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fits
Jan 1, 2008

Love Always,
The Captain
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/Double Secret Cylons game, in which ALL of the characters will be made by you, the readers/players/spectators! Also the loyalties are made up and loyalty cards don't matter. 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, with crisis/skill/quorum/etc cards)+Daybreak. But if you want to just play base or whatever instead, let me know, I'm not picky.

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.

Details for Double Secret Cylons are listed later along with WYOR details. Please be sure to go through them carefully. In essence: the whole loyalty card system is thrown out and replaced with a list of triggers that might turn someone cylon at any time!!

Rules can be found here.
General BSG discussion thread is here.

Playing Guidelines:
  • PMs are not REQUIRED for play, but are highly recommenced.
  • You are expected to check in at least twice per day, preferably around 12 hours apart. If it is your turn to act and it has been more than 12 hours, I will issue a reminder to you. After 36 hours of inactivity, I may make your decision for you. If you are going to be offline for longer stretches of time, please tell us in the thread (or me by PM). If your absence will be longer than a couple days, please find a substitute for that time period. The time requirements will be relaxed on weekends and holidays. If there is active discussion concerning your current turn you will not be rushed.
  • All game actions should be made in the thread like so: ##Play Executive Order (Lea 1).
  • Do not edit your posts unless you are quickly fixing a typo immediately after posting. Instead, simply make a new post stating what you would have changed. Double and triple posts are fine; if I can see that you've edited your post, you will receive a warning. If I see it again, you will be replaced. Don't edit your posts. Don't do it!!
  • Do not quote posts from more than one page back. The game is less fun if some players have perfect memories.

Secrecy
  • Players MUST read and abide by the Secrecy Clarifications in the official FAQ.
  • No, seriously. DON'T EDIT YOUR POSTS
  • 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.
  • In every case, choosing cards to draw (whether as a variable draw or from another source) and cards to discard are both PUBLIC knowledge. Feel free to post them in the thread, because that's all I'm going to do if you send them to me.

Conditional Orders (COs)
  • Things go a lot smoother when you send conditional orders to me. These can be about any circumstance (playing or not playing cards, default cards to draw, things to do). Clearly mark them as a CO when you send them to me
  • Cards that apply to checks/activities like Declare Emergency, Strategic planning, Calculations, etc are ESPECIALLY needed for CO's, because I'm not going to be spending time waiting around if someone wants to play one (asking for something like if someone has a SP before rolling is fine)

DEFCON
  • Cylon Attack Crisises are removed from the normal Crisis deck and placed in their own separate deck. Super Crisis Cylon Attacks are removed altogether.
  • DEFCON Level is a number that ranges from 1 to 11, and initially starts at 8
  • When a Crisis would be drawn during the Crisis Phase or from Caprica, AND the jump prep track is on a red space, a d8 is rolled. During the final jump cycle, it is also rolled on a blue space
  • On a roll greater than or equal to the current DEFCON Level, two Cylon Attack Crisis are drawn, and DEFCON Level is turned up to 11. If it was Caprica activation that triggered it, the current player chooses. If not, the two Attacks are sent to the CAG and they choose one.
  • On a roll lower than the DEFCON Level, a normal crisis is drawn and DEFCON Level is reduced by one.
  • After Galactica jumps, any cylon ships on the board are transferred to their respective places on the Cylon Fleet Board. Pursuit track and Basestar Bridge are not used at all, they just sit there.
  • On any future cylon attacks after Galactica jumps for the first time, Cylon ship placement are chosen first from the CFB where possible. If a CAC would place 4 raiders in ALPHA and there's two CFB raiders on BRAVO, for example, then 2 raiders would be deployed to each of ALPHA and BRAVO.
  • CAG, CFB nukes and ship escorting work as per normal CFB Exodus rules

Please ask if you have any questions! There are some small changes since Cylon History Month.

House Rules
  • By default, turn order will NOT be enforced on Skill Checks. Players may play cards in any order they choose. However, turn order will automatically be enforced in the following circumstances: if there is an Investigative Committee in play, activating the Admiral Quarters, activating the Airlock, attempting to escape the Brig, or any Skill Check that would result in the immediate end of the game. Turn order will also be enforced by request of any player (I don't think I've ever seen this happen, though).
  • You must post in thread ##Play X (low/medium/high) or ##Pass when you play cards into a Skill Check.
  • Interrupt cards should be played as soon as possible, if an interrupt is played after other players have already played in, I will let them revise their contribution. Please put in a conditional order if you may want to use one!
  • When activating Cylon ships, it will start in Sector 1 and go clockwise around the board, it's far too much of a hassle otherwise.

