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habituallyred
Feb 6, 2015
Spend both Command dice to change a Science die and a Medical die to Engineering
Spend 2 Engineering dice to claim Scotty, discarding Personnel Transfer
Spend 2 Security dice to destroy the Raider
Spend 1 Science die and Scotty's Engineering die to repair
If above is impossible then use 1 Science die to raise shields


Stole most of this from inflatablefish, but with one optimistic change.

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MaskedHuzzah
Mar 26, 2009

Come now! Look me in the eye and tell me - isn't this the face of a guy you can trust?
Lipstick Apathy
We can take two damage next turn on our shields if necessary.
1. Convert 2 Security dice to one Engineering die.
2. Use Kirk to change the Medical die to an Engineering die.
3. Exchange Sensor Probe and Communicator for Shuttlecraft Galileo. If this ends up not being a legal move due to 4, I agree that it's best to discard Personnel Transfer at this time.
4. Apply the two Engineering dice to pick up Montgomery Scott.
5. Use the Command die to change a Science die to Engineering.
6. Use the Engineering and Science dies to complete the Repair objective.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

MaskedHuzzah posted:

3. Exchange Sensor Probe and Communicator for Shuttlecraft Galileo. If this ends up not being a legal move due to 4, I agree that it's best to discard Personnel Transfer at this time.

It's not step four (claiming Scotty) that's the issue here. Inflatablefish wants to discard Personnel Transfer because we're at the cap of nine active Development Cards, so he has to get rid of something to make room for Scotty. If you could discard two Development Cards to claim one, you'd have room for another.

Unfortunately, discarding two Development Cards to claim one happens during the Cleanup Phase, so timing issues prevent you from doing this.

habituallyred posted:

Spend 1 Science die and Scotty's Engineering die to repair

Or this. You don't actually claim Development Cards until the Cleanup Phase. So we go with inflatablefish's original plan.

inflatablefish posted:

Spend both Command to change a Science and a Medical to Engineering.
Spend 2 Engineering to claim Scotty, discarding Personnel Transfer.
Spend 2 Security to engage the Raider in a debate.
Spend 1 Science to Raise Shields.


Okay! Our new Development Card is:
  • Medical Tricorder (Technology card. You may add two bonus Medical to one Challenge; if you do, discard Medical Tricorder. Costs two Medical to claim.)
We re-draw Raiders and take a ding on the freshly-raised shields. Then we roll the dice.



That's one more Science Die than we can keep, so we use Reassigned, but we get a Science Die again. What do? Edit: as inflatablefish pointed out, we have a Science Station, which means we can keep all four Science Dice.


__________________           __         \\\\
\_________________|)____.---'--`---.____ \\\\
              ||    \----.________.----/  ||||
              ||     / /    `--'          ||||
            __||____/ /_                  ||||
           |___ #       \                ////
               `--------'               ////


MISSION STATUS

It is year two of the U.S.S. Enterprise's five-year mission (on hard difficulty.)

Wear and tear effects:
  • Repair Hull action costs an additional Engineering.
Shipboard crew assignments:
  • Threat Level (Scanners): 1/4
  • Security: 3/3
  • Engineering: 0 (+1)/3
  • Medical: 2/3 (+1)
  • Science: 4/3 (+1)
  • Command: 0 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 4/5
Hull: 6/7
Dilithium Crystal Reserve: 5/8

Active Mission Card: Escort Colonist Vessel.
Mission Event: As a Mission Event, search the Event Deck and Discard Pile for a Raiders Event Card and put it into play. If no Raiders Event Card is found, search the Event Deck and Discard Pile for a Klingon Battlecruiser Event Card and put it into play.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Combat: Pay two Security.
  3. Repair: Pay one Engineering and one Science.
  4. Development: Draw one Development Card.
Active Event Cards:
  • Raiders (Shipboard event. As a Mission Event, take one damage. Costs two Security to clear.)
Active Development Cards:
  • Lieutenant Sulu (Personnel card. Away Team expansion. Travel actions cost one less Engineering and may be performed even if another card says they they may not. Cost one Command, one Science, and two Engineering to claim.)
  • James T. Kirk (Personnel card. One bonus Command each turn. Cost five Command to claim.)
  • Medical Station (Tactics card. This card acts as an additional Medical Crew Station. Cost three Medical to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Vulcan Nerve Pinch (Tactics card. Away Team expansion. The Combat action costs one less Security. If Mr. Spock is in play, the Combat action costs no Security. Cost one Security and one Science to claim.)
  • Science Station (Tactics card. This card acts as an additional Science Crew Station. Cost three Science to claim.)
  • Sensor Probe (Technology card. You may draw the top five Event Cards and replace them in any order; if you do, discard Sensor Probe. Cost one Science to claim.)
  • Communicator (Technology card. You may add two bonus Command to one Challenge; if you do, discard Communicator. Cost two Command to claim.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
Available Development Cards (the Offer):
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Costs five Medical to claim.)
  • Shuttlecraft Galileo (Technology card. You may take the Transport action for free; if you do, discard Shuttlecraft Galileo. Costs one Command to claim.)
  • Medical Tricorder (Technology card. You may add two bonus Medical to one Challenge; if you do, discard Medical Tricorder. Costs two Medical to claim.)

