The Game


Babylon 5 was an incredible science fiction TV series that first aired in the late 90s. It had 5 successful seasons, several TV movies and a spin off series, Crusade. The series centered around the ambassadors of 4 major galactic powers, the "space UN" headquarters (space station: Babylon 5), and the men and women who ran this diverse city in space.

The CCG allows 3-7 players to recreate and retell their own possible Babylon 5 saga by allowing each person to either take on the role of one of the major political powers (either via their ambassador to B5 or their home faction) and attempt to dominate the other factions using diplomacy, intrigue, military, or access to fearful and deadly ancient powers. With several expansions, the CCG really is one of the best (if not the best) war/intrigue games ever made.

Tuesday, November 18, 2014

More Screenings of Babylon 5 season 1


The Mrs and I watched three more episodes.  The shows are growing on her, but she's made some snarky comments to both the overacting (which is declining) and the "special" effects.  It's weird for me, as I don't remember them being this bad... but as I recall, season 2 was an improvement over season 1 (hopefully).



Episode 7: So much depth, yet somehow still shallow.

Me:  Dang I wanted to like this episode.  It has racial hatred being triumphed over, artistic integrity, young love, noble intercession, a look into a main character's past, more mysteries of the Vorlons, and more.  Yet its all just sort of covered.  I think JMS tried to do too much.  We get a few episodes where not much happens off the "A" storyline, where as this probably needed to be two episodes.  I like the thought(s) behind this one, it's still a long ways off season three's professionalism though.

Mrs:  She got bored with this one.  I tried to keep her engaged with discussion on the Homeguard, but I think it needed more Sinclair, more Garibaldi, more Londo v G'kar and less Ivanova and her past and less weak poetry.



Episode 8: Such a great episode

Me:  In my humble opinion, this was one of the those truly great moments in season 1.  Both of the Knights feel like deep authentic characters, the mystery of the Battle of the Line is deepened, and this episode just ties in soo much.  To me, this is the first time the overall story arc really moves forward.  We have little baby steps here and there in the first 7 shows before this, but this one actually takes strides.  This also felt like something Shakespeare would write today if he were still alive.  I see some of the same art and intellect as we get in Thor in episode 8.  Love it.  Knight Two's closing comments are epic to me.  Before the Matrix or anything like that, for him to be trapped in himself... very cool (I know there is some serious nitpicking with this episode, but I feel like they're missing the point here).

Mrs:  She too saw the Shakespearean undertones of this.  I think she really liked this episode too.  It doesn't do too much and does what it set out to do quite well.  Again, I think she's really buying into Sinclair as the main character and liking him for it.  It really is too bad that he (Micheal) couldn't have kept doing the shows (I know, mental health and love of stage took him away).  Not that I don't like Sheridan (I do), but I would have liked them both to be regulars.



Episode 9: A Bit of Tolkien in here

Me:  I love how JMS brought in a back story and didn't have to tell it all.  It reminds me a bit of the Lord of the Rings (more the movies than the books, which do tell just about all of it).  It works to develop a deep back story and not tell it all.  Its how people would talk in real life.  Add a few outsiders to here the story bits you need and let it all run forward.  This episode also feels very mature (much like 8), in that it deals with deep and troubling issues.  It doesn't have Shakespeare but instead feels like a TNG episode soaked in 40K grimdark and then dried out in space.  I feel like we really get to see the workings of B5 and its political machines in this one... which I like.

Mrs:  She liked this one, but I think it got a little too twisted to follow for a casual fan.  My wife also pointed out some kinda weird plot holes, that while they didn't ruin it for me, were good points (like why didn't the Wind Swords want immortality or why is Earth letting her talk to the Narns or why are there no consequences for a Vorlon attack on neutral shipping).

In other news:

The lunch game got delayed another day, sickness mainly kept to many away.  But if I can talk them into it, I'll sit this game out (basically if there's 4 or more, I won't play... 3, I will).

Saturday, November 15, 2014

Gone too long. B5 CCG, Hello, Old Friend... let's talk starting hands


Ah, real life... two days of traveling for work that were separated by only one hour from two days of traveling with family.  Now I've returned to B5 CCG.  Schedules and my travels have conspired to leave us with no lunch games this week, but I've decided to continue my posts on tips and tricks for veterans players and also some advice for new players when it comes to choosing a starting hand.

