you?" Cynical spikes as a Human would be unusual for me...
 
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David Schachtler
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All players except me were new to the game. His red spike was just an experiment and he didn't repeat it (to my knowledge).

I agree with the sentiment that players should aim to win for their side. Or more precisely players should at least agree with each other on it. If everyone is fine with just trying to see what happens then that's ok too. But for a game this long it's just too frustrating if one player decided to sabotage the game by playing illogically.

I'm divided about holding back with helping the humans pre-sleeper. I can understand that players might want to optimize their chances of winning. But the probability of any specific player becoming a cylon during sleeper phase is less than 50%. If there's only one cylon out then it's 25%. (All assuming a 5 player game). Even Boomer has a 60% chance at the most to become a cylon sleeper. I'd only consider such a strategy if the humans have an amazing run and I'd be Boomer. Because if there's already a cylon among the players even her chances to be a sleeper drop to 1/3rd.

And all that is before considering the role playing side of things. As someone has already said: In character no one would even consider helping the cylons on the off chance that he might be one of them.
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  • Last edited Mon Feb 6, 2012 8:41 am (Total Number of Edits: 1)
  • Posted Mon Feb 6, 2012 8:38 am
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Darren Nakamura
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rmsgrey wrote:
I'm not advocating that human players should spike recklessly, just pointing out that there are benefits to playing an occasional spike in a "safe" skill-check, so it's not unjustifiable for players to do it.


I still fail to see what the benefit is. You spend more cards than you need to, and you risk unnecessarily hurting the team you're playing for. Your benefit for this is "because it's fun to do"?
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Robert Stewart
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Dexter345 wrote:
rmsgrey wrote:
I'm not advocating that human players should spike recklessly, just pointing out that there are benefits to playing an occasional spike in a "safe" skill-check, so it's not unjustifiable for players to do it.


I still fail to see what the benefit is. You spend more cards than you need to, and you risk unnecessarily hurting the team you're playing for. Your benefit for this is "because it's fun to do"?


The benefit for you of it being known that you sometimes spike as a human is that getting caught spiking then doesn't automatically out you as a Cylon.

There may also be a benefit for the group as a whole of making the game more interesting/exciting/enjoyable, but that's going to vary from group to group.
 
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Mike Taylor
United States
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Virginia
rmsgrey wrote:
Dexter345 wrote:
rmsgrey wrote:
I'm not advocating that human players should spike recklessly, just pointing out that there are benefits to playing an occasional spike in a "safe" skill-check, so it's not unjustifiable for players to do it.


I still fail to see what the benefit is. You spend more cards than you need to, and you risk unnecessarily hurting the team you're playing for. Your benefit for this is "because it's fun to do"?


The benefit for you of it being known that you sometimes spike as a human is that getting caught spiking then doesn't automatically out you as a Cylon.

There may also be a benefit for the group as a whole of making the game more interesting/exciting/enjoyable, but that's going to vary from group to group.


I still don't see it. Even if this strategy works, then all you've accomplished is making the game random. If folks can't tell who's who reliably by what's played then you might as well just guess. This might appeal to some, but for me the game is too long to be random.

The interesting side-effect is that if you are the only one in your group doing this then proper play for the rest of the group suggests they should brig you. If you are a cylon, then this is good play. If you are a human, but a saboteur then damage is still going to be limited. This damage is the spiking as well as the potentially greater damage of compromising the primary tool the humans have to identify Cylons.
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Robert Stewart
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mat9h wrote:
I still don't see it. Even if this strategy works, then all you've accomplished is making the game random. If folks can't tell who's who reliably by what's played then you might as well just guess. This might appeal to some, but for me the game is too long to be random.


I'm working from an underlying assumption that spiking should be a viable tactic for a hidden Cylon without it being an immediate soft-reveal. If you check out the PBF games on here, there are players who, most of the time, can tell you precisely which combinations of colours each player is holding, how many of each colour, which colours are in Destiny, and, on the occasions where there's no Investigative Committee involved, can make an educated guess at which specific cards were played by which player. If you're playing in a game with one of those guys, the only way you might be able to spike a check without it being known that the check was spiked by either you or maybe one other player, is if that guy is an unrevealed Cylon. If there are two of those guys playing, you have to assume that any time you spike a check, you're soft-revealing.