Other than that, we will be using the official FFG rules with clarifications found in the Unofficial FAQ on BoardGameGeek.

fits fucked around with this message at 04:37 on Oct 10, 2014

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fits
Jan 1, 2008

Love Always,
The Captain
Quick overview of what's changed for Daybreak, for people who have played before, but not with the new expansion:
  • New crisis cards and skill cards. Treachery deck is completely replaced and are all (nasty) skill check abilities.
  • Colonial One is completely different. President's title is now moved with the new Mutiny mechanic.
  • Mutiny cards. Have powerful effects, but usually with downsides. If a character ever has 2 Mutiny cards he is immediately sent to the Brig, and then discards one of his Mutiny cards.
  • Reckless checks now draw the top card of the Treachery deck and if the card has a strength greater than “0,” discard it and nothing happens. If the card has a strength of “0,” draw the next card from the Treachery deck as well and resolve both, even if the ability has already been resolved during this check. These cards don't count when totaling strength.
  • Assault Raptors. May stay in space when jumping (Pilot's choice). Only hit on a 7-8, but destroyed if they are hit. Any game effect that says launch or activate vipers the player taking the action or the current player can choose to launch or activate an Assault Raptor instead.
  • Miracle Token must be spent to use OPG abilities, all characters start with 1 and can only have 1 max. There are ways to get the token back to use a OPG again. Miracle tokens are lost when a character is executed.
  • Cylon Leaders have new motives. Are dealt 2 initially and 2 more at sleeper. Must complete 2 for the winning side and have no more than 1 uncompleted to win.
  • NO new Quorum, Destination, or You Are A Cylon cards.

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


Admiral


CAG


You Are The Mutineer



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
Jan 1, 2008

Love Always,
The Captain
CAST:

fits posted:

If you got any last minute thoughts about balance, nows the time to speak up


King Philip IV (2 LEA 2 POL 1 TAC)
Setup: Quorum Chamber Titles: Laura Roslin
Worker Placement: Movement AND Action: You may activate any non-Cylon locations by placing Skill Cards on them. You may do this more than once in a single action, but each location is limited to once per turn.
Build the Castle: Action: Once per game, announce that you're building the castle. Discard 3 skill cards of different colors to destroy any Cylon unit or damage Galactica once. You may keep doing this until you run out of cards or choose to stop.
Provost: If you use Worker Placement, roll a die. If the die matches any of the numbers on the Skill Cards placed, none of the actions are performed and you discard 1 card from hand for each placed card that matches said number. After resolving this, discard all the cards placed as part of Worker Placement.



Cao Cao (1 POL, 2 LEA, 2 TAC) Setup: Command
Titles as Cain
King of Wei: Once per turn, after your Receive Skills step, immediately activate Command, Weapons Control or the Armory, even if they are damaged.
Hero of Chaos: Movement: Once per game, search the LEA and TAC decks for 5 cards of your choice and draw them into your hand. Shuffle the decks afterwards.
Malevolent Tumour: Whenever you are sent to Sickbay, draw only 1 card during your next Receive Skills step, even if you start your turn in a different location.


Katniss Everdeen (1 POL/LEA, 1 TAC, 3 PIL) Setup: Hangar Bay
Piliot, Titles as Kat
The Girl on Fire: Once per turn, when you are piloting a Viper and successfully shoot and destroy a Raider, you may immediately take another action. That action can only be used to shoot at a Raider or move to another sector.
The Mockingjay: Action: Once per game, execute the President. You may only use this ability while in the “Brig”.
Rebellious: When you are the target of a Critical Situation or Executive Order, you must discard two cards randomly or draw a Mutiny Card.



Avatar Korra (3 Lea 1 Tac 1 Eng)
Titles as Original Helo

Bridge to the Spirit World: Whenever a Player discards a card to move between ships, you may take that card into your hand if it is strength 3 or lower.
Avatar State: Once Per Game, after cards are played into a skill check, but before they are revealed, pick a color. All cards of the chosen color count as strength 4. After the skill check is resolved, put up to 3 cards of the chosen color into your hand.
You Gotta Deal With It: You may not use Movements or Actions printed on Politics or Tactics cards.



The Battlestar Galactica Board Game (1 LEA, 1 POL, 1 TAC, 1 PIL, 1 ENG) Setup: Command
Support, Titles as Chief

Pegasus: Treachery cards are positive in all skill checks made on your turn.
Daybreak: Action: Once per game, choose a player. They discard a Mutiny Card and gain a Miracle Token, or they lose their Miracle Token and draw a Mutiny Card, your choice.
Exodus: When the fleet jumps, you discard 1 card for each sector that contains a civilian ship.


President, George W Bush
titles as Baltar, setup: press Room
Pol 1, Lea 1, Tac 1, Pil 1, Eng 1.

Go Go Gadget Teleprompter: Movement/Action: Play a card from your hands(includes quorum and mutiny) for its Action effect, or pick another player to play a skill card for its Action effect(you choose the targets)
Mission Accomplished: Action: Once per game, Raise morale by 1, then pick one: Launch a nuke at every sector, or launch every viper in the reserves and activate each unmanned viper once, or draw 5 cards.
Pretty Incompetent: If you would draw cards outside of your draw step, draw 1 TRE and the cards you draw may not come from the same decks. Also you have a hella suspicious draw.


