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Mega64
May 23, 2008


T'aar!
...me private shame!!



Welcome to Battlestar Galactica: The Board Game, a game of politics, betrayal, and soul crushing survival! This game will use the Pegasus Expansion with bits of Exodus.

Battlestar Galactica Rules:
Battlestar Galactica
Pegasus
Exodus
FAQs/Errata
SA BSG Discussion Thread



    SPECIFIC THINGS TO REMEMBER
  • There is no Cylon Fleet board. Instead there are Cylon Attack cards that will randomly bring the cylon fleet in.
  • Because of the above, there is no CAG, no Mk VII Vipers, and you cannot escort Civilian Ships. This obviously also means there is no Basestar Bridge location for Cylons.
  • There are no custom/modified characters or loyalty in this game. All cards will be written as they are in the actual game.
  • There are no 0 or 6-value skill cards from Exodus. Skill cards from Pegasus are included, including the revised Investigative Committee and the Treachery deck.

    GAME DETAILS:
  • Ruleset: Base/Pegasus with Exodus characters and loyalty, Destination: Kobol. Conflicted Loyalties option. See the third reference post for details of all house rules.
  • Five-player game: 3 Humans, 2 cylons. May be seven-player game with 4 Humans, 3 Cylons if there's enough demand.
  • Recruitment will be left open for a few days or until we get 10 or more sign ups. Anyone who is interested in playing please reply with a ## Nugget reporting for duty! You must have PMs enabled in order to play.
  • Preference will be given to newer players and those not already in other games! In fact, let me know if you've never played before and I'll give you priority for this game.
  • If you sign up, please ensure that you can check the thread at least once per day. Most actions in the game only require a single line of text to post, so there's not much of a time commitment. But most of the fun lies in the social aspect of the game so participating in the tatical discussion, wild accusations, and treacherous backstabbing is greatly encouraged and will only enhance the game playing experience.

    SECRECY
  • Players MUST read and abide by the Secrecy Clarifications in the official FAQ.
  • DON'T EDIT YOUR POSTS! The first violation from a player will result in a warning. The second will result in a removal from the game.
  • Players may ONLY use the words, "low" or "high" to describe their contributions to skill checks. That’s it. You can use "medium", but only when contributing multiple cards and only to describe the entire contribution.
  • No out-of-thread (OOT) communication between players is allowed.
  • Players may not quote anything from PMs. This includes cards and messages from the mod.

    THE ACTION QUEUE/24 HOUR RULE:
  • At the bottom of every GM post, there is an Action Queue that announces what we are waiting for to continue the game.
  • If you are at the top of the Action Queue, you have 24 hours to post or PM me to complete it. Once the 24 hours pass, the top of the action queue will be auto-resolved.
  • If you have a choice auto-resolved, 1st and 2nd offenses get a warning, the 3rd time you will be replaced.
  • You may "pre-load" actions ahead of time (eg: ## If my Viper is attacked, play PIL-3 (Evasive Maneuvers)). This MUST be done via PM.

    ANNOUNCING PLAYS/ACTIONS:
  • All game actions must be prefaced with two #s, and bolded (example: ##Move to Communications). Please be specific and brief when announcing plays.
  • If you're playing a card, make sure to list the skill type, number and card name (example: ##use LEA-1 (XO) on Helo).
  • All face-down cards, including Quorum Cards and Skill Cards will be delivered to the players via PM. Your cards will be auto-drawn for you at the beginning of your turn. Any player that has a choice in what to draw will need to announce what skillset they are drawing (eg: ##draw 1 Politics 1 Engineering.).
  • Pre-loading is a big part of keeping a forum game running smoothly. Players are encouraged to pre-load whenever possible, especially in cases of pre-skill check cards.

