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wedgekree
Feb 20, 2013
We come in peace (shoot to kill)

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FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

MaskedHuzzah posted:

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.

Steps two happens last (during the Cleanup Phase), but that doesn't invalidate anything. The next Development Card we draw is:
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Costs three Engineering to claim.)
On the next turn, the Mission Event hits, and we draw an Event Card:
  • Love Interest (Immediately move one active Crew Die to Quarters. If all Crew Dice are in Quarters, move one to Sickbay. Then discard this event.)
At this point, we'd have to decide whether to move the Command Die at a station or the Security Die on Raiders to Quarters. Either way, we get to reroll it, so I flip a coin and send the Command Die back.

We take three damage from Raiders and Romulan Bird of Prey combined, then roll the Crew Dice:


  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
https://www.youtube.com/watch?v=1cdy-vIbbeA

WELP

(Under the circumstances, your plan can include 'have kept the Command Die instead of the Security Die'.)


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


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
  • Science: 1/3
  • Command: 0 (+1)/2
  • Quarters: 6/10
  • Sickbay: 0/10
Shields: 1/5
Hull: 7/7
Dilithium Crystal Reserve: 7/8

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. Progress: 1/2.)
  • 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. Progress: Science stage complete.)
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three 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.)
  • 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.)
  • 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.)
  • Corbomite Maneuver (Tactics card. You may prevent damage from any one source. If you do, discard Corbomite Maneuver. Cost one Command 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.)
  • Rousing Speech (Tactics card. You may reroll one Threat Die during Roll Call; if you do, discard Rousing Speech. Costs one Command to claim.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Costs three Engineering to claim.)

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

Use Kirk to command the Medical die into Science.
Use the two Science dice to Raise Shields.
Use the Security die to finish off the Raider.

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
Egads! The Klingons, Romulans, and Raiders are all learning how to work together!
I think we've rolled more threat these first two years than we have the entire previous game.
1. Use the Security die to clear the Raiders event.
2. Use the Command die to change the Medical die to Science.
3. Use the two Science dice to Raise Shields.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Friend Commuter posted:

Welp indeed.

Use Kirk to command the Medical die into Science.
Use the two Science dice to Raise Shields.
Use the Security die to finish off the Raider.


Okay! Next turn means a new Event Card.
  • Hull Breach (Shipboard event. As a Mission Event, take two hull damage. Costs two Engineering to clear.)


Wow. This... I swear I shuffled the cards. You do have Corbomite Manuever, so you can discard that to block the damage from any one of our attackers. It's not looking good for the Enterprise, though...


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


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): 2/4
  • Security: 1/3
  • Engineering: 3 (+1)/3
  • Medical: 2 (+1)/3
  • Science: 1/3
  • Command: 1 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 1/5
Hull: 5/7
Dilithium Crystal Reserve: 6/8

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:
  • 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. Progress: Science stage complete.)
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
  • Hull Breach (Shipboard event. As a Mission Event, take two hull damage. 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.)
  • 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.)
  • 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.)
  • Corbomite Maneuver (Tactics card. You may prevent damage from any one source. If you do, discard Corbomite Maneuver. Cost one Command 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.)
  • Rousing Speech (Tactics card. You may reroll one Threat Die during Roll Call; if you do, discard Rousing Speech. Costs one Command to claim.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Costs three Engineering to claim.)

nweismuller
Oct 11, 2012

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

I am winning.
Use the Corbomite Maneuver to evade the hull breach. We can use two Engineering as one Security, so use the two Engineering and one Security we have to blow the Romulan out of the notional water. Use two Medical and one Science to raise shields. Use two Engineering to claim Engineering Kit, mostly to cycle developments in search of Better Things, but we can use the Engineering Kit to clear the Hull Breach next turn. Use our two Command to progress with the actual mission.

