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iceyman
Jul 11, 2001

"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 will be a 6 player Pegasus, Daybreak, tiny bits of Exodus, and DEFCON-ish Variant game to Kobol.

Rules, FAQ, and Errata can be found here.
General BSG discussion thread is here.

    REQUIREMENTS:
  • You must have PMs enabled to play.
  • You are expected to be active and check in at least once per day.

    THE ACTION QUEUE/24 HOUR RULE:
  • At the bottom of every mod 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.
  • The time requirements will be relaxed on weekends and holidays.
  • If we have to repeatedly auto-resolve your choices, you will be replaced.
  • You may pre-load actions ahead of time (ex. ## If my Viper is attacked, play PIL-3 (Evasive Maneuvers)). This MUST be done via PM. Please be as specific as possible.

    ANNOUNCING PLAYS/ACTIONS:
  • All game actions must be prefaced with two #s, and bolded (ex. ##Move to Communications). Please be specific and brief.
  • If you're playing a card, make sure to list the skill type, number and card name (ex. ##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 skill set they are drawing (ex. ##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:
  • 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 number 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 be enforced upon request 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.

    SECRECY
  • Players MUST read and abide by the Secrecy Clarifications in the official FAQ.
  • 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 communication outside of this thread between players is allowed.
  • Players may not quote anything from PMs. This includes cards and messages from the mod.
  • Do NOT post pre-loads in the thread. These MUST be done via PM.

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

    SOME lovely VARIANT OF VARIANT DEFCON VARIANT VERSION 2
  • Cylons Attack Cards are removed from the Crisis Deck and are placed in their own separate deck. This deck cannot be scout'ed, examined, or otherwise affected by cards and abilities.
  • The DEFCON Level is a number that can range between 1 (bad) and 100 (good). It starts the game at 7.
  • When a Crisis Card would be drawn, either during the Crisis Step or by activating the Caprica location, roll a d8. This roll cannot be modified, re-rolled, or otherwise affected by cards or abilities.
    • On a roll greater than or equal to the current DEFCON Level, the top two CACs are drawn, either by the CAG during a human player's turn or by the cylon player activating Caprica, and they choose one to resolve. The other is buried. The DEFCON Level is then increased by 7.
    • On a roll lower than the DEFCON Level, a regular Crisis Card is drawn and the DEFCON Level is reduced by 1.
  • When the fleet jumps, the DEFCON Level is decreased (bad for humans) if there are Cylon ships on the board.
    • -3 for each undamaged Basestar
    • -1 for each damaged Basestar.
    • -1 for each Heavy Raider.
    • -3 for Scar.
  • The DEFCON Level can be increased (good for humans) by destroying Cylon ships.
    • +2 for each Basestar destroyed.
    • +1 for each Heavy Raider destroyed (but NOT Centurions).
    • +1 for every 3 Raiders destroyed (running total kept through out the game).
  • The CAG Title is in play. The CAG chooses the CAC to play during a human player's turn. He also chooses which type of Viper to deploy according to any CAC setup.
  • There is NO escort action, but Civilian Ships are automatically removed when the fleet jumps.
  • Nukes use the Exodus CFB rules (target a space area rather than a Basestar).
  • Scar has a special surprise for you.
  • The fleet starts with 6 Regular Vipers, 4 Viper MarkkVIIs, 1 Assault Raptor, and 4 Regular Raptors.
  • Pegasus can NOT be chosen for damage unless there is at least one human player on a Pegasus location.
  • Raiders have a component limit of 20 (instead of 16).

    HOUSE RULES
  • Trying out a new DEFCON variant. See above.
  • Various tweaks from the goonsensus hivemind and changes to the most problematic characters such as Cain, Cally, and Tory. All changes should be marked with an asterisks * below.
  • Using unofficial versions of Romo, Cottle, and Hotdog because their Daybreak versions sucked.
  • Some custom unofficial characters added for variety: Kendra, Billy, Racetrack, and Seelix.