Some Numbers (2 LEA/2 TAC/1 PIL) Setup: President's Office
Titles as Daybreak Lee

Only Bad Characters Don't Draw Leadership: Movement: Choose a human player and give him 2 Skill Cards from your hand. Then, draw 3 Skill Cards from his skill set.
Burn Exodus: You had an OPG, but it's in Exodus, which got burned. (You still get a miracle token, since those are from Daybreak.)
Food is Never an Issue: When you make a choice on a Crisis card, you must choose to lose Food if possible. If multiple choices result in a loss of Food, choose the greatest.




:siren: WYOR DETAILS :siren:

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), and Expansion Preference (Current, Base, or <write in option>).

You DO NOT need to sign up to post custom characters, anyone can! :justpost: Signups will close next week sometime, I'm aiming to start next weekend. Game is open early for WYOR-y shenanigans.


Here is a list of characters from the previous WYOR! While I don't mind reposting characters from that game, PLEASE don't be reposting them just for the sake of reposting them. Make usre they have something good to add to it, and make some tweaks to them if you need to.

Here is a Character Template

FOLLOW THE drat TEMPLATE :siren:, its there to make things look consistent :argh:

code:
[timg]Small related character image[/timg]
[b]Charecter Name[/b] (3 CARD, 2 DRAW) Setup: Location
[i]Titles as <Character used for succession purposes>[/i]
[i]Static Ability[/i]: Desciption Here
[i]Once Per Game Ability[/i]: [b]Action:[/b] Be sure to use action or movement tags if your static or OPG requires it
[i]Drawback[/i]: Just repost the new version instead of editing your posts if you have changes to make

Character submission will be open until shortly after players are chosen (Thursdayish). 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.

:siren: DOUBLE SECRETS CYLON DETAILS :siren:

This game uses a completely different loyalty system than the original games. There is no loyalty deck, as it were. Instead:

Every player is dealt two triggers at the start of the game, and an additional two Triggers at the sleeper phase, or when they are executed.
Whenever a single player has two total Triggers activated, they are dealt a You Are A Cylon card. There is a total of three cylons to flip, eventually. After three You Are A Cylon cards are dealt, any unactivated triggers are discarded.
Trigger are known to me, and me only. No players know anything about them, and will not know when any have flipped unless they turn Cylon.

Any loyalty checks in the game provide a snapshot of CURRENT loyalty. They do not reveal triggers or anything, just CYLON/NOT CYLON.

:siren: Even though this is WYOR, no abilities will be allowed to interact with triggers! I'm going to veto those straight out!

There IS a loyalty deck that is built normally, solely composed of You Are Not A Cylon cards and the You Are The Mutineer Card. It has no purpose but to deal out the Mutineer Card, under normal loyalty rules. Loyalty cards for that are dealt how they are normally, but can otherwise be ignored. After the Mutineer is dealt, this deck is ignored entirely. This only applies if were playing with Daybreak, otherwise it is ignored to start with.

There will be no Cylon Leaders, because they don't really work in this setup

fits fucked around with this message at 06:43 on Oct 23, 2014

fits
Jan 1, 2008

Love Always,
The Captain
House of Cards doesn't work with DSC

fits
Jan 1, 2008

Love Always,
The Captain
I'm open to doing Distance 8 Kobol or Distance 10 Earth w/ Detrimus. Whichever, don't really care :sax:

fits
Jan 1, 2008

Love Always,
The Captain
Rise's static is wayyyy to strong.

fits
Jan 1, 2008

Love Always,
The Captain
static+opg is completely pro human, drawback also covers half the damagable locations In the first place

fits
Jan 1, 2008

Love Always,
The Captain

TheParadigm posted:

IIRC the last WYOR had the ENTIRE cast. Someone else dig em up for reposting.

http://forums.somethingawful.com/showthread.php?threadid=3427294&pagenumber=1&perpage=40

Already played in that game

fits
Jan 1, 2008

Love Always,
The Captain
I'll be closing new character submissions and doing up things tomorrow with the intended start date of saturday. Sorry if I haven't been as active during the creation, I think you guys have a handle on it for the most part.

fits
Jan 1, 2008

Love Always,
The Captain
Signups:

1 Sadbag
2 Rincewind
3 John Dough
4 tarbrush
5 ZorajitZorajit
6 OhHiMaahk
7 Green Intern
8 Brony Hunter
9 Dexanth
10 Broken Loose
11 TheParadigm

Looks like 7 characters to earth with Base+Daybreak. And the lineup is...

fits
Jan 1, 2008

Love Always,
The Captain
3 John Dough
8 Brony Hunter
11 TheParadigm
2 Rincewind
6 OhHiMaahk
1 Sadbag
9 Dexanth


===

4 tarbrush
7 Green Intern
5 ZorajitZorajit
10 Broken Loose

I'll do up a character list later tonight/possibly tomorrow, but feel free to start selecting. To those who missed out, once this gets going I might start up a Base 5 player DSC game, and you'll get first dibs if I do

fits
Jan 1, 2008

Love Always,
The Captain
Turn order doesn't matter to me v :shobon: v

fits
Jan 1, 2008

Love Always,
The Captain
I believe this should be correct.

