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Battlestar Galactica: The Board Game – Exodus Expansion» Forums » Sessions

Subject: Featuring Dr. Kevorkian rss

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Kenneth H
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You know, I don't want to play the Ionian Nebula every game, but those games are always interesting for one reason or another. This seven-player, all-expansions-and-modules game clocked in at about 6 hours, and featured another fantastic story within.

The game was fairly back and forth, with fantastic plays and crucial mistakes by many. Caprica Six (played by yours truly) was playing for the humans the whole time, but the 5-2 split didn't hinder the Cylons one bit. Zarek used his early Presidency to his advantage and never made the optimal choice, which went relatively unnoticed by the humans (and aligned with my goals anyway). Arbitrator Dee imprisoned Starbuck easily, despite the massive human expenditure against. Eventually, pretty much everybody was in the Brig or Sickbay, except the Cylon Leader they left to run the ship. The trauma tokens mounted, but nobody died.

Even the Brig didn't stop Dee from doing her job. With lucky pulls of both copies of Unorthodox Plan, she conducted Communications efforts from the brig, leading several civilians to their doom. She left the ship on her own, but Zarek had to be coerced through the Airlock, now that his Miracle was a threat with population at 2.

Six had run into some trouble with Violent Outbursts or something. The humans had to make particular plays just to survive turn to turn, so she understood when the humans didn't XO her. Perhaps she would commiserate with Doc, the Ally, who nobody had dared to visit since the start of the game. She understood.

Doc didn't. The Sickbay trauma killed her off.

Next turn, Six shrugged and asked the humans whether they wanted to autojump (to Crossroads) or scout to find a good destination. Starbuck was in sickbay with the Mad Doctor, so the consensus was to autojump out so she wouldn't have to worry about it. Caprica revealed no jump symbols, and Cottle killed Starbuck as well.

Ellen, boldly, brilliantly, played State of Emergency with all three Cylons on Caprica, and with Preventative Policies in place for Morale, jumped the fleet into the Crossroads Phase. Despite eliminating Zarek, the fleet dropped to 0 Morale through a string of deaths, and didn't manage to raise it through the end of the turn, leading to a very narrow loss by Morale.

Do you want to know the chilling secret? The following is not for the faint of heart.

Spoiler (click to reveal)

Doc Cottle was a CORPSE THE WHOLE TIME. That wasn't Sickbay. It was the MORGUE. Cottle's staff killed anybody who wanted to see him, to stop the fleet from discovering that the second disaster token lurked on Doc's ally card.

No wonder the fleet lost on Morale.

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Michael Bending
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Quick rules note:

On page 17 of the rulebook it reads the procedure for resolving an ally. Specifically step two is: discard and draw a new ally card.

Based on that you really shouldn't have been able to visit Doc Cottle multiple times... that being said I bet that'd be an interesting variant if that's what you were doing. (If that's not what you are doing, then I'd suggest playing the rules as written sometime... it's probably a little more interesting when you get to see even MOAR allys XD)
 
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Kenneth H
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I am confident we play Ionian Nebula correctly. We never got the opportunity to actually visit Doc. Two characters were assassinated by the disaster token on Sickbay, which you draw at the beginning of your turn, before you have the opportunity to encounter allies. At the end of the game, Doc was revealed to have a disaster token, which nobody ever saw because nobody ever got in to see him.
 
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