This is part of the game that some seem to treat with only casual regard, "grab some good cards from your deck and off you go".  I, however, feel that you build your entire deck around your starting hand and your starting hand is chosen while considering every other card in the deck.  Now I'd encourage every group to have a standing policy of announcing your deck a day or two before playing... just let others know what faction/race and if there'll be Shadows, Vorlons, Drakh, Psi Corps, Home Faction, Crusade Pile, B4,  or Nightwatch featuring prominently in your deck.  I know some will disagree, but having two Shadow players show up and no one else thought that would happen, can ruin the fun of a game, as can 4 Minbari and no Humans, or the like.  In a ruleset where only 2 people can bring a certain faction to the table, communication is vital before the game even begins.  Nor do you want to play the shell game and ambush people with a deck that no one prepared for (like a B4 or Psi Corps) that can ruin wild if unchecked.



The Starting Hand

Of course, you need to put some heavy thought into this.  Here are a few things to consider in picking those 3-5 cards to accompany your ambassador


What does your ambassador do?
In looking at the ambassador you've chosen, what does he/she do best and what will he/she be doing at the end of the game.  Are they a filler while the Drakh run everything?  Are they an intrigue/diplomacy/leadership/Shadow War/psi/etc monster?  If your ambassador is going to figure heavily into your plan to win, do these cards support that end goal?  So often I see cool upgrades or a nasty event, or a powerful fleet included in a starting hard... but they don't directly help the deck/player win the game.  What a waste.  Cards either move you towards a win, keep someone else from winning, or take up space and dilute your deck.  No where is space more vital than the starting hand.  Fun cards are fine for friendly games, but if your experiences have been less than satisfying, look long and hard at how well your ambassador and your starting hand is working towards the same goal(s).

Are there cards you must have in hand to win?
If so, consider putting them into your starting hand.  Now, if there are 10 planets you need to win (Defense in Depth) or 2 different events that unlock other cards (any mark based deck), seeding multiples of them into your deck may be good enough.  But, if that one rare card that you only have two of will need to show up in 20 cards to win you the game, maybe you should have started with it. Yeah, it make take away your character enhancement/flagship/mean character/killer conflict, but if the goal is to get that card in play, don't take the chance of never seeing it, put it in your starting hand. I cannot count how many times a player looked at me and said "oh you're lucky, if I'd hand such and such in my hand, you couldn't have won".  Well if you could have anticipated that before the game began (and often you can't), maybe it wasn't luck that gave me the game.  Think about it.

Should you be using an early game agenda?
There are so many agendas that can give a strong deck a serious early game boost.  Whether that's sponsoring cards without tapping others, giving marks vital for the late game, providing win-able conflicts early one, letting you pull other cards into your deck, or reducing the cost of necessary pieces to your supporting cast, agendas need a long hard look for a starting hand.  So many of these starting hand agenda won't win the game, but they'll give you a huge lead and build up your spending pool/ supporting cards quickly.  Build Infrastructure is one of those cards, as is Military Buildup. Now you may need to seed 6 more agenda cards into deck to remove these once you've used them, but you should at least consider building your deck and starting hand around an agenda or two... one of which might need to be in your starting hand.



How soon can you get that card into play?
Just ask, speed matters.  Think long and hard about that 12 point card you put into your starting hand. It might be the right move, but how easy is it for you to get your influence (or at least your spending pool) up to that level?  Some decks fly to the early teens, others plod along and then use other means to win.  If that's the case with your deck, that starting hand card that ends the game still in hand may not have been the best move.  Starting hand cards are taking precious space.  I firmly believe that if a card isn't in play in about 13 turns (or you're waiting to put it into play then), it really needs to go somewhere else.

How reliable is that card in your meta?
You're looking at this great card, it really helps your cause, and it seems to easy to get into play.  But that Narn player over there reliably removes one enhancement a game and its an enhancement... so either have a plan, or find a card that actually gets into play.  Cards that are nerfed in your meta really don't serve a purpose.



Does this card need other cards to work?
Don't put Lorien on your starting hand without a plan.  No point.  I, for example, put Councilor Na'Far and the Euphrates Treaty in one of my starting hands.  Turn one, sponsor the conflict, gain 1 influence (no Centauri starting ambassador can stop it... and it doesn't hurt them), meet the requirements for the Councilor, upgrade for free, play aftermath of choice, and bam! a monster for the early game conflicts.  However, looking up a question, if someone decides its too big of a head start for the Narns, they could start packing a starting hand card that removes the conflict, or the like, and I've wasted a turn for nothing.  If that happens, new starting hand.  Vorlon Space or a Z'ha'dum are simple musts for starting hands using Vorlons/Shadows.  You need those marks for so many other cards.  Either seed your deck with cards that unlock your starting hand choices (which is a valid approach) or just put those other cards in hand.