Political Leaders
Adachi Tohru
Bob Loblaw
Galadriel
King Philip IV
Jack Burton
Jimmy Valmer
Lisa Simpson
Miles Edgeworth
Naoto Shirogane
Nero
Oscar the Grouch
Peter Taggart
Phoenix Wright
Some Numbers

Military Leaders
Avatar Korra
Cao Cao
Captain Benjamin Lafayette Sisko
Captain Bucky O' Hare
Charlie Tunoku
Garrus "Archangel" Vakarian
Jackson Howard
Lee Everett
Lelouch Vi Brittania
Rise Kujikawa
Sima Yi
Sun Quan
Vyse
Willie Nelson


Pilots
Jek Porkins
Katniss Everdeen
Lu Bu
Santa Claus
Sonic the Hedgehog
The Stig
Yosuke Hanamura

Support
Agatha Heterodyne
Aika
Battlestar Galactica the Board Game
Bender Bending Rodriguez
Chie Satonaka
Fina
George W. Bush
Makoto Naegi
Poochie
Wile E. Coyote
Yukiko Amagi

fits
Jan 1, 2008

Love Always,
The Captain
John Dough - King Philip IV
Brony Hunter - Cao Cao
TheParadigm - Katniss
Rincewind - Avatar Korra
OhHiMaahk - BSG: The Board Game
Sadbag - George W. Bush
Dexanth

Just waiting on Dexanth, I think

fits
Jan 1, 2008

Love Always,
The Captain
I will when I'm home from work. Post your starting draws if you haven't

fits
Jan 1, 2008

Love Always,
The Captain
If you got any last minute thoughts about balance, nows the time to speak up


King Philip IV (2 LEA 2 POL 1 TAC)
Setup: Quorum Chamber Titles: Laura Roslin
Worker Placement: Movement AND Action: You may activate any non-Cylon locations by placing Skill Cards on them. You may do this more than once in a single action, but each location is limited to once per turn.
Build the Castle: Action: Once per game, announce that you're building the castle. Discard 3 skill cards of different colors to destroy any Cylon unit or damage Galactica once. You may keep doing this until you run out of cards or choose to stop.
Provost: If you use Worker Placement, roll a die. If the die matches any of the numbers on the Skill Cards placed, none of the actions are performed and you discard 1 card from hand for each placed card that matches said number. After resolving this, discard all the cards placed as part of Worker Placement.



Cao Cao (1 POL, 2 LEA, 2 TAC) Setup: Command
Titles as Cain
King of Wei: Once per turn, after your Receive Skills step, immediately activate Command, Weapons Control or the Armory, even if they are damaged.
Hero of Chaos: Movement: Once per game, search the LEA and TAC decks for 5 cards of your choice and draw them into your hand. Shuffle the decks afterwards.
Malevolent Tumour: Whenever you are sent to Sickbay, draw only 1 card during your next Receive Skills step, even if you start your turn in a different location.


Katniss Everdeen (1 POL/LEA, 1 TAC, 3 PIL) Setup: Hangar Bay
Piliot, Titles as Kat
The Girl on Fire: Once per turn, when you are piloting a Viper and successfully shoot and destroy a Raider, you may immediately take another action. That action can only be used to shoot at a Raider or move to another sector.
The Mockingjay: Action: Once per game, execute the President. You may only use this ability while in the “Brig”.
Rebellious: When you are the target of a Critical Situation or Executive Order, you must discard two cards randomly or draw a Mutiny Card.



Avatar Korra (3 Lea 1 Tac 1 Eng)
Titles as Original Helo

Bridge to the Spirit World: Whenever a Player discards a card to move between ships, you may take that card into your hand if it is strength 3 or lower.
Avatar State: Once Per Game, after cards are played into a skill check, but before they are revealed, pick a color. All cards of the chosen color count as strength 4. After the skill check is resolved, put up to 3 cards of the chosen color into your hand.
You Gotta Deal With It: You may not use Movements or Actions printed on Politics or Tactics cards.



The Battlestar Galactica Board Game (1 LEA, 1 POL, 1 TAC, 1 PIL, 1 ENG) Setup: Command
Support, Titles as Chief

Pegasus: Treachery cards are positive in all skill checks made on your turn.
Daybreak: Action: Once per game, choose a player. They discard a Mutiny Card and gain a Miracle Token, or they lose their Miracle Token and draw a Mutiny Card, your choice.
Exodus: When the fleet jumps, you discard 1 card for each sector that contains a civilian ship.


President, George W Bush
titles as Baltar, setup: press Room
Pol 1, Lea 1, Tac 1, Pil 1, Eng 1.

Go Go Gadget Teleprompter: Movement/Action: Play a card from your hands(includes quorum and mutiny) for its Action effect, or pick another player to play a skill card for its Action effect(you choose the targets)
Mission Accomplished: Action: Once per game, Raise morale by 1, then pick one: Launch a nuke at every sector, or launch every viper in the reserves and activate each unmanned viper once, or draw 5 cards.
Pretty Incompetent: If you would draw cards outside of your draw step, draw 1 TRE and the cards you draw may not come from the same decks. Also you have a hella suspicious draw.