FredMSloniker fucked around with this message at 04:00 on Jun 8, 2019

Technowolf
Nov 4, 2009




Use 1 Security to clear sensors. Use the other 2 Security to fight off the raiders. Change 1 Medical and 2 Science into and Engineering die, then use that and the remaining Science die to clear the mission objectives. Lock 1 Medical on the Medical Tricorder.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Technowolf posted:

Change 1 Medical and 2 Science into and Engineering die

You have a free Engineering point due to Scotty (and a free Command point due to Kirk), so you don't have to do this to accomplish your goals.

inflatablefish
Oct 24, 2010
We do have Science Station as a card, doesn't that let us keep all 4 Science dice?
Assuming it does:
Spend 2 Medical Dice on McCoy.
Use Kirk to change 1 Security Die into Medical to spend on McCoy.
Spend 4 Science Dice as 2 Medical Dice to claim McCoy, discarding Medical Station.
Notwithstanding this turn, it's been rather rare for these stations to actually be useful.
Spend 2 Security to politely ask the Raider to leave.
After which we really ought to get on with doing the actual mission.

Technowolf
Nov 4, 2009




FredMSloniker posted:

You have a free Engineering point due to Scotty (and a free Command point due to Kirk), so you don't have to do this to accomplish your goals.

Oh. Durr. :downs:

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

We do have Science Station as a card, doesn't that let us keep all 4 Science dice?

You are correct! I'll edit the previous post accordingly.

wedgekree
Feb 20, 2013
Randomly wasn't the Gailileo the shuttle that every time it appeared nearly blew up?

Omnicrom
Aug 3, 2007
Snorlax Afficionado


wedgekree posted:

Randomly wasn't the Gailileo the shuttle that every time it appeared nearly blew up?

According to the extremely thorough nerds over on the Star Trek wiki there were apparently three shuttlecraft called Galileo. The first went boom in the only episode it appeared in, the second was fine in two episodes and then was used by Spock to go all "From Hell's Heart etc." on a space amoeba but ultimately survived, the third (the Galileo II) was stolen by Space Hippies in that one episode with the space hippies but was safely recovered.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
I think inflateablefish's plan is the best we can do here.

habituallyred
Feb 6, 2015

inflatablefish posted:

We do have Science Station as a card, doesn't that let us keep all 4 Science dice?
Assuming it does:
Spend 2 Medical Dice on McCoy.
Use Kirk to change 1 Security Die into Medical to spend on McCoy.
Spend 4 Science Dice as 2 Medical Dice to claim McCoy, discarding Medical Station.
Notwithstanding this turn, it's been rather rare for these stations to actually be useful.
Spend 2 Security to politely ask the Raider to leave.
After which we really ought to get on with doing the actual mission.

Not emptyquoting this roadmap to a cast reunion.

MaskedHuzzah
Mar 26, 2009

Come now! Look me in the eye and tell me - isn't this the face of a guy you can trust?
Lipstick Apathy

FredMSloniker posted:

Unfortunately, discarding two Development Cards to claim one happens during the Cleanup Phase, so timing issues prevent you from doing this.
Yeah, that's what I was worried about. C'est la vie.

1. Use 1 Security die to clear the scanners.
2. Use the other two Security dice to complete the Raiders event.
3. Use Kirk to convert 1 Science die to Engineering.
4. Use 1 Science and 1 Engineering die to complete the Repair objective.
5. Apply the two Medical dice to Dr. Leonard McCoy.
6. Exchange Sensor Probe and Communicator for Medical Tricorder. This frees up a space and I think the Medical Tricorder is likely to be used for an objective or event in the next year based on previous experience.
7. Use a remaining science die to raise shields.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
Despite the general support for inflatablefish's plan, the dice choose:

MaskedHuzzah posted:

1. Use 1 Security die to clear the scanners.
2. Use the other two Security dice to complete the Raiders event.
3. Use Kirk to convert 1 Science die to Engineering.
4. Use 1 Science and 1 Engineering die to complete the Repair objective.
5. Apply the two Medical dice to Dr. Leonard McCoy.
6. Exchange Sensor Probe and Communicator for Medical Tricorder. This frees up a space and I think the Medical Tricorder is likely to be used for an objective or event in the next year based on previous experience.
7. Use a remaining science die to raise shields.

