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inflatablefish
Oct 24, 2010
Spend 3 Security to kill a Klingon.
Use Kirk + 1 Command to convert 2 Medical to 2 Security. Spend 2 Engineering as 1 Security. Kill the other Klingon.
Breathe a sigh of relief.
Use Scotty to complete the Transport task.
Beam down 6 dice. Save 1 shipboard Engineering for next turn.

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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
Pretty good roll - we can make real progress with this. Uhura would be a good pickup soon, Sulu and Vulcan Nerve Pinch are mostly played out at this point - they can at best save one die each, although Sulu has a more definite use.

1. Use three Security dice to remove a Klingon Battlecruiser.
2. Use two Engineering dice to repair two Hull damage.
3. Use James T. Kirk to change a Medical die to an Engineering die.
4. Use two engineering dice to fix the final bit of hull.
5. Use the Command die to change the final Medical die to Security.
6. Use the Security die to clear threat.
7. Use Montgomery Scott to clear the Transport objective. Beam down 6 dice.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

Spend 3 Security to kill a Klingon.
Use Kirk + 1 Command to convert 2 Medical to 2 Security. Spend 2 Engineering as 1 Security. Kill the other Klingon.
Breathe a sigh of relief.
Use Scotty to complete the Transport task.
Beam down 6 dice. Save 1 shipboard Engineering for next turn.


Okay!
  • Quarantine (Reroll Medical results once. Costs two Science to clear.)
With rerolls, our final Crew Dice are:





To complete the current Mission Stage, we have to draw an Event Card. Do we do so immediately? Do other stuff with our resources first? Hold off until next turn (we have one more turn than we need, not counting Dilithium Deposits)? It's up to you!


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


MISSION STATUS

It is year four 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.
  • Heal action costs an additional Medical.
Shipboard crew assignments:
  • Threat Level (Scanners): 1/4
  • Security: 0/3
  • Engineering: 2 (+1)/3
  • Medical: 0 (+1)/3
  • Science: 0/3
  • Command: 1 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Away team crew assignments:
  • Wild Dice: 1/10
  • Security: 1/2
  • Engineering: 1/2
  • Medical: 1/2
  • Science: 1/2
  • Command: 1/2
  • Pool: 0/10
Shields: 0/5
Hull: 4/7
Dilithium Crystal Reserve: 4/8

Active Mission Card: Routine Cargo Drop.
Mission Event: Draw an Event Card.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Transport: Shields must be down. Pay one Engineering.
  3. Event: Draw an Event Card.
  4. Influence: Pay two Command.
  5. Development: Draw one Development Card.
Active Event Cards:
  • Quarantine (Reroll Medical results once. Costs two Science 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.)
  • 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.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Cost five Medical to claim.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Cost three Engineering to claim.)
  • Dilithium Deposits (2) (Technology card. You may add two Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (2). Cost two Engineering to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
Available Development Cards (the Offer):
  • Dilithium Deposits (2) (Technology card. You may add two Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (2). Costs two Engineering 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.)
  • Lieutenant Uhura (Personnel card. Return the first Threat Die rolled each turn to Quarters. Costs two Science and two Engineering to claim.)

nweismuller
Oct 11, 2012

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

I am winning.
Spend our Dilithium Deposits. Use the Away Team Command to change the Away Team Medical to Science. Use Kirk to change the other shipboard Command to Science. Spend two Engineering on the ship and two Away Team Science to claim Uhura. Use the Wild Die and the shipboard Science to clear Quarantine. Use Scotty and the Away Team Engineering to repair hull. Use the Away Team Security to clear scanners. Draw the Event and progress the mission.

Technowolf
Nov 4, 2009




Use Dilithium Deposits. Use the Away Team Command to change the Away Team Medical to Science. Use Kirk to change the other shipboard Command die to Science. Use the two Away Team Science die and two Shipboard Engineering die to claim Uhura. Use Scotty and the Away Team Engineering to claim Engineering Kit (discarding one of the Reassigned cards). Use the Shipboard Science and the Wild die to clear Quarantine. Progress the mission.

inflatablefish
Oct 24, 2010
I think Quarantine is actually a good thing here - we won't be using Medical dice for this mission, so any Medical rolled on the Away Team have a chance to become something better or a wild die, and if any Shipboard re-roll into Threat we can get Uhura to help mitigate that.