Technowolf
Nov 4, 2009




Use Kirk and the Command die to change 2 Engineering dice into 2 Security dice. Use the 3 Security dice to deal with the Klingons. Use the other Engineering die and Scotty to take care of the Hull Breach. Use the Science die and 2 Medical die to raise Shields. Use Corbomite Maneuver to evade damage from the Romulans.

inflatablefish
Oct 24, 2010
Use Corbomite Maneuver to avoid the Hull Breach damage we've just taken.
Convert 2 Engineering into 1 Security; Spend 2 Security to finish off the Romulan. Diplomatically.
Spend 1 Engineering plus Scotty to fix the Hull Breach.
Spend 1 Command plus Kirk to complete the Influence task.
Convert 2 Medical into 1 Science; Spend 2 Science to re-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, now that we're past rolling quite so many threats, we might be able to do this yet!
1. Use the Cobromite Maneuver to dodge the damage from Hull Breach if possible. If that's not a legal use, dodge the Battlecruiser.
2. Use Kirk and the Command die to clear the Influence objective.
3. Convert 2 Engineering to 1 Security die.
4. Use 2 Security dice to clear the Romulan Bird of Prey event.
5. Use Montgomery Scott and the other Engineering die to clear the Hull Breach event.
6. Convert two Medical dice to a Science die.
7. Use two Science dice to raise shields.

This leaves us with two Threat (which admittedly isn't great), but gets two events and an objective completed. We can see if we want to take an additional event next turn.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Technowolf posted:

Use Kirk and the Command die to change 2 Engineering dice into 2 Security dice. Use the 3 Security dice to deal with the Klingons. Use the other Engineering die and Scotty to take care of the Hull Breach. Use the Science die and 2 Medical die to raise Shields. Use Corbomite Maneuver to evade damage from the Romulans.

Since you're raising shields this turn, the shield damage from the Romulans doesn't matter, so I'm going to do as other folks suggested and apply Corbomite Maneuver to the hull damage instead. Let's see what the next Event Card is...
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
I thought we just left this party! The shields take another pounding, but hold for now. Then we roll the dice...



...and, thankfully, don't get more Threat. So what now?


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


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): 2/4
  • Security: 1/3
  • Engineering: 3 (+1)/3
  • Medical: 1 (+1)/3
  • Science: 1/3
  • Command: 2 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 1/5
Hull: 7/7
Dilithium Crystal Reserve: 5/8

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:
  • 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. Progress: Science stage complete.)
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three 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.)
  • 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.)
  • 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):
  • 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.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Costs three Engineering to claim.)


Oh, and a warning: we only have one more turn left than we need to finish this Mission Card.

inflatablefish
Oct 24, 2010
Spend 2 Command to complete the Influence task.
Convert 2 Engineering to 1 Security; Spend 2 Security to kill the Romulan.
Spend Kirk to change 1 Medical into 1 Science; Spend 2 Science to re-raise shields.
Save 1 Engineering for next turn.

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
Gah! We need to get on these objectives!
1. Use Kirk and one Command die to complete the Influence objective.
2. Use the remaining Command die to change the Medical die to Science.
3. Use two Science dice to raise shields.
4. Convert two Engineering dice to a Security die.
5. Use two Security dice to clear the Romulan Bird of Prey event.
6. Commit the final Engineering die to Electrified Hull Plating.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

Spend 2 Command to complete the Influence task.
Convert 2 Engineering to 1 Security; Spend 2 Security to kill the Romulan.
Spend Kirk to change 1 Medical into 1 Science; Spend 2 Science to re-raise shields.
Save 1 Engineering for next turn.


Done. Next Event Card!
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
...again, I swear I shuffled the deck. We take four damage to the shields - again - and roll the Crew Dice.



At least we got plenty of Security... one more than we can keep, in fact. We could use Reassigned, but we're at three Threat right now, so there's the potential to push it over the edge. In addition, in order to complete the current Mission Stage, we have to draw an Event Card.

Therefore! If you want to use Reassigned, and another Threat Die comes up, the rest of your plan will be ignored and I'll ask folks for further input. (You can, of course, say what you want to do if it comes up as anything else.) Furthermore, if you want to complete the Mission Stage, only tell me what, if anything, you want to do before doing so; we can figure out how to deal with the card once we see what it is.

Good luck!