In looking at a given type, which card is the most vital to have?
You love this one character.  However, you only get one character (besides your starting ambassador) in the starting hand.  Maybe that fun media character or that trolling Zathrus just isn't the best character for the starting hand.  Believe me, there have been many times I've stared at two cards of the same type, feeling like I need/want them both for my starting hand.  Tough choices, but the wrong one can bite you early and often in a game.

Is there synergy among your starting cards?
One card boosts your ambassador, another gets you cheaper fleets, the third helps you with conflicts. Well that's nice, but this game rewards decks that chain fire strong cards.  A starting hand that makes your ambassador Godzilla among bunnies, or instead makes your Mil 7 fleets recycles, or instead lets you spawn win-able conflicts at will is much much better.  You get exponential results from boosting boosts.  For the B5 CCG three cards that boost different things by two gives you one +2 boost at a time (nice, but meh).  However a +2 that improves a +2 that improves a +2 is like a +16 boost that drops like a hammer every turn.  One Chuck Norris is better than three Ralph Macchios (no offense Ralph).



Does this card count as a one of your starting cards?
There are cards (Crusade for a... Drakh Ambassadors, Non-Aligned second team, etc) that you can put in your starting hand, but don't count as one of those 3 choices.  Be sure you're aware of these and know when they run best in your deck/hand.  Also consider maybe using a Crusade Pile or a Drakh 5th column in your deck if they align well with what you're already doing/trying to do.

Is there a better ambassador for your deck?
With Severed Dreams and Wheel of Fire the amount of alternative ambassadors exploded.  Maybe a slightly weaker ambassador but a bonus card is better for you.  Maybe one of the Home Faction ambassadors runs your deck better than the B5 one.  Maybe your starting hand isn't helping much and Londo the Gambler is better for your Centauri deck.  Maybe all the hoops your jumping through to get President Sheridan in, just aren't working/worth it and Sinclair is the better choice.  Look your ambassador square in the eyes and see if they're the right one for you (well, eye contact with the Drakh can be unnerving, careful).

...wait for it ...wait for it


Is this better than your homeworld?
After you've come up with the perfect starting hand... are every one of those cards better than your homeworld?  Its the perfect parking spot for enhancements, gives you an extra +1 on influence gains from conflicts, and it can take the homeworld out of play for another faction of your same race.  Homeworlds are the golden standard that all other cards must be held to in a starting hand.  Often the answer is "yes, this card is better than that dumpy old planet", often its not.

Is this better than an upgrade to your ambassador?
After the homeworld test, I often add another one... is it better than a better version of your ambassador.  Transformer Delenn and Signs and Portents takes a starting hand from 3 cards to 7. That's huge.  As in look down your Minbari nose at everyone else and pity their backwater planets and miserly forces huge.  Many other variations of ambassadors can do other (though less horrific) things to the competitive balance of the game.  Consider them carefully.





Monday, November 10, 2014

Babylon 5 CCG: Getting Started


Looking around the old interwebz, so many think that the B5 CCG sounds fun (or they have fond memories) but that its just too difficult or cost prohibitive to get into the game now.  I've put together this little post to show you that its surprisingly easy and truthfully fairly affordable to get back into this game even 15 years down the road.

This assumes that you get a group of four together and split boosters from boxes (easiest way to make it affordable).  How you divide up boosters is, of course, up to you. All hyperlinks following will take you to presorted and filtered eBay searches.  Besides these, I'd recommend occasionally checking generic Babylon 5 eBay auctions and looking for entire collections or sets being auctioned off.  I usually see one or two still trickle by a month, and usually one of them is a ripoff and the other a steal.  If you think you've found something good, feel free to ask here and I'll give you my honest opinion on the auction.



Launching the Ship:

First thing you need is a starter set for each player (I'd just go Minbari, Narn, Centauri, Human at this point).  Here are some Starter sets on eBay.  As you can see they go for around $10 apiece and are 60 card decks that are more or less ready to go.  I'd then recommend going to Vorlon Space and grabbing the final ruleset.  Play a game or two with your palls for fun.  Get the mechanics down, and have and idea of where you'd like to go from there.

Improving the Game:

After you've had a little experience with the starter decks, next you need some boosters.  If buying by the box (and you should) I'd highly encourage you to get at least a couple Deluxe booster boxes on eBay and if your feeling up to it, I'd then look at Great War booster boxes on eBay.  Each box runs about $25 if you're patient.  If you get two, that's another $13 a person.  With two boxes of boosters, starter decks, and a good group of friends, your final cost (per person) would be $23.  I dunno about you, but in my gamer circles, that's a steal.  If you're a patient and wily eBay buyer, you could even cut that in half!

