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Guess who only has weak cards in his hand? Jumping at -3 is therefore a tad too dangerous at the moment.

launch into Echo, play XO-1 on Kingepyon
 
I would remove 2 civvies if only to learn more about Kiwi's alignment but I wouldn't mind if we did save the exposed one as well. Contrary to a NC game we don't have to kill every civilian in sight.
 
I would remove 2 civvies if only to learn more about Kiwi's alignment but I wouldn't mind if we did save the exposed one as well. Contrary to a NC game we don't have to kill every civilian in sight.

Yeah, I'd personally rather save them all until we have to lose one, especially when we don't need to lose 1.

May as well give it a shot.
 
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Move to Delta
Use CAG ability to move viper in Delta to charlie
Escort Civvie in Delta


Preload Piloting (Evasive Maneuvers) if raiders attack in charlie. Only use if first raider misses, or first roll is an 8
 
preload: use my Evasive Maneuvers if Raiders fire on the Viper in Charlie

That should help as well. I really want to see some jump prep on the next crisis though.
 
Crisis!
Code:
CRISIS: Reunite the Fleet 

Current Player Chooses: 
Skill check: POL/LEA = 10 
PASS: +1 Population 
FAIL: -1 Morale and each player discards 1 Skill Card and draws 1 Treachery Card

OR 

Current player discards 2 random Skill Cards and draws 2 Treachery Cards

POST CRISIS: Activate Raiders, NO JUMP PREP
 
And I just realized that I made a slight mistake on the turn update. Given that I should have stuck 2 civilians in delta rather then the 1 I did due to the crisis last turn... However I doubt that it effected what anyone else did, so I will not pull down the crisis until everyone says they are doing the same thing.
 
Again no jump prep .. I am starting to discern a pattern :D
 
With Kinge moving to Delta and a Viper in Charlie now I don't think the mistake would have mattered really. At least I would have done the same thing.

Does anyone disagree with choosing the OR option on this one? I really only have a single card I want to hang on to but if you guys have a couple of strong LEA / POL cards laying around speak up please.
 
You mean trust instinct? That would be more detrimental than helpful in this case because only 2 of the 6 colors are positive, so we want to get rid of destiny, not adding them.
 
I could put in some weak POL/LEA to counter destiny, but if someone has G&I that would be better.
 
Can one person play more than one card like that? Regardless, I think you're missing the point - the only reason to take the check is if we're happy we can pass it with minimal cards, since the OR is pretty tame.
 
Can one person play more than one card like that? Regardless, I think you're missing the point - the only reason to take the check is if we're happy we can pass it with minimal cards, since the OR is pretty tame.

I disagree, the more pop we have, the more we can use the FTL.

If it takes more than 2 cards to pass, the OR is worth it, as you just have to discard 2. If the whole point was to just save cards, the OR is the obvious choice.

The +1 pop is what's important.

And Trust instincts is a card that I play. Iron will goes into the skill check, so I can play both.
 
But Iron Will only stops you from failing, it doesn't let you get the pass effect. Either we have the cards to pass it, without total overkill, or we don't take the check.