Spend Dilithium Deposits.
Use Kirk to change 1 Away Medical into Science. Spend 2 Science + 1 Away Engineering + Scotty to claim Uhura.
Spend 2 Shipboard Engineering to Repair Hull.
Spend 1 Wild Die as Security to clear scanners.
Spend the Shipboard Command die to change the Security Die into Command.
Save the two Away Team Command Dice for next turn.
Remind me, we can only spend Away Team Command on the next objective?
Grit teeth.
Draw the Event Card.

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, making good progress! I think Quarantine's okay for now, especially since we have Dr. Leonard McCoy to offset it. I'd recommend discarding another development card in the coming turns to pick up the other Dilithium 2 so we can have them both for next year, since right now it's on the block to get discarded to the Development objective down the line.
1. Use the a Engineering die and Montgomery Scott to repair two points of Hull damage.
2. Use the away team Security die to clear the scanners.
3. Use the two Engineering dice, Science die, and Wild die to pick up Uhura, discarding a Reassigned.
4. Bank the Shipboard and Away Team command die for next turn.
5. Complete the Event objective and accept the new Event.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

MaskedHuzzah posted:

Okay, making good progress! I think Quarantine's okay for now, especially since we have Dr. Leonard McCoy to offset it. I'd recommend discarding another development card in the coming turns to pick up the other Dilithium 2 so we can have them both for next year, since right now it's on the block to get discarded to the Development objective down the line.
1. Use the a Engineering die and Montgomery Scott to repair two points of Hull damage.
2. Use the away team Security die to clear the scanners.
3. Use the two Engineering dice, Science die, and Wild die to pick up Uhura, discarding a Reassigned.
4. Bank the Shipboard and Away Team command die for next turn.
5. Complete the Event objective and accept the new Event.

Okay! We draw an Event Card...
  • Hull Breach (Shipboard event. As a Mission Event, take two hull damage. Costs two Engineering to clear.)
...and a Development Card...
  • Dilithium Deposits (3) (Technology card. You may add three Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (3). Costs three Engineering to claim.)
...and then, as the new turn starts, another Event Card.
  • Coolant Leak (Shipboard event. Reroll Engineering Dice once. Costs two Science to clear.)
We take two damage from Hull Breach, then roll the Crew Dice. Amusingly, the Crew Dice we have to reroll give us back the same results. The Away Team crew dice have one more Security Die than we can keep, so we use Reassigned on that, getting a Wild Die, for a final result of:





We can't use away team Crew Dice on either Hull Breach or Coolant Leak, so we might want to focus on getting this mission done and getting the away team back. The choice, however, is yours!


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


MISSION STATUS

It is year four 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.
  • Heal action costs an additional Medical.
Shipboard crew assignments:
  • Threat Level (Scanners): 0/4
  • Security: 0/3
  • Engineering: 1 (+1)/3
  • Medical: 0 (+1)/3
  • Science: 1/3
  • Command: 2 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Away team crew assignments:
  • Wild Dice: 2/10
  • Security: 2/2
  • Engineering: 0/2
  • Medical: 1/2
  • Science: 0/2
  • Command: 1/2
  • Pool: 0/10
Shields: 0/5
Hull: 4/7
Dilithium Crystal Reserve: 3/8

Active Mission Card: Routine Cargo Drop.
Mission Event: Draw an Event Card.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Transport: Shields must be down. Pay one Engineering.
  3. Event: Draw an Event Card.
  4. Influence: Pay two Command.
  5. Development: Draw one Development Card.
Active Event Cards:
  • Quarantine (Reroll Medical Dice once. Costs two Science to clear.)
  • Hull Breach (Shipboard event. As a Mission Event, take two hull damage. Costs two Engineering to clear.)
  • Coolant Leak (Shipboard event. Reroll Engineering Dice once. Costs two Science 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.)
  • 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.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Cost five Medical to claim.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Cost three Engineering to claim.)
  • Dilithium Deposits (2) (Technology card. You may add two Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (2). Cost two Engineering to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Lieutenant Uhura (Personnel card. Return the first Threat Die rolled each turn to Quarters. Cost two Science and two Engineering to claim.)
Available Development Cards (the Offer):
  • Dilithium Deposits (2) (Technology card. You may add two Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (2). Costs two Engineering 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.)
  • Dilithium Deposits (3) (Technology card. You may add three Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (3). Costs three Engineering to claim.)

