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.

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.

Monday, October 20, 2014

Babylon 5 CCG AWOLs


Only 187 cards missing now:

Premier: 8
Shadows: 15
Great War: 22
Deluxe: 2
Psi Corps: 53
Severed Dreams: 26
Wheel of Fire: 32
Crusade: 29

I finally have every Narn card and every techno-mage (fleet or character), so that's fun.  It just amazes me that Psi Corp is the expansion that one cannot find any boosters for anywhere.  I've also got the sneaky feeling that I probably have 10 of the missing cards, I just haven't counted/filed them correctly.

Argh! the Psi Corps cards, so tough to get at any reasonable cost. Anyone wanting to sell an Emperor Mollari, let me know about it.  Here's some B5 mod action:




...a few extra turns and something of interest


  

We got a few more turns in on the lunch game:  Long story short, I'm a jerk.  I left one conflict uncontested and then dropped the above on it at the end of the turn... 21 opposition dropped with one card... lols.  The other card I generated support with Elizabeth Trent... after having Genius Loci hop into it, doing damage to everyone.  Tap a homeworld, and 19 influence.  Now they brought a bunch of stuff in, and I'm holding a planet (they don't follow the blog, don't tell them)... but if think I'm just going to build up fleets and try to hasten the Shadow War.  Unless it targets a card I hold, I'll probably even let them steal a little influence here and there.


As to the Saturday game, we ran out of time, but I feel confident that we'll have one this next Saturday.  Looks like three players for sure, maybe 5 if I'm lucky (I like the bigger games).

As a parting note, if you've not seen this, I recommend it highly for any B5 fans, unfortunately though some rough language, so its pulling gold out of slag... beware:







Friday, October 17, 2014

...and Londo makes his move


  A few more turns on the lunch game.  Supporting characters coming out for everyone, assistants finally show up (and homeworlds).  I'm Mr. Money bags, but I'm strongly encouraging the other players to start targeting me.  When we called it, everyone had just revealed their conflicts


  Delenn:  Supporting characters everywhere... from a cast of 6 to a cast of 4... He's feeling a little disheartened at the weakness of the supporting row, but I'm hoping that he can see them as cheap and expendable.  A fleet is now in play and Vorlon's march on with our first Final Destiny in play (let the recyling and growing Vorlon marks/influence being... good, I want the Shadow War sooner than later).

  Sheridan:  He and Londo are teaming up to try and push a Partnership for Peace through (against me).  This will give each of them an extra 8 influence to spend next turn (if it works).  That could really help them.  I'm contingencied against the loss of influence, so I'll make them earn it, but not attempt to stop it.  Sheridan got Ivanova in and improved (so that helps).  At this point, I think buying cards with the possible windfall here might be the best move.

  Londo:  Slowly building up his hand, if he pushes Prey on the Weak through, and he might, with his Homeworld in play, he can start the climb to a solid influence rating here.  His character pool is small, but they're pretty powerful and he's already got plans for what to do with influence gained from Partnership for Peace (basically 2 characters and a planet).  I'm not sure I can stop it if I wanted to, but I don't want to get too involved.  Refa is a nasty axe man for him right now.  I think in his mind he'll attack with him every other turn (healing on the off turns).  I like Londo's willingness to attack, most of the new players (not the learning ones, though this applies to them too) are gun shy in attacking, Londo is not, and that's good... playing conservatively does not work well in old B5,
  
  G'Kar:  I've got the cards to win, but I really want to see where this goes, and I'd like the Shadow War to start (gives the learning players more turns to learn the game, and then I've exposed them to the different victory sets).  Right now I've spent my Legacy Deck.  All its characters are out, all but one of its fleets, and its just enhancements and aftermaths until I recycle the conflicts through.  I know the Minbari deck has excellent abilities to strip off enhancements, so I'm going to try and play it careful (like wait until I have two of a card and then play one with the other as a back up).  Typically I try and convince all three of the other players to come at me once the Shadow War begins, so I'm trying to setup for being a bear for them to take down.  Its fun for them to work together to obliterate someone and its fun for me to see how resilient I can be.  My conflict is Hi-Tech Weapons, and I just want to win that and not lose Prey on the Weak.  It will be good for the game for all three of the other conflicts to go through, and I don't think I can stop them anyway without exposing cards that I'll need later in the game.

 We'll see if I can pull off the weekend game... it looks like it will happen soon.

 Until then, check out Vorlon Space for all your B5 CCG needs... this site really makes the game run these days.