If you find that you want to explore the Shadow War mechanic, Shadows booster boxes on eBay are extremely cheap.  This expansion was overproduced and really a little shallow in its selection.  However, if going the Shadow War route, its a must.


Expanding and optional factions:

If you get more than 4 players interested, and everyone wants to play unique factions, have additional players either grab a Non-aligned starter deck on eBay (a later, fifth faction) or a Psi Corps starter deck on eBay (alternate Human sub-faction) or another one of the core factions and then a Home Faction (Opposition) starter deck on eBay (this allows two of each faction in the game at the same time).  It is possible to have three Human players, and two of each of the others... but I'd not recommend it, unless you've all played before and are freeing up an entire day to play this mega game out.

After this, hunt for individual cards or look at the more rare and more expensive later expansions (Wheel of Fire and Crusade are a blast... but hardly needed to win the game, and probably not worth it if you game on a budget.  Severed Dreams is really only worth it for all the alternative variants of the ambassadors... and I'd just get them as single auctions, that'll save you frustrations and money).


ENJOY!



Babylon 5 CCG Strategy... using marks


Well we call it strategy, but its as much tactics as anything (still calling it strategy though).  In teaching the game to a little over a half dozen people, I get quite a few questions about marks.  I like Strife Marks (and as a mostly Narn, or at least military, player, I appreciate them).  However they create quite a bit of confusion.  So here's a very basic guide to using the various marks to your advantage.







Strife Marks 
These are pretty straightforward (again, why I like them), every one of these a character or fleet has adds 2 damage to any attacks. Reminder: when you are attacked, they take damage from Strife Marks too.  Weapons, Enhancements, and Groups are usually the easiest way to add these to supporting cards... though aftermaths and events can let them in too.

Pro-tip: If your tension is below 3 (or some rulesets, below 4... but I recommend highly playing with 3) with the faction in question, you cannot attack during a conflict unless given permission by a card in play.  So if you're planning on stacking up massive Strife Marks, make sure your faction will be able to use them.  Also, if someone's threatening the use of Strife Marks and you're at "tension 1"... ignore them.



Destiny Marks
Almost always a good thing.  These are the kind of marks that trip new players up.  By themselves, they do nothing (well, they look pretty in the bottom left corner of the card).  However, other cards allow them to do all types of things.  Examples: add power, add to stats, score Major Victory, score a Standard Victory, provide opposition, purge to repair/return to hand/heal, etc., sponsor certain characters, discount to costs, as I said, all types of things.

Pro-tip:  Either use them very lightly to unlock one or two nice little bonuses or go all in. Destiny Marks should either consume less than 5 cards in your deck, or be a/the major mechanic that makes your deck tick.  If you try to go in half way, all you're doing is diluting whatever else your deck can do.  It's good to have a backup, but backups need to be clearly subordinate to your deck's primary strategy to win.



Doom Marks
Almost always a bad thing.  Much like Destiny Marks these do nothing unless another card comes into play that activates an effect.  Things like taking damage, rotated for no effect, opposition to your own conflicts, influence spent for no gain, forbids use of other cards, discarding cards in hand, purging other marks, can come from Doom Marks.  Though not necessarily the opposite of Destiny Marks, they kinda are.  There are a few cards that can use these to a positive effect, but they are few and far between.

Pro-tip:  Use with caution as these guys usually cannot be purged or converted (there are exceptions).  You'll probably get away with it the first time you take a ton of Doom Marks to gain other benefits in game.  However, once you do this (or see someone else do it), be aware that the meta will shift fast.  Everyone will start tossing in a few cards to make Doom Marks hurt (and there are plenty).  I'd actually recommend only including a card or two that punishes Doom Mark usage until you see it used to good affect in a game... after that, salt to taste.



Sub-Faction Marks (Shadow/Vorlon/Conspiracy and more)
Again, typically do nothing unless another card says different.  These marks are usually a major part of your deck... or not in it at all.  Most of the time either purging them or accruing them allows other cards to come into play.  If you're wanting to bring in Drakh, Shadows, Vorlon, Nightwatch, Psi Corps, and probably something I'm forgetting, you need to be able to generate these marks in excess and quickly.  Typically agendas and events are your best bets for these.

Pro-Tip:  Consider cards that will provide a means of producing these marks every turn for your starting hand.  If your entire deck is fueled by a given sub-faction mark, you need to get on building them up on turn 1.

CAUTION!