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose
Probably the most convoluted way to go about this, but oh well.
Use Scotty and the shipboard Engineering die to clear Hull Breach.
Use the away team Security and Medical dice as a Science die, use a Wild die as another Science die and use the two to clear Quarantine.
Use Kirk and a shipboard Command die to turn the other shipboard Command die and the shipboard Science die to Engineering.
Use the two new Engineering dice to repair hull.
Use 1 away team Command die and a Wild die to complete the mission stage.

Friend Commuter fucked around with this message at 20:33 on Jul 2, 2019

inflatablefish
Oct 24, 2010
Spend Scotty + 1 Shipboard Engineering to clear the Hull Breach.
Use 1 Shipboard Command to convert the other Shipboard Command into a Science die.
Spend 2 Shipboard Science to clear the Coolant Leak.
Spend Kirk + 1 Wild Die (as Command) to complete Task 4.
Use 2 Security as 1 Engineering, plus the other Wild Die as Engineering, to Repair Hull.
Save 1 Away Team Command for next turn.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Friend Commuter posted:

If away team dice can clear Quarantine

They can, since it's not a shipboard event.

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose

FredMSloniker posted:

They can, since it's not a shipboard event.

Handy dandy.

Technowolf
Nov 4, 2009




Friend Commuter posted:

Probably the most convoluted way to go about this, but oh well.
Use Scotty and the shipboard Engineering die to clear Hull Breach.
Use the away team Security and Medical dice as a Science die, use a Wild die as another Science die and use the two to clear Quarantine.
Use Kirk and a shipboard Command die to turn the other shipboard Command die and the shipboard Science die to Engineering.
Use the two new Engineering dice to repair hull.
Use 1 away team Command die and a Wild die to complete the mission stage.


That's actually what I was going to suggest. Great minds and all that...

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

Spend Scotty + 1 Shipboard Engineering to clear the Hull Breach.
Use 1 Shipboard Command to convert the other Shipboard Command into a Science die.
Spend 2 Shipboard Science to clear the Coolant Leak.
Spend Kirk + 1 Wild Die (as Command) to complete Task 4.
Use 2 Security as 1 Engineering, plus the other Wild Die as Engineering, to Repair Hull.
Save 1 Away Team Command for next turn.


Okay! Drawing a new Event Card gives us:
  • Scanner Malfunction (Shipboard event. Place a token on one Scanner Station. This station is blocked. Costs one Science and one Engineering to clear.)
Then we roll the Crew Dice.





We'd have to discard Dilithium Deposits (2) to finish the mission this turn. Should we?


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


MISSION STATUS

It is year four 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.
  • Heal action costs an additional Medical.
Shipboard crew assignments:
  • Threat Level (Scanners): 0/4 (-1)
  • Security: 1/3
  • Engineering: 0 (+1)/3
  • Medical: 0 (+1)/3
  • Science: 2/3
  • Command: 1 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Away team crew assignments:
  • Wild Dice: 1/10
  • Security: 1/2
  • Engineering: 1/2
  • Medical: 0/2
  • Science: 2/2
  • Command: 1/2
  • Pool: 0/10
Shields: 0/5
Hull: 6/7
Dilithium Crystal Reserve: 2/8

Active Mission Card: Routine Cargo Drop.
Mission Event: Draw an Event Card.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Transport: Shields must be down. Pay one Engineering.
  3. Event: Draw an Event Card.
  4. Influence: Pay two Command.
  5. Development: Draw one Development Card.
Active Event Cards:
  • Quarantine (Reroll Medical Dice once. Costs two Science to clear.)
  • Scanner Malfunction (Shipboard event. Place a token on one Scanner Station. This station is blocked. Costs one Science and one Engineering 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.)
  • 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.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Cost five Medical to claim.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Cost three Engineering to claim.)
  • Dilithium Deposits (2) (Technology card. You may add two Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (2). Cost two Engineering to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Lieutenant Uhura (Personnel card. Return the first Threat Die rolled each turn to Quarters. Cost two Science and two Engineering to claim.)
Available Development Cards (the Offer):
  • Dilithium Deposits (2) (Technology card. You may add two Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (2). Costs two Engineering 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.)
  • Dilithium Deposits (3) (Technology card. You may add three Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (3). Costs three Engineering to claim.)