Wednesday, October 15, 2014

Narn deck won't narn... and hello old friend





Yeah, no Narns in my Narn faction, just 5 Techno-mages and a Banker... so weird


A few more turns (3 or 4?) on the lunch game.  Predictably Londo the Gambler and G'kar the Techno-mage are going head to head.  Its kinda broke down into two games, Narn vs Centauri (the two veteran players) and Minbari vs Narn (learning player and veteran).  Unfortunately for the Human player (also learning) his cards just aren't coming up.

Londo: Got some of his heavy hitters in, Refa's up into the Inner Circle, and Emperor Turhan with his Imperial Telepaths are up and firing.  I tried to block his Hunter, Prey (which gives him an auto Intrigue 2 on all future conflicts), but stuff got real.  Galen and Genius Loci jumped in with both feet... Refa attacked them and Londo supported the conflict along with Turhan (thus all the damage tokens).  Arthur has been a big help to him getting cards.  With two cards that can generate intrigue conflicts as an action, this deck is always doing something every turn.

Delenn: Now with 11 power and 10 influence (benefited from a Narn Legacy Conflict), He's got a solid Inner Circle and good supporting cards, Vorlon influence is at 11 (I actually want the Shadow War, so I'm kinda helping subtly, much to Londo's dismay).

Sheridan:  Now an Extra Conflict John Sheridan (just need conflicts now), and with a captain and a won conflict successfully pushed through (at 11 influence), he's just sitting on every great late game, 12 cost, card you could want.  Hopefully the low cost quantity over quality cards that are everywhere in this deck start coming up soon.  He's got no more conflicts in his hand... just waiting on the right cards to come up!

G'Kar: Well what a weird set of 3/4 turns.  Played Faces in Stone on the first of the turns and was able to get Blaylock, Isabella (who got demoted last turn), and Genius Loci all in (and Genius Loci into the Inner Circle).  I pushed through two Well of Forevers (cheap, I know) and an Isabella's Quest to gain 2 more influence, along with another pair of conflicts, I was able to get up to 15 influence and spending 18.  I'll drop one planet next turn and then focus on guiding the Humans up to 15 influence too (its a learning game after all, and I'm in a spot to just sit back and build supporting cast and let the others fight it out).  G'Kar will just play power broker for now.  I did look at Londo's deck and discard Prime Minister Mollari (evil, I know), but what good G'Kar can pass on keeping Londo in his place?

Things learned:  When it happens, Legacy decks can get OP... I've got 5 Techno-mages in play (G'Kar is one now).  My Narn deck is too thick, I can't get any good non-Legacy cards in my hand (even with Isabella giving me extra draws)...  I need to make hard choices and cut it down to 70 cards (which I'm not good at doing).  Luckily the Legacy deck is keeping me in the game... I've also got two Portraits of the Past in my deck somewhere... at this rate I might use them both if they come up (lets me recycle my Crusade Pile... hello more Wells of Forever). Also, as said before, I really need to emphasize shuffling decks well to new players.


In other news... I'm still cataloging my 4k extra cards I just acquired (see a couple posts below), but I also got a little something for me.  I don't know how rare this is, but I'm thrilled to have it.


So, while thinking of this, here's a vid in memory of Andreas Katsulas


and this epic tribute too



Upcoming: going to try and get a veterans only game together this Saturday.  I'm going to try my 60-ish card Neroon-Ranger One military deck.  Sounds like a Centauri war deck and a Psi Corps deck will be waiting for me... maybe a Non-Aligned worlds deck and a Shadow deck too


Monday, October 13, 2014

Babylon 5 CCG House Rules: Stacking it in the House's favor, or good for gameplay?


BTW: what a typical Crusade blind-side min/max card

As I look at the game and how it will play in our little club, I have to wonder if we should have a few house rules.  Most of these were taken from the only tournament I ever played in.  They were designed to speed up play without unbalancing the game.

Ambassador assistants not in the starting hand go into the Inner Circle when sponsored

Enhancements do not require sponsoring

Any agenda change cannot win a victory on the turn the new agenda was put into play

Start the game by raising all influence to 7 and letting everyone draw 4 cards
                                                         or
Only sponsoring and building influence for the first 4 turns, play is simultaneous

  Just looking at them they all seem reasonable, and I don't see any major downsides to them.  If everyone is aware of the house rules while building their decks, it seems fair to me.

Another thing I noticed on older tournament AARs around the interwebz is the use of side decks. Does anyone know what the established norm for this was (if there was one)?  I assume this would have to also include any ISA or anti faction specific cards?  20 card limit?  Just curious.


