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...and all this will happen again. Welcome to Battlestar Galactica: The Board Game: Online! This will be a 5 Player game whose composition has yet to be determined. Rules can be found here. General BSG discussion thread is here. Playing Guidelines:
Conditional Orders (COs)
House Rules
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# ? Aug 18, 2014 22:26 |
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# ? May 16, 2024 18:23 |
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Quick overview of what's changed for Daybreak, for people who have played before, but not with the new expansion:
REFERENCE * - Pegasus Only ** - Exodus Only CHARACTERS POLITICAL LEADERS Laura Roslin (3 POL, 2 LEA) Setup: President's Office Religious Visions: When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck. Skilled Politician – Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability. Terminal Illness : In order to activate a location you must first discard 2 Skill Cards. Gaius Baltar [Original] (2 POL, 1 LEA, 1 ENG) Setup: Research Lab Delusional Intuition: After you draw a Crisis Card, draw 1 Skill Card of your choice. (It may be from outside your skill set.) Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player. Coward: You start the game with 2 Loyalty Cards (instead of 1). Lee Adama [Daybreak] (2 POL/LEA, 1 TAC, 2 PIL) Setup: Admiral's Quarters Forward Thinker: After you use an “Executive Order” Skill Card and the chosen player has finished moving and taking Actions, you may Activate your current Location. Choose a Different Path: Once per game, when you must make a choice on a Crisis Card, you may choose to have the result be “The Current Player discards 5 Skill Cards.” Moral Dilemma: When you draw a Mutiny Card, you must discard 2 Skill Cards. Tom Zarek [Original] (2 POL, 2 LEA, 1 TAC) Setup: Administration Friends In Low Places: When a player activates the 'Administration' or the 'Brig' location, you may choose to reduce or increase the difficulty by 2. Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type. Convicted Criminal: You may not activate locations occupied by other characters (except the 'Brig') Romo Lampkin (3 POL, 2 TAC) Setup: Administration Deceitful: When a Crisis Card requires you to discard Skill Cards, reduce the number of cards you discard by 1 (once per Crisis Card). Attorney – Action: Once per game, move a Character in the “Brig” to any non-Hazardous Location on Galactica. If he belongs to another Player, take all of that Player's Skill Cards. Kleptomania: If you end your Movement Step in a Location with another Player, you must discard 2 Skill Cards. If you cannot, you are sent to the “Brig” at the end of your turn. *Ellen Tigh (2 POL, 2 LEA, 1 TRE) Setup: Admiral's Quarters Politically Adroit: When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards. Manipulative: Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn. Nothing But Trouble: Your Skill set includes Treachery. MILITARY LEADERS William Adama (3 LEA, 2 TAC) Setup: Admiral's Quarters Inspirational Leader: When you draw a Crisis Card all 1 strength Skill Cards count positive for the skill check. Command Authority: Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand. Emotionally Attached: You may not activate the 'Admiral's Quarters' location. Saul Tigh (2 LEA, 3 TAC) Setup: Command Cylon Hatred: When a player activates the 'Admiral's Quarters' location, you may choose to reduce the difficulty by 3. Declare Martial Law - Action: Once per game, give the President title to the Admiral. Alcoholic: At the start of any player's turn, if you have exactly 1 Skill Card in your hand you must discard it. Karl "Helo" Agathon [Original] (2 LEA, 2 TAC, 1 PIL) Setup: Stranded on Caprica ECO Officer: During your turn, you may re-roll a die that was just rolled (once per turn). You must use the new result. Moral Compass: Once per game, after a player makes a choice on a Crisis Card, you may change it. Stranded: Your character is not placed on the game board at the start of the game. Whilst not on the game board you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the 'Hanger Deck' location. Louis Hoshi (2 LEA, 2 TAC, 1 ENG) Setup: Communications Dutiful: Once during your turn, if you Activate “Command”, “Communications”, or “Weapons Control”, you may discard 1 Skill Card to immediately Activate that Location again. Organized – Action: Once per game, if you are not in the “Brig”, Activate any three undamaged Locations, regardless of where you are. You cannot Activate the same Location more than once nor any Cylon Locations. Reluctant: You must discard 1 Skill Card to use an Action or Movement printed on a Skill Card. Tom Zarek [Daybreak] (2 POL, 2 LEA, 1 TAC) Setup: Weapons Control Necessary Steps: Each time a Player draws a Mutiny Card, you