inflatablefish
Oct 24, 2010
Yeah, let's get out of here before something else shows up.
Draw the Development Card.
Spend 1 Shipboard Science + Scotty to clear the Scanner Malfunction.
Spend 2 Away Team Science to clear Quarantine.
Spend 1 Away Team Engineering plus a Wild Die as Engineering to Repair Hull.
Use Kirk to change 1 Shipboard Security into Science; spend 2 Shipboard Science to Raise Shields.

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, we look like we're in a good position to leave. Letting the Dilithium 2 development feels a lot better when we have Dilithium 3 to pick up.
1. Use two onboard Science dice to Raise Shields.
2. Use two away team Science dice to clear the Quarantine event.
3. Use the Wild die and Montgomery Scott to clear the Scanner Malfunction event.
4. Use James T. Kirk to change a Security die to an Engineering die.
5. Use two Engineering dice to repair the hull.
6. We are now are ready as we are going to be to enter the final leg of the mission. Complete the Development objective.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

MaskedHuzzah posted:

Okay, we look like we're in a good position to leave. Letting the Dilithium 2 development feels a lot better when we have Dilithium 3 to pick up.
1. Use two onboard Science dice to Raise Shields.
2. Use two away team Science dice to clear the Quarantine event.
3. Use the Wild die and Montgomery Scott to clear the Scanner Malfunction event.
4. Use James T. Kirk to change a Security die to an Engineering die.
5. Use two Engineering dice to repair the hull.
6. We are now are ready as we are going to be to enter the final leg of the mission. Complete the Development objective.

Done. We draw a new Development Card:
  • Photon Torpedoes (Technology card. You may add two Security to one shipboard challenge. If you do, discard Photon Torpedoes. Costs two Security to claim.)
Then we move onto year five! In addition to our previous wear and tear effects, the Clear Sensors action now costs an additional Security. Our final Mission Card is:

Stellar Cartography posted:

Mission Event: Draw an Event Card.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Scan: Pay two Science.
  3. Event: Draw an Event Card.
  4. Development: Draw one Development Card.

A straightforward enough Mission Card. And our new Event Card?
  • Solar Flare (Shipboard event. Reduce shields to zero. Then discard this event.)
Well, at least we don't have anyone shooting at us currently. Let's see how the Crew Dice shake out.



Reassigning the surplus Command Die gives us a Security Die, and Uhura sends a Threat Die back to Quarters. So what now?


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


MISSION STATUS

It is year five 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.
  • Heal action costs an additional Medical.
  • Clear Sensors action costs an additional Security.
Shipboard crew assignments:
  • Threat Level (Scanners): 1/4
  • Security: 2/3
  • Engineering: 2 (+1)/3
  • Medical: 1 (+1)/3
  • Science: 1/3
  • Command: 2 (+1)/2
  • Quarters: 1/10
  • Sickbay: 0/10
Shields: 0/5
Hull: 7/7
Dilithium Crystal Reserve: 8/8

Active Mission Card: Stellar Cartography.
Mission Event: Draw an Event Card.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Scan: Pay two Science.
  3. Event: Draw an Event Card.
  4. Development: Draw one Development Card.
Active Event Cards: none.
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.)
  • 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.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Cost five Medical to claim.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Cost three Engineering to claim.)
  • Dilithium Deposits (2) (Technology card. You may add two Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (2). Cost two Engineering to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Lieutenant Uhura (Personnel card. Return the first Threat Die rolled each turn to Quarters. Cost two Science and two Engineering to claim.)
Available Development Cards (the Offer):
  • Engineering Kit (Technology card. You may add two bonus Engineering to one Challenge; if you do, discard Engineering Kit. Costs two Engineering to claim.)
  • Dilithium Deposits (3) (Technology card. You may add three Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (3). Costs three Engineering to claim.)
  • Photon Torpedoes (Technology card. You may add two Security to one shipboard challenge. If you do, discard Photon Torpedoes. Costs two Security to claim.)

inflatablefish
Oct 24, 2010
It's our final mission! And we have a nice quiet start.
...Too quiet.

