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Subject: Research Lab space action? rss

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Alex Rockwell
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So the space syas 'Draw 1 engineering or 1 tactics card'. Should this really be AND? It would be a good space as 'and'. But as 'or' it is terrible.

I read a player aid which described it as 'AND' and I was wondering if this is the way it should be played. (Seems like a big improvement, imo! Would help game balance!)
 
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Kevin Bender
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An Example in the rulebook agrees with the wording as 'or' and not 'and'.

From the rulebook (page 12):

Example: William Adama is in the “Research Lab” and
uses the action listed there to draw one tactics or one
engineering card. He may choose to draw engineering
even though it is outside his skill set, because the location
specifies the card type.

Of course, that still doesn't mean that people can't choose to house rule this and play it as 'and'.
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mark sellmeyer
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it's not great, but if you really need to fix something and everyone with engineering is a: not chosen, b. in the brig, c. a cylon.
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That's what I thought, but I concluded that that's just a space when there's nothing left to do, short of launching vipers as a precaution, (only to have them all forced back to the deck due to some crisis card, but that's another matter, and THEN getting a basestar upon us), as opposed to getting nothing out of a turn.

 
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Alex Rockwell
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If there is nothing to do, Press room is much better. But I guess it would be very strong for the humans for it to be 'and'.
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Chris Cieslik
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There is also the bonus of the space not being one of the six damage counters, so you're mostly safe if you're there. There are a couple of crises that hit the research lab, though.
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Jim Patterson
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Well, if it's an arguably bad action but not an obviously bad one, it might be a good place to, um, "help out."
 
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Alex Rockwell
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angelkurisu wrote:
There is also the bonus of the space not being one of the six damage counters, so you're mostly safe if you're there. There are a couple of crises that hit the research lab, though.


Hmm, i havent seen a crisis hit it yet. We generally hang out in the research lab if we dont want to be in any specific location but want ot be 'safe'
 
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Nathan Baumbach
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artmark wrote:
it's not great, but if you really need to fix something and everyone with engineering is a: not chosen, b. in the brig, c. a cylon.


It comes in really handy for that. Really handy.

As Adama, I hung out there for three non-combat turns, and was glad I did when the Cylons hit the Galactica twice and Tyrol had gone Cylon on us. We managed to hold on long enough to win because I repaired the damage.

 
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Prasant Moorthy
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Alexfrog wrote:
If there is nothing to do, Press room is much better. But I guess it would be very strong for the humans for it to be 'and'.

If you look at the character cards, engineering is actually not that common. Off the top of my head Tyrol get two, Baltar gets one, Starbuck can choose to get one. I think that's it (at work so can't check to be sure) which means if you want engineering it's pretty efficient. Plus the Press Room's on Colonial One, so while you do get two politics cards, unless you're the president and using the Quorum card location (President's Office I think) there's little else to do there so you're wasting cards moving back and forth. For building up a hand in quiet periods Press Room may have a slight edge but otherwise it's pretty pointless - one card to go there, one card to get back, so you have to spend at least two turns there to have an overall card benefit from visiting.
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angelkurisu wrote:
There is also the bonus of the space not being one of the six damage counters, so you're mostly safe if you're there. There are a couple of crises that hit the research lab, though.
that explains a lot.
 
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Barry Figgins
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The research lab is weak, but essential. It never gets destroyed, so even if you have five damage tokens, no engineers, and Colonial One is blown to bits, you still have a chance to get on your feet, repair the ship, and push back the Cylons!
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Riku Riekkinen
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Funkypea wrote:
If you look at the character cards, engineering is actually not that common. Off the top of my head Tyrol get two, Baltar gets one, Starbuck can choose to get one. I think that's it (at work so can't check to be sure) which means if you want engineering it's pretty efficient.


There is also Boomer, but that is a minor thing... engineering indeed is a rare skill. However Politics can be used to compensate this as "Consolidate Power" allows to pick up to any cards (in this case engineering)

Funkypea wrote:
Plus the Press Room's on Colonial One, so while you do get two politics cards, unless you're the president and using the Quorum card location (President's Office I think) there's little else to do there so you're wasting cards moving back and forth. For building up a hand in quiet periods Press Room may have a slight edge but otherwise it's pretty pointless - one card to go there, one card to get back, so you have to spend at least two turns there to have an overall card benefit from visiting.