instead look at the top 2 cards of the Mutiny Deck, give 1 to that Player, and place the other on the bottom of the deck. Abuse Power – Action: Once per game, draw 4 Mutiny Cards. Choose 1 of them to play and place the other 3 Mutiny Cards on the bottom of the deck. Ignore your “Necessary Steps” ability and do not move to the Brig. Disreputable: You start the game with 1 Mutiny Card. PILOTS Lee "Apollo" Adama [Original] (2 POL/LEA, 1 TAC, 2 PIL) Setup: Launch and pilot a viper in Sector 5 or 6 Alert Viper Pilot: When a viper is placed in a space area from the 'Reserves', you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the brig. CAG - Action: Once per game, you may activate up to 6 unmanned vipers. Headstrong: When you are forced to discard skill cards you must discard randomly Kara "Starbuck" Thrace (1 LEA/ENG, 2 TAC, 2 PIL) Setup: Hangar Deck Expert Pilot: When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1). Secret Destiny: Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one. Insubordinate: When a player chooses you with the ' Admiral's Quarters' location, reduce the difficulty by 3. *Louanne "Kat" Katraine (1 LEA, 2 TAC, 2 PIL) Setup: Hangar Deck Hotshot: When you would roll a die during your Action step, you may instead discard a Skill Card. Use the card's strength +2 instead of the die roll. Sacrifice - Action: Once per game while piloting a viper, send yourself to "Sickbay" to destroy 5 raiders, 2 heavy raiders, 1 basestar, or 1 civilian ship in your space area. Stim Junkie: At the end of your Action step, if you are in the same location or space area that you were in at the start of your turn, you are moved to "Sickbay." Karl "Helo" Agathon [Daybreak] (2 LEA, 2 TAC, 1 PIL) Setup: Admiral's Quarters Raptor Pilot: When you look at the top card as a result of the Launch Scout Skill Card, look at the top 2 cards instead and, in the order of your choosing, place each card on the top or bottom of the deck. No One Gets Left Behind: Once per game, during the Remove Ships step of Jumping the Fleet, lose 1 Fuel to gain 2 Population. Family Commitments: If you are not on Galactica, draw 1 fewer Skill Card during your Receive Skill Step. Sharon "Boomer" Valerii (2 TAC, 2 PIL, 1 ENG) Setup: Armory Recon: At the end of your turn, you may look at the top card of the Crisis Deck and place it on the top or bottom. Mysterious Intuition: Once per game, before resolving a skill check on a Crisis Card, choose the result (Pass or Fail), instead of resolving it normally. Sleeper Agent: During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and then moved to the 'Brig' location. Brendan "Hot Dog" Costanza (1 LEA, 1 TAC, 2 PIL, 1 ENG) Setup: Hangar Deck Memento: Once per turn, immediately after Population is reduced, you may draw the top 3 cards from the Piloting deck, discard 1 of them, and keep the other 2 cards. Escort: Once per game, before flipping over a Civilian Ship in a space area and destroying it, you may destroy an undamaged Viper instead. Shuffle the Civilian Ship back into the pile of unused Civilian Ships. Forced to Eject: Any time a Viper you are piloting is damaged, destroy it instead. SUPPORT "Chief" Galen Tyrol (1 POL, 2 LEA, 2 ENG) Setup: Hangar Deck Maintenance Engineer: During your turn, after you use a 'Repair' skill card, you may take another action (once/turn). Blind Devotion: Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0. Reckless: Your hand limit is 8 (instead of 10). *Anastasia "Dee" Dualla (1 LEA, 3 TAC, 1 ENG) Setup: Communications Efficient: When you activate the "Communications" location, you may look at every civilian ship on the game board and may move any number of them. Fast Learner: Once per game, before making a Skill check, look at the top 3 cards of any Skill deck (even outside your Skill set), and add all of them to either the Skill check or your hand. Emotionally Fragile: When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale. Sherman "Doc" Cottle (1 POL, 2 TAC, 2 ENG) Setup: Research Lab Treatment – Action: Choose a Human Player and draw 2 Skill Cards from his Skill Set. Then, give him two Skill Cards from your hand. Quarantine – Action: Once per game, look at each Civilian Ship on the board. Choose 1 and draw a new Civilian ship to replace it if possible. Shuffle the chosen ship back into the pile of unused Civilian Ships. Specialized: You cannot use the Actions printed on Engineering Skill Cards. Gaius Baltar [Daybreak] (2 POL, 2 LEA, 1 ENG) Setup: Admiral's Quarters Cult Leader – Action: Choose a Player in the same Location as you and either give him one of your Miracle Tokens or take his Miracle Token. Broadcast – Action: Discard 3 Miracle Tokens to raise any Resource by 2. You can have up to 3 Miracle Tokens. Spiritual Crisis: You cannot use an Action printed on a “You Are a Cylon” Loyalty Card unless you are in the “Brig”. CYLON LEADERS *Cavil (1 TAC, 1 ENG/TRE) Setup: Cylon Fleet Primacy - Action: Place 1 basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the game board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica. Aggressive Tactics - Movement: Once per game you may take 2 Actions. Lies and Secrets: When a player reveals a "You are a Cylon" Loyalty Card, you must discard all Skill Cards in your hand. *Leoben Conoy (1 POL, 1 ENG/TRE) Setup: Human Fleet Glimpse the Face of God - Movement: Draw 2 cards from the top of the Destiny deck, then place 2 cards from your hand on the top of the Destiny deck. Cryptic Message - Action: Once per game, exchange your hand of Skill Cards with another player's hand of Skill Cards. Clouded: You may not voluntarily move to a location that contains another character. D'Anna Biers (1 POL/LEA, 1 ENG/TRE) Setup: Human Fleet Visions – Action: If you are Infiltrating, choose a Human Player and look at 1 of his Loyalty Cards at random. Then, end your Infiltration and move to the “Resurrection Ship”. Don't Trust Anyone – Action: Once per game, draw 2 Super Crisis Cards. Heretic: If you are on the “Resurrection Ship” Location (but not the “Hub Destroyed” Location), you must discard a Super Crisis Card to move to a different Location. Simon O'Neill (1 TAC/TRE, 1 ENG) Setup: Cylon Fleet Calculating: You may contribute 2 Skill Cards to Skill Checks, or 3 Skill Cards while you are Infiltrating. Ignore this ability when you are in the “Brig.” Modifications: Once per game, at the start of a Player's Activate Cylon Ships step, either choose a Cylon Ship type to Activate or Launch Raiders. Ignore any Activate Cylon Ships icons on the bottom of the Crisis Card. Logic Bound: When you play any Skill Cards into a Skill Check, you must play 1 face up. Aaron Doral (1 POL/TAC, 1 TRE) Setup: Caprica Industrious: While Infiltrating, draw 2 extra Skill Cards on your turn instead of 1. Ignore this ability while you are in “Sickbay”. Meticulous: Once per game, when you use an Action to end your Infiltration, you may move to any Cylon Location and take another Action instead of moving to the Resurrection Ship. Vanity: You cannot contribute to Skill Checks during another Player's Action Step. *"Caprica" Six (1 LEA, 1 ENG/TRE) Setup: Caprica Intimate - Movement: Draw 1 Skill Card at random from a player's hand. Then, that player draws 1 card from the Skill deck of your choice (it may be from outside his Skill set). Human Delusion: Once per game, after all Skill Cards played into a Skill check have been revealed, you may play any number of Skill Cards from your hand into the check. Conflicted Loyalties: You must discard 1 Skill Card to activate the "Cylon Fleet" location Sharon "Athena" Agathon (1 LEA/ENG, 1 PIL) Setup: Hangar Deck (Infiltrating) For Love: Once per turn, when another Player must discard 1 or more Skill Cards (except when discarding down to his hand limit), you may draw 1 Treachery Skill Card to reduce the number of cards he discards by 1. Resolute – Action: Once per game, activate any undamaged Location. Grieving: When you are in a Hazardous Location, you cannot draw Skill Cards during your “Receive Skills” or “Draw Skills” step. LOCATIONS A character moving between ships or from a piloted viper to a ship, must discard a skill card. Characters cannot use their movement to move to a location marked as "Hazardous". GALACTICA FTL Control Action: Jump the fleet if the jump preparation track is not in the red zone. Roll a die; on a 6 or less, lose a number of population indicated on the fleet’s space on the jump preparation track. Weapons Control Action: Attack 1 Cylon ship with Galactica. Command Action: Activate up to 2 unmanned vipers. Communications Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Admiral’s Quarters Action: Choose a character, then pass a 7 LEA/TAC skill check to send him to the "Brig." Research Lab Action: Draw 1 engineering or 1 tactics Skill Card. Hangar Deck Action: Launch yourself in a viper. You may then take 1 more action. Armory Action: Attack a centurion on the Boarding Party track (destroyed on roll of 7-8). Sickbay (Hazardous) You may only draw 1 Skill Card during the Receive Skills step of your turn. Brig (Hazardous) You may not move, draw Crisis Cards, or add more than 1 card to skill checks. Action: Pass a 7 POL/TAC skill check to move to any location on Galactica. COLONIAL ONE Quorum Chamber Action: If you are the President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand. Press Room Action: Choose another Player to draw 1 Mutiny Card. (He does not move to the "Brig.") He keeps 1 of his Mutiny Cards and discards the rest. You may then discard a Mutiny Card. President's Office Action: Draw 2 politics Skill Cards. Administration Action: Draw 1 Mutiny Card. If the President has any Mutiny Cards, choose a Player to gain the President Title. If the "Accept Prophecy" card is in play, the President may discard it to keep his Title. CYLON LOCATIONS Human characters cannot move to these locations. Caprica Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and place the other on the bottom of the deck.