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Sometimes you have to do things you hate, so you can survive to fight another day. Welcome to Battlestar Galactica: The Board Game: Online! This is a heavily customized special Write Your Own Role game, in which ALL of the characters will be made by you, the readers/players/spectators! Please be sure to read things carefully. Sign up information is in the third post. The current plan is a 5 or 7 player game, using the Base Game+Pegasus+Exodus Cylon Fleet Board (DEFCON variant). Daybreak and Cylon Leaders being used are both OPTIONAL. Details for DEFCON are in full listed later, but in short: No Basestar Bridge, CFB board for mod use only, Cylon Attack Crisises form their own separate crisis deck, there's a DEFCON number that's rolled against during the crisis phase and determines whether a regular crisis or CAC is drawn. CAG is still in, civs still need escorting, CACs will try to place their listed ships from the CFB where possible before as listed on the crisis. Rules can be found here. General BSG discussion thread is here. Playing Guidelines:
Secrecy
Conditional Orders (COs)
DEFCON
(This my first time modding this variant, I believe I have everything right but please ask if you have further questions) House Rules
Other than that, we will be using the official FFG rules with clarifications found in the Unofficial FAQ on BoardGameGeek.
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# ¿ Aug 22, 2014 06:22 |
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# ¿ Apr 28, 2024 23:03 |
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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 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. *PEGASUS *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 12 POL/TAC/TRE Skill check to execute him. Reduce the difficulty of this check by 4 if the character is in the “Brig.” *Main Batteries Action: Choose a space area to affect 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. 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. **Basestar Bridge Action: Choose 2 of the following abilities (must be 2 different ones): -The CAG must place 1 civilian ship (following all placement rules) -Place 1 Basestar or 3 Raiders in any 1 area on the Cylon Fleet board -Roll a die: 1-3: Decrease the Jump Prep track by 1; 4-8: Increase the Pursuit track by 1 -Roll a die: If the result is less than the number of raiders on the main game board, draw 2 Galactica Damage tokens and choose 1 to resolve. 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). 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 *Preventative Policy: Movement: Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1. 0 **Red Tape: Skill Check: Discard all 5 and 6 strength cards from this skill check (before totalling strength). 6 **Political Prowess: Play before making a skill check triggered by a location. Do not make a skill check; instead, it automatically passes or fails (your choice) 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. 1-2 *Major Victory: Play after you destroy a basestar or a centurion on the Boarding Party track. Roll a die. If 5 or higher, gain 1 morale. Limit of 1 "Major Victory" card used per turn. 3-5 *At Any Cost: Reckless: Play before cards are added to a Skill check. All Treachery Cards in the Skill check count as positive strength. 0 **Iron Will: Skill Check: If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale. 6 **State of Emergency: Action: Lose 1 Food. Each player may then move or take 1 Action (starting with the player who played this card and proceding clockwise). 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. 1-2 *Guts and Initiative: Reckless: Play before cards are added to a Skill check. Do not add cards from the Destiny deck into this Skill check. 3-5 *Critical Situation: Movement: Take 1 Action. Only 1 "Critical Situation" or "Executive Order" card may be used per turn. 0 **Trust Instincts: Skill Check: Add the top 2 cards from the top of the Destiny Deck (before totalling strength). Resolve Skill Check Abilities on these cards. 6 **Scout for Fuel: Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 Fuel. Othersize, destroy the raptor. 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. 1-2 *Full Throttle: Movement or Action: If piloting a viper, you may move to any space area. You may then attack 1 Cylon ship in your area (even if you didn't move). 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). 0 **Protect the Fleet: Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper. 6 **Best of the Best: Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area. 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. 1-2 *Jury Rigged: Reckless: Play before cards are added to a Skill check to reduce its difficulty by 4. 3-5 *Calculations: Play after a die is rolled to add or subtract 1 from the result. Only 1 "Calculations" card may be used per die roll. 0 **Establish Network: Skill Check: Each engineering Skill Card in this skill check counts as double strength (before totalling strength). 6 **Build Nuke: Action: The Admiral gains one Nuke token. 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. CAG quote:When a civilian ship needs to be placed on the game board, you choose the space area. You must choose an area that does not already contain civilian ships (if able). You Are The Mutineer quote:Immediately Reveal This Card 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 **Exodus Nuke 8 All Ships in Sector Destroyed fits fucked around with this message at 19:42 on Aug 30, 2014 |