Beware: For all the above marks, just knowing how to get/use these isn't enough.  Know what cards can be used to put the hurt on someone who uses them... they're out there and you need to either plan on them hurting you, or plan on using them to slow down others,

Friday, November 7, 2014

Narn, Na'Far is Your Friend Deck, and the end of the Lunch Game #2


Well Na'Far won.  He weathered a Gunboat Diplomacy (Leveled the Playing Field), and took an influence hit the following round from an intrigue conflict, but pushed a Power Politics through (with Homeworld, netted a +2) which put him to 20, and an earlier trade pact, gave 21... game over, standard Narn victory.  

I've decided that I'll sit out the next lunch game and just help with rules disputes and mechanics... more fun to what it sometimes anyway.

If you're looking for Narn cards on ebay, CLICK HERE

Not that it won anything big: but here's the deck

Staring Hand:

Na'Far
Councilor Na'Far
Euphrates Treaty
Nowhere to Hide

Characters:

Mary Ann Cramer
Sh'Sak
Ta'Lon
G'Sten
Na'Toth
G'Drog
Narn Agitator x3
Narn Aide x2
General Na'Tok
Du'Nar
G'Obel
Narn Captain
Ja'Doc
Na'Mel
Kha'Mak

Groups:

ISN
Narn Rabble

Aftermath:

Pariah
Glory x3
When Duty Calls x3

Fleets:

Colonial Fleet x2
Picket Fleet x3
Homeworld x2
Support Fleet x2
Security Fleet 

Locations:

Narn Homeworld
Quadrant 14

Events:

Universe Today Feature x3
Level the Playing Field x2
Trade Windfall x3
Wisdom of G'Quan
Spirit of Cooperation

Enhancements:

Attache'
Man for All Seasons
Pride of the Kha'Ri
Book of G'Quan
Preeminence

Conflicts:

Alliance
Trade Pact x2
Diplomatic Intrusion
Officer Exchange
Affirmation of Peace
Affirmation of Power
Strange Bedfellows

Agendas:

Power Politics x2
The Path to Peace x2

Contingencies:

Under Our Protection
Revenge is Sweet
Power in Consensus
Bluff
Further Gains

Its not sprinter lean or fast, but its NFL fullback trim and thundering.  Is it better than Cyborg G'Kar?  No.  Can it win in a Shadow War? Maybe.  Is it fun and competitive in a 4+ player game?  Yes.  Is it cheesey and makes me feel guilty if I win?  No.  I hopefully can get it in a weekend game (or the Neroon deck... oh the honorable pain it can reap... maybe I'll post that deck next).








Thursday, November 6, 2014

B5 CCG Lunch Game #2, Third AAR... what are the stat's on the Warleader's Fleet again?!




A few more excellent rounds in our lunch game.  I finally put an ultimatium on the table... "get out enough diplomacy to stop Power Politics, or I win".  They took me seriously after I rammed a Power Politics through and tapped the Narn Homeworld for +3 influence.  Combine that with Councilor Na'Far's +2 power from having tension 1 with Humans and Minbari, and I'm sitting at 17 power... one more round like that and I would have won.  So now Warleaders, Ministry of Peace workers, and Centauri notables suddenly found sponsorship.  Meanwhile on only 10 influence, the Centauri have developed a solid cast, Warleader Shakiri and his fleet are flat out impressive and Neroon is spending 16 influence a turn (an impressive and powerful 2nd place showing for the new guy), Psi Corps is reeling from a Centauri Gunboat diplomacy (and needs to get some more cards in play soon... locations and telepath groups... where are you?).



I did build all three of these decks, so its interesting to see them in play.  However, Bester just needs to be aggressive, so its a poor pairing with its player.  Neroon is the deck I wanted to really see do well, and it is (yippee!), so there's some vindication there.

Refa is a little frustrated, as Sheridan has a vehicle to get the Combined Fleets into play and the Warleader's Fleet all look very OP to him.  He's looking at his thought-to-be a juggernaut Centauri conquest deck, and lamenting the lack of fleets over military 10 (what until he see's the Grey Council Fleet).  I'm trying to explain to him that a War deck doesn't need/want the big fleets, as you aren't running Border Raid or the like anymore.  You want many small fleets, that way enemy fleet attacks are blunted by the mechanics of the game and with a salvage yard, you can recycle those military 5 multiple fleets all day.  Not to mention, with the Centauri ability to make enhancements global, those +1 Modern Refits, and Establish Bases, and Lifepods, become even greater force multipliers on weaker/cheaper fleets... but he's not seeing it and instead is trying to build a Gather the Rebels Shadow deck... sigh... time to break out the old pure Narn War deck and show the kid how it's done.  Sad thing is, the Centauri are actually better at it too.  Oh well

As for my peace loving Narns: I need to get a few more fleets out, just as a deterrent for Minbari military conflicts (I have them at tensions 1, and once someone figures out the ruining that will help someone else win the game, I'm in trouble).  Also worrisome, I don't have any conflicts in my hand. I know that I have about 15 in the deck, but until I have them, I only have Power Politics to build with and that shouldn't be an option anymore (though I could wait until the Humans and Centauri all place conflicts and then activate one myself... if nothing else it's paying 9 influence to keep them from using characters as they want).  I also played a rather pointless card, Thenta Makur... I've got everyone's tensions at 2 or below, and I think I can hold them there for quite awhile.  Who am I going to be able to attack with all those new-found strife marks?
  