The new Development Card is:
  • Corbomite Maneuver (Tactics card. You may prevent damage from any one source. If you do, discard Corbomite Maneuver. Costs one Command to claim.)


Raiders return and ding the shields again. Then we roll the dice:



...oh dear.
  • Tholian Web (Shipboard event. Away Team expansion. As a Mission Event, take one damage. At the end of the Cleanup Phase, search the Event Deck and discard pile for another Tholian Web. Put it into play. Costs one Science and one Medical to clear.)


...oh dear.


__________________           __         \\\\
\_________________|)____.---'--`---.____ \\\\
              ||    \----.________.----/  ||||
              ||     / /    `--'          ||||
            __||____/ /_                  ||||
           |___ #       \                ////
               `--------'               ////


MISSION STATUS

It is year two of the U.S.S. Enterprise's five-year mission (on hard difficulty.)

Wear and tear effects:
  • Repair Hull action costs an additional Engineering.
Shipboard crew assignments:
  • Threat Level (Scanners): 0/4
  • Security: 1/3
  • Engineering: 0 (+1)/3
  • Medical: 0/3 (+1)
  • Science: 0/3 (+1)
  • Command: 2 (+1)/2
  • Quarters: 5/10
  • Sickbay: 0/10
Shields: 4/5
Hull: 6/7
Dilithium Crystal Reserve: 4/8

Active Mission Card: Escort Colonist Vessel.
Mission Event: As a Mission Event, search the Event Deck and Discard Pile for a Raiders Event Card and put it into play. If no Raiders Event Card is found, search the Event Deck and Discard Pile for a Klingon Battlecruiser Event Card and put it into play.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Combat: Pay two Security.
  3. Repair: Pay one Engineering and one Science.
  4. Development: Draw one Development Card.
Active Event Cards:
  • Raiders (Shipboard event. As a Mission Event, take one damage. Costs two Security to clear.)
  • Tholian Web (Shipboard event. Away Team expansion. As a Mission Event, take one damage. At the end of the Cleanup Phase, search the Event Deck and discard pile for another Tholian Web. Put it into play. Costs one Science and one Medical to clear.)
Active Development Cards:
  • Lieutenant Sulu (Personnel card. Away Team expansion. Travel actions cost one less Engineering and may be performed even if another card says they they may not. Cost one Command, one Science, and two Engineering to claim.)
  • James T. Kirk (Personnel card. One bonus Command each turn. Cost five Command to claim.)
  • Medical Station (Tactics card. This card acts as an additional Medical Crew Station. Cost three Medical to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Vulcan Nerve Pinch (Tactics card. Away Team expansion. The Combat action costs one less Security. If Mr. Spock is in play, the Combat action costs no Security. Cost one Security and one Science to claim.)
  • Science Station (Tactics card. This card acts as an additional Science Crew Station. Cost three Science to claim.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Medical Tricorder (Technology card. You may add two bonus Medical to one Challenge; if you do, discard Medical Tricorder. Cost two Medical to claim.)
Available Development Cards (the Offer):
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Costs five Medical to claim. Progress: 2/5.)
  • Shuttlecraft Galileo (Technology card. You may take the Transport action for free; if you do, discard Shuttlecraft Galileo. Costs one Command to claim.)
  • Corbomite Maneuver (Tactics card. You may prevent damage from any one source. If you do, discard Corbomite Maneuver. Costs one Command to claim.)

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
For the record, I saw that there were five people either proposing a plan or endorsing someone else's plan. I rolled a d5 at Random.org, and it came up 5, which was MaskedHuzzah.

Also, as a reminder, to complete the current Mission Card this turn, we would have to discard Dr. McCoy. If we don't want to do that yet but do want those two Crew Dice back, we can get them back during the Cleanup Phase.

inflatablefish
Oct 24, 2010
Well, gently caress.

Spend 1 Command to change the other Command into a Science.
Spend Kirk to change 1 Security into Medical.
Spend 1 Science and 1 Medical to cut the Tholian knot.


Remind me, is the number of crew stations a hard limit? ie can we spend no more than 3 Security next turn even if we have enough Command to make more Security dice?
Also, people may hate me for asking, but are you sure that those extra Threat dice don't stay on our scanners after 4 of them convert into an Event card?

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

Remind me, is the number of crew stations a hard limit? ie can we spend no more than 3 Security next turn even if we have enough Command to make more Security dice?

