It only lasted one season, but I remember loving it. I tried watching it again way back when on Netflix and it didn’t hold up. But look, it has Mr. Krabs! Or the bad guy from Highlander, however you want to remember him.
Anyway, that just kinda hit me as we’re getting close to our new home here. But I’m sure we don’t need any mid-90s nostalgia (Nice hair, Krabs).
I only have one woke human card, and it’s the crazy scientists who murdered the other scientists. They said it was a mistake…but who is alive to prove that?
So I think I need to decant both of the “children.” Low age keeps them free from Alzheimer risk, though neither have shields, so if we have another Grey Goo problem….
Maybe I should decant the Convicts to keep an eye on things. Another Engineer is good, though I’ll be decanting the Frankenstein Navigators who will be Engineering, too. Wait, no, they’re piloting. Okay, Convicts as Engineers, Navigators as, well, navigators and Malcolm as Business until I can get him to flip and be awesome.
Okay, so let’s wake them up and put on their profession discs, and because of the Scholastic improvement, they can do their duties right away.
The Navigators slow us by a step, so we’re now down to 1/2 speed.
So we got pretty fast, 6.5% the speed of light, but now we’re going maybe 2%. We’re out of range that Mag-Sail braking will work, so we have to rely on Scoop and Drogue braking, or Beam-Core braking, which is basically throwing bits of the ship into the engine to make it fire backwards.
Kind of a last resort, but fun.
Oh, if you’re in an anarchy and want to commit a felony, you can throw people into the engine. How awesome is that?
My convicts will move our Baby-making nanobots back to Age 1 through some intensive repairing and 3d printing. And those nanobots will use our penultimate bit of biomass to create Islamic Refugees which I have to immediately put into the Vats because I already have 3 humans awake.
My mad scientists are going to promote Malcolm, and hopefully not kill everyone while doing it. The die roll was successful, so Malcolm becomes a Renaissance Man.
You see, he can take 5 different careers (the big three, plus Biotech or pilot in the box under there). And out of kindness, the Renaissance Man will build the Scientists a toy to lower their stress down to 1 for the up and coming Event Phase.
Now during the Move Phase, we’re going to move our ship one step forward toward Bernard’s star, however we’re going to then put it on its side. Next turn, rather than moving it, we’re just going to turn it back right side up. THEN we can move it to the proper space.
By then I hope to have 2 pilots with Drogue or Scoop brakes so I can do it twice (and not blow up in the process), then I will be at a dead stop over Earth 2. THEN I’ll need a Spacewalker to actually get us down there. Yeah, you actually have to think ahead about that, otherwise you’re pretty much putting your humans into a metal cylinder and launching them down to the surface. Survivable, but not bloody likely.
And the roll for events is……’1′.
Engineer Alzheimer’s check. 4 or less….’6′ Phew.
Business Mutiny check. Renaissance Man is content. A lot of centrists on board.
Pilot cancer risk. Pilot is a robot. Moving on.
Domestic Accident risk. Only happens on a ‘1’:
Welp, my luck ran out there. Back to my hand it goes. And if I reprint them, they will not have the Domestic disc. I’ll have to reinvent that. But I think we’re too late in the game for that. Might try biotech if I need more humans on Earth 2.
But that’s it for Events. We age, we move on, the wheel keeps on spinning.
To everything, turn, turn, turn; there is a reason, turn, turn, turn…
Welp, our ship is now 108 years old. That means systems are starting to deteriorate. If I 3d print any more robots, they automatically start with 2 stress on them. Things are just going to start breaking down. But we only have to hold on for another dozen years. Or so.
Now, some may say a good plan would be just to dunk everyone in the vats and wait ’till you’re at the star. You’ve got some possible space walkers and a few pilots out there already. Sure, there’s a possible Alzheimer’s risk in the vats, but that will only take your oldest colonists, you can still land with your youngest.
However, there’s one thing that I haven’t mentioned, and it’s called “Midwife risk.” If you don’t have any living colonist on board when you decant someone, you have to roll a die. If the die is greater than the rad-hardness of the colonist being decanted: BLARG. They’re dead. I once had 3 separate colonist cards go the way of the dodo from that move. Not making that mistake again.
So let’s see here. I don’t need the pilots this turn, so I can put them in the vats. Science isn’t necessary, though flipping more cards is good just to protect people. Engineers aren’t necessary at this point as I never got the Protium Fusion breakthrough. So there go the Convicts. Actually, as I’m looking at this, just leaving the Renaissance man awake is probably best. There’s 3 risks on the event table, mutiny risk isn’t a problem since he’s content, so there’s only 2 risks, and both only affect him on a roll of 1 or 2. And one of them only flips his card.
I think we’re good, then. Everyone else into the vats, our Renaissnace Man will keep an eye on things.
We are so close!
If you consider 90 million miles close.
And with an event roll of ‘2’ nothing happens. Ab-so-freaking-loooooootly nothing.