# ¿ Aug 22, 2014 06:22 |
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e: TURN ORDER 1 Green Intern (Twitter) 2 Some Numbers (Dipper Pines) 3 John Dough (Doctor Facilier) 4 Slifter (Commander Lee Adama) 5 Istvun (Sam Axe) 6 Solis (Santa Claus) 7 Broken Loose (Rincewind) Twitter - 2 ENG 2 PIL 1 LEA Support - Titles as Dee - Setup: Communications Launch birds: Once per turn, whenever Vipers are launched, you may launch one additional Viper and place it in any space sector. Social Media Revolution: Action: Once per game, look at the top four cards from the Mutiny deck, then give up to two of those cards to (different) human players. Put the rest on the top or bottom of the deck in any order. Character Limit: Whenever you would draw a Treachery card, you draw two Treachery cards instead. Additionally, all your posts must be less than 140 characters. Dipper Pines 2 POL/1 LEA/2 TAC Titles as Dee, I guess? Consult the Journal: Movement: Play a "Consolidate Power" card. Man of Action: Movement: Once per game, take an action. Technically not a Teen: You may not hold titles. Set up: Research Lab Version 2 Doctor Facilier (1 TRE, 1 ENG/TAC/POL) Cylon Leader Setup: Caprica Friends on the Other Side: Movement: Draw the top 2 cards of the Destiny Deck and add them to your hand. Transformation Central: Movement and Action: Once per game, choose a human character controlled by another player. Ask them, "ARE YOU READY?!" That character is then swapped with an unused character until the end of your next turn. Characters piloting a Viper who lose that ability are automatically moved to the Hangar Deck and the Viper is returned to Reserves. Can't Conjure Anything for Myself: You cannot draw Skill Cards as a result of Skill Cards you play, and you may not modify your own die rolls with Skill Cards. Sam Axe (1 POL 2 LEA 1 TAC 1 TAC/POL) Setup: Admiral's Quarters Titles As Zarek Social Drinker: Whenever you play an Executive Order card on someone, you may move them into your space before following the card's text. I Got a Buddy: Action: Once per game, draw three cards (they may be outside your skillset). Then, play 2 cards for their effect, ignoring Action: costs. Very Loud Shirt: Whenever a player is ordered to choose someone due to the effects of a crisis card, they must choose you if possible. Political Leader - Titles as Romo Lampkin Rincewind (1 POL, 3 LEA, 1 ENG) Setup: Engine Room Run Away: Movement: Move to any unoccupied location, anywhere, without discarding for intership movement. If you leave the Brig this way, draw a Mutiny card after moving. (You still move back to the Brig if you have too many Mutiny cards.) Run Away More: Once per game, if you would be Executed, instead move to any unoccupied location, then, if possible, activate it immediately. Pursued by Bel-Shamharoth: If the number after seven occurs in the difficulty of a skill check (printed or modified), as the final strength of a skillcheck, or as the final result of a die roll, you must discard a random skill card. Santa Claus (2 LEA, 2 PIL, 1 ENG) Setup: Command Titles as Starbuck Here Comes Santa Claus: If you begin your turn in space, you may move twice. Naughty or Nice: Action: Once per game, you may look at the top five cards of the Destiny deck and place them in the hands of any other players of your choice. Good Saint Nick: You may not activate the "Airlock" location. Commander Lee Adama (2 LEA, 2 TAC, 1 TAC/POL) Setup: Admiral's Quarters or Pegasus CIC Titles as William Adama Commander's Cookies -- Movement or Action: Draw 1 Skill Card. Admiral's Feast -- Action: Once per game, decrease Food by 2 and then draw Skill Cards up to your hand limit. Fat Suit -- If you have 7 or more Skill Cards, skip your Movement step. WYOR DETAILS This game is made up of custom characters made up entirely by you! To sign up post the following: 1) ##Nugget reporting for duty 2) A preference for: Game size (5 or 7 players), Yes/No on Daybreak, Yes/No on Cylon Leaders. If there is a strong preference for something else speak up, but I think we'll be ok You DO NOT need to sign up to post custom characters, anyone can! Sign ups will close around Sunday and a player list will be chosen then. In between then and now, Here is a Character Template (please follow it to make all of our lives easier) code:
Character submission will be open until shortly after players are chosen (Sundayish). After players are chosen, there will be a day or two before the game starts where anyone can go over the submitted characters and help change things that may be unbalanced. PLEASE speak up at any time before the game starts about any custom character that might be too overpowered! It's up to you guys to fix it before it gets out of hand. I reserve the right to change or veto characters if I need to. fits fucked around with this message at 19:40 on Sep 14, 2014 |