Sunday, October 12, 2014

50 Credits and a Week... worth of cards


  I had a pretty good week of acquisitions.  While I haven't had the chance to put them all in yet, I acquired almost 4000 cards for under 50 USD.  2 Shadows Booster Boxes, 1 Great War Booster Box, and over 3000 fixed, commons, and uncommons (complete sets each) from Wheel of Fire, Severed Dreams, Deluxe, and Shadows (which apparently is the easiest set to acquire cards from in the current market).  So for the price of a couple Crusade characters I pulled off this... and no card is represented more than x2... I was very happy with this all.  I still haven't put it all into Card Vault yet, but as I was mostly missing uncommons, this should really help... and I still have 2 Shadows booster boxes on the way (which is included in my total 50 USD).


  The white packets are complete common and uncommon sets.  I'll unwrap them as needed for our playgroup (which is mostly highschool/college kids), but for now I think I'll keep them as is...  I did unwrap at least one of each, couple of the few.  I'm toying with the idea of using them as give aways on the blog (say on random comment per month gets a complete common set, or the like... that'd require comments, of course).

  Besides the incredible quality of the repackaged commons, I've now finished off my Sheridans, Zathrasi (lol), and complete a second set of squadrons 1-3 (finally).

  Its still Wheel of Fire and Crusade rares and basically anything Psi Corps (which is more difficult than Crusade cards to find, for me) that elude me.  Once I get my new rundown of missing cards figured out, I'll post that.

  So for now its waiting until Tuesday's lunch game and figuring out how to hand the influx of 4k cards into my filing system (which was dealing with a total of 3.5k cards up to this point).  Ufta.

  My parting thought: my first Great War 2 booster packets were home runs for me: 



  While hardly the best draws for someone looking at resale, for me this was great: 4 uncommons and 2 rares that I didn't have... plus a couple commons that I was looking for a third in.  I've forgotten the thrill of hit great finds in a booster packet.  Ah the memories.  Have a great week all.


Friday, October 10, 2014

Screening and Turns



  Well, its not that type of screening, but yeah.  Me and the Mrs. are going to start watching our way through all things Babylon 5.  We'll start with the Gathering and then head on through the B5 Series.  I'll try to do one or two of these a week and eventually we'll have the whole thing done.  She's never seen a single episode, so this should be interesting.

Another Day of the Lunch Game

Everyone's hit 10+ influence... right now the playing field looks like this:


Starting on the top left and moving clock wise:  

Gambler Londo has the King Arthur and Lord Refa in his Inner Circle, no agenda, a Garrison fleet and 10 influence.  There's been a little antagonism (betrayal??) with the Minbari... but other than that he's doing well

After that, Delenn is farming up her Vorlon marks (4) and raisin Vorlon influence (8).  She's (he's) lost a picket fleet to an intrigue attack by the Centauri, but has a good start to building the Grey Council force needed to contend in Diplo/Intrigue conflicts.  He's also at 10 influence

Next is me (G'kar) with 12 influence (I just won Show the Colors) and 14 to apply (Independent Support).  Right now I've got Defense in Depth in play, along with Elizabeth Trent in my Inner Circle and Galen as a supporting Character (I'm running a 25 card Legacy side deck).  For security I've got a Utility Fleet and Galen's ship,,, but that military looks pretty weak compared to the final member

Last is Sheridan with 11 influence, but also Build Infrastructure, 17 military (Fleet of the Line and Second Battle Fleet), and Franklin in his Inner Circle.  He also has a Trade Pact with the Minbari... so he's the big beat stick right now.

All tensions are as starting and all unrest is one, except Centauri (which is two, thanks Refa).

It's still a learning game, but the beauty of B5 is that getting the fundamentals down goes very quickly.  Both of the new players have made some minor mistakes, but that's the nature of the game...

Wednesday, October 8, 2014

Acquisitions


  Well I found Claudia Christian's (Susan Ivanova) website, interestingly enough she never watched Babylon 5 on network TV.  Apparently she started slowly watching them for the first time... pretty interesting to see her take on things (and inside information) all these years later.  She's taken a break on the screenings, but hopefully will be back to them soon.

  After what I thought were shrew acquisitions, and my wife thinks are a waste of funds (she's probably right), I've already cut my missing cards down to 221.