Now that our Bernal is 120 years old, our alert humans will be aging two steps per turn due to the extra exposure to radiation that the ship can no longer protect them from. Sadly this puts our Renaissance man up to the equivelant of a 60 year old right away. This could be bad if a cancer risk comes up, so I better decant a younger human as well.
So I’ll keep the Renaissance Man up to keep systems up and running, and wake the Islamic Refugees and train them as Spacewalkers, to get some training on how to get everyone down to the planet’s surface.
Gotta move and then we’ll be on the same space, and we have to survive another event phase.
I roll a 5, which doesn’t interact with any of our humans….and if I had any robots they would have wigged out. Interesting. So we age again (twice *sigh*) and here we go.
And since you can end the game at any time, even in the middle of a turn, if I can stop the ship before the events phase, this should be it. So might as well wake everybody up and try to create the newest generation.
Now to stop the ship. Drogue braking…how does that work? Well, we use the gas giant to slow ourselves down. Big gravity and big radiation. It’s dangerous. So it’s a Hazard.
Remember Hazards from High Frontier? Only there is no Failure is Not an Option check.
That’s right, I have to roll a die. If I roll a 1, the ship blows up.
If I roll a 1, the ship blows up.
Everything could end here if I roll a 1.
What? (you’re probably saying) What a horrible game! All that and you have to rely on this all or nothing die roll? Well, no, really. I could do a Nano-Reconfiguration of the Hull with the Protium Fusion breakthru which would slow me down. I could also do Beam Core Braking, but there’s something called Anti-Matter risk with that style of braking. I should have done the breakthrough, that’s the least riskiest outcome, but I didn’t. So I have to do this.
Besides, I used the Sun and Jupiter to start this journey, might as well end the same way.
Siren Cybernetics Inc do the first action.
Yay! We didn’t crash into the sun! But now we have to look at the radiation risk. We roll for everything in the ship stack, and if we roll over the Rad-Hardness, the card is destroyed.
Great, the guys who would get us off this boat. Okay, we can still do this. Breathe, Adam, breathe. I have to do it again. I don’t have enough spare mass to do Beam-Core braking (I need 10 mass for that and I only have 5 before I start throwing in humans or the living area of our ship. I have other options for a space walker, though, so we’re not done yet.
But before I do that, I’m going to brake again. We could still blow up. One more time.
Just one roll.
Here we go.
5 out of the 6 is just fine.
1 of them will end this game in flames.
But now can we make it through the radiation belts?
Jeez. That’s a lot of dead people. Um. This isn’t good.
That’s all I have left. My youngest colonists is 72 years old. This is going to be a tough colony.
If we can land.
So we do have the Panthropists that can do some biotech. They are going to create some humans. They are allowed to do that when making a colony to represent the 1st generation on the new planet. Shame that it has to be this way instead of “naturally,” but after the crazy way they had to stop, what you gonna do?
Now to Bail out. I really didn’t want to do this, but I have no option. I have to roll for each card. This is simulating the colonists being dropped from orbit in liquid-immersion crash suits. Some are better at this than others. In order to survive, I have to roll 1d6 and be above their age – shields.
For some paying attention, there are colonists that will not survive no matter what. I can’t help that. I should have paid more attention to the radiation risk and made sure the Hablonauts were built before we got to the star. In fact, now that I’m facing this, I’m thinking of a large number of things I should have done. But now our pilot has his hand over the “Launch button” so away they go.
I needed a 5 or 6 for the Convicts, so I got lucky there. So after all of that we started with this:
13 Mass worth of humans and 1 Mass of robots. And we finished with 6 Mass worth of humans, only 2 of them originating from Earth.
We started as a military expedition, but switched halfway to a centrist science-forward expedition, though looking at the buttons on our colonists, they might be going back to an authoritarian governmental structure on their new planet.
The new colony has Engineering, biotechnology and communication skills to help with their expansion. It will be very regimented at first, but I hope some domestic and business discs will be placed soon.
As far as final scores go, I get 2VPs for having 2 claim discs on 2 habitable planets, and then 1VP per mass point of human. So 8 points total. According to the rulebook, that means we end with zero colony growth, the birth rate equaling the death rate.
Looks like this little tribe will be sitting alone on this planet for a long time. Don’t know if it’s worth sending out another ship to join them.
My brain hurts.
Yet I want to play again and see if I can do better. 3d print the right robots to be properly prepared for landing.
But I’d hate to bore ya’ll with another playthrough.
But I hope this gets some of you to play and I’d love to hear your stories!
If you enjoyed this and got anything out of it and would like to thank me, you can visit my ko-fi page and buy me a coffee. If not, that’s okay too. Thanks for reading.
I’ve been pumping these posts out quickly recently, so I’ll be taking a short break before I go into my next one. It won’t be long, though. All the positive feedback I’ve been getting has been fueling my desire to keep posting, so I will!