Some Numbers (2 LEA/2 TAC/1 PIL) Setup: President's Office
Titles as Daybreak Lee

Only Bad Characters Don't Draw Leadership: Movement: Choose a human player and give him 2 Skill Cards from your hand. Then, draw 3 Skill Cards from his skill set.
Burn Exodus: You had an OPG, but it's in Exodus, which got burned. (You still get a miracle token, since those are from Daybreak.)
Food is Never an Issue: When you make a choice on a Crisis card, you must choose to lose Food if possible. If multiple choices result in a loss of Food, choose the greatest.

fits
Jan 1, 2008

Love Always,
The Captain
It looks like we are doing Base+Pegasus+CFB DEFCON+Daybreak, but not including Exodus cards. I'll do up starting draws later tonight, you have a few hours to look over characters and get locked and loaded.

Bushs static: Is that a movement or action?
Some numbers static: An extra 3 cards for free is probably a little on the strong side
Katniss: Was that the final revision? Were people happy with the opg?

fits
Jan 1, 2008

Love Always,
The Captain
John Dough takes the President title and draws a Quorum Card!
Brony Hunter takes the Admiral title and two nuke tokens!
Dexanth takes the CAG title!

The Loyalty deck is constructed with 13xYou are not a Cylon and 1xYou are the Mutineer, and each player draws one card.
SadBag reveals: You are the Mutineer! and draws one Mutiny card! The rest of the deck goes away!

Triggers are scattered about willy nilly! But not that you would care about that, would you?


pre:
TURN 1.1

==> John Dough   (President King Philip IV) [5, 1Q, OPG]       2 POL | 2 LEA | 1 TAC
  * Brony Hunter (Admiral Cao Cao) [3, 2N, OPG]                1 POL | 2 LEA | 2 TAC
  * TheParadigm  (Katniss Everdeen) [3, OPG]                   1 TAC | 3 PIL | 1 POL/LEA
  * Rincewind    (Avatar Korra) [3, OPG]                       3 LEA | 1 TAC | 1 ENG
  * OhHiMaahk    (BSG: The Board Game) [3, OPG]                1 POL | 1 LEA | 1 TAC | 1 ENG | 1 PIL
  * SadBag       (Mutineer George W. Bush) [3, 1M, OPG]        1 POL | 1 LEA | 1 TAC | 1 ENG | 1 PIL
  * Dexanth      (CAG Some Numbers) [3, OPG]                   2 LEA | 2 TAC | 1 PIL


Fleet Status

Food       08/08   Regular Vipers  2 Active, 4 in Reserve, 0 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  0 Active, 0 in Reserve, 4 Damaged, 0 Destroyed
Morale     10/10   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 12/12   Regular Raptors 4 in Reserve, 0 Destroyed

DEFCON Level 8/11
Distance 0/10
Jump Prep Track [X]-[ ]-[ ]-[  Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

Civs Remaining (12)
2 Pop            x2
1 Pop            x6
1 Pop & 1 Morale x1
1 Pop & 1 Fuel   x1
Empty            x2

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command -- Brony Hunter (Cao Cao), OhHiMaahk (BSG: Board Game)
Communications -- 
Admiral’s Quarters -- Rincewind (Avatar Korra)
Research Lab -- 
Hangar Deck -- TheParadigm (Katniss)
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

Pegasus (0/4 Damage)
Pegasus CIC -- 
Airlock -- 
Main Batteries -- 
Engine Room -- 

Colonial One 
Quorum Chamber -- John Dough (King Philip)
Press Room -- SadBag (George Bush)
President’s Office -- Dexanth (Some Numbers)
Administration -- 

Demetrius
Bridge -- 
Tactical Plot --
Captain's Cabin --

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

Off-Ship:

DRADIS

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

CYLON FLEET

\       2      |      3       /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     / 
          \    |    / 
           \   |   /  
            \  |  /   
             \ | /             
1             \|/             4
              /|\   
             / | \   
            /  |  \   
           /   |   \  
          /    |    \  
         /     |     \  
        /      |      \   
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /            |            \
 /             |             \
/       6      |      5       \
Action Queue
==> All Players: Confirm starting hands (when I send out the hands, give me 10 minutes)

fits fucked around with this message at 06:42 on Oct 23, 2014

fits
Jan 1, 2008

Love Always,
The Captain
Everything should be ready to go. John Dough on the clock, but no hurry for the first turn. Let me know if your hand is off.

If you suddenly turn Cylon, I will PM you to let you know!

fits
Jan 1, 2008

Love Always,
The Captain
You mean quorum chamber?

fits
Jan 1, 2008

Love Always,
The Captain
d8=2! Worker placement happens! Cards for everyone!
DEFCON d8=5! DEFCON lowers by 1!



pre:
Hybrid in Panic - 12(8) TAC ENG: 

Pass: Increase the Jump Preparation track by 1; 
8+: The current player (John Dough) discards 2 skill cards; 
Fail: -1 Fuel 

Activate Heavy Raiders, Prepare for Jump
Action Queue
==> All Players: Play cards

fits
Jan 1, 2008

Love Always,
The Captain
(Before this happens, SadBag also draws a TRE from his drawback from the Captain's Cabin activation)

pre:
 TAC ENG 12(8) RECKLESS

TAC-1 - Launch Scout
TAC 3 - Unorthodox Plan 
TAC 4 - Strategic Planning
ENG-1 - Repair
ENG 4 - Raptor Specialist 

PIL 0 - Dogfight

13 - 0 = 13 PASS!
Dogfight found in skill check!