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


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): 3/4
  • Security: 4/3
  • Engineering: 2 (+1)/3
  • Medical: 0 (+1)/3
  • Science: 0/3
  • Command: 1 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 1/5
Hull: 7/7
Dilithium Crystal Reserve: 4/8

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:
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three 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.)
  • 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.)
  • 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):
  • 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.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Costs three Engineering to claim.)

Technowolf
Nov 4, 2009




Let the extra security return to quarters. Use 3 Security to chase off one of the Klingon ships. Use Kirk and the Command die to change the 2 Engineering die into 2 Security so we can clear sensors. Advance the mission.

Technowolf fucked around with this message at 01:22 on Jun 19, 2019

nweismuller
Oct 11, 2012

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

I am winning.
As Technowolf said, but instead of using both Command to change Engineering into Security, change only one Engineering into Security, then use two Engineering as Security, as one can do with Engineering. Then Clear Sensors with both Security, and use the leftover Command to claim Rousing Speech.

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
No need to reroll the surplus security - don't want the risk at this time. I think we can afford to take a bit of hull damage right now since we have Scotty and can pick up Electrified Hull Plating soon. Hard is some serious business - having a great time with it so far!
1. Use three Security Dice to clear a Klingon Battlecruiser.
2. Use Kirk to convert an Engineering to Security.
3. Use the Command die to convert an Engineering to Security.
4. Use both Security dice to clear threat.
5. Complete the Event objective and hope we it's not too bad.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

nweismuller posted:

As Technowolf said, but instead of using both Command to change Engineering into Security, change only one Engineering into Security, then use two Engineering as Security, as one can do with Engineering.

Hm. My first impulse was to say no, because we have two actual Engineering Dice and one virtual Engineering Die (thanks to Scotty). Orders, the rules explicitly say, can't affect virtual Crew Dice, and neither can virtual Crew Dice be locked in. And if you want to lock a die result in that was formed by treating multiple Crew Dice as a single Crew Die, you have to lock all of the affected Crew Dice in; if you turn three Crew Dice into (say) an Engineering Die and want to leave it at an Engineering Station, you stack all three Crew Dice on that station.

However. The rules do not say that you can't use Scotty's virtual Engineering Die and an actual Engineering Die as a Security Die, provided of course that you don't leave it locked in. Therefore, in the immortal words of Mills Lane, I'll allow it!

(Seriously, these rules could use a pass from someone who's good at making rules error-free.)

Or, rather, I would allow it. Instead, the dice chose:

MaskedHuzzah posted:

No need to reroll the surplus security - don't want the risk at this time. I think we can afford to take a bit of hull damage right now since we have Scotty and can pick up Electrified Hull Plating soon. Hard is some serious business - having a great time with it so far!
1. Use three Security Dice to clear a Klingon Battlecruiser.
2. Use Kirk to convert an Engineering to Security.
3. Use the Command die to convert an Engineering to Security.
4. Use both Security dice to clear threat.
5. Complete the Event objective and hope we it's not too bad.

Okay! We draw the Event Card and get:
  • Alien Parasites (If there is no Crew Die on this card, move a Crew Die from Quarters to this card. Costs two Medical to clear.)


This is one of a few cards that has a spot for Crew Dice that don't contribute to clearing it. (Alien Entity, from our previous game, is another.) My understanding of this card is that, if there are no Crew Dice in Quarters when it comes into play, it will take a Crew Die from Quarters as soon as one is available.

Anyway, we have no way of dealing with it with our remaining resources, so we might as well move to the next turn. That brings us:
  • Redeployed (Away Team expansion. Personnel Development Dice have no effect. Costs two Command to clear.)
Well, poo poo. We just lost Kirk, McCoy, Scotty, and Sulu. And we take another two damage from the remaining Klingon Battlecruiser, which means we're into the hull. Let's hope for some good news from the Crew Dice.



Could be worse, could be better. What 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): 1/4
  • Security: 0/3
  • Engineering: 2/3
  • Medical: 3/3
  • Science: 1/3
  • Command: 2/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 0/5
Hull: 6/7
Dilithium Crystal Reserve: 3/8

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:
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
  • Alien Parasites (If there is no Crew Die on this card, move a Crew Die from Quarters to this card. Costs two Medical to clear. Active.)
  • Redeployed (Away Team expansion. Personnel Development Dice have no effect. Costs two Command 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.)
  • 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):
  • 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.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Costs three Engineering to claim.)

inflatablefish
Oct 24, 2010
We're running out of Dilithium fast, so we've got to press on with the mission.
Spend 2 Command to complete Task 4.
Convert 2 Medical into 1 Science; Spend 2 Science to raise shields.
Convert 2 Engineering into 1 Security and spend it to clear scanners.
Save 1 Medical for next turn.