    SKILL CHECKS:
  • Skill Checks: Players must announce the number of cards they are playing in the thread, then PM me the specific cards they are playing. Skill checks will be resolved after all players have announced the # of cards in the thread and PM'ed their contribution, OR 24 hours have passed.
  • Skill checks will have 24 hour time limit. After 24 hours, the check will be resolved. This is not absolute but will be enforced at my discretion.
  • Turn order will NOT be enforced on Skill Checks. Turn order will automatically be enforced in the following circumstances: playing an Investigative Committee Card, activating the Admiral Quarters/Airlock, or any Skill Check that could end the game.
  • Face-up cards that effect skill checks (Investigative Committee, At any cost, etc) should be played as soon as possible after the check is announced (or should be pre-loaded to me before the check happens). If one of these cards is played after other players have announced their contributions, they may change their contribution.

    CYLON SHIP ACTIVATIONS
  • Cylon ship activations are done automatically.
  • Ships are activated starting in Sector Alpha and proceed clockwise around Galactica.

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Mega64
May 23, 2008


T'aar!
...me private shame!!



REFERENCE

CHARACTERS

MILITARY LEADERS

Helena Cain (Leadership/2, Tactics/2, LEA/TAC/1) Setup: Command or Pegasus CIC
Intolerant -- When an "Admiral's Quarters" Skill check is passed with 10 or more, you may choose to execute that character instead of sending him to the "Brig."
Blind Jump -- Action: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space). The Admiral only draws 1 Destination Card.
Bent on Revenge -- You may not activate the "FTL Control" or "Engine Room" locations.


William Adama (LEA/3, TAC/2) 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 (TAC/3, LEA/2) 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 you hand, you must discard it.

Karl "Helo" Agathon (LEA/2, TAC/2, PIL/1) Setup: N/A
ECO Officer -- During your turn, you may reroll 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 board at the start of the game. While 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 Hangar Deck location.

Felix Gaeta (TAC/2, ENG/1, POL/LEA/2) Setup: FTL Control
FTL Operator -- Anytime "FTL Control" is activated, you may reroll the die. You must use the new result.
Coup -- Action: Once per game, you may take the Admiral title. If you are in the "Brig" when you take this action, move immediately to "Command" before taking the title.
Misguided -- You may NOT play more than 3 cards into any skill check.

POLITICAL LEADERS

Laura Roslin (POL/3, LEA/2) 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 (POL/2, LEA/1, ENG/1) 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.

Tom Zarek (POL/2, LEA/2, TAC/1) Setup: Administration
Friends in Low Places -- When a player activates the Administration or 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).

Ellen Tigh (POL/2, LEA/2, TRE/1) 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 Cards. (Human players can't use text abilities of Treachery Cards.)

Tory Foster (POL/3, LEA/1, TAC/1) Setup: Press Room
Adaptable -- After any player uses the action on a Quorum Card, once per turn you may draw 2 Skill Cards of your choice (they may be from outside your skill set).
Influential -- Action: Once per game, you may examine the top 5 cards of the Quorum Deck, and return them to the top or bottom of the deck in any order you choose (even if you are not currently the President).
Amoral -- When you are the current player, you must choose the first option listed on any Crisis Cards that say "Current Player Chooses."

PILOTS

Lee "Apollo" Adama (PIL/2, LEA/POL/2, TAC/1) Setup: Launch and Pilot Viper
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 (TAC/2, PIL/2, LEA/ENG/1) 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.

Sharon "Boomer" Valerii (TAC/2, PIL/2, ENG/1) Setup: Armory
Recon -- At the end of your turn, you may look at the top 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 are moved to the "Brig" location.

Louanne "Kat" Katraine (LEA/1, TAC/2, PIL/2) 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".

Samuel T. Anders (LEA/2, TAC/2, TAC/PIL/1) Setup: Armory
Star Player -- Action: Discard any number of Skill Cards. Then draw that number of Skill Cards from any one type within your skill set.
Longshot -- Once per game, you may choose the result of a die roll on your turn instead of rolling it. This result cannot be modified or rerolled.
Starts on the Bench -- Skip the Receive Skills Step of your first turn.

SUPPORT CREW

"Chief" Galen Tyrol (ENG/2, LEA/2, POL/1) Setup: Hangar Deck
Maintenance Engineer -- During your turn, after you use a Repair Skill Card, you may take another action (once per 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 -- You hand limit is 8 (instead of 10).

Anastasia "Dee" Dualla (LEA/1, TAC/3, ENG/1) 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 either to 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.