Action Queue
==> John Dough: Damage a viper to remove a card?

fits
Jan 1, 2008

Love Always,
The Captain
The Skill Check is RECKLESS! Top card of the TRE deck = TRE-5 Exploit Weakness, no effect!

+1 Jump Prep! Heavy launches to ALPHA! +1 more Jump Prep!

Brony Hunter draws 1 POL 2 LEA 2 TAC!


I'm at work and can't post the board update, but the draw is out so go whenever

fits
Jan 1, 2008

Love Always,
The Captain
D8=7! Basestar damaged! Hanger disabled!

Vipers launch! D8=4 Top destination sent!

fits
Jan 1, 2008

Love Always,
The Captain
D8=6! DEFCON decreases by 1.

pre:
Fulfiller of Prophecy - : 

Current Player Chooses: 

Skill Check: 6 POL LEA
Pass: The Current Player draws 1 Politics Skill Card; 
Fail: -1 Population. 

OR 

Current Player discards 1 Skill Card. After the Activate Cylon Ships step, return to the Resolve Crisis step (Draw a new Crisis Card and resolve it).

Activate Basestars (no Jump).
Because it specifically states to return to the start of the Resolve Crisis step, I'm ruling that includes a DEFCON roll, for what thats worth

Action Queue
==> Brony Hunter: Crisis Choice

fits
Jan 1, 2008

Love Always,
The Captain
Action Queue
==> Dexanth: Play or Pass

fits
Jan 1, 2008

Love Always,
The Captain
pre:
POL LEA = 6

POL 2 - Consolidate Power
POL 4 - Preventative Policy
LEA 2 - Executive Order
LEA 4 - Restore Order

PIL 2 - Evasive Maneuvers

12 - 2 = 10 PASS!
Brony Hunter draws 1 POL! Basestar fires D8=5 Hit!


Brony Hunter posted:

fits, would you rather I PM the potential the target if the basestar hits?

I don't give a hoot, just assign it beforehand in PMs or in thread, don't care.

Action Queue
==> Brony Hunter: Assign Damage

fits
Jan 1, 2008

Love Always,
The Captain
Main Batteries Damaged!

pre:
TURN 1.3

  * John Dough   (President King Philip IV) [3, 3Q, OPG]       2 POL | 2 LEA | 1 TAC
  * Brony Hunter (Admiral Cao Cao) [6, 2N, OPG]                1 POL | 2 LEA | 2 TAC
==> TheParadigm  (Katniss Everdeen) [7, OPG]                   1 TAC | 3 PIL | 1 POL/LEA
  * Rincewind    (Avatar Korra) [4, OPG]                       3 LEA | 1 TAC | 1 ENG
  * OhHiMaahk    (BSG: The Board Game) [2, OPG]                1 POL | 1 LEA | 1 TAC | 1 ENG | 1 PIL
  * SadBag       (Mutineer George W. Bush) [3, OPG]            1 POL | 1 LEA | 1 TAC | 1 ENG | 1 PIL
  * Dexanth      (CAG Some Numbers) [4, OPG]                   2 LEA | 2 TAC | 1 PIL


Fleet Status

Food       08/08   Regular Vipers  4 Active, 2 in Reserve, 0 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  0 Active, 0 in Reserve, 4 Damaged, 0 Destroyed
Morale     10/10   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 12/12   Regular Raptors 4 in Reserve, 0 Destroyed

DEFCON Level 6/11
Distance 0/10
Jump Prep Track [ ]-[ ]-[X]-[  Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

Civs Remaining (12)
2 Pop            x2
1 Pop            x6
1 Pop & 1 Morale x1
1 Pop & 1 Fuel   x1
Empty            x2

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command -- Brony Hunter (Cao Cao), OhHiMaahk (BSG: Board Game)
Communications -- 
Admiral’s Quarters -- Rincewind (Avatar Korra)
Research Lab -- 
Hangar Deck -- TheParadigm (Katniss)
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

Pegasus (1/4 Damage)
Pegasus CIC -- 
Airlock -- 
Main Batteries -- 
Engine Room -- 

Colonial One 
[POL 1] Quorum Chamber -- John Dough (King Philip)
[POL 1] Press Room -- SadBag (George Bush)
President’s Office -- Dexanth (Some Numbers)
Administration -- 

Demetrius
Bridge -- 
Tactical Plot --
[LEA 1]Captain's Cabin --

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

Off-Ship:

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       / 
        \      |      / 
         \     |     / 
 Basestar*\    |    / 
  Raiderx3 \   |   / 
A  Heavy    \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  
           /   |   \ 
          /    |    \ 
         /     |     \ CivA
        /      |      \ CivB
       /       |       \ 
      /  Viper | Viper  \ 
     /  Viper  |  Viper  \ 
    /          |          \ 
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \
*Hanger Disabled