In other news:

I just got 4000 more plastic sleeves (for under $20, I might add, name brand ones too), so I can finally get the entire collection protected.


I did find this promising Dilgar War Fanfic (disclaimer: I've not read it yet... so caveat emptor), I hope it proves to be interesting.

Also, while I use Vorlon Space and it's Card Finder for all my card gallery needs, I also found this   Russian B5 CCG gallery.  Looks like an excellent backup.

Tuesday, November 4, 2014

Home Faction Ambassador B5 CCG Lunch Game #2, second AAR


A little progress on our lunch game, looks like the Neroon deck has some real potential.  We're kinda playing open hands here, so they've all seen mine and I've seen theirs.  Almost all the fun Minbari warrior caste character/fleet combos are already in Neroon's hand and now its just growing his influence enough to get them in... we'll have to see today if he can.





In other decks, Refa's frustrated as this is a war deck of 80 some cards, 20 of which are fleets, none of which are in his hand.  Meanwhile he's pumping Ragesh III to bring in a 1st-3rd fleet early and then I assume Border Raid or the like with that (we Narn aren't worried).

Bester is slowly getting things out, but I really hope he'll be aggressive.  You can't play Psi Corps and play nice (well, he can be nice to someone, but he needs to pick on someone too).  Its a race right now between him and Sheridan to get Earth out and get some of the limited fleets too, but I'm trying to drill into the Bester that a few Psi Corps locations, a couple high power telepaths, and Military Telepaths are all he needs to stay competitive in military conflicts and that's good enough.

Sheridan is a pure B5/Diplo deck.  I think it will do well in this meta rather than the Shadow War/Military heavy games we've had in the past.  He needs to focus on things other than B5 influence and just grow his own power pool.  Right now, I could Power Politics and make them all tap out, but nothing gained (other than making them give +2 influence to someone other than me), but once Sheridan and the Senators are all up in running, that will change.  Hopefully he and the other players will get that working together to stop Power Politics is a must right now.

Na'Far is sitting pretty.  He's contingency protected, will soon have 2 strife marks on him, and is sitting at a 10 diplomacy right now.  I might try and ram through one more Power Politics conflict but I think almost all the homeworlds will be in soon and this might be a pretty quick game for everyone but Refa.  Right now he's got the biggest challenge besides Bester.  They both need two turns to make most of their influence, where as Neroon and Na'Far can easily make 2-4 every turn.  However there are some Alliance cards floating around and I'm going to encourage them to not target me... that should elevate the others quickly, but this one's going to be a race to 20 not a Major Victory (sorry Bester and Refa)... unless something unexpected happens, and just like in the show, it often does.





In other news:

The Screenings Continue

The Mrs and I are still watching the season 1 and we've just finished the first disc and started the second.  All and all, I think she's getting it (not understanding it (which of course she is), I mean "getting it", as in seeing what redeemable qualities the series had and why people liked it).



Episode 4: Lumbering Plot device and Ducky betrays the Doc
Me:I like the look into the short-sighted and aggressive policies of EarthGov.  Much like when the show aired, the current distrust of politicians makes this even more relevant. 
Mrs: I think the lack of well done parallel plot lines in this episode made it less interesting for her.  I don't want to say that this is a throw away episode, but as much I as remember liking it the first time through, this might be one to skip if you're trying to speed a new view through the first season... just mention ISN and move on



Episode 5: Londo's Party and G'Kar's Peril
Me: Good ole Parliament of Dreams, might be one of, if not my favorite episode of Season 1.  G'Kar is overacted, and I'm glad that he's toned down in theatrics but deepened as a character later.  We get to meet Na'Toth (one of those characters that I wish we saw more of, but since actress was allergic to Narn makeup, that happens).
Mrs:  Found G'Kar a bit too much of a ham... and, sadly, he was.  However, I think Londo and Sinclair are growing on her... but oddly enough, not Delenn (given what's coming, too bad on all accounts, I'm curious to see what she thinks of the season 2/3 changes).  All in all, a solid episode for her.



