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Author Topic: Shallow Space III: FTL Before FTL was Cool! [1/1] - Game Over!  (Read 38885 times)

Squeegy

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #135 on: February 26, 2014, 01:13:16 am »

Why is it showing me as having 0 redshirts? I just got one.

Fixed.
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10ebbor10

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #136 on: February 26, 2014, 01:47:42 pm »

Exchange cards 2,4 from me, for playergamer's cards 3,4.

Head to left pod, kick the crap out of the jammer pod

((On a side note, if, due to some magical source of luck (rifle), I destroy their sensor pod in one hit, can we fire lasers this turn. Logically, we should, as the other sensor pod only activates next turn.))
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WhitiusOpus

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #137 on: February 26, 2014, 01:54:59 pm »

What. Why would you fire at the Juke? Shoot the only unharmed ship instead.

You're relatively unharmed right now. Besides, the Thunderbird is the only ship who hasn't attacked me.
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10ebbor10

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #138 on: February 26, 2014, 01:58:13 pm »

They just send 2 crew for a presumable boarding operation. Pretty sure that counts as attacking.

Anyway, sensor pods are annoying. They pretty much prevent you from doing anything, only the most basic of actions.
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Squeegy

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #139 on: February 26, 2014, 03:54:28 pm »

Exchange cards 2,4 from me, for playergamer's cards 3,4.

Head to left pod, kick the crap out of the jammer pod

((On a side note, if, due to some magical source of luck (rifle), I destroy their sensor pod in one hit, can we fire lasers this turn. Logically, we should, as the other sensor pod only activates next turn.))
No, you must destroy them both. We're not using that kind of turn; both are active.
They just send 2 crew for a presumable boarding operation. Pretty sure that counts as attacking.

Anyway, sensor pods are annoying. They pretty much prevent you from doing anything, only the most basic of actions.

You mean jamming pods? You can still play cards blindly, but yeah, that's why I removed them from the rules for the next game.
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10ebbor10

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #140 on: February 26, 2014, 03:55:19 pm »

Yeah, I meant the jamming pods.
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Remuthra

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #141 on: February 26, 2014, 04:00:52 pm »

Shields up, evasive maneuvers

10ebbor10

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #142 on: February 26, 2014, 04:39:32 pm »

Pretty sure the GM is going to insist that you specify what the cards number is, as we technically can't see our cards. (We can remember though, which is rather easy in the digital age.)
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Remuthra

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #143 on: February 26, 2014, 04:47:10 pm »

I thought it was assumed that we knew the positions of the cards currently in our hands. More fully,

Play the card which is where my shields up card was last turn, and play the card which is where my evasive maneuvers card was last turn.

Playergamer

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #144 on: February 26, 2014, 05:38:42 pm »

Trade. Play Boarding on Thunderbird. Move to Front Hull, if Possible. Play Force Field. Shoot Darkpaladin.

EDITED: Sorry for any confusion.
« Last Edit: February 27, 2014, 10:46:06 am by Playergamer »
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Squeegy

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #145 on: February 27, 2014, 03:36:29 am »

Well, if you know you have them, there's really not much preventing you from playing them.
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10ebbor10

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #146 on: February 27, 2014, 03:47:31 am »

Just a question, how many charges can a single player dissable in a single turn?
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Squeegy

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #147 on: February 27, 2014, 03:58:13 am »

Only one, assuming you make the roll. Based purely on the cards, you could assume that the max is three (assuming they were all lined up in a row), but that seems to defeat the purpose of the disarming mechanic (making disarming the charges dangerous) so I'd say one.
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Squeegy

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #148 on: February 27, 2014, 05:43:25 am »

Cmdr. 10ebbor10 moves to the left pod and fires his phaser at the jammer pod, damaging it.
Cpt. Remuthra plays Shields up! and Evasive maneuvers.
Lt-Cmdr. Playergamer exchanges some of his cards for some of 10ebbor10's.

Turn 8: Thunderbird

                                
                                    
σ        σ        σ        σ 
               
                             


Spoiler: S.S. Juke (ship 3) (click to show/hide)
Spoiler: Thunderbird (ship 4) (click to show/hide)
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Execute/Dumbo.exe

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Re: Shallow Space III: FTL Before FTL was Cool! [12/12]
« Reply #149 on: February 27, 2014, 05:51:38 am »

Alright then, run up to masthacheese, then activate fire brigade then fire on masthacheese, that should be an instant kill right?
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