EDIT: I completely missed this! Use the Medical Tricorder on the Alien Parasites.

inflatablefish fucked around with this message at 17:22 on Jun 20, 2019

Technowolf
Nov 4, 2009




Use 2 Command to advance the mission. Use 2 Medical to cure the Alien Parasite. Turn 1 Medical and 2 Engineering into a Science die, then spend 2 Science to raise shields.

Event cards don't count as challenges, right? So we couldn't use Medical Tricorder on the Parasites, correct?

Edit: disregard, see new orders below

Technowolf fucked around with this message at 21:01 on Jun 20, 2019

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Technowolf posted:

Event cards don't count as challenges, right? So we couldn't use Medical Tricorder on the Parasites, correct?

You have this backwards, I think. Clearing Event Cards, claiming Development Cards, and completing Mission Stages are all challenges. Doing something like raising shields or repairing the hull is not a challenge. Which means you can't use Medical Tricorder to Heal, oddly enough.

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
Gah! That event occurred at an awkward time, but we need to focus on dealing with the mission first!
Also not dying.
And it appears I misunderstood how challenges are defined as well - I thought you couldn't use them for development cards. This makes the consumables a bit better.

1. Use the two Command dice to clear the Influence objective.
2. Convert two Medical dice to Science.
3. Use two Science dice to Raise Shields.
4. Use the Medical Tricorder to clear the Alien Parasite event.
5. Use the two Engineering dice to pick up the Engineering kit development card. That's more efficient than putting two dice on Electrified Hull Plating.
6. This leaves one Medical Die, it can safely be sent back to quarters.

Technowolf
Nov 4, 2009




FredMSloniker posted:

You have this backwards, I think. Clearing Event Cards, claiming Development Cards, and completing Mission Stages are all challenges. Doing something like raising shields or repairing the hull is not a challenge. Which means you can't use Medical Tricorder to Heal, oddly enough.

Since that's the case, I'll revise my orders:

Use 2 Command to advance the mission. Use Medical Tricorder to cure the Alien Parasite. Turn 2 Medical into a Science die, then spend 2 Science to raise shields. Turn 2 Engineering into a Security die, the bank that on the Klingon Battlecruiser. Send the remaining Medical die back to quarters.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

MaskedHuzzah posted:

Gah! That event occurred at an awkward time, but we need to focus on dealing with the mission first!
Also not dying.
And it appears I misunderstood how challenges are defined as well - I thought you couldn't use them for development cards. This makes the consumables a bit better.

1. Use the two Command dice to clear the Influence objective.
2. Convert two Medical dice to Science.
3. Use two Science dice to Raise Shields.
4. Use the Medical Tricorder to clear the Alien Parasite event.
5. Use the two Engineering dice to pick up the Engineering kit development card. That's more efficient than putting two dice on Electrified Hull Plating.
6. This leaves one Medical Die, it can safely be sent back to quarters.

Done. We draw a new Development Card:
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Costs two Command to claim.)
Then we draw a new Event Card:
  • Tribbles (Shipboard event. Roll a Crew Die. Place a token on a corresponding Crew Station. This station is blocked. Costs one Command and one Engineering to clear.)
We roll a Medical Die, then take two damage from the Klingon Battlecruiser, before rolling the Crew Dice:



Aaaand we're immediately hampered by the Tribbles. Again, we have to consider whether using Reassigned is worth it. To complete the mission this turn, we'd have to discard Rousing Speech. What now?