# ¿ Aug 22, 2014 06:24 |
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One last thing: Note whether a character is a Political or Military Leader/Pilot/Support
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# ¿ Aug 22, 2014 07:23 |
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It looks like most people are fine with Daybreak and CLs, this doesn't mean there HAS to be a CL but the option is open. Some thoughts: ne: There's a template for a reason Brony Hunter posted:Wile E. Coyote (2 TAC, 1 PIL, 2 ENG) Setup: Weapons Control That drawback is hilariously strong for any cylon player. It's has strong as some reveals and the static makes it not hurt as much. I reworded it a little bit but still seems pretty powerful DopeGhoti posted:The Doctor [SUP] (2 ENG 1 POL 2 LEA/TAC) Only pilots can fly ships, and pilots are "anyone who draws PIL" so he wouldn't be one. I reworded that one a bit too to be more in line for what you were looking for. IE all the attacking locations and Airlock, which murders people. You could also make it so no one can activate those on his turn (from an XO) to be really painful. It needs to be a strong drawback if his static is going to affect the game like that. His OPG also isn't that great but whatever: Communications, FTL Control, Research Lab, Engine Room, Admiral's Quarters, and Colonial One is the full list of what he would be able to use. And I guess the Daybreak board too. A general note, seems to be a lot of brig and execution drawbacks
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# ¿ Aug 22, 2014 22:20 |
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TheParadigm posted:I'll try to contribute when I have more inspiration, but what happens if there are insufficient character variety/balance when the game starts? Then I'm disappointed in all of you.
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# ¿ Aug 23, 2014 00:30 |
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Expanding every players hand by two cards is a huge static, though.
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# ¿ Aug 23, 2014 04:54 |
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You can already just move twice when piloting a viper. Useing an action to activate a fighter can move it
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# ¿ Aug 23, 2014 06:26 |
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SadBag posted:Jimmy McNulty That OPG is ridiculous. I toned the static down a little as well because being able to potentially draw 5 tac a turn is also pretty ridiculous but I really don't like that OPG as it is
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# ¿ Aug 23, 2014 15:21 |
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W.T. Fits posted:Benny (2 PIL, 2 ENG, 1 LEA/TAC) Setup: Hangar Deck I like it (but I added a place to put the Basestar). His draw might need to be tweaked a bit to compensate he's going to be essentially only drawing four cards (maybe shift it to 1 pil and 2 lea/tac so at least he gets more useful ones) Axiem posted:Andrew "Ender" Wiggin Changed the draw ever so slightly. The drawback is strong but awkwardly worded: does it count each of those types individually? Having it lose morale for killing cents is also probably too much
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# ¿ Aug 23, 2014 21:46 |
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Executive order is hands down the most useful card for a human to draw and not having access to it is really bad
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# ¿ Aug 23, 2014 22:06 |
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With Washington: does his OPG apply to only the chips he launched, or all unmanned vipers? I would also tweak his draw slightly (as is works as a military leader, but change it to 2 LEA 2 POL 1 TAC as a political one? Being guaranteed starting president with only a 1 POL draw is pretty funny). Gadget looks like a total pain to mod with a potential for hilarity. Obi Wan and new Ender look fine. Cents should really be the exception to the drawback on account of them actively trying to end your game
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# ¿ Aug 23, 2014 23:43 |
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Make it must draw at least three colours? Still looks like a pain.
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# ¿ Aug 24, 2014 00:18 |
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Now all we need is a Francis York and we're setBrony Hunter posted:
Looks good, but he will always be Charlie to me/ GoatLord posted:
Unbriggable if he draws cylon is pretty
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# ¿ Aug 24, 2014 00:49 |
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Axiem posted:My intention was any combination of the 5 colors. "You draw can come from any colour except treachery, but you must draw at least three different colours" or something
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# ¿ Aug 24, 2014 01:06 |
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Axiem posted:Maybe 2 LEA / 2 POL and his static is he can draw his 5th card from any color? So Baltar minus the eng draw?