31 Crusade
35 Wheel of Fire
28 Severed Dreams
54 Psi Corps
17 Shadows
45 Great War
9 Premier
2 Deluxe

I've also got 3 booster boxes (shadows and great war) coming in, so hopefully I can drop below the 200 mark from those (and flesh out some missing cards).  There are certainly some big rares (Emperor Mollari) that I'm missing, but its the uncommons that are becoming the real trick.  No one sells those, or puts them up for trades.  Its always rares.  Oh well.  I can't find Psi Corps booster boxes anywhere.  At least Crusade, Wheel of Fire, and Severed Dreams are out there to be bought... Psi Corp just looks like a dead end for now.

We finished a few more rounds of our current teaching game (play during lunch 2 days a week).  Almost everyone's right at 10, so soon the game really starts.  I've always wondered, if for speed and moving the game forward, it would make sense just to given everyone 5 free draws, +3 influence, ambassador assistant in play, and start the game there.  I get that for tournaments and stuff that would not go well, but for friendly play, I really am beginning to think that I might consider some sort of advanced start like that... it would get the game going much more quickly

Post any thoughts you may have on fudging the start of the game... I'm curious

Friday, October 3, 2014



Of 2136, I'm missing "only" 320.  Of these, I'd thought they'd be mostly Psi Corps, Wheel of Fire, and Crusade (of course)... but of course, I was a little off, here's the run down.

Missing
18 from Premier
21 from Shadows
66 from Great War
5 from Deluxe
85 from Psi Corps
45 from Severed Dreams
44 from Wheel of Fire
36 from Crusade

So my estimate of 75% was off a bit... I've got 85%  of the B5 cards.

How close are some of you guys?  Any one got any sources?


BTW: just noticed this today... that's Tony Almeida from 24... hilarious






Thursday, October 2, 2014

Very Cool Q'quan Cruiser Flyby

Awesome Q'quan CGI... check it out

I recommend playing it on HD and full screen... a little dated, but hey, it's B5

Cybernetic G'Kar and Card Vault


  Well we finally completed our second full game.  This one was wild.  The players were Lethke (same as before), Delenn (different player than last game, but not his first game... and another veteran gamer), Sheridan (not me this time, again, not first game, but first full game for this player... another veteran), and myself, finally back in the Narn race with a Legacy side deck.

  So the Non-aligned player was a complete powerhouse.  His deck took off.  Fleets, influence, expanded Inner Circle, everything.  Sheridan was playing conservative (need to put a mean bone in his body), but was able to create a formidable fleet and stay competitive.  Delenn started playing a little late, so we put her (him) at tided with the lowest other player in influence, put the first three sponsorable cards in play, and gave him all the cards to that point as his starting hard.  I put Vorlon Space in the starting hand along with Who Are You?  and a Vorlon marked aftermath (don't remember which one)... so we let him have 3 Vorlon marks, and due to Vorlon space we added 3 to the Vorlon influence... big mistake.  While the 3 of us continued checking each other and allowing slow sustained growth, the Vorlon influence just took off.  Then my own starter hand (as I built that monster of a deck) bit us.  He took on Order Above All as his agenda, and I forgot that it was a major agenda (13 years off the game is my excuse)...

  We panicked, in about 3 turns the Minbari deck went from 10 to 13 influence, but the Vorlons had gone from 7 to 12... with Order Above All, that's adding 8 to the Minbar total... so 21 (standard victory, if you're like me and forgot that it was a Major Agenda... which I had).  In our panic, and desire to keep the game going, we banded together and raised my influence to 21 also (thinking that ties had to be broken... which of course is wrong, we would have both just scored a standard victory).

  Lessons learned... more than one person can win, know if an agenda is a Major or standard, and wow, Minbari-Vorlon decks can fly if they have the right cards in hand (and well played by Delenn too).

  ...so, mistakes aside, we continued the game, started the Shadow War, and called it when I was at 33 influence and spending 39 (Independent Support).  G'Kar was a beast.  He was a techno-mage, immune to the first 2 attempts to neutralize him, at Leadership 9 (yeah, 9), had 3 strife marks, and 2 damage resistance.  I had him invisible too (briefly) but the Vorlons took my enhancement away :(.  I never remember having totals that high back in the day.

  Other lesson learned, 5 players is way more dynamic than 4, and we need a Shadow or First One roflstomp deck if someone is playing Vorlons.

  Fun time... we just started another "teach the game" session with two new players, myself and the lethal Londo Gambler deck/player.  I'll keep you posted on that.

 In the meantime, check out Card Vault.  Its an excellent CCG card tracking program.  While you have to pay for future updates, there's no need as the B5 files are complete and no need for anything beyond the initial Card Vault.