My reading of the rules is that the number of crew stations is applied during the Report for Duty part of the Deployment Phase (when you assign rolled Crew Dice to stations) and during the first part of the Cleanup Phase (when you return Crew Dice to Quarters). Using the Orders action happens between those two parts. Therefore, I'd rule that you can generate more Security than you can hold with Orders; you just need something to do with it. (The only thing the rules explicitly say about the Orders action is, "Change one other Crew Dice to a result of your choosing.")

quote:

Also, people may hate me for asking, but are you sure that those extra Threat dice don't stay on our scanners after 4 of them convert into an Event card?

On this part of the question, thankfully, the rules are explicit (I'd missed this earlier, but as you can see I guessed correctly): "Threat rolls must immediately be placed in the Scanner Crew Stations. These dice remain in place until all available Scanner Stations are filled. When this occurs the assigned Crew Dice are returned to Quarters, and an Event card is drawn. If there are any additional Threat results still to assign, these are returned to Quarters." (Emphasis mine.)

MaskedHuzzah
Mar 26, 2009

Come now! Look me in the eye and tell me - isn't this the face of a guy you can trust?
Lipstick Apathy
Well, balls. That was unlikely, but it was similarly unlikely that we hadn't triggered an event by threats at this point. For the record, I make my plan without checking anyone else's beforehand as to start with a clean slate of assumptions.
We need to get rid of Tholian Web as a priority otherwise it spirals harder than the raiders.
1. Use Kirk to change the Security die to a Science die.
2. Use a Command die to change another Command die to Medical.
3. Use the Medical and Command dice to clear the Tholian Web.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.
Since everyone's agreed on a course of action, we go ahead and get rid of the Tholian Web ASAP. Next turn ticks, and we fish the other Raiders card out of the discard pile, taking two points of shield damage. Then we roll:



We definitely want to deal with at least one of those Raiders unless we want Klingon Battlecruisers to join the fun. What else do we want to do?


__________________           __         \\
\_________________|)____.---'--`---.____ \\
              ||    \----.________.----/  ||
              ||     / /    `--'          ||
            __||____/ /_                  ||
           |___ #       \                //
               `--------'               //


MISSION STATUS

It is year two of the U.S.S. Enterprise's five-year mission (on hard difficulty.)

Wear and tear effects:
  • Repair Hull action costs an additional Engineering.
Shipboard crew assignments:
  • Threat Level (Scanners): 2/4
  • Security: 2/3
  • Engineering: 2 (+1)/3
  • Medical: 0/3 (+1)
  • Science: 2/3 (+1)
  • Command: 0 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 2/5
Hull: 6/7
Dilithium Crystal Reserve: 3/8

Active Mission Card: Escort Colonist Vessel.
Mission Event: As a Mission Event, search the Event Deck and Discard Pile for a Raiders Event Card and put it into play. If no Raiders Event Card is found, search the Event Deck and Discard Pile for a Klingon Battlecruiser Event Card and put it into play.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Combat: Pay two Security.
  3. Repair: Pay one Engineering and one Science.
  4. Development: Draw one Development Card.
Active Event Cards:
  • Raiders (Shipboard event. As a Mission Event, take one damage. Costs two Security to clear.)
  • Raiders (Shipboard event. As a Mission Event, take one damage. Costs two Security to clear.)
Active Development Cards:
  • Lieutenant Sulu (Personnel card. Away Team expansion. Travel actions cost one less Engineering and may be performed even if another card says they they may not. Cost one Command, one Science, and two Engineering to claim.)
  • James T. Kirk (Personnel card. One bonus Command each turn. Cost five Command to claim.)
  • Medical Station (Tactics card. This card acts as an additional Medical Crew Station. Cost three Medical to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Vulcan Nerve Pinch (Tactics card. Away Team expansion. The Combat action costs one less Security. If Mr. Spock is in play, the Combat action costs no Security. Cost one Security and one Science to claim.)
  • Science Station (Tactics card. This card acts as an additional Science Crew Station. Cost three Science to claim.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Medical Tricorder (Technology card. You may add two bonus Medical to one Challenge; if you do, discard Medical Tricorder. Cost two Medical to claim.)
Available Development Cards (the Offer):
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Costs five Medical to claim. Progress: 2/5.)
  • Shuttlecraft Galileo (Technology card. You may take the Transport action for free; if you do, discard Shuttlecraft Galileo. Costs one Command to claim.)
  • Corbomite Maneuver (Tactics card. You may prevent damage from any one source. If you do, discard Corbomite Maneuver. Costs one Command to claim.)