CYLON FLEET

\       2      |      3       /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     / 
          \    |    / 
           \   |   /  
            \  |  /   
             \ | /             
1             \|/             4
              /|\   
             / | \   
            /  |  \   
           /   |   \  
          /    |    \  
         /     |     \  
        /      |      \   
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /            |            \
 /             |             \
/       6      |      5       \
TheParadigm draws 1 TAC 3 PIL 1 LEA

Action Queue
==> TheParadigm: Move/Action

fits fucked around with this message at 16:10 on Oct 25, 2014

fits
Jan 1, 2008

Love Always,
The Captain
By CO Brony Hunter plays TAC-4 Strat Plan! Scout automatically passes! Top Destination sent!

fits
Jan 1, 2008

Love Always,
The Captain
d8=1! DEFCON decreases

pre:
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

fits
Jan 1, 2008

Love Always,
The Captain
-1 Food! Raiders move! +1 Jump Prep!


Rincewind draws 3 LEA 1 TAC 1 ENG!


pre:
TURN 1.4

  * John Dough   (President King Philip IV) [3, 3Q, OPG]       2 POL | 2 LEA | 1 TAC
  * Brony Hunter (Admiral Cao Cao) [5, 2N, OPG]                1 POL | 2 LEA | 2 TAC
  * TheParadigm  (Katniss Everdeen) [6, OPG]                   1 TAC | 3 PIL | 1 POL/LEA *LEA
==> Rincewind    (Avatar Korra) [9, OPG]                       3 LEA | 1 TAC | 1 ENG
  * OhHiMaahk    (BSG: The Board Game) [2, OPG]                1 POL | 1 LEA | 1 TAC | 1 ENG | 1 PIL
  * SadBag       (Mutineer George W. Bush) [3, OPG]            1 POL | 1 LEA | 1 TAC | 1 ENG | 1 PIL
  * Dexanth      (CAG Some Numbers) [4, OPG]                   2 LEA | 2 TAC | 1 PIL


Fleet Status

Food       07/08   Regular Vipers  4 Active, 2 in Reserve, 0 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  0 Active, 0 in Reserve, 4 Damaged, 0 Destroyed
Morale     10/10   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 12/12   Regular Raptors 4 in Reserve, 0 Destroyed

DEFCON Level 7/11
Distance 0/10
Jump Prep Track [ ]-[ ]-[ ]-[X Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

Civs Remaining (12)
2 Pop            x2
1 Pop            x6
1 Pop & 1 Morale x1
1 Pop & 1 Fuel   x1
Empty            x2

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command -- Brony Hunter (Cao Cao), OhHiMaahk (BSG: Board Game)
Communications -- 
Admiral’s Quarters -- Rincewind (Avatar Korra)
Research Lab -- 
Hangar Deck -- 
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

Pegasus (1/4 Damage)
Pegasus CIC -- 
Airlock -- 
Main Batteries --
Engine Room -- 

Colonial One 
[POL 1] Quorum Chamber -- John Dough (King Philip)
[POL 1] Press Room -- SadBag (George Bush)
President’s Office -- Dexanth (Some Numbers)
Administration -- 

Demetrius
Bridge -- 
Tactical Plot --
[LEA 1]Captain's Cabin --

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

Off-Ship:

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \  Raiderx3 |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       / 
        \      |      / 
         \     |     / 
 Basestar*\    |    / 
           \   |   / 
A  Heavy    \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  
           /   |   \ 
          /    |    \ 
         /     |     \ CivA
        /      |      \ CivB
       /       |       \ 
      /  Viper | Viper  \ 
     /  Viper  |  Viper  \ 
    /          |          \ 
   /           |           \
  /            |  Kat(AR)   \
 /             |             \
/    FOXTROT   |   ECHO       \
*Hanger Disabled

CYLON FLEET

\       2      |      3       /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     / 
          \    |    / 
           \   |   /  
            \  |  /   
             \ | /             
1             \|/             4
              /|\   
             / | \   
            /  |  \   
           /   |   \  
          /    |    \  
         /     |     \  
        /      |      \   
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /            |            \
 /             |             \
/       6      |      5       \
Action Queue
==> All Players: Confirm starting hands

fits
Jan 1, 2008

Love Always,
The Captain
That part was just leftover in the text doc from the first part of the game, ignore it

Broken Loose posted:

:munch: fits, those cards used in Worker Placement are discarded once WP is resolved. They don't stay on the locations or anything. :munch:

Isn't that the whole point of his drawback? Without that his static is crazy strong.

fits
Jan 1, 2008

Love Always,
The Captain
I just feel its too strong to be able to blow 4-5 cards to to activate a bunch of locations, and then with a strat plan possibly have a 0% of failure. The first turn there, he essentially spent three cards for Hoshi's OPG with a 1/8 chance in failure. The text in the static as it was originally written mentions nothing about discarding, just the drawback if it fails

:shrug: If you want to roll with discarding them all the time I'm ok with that I guess

fits
Jan 1, 2008

Love Always,
The Captain
Top Mission Card Sent

fits
Jan 1, 2008

Love Always,
The Captain
pre:
Training Snafu - 8 LEA PIL:

 Pass: No Effect;

 Fail: Damage 3 Vipers in space areas or in the “Reserves”. 