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


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): 3/4
  • Security: 1/3
  • Engineering: 1/3
  • Medical: 3/3 (-1)
  • Science: 0/3
  • Command: 2/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 3/5
Hull: 6/7
Dilithium Crystal Reserve: 2/8

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:
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
  • Redeployed (Away Team expansion. Personnel Development Dice have no effect. Costs two Command to clear.)
  • Tribbles (Shipboard event. Roll a Crew Die. Place a token on a corresponding Crew Station. This station is blocked. Costs one Command 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.)
  • 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.)
  • Engineering Kit (Technology card. You may add two bonus Engineering to one Challenge; if you do, discard Engineering Kit. Cost two Engineering to claim.)
Available Development Cards (the Offer):
  • Rousing Speech (Tactics card. You may reroll one Threat Die during Roll Call; if you do, discard Rousing Speech. Costs one Command to claim.)
  • Electrified Hull Plating (Technology card. The Repair Hull action repairs two Hull. Costs three Engineering to claim.)
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Costs two Command to claim.)

Friend Commuter
Nov 3, 2009
SO CLEVER I WANT TO FUCK MY OWN BRAIN.
Smellrose
Use the Command dice to clear Redeployed (I assume we still can't use the Personnel cards this turn).
Convert 2 Medical to 1 Science.
Use 2 Science to Raise Shields.
Use 1 Security to Clear Scanners.
Use the Engineering Kit and Engineering Die to claim Electrified Hull Plating.
Draw a replacement Development Card.
Skedaddle.

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
I'm okay with not rerolling this die, too. Tribbles is not too bad of an event, and we can deal with it basically for free next turn if we clear the Redeployed event.


1. Use the two Command dice to clear the Redeployed Event.
2. Use the Engineering Kit + Engineering Die to pick up the Electrified Hull Plating.
3. Convert 2 Medical Dice and 1 Engineering die to a Security die.
4. Use 2 Security dice to clear 2 threat.
5. Complete the Development objective. Rousing Speech seems like it's ideal to pitch.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

Friend Commuter posted:

Use the Command dice to clear Redeployed (I assume we still can't use the Personnel cards this turn).

You assume correctly.

quote:

Convert 2 Medical to 1 Science.
Use 2 Science to Raise Shields.


Um, we only have one Science (the one you just made), so we can't do that.

quote:

Use 1 Security to Clear Scanners.
Use the Engineering Kit and Engineering Die to claim Electrified Hull Plating.
Draw a replacement Development Card.
Skedaddle.


This, however, we can do. We draw two new Development Cards...
  • 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.)
  • 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.)
...or, rather, two copies of the same Development Card. Then we advance to year four! In addition to the previous years' wear and tear effects, the Heal action now costs an additional Medical.

Our next Mission Card is:

Routine Cargo Drop posted:

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.

Our next Event Card is:
  • Weapons Malfunction (Reroll Security Dice once. Costs two Engineering to clear.)
And our Crew Dice roll, after rerolling the one Security Die we got, is:



So what do we do now?


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


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): 3/4
  • Security: 0/3
  • Engineering: 1 (+1)/3
  • Medical: 2 (+1)/3 (-1)
  • Science: 2/3
  • Command: 2 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 1/5
Hull: 6/7
Dilithium Crystal Reserve: 8/8

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:
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
  • Tribbles (Shipboard event. Roll a Crew Die. Place a token on a corresponding Crew Station. This station is blocked. Costs one Command and one Engineering to clear.)
  • Weapons Malfunction (Reroll Security Dice once. 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.)
  • 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.)
Available Development Cards (the Offer):
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Costs two Command 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). Costs two 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). Costs two Engineering to claim.)

Technowolf
Nov 4, 2009




Use 1 Command to turn 1 Medical die into an Engineering die. Use Kirk's Command to turn the other Command die into a Security die. Transform the 2 Science and remaining Medical die into a Security die. Use 1 Security to clear threat. Bank the other Security on the Klingons. Use 2 Engineering to clear the Weapons Malfunction. Use Sulu and the remaining Engineering to complete the mission phase.

inflatablefish
Oct 24, 2010
Use Scotty + Sulu to complete the Travel task.
Use Kirk to convert a Medical to an Engineering. Spend 2 Engineering to clear the Weapons Malfunction.
Spend 2 Command to convert 2 Science to 2 Security. Spend 2 Security to clear scanners.