Technowolf
Nov 4, 2009




Use 2 Security to clear one of the Raiders. Use 1 Science to raise shields. Use Kirk to change one Engineering to Medical and then lock that die on Dr. McCoy.

MaskedHuzzah
Mar 26, 2009

Come now! Look me in the eye and tell me - isn't this the face of a guy you can trust?
Lipstick Apathy
Ugh, I don't want to lock more down on McCoy - want to keep active dice available. We have a couple of turns to pick him up at least.
1. Use one Science die to Raise Shields.
2. Use the two Security dice to clear a Raiders event.
3. Convert 2 Engineering dice to 1 Security die.
4. Use the Command die to convert the Science die to Security.
5. Use both of the new security dice to clear the scanners.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

MaskedHuzzah posted:

Ugh, I don't want to lock more down on McCoy - want to keep active dice available. We have a couple of turns to pick him up at least.
1. Use one Science die to Raise Shields.
2. Use the two Security dice to clear a Raiders event.
3. Convert 2 Engineering dice to 1 Security die.
4. Use the Command die to convert the Science die to Security.
5. Use both of the new security dice to clear the scanners.

Done. Next turn brings the Raiders card back, so we take two more shield damage. Then we roll:



Using Reassigned on the excess Command Die gives us a Medical Die. We have enough Medical Dice to claim McCoy, and we have to do it this turn if we do it at all. Do we do so? What else do we do?


__________________           __         \\\
\_________________|)____.---'--`---.____ \\\
              ||    \----.________.----/  |||
              ||     / /    `--'          |||
            __||____/ /_                  |||
           |___ #       \                ///
               `--------'               ///


MISSION STATUS

It is year two of the U.S.S. Enterprise's five-year mission (on hard difficulty.)

Wear and tear effects:
  • Repair Hull action costs an additional Engineering.
Shipboard crew assignments:
  • Threat Level (Scanners): 1/4
  • Security: 2/3
  • Engineering: 0 (+1)/3
  • Medical: 3/3 (+1)
  • Science: 0/3 (+1)
  • Command: 2 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 3/5
Hull: 6/7
Dilithium Crystal Reserve: 2/8

Active Mission Card: Escort Colonist Vessel.
Mission Event: As a Mission Event, search the Event Deck and Discard Pile for a Raiders Event Card and put it into play. If no Raiders Event Card is found, search the Event Deck and Discard Pile for a Klingon Battlecruiser Event Card and put it into play.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Combat: Pay two Security.
  3. Repair: Pay one Engineering and one Science.
  4. Development: Draw one Development Card.
Active Event Cards:
  • Raiders (Shipboard event. As a Mission Event, take one damage. Costs two Security to clear.)
  • Raiders (Shipboard event. As a Mission Event, take one damage. Costs two Security to clear.)
Active Development Cards:
  • Lieutenant Sulu (Personnel card. Away Team expansion. Travel actions cost one less Engineering and may be performed even if another card says they they may not. Cost one Command, one Science, and two Engineering to claim.)
  • James T. Kirk (Personnel card. One bonus Command each turn. Cost five Command to claim.)
  • Medical Station (Tactics card. This card acts as an additional Medical Crew Station. Cost three Medical to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Vulcan Nerve Pinch (Tactics card. Away Team expansion. The Combat action costs one less Security. If Mr. Spock is in play, the Combat action costs no Security. Cost one Security and one Science to claim.)
  • Science Station (Tactics card. This card acts as an additional Science Crew Station. Cost three Science to claim.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Medical Tricorder (Technology card. You may add two bonus Medical to one Challenge; if you do, discard Medical Tricorder. Cost two Medical to claim.)
Available Development Cards (the Offer):
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Costs five Medical to claim. Progress: 2/5.)
  • Shuttlecraft Galileo (Technology card. You may take the Transport action for free; if you do, discard Shuttlecraft Galileo. Costs one Command to claim.)
  • Corbomite Maneuver (Tactics card. You may prevent damage from any one source. If you do, discard Corbomite Maneuver. Costs one Command to claim.)

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Claim McCoy, use two Security to smite one Raider, complete the mission.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

nweismuller posted:

Claim McCoy, use two Security to smite one Raider, complete the mission.

We can't claim McCoy and complete the mission in the same turn due to timing issues.

inflatablefish
Oct 24, 2010
Wow, this episode is going right down to the wire!

Spend 3 Medical to claim McCoy.
Spend 2 Security to tell a Raider that his call is important to us and thank you for holding.
Use Kirk to change 1 Command to 1 Security and clear scanners.
Lock 1 Command for next turn.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

inflatablefish posted:

Wow, this episode is going right down to the wire!