Callandra "Cally" Tyrol (POL/1, LEA/1, TAC/1, ENG/2) Setup: Hangar Deck
Quick Fix -- On your turn, once all Skill Cards played into a skill check have been revealed, you may choose 1 card to discard before resolving skill check abilities and totaling the strength.
Discharge of a Firearm -- Action: Once per game, you may execute another character who is in your current location, then discard your hand.
Impulsive -- You can NOT contribute only 1 Skill Card into a skill check. You must either contribute no Skill Cards or contribute 2 or more Skill Cards (disregard this while in the "Brig").




LOCATIONS
GALACTICA
Note: A character moving to Galactica from Pegasus, Colonial One, or a piloted Viper must discard a skill card.

FTL Control
Action: Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.

Weapons Control
Action: Attack one Cylon ships with Galactica. Roll 3-8 to hit a raider, 7-8 to hit a heavy raider, and 5-8 to hit a Basestar.

Command
Action: Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons (3-8 to hit a raider, 7-8 to hit a heavy raider, 8 to hit a Basestar).

Communications
Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.

Admiral’s Quarters
Action: Choose a character; then pass a Tactics/Leadership Skill Check of 7 to send him to the “Brig.” Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Cylon from doing any damage if he reveals himself.

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. You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.

Armory
Action: Attack a centurion on the Boarding Party track (destroyed on roll of 7-8),

Sickbay
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can move out of sickbay during their Movement step.

Brig
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.
Action: Pass a POL/TAC 7 skill check to move to any location.

COLONIAL ONE
Note: A character moving to Colonial One from Galactica, Pegasus, or a piloted Viper must discard a skill card.

Press Room
Action: Draw 2 politics Skill Cards.

President’s Office
Action: If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.

Administration
Action: Choose a character; then pass a Politics/Leadership Skill Check of 5 to give him the President title. Revealed Cylons may not be given the President title.

PEGASUS
Note: A character moving to Pegasus from Galactica, Colonial One, or a piloted Viper must discard a skill card.

Pegasus CIC
Action: Choose a basestar and roll a die: 1-3 Damage Pegasus, 4-6 Damage Basestar, 7-8 Damage Basestar twice

Airlock
Action: Choose a character and pass a Politics/Tactics/Treachery Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the "Brig".

Main Batteries
Action: Choose a space area and roll a die. 1: Destroy 1 civilian ship 2-3: Damage 1 viper 4-6: Destroy 2 raiders 7-8: Destroy 4 raiders

Engine Room
Action: Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a "prepare for jump" icon.`

CYLON LOCATIONS
Note: These locations may only be used by a revealed Cylon player or a non-infiltrated Cylon Leader.

Caprica
Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and bury the other on the bottom of the deck. Cylon Activations are not triggered after this Crisis.

Cylon Fleet
Action: Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar. Activating heavy raiders will advance the centurions one step on the boarding party track, even if there are no heavy raiders on the board.

Human Fleet
Action: Look at the top card of the Crisis or Destination deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set). OR Infiltrate Galactica.

Resurrection Ship
You may not voluntarily move to this location (as the Brig or Sickbay). You may only draw 1 Skill Card during your Receive Skill Cards step.
Action: Draw 1 Super Crisis Card.



SKILL CARDS
Note: Only 1 Reckless card may be played per skill check. Humans may not use the text abilities on Treachery Cards. The Treachery Cards Broadcast Location, By Your Command, and Special Destiny triggers the Consequence Result on certain Crisis Cards.

Politics
(1-2) Consolidate Power: Action: Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.
(1-2) Support the People: Reckless: Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill Cards.
(3-5) Investigative Committee: Play before cards are added to skill check. All are played face up (excluding the Destiny Deck).
(3-5) Preventative Policy: Movement: Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.

Leadership
(1-2) Executive Order: Action: Choose another player who takes 2 actions, or moves and takes 1 action. Cannot use on a revealed Cylon or Sympathizer. Limit 1 XO or CS per turn.
(1-2) Major Victory: Play after you destroy a basestar or centurion on the boarding party track. Roll a die. If 5 or higher, gain 1 morale. Limit 1 per turn.
(3-5) Declare Emergency: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce partial pass difficulty. Limit 1 per skill check.
(3-5) At Any Cost: Reckless: Play before cards are added to a Skill check. All Treachery Cards count as positive strength.