* * No Activate Cylon Ships step. Cylon Fleet Action: Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar. Human Fleet Action: Look at the top card of the Crisis or Destination deck and place it on the top or bottom of that deck, then draw 2 Skill Cards. Or Infiltrate Galactica (Only Cylon Leaders may infiltrate). Resurrection Ship (Hazardous) You draw only 1 Skill Card during your Receive Skill Cards step. Action: Draw 1 Super Crisis Card. SKILL CARDS Politics (Yellow) 1-2 Consolidate Power: Action: Draw 2 Skill Cards of any type(s). They may come from outside your skill set. 3-5 Investigative Committee: Play before cards are added to a skill check. All Skill Cards are played face up during this skill check (excluding Destiny). 0 Force Their Hand: Skill Check: If the Current Player is a Human, he may play 1 Skill Card face up into this Check. If he does not, he must draw 1 Mutiny Card. 3-4 Popular Influence: Action: Draw 2 Quorum Cards and choose 1 to give to the President. Then, either play or discard the other card. 5 Negotiation: Action: Place a Basestar in front of Galactica and draw a Politics card. Do not launch or Activate any Cylon ships for the rest of this turn. Leadership (Green) 1-2 Executive Order: Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. [Limit 1 "XO" per turn.] 3-5 Declare Emergency: Play after strength is totaled in a skill check to reduce its difficulty by 2. Limit of 1 "Declare Emergency" card used per skill check. 0 All Hands On Deck: Skill Check: For Each Skill Card in this Skill Check with a strength of 0, add 1 to the Skill Check's total Strength. 3-4 Restore Order: Play before cards are added to a Skill Check. Do not resolve Skill Check abilities while resolving this Skill Check. 5 Change of Plans: Play this card after a Skill Check is Passed. Instead of resolving the 'Pass' result, each Human draws two Skill Cards. Tactics (Purple) 1-2 Launch Scout: Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor. 3-5 Strategic Planning: Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll. 0 Quick Thinking: Skill Check: The Current Player may choose 1 card with a strength of 3 or less (not a “Quick Thinking” card) to remove from this check and add to his hand. 3-4 Unorthodox Plan: Action: Activate one of the following Locations, even if it is damaged: “Command”, “Armory”, “Weapons Control”, or “Communications.” 5 A Second Chance: Play before cards are added to a Skill Check. If the check passes the printed Difficulty by 4 or more, the Current Player gains a Miracle token. Piloting (Red) 1-2 Evasive Maneuvers: Play after any viper is attacked to reroll the die. If the viper is piloted, subtract 2 from the new roll. 3-5 Maximum Firepower: Action: Play while piloting a viper to attack up to 4 times. 0 Dogfight: Skill Check: The Current Player may damage 1 Viper in a Space Area or the Reserves to remove 1 other Skill Card from this Skill Check. 3-4 Combat Veteran: Action: Choose an Unmanned Viper in the Reserves or a Space Area and Activate it up to 3 times. 5 Launch Reserves: Action: Place up to 2 Unmanned Vipers from the Reserves into a Space Area containing a piloted Viper. Then, Activate those Unmanned Vipers. Engineering (Blue) 1-2 Repair: Action: Repair your current location, or if you are in the "Hanger Deck" location, you may repair up to 2 damaged vipers. 3-5 Scientific Research: Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength. 0 Install Upgrades: Skill Check: If the Skill Check passes, the Current Player draws two Engineering Skill Cards. If the Skill Check Fails, he draws one Engineering Skill Card. 3-4 Raptor Specialist: Action: Either destroy a Raptor to gain an Assault Raptor, or return a destroyed Raptor to the Reserves. 5 Test the Limits: Action: If the Fleet Marker is not on a blue space of the Jump Prep track, increase the track by 1 and roll a die. If 5 or lower, Damage Galactica. Treachery (Brown) 0 Bait: Skill Check: Place 1 Civilian Ship behind Galactica. Whenever a player chooses to discard this card, he draws 1 Mutiny Card. 0 Dradis Contact: Skill Check: Place 2 Raiders in front of Galactica. Whenever a Player chooses to discard this card, he draws 1 Mutiny Card. 3 Personal Vices: Skill Check: Each Human player draws 1 Treachery Card. If the Current Player is Human, he also draws 1 Mutiny Card. 3 A Better Machine: Skill Check: The Current Player shuffles 2 Treachery Skill Cards into the Destiny Deck. 4 Violent Outbursts: Skill Check: The Current Player is sent to Sickbay. 5 Exploit Weakness: Skill Check: The Current Player must choose a Human Player to draw a Mutiny Card. TITLES President quote:At the start of the game, draw 1 Quorum Card. You control the hand of Quorum Cards. Admiral quote:When the fleet jumps, you draw 2 Destination Cards and choose 1. COMBAT TABLE pre:Target Attacker Roll Result Raider any 3-8 Destroyed Heavy/Centurion any 7-8 Destroyed Viper any 5-7 Damaged any 8 Destroyed Viper MKVII any 6-7 Damaged any 8 Destroyed Assault Raptor any 7-8 Destroyed Galactica Raider 8 Damaged Basestar 4-8 Damaged Basestar Viper 8 Damaged Assault Raptor 7-8 Damaged Galactica 5-8 Damaged Nuke 1-2 2x Damaged 3-6 Destroyed 7-8 Destroyed +3 Raiders Destroyed Some Numbers fucked around with this message at 23:50 on Aug 18, 2014 |