Spend 3 Medical to claim McCoy.
Spend 2 Security to tell a Raider that his call is important to us and thank you for holding.
Use Kirk to change 1 Command to 1 Security and clear scanners.
Lock 1 Command for next turn.


What inflateablefish said, since my suggestion didn't work and I misread how many Command dice we had.

wedgekree
Feb 20, 2013
Dammit, he's a Doctor, not a mathematician!

MaskedHuzzah
Mar 26, 2009

Come now! Look me in the eye and tell me - isn't this the face of a guy you can trust?
Lipstick Apathy
Okay, this is workable. We can do this. Coming down to the wire, though.
1. Use 2 Security dice to clear a Raiders event.
2. Use 3 Medical dice to pick up Dr. Leonard McCoy.
3. Use Kirk to change one Command die to Engineering.
4. Use the Engineering die and Montgomery Scott to repair the hull by 1.
5. Bank the command die for next turn so it can't become a threat and we'll be positioned to try and clear both raiders before leaving.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

MaskedHuzzah posted:

Okay, this is workable. We can do this. Coming down to the wire, though.
1. Use 2 Security dice to clear a Raiders event.
2. Use 3 Medical dice to pick up Dr. Leonard McCoy.
3. Use Kirk to change one Command die to Engineering.
4. Use the Engineering die and Montgomery Scott to repair the hull by 1.
5. Bank the command die for next turn so it can't become a threat and we'll be positioned to try and clear both raiders before leaving.

Done. Our new Development Card is:
  • Engineering Kit (Technology card. You may add two bonus Engineering to one Challenge; if you do, discard Engineering Kit. Costs two Engineering to claim.)
We take another two shield damage from Raiders, then roll the dice:



That's one more Command Die than we can keep, but we're also at three Threat Dice. Should we use Reassigned? If you think we should, give me a turn plan that takes into account what the Crew Die could turn into. (If it comes up a Threat Die, I'll draw the Event Card and let you decide what to do at that point.) Also, I'll assume you want to complete the mission, discarding Shuttlecraft Galileo, unless you specifically say not to.


__________________           __         \
\_________________|)____.---'--`---.____ \
              ||    \----.________.----/  |
              ||     / /    `--'          |
            __||____/ /_                  |
           |___         \                /
               `--------'               /


MISSION STATUS

It is year two of the U.S.S. Enterprise's five-year mission (on hard difficulty.)

Wear and tear effects:
  • Repair Hull action costs an additional Engineering.
Shipboard crew assignments:
  • Threat Level (Scanners): 3/4
  • Security: 1/3
  • Engineering: 2 (+1)/3
  • Medical: 0 (+1)/3 (+1)
  • Science: 1/3 (+1)
  • Command: 3 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 1/5
Hull: 7/7
Dilithium Crystal Reserve: 1/8

Active Mission Card: Escort Colonist Vessel.
Mission Event: As a Mission Event, search the Event Deck and Discard Pile for a Raiders Event Card and put it into play. If no Raiders Event Card is found, search the Event Deck and Discard Pile for a Klingon Battlecruiser Event Card and put it into play.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Combat: Pay two Security.
  3. Repair: Pay one Engineering and one Science.
  4. Development: Draw one Development Card.
Active Event Cards:
  • Raiders (Shipboard event. As a Mission Event, take one damage. Costs two Security to clear.)
  • Raiders (Shipboard event. As a Mission Event, take one damage. Costs two Security to clear.)
Active Development Cards:
  • Lieutenant Sulu (Personnel card. Away Team expansion. Travel actions cost one less Engineering and may be performed even if another card says they they may not. Cost one Command, one Science, and two Engineering to claim.)
  • James T. Kirk (Personnel card. One bonus Command each turn. Cost five Command to claim.)
  • Medical Station (Tactics card. This card acts as an additional Medical Crew Station. Cost three Medical to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Vulcan Nerve Pinch (Tactics card. Away Team expansion. The Combat action costs one less Security. If Mr. Spock is in play, the Combat action costs no Security. Cost one Security and one Science to claim.)
  • Science Station (Tactics card. This card acts as an additional Science Crew Station. Cost three Science to claim.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Medical Tricorder (Technology card. You may add two bonus Medical to one Challenge; if you do, discard Medical Tricorder. Cost two Medical to claim.)
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Cost five Medical to claim.)
Available Development Cards (the Offer):
  • Shuttlecraft Galileo (Technology card. You may take the Transport action for free; if you do, discard Shuttlecraft Galileo. Costs one Command to claim.)
  • Corbomite Maneuver (Tactics card. You may prevent damage from any one source. If you do, discard Corbomite Maneuver. Costs one Command to claim.)
  • Engineering Kit (Technology card. You may add two bonus Engineering to one Challenge; if you do, discard Engineering Kit. Costs two Engineering to claim.)