Tactics
(1-2) Launch Scout: Action: Can only use if there is an undamaged Raptor in the reserves. Roll die 3 or higher look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy a Raptor and remove it from the game.
(1-2) Guts and Initiative: Reckless: Play before cards are added to a Skill check. Do not add cards from the Destiny Deck to the Skill Check.
(3-5) Strategic Planning: Play before a die roll to add 2 to result. Limit 1 per die roll.
(3-5) Critical Situation: Movement: Take 1 Action. Limit 1 CS or XO per turn.

Piloting
(1-2) Evasive Maneuvers: Play after a Viper is attacked to reroll. If Viper is piloted subtract 2 from the new roll.
(1-2) Full Throttle: Movement or Action: If piloting a viper, you may move to any space area. You may attack 1 Cylon ship in that area (even if you didn't move).
(3-5) Maximum Firepower: Action: Play while piloting a Viper to attack up to 4 times.
(3-5) Run Interference: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them).

Engineering
(1-2) Repair: Action: Repair your current location, or if in the Hangar Deck repair up to 2 damaged Vipers.
(1-2) Jury Rigged: Reckless: Play before cards are added to a Skill Check to reduce its difficulty by 4.
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering cards count as positive strength.
(3-5) Calculations: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll.

Treachery
Note: Reckless Skill Check (RSC) abilities activate when the card is part of a Skill Check in which a Reckless ability was activated.
(1) Broadcast Location: RSC -- Place 1 basestar in front of Galactica and 1 civilian ship behind Galactica. Only trigger this ability once per check.
(1) By Your Command: RSC -- Activate all raiders, heavy raiders, and occupation forces (but not Centurions). Only trigger this ability once per check.
(2) God's Plan: Movement: Exchange this card with the top card of the Destiny Deck.
(2) Special Destiny: RSC -- Each player draws 1 Treachery Skill Card. Only trigger this ability once per check.
(3) Human Weakness: Action: If at least 1 human is in "Brig" or "Detention", reduce the highest resource by 1.
(3) Sabotage: Play when a human player discards a Treachery Skill Card. Damage Galactica. Limit 1 per turn.

Mega64
May 23, 2008


T'aar!
...me private shame!!



REFERENCE

TITLE CARDS

Admiral
When the fleet jumps, you draw 2 Destination Cards and choose 1.
You control the nuke tokens.
Action: Launch 1 nuke at a space area (the nuke token is discarded).
1-2 = Damage a basestar twice
3-6 = Destroy a basestar
7 = Destroy a basestar and 3 raiders
8 = Destroy every ship in the space area

President
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards.
Action: Draw a Quorum Card into your hand.


LINES OF SUCCESSION

ADMIRAL
1. Helena Cain
2. William Adama
3. Saul Tigh
4. Karl "Helo" Agathon
5. Felix Gaeta
6. Lee "Apollo" Adama
7. Anastasia "Dee" Dualla
8. Kara "Starbuck" Thrace
9. Louanne "Kat" Katraine
10. Sharon "Boomer" Valerii
11. Samuel T. Anders
12. "Chief" Galen Tyrol
13. Cally Henderson
14. Tom Zarek
15. Ellen Tigh
16. Gaius Baltar
17. Tory Foster
18. Laura Roslin

PRESIDENT
1. Laura Roslin
2. Gaius Baltar
3. Tom Zarek
4. Tory Foster
5. Ellen Tigh
6. Lee "Apollo" Adama
7. Felix Gaeta
8. William Adama
9. Karl "Helo" Agathon
10. "Chief" Galen Tyrol
11. Cally Henderson
12. Helena Cain
13. Anastasia "Dee" Dualla
14. Sharon "Boomer" Valerii
15. Saul Tigh
16. Samuel T. Anders
17. Kara "Starbuck" Thrace
18. Louanne "Kat" Katraine

LOYALTY CARDS

"You Are A Cylon" Cards

Reduce Morale -- Action: Reveal this card. If you are not in the Brig, you may reduce morale by one.