Use Scotty & Sulu to complete the Travel objective.
Spend 2 Security to Clear Scanners.
Use Kirk to change 1 Command to 1 Engineering. Spend 3 Engineering on Dilithium Deposits (3), discarding Vulcan Nerve Pinch.
Spend 1 Command to change 1 Medical into 1 Science. Spend 2 Science to Raise Shields.

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
This seems doable, but it's best to be cautious. After this turn, Sulu has no value, and neither does the Nerve Pinch, so we might want to pitch them as we go.

1. Use Montgomery Scott to clear the Travel objective.
2. Use the Dilithium Deposits (2) since there is little point in keeping them.
3. Use the two Security dice to clear the scanners.
4. Use James T. Kirk to convert the Medical die to a Science die.
5. Use two Science dice to bring shields up.
6. Use the two Engineering dice to pick up the Engineering kit.
7. Bank two Command dice for next turn.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

It's our final mission! And we have a nice quiet start.
...Too quiet.

Use Scotty & Sulu to complete the Travel objective.
Spend 2 Security to Clear Scanners.
Use Kirk to change 1 Command to 1 Engineering. Spend 3 Engineering on Dilithium Deposits (3), discarding Vulcan Nerve Pinch.
Spend 1 Command to change 1 Medical into 1 Science. Spend 2 Science to Raise Shields.


Done. We draw a new Development Card.
  • Dilithium Deposits (1) (Technology card. You may add one Dilithium Crystal to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (1). Costs one Engineering to claim.)
Then we draw a new Event Card...
  • Transporter Malfunction (Shipboard event. The Transport action may not be used. Costs two Engineering to clear.)
...which turns out to be completely irrelevant! Finally, we roll the Crew Dice.



Uhura sends a Threat Die back to Quarters. Unfortunately, Reassigned then turns an excess Command Die into a Threat Die. What do we do now?



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


MISSION STATUS

It is year five 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.
  • Heal action costs an additional Medical.
  • Clear Sensors action costs an additional Security.
Shipboard crew assignments:
  • Threat Level (Scanners): 3/4
  • Security: 1/3
  • Engineering: 1 (+1)/3
  • Medical: 1 (+1)/3
  • Science: 1/3
  • Command: 2 (+1)/2
  • Quarters: 1/10
  • Sickbay: 0/10
Shields: 5/5
Hull: 7/7
Dilithium Crystal Reserve: 7/8

Active Mission Card: Stellar Cartography.
Mission Event: Draw an Event Card.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Scan: Pay two Science.
  3. Event: Draw an Event Card.
  4. Development: Draw one Development Card.
Active Event Cards:
  • Transporter Malfunction (Shipboard event. The Transport action may not be used. Costs two Engineering 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.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Cost five Medical to claim.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Cost three Engineering to claim.)
  • Dilithium Deposits (2) (Technology card. You may add two Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (2). Cost two Engineering to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Lieutenant Uhura (Personnel card. Return the first Threat Die rolled each turn to Quarters. Cost two Science and two Engineering to claim.)
  • Dilithium Deposits (3) (Technology card. You may add three Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (3). Cost three Engineering to claim.)
Available Development Cards (the Offer):
  • Engineering Kit (Technology card. You may add two bonus Engineering to one Challenge; if you do, discard Engineering Kit. Costs two Engineering to claim.)
  • Photon Torpedoes (Technology card. You may add two Security to one shipboard challenge. If you do, discard Photon Torpedoes. Costs two Security to claim.)
  • Dilithium Deposits (1) (Technology card. You may add one Dilithium Crystal to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (1). Costs one Engineering to claim.)

Technowolf
Nov 4, 2009




Use 1 Command to turn 1 Medical into 1 Science. Use 1 Command to turn 1 Engineering into 1 Security. Use 2 Security to clear scanners. Use 2 Science to advance the mission.

inflatablefish
Oct 24, 2010
Use Kirk to change 1 Medical into 1 Science. Spend 2 Science to complete the objective.
Use 1 Command to change 1 Engineering into Security. Spend 2 Security to Clear Scanners.
Use Scotty to claim Dilithium Deposits (1), discarding Sulu.
Save 1 Command for next turn.

