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Subject: Once upon a time in Space rss

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Steye
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This weekend we played a seven player game. One newbie, the others all experienced players. It took almost 4 hours, in part because of the loads of table talk, drinking, paranoia and explaining stuff to the newbie. We used Pegasus and the Cylon Fleet Board.

President Baltar
Helo
Galen (me)
Starbuck
CAG Apollo
Admiral Cain (newbie)
Cylon Leader Six

And so it Begins..
Before the game started, we took some time explain "how to play a Cylon" to our newbie. Helo said he preferred one early revealed Cylon and one who stays hidden for as long as he could. It's round 1, turn 1: Baltar moves to Colonial One and.. checks the loyalty card of Helo! "Bingo, a Cylon!". Round 1 turn 2: Helo reveals. It would seem we can trust our President, but Helo did say he preferred to reveal early. Six inflitrates Galactica and is realy helpfull: repairing damage, giving XO's, etcetera. The game continues, and dispite the lack of jump track activation icons, we manage to make our first jump (2 distance) with hardly any losses. Our President now distrusts the Admiral. Fate deals him a crisis which offers the choice to execute the Admiral. We cannot stop him - Helena Cain is executed. The revealed loyalty card reads: You are not a Cylon. Admiral Adama now joins the crew. Perhaps it's time to brig our President?

The Usual Suspects?
Skill checks go well, no spiking at all. Still: distrust among the crew is huge. We overshoot a couple of skill checks by a mile. Dispite his previous actions, our President slowly wins back our trust by playing a lot of Quorum cards and XO's. Six is still helping. I am a suspect because I played only one or two repair cards. First I had to discard a couple of them due to a crisis, then I simply didn't draw any. Starbuck is a suspect: he wants to play a Cylon every game, so he always acts a bit Cylony. How annoying! Apollo is doing his thing. Our newbie Admiral Adama is a suspect. He's taking a long time every turn trying to decide what to do and which cards he should play. Our resources go down a little, but we make the jump to 4 distance and.. Sleeperphase!

And.. here.. we.. go!
Only half a lightyear after we received our second loyalty cards, our President starts talking about his 'option' to arrest another player right away. Is he insane? Why arrest another player if we still have no serious clue about who could be the second Cylon? Remember: there were no spikes pre-sleeperphase. We persuade him to wait. We make a jump: distance 1. The Admiral claims: both cards were distance 1. We believe him, perhaps mostly because our President is acting like a joker and therefore our prime suspect.. again. The Cylon fleet is growing slowly but steadily. And Cylon Helo increases the persuit. We manage to make another jump. Again, distance 1! Now things start to happen fast: the Cylon fleet jumps in. Our pilots doing what they do best. Six and me repairing what we could. Adama uses Pegasus to destroy a Basestar but damages Pegasus instead and ends up in sickbay. And during all this action on the board, Apollo forgot the second distance 1 card, which would actually be the third 1 distance card in a total of 4 destination cards the Admiral had seen. And before we could intervene Apollo played an XO on Admiral Adama to move out of sickbay. Adama moves to the FTL and.. reveals. Frak!

Sometimes you have to roll a Hard Six.
Ok, at least now we know who's who. Six uses the FTL and we make a jump. Distance 3! We fail only a couple of skill checks, use our OPGs, pass a supercrisis, repair, escort civvies, play a lot of XO's, and lose Pegasus. Cylon Adama plays a Supercrisis, which places a boarding party on Galactica. Then the Cylon fleet jumps in. There are 3 heavy raiders 1 activation away of ramming into Galactica. Six XO's Apollo to shoot them down. Maximum firepower! The heavy raiders manage to evade our best pilot. Cylon Helo activates heavy raiders. Now our boarding party track is full. The last 2 games the Humans lost this way, things start looking grim for us Humans. Time to roll a Hard Six! On my turn I move to the Armory and destroy one Centurion. One down, three to go. Now we face a tough choice: there are quite a few civvies out there we have to defend OR we deal with the Centurions inside Galactica. Starbuck chooses to XO me. First roll: 8! Second roll: 7! I have never been this lucky. But we're not out of the woods yet.. Apollo escorts a couple of civvies, then XO's me. First roll: 2. Ok, there goes my luck. Second roll: 8! The King is back, baby! A couple of civvies were destroyed, we lost 4 population in one turn. I think the resources were fuel 4, food 5, morale 4, population 3 at this point. Both Cylons get one more turn, but fail to do any real damage. The jump preparation is on the minus 1 blue zone. Finally! And again it's my turn. I move to FTL and roll a 7! Humans jump to Victory!