Send to Sickbay -- Action: Reveal this card. If you are not in the Brig, you may choose a character on Galactica. That character must discard 5 Skill Cards and is moved to the "Sickbay."

Send to Brig -- Action: Reveal this card. If you are not in the Brig, you may choose a character on Galactica. Move that character to the "Brig."

Damage Galactica -- Action: Reveal this card. If you are not in the Brig, you may draw up to 5 Galactica damage tokens. Choose 2 of them to resolve and discard the other.

Draw Treachery -- Action: Reveal this card. If you are not in the Brig, each human player discards 1 random Skill Card and draws 1 Treachery Card. Then you draw 2 Treachery Cards (after you discard down to 3 Skill Cards).

Place Centurion -- Action: Reveal this card. If you are not in the Brig, you may place a centurion token at the start of the Boarding Party track.

Decrease Jump Prep -- Action: Reveal this card. If you are not in the Brig, you may decrease the Jump Preparation track by 2.

"You Are NOT A Cylon - Personal Goal" Cards

Stand and Fight -- Action: Reveal this card if 10 or more raiders are on the main game board. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.

Sacrifice -- Action: Reveal this card if 6 or more vipers are either damaged or destroyed. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.

Devastation -- Action: Reveal this card if the Admiral has no remaining nuke tokens. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.

Acquire Power -- Action: Reveal this card if you currently hold 2 or more Title Cards. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.

Use Caution -- Action: Reveal this card if a 1-distance Destination Card has been resolved. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.

Selfish -- Action: You may discard any number of Skill Cards with a combined strength of 20 to reveal this card. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.

Self-Destruction -- Action: Reveal this card if you are in the "Brig" or "Sickbay." Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.

Political Intrigue -- Action: Reveal this card if the President is in the "Brig." Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.

"You Are NOT A Cylon - The Final Five" Cards

Note: If any of these cards are revealed as a result of an execution, all players must discard 2 Skill Cards.

Examiner Executed -- If this card is examined by another player, it is immediately revealed. The player who examined this card is executed. Then reshuffle this card with any other Loyalty Cards you possess.

Cylon Ships Activated -- If this card is examined by another player, it is immediately revealed. Then Activate Raiders, Launch Nukes, and Activate Heavies. Then reshuffle this card with any other Loyalty Cards you possess.

Damage Galactica Twice -- If this card is examined by another player, it is immediately revealed and Galactica is damaged twice. Then reshuffle this card with any other Loyalty Cards you possess.

You Are Executed -- If this card is examined by another player, it is immediately revealed, you are executed and all other players must discard 2 random Skill Cards.

Examiner Sent to Brig -- If this card is examined by another player, it is immediately revealed. The player who examined this card is sent to the "Brig." Then reshuffle this card with any other Loyalty Cards you possess.

VARIANT RULES

LOYALTY DECK

The You Are NOT a Cylon (YANAC) deck will be made from the following: 3 Personal Goals, 3 Final Five, and 14 YANAC cards.
The loyalty deck will use Pegasus rules (ie: no additional loyalty card in the deck).
If a human player is executed, an additional card from the YANAC deck will be added to the Loyalty Deck, and the human player will be dealt one new loyalty card.

CHARACTERS

Removed Cain and Cally due to their broken OPG's.

The Black Stones
May 7, 2007

COMPUTERS!
COMPUTERS!
YAAAAAAAAY!

## Nugget reporting for duty! (Have played IRL with friends. Never played by forum)

Crackbone
May 23, 2003

Vlaada is my co-pilot.


##Hells yeah Nugget and poo poo, sir

John Dough
Oct 30, 2004

There is nothing quite as wonderful as money, money, money...



##nugget reporting for duty!

I've played one forum game before, plus a few offline games.

Surec
Sep 24, 2003

Oh, she got a thing
for Jonesy too?


##nugget reporting for duty

Only played base battlestar before, never online. Should be fun

SadBag
Jun 24, 2012


##nugget reporting for duty!

mp5
Jan 1, 2005

Stroke of luck!


##nugget reporting for duty!