I'd also like to vote for us to stop using Reassigned now that Threat is more difficult to clear.

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, we've still got a clear shot at this, but there's no reason to fail to hubris. Let's remain cautious.
1. Use James T. Kirk to convert a Medical die to a Science die.
2. Use two Science dice to complete the Scan objective.
3. Use a Command die to convert an Engineering die to Security.
4. Use two Security dice to clear a threat.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Technowolf posted:

Use 1 Command to turn 1 Medical into 1 Science. Use 1 Command to turn 1 Engineering into 1 Security. Use 2 Security to clear scanners. Use 2 Science to advance the mission.

Done. Our next Event Card is:
  • 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.)
So the shields take a ding. We roll the Crew Dice...



Thankfully, Uhura keeps us from overflowing on Threat Dice. What do we do now?


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


MISSION STATUS

It is year five 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.
  • Heal action costs an additional Medical.
  • Clear Sensors action costs an additional Security.
Shipboard crew assignments:
  • Threat Level (Scanners): 3/4
  • Security: 1/3
  • Engineering: 1 (+1)/3
  • Medical: 0 (+1)/3
  • Science: 3/3
  • Command: 1 (+1)/2
  • Quarters: 1/10
  • Sickbay: 0/10
Shields: 4/5
Hull: 7/7
Dilithium Crystal Reserve: 6/8

Active Mission Card: Stellar Cartography.
Mission Event: Draw an Event Card.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Scan: Pay two Science.
  3. Event: Draw an Event Card.
  4. Development: Draw one Development Card.
Active Event Cards:
  • Transporter Malfunction (Shipboard event. The Transport action may not be used. Costs two Engineering 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.)
  • Montgomery Scott (Personnel card. One bonus Engineering each turn. Cost five Engineering to claim.)
  • Dr. Leonard McCoy (Personnel card. One bonus Medical each turn. Cost five Medical to claim.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Cost three Engineering to claim.)
  • Dilithium Deposits (2) (Technology card. You may add two Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (2). Cost two Engineering to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Cost two Command to claim.)
  • Lieutenant Uhura (Personnel card. Return the first Threat Die rolled each turn to Quarters. Cost two Science and two Engineering to claim.)
  • Dilithium Deposits (3) (Technology card. You may add three Dilithium Crystals to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (3). Cost three Engineering to claim.)
Available Development Cards (the Offer):
  • Engineering Kit (Technology card. You may add two bonus Engineering to one Challenge; if you do, discard Engineering Kit. Costs two Engineering to claim.)
  • Photon Torpedoes (Technology card. You may add two Security to one shipboard challenge. If you do, discard Photon Torpedoes. Costs two Security to claim.)
  • Dilithium Deposits (1) (Technology card. You may add one Dilithium Crystal to the Dilithium Crystal Reserves; if you do, discard Dilithium Deposits (1). Costs one Engineering to claim.)

inflatablefish
Oct 24, 2010
Tholians, again? :argh:

Spend 1 Science plus McCoy to get rid of the Tholian. I'm assuming this means it dies before it brings another one into play.

Spend Kirk and 1 Command to change 2 Science into 2 Security. Spend Scotty plus 1 Engineering as 1 Security. Spend the resultant 4 Security to Clear Scanners.
Draw the Event Card for Task 3.

Technowolf
Nov 4, 2009




Spend 1 Science and Dr. McCoy to clear the web. Use 1 Command and Kirk to change the other two Science into Security dice. Spend 2 Security to clear scanners. Use Scotty to claim Dilithium Deposits (1), discarding Sulu. Bank 1 Security for next turn. Drawn an Event.

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
THOLIANS! We're still probably on plan to complete this in short order and clear all events, but it's best to keep focused and cautious
1. Use Dr. Leonard McCoy and a Science die to clear the Tholian Web event.
2. Use the Dilithium Deposits (2).
3. Use James T. Kirk to convert a Science die to Security.
4. Use two Security dice to clear a threat.
5. Use Montgomery Scott and the Engineering die to pick up Engineering Kit.
6. Bank the Command die for next turn.
7. Complete the Event objective.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

Tholians, again? :argh:

Spend 1 Science plus McCoy to get rid of the Tholian. I'm assuming this means it dies before it brings another one into play.