# ? Aug 18, 2014 22:27 |
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Players in this game and turn order are as follows: 1. Corbeau 2. Wolery 3. Stelas 4. fits 5. Max Peck Please select your characters and tell me what kind of game you'd like to play.
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# ? Aug 18, 2014 22:29 |
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I have no significant preference for game type.
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# ? Aug 18, 2014 22:30 |
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I don't really have a preference
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# ? Aug 18, 2014 22:37 |
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I've only ever played with all the fixins before, but I'm pretty much open to whatever. Learning is fun! You know what's even more fun though? Ionian Nebula.
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# ? Aug 18, 2014 22:38 |
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I've got no experience whatsoever of Cylon Fleet, but other than that I don't mind either way.
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# ? Aug 18, 2014 22:40 |
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Wolery posted:You know what's even more fun though? Ionian Nebula. I'm not moderating an Ionian Nebula game.
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# ? Aug 18, 2014 22:42 |
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I would prefer to try vanilla + Daybreak, journeying to Kobol. I'd rather try without Pegasus but I don't feel strongly about it. Everything in Exodus can go die in a fire. Regardless of variant, I choose William Adama.
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# ? Aug 18, 2014 22:45 |
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Exodus as a whole is a pretty bad expansion
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# ? Aug 18, 2014 22:45 |
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Core + Daybreak, no Pegasus, no Exodus, Kobol is the target. Any objections? Action Queue ==> Wolery (Choose a non-Military character)
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# ? Aug 18, 2014 22:47 |
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What characters are even available under this setup? I'll take Ellen Tigh if possible, if not then Dualla, if not then some random politico who isn't loving Baltar.
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# ? Aug 18, 2014 22:50 |
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Regardless of anything, I'm banning Cain and Exodus characters, because frak that noise. Ellen's fine. Action Queue ==> Stelas (choose a Pilot or Support)
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# ? Aug 18, 2014 22:53 |
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## Galen
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# ? Aug 18, 2014 22:54 |
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Action Queue ==> fits (pick a Pilot or Support)
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# ? Aug 18, 2014 22:55 |
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Some Numbers posted:Regardless of anything, I'm banning Cain and Exodus characters, because frak that noise. Commander approved.
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# ? Aug 18, 2014 22:57 |
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poo poo, lets be Starbuck 1 LEA/2 TAC
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# ? Aug 18, 2014 22:59 |
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Corbeau posted:
By moderator decree, you must now accompany each of your boldposts with an appropriate Adama picture.
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# ? Aug 18, 2014 22:59 |
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Daybreak doesn't have CAG, does it I guess there was ONE decent thing in Exodus
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# ? Aug 18, 2014 23:01 |
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Some Numbers posted:By moderator decree, you must now accompany each of your boldposts with an appropriate Adama picture.