It's slightly easier to let the Klingon shoot our shields down than to lower them ourselves, especially since we repair 2 Hull as a single action. Also, thank Q we finally have some Dilithium cards coming out!

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 want to get the Battlecruiser out of the way before we deal with the Transport action, but we're otherwise mostly fine. I think that we might be better off eating an event to free up the people set to threat right now, but I appreciate that that is a risk. On the plus side, the dilithium available right now is going to be a great boon.
1. Use the Engineering Die and Montgomery Scott to clear the Weapons Malfunction event.
2. Use two Command dice to change the Medical dice to Security.
3. Use Kirk to change a Science die to Security.
4. Use the three Security dice to clear the Klingon Battlecruiser event.

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

FredMSloniker posted:

Um, we only have one Science (the one you just made), so we can't do that.

That'll learn me, possibly.

Use Scotty and Sulu to Travel.
Command+Kirk 1 Engineering and 2 Medical dice to Security.
Use the new Security dice to blow up the Klingon.
Use 2 Science dice that we actually have this turn to Lower Shields.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

Use Scotty + Sulu to complete the Travel task.
Use Kirk to convert a Medical to an Engineering. Spend 2 Engineering to clear the Weapons Malfunction.
Spend 2 Command to convert 2 Science to 2 Security. Spend 2 Security to clear scanners.

It's slightly easier to let the Klingon shoot our shields down than to lower them ourselves, especially since we repair 2 Hull as a single action. Also, thank Q we finally have some Dilithium cards coming out!

Okay! We draw a new Event Card.
  • Enemy Fleet Detected (Shipboard event. Away Team expansion. Search the Event Deck and discard pile for Klingon Battlecruisers. Place any you find on top of the Event Deck. Then discard.)
Well then! I suppose it's just as well we didn't kill the current one. (Though it does mean another piece of the hull falls off.)



That's way more Command Dice than we can keep. One goes back to Quarters automatically; we use Reassigned on the other, getting a Medical Die.

An important note before you decide to beam down: away team Crew Dice cannot be used to clear shipboard events. You have three turns more than you need to complete the mission; use them wisely.


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


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): 2/4
  • Security: 1/3
  • Engineering: 2 (+1)/3
  • Medical: 1 (+1)/3 (-1)
  • Science: 1/3
  • Command: 2 (+1)/2
  • Quarters: 1/10
  • Sickbay: 0/10
Shields: 0/5
Hull: 5/7
Dilithium Crystal Reserve: 7/8

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:
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
  • Tribbles (Shipboard event. Roll a Crew Die. Place a token on a corresponding Crew Station. This station is blocked. Costs one Command 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.)
  • 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.)
Available Development Cards (the Offer):
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Costs two Command 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). Costs two 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). Costs two Engineering to claim.)

nweismuller
Oct 11, 2012

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

I am winning.
Use two Medical as one Science; use two Science to raise shields. Use Kirk to convert one Command to one Security; use two Security to clear scanners. Use our remaining Command and three Engineering to claim Dilithium Deposits and clear Tribbles. We can afford to spend an extra turn here; we have the Dilithium to buy us time, and and better to clear out some of these events and reclaim dice from the Threat Level to give us more to work with.

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
So, we've entered the Hell of Infinite Battlecruisers. At least our shields are already down. Unfortunately, due to how turn order works, I don't think we can bring them up this turn if we want to beam people down.
1. Use 2 Engineering Dice to repair 2 Hull.
2. Use Kirk to convert the Medical die to Security.
3. Use a Command die to convert the Science die to Security.
4. Use the three Security dice to clear the Klingon Battle Cruiser event.
5. Use Montgomery Scott to clear the Transport event, beaming down 5 people.
6. Bank the leftover command die for next turn.

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

nweismuller posted:

Use two Medical as one Science; use two Science to raise shields. Use Kirk to convert one Command to one Security; use two Security to clear scanners. Use our remaining Command and three Engineering to claim Dilithium Deposits and clear Tribbles. We can afford to spend an extra turn here; we have the Dilithium to buy us time, and and better to clear out some of these events and reclaim dice from the Threat Level to give us more to work with.

