By your command
Last night had about 7 gamers, two cylons, and a sleeper or two. (Pretty much the typical distribution). Dennis, Michael, Steve and I started with a bizarre little game of BSG which began like a Bill Cosby Routine. ("The Cylons have won the toss, so they get to kick first. Humanity, you sit here while all the cylons in the world pop up on the board.") Galactica was almost wiped out before the first jump, we'd lost all the raptors. Ye Gods.
As is so often the case, a terrible first jump means that the role of the cylons went to the care-bear understudies for the next few jumps. In fact, by the time we jumped to distance 8 I thought humanity had it nearly locked up ... but hitting 5 non-jump events in the first six cards (leading with a fleet) did us in. There are interesting strategy implications in not scouting that I'm still thinking about...
There were lots of other BSG games played (4, I think), but also a game of Ave Caesar, Glory to Rome, and several games of Wabash Cannonball...
Labels: battlestar galactica, session report, wabash cannonball
21 Comments:
What is considered the usual time at D-Lair? I am now in San Antonio at last, and will likely be interested in showing up to a game night as early as next Monday. All this practical moving and nesting business has me ready for some social frivolity!
Nesting? Laying an egg?
Well, I'm no Chicken Lady. I swear if y'all come to visit my home for a game day that I won't be serving omelets with eggs made from my own body. (Any Kids in the Hall fans here?)
I just refer to the process of assembling and organizing my household as "nesting". :)
Since Ben has no concept of arriving (much less on time), I'm glad to see that he didn't answer the question.
Sometimes people arrive as early as 4:30, but typically 5:00 to 5:30 sees enough for the first game to start.
I put a session report for our BSG game on BGG. I figure people may want to discuss the scouting issue.
How did the second BSG game (the one I had to hand over my position to Dennis in) end?
It would be interesting to try a game or three taking the no scouting thing to the extreme from the beginning just to see what happened. Make sure there is no Roslyn and no Boomer and all agree up front to always do something other then scout (the crises deck) and just see what happens.
We've done that -- it was called "the first few times we played," before we realized the power of jumps. And we got massacred back then.
I don't think "no scouting EVER" is the key. I think we might be scouting too often when there's no pressure to do so. Perhaps focusing more on cards when it's quiet, and on scouting when we need to get going, would be a better balance.
So just changing the default thought when the board is clear and there is not a specific pressing need from scouting to something else to prepare generally? Makes sense.
The precious Middle Earth rules are now posted on FFG's website. 40 pages... the game looks very nice.
If Shadowfax can't give inspirational speeches then they have lost touch with their core audience.
Pegasus rules are now available.
Sweeeeeeet Pegasus rules....
Wow, the expansion looks absolutely FANTASTIC.
Jon, bring back a copy of Pegasus from Gencon or you will be airlocked. Only a Cylon would not bring back a copy.
Oh, and don't forget that I'm working this weekend and can't host. (And I'm out next weekend, too...) Don't wait on me to start making your plans.
I've got to admit.
I want to play Pegasus.
Shocking I know. A good rule of thumb is never execute me.
Based on what I'm reading in the rules, I'm guessing that Investigative Committee will now be Reckless.
The day after Jon gets back from Gen Con can't get here fast enough.
It's tough to say without seeing the cards, but Pegasus looks to make things quite a bit tougher for the puny humans.
Pro-cylon tweaks:
1) Treachery cards in the destiny deck ... they are almost always negative and sometimes hose reckless play (I think).
2) Longer game (possibly). Usually you need 4 jumps to get to 8. If you get to 7 in 3 jumps (3.2.2 or 3.3.1) it could be faster, but if you take four jumps to get to N.C. then the game will definitely be longer.
3) It's likely you'll get a few civilian ships (and perhaps humans killed) leaving N.C. Ugh. Not to mention the ships the centurions nuke while waiting for the fleet to return.
5) I'm going to go ahead and call the "Take a second action instead of moving" pro cylon, as it lets them do a "Hose/reveal." turn. It also has a it's pro-human touches, but on balance ...
6) More card types mean cylons can plausibly claim to get a bad draw. And the green deck will have less XOs!
Pro-human:
1) Cylons can't ignore the jump symbol when using the Caprica action.
2) Executing a cylon stops their super crisis, reveal power and nukes their hand.
3) You can always take hits on Pegasus. That's a few extra hits.
4) The cylons will distrust the cylon leader with a sympathetic agenda....
Oh, and the "free card pass when revealing" is ever so mildly pro-cylon.
I made a poll on pegasus play balance.
Why is Ellen Tigh 4th on the Presidential Succession list? Did I watch the same show?
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