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# ¿ Aug 24, 2014 01:07 |
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Personally I would rule the drawback role to be unmodifiable
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# ¿ Aug 24, 2014 01:25 |
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DopeGhoti posted:v3.LEA boring static, weak opg
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# ¿ Aug 24, 2014 01:32 |
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Some Numbers posted:Wait, is Beholder not allowed to play a Launch Scout or an XO if someone else is in its location? Thats how it reads to me
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# ¿ Aug 24, 2014 02:53 |
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Some stuff came up in the way yesterday, I'd like to start it today but it will probably be tomorrow
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# ¿ Aug 25, 2014 19:07 |
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How is Speed Walkers static any different from normal movement rules?
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# ¿ Aug 25, 2014 20:40 |
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Humans don't really have any business on Cylon locations and it could end up being him sitting on caprica being XOed to farm easy crisises with jump prep and no ship activations Jeb I don't like the OPG at all, something in the same idea but less swingy could be "You may increase or decrease jump prep by 1 then you may choose to activate FTL control"
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# ¿ Aug 25, 2014 20:46 |
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Istvun posted:Sure, that's a lot of the reason for the drawback, since if you want to try something like that it'll be really expensive in terms of skill cards. I'd been fairly concerned about the Human Fleet, instead.
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# ¿ Aug 25, 2014 22:10 |
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I'm going to say submissions close tonight at midnight Eastern (about 5 hours) so get them in soon
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# ¿ Aug 25, 2014 23:58 |
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And that's it! Balance tweaks and such are fine, I'll collect players and sort out things tomorrow hopefully
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# ¿ Aug 26, 2014 05:15 |
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Looks like everyone who submitted is: SIGNUPS tarbrush Poison Mushroom Some Numbers John Dough Green Intern Sadbag Rincewind OhHiMaahk Istvun Brony Hunter Slifter W.T. Fits DopeGhoti Solis TheParadigm Broken Loose with Daybreak, 7 players, and (potentially) Cylon Leaders Working on collecting characters, will randomize players here soon though.
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# ¿ Aug 26, 2014 22:45 |
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And the lucky winners are 1 Green Intern 2 Some Numbers 3 John Dough 4 Slifter 5 Istvun 6 Solis 7 Broken Loose God drat are there a lot of characters to list up
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# ¿ Aug 26, 2014 23:37 |
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Technically Pegasus adds tre, Daybreak just makes it brutal Something about missions too, but I've never actually done one
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# ¿ Aug 26, 2014 23:50 |
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I am, but I'm pretty busy with other stuff today and won't be able to finish it and start until tomorrow, so feel free to think about it and make preliminary picks
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# ¿ Aug 27, 2014 12:47 |
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For the record, for titles I'm just using Daybreak succession and flipping a coin if there's a tie
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# ¿ Aug 29, 2014 15:28 |
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Broken Loose? Also pick your draws if you haven't!
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# ¿ Aug 29, 2014 23:38 |
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e: TURN ORDER 1 Green Intern (Twitter) 2 Some Numbers (Dipper Pines) 3 John Dough (Doctor Facilier) 4 Slifter (Commander Lee Adama) 5 Istvun (Sam Axe) 6 Solis (Santa Claus) 7 Broken Loose (Rincewind) Twitter - 2 ENG 2 PIL 1 LEA Support - Titles as Dee - Setup: Communications Launch birds: Once per turn, whenever Vipers are launched, you may launch one additional Viper and place it in any space sector. Social Media Revolution: Action: Once per game, look at the top four cards from the Mutiny deck, then give up to two of those cards to (different) human players. Put the rest on the top or bottom of the deck in any order. Character Limit: Whenever you would draw a Treachery card, you draw two Treachery cards instead. Additionally, all your posts must be less than 140 characters. Dipper Pines 2 POL/1 LEA/2 TAC Titles as Dee, I guess? Consult the Journal: Movement: Play a "Consolidate Power" card. Man of Action: Movement: Once per game, take an action. Technically not a Teen: You may not hold titles. Set up: Research Lab Version 2 