Episode 6: Bester Arrives and Ironheart
Mr:  Good ole Bester, we meet the Psi Corps, finally, and see just how controlling it is.
Mrs:  I knew this wouldn't be a strong favorite for her... the over acting, psi powers in general, and the suspension of belief needed on this one was going to make it weak.  She's not a scifi person, so things like psychics in the scifi sense, just aren't a given for her... I hope this doesn't make her like season 5 even less than most people do.



All in all, its growing on her.  I'm curious to see if she's emotionally invested enough in the characters to feel the betrayal and inner conflict of the next two seasons... I think she just might.  She did mention the other day that she was enjoying the series and found it entertaining... if she can say that on season one, that's a pretty good sign for me.


Thursday, October 30, 2014

Homeworld Factions abound in Babylon 5 CCG lunch game #2


We launched another lunch game this week, 5 players this time... and only one has a Babylon 5 vote. The decks were all picked independent of the others, yet we have no Shadows, no Vorlons (I think), and only 1 B5 ambassador and none of the original 4.

The decks go as follows (starting in the top left, clockwise): Sinclair (4 card), Bester, Na'Far (me), Refa, and Neroon.  We're all still in the process of building, but I had the Euphrates Treaty in my starting hand along with Council Na'Far and Nothing to Hide (if Refa wants to run up tensions to get to war, it will at least hurt a bit), so right now I have a Diplomacy 9, DR 3 ambassador.  The Humans and Neroon are at influence 7, Refa is at 5, I'm at 6 (I took a turn off to get Na'Toth in... though we are unsure whether Na'Toth is considered Na'Far's ambassador right now or not.  Either way, I'd have put her in (only character I've drawn and I need another Inner Circle sponsor).  Neroon's a first time player, but the rest have all played before.  I'll still give advice freely, and I know Refa will too, so they should do fine.

My Na'Far deck is the normal win via tension, but I'm already wishing I have a few more cards to keep tensions down (the extra power can't hurt, especially late game). We've already had a B5 vote, kinda funny, Sheridan played the card and then got to have the only vote... but I know Neroon and Na'Far both have the agendas that enable their right to vote.  No Shadow, Vorlons, Crusades, Non-aligned, or original ambassadors... should be interesting at least.



Tuesday, October 28, 2014

Babylon 5 episodes 1-3 reviewing again

The Mrs. and I are slowly watching the series from beginning to end. She's never seen them before, clearly, I saw them all back in the day. I've watched seasons 2-5 within the last year, but not season 1 and not all the movies.



Episode 1: Ragesh and Raiders

Me: wow, I forgot how dated the CGI was. Also, I forgot how much G'kar was one part villain and one part buffon at this point in the show.  Sinclair's a better character than I recalled. Londo is very much the flawed good guy.

Wife: That looks like an old video game. Found the characters weird, really didn't see the acting that bad. Not convinced, but being quite the sport.



Episode 2: Soul Hunting and new medical digs

Me: ok, written like a Shakespeare spin off. Good, but still rough.  I did like the Grey Council teasers.

Wife: noticing the forced costumes and CGI. She's liking Garibaldi and Sinclair.



Episode 3: Aides and Maids

Me:  Again, I forgot how sympathetic Londo was and how much of an antagonist G'Kar was too. I also appreciate how much JMS kept the feeling of being in space, in a major trade hub. Nice to see the main characters interacting with each other and friendships forming.

Wife:  we talked about the silliness of the "futuristic" civilian clothes (and yet how 80s/90s it all felt).  There was some confusion between Kosh and N'Grath (stupid character and stupid costume, glad they dumped him) as they both live in climate controlled zones.

I think she's enjoying it, but certainly not hooked. I did skip The Gathering (would have hated for that to be the first impression). I also lowered expectations as best I could (PC CGI effects, poor acting, mood inconsistencies etc. in season 1), so that helped too.

I'll post again once we've screened some more.

Monday, October 27, 2014

Babylon 5 CCG Saturday AAR #2


Well we didn't use this card, but G'Kar was the Great Machine and then some on his own

Ok, Techno-Mage citizen G'Kar goes on the shelf, at least for awhile, at least for me. He tore through just about everything and tanked the rest. With over +5 to Diplo, Leadership, and 3 Strife and Destiny marks, Invisibility, all four Legacy contingencies, a couple nasty regular ones, and every techno-mage card in the game in play (except We're in Charge... I needed to pull a few punches), nothing could touch him.... And then it got better, I stumbled on The Tech on an empty Legacy deck just recycling contingencies and events. Combing this with Isabella, I was putting a contingency back into play a turn. Just wow.  I could sacrifice serious boosted strike fleets and then salvage them back into my hand.  For awhile the Babylon 5 War Council was up and running.... oh the discounts, oh the healing, oh the disposable, recyclable fleets along with recycling Protection and such... only catch, I had to be left alone until influence 35+ to be able to juggle all the flaming knives... but that's what happened.