Aftermath
Early revealing is perhaps not the best option for a Cylon. Our President acts like a Cylon but isn't one. Starbuck talks like a Cylon, but isn't one. Apollo kicks Cylon butt if she is a Human. Our Cylon Leader Six had a Human friendly agenda, which explains all his cooperation. His victory condition was: Humans win and you are infiltrating but not in the brig or sickbay. Perhaps I should have gone to the Casino that night. Just kidding! A Human victory in the Battlestar Galactica boardgame is the best price anyone can win!
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Mooseared Ferenczy
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Sounds about as fun as a 7 player game could be. One thing though, Helo should have been stranded turn 1.2 and couldn't have had an action and would not have been allowed a reveal.
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ackmondual
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j0frenzy wrote:
Sounds about as fun as a 7 player game could be. One thing though, Helo should have been stranded turn 1.2 and couldn't have had an action and would not have been allowed a reveal.
Another thing now that you brought it up... The Agenda that Cap6 had sounds most similar to Join The Colonials, but that states infiltrating and NOT in Brig or Detention (instead of Sickbay), and that Agenda is used for 4. or 6p.
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Keith Ibsen
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j0frenzy wrote:
Sounds about as fun as a 7 player game could be. One thing though, Helo should have been stranded turn 1.2 and couldn't have had an action and would not have been allowed a reveal.


Why should he have been stranded?
 
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Steye
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j0frenzy wrote:
Sounds about as fun as a 7 player game could be. One thing though, Helo should have been stranded turn 1.2 and couldn't have had an action and would not have been allowed a reveal.


You're right! It was actually turn 2.2! We couldn't brig (or execute) Helo because he was still stranded. On his first turn on Galactica, he revealed.
 
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Chris Hurd
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Steye wrote:
Adama moves to the FTL and.. reveals. Frak!


This is probably a minor point in the grand scheme of things, but there's no reason to move out of Sickbay to reveal. In context, just take the extra action.
 
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Steye
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hybridfive wrote:
Steye wrote:
Adama moves to the FTL and.. reveals. Frak!


This is probably a minor point in the grand scheme of things, but there's no reason to move out of Sickbay to reveal. In context, just take the extra action.


He did this purely for the dramatic affect. He could have used a nuke on an empty space area or one with civvies in it. We were glad he didn't! Next time he won't make the same mistake. Although: the doubt, joy, horror (in that order) on our faces was probably worth it
 
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Mooseared Ferenczy
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coolscribe wrote:
j0frenzy wrote:
Sounds about as fun as a 7 player game could be. One thing though, Helo should have been stranded turn 1.2 and couldn't have had an action and would not have been allowed a reveal.


Why should he have been stranded?

His drawback ability is that his first turn is spent off the board and his first move and action are skipped.
Fun fact, you can still execute and airlock Helo while he is off the board.
 
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ackmondual
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Steye wrote:
hybridfive wrote:
Steye wrote:
Adama moves to the FTL and.. reveals. Frak!


This is probably a minor point in the grand scheme of things, but there's no reason to move out of Sickbay to reveal. In context, just take the extra action.


He did this purely for the dramatic affect. He could have used a nuke on an empty space area or one with civvies in it. We were glad he didn't! Next time he won't make the same mistake. Although: the doubt, joy, horror (in that order) on our faces was probably worth it
Well, Adama had to have had a Critical Situation to take 2 actions without moving. You can't just take 2 actions soley b/c you decided not to move.
 
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Darren Nakamura
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ackmondual wrote:
Steye wrote:
hybridfive wrote:
Steye wrote:
Adama moves to the FTL and.. reveals. Frak!


This is probably a minor point in the grand scheme of things, but there's no reason to move out of Sickbay to reveal. In context, just take the extra action.


He did this purely for the dramatic affect. He could have used a nuke on an empty space area or one with civvies in it. We were glad he didn't! Next time he won't make the same mistake. Although: the doubt, joy, horror (in that order) on our faces was probably worth it
Well, Adama had to have had a Critical Situation to take 2 actions without moving. You can't just take 2 actions soley b/c you decided not to move.


It was on an XO, so he did have two actions to spend.
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Steye
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ackmondual wrote:
The Agenda that Cap6 had sounds most similar to Join The Colonials, but that states infiltrating and NOT in Brig or Detention (instead of Sickbay), and that Agenda is used for 4. or 6p.


A great lesson: if you want something done right, do it yourself. Another player was in charge of the loyalty deck and the Cylon Leader Agenda cards.. Evidently she gave him an agenda from the wrong set. So that explains why we had a way too friendly Cylon Leader.

I think we'll have to re-play the whole game now Jéééh!
 
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