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.

Showing posts with label Crusade. Show all posts
Showing posts with label Crusade. Show all posts

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 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


Thursday, October 2, 2014

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.