Doctor Facilier (1 TRE, 1 ENG/TAC/POL) Cylon Leader Setup: Caprica Friends on the Other Side: Movement: Draw the top 2 cards of the Destiny Deck and add them to your hand. Transformation Central: Movement and Action: Once per game, choose a human character controlled by another player. Ask them, "ARE YOU READY?!" That character is then swapped with an unused character until the end of your next turn. Characters piloting a Viper who lose that ability are automatically moved to the Hangar Deck and the Viper is returned to Reserves. Can't Conjure Anything for Myself: You cannot draw Skill Cards as a result of Skill Cards you play, and you may not modify your own die rolls with Skill Cards. Sam Axe (1 POL 2 LEA 1 TAC 1 TAC/POL) Setup: Admiral's Quarters Titles As Zarek Social Drinker: Whenever you play an Executive Order card on someone, you may move them into your space before following the card's text. I Got a Buddy: Action: Once per game, draw three cards (they may be outside your skillset). Then, play 2 cards for their effect, ignoring Action: costs. Very Loud Shirt: Whenever a player is ordered to choose someone due to the effects of a crisis card, they must choose you if possible. Political Leader - Titles as Romo Lampkin Rincewind (1 POL, 3 LEA, 1 ENG) Setup: Engine Room Run Away: Movement: Move to any unoccupied location, anywhere, without discarding for intership movement. If you leave the Brig this way, draw a Mutiny card after moving. (You still move back to the Brig if you have too many Mutiny cards.) Run Away More: Once per game, if you would be Executed, instead move to any unoccupied location, then, if possible, activate it immediately. Pursued by Bel-Shamharoth: If the number after seven occurs in the difficulty of a skill check (printed or modified), as the final strength of a skillcheck, or as the final result of a die roll, you must discard a random skill card. Santa Claus (2 LEA, 2 PIL, 1 ENG) Setup: Command Titles as Starbuck Here Comes Santa Claus: If you begin your turn in space, you may move twice. Naughty or Nice: Action: Once per game, you may look at the top five cards of the Destiny deck and place them in the hands of any other players of your choice. Good Saint Nick: You may not activate the "Airlock" location. Commander Lee Adama (2 LEA, 2 TAC, 1 TAC/POL) Setup: Admiral's Quarters or Pegasus CIC Titles as William Adama Commander's Cookies -- Movement or Action: Draw 1 Skill Card. Admiral's Feast -- Action: Once per game, decrease Food by 2 and then draw Skill Cards up to your hand limit. Fat Suit -- If you have 7 or more Skill Cards, skip your Movement step. fits fucked around with this message at 02:57 on Sep 3, 2014 |
# ¿ Aug 30, 2014 18:31 |
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John Dough posted:Going by the character's places in the lines of succession, that should give us President Rincewind and Admiral Fat Lee. Political Zarek is just above Romo in the succession lists.
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# ¿ Aug 30, 2014 18:49 |
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I'll make it look pretty later. I think I got everything. Remember! Cylon Fleet Board is for DEFCON only! Starting Hands and Loyalties go out Santa Claus (Solis) receives the CAG title! Commander Lee Adama (Slifter) receives the Admiral title and two nuke tokens! (And must choose to start in the Admiral's Quarters or Pegasus CIC) Sam Axe (Istvun) receives the President title and a quorum card!
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# ¿ Aug 30, 2014 19:11 |
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DEFCON LEVEL: 8 Action Queue ==> All Players: Confirm loyalty ==> Slifter: Choose starting location ==> Green Intern: Move/Action Please let me know if I hosed everything up somehow! e: fits fucked around with this message at 19:43 on Aug 30, 2014 |
# ¿ Aug 30, 2014 19:30 |
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Some little birdies fly into the air, then immediately complain about how thirsty they arepre:Water Shortage: President Chooses: -1 Food. OR The President discards 2 Skill Cards, then the Current Player discards 3 Skill Cards. Activate Raiders, Prepare for Jump ==> Istvun: Crisis choice => Green Intern: Preload potential discards (if option is chosen) fits fucked around with this message at 17:17 on Aug 31, 2014 |
# ¿ Aug 31, 2014 17:02 |
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Also just to make not of it now, I'm limiting Twitter's static to once per turn
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# ¿ Aug 31, 2014 17:08 |
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Commander Adama orders a moment of silence and sheds a quiet tear over the lost food DEFCON lowers to 7! -1 food! +1 Jump Prep! 3 raiders move to BRAVO! Some Numbers Draws 2POL | 2TAC | 1LEA Action Queue ==> Some Numbers: Movement/Action
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# ¿ Aug 31, 2014 18:20 |
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# ¿ Apr 28, 2024 23:03 |
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Some Numbers plays POL-2 (Consolidate Power) and draws 2LEA Action Queue ==> Some Numbers: Action
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# ¿ Aug 31, 2014 18:49 |