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Let the extra die go to quarters. Use the two Command dice to convert the Engineering dice to Security. Use two Security to destroy a raider, use one to clear scanners, use Science to raise shields. If it's possible to use the 'use any three as one other die type' with Kirk, McCoy, and Scotty, get one more Security to clear scanners again. Complete the mission.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

nweismuller posted:

If it's possible to use the 'use any three as one other die type' with Kirk, McCoy, and Scotty, get one more Security to clear scanners again.

It is not. They provide extra Command/Medical/Engineering, not extra Command/Medical/Engineering Dice. For instance, you can't leave Kirk's Command locked onto a partially completed card, and you can't Reassign McCoy.

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.

FredMSloniker posted:

It is not. They provide extra Command/Medical/Engineering, not extra Command/Medical/Engineering Dice. For instance, you can't leave Kirk's Command locked onto a partially completed card, and you can't Reassign McCoy.

In that case, let's just do without the extra die cleared from scanners.

MaskedHuzzah
Mar 26, 2009

Come now! Look me in the eye and tell me - isn't this the face of a guy you can trust?
Lipstick Apathy
Let the surplus command die return to quarters. No need to risk things. Also I'm less worried about these raiders than I am getting another event at this time.
1. Use 2 Command dice to convert 2 Engineering dice to 2 Security dice.
2. Use the Science die to raise shields.
3. Use the 3 Security dice to clear scanners.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

nweismuller posted:

Let the extra die go to quarters. Use the two Command dice to convert the Engineering dice to Security. Use two Security to destroy a raider, use one to clear scanners, use Science to raise shields. If it's possible to use the 'use any three as one other die type' with Kirk, McCoy, and Scotty, get one more Security to clear scanners again. Complete the mission.

Done. We draw a replacement Development Card...
  • Rousing Speech (Tactics card. You may reroll one Threat Die during Roll Call; if you do, discard Rousing Speech. Costs one Command to claim.)
...and move on to year three! In addition to the extra repair cost, shields now cost an additional Science to raise or lower.

Our new mission is:

Top Secret Diplomatic Mission posted:

Mission Event: Draw an Event Card.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Influence: Pay two Command.
  3. Event: Draw an Event Card.
  4. Influence: Pay two Command.
  5. Development: Draw one Development Card.
So no more automatic Raiders draws. What we get instead is:
  • Report to Sickbay (Move one active Crew Die to Sickbay. Then discard this event.)
That's a pretty tame event. We take a hit from the remaining Raiders, then roll the remaining Crew Dice...



...whiiich is unfortunate, because we pull:
  • Romulan Bird of Prey (Shipboard event. As a Mission Event, take two damage. Costs two Science, then (on a later turn) two Security, to clear.)


The good news is that we don't take that two damage this turn, because this came from Threat, not the Mission Event. The bad news is that we can't clear this event this turn. The mixed news is that, if this were a Magic: The Gathering card, it'd need rather small print to explain how it works.

Basically, it's a mini-Mission Card with two phases. Unlike a Mission Card, though, we can leave Crew Dice locked in - but only Science Dice for the first phase, and only Security Dice for the second phase.

We don't have a lot of Crew Dice to work with this turn, but we do have Kirk, McCoy, and Scotty. What do we do?


__________________           __         \\\\
\_________________|)____.---'--`---.____ \\\\
              ||    \----.________.----/  ||||
              ||     / /    `--'          ||||
            __||____/ /_                  ||||
           |___         \                ////
               `--------'               ////


MISSION STATUS

It is year three of the U.S.S. Enterprise's five-year mission (on hard difficulty.)

Wear and tear effects:
  • Repair Hull action costs an additional Engineering.
  • Raise/Lower Shields action costs an additional Science.
Shipboard crew assignments:
  • Threat Level (Scanners): 0/4
  • Security: 1/3
  • Engineering: 0 (+1)/3
  • Medical: 1 (+1)/3 (+1)
  • Science: 1/3 (+1)
  • Command: 1 (+1)/2
  • Quarters: 5/10
  • Sickbay: 1/10
Shields: 4/5
Hull: 7/7
Dilithium Crystal Reserve: 8/8