If that level of card-counting, with its implications for Cylon play, is either acceptable, or not an issue for your games, then spiking as a human is probably inappropriate in that context. If there is a problem with spiking checks being an automatic soft-reveal, then human-spiking is a valid strategic choice.


Again, it's not something I do, but I can see reasons why it is a valid choice for someone seeking to maximise their chances of winning future games. It's unquestionably a valid choice for someone seeking to maximise group enjoyment of the game when playing with the appropriate group.
 
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HÃ¥kon Skappel
Norway
Kristiansand
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rmsgrey wrote:
I'm working from an underlying assumption that spiking should be a viable tactic for a hidden Cylon without it being an immediate soft-reveal. If you check out the PBF games on here, there are players who, most of the time, can tell you precisely which combinations of colours each player is holding, how many of each colour, which colours are in Destiny, and, on the occasions where there's no Investigative Committee involved, can make an educated guess at which specific cards were played by which player. If you're playing in a game with one of those guys, the only way you might be able to spike a check without it being known that the check was spiked by either you or maybe one other player, is if that guy is an unrevealed Cylon. If there are two of those guys playing, you have to assume that any time you spike a check, you're soft-revealing.

If that level of card-counting, with its implications for Cylon play, is either acceptable, or not an issue for your games, then spiking as a human is probably inappropriate in that context. If there is a problem with spiking checks being an automatic soft-reveal, then human-spiking is a valid strategic choice.


Again, it's not something I do, but I can see reasons why it is a valid choice for someone seeking to maximise their chances of winning future games. It's unquestionably a valid choice for someone seeking to maximise group enjoyment of the game when playing with the appropriate group.


I'd like to see someone pull of the same level of card-counting in a rather fast-paced tabletop game of BSG On a PBF, you can go back posts to check, keep a spreadsheet on your computer, and even if you're not doing any of those, the changes to peoples hands come at a significantly slower pace, leaving more room for memorizing what people drew.

Also, a lot of characters have overlapping skill selections, so when people don't wait for you to "assign" probabilities after each skill check and round, and keep you engaged in the game, I seriously doubt that a spiked check (unless you do it with a color only you draw, and have bad luck with destiny) will reliably soft-reveal you in tabletop unless you play with Rain Man.

I'll grant you that detailed card-counting is as disruptive as human spiking, I'm leaning towards accepting two wrongs making a right in that specific exception.
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Mike Taylor
United States
Midlothian
Virginia
rmsgrey wrote:
mat9h wrote:
I still don't see it. Even if this strategy works, then all you've accomplished is making the game random. If folks can't tell who's who reliably by what's played then you might as well just guess. This might appeal to some, but for me the game is too long to be random.


I'm working from an underlying assumption that spiking should be a viable tactic for a hidden Cylon without it being an immediate soft-reveal. If you check out the PBF games on here, there are players who, most of the time, can tell you precisely which combinations of colours each player is holding, how many of each colour, which colours are in Destiny, and, on the occasions where there's no Investigative Committee involved, can make an educated guess at which specific cards were played by which player. If you're playing in a game with one of those guys, the only way you might be able to spike a check without it being known that the check was spiked by either you or maybe one other player, is if that guy is an unrevealed Cylon. If there are two of those guys playing, you have to assume that any time you spike a check, you're soft-revealing.

If that level of card-counting, with its implications for Cylon play, is either acceptable, or not an issue for your games, then spiking as a human is probably inappropriate in that context. If there is a problem with spiking checks being an automatic soft-reveal, then human-spiking is a valid strategic choice.


Again, it's not something I do, but I can see reasons why it is a valid choice for someone seeking to maximise their chances of winning future games. It's unquestionably a valid choice for someone seeking to maximise group enjoyment of the game when playing with the appropriate group.


To be clear, I only play face-to-face, and the people I play with (self included) can not card count to that level. Moreover, we don't play sufficiently so that these very deep meta strategies are developed.
 
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