If you have enough Real Nuggets who haven't played much then I will gladly pass on this game. I really just want to see some newbies at work.

Mega64
May 23, 2008


T'aar!
...me private shame!!



I'll close sign-ups in the next 24 hours, so there should still be enough time for interested parties to sign up.

Also, let me know if I frakked anything up.

Mega64
May 23, 2008


T'aar!
...me private shame!!



Two new guys plus one who've only played one game are auto-in. With only six sign-ups, the unlucky guy is...mp5. Sorry, better luck next time.

We'll be doing character selection by the rules, so Player 1 can choose any character, Player 2 can choose any but the color Player 1 chose, and so on. Note that you can always choose blue. Also post your draws (Player 1 gets full five, everyone else chooses 3 cards to start).

1. SadBag
2. Crackbone
3. Surec
4. The Black Stones
5. John Dough

Action Queue
SadBag: Pick a character and choose any variable draw that character may have.

SadBag
Jun 24, 2012


##Choosing Felix Gaeta
Draw 2 TAC, 1 ENG, 2 LEA

Crackbone
May 23, 2003

Vlaada is my co-pilot.


##Lee 1PIL 1LEA 1 TAC

Surec
Sep 24, 2003

Oh, she got a thing
for Jonesy too?


##Gaius Baltar 1 POL 1 LEA 1 ENG

The Black Stones
May 7, 2007

COMPUTERS!
COMPUTERS!
YAAAAAAAAY!

##Dualla 1 LEA 1 TAC 1 ENG

John Dough
Oct 30, 2004

There is nothing quite as wonderful as money, money, money...



##Saul Tigh - 1 LEA 2 TAC

Mega64
May 23, 2008


T'aar!
...me private shame!!



Your home has been destroyed and you've escaped by the skin of your teeth! At least you managed to destroy the Cylon's base of operations in the crossfire, so their fleet won't reliably be chasing you. Of course, who knows who is a Cylon in these dark days...

pre:
TURN 1.1

==> SadBag (Gaeta [5])
  * Crackbone (Apollo [3])
  * Surec (President Baltar [3, 1Q])
  * The Black Stones (Dee [3])
  * John Dough (Admiral Tigh [3, 2N])

Fleet Status

Food       08/08   Vipers   3 Active, 5 in Reserve, 0 Damaged
Fuel       08/08   Raptors  4 in Reserve
Morale     10/10   
Population 12/12     

Active    Civs 02  Distance       0/8
Reserve   Civs 10  Jump Prep      [X]-[ ]-[ ]-[  Risk3]-[  Risk1]-[Auto Jump]
Destroyed Civs 00  Cylon Boarding [0]-[0]-[0]-[0]-[Humans Lose]

Ships and Resources Remaining
-- 2 Pop            x2
-- 1 Pop            x6
-- 1 Pop & 1 Fuel   x1
-- 1 Pop & 1 Morale x1
-- Empty            x2
-- Galactica Food Damage Token
-- Galactica Fuel Damage Token

Ships and Resources Destroyed
-- N/A

Galactica  (0/6 Damage)
FTL Control -- SadBag (Gaeta)
Weapons Control -- 
Command -- John Dough (Tigh)
Communications -- The Black Stones (Dee)
Admiral’s Quarters --
Research Lab -- Surec (Baltar)
Hangar Deck -- 
Armory -- 
Sickbay -- 
Brig --

Colonial One 
Press Room -- 
President’s Office -- 
Administration -- 

Cylon Locations
Caprica -- 
Cylon Fleet -- 
Human Fleet -- 
Resurrection Ship -- 

Off-Ship: Crackbone (Apollo)

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /            E
P  Basestar   \|/             L
H  Raiderx3   /|\             T
A            / | \            A
            /  |  \            
           /   |   \  Civ1
          /    |    \  Civ2  
         /     |     \    
        /      |      \   
       /       |       \
      /        |        \
     /         |         \
    /  Viper   | Viper    \
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \

Action Queue
==> All: Confirm Loyalty
==> Apollo: Launch into Foxtrot or Echo
==> Gaeta: Move/Action.

Surec
Sep 24, 2003

Oh, she got a thing
for Jonesy too?