I think using "Press Room", "Scouting" and "Executive Orders" is a lot to do. I think the best guy to get into the "Press Room" is the guy with highest Tactics rating (because of "Scouting"), usually the admiral. Also, since you can choose what to discard, you gain more than one card point value in average even on turn one. If defense is needed, admiral can also shoot a nuke from here.

Oh... this thread was about "Research Lab"... I can see distant visions of the places usefulness in rare situations. However I have never encountered them. Rather use a character with inherent politics skill to replace engineer as needed.
 
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Prasant Moorthy
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Riku Riekkinen wrote:
Funkypea wrote:
If you look at the character cards, engineering is actually not that common. Off the top of my head Tyrol get two, Baltar gets one, Starbuck can choose to get one. I think that's it (at work so can't check to be sure) which means if you want engineering it's pretty efficient.


There is also Boomer, but that is a minor thing... engineering indeed is a rare skill. However Politics can be used to compensate this as "Consolidate Power" allows to pick up to any cards (in this case engineering)

Funkypea wrote:
Plus the Press Room's on Colonial One, so while you do get two politics cards, unless you're the president and using the Quorum card location (President's Office I think) there's little else to do there so you're wasting cards moving back and forth. For building up a hand in quiet periods Press Room may have a slight edge but otherwise it's pretty pointless - one card to go there, one card to get back, so you have to spend at least two turns there to have an overall card benefit from visiting.


I think using "Press Room", "Scouting" and "Executive Orders" is a lot to do. I think the best guy to get into the "Press Room" is the guy with highest Tactics rating (because of "Scouting"), usually the admiral. Also, since you can choose what to discard, you gain more than one card point value in average even on turn one. If defense is needed, admiral can also shoot a nuke from here.

Oh... this thread was about "Research Lab"... I can see distant visions of the places usefulness in rare situations. However I have never encountered them. Rather use a character with inherent politics skill to replace engineer as needed.

Not sure I get what you're saying. OP is saying better to use Press Room than Science Lab. I'm saying that if you want engineering, The Press Room route is inefficient. One action to get two yellows, then another action to convert one to blue. May as well just get the blue straight off.
 
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Tom Thingamagummy
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Alexfrog wrote:
So the space syas 'Draw 1 engineering or 1 tactics card'. Should this really be AND? It would be a good space as 'and'. But as 'or' it is terrible.

I read a player aid which described it as 'AND' and I was wondering if this is the way it should be played. (Seems like a big improvement, imo! Would help game balance!)


Hmm... I like it as an "or" more than an "and." Because Engineering can really be critical at times, and is scarce amongst the characters, the Research Lab becomes a necessary evil when Tyrol goes Cylon.

Also, Apollo is bad at having too many cards, because he is forced to discard down... randomly.

Tactics is used in many, many skill checks, so it always is a card that you need. Those +2 to the die rolls are great when you can get them. Scouting isn't bad either.

So I think getting both an Engineering and Tactics card would just be way overbalancing when you start using Executive Orders and giving people 4 cards instead of 2. With the Press Room, they have to spend a card to get to Colonial One (unless they're there already or exiting a piloted viper), and it's limited to one type. I think that's what balances it out.
 
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John Fanjoy
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arkibet wrote:
With the Press Room, they have to spend a card to get to Colonial One (unless they're there already or exiting a piloted viper).

I think it costs you a card to go from a viper to Colonial One, if I'm not mistaken.
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Tom Thingamagummy
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MrSkeletor wrote:
CitizenFry wrote:
arkibet wrote:
With the Press Room, they have to spend a card to get to Colonial One (unless they're there already or exiting a piloted viper).

I think it costs you a card to go from a viper to Colonial One, if I'm not mistaken.


I believe you are correct.


Ah yes, whenever you exit a viper. It happens so rarely.. thanks!
 
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