You assume correctly. Otherwise they'd be impossible to get rid of.

quote:

Spend Kirk and 1 Command to change 2 Science into 2 Security. Spend Scotty plus 1 Engineering as 1 Security. Spend the resultant 4 Security to Clear Scanners.
Draw the Event Card for Task 3.


All right. We draw:
  • Alien Probe (Shipboard event. Reroll Science Dice once. Costs one Command or two Security to clear.)
Then, on the next turn, we draw:
  • Scanner Malfunction (Shipboard event. Place a token on one Scanner Station. This station is blocked. Costs one Science and one Engineering to clear.)
Then we roll the Crew Dice. We get three Science Dice, so we reroll those, for a final result of:



And that is the final result, because we have no reason not to discard Engineering Kit and win the game!







MISSION STATUS

You have won Star Trek: The Dice Game on hard difficulty.
Your final score is Admiral.







I'd like to take a moment to thank all of you for participating. Like any Let's Play, this only exists because of you. If you'd like to try it out without me running it and other people ruining your carefully-laid plans, you can get the base game and the Away Team expansion at BoardGameGeek.

Impressed as I am that you all won at Hard difficulty, I don't think there's much point in another game at Kobayashi Maru. We've seen almost all of the content. That said, there are some cards we didn't see I'd like to highlight. In the Event Card deck, we have:
  • Space Amoeba (Shipboard event. Away Team expansion. As a Mission Event, decrease the Dilithium Reserves by one, move one Crew Die to Sickbay, and decrease the Shields by one. Costs one Science and one Medical to clear.)



  • Destruct Sequence Engaged (Shipboard event. Away Team expansion. As a Mission Event, place a token on this event. If there are four tokens on this event, the Enterprise is destroyed. Costs one Command, one Science, and one Engineering to clear.)



  • Space/Time Disruption (When a new Mission Card is drawn, discard one active Development Card at random and reshuffle the Event Deck and discard pile. Costs three Science to clear.)




From the Development Card deck, we have:
  • Ensign Chekov (Personnel card. Away Team expansion. Transport actions cost one less Engineering and may be performed even if another card says they they may not. Costs one Command, one Science, and two Engineering to claim.)



  • Cyrano Jones (Personnel card. Keep four Development Cards in the Offer. (Draw a Development Card and add it to the Offer immediately. If Cyrano Jones leaves play, discard the oldest Development Card in the Offer.) Costs two Command to claim.)




As for Mission Cards, there are a lot of them we didn't see. I'll highlight just a few.

Shore Leave posted:

Mission Event: Draw two Event Cards.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Influence: Pay two Command.
  3. Development: Draw one Development Card.





Report to Starbase for Repairs posted:

Mission Event: Repair one Hull. Draw an Event Card.
Mission Stages:
  1. Reduce Hull to zero.
  2. Transport: Shields must be down. Pay one Engineering.
  3. Event: Draw two Event Cards.
  4. Restore Hull to seven.
  5. Development: Draw one Development Card.





Deliver Experimental Isotope (Away Team expansion) posted:

Technology Development cards may not be used.
Mission Event: Deplete one Dilithium. Draw an Event Card.
Mission Stages:
  1. Travel: Pay two Engineering.
  2. Repair: Pay one Engineering and one Science.
  3. Cure: Pay two Medical.
  4. Transport: Shields must be down. Pay one Engineering.




Again, I'd like to thank you all for participating in this LP. You all are the captains of the Enterprise; I'm just the redshirt who made this possible. Boldly go where no one has gone before!





https://www.youtube.com/watch?v=BUPK2tTx0tc

FredMSloniker fucked around with this message at 16:00 on Jul 12, 2019

inflatablefish
Oct 24, 2010
Thanks for LPing this for us, it's been a lot of fun!

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose
Thanks for running, Fred, it's been a blast. Sometimes literally!

Technowolf
Nov 4, 2009




This was really fun. Thanks for running this, Fred.

HisMajestyBOB
Oct 21, 2010


College Slice
I lurked the while thread and really enjoyed it. Thanks for the awesome LP!

habituallyred
Feb 6, 2015
A fun game, but some of those missions are insane.

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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
Thank you for the excellent LP! It has been quite fun.

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