##Confirm Loyalty

The Black Stones
May 7, 2007

COMPUTERS!
COMPUTERS!
YAAAAAAAAY!

##Confirm Loyalty

SadBag
Jun 24, 2012


##Confirm Loyalty

Crackbone
May 23, 2003

Vlaada is my co-pilot.


##Confirm

John Dough
Oct 30, 2004

There is nothing quite as wonderful as money, money, money...



##By Your CommandLoyalty Confirmed!

Mega64
May 23, 2008


T'aar!
...me private shame!!



Action Queue
==> Apollo: Launch into Foxtrot or Echo
==> Gaeta: Move/Action

mp5
Jan 1, 2005

Stroke of luck!


Good luck nuggets!

Crackbone
May 23, 2003

Vlaada is my co-pilot.


##Foxtrot

SadBag
Jun 24, 2012


I have an XO, who would be willing to get rid of those raiders?

The Black Stones
May 7, 2007

COMPUTERS!
COMPUTERS!
YAAAAAAAAY!

SadBag posted:

I have an XO, who would be willing to get rid of those raiders?

If Apollo has any Pil cards that let him do some damage it'd be best used on him. If not, why don't you just move to Pegasus and waste them using the Main Batteries?

Crackbone
May 23, 2003

Vlaada is my co-pilot.


If you XO me I can get off three shots (move to Alpha, shot, then two more on my turn). Nothing to help destroy but I'll have some protection.

John Dough
Oct 30, 2004

There is nothing quite as wonderful as money, money, money...



An XO on Crackbone is a bit too convenient for him should he be a Cylon, though. He could reveal now and get his own turn immediately after. Moving to Pegasus yourself and shooting things does seem like a better idea.

The Black Stones
May 7, 2007

COMPUTERS!
COMPUTERS!
YAAAAAAAAY!

John Dough posted:

An XO on Crackbone is a bit too convenient for him should he be a Cylon, though. He could reveal now and get his own turn immediately after. Moving to Pegasus yourself and shooting things does seem like a better idea.

Do people really reveal this early in the game? I don't think there's any worry of that happening.

Crackbone
May 23, 2003

Vlaada is my co-pilot.


Revealing early is pretty drat good with the Basestar Bridge, not so much without it. If you don't want to XO me that's fine, but if you're going to XO this turn I'm probably the person that can make the most use out of it.

SadBag
Jun 24, 2012


Enh, chances are you're human.
##Play XO on Crackbone
Shoot 'em up

SadBag
Jun 24, 2012


Forgot to include number
##Play LEA-2 XO on Crackbone

Crackbone
May 23, 2003

Vlaada is my co-pilot.


I hosed up the rules. I thought I could attack on movement step, but it's the other way, I can move on my action step.
If SadBag can take back that XO, that's probably best, cuz I'm a moron.
If not, hopefully I can draw a Max firepower next turn.

Crackbone
May 23, 2003

Vlaada is my co-pilot.


Wait, thinking about it again, I can still get two shots, one now and one next turn. So that's not bad at all.

Nevermind the takeback. gently caress I'm rusty at this game!

Crackbone
May 23, 2003

Vlaada is my co-pilot.


##Move to ALPHA
##Shoot raider

Mega64
May 23, 2008


T'aar!
...me private shame!!



Gaeta orders Apollo to protect the front of Galactica! Apollo moves to ALPHA and fires at a raider! 1d8 = 3! Raider destroyed!

quote:

CRISIS: Prison Labor

Skill check: POL/LEA/TAC = 10
PASS: No Effect
FAIL: -1 morale, -1 food

Post Crisis: Activate Raiders, NO JUMP PREP

Action Queue
==> Everyone: Play cards.

John Dough
Oct 30, 2004

There is nothing quite as wonderful as money, money, money...



##play 1 (low)

I assume we want to pass this.

The Black Stones
May 7, 2007

COMPUTERS!
COMPUTERS!
YAAAAAAAAY!

##play 2 (low)

I'll do what I can

Adbot
ADBOT LOVES YOU

Crackbone
May 23, 2003

Vlaada is my co-pilot.


##Play 1 (high)

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