Active Mission Card: Top Secret Diplomatic Mission.
Mission Event: Draw an Event Card.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Influence: Pay two Command.
  3. Event: Draw an Event Card.
  4. Influence: Pay two Command.
  5. Development: Draw one Development Card.
Active Event Cards:
  • Raiders (Shipboard event. As a Mission Event, take one damage. Costs two Security to clear.)
  • Romulan Bird of Prey (Shipboard event. As a Mission Event, take two damage. Costs two Science, then (on a later turn) two Security, to clear.)
Active Development Cards:
  • Lieutenant Sulu (Personnel card. Away Team expansion. Travel actions cost one less Engineering and may be performed even if another card says they they may not. Cost one Command, one Science, and two Engineering to claim.)
  • James T. Kirk (Personnel card. One bonus Command each turn. Cost five Command to claim.)
  • Medical Station (Tactics card. This card acts as an additional Medical Crew Station. Cost three Medical to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Vulcan Nerve Pinch (Tactics card. Away Team expansion. The Combat action costs one less Security. If Mr. Spock is in play, the Combat action costs no Security. Cost one Security and one Science to claim.)
  • Science Station (Tactics card. This card acts as an additional Science Crew Station. Cost three Science to claim.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Medical Tricorder (Technology card. You may add two bonus Medical to one Challenge; if you do, discard Medical Tricorder. Cost two Medical to claim.)
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Cost five Medical to claim.)
Available Development Cards (the Offer):
  • Corbomite Maneuver (Tactics card. You may prevent damage from any one source. If you do, discard Corbomite Maneuver. Costs one Command to claim.)
  • Engineering Kit (Technology card. You may add two bonus Engineering to one Challenge; if you do, discard Engineering Kit. Costs two Engineering to claim.)
  • Rousing Speech (Tactics card. You may reroll one Threat Die during Roll Call; if you do, discard Rousing Speech. Costs one Command to claim.)

nweismuller
Oct 11, 2012

They say that he who dies with the most Opil wins.

I am winning.
Use Kirk to Command the Medical die to be an Engineering die. Use McCoy to heal the die in Sickbay. Use two Engineering to Travel. Thankfully, we should have more dice to work with next turn. Discard Medical Tricorder and use a Command die to claim Rousing Speech, in the hopes of cycling through to more useful development cards. Use Reassigned to reroll the Security die, in hopes of getting a Science die out of it; if so, penetrate the Romulan cloak.

E: Oh, just ignore this, I forgot all about us having Sulu.

nweismuller fucked around with this message at 00:04 on Jun 14, 2019

inflatablefish
Oct 24, 2010
Use McCoy to Heal.
Use Sulu plus Scott's Engineering to complete the Travel Action.
Use Kirk to change 1 Medical die into a Science Die; spend 2 Science to decloak the Romulan.
(Does this mean we now get those dice back, or do they have to stay locked on the Romulan until we spend Security to kill it?)
Discard Medical Tricorder and spend 1 Command to claim Corbomite Maneuver.
Lock 1 Security on the Raider.

Technowolf
Nov 4, 2009




Use McCoy to heal the die in sickbay. Use Kirk to change the Medical die to a Security die, then use both Security to tell the Raider to go home. Use Scotty's engineering to do the travel action. Discard Medical Station and then use the Command die to claim Rousing Speach. Lock the Science on the Romulans.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

Use Kirk to change 1 Medical die into a Science Die; spend 2 Science to decloak the Romulan.[/b] (Does this mean we now get those dice back, or do they have to stay locked on the Romulan until we spend Security to kill it?)

See, this is why I wish I had them MTG folks handy. My understanding of the rules is that we get the Science Dice back once they've done their duty.

MaskedHuzzah
Mar 26, 2009

Come now! Look me in the eye and tell me - isn't this the face of a guy you can trust?
Lipstick Apathy
Okay, this one's starting interesting. We can still handle this!

1. Use McCoy to clear the die out of Sickbay.
2. Exchange Science Station and Medical Station for Corbomite Maneuver. Use it to dodge the Bird of Prey next turn, and it has the added bonus of freeing up some slots for more development cards.
3. Use the awe-inspiring powers of Scotty and Sulu combined to complete the Travel objective.
4. Use Kirk to convert the Medical die to Science.
5. Use the two Science dice to clear Part 1 of the Romulan Bird of Prey event.
6. Bank the remaining Command die - we'll need it for next turn.
7. Apply the Security die to the Raiders event, because we'll need to get rid of that too and this way it can't reroll to more threat.

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MaskedHuzzah
Mar 26, 2009

Come now! Look me in the eye and tell me - isn't this the face of a guy you can trust?
Lipstick Apathy

inflatablefish posted:

(Does this mean we now get those dice back, or do they have to stay locked on the Romulan until we spend Security to kill it?)


FredMSloniker posted:

See, this is why I wish I had them MTG folks handy. My understanding of the rules is that we get the Science Dice back once they've done their duty.

Given how missions work with multiple objectives, I think that understanding is correct.

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