Activate Basestars, Prepare for Jump

fits
Jan 1, 2008

Love Always,
The Captain
pre:
Training Snafu - 8 LEA PIL:

PIL 2 - Evasive Maneuvers

POL 3 - Investigative Committee

2-3 = -1 FAIL!
3 Vipers damaged! Basestar fires d8=6 HIT! +1 Jump Prep!

Action Queue
==> Rincewind: Assign Basestar and Viper damage

fits
Jan 1, 2008

Love Always,
The Captain
Engine Room Damaged! Vipers damaged!

OhHiMaark draws one of everything!


pre:
TURN 1.5

  * John Dough   (President King Philip IV) [3, 3Q, OPG]       2 POL | 2 LEA | 1 TAC
  * Brony Hunter (Admiral Cao Cao) [4, 2N, OPG]                1 POL | 2 LEA | 2 TAC
  * TheParadigm  (Katniss Everdeen) [6, OPG]                   1 TAC | 3 PIL | 1 POL/LEA *LEA
  * Rincewind    (Avatar Korra) [8, OPG]                       3 LEA | 1 TAC | 1 ENG
==> OhHiMaahk    (BSG: The Board Game) [7, OPG]                1 POL | 1 LEA | 1 TAC | 1 ENG | 1 PIL
  * SadBag       (Mutineer George W. Bush) [3, OPG]            1 POL | 1 LEA | 1 TAC | 1 ENG | 1 PIL
  * Dexanth      (CAG Some Numbers) [4, OPG]                   2 LEA | 2 TAC | 1 PIL


Fleet Status

Food       08/08   Regular Vipers  3 Active, 0 in Reserve, 3 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  0 Active, 0 in Reserve, 4 Damaged, 0 Destroyed
Morale     10/10   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 12/12   Regular Raptors 4 in Reserve, 0 Destroyed

DEFCON Level 6/11
Distance 0/10
Jump Prep Track [ ]-[ ]-[ ]-[X Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

Civs Remaining (12)
2 Pop            x2
1 Pop            x6
1 Pop & 1 Morale x1
1 Pop & 1 Fuel   x1
Empty            x2

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command --  
Communications -- 
Admiral’s Quarters -- Rincewind (Avatar Korra)
Research Lab -- 
Hangar Deck -- TheParadigm (Katniss)
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

Pegasus (2/4 Damage)
Pegasus CIC -- 
Airlock -- 
Main Batteries --
Engine Room -- 

Colonial One 
[Quorum Chamber -- John Dough (King Philip)
Press Room -- SadBag (George Bush)
President’s Office -- Dexanth (Some Numbers)
Administration -- 

Demetrius
Bridge -- 
Tactical Plot -- Brony Hunter (Cao Cao)
Captain's Cabin -- OhHiMaahk (BSG: Board Game)

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

Off-Ship:

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \ Raiderx3   |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       / 
        \      |      / 
         \     |     / 
 Basestar*\    |    / 
           \   |   / 
A  Heavy    \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  
           /   |   \ 
          /    |    \ 
         /     |     \ CivA
        /      |      \ CivB
       /       |       \ 
      /  Viper | Viper  \ 
     /  Viper  |         \ 
    /          |          \ 
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \
*Hanger Disabled

CYLON FLEET

\       2      |      3       /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     / 
          \    |    / 
           \   |   /  
            \  |  /   
             \ | /             
1             \|/             4
              /|\   
             / | \   
            /  |  \   
           /   |   \  
          /    |    \  
         /     |     \  
        /      |      \   
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /            |            \
 /             |             \
/       6      |      5       \

fits
Jan 1, 2008

Love Always,
The Captain
By CO, OhHiMaark discards LEA-0 to move to Captains Cabin and rain LEA on everyone!

DEFCON decreases by 1!


pre:
Mandatory Testing - 13(9) POL LEA:

Pass: The President looks at the current Loyalty of the Current Player; 
9+: No Effect; 
Fail: -1 Morale. 

Activate Heavy Raiders, Prepare for Jump

fits
Jan 1, 2008

Love Always,
The Captain
This particular crises can only check the current player's (OhHiMaark) loyalty. I only changed the wording about the loyalty card part

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fits
Jan 1, 2008

Love Always,
The Captain
Also, Bush drew a tre from that captains cabin.

pre:
POL LEA = 13 (9)

TRE 3 - A Better Machine
TRE 4 - Violent Outbursts

0 - 7 = -7 FAIL!
A Better Machine found in the skill check, two TRE cards shuffled in! OhHiMaark goes to sickbay!

-1 Morale! Heavy boards Galactica! +1 Jump Prep! The fleet jumps! Brony Hunter draws two destinations!


Action Queue
==> Brony Hunter: Choose destination

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