My deck was based on having a Preeminent Defense in Depth, with techno-mages and Khari dancing around the planetary influence maypole.  Things like "Rally the People" are pretty scary when you can throw 30 points of Elizabeth Trent, and 30 points of ready Diplomacy at it (with Narn, that's 5 influence from one conflict... add a contingency and you're at 6... hello late game push).

The Others:

Drakh (well a non-aligned front government):  By far my real competition.  So much Shadow, so many discounts, so many marks.  Shadows probably averaged 3 influence every 2 turns for most of the game.  Supposedly the Centauri were going to go to war and this deck was going to ride that wave.  Would have worked, if Refa would have pulled the trigger.
  
Centauri (threaten war deck):  A very nasty deck, but made four mistakes... needed two events to declare war on (in case someone shot one down), needed to get to war before the Shadow War (didn't, truthfully, was being nice as Earth was wide open), needed to concentrate on one foe and tear him apart, and needed to not talk smack to Citizen G'kar when he has an Exodus Fleet, all the above upgrades, and every techno-mage in the game boosting the Exodus fleet, along with the Hi-Tech weapons, a couple aftermaths and the Pride of the Kha'Ri... I think I was doing 28 damage and resisting or basing away 19 damage with the Exodus Fleet.  Refa challenged G'Kar and he wiped two top fleets out of space with no lasting damage in return.

Vorlon (Minbari deck):  Needs to be a bit thinner and generate a bit more influence on the Minbari side before bringing in Kosh.  This deck ran a close third, and the Minbari and Non-aligned players did an excellent job trying to keep me contained.  Man, I hate "You're Not Ready".  Messes up all types of fun, and for 1 point generates 2 Vorlon Influence.  That being said, I still think that this is the best deck I've built.  Again the Minbari player had to come in late (turn 12 ish) and still was a contender and a major broker the entire game.  I like how he runs this deck and I will definitely take his pointers on making it better. 

Human (Earth Gov Senate):  Good, but this deck just won't run.  I gave it a higher character to card ratio than the Vorlon or the Narn deck and it didn't get them in until late.. too late.  Its some sort of curse, either on the deck (I used it before and was tied for last) or the faction.  I think next game I might hand off G'Kar the Machine to the Earth player and run this deck as mine... something's just not clicking here and I need to fix it/figure it out.

Notes to self: 

I have a disease, the cure More First Ones, another Isabella's Quest, a thinner Crusade deck, 2 more planets (don't know where I'll find them though, at 10 already) and We're in Charge could really make this deck hum... I think I'll hone it and then store it for a rainy B5 day (or pass it off to someone else in the club to enjoy).

We'll start another lunch game tomorrow... I think Neroon or Na'Far will be my deck of choice... or pass off Na'Far and play the Earth deck myself to see if I can get it going (probably not).

Wednesday, October 22, 2014

Babylon 5 CCG Game #2: End of the Lunch Game... new game coming


So yeah, I "won" a game... the two new players did well, but I think this game really shouldn't count.  I might need to go back and hone that Human deck some more (or maybe just rebuild it from scratch).  Feels like its can't ever be more than a strong supporting cast member.  I let the game go until the end of lunch and then played two planets and a contingency to close at a standard victory with 21 influence.  Londo's annoyed for sure (he wasn't playing a learning deck), but techno-mages did just fine keeping Refa, the Emperor, and Londo off my Inner Circle,

In other news, I'm only needing to log about 500 more Shadow cards from having all of my cards documented and organized... here's the system so far:



Also in trying to hunt down any other current B5 CCG players, if found this  Old RPG forum discussion on B5 CCG.  Pretty interesting, even if it was 7 years ago. 

Looks like we've got a game for Saturday for sure.  Non-aligned, Centauri, and myself.   I'll let them pick between Narn Power Politics, Techno-mage G'Kar, and Neroon Ranger deck... doesn't matter to me, the G'Kar deck is probably the weakest (just too slow), but I think they'll probably direct me toward the Ranger deck unless we have someone running the Minbari/Vorlon deck (and I hope we do) and maybe even someone running the Sheridan deck (I've already tweaked it to have a shot at putting President Sheridan in).

I'll get that AAR up as soon as the match happens... a few more games under our belts and I'll start posting deck builds for your viewing pleasure.