Tags

LET’S MAKE SOME SPACE!

Since we can’t use the awesome Zetta PSG module, we’re forced to use the Quick Zetta cards, which will be fine (especially since we’re going to be playing, um, quickly):

QZCARD

Preeeeeeeetttttyyyyy….

So, what do we learn from this?  First, that’s a damn pretty blue/white color.  Anyway, the three numbers to the right under the symbols that are now familiar to us from our crew preparations show us how difficult it will be to make Exo products here, find useful substances and (gasp!) find life!  The higher the number (on a scale from 1-12), the easier it is to make/find these things, so only life will be rareish here, the other two being a higher than 50% odds on 1d12.

The other bits are the star we will put in the middle of the board (soooo prettty) which will tell us how many turns we can spend in this system, and where the “Goldilocks Zone” is (where it is possible for you to find life).  The rest is how many planets there are and in which orbits they will be placed.  So, from this card, we place our class B star into the middle and our five planets onto the board:

Setup

I rolled a lot of 8 and 9s for planet placement, hence why a lot are bunched up at the bottom of the board. Not the Trojan pieces floating to the front and rear of each gas giant.  That is because I’m borrowing a bit of the PSG module.  Normally you can place the planets where ever you like, and even have the mothership appear where you want, but if you use the PSG, the planets and ship are randomly placed.  I liked that, so I’m doing it.  It also states to have Trojans before and after the gas giants in this case, as compensation, I guess.

I forgot to put down the Goldilocks markers in orbits E,F & G for the picture, but it looks like I could only find life on the Ice Giant or Gas Giant in the middle there.  Neptune or Jupiter as a source of life?  Not likely.  You can tell by the little ‘-1’ in green there.  That means that I’d have to roll 3 or less on a d12 to find life there.  Not worth the risk, really.  Best to find stuff here, since I’m only here for two turns.  Normally to see where the ship comes out of Warp, you look at the back of a PSG card, but in this case I’m just going to roll a d12 and reroll 11s and 12s to find my orbit, and then roll for where in that orbit as normal.  That should spice things up.

OH!  And I have to see how much energy it took to come here.  I have no idea how much it’s supposed to take, but the “Lone Star” solo rules state that each warp takes a set amount (shown on the Quick Zetta cards energy value) minus how many warp tokens I’ve found.  I’m just going to do d12/2 round up.  So between 1 and 6.  Will this make the game too easy?  Too hard?  Who knows.  I’m playing, and that’s all I’m worried about right now.  So let’s place my ship: G3 and it cost me 6 energy….great.  So with 14 energy, 2 turns and a heaping pile of curiosity, I’m off to explore this system.

Advertisements