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# ? Aug 18, 2014 23:01 |
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fits posted:Daybreak doesn't have CAG, does it I don't think we'll be using CAG, no. Action Queue ==> Max Peck (choose a character) ==> All players (choose opening draws, except Corbeau) ==> Me (start game) Some Numbers fucked around with this message at 23:05 on Aug 18, 2014 |
# ? Aug 18, 2014 23:02 |
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Hm. Daybreak Lee Adama for me, 1 TAC 1 LEA 1 POL.
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# ? Aug 18, 2014 23:03 |
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## POL/LEA/ENG please.
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# ? Aug 18, 2014 23:09 |
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I'm slow. We have a full crew! 1. Corbeau as Admiral William "The Old Man" Adama 2. Wolery as Ellen "The Swirl" Tigh 3. Stelas as Galen "The Chief" Tyrol 4. fits as Kara "Starbuck" Thrace 5. Max Peck as President Lee "Apollo" Adama The target is Kobol and Daybreak is upon us! (cards and Crises) I would appreciate opening draws to cut down the number of PMs, but I'll get the game set up soon.
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# ? Aug 18, 2014 23:10 |
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## Draw my hand. I'm not posting a picture for a card draw. Deal with it.
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# ? Aug 18, 2014 23:11 |
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Oh uh start me off with one card of each colour i get except treachery I guess, I don't have this stuff memorized. It's been a while since I last played.
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# ? Aug 18, 2014 23:12 |
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You know what? I'm leaving that in. Because I am so not used to being the first player. I'll just take my hand, thanks.
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# ? Aug 18, 2014 23:12 |
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Wolery posted:Oh uh start me off with one card of each colour i get except treachery I guess, I don't have this stuff memorized. It's been a while since I last played. Ellen is 2 POL/2 LEA/1 TRE, so you'll want to take a second POL or LEA.
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# ? Aug 18, 2014 23:14 |
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Oh, I thought she had a split thinger. Right then, ## draw POL/POL/LEA
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# ? Aug 18, 2014 23:16 |
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Okay, minor hiccup. I can't let Wolery pick Ellen without adding Pegasus into the mix. Do we add Pegasus or are we loving everything up?
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# ? Aug 18, 2014 23:17 |
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I already said ##TAC/TAC/LEA but I guess I'll say it again
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# ? Aug 18, 2014 23:17 |
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Some Numbers posted:Okay, minor hiccup. I can't let Wolery pick Ellen without adding Pegasus into the mix. Just add pegasus and then scuttle it I guess?
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# ? Aug 18, 2014 23:17 |
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Oh, nah, it's alright if I'm not Ellen.
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# ? Aug 18, 2014 23:18 |
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Okay, yeah, this'll be good practice. I'm going to force this to work. We're cool.
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# ? Aug 18, 2014 23:19 |
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Some Numbers posted:Okay, yeah, this'll be good practice. I'm going to force this to work. We're cool. One John Cavil special, coming right up
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# ? Aug 18, 2014 23:22 |
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So, we're going to play a regular game. If you draw a Pegasus card, I will replace it. Look for a PM with your hand and Loyalty shortly.
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# ? Aug 18, 2014 23:26 |
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Some Numbers posted:So, we're going to play a regular game. If you draw a Pegasus card, I will replace it. Nothing could possibly go wrong.
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# ? Aug 18, 2014 23:29 |
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Just to be on the safe side, which cards are Pegasus cards? One of the downsides of only ever having played with all the expansions together is that I have no idea what's from which expansion.
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# ? Aug 18, 2014 23:29 |
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Of the non-TRE skill cards, Support the People, Preventative Policy, Major Victory, At Any Cost, Guts and Initiative, Critical Situation, Full Throttle, Run Interference, Jury Rigged, and Calculations are all from Pegasus. Using Daybreak means the Pegasus TRE deck isn't used at all so they won't show up regardless.
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# ? Aug 18, 2014 23:31 |
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# ? May 16, 2024 18:23 |
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Wolery posted:Just to be on the safe side, which cards are Pegasus cards? One of the downsides of only ever having played with all the expansions together is that I have no idea what's from which expansion. Support the People, Preventative Policy, Major Victory, At Any Cost, Guts and Initiative, Critical Situation, Full Throttle, Run Interference, Jury Rigged, Calculations and the crappy Treachery deck. A few Crises and Quorum cards.
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# ? Aug 18, 2014 23:32 |