Okay! 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 draw another Klingon Battlecruiser, and our shields get pummeled down to one point. Then we roll the Crew Dice.



What now?


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


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: 3/3
  • Engineering: 1 (+1)/3
  • Medical: 3 (+1)/3
  • Science: 1/3
  • Command: 1 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 1/5
Hull: 5/7
Dilithium Crystal Reserve: 6/8

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:
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three 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.)
  • 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.)
Available Development Cards (the Offer):
  • Reassigned (Tactics card. You may reroll one Crew Die, other than a Threat result, during Roll Call. Costs two Command 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). 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.)

inflatablefish
Oct 24, 2010
Spend 3 Security to kill a Klingon.
Use 1 Command to convert 1 Engineering to 1 Security.
Use Kirk to convert 1 Science to 1 Security.
Spend 2 3 Medical as 1 Security.
Kill the other Klingon.
Pose dramatically.

inflatablefish fucked around with this message at 00:14 on Jun 27, 2019

FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

inflatablefish posted:

Spend 2 Medical as 1 Security.

You can't do that. Medical converts to Science (and vice versa) at a 2:1 ratio, not Security. You can turn any three Crew Dice into a Security Die, though.

nweismuller
Oct 11, 2012

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

I am winning.
Honestly, if you just transposed inflateablefish's use of the words 'Engineering' and 'Medical', it's a perfectly workable plan.

inflatablefish
Oct 24, 2010

FredMSloniker posted:

You can't do that. Medical converts to Science (and vice versa) at a 2:1 ratio, not Security. You can turn any three Crew Dice into a Security Die, though.

Oops, that was a typo. I meant to spend all 3 Medical as 1 Security.

nweismuller posted:

Honestly, if you just transposed inflateablefish's use of the words 'Engineering' and 'Medical', it's a perfectly workable plan.
Good point, I've been forgetting we can do that with Scotty's / McCoy's free dice. I'll have to remember next time we have spare Medical but need Science for 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
I don't think we should raise shields while we want to deal with the Transport objective. We're able to deal with regular ol' damage pretty efficiently with our development cards.
1. Use 3 Security dice to clear a Klingon Battlecruiser event.
2. Use Montgomery Scott and the Engineering die to repair the Hull to full.
3. Convert 3 Medical dice to one Security die.
4. Use the Security die to clear a threat.
5. Use James T. Kirk and the Command Die to pick up the Reassigned development card. The second one isn't as useful, but we can safely swap it out for the next Tactic card we see.

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FredMSloniker
Jan 2, 2008

Why, yes, I do like Kirby games.

MaskedHuzzah posted:

I don't think we should raise shields while we want to deal with the Transport objective. We're able to deal with regular ol' damage pretty efficiently with our development cards.
1. Use 3 Security dice to clear a Klingon Battlecruiser event.
2. Use Montgomery Scott and the Engineering die to repair the Hull to full.
3. Convert 3 Medical dice to one Security die.
4. Use the Security die to clear a threat.
5. Use James T. Kirk and the Command Die to pick up the Reassigned development card. The second one isn't as useful, but we can safely swap it out for the next Tactic card we see.

Okay! Our new Development Card is:
  • Lieutenant Uhura (Personnel card. Return the first Threat Die rolled each turn to Quarters. Costs two Science and two Engineering to claim.)
Next turn hits, and we draw the last of the Klingon Battlecruisers, which wipes out our shields and does significant hull damage. Then we roll the Crew Dice:



We now have only one more turn than we need to complete the Mission Card. However, Crew Dice on the away team won't be able to deal with Klingon Battlecruisers or other shipboard events (that doesn't apply to this turn, only the turns after we send them down). What should we do?


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


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: 3/3
  • Engineering: 3 (+1)/3
  • Medical: 2 (+1)/3
  • Science: 0/3
  • Command: 1 (+1)/2
  • Quarters: 0/10
  • Sickbay: 0/10
Shields: 0/5
Hull: 4/7
Dilithium Crystal Reserve: 5/8

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:
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three Security to clear.)
  • Klingon Battlecruiser (Shipboard event. As a Mission Event, take two damage. Costs three 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.)
  • 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.)

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