To sign up, just post ## so much looove! Sign-ups will be open for 48-ish hours.

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iceyman
Jul 11, 2001

REFERENCE

CHARACTERS

quote:

MILITARY LEADERS

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 locations.

Saul Tigh (TAC/3, LEA/2) Setup: Command
Cylon Hatred* -- When a player activates the Admiral's Quarters or Airlock, 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.
*Note: Added Airlock for a small thematic boost.

Karl "Helo" Agathon (LEA/2, TAC/2, PIL/1) Setup: N/A
ECO Officer -- During your turn, you may re-roll a die that was just rolled (once per turn). You must use the new result.
Moral Compass -- Once per game, after a player makes a choice on a Crisis Card, you may change it.
Stranded -- Your character is not placed on the 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.

Helena Cain (LEA/2, TAC/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.
Strip Them For Parts* -- Action: Once per game, draw 3 Civilian Ships and choose 1 to destroy. For each resource point lost, choose one of the following (choices must be different): repair two damaged locations, gain 1 Nuke Token, increase Jump Prep by 2, or take any Skill Card from a discard pile.
Bent on Revenge -- You may not activate the FTL Control or Engine Room locations.
*Note: Cain's OPG has been altered from its official version because FFG has terrible playtesters.

Felix Gaeta (TAC/2, ENG/1, POL/LEA/2) Setup: FTL Control
FTL Operator -- Any time FTL Control is activated, you may re-roll 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.

Louis Hoshi (LEA/2, TAC/2, ENG/1) Setup: Communications
Dutiful -- Once during your turn, if you activate Command, Communications, or Weapons Control, you may discard 1 Skill Card to immediately activate that location again.
Organized -- Action: Once per game, if you are not in the Brig, activate any 3 undamaged locations regardless of where you are. You can not activate the same location more than once nor any Cylon locations.
Reluctant -- You must discard 1 Skill Card to use a Skill Card action.

Kendra Shaw* (LEA/1 TAC/3 LEA/ENG/1) Setup: FTL Control or Pegasus CIC
Battle Repairs -- Action: Once per turn, use the Action listed on any damaged location (unless you are in the Brig). You do not need to be at that location.
Complete the Mission -- When a Crisis Card is played, skip the Cylon Ship activation and Jump Prep steps. Instead, resolve a Cylon Ship activation of your choice. You may then advance the Jump Track by 1.
Razor -- You may not activate Communications and Communications may not be activated on your turn.
*Note: Custom unofficial character.

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* -- When the fleet jumps, discard 3 Skill Cards. If you cannot, discard your hand and move to Sickbay.
*Note: Now with new and improved drawback that is not nearly as annoying!

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: Weapons Control
Necessary Steps* -- After a player draws a Mutiny Card, you may look at the top 2 cards of the Mutiny Deck and place them on the top or bottom of the deck in any order.
Abuse Power -– Action: Once per game, draw 4 Mutiny Cards. Choose 1 of them to play and place the other 3 Mutiny Cards on the bottom of the deck. Ignore your Necessary Steps ability and do not move to the Brig.
Disreputable -- You start the game with 1 Mutiny Card.
*Note: Using Daybreak Zarek in place of the original Zarek. Modified Necessary Steps slightly to be easier for game management.

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.

Tory Foster (POL/3, LEA/1, TAC/1) Setup: Press Room
Adaptable* -- After any player uses the action on a Quorum Card, you may play a Consolidate Power Skill Card from your hand.
Influential* -- Action: Once per game, you may examine the top 5 cards of the Quorum Deck (even if you are not currently the President). Then return them to the top or bottom of the deck in any order you choose.
Amoral* -- When you choose the second option on any Crisis Cards, you must discard 2 Skill Cards.
*Note: Official Tory is a hot mess. Adaptable is now limited by cards in hand. Influential has been altered to be more generally useful. Amoral altered so its actually matters.

Romo Lampkin* (POL/2 LEA/2 POL/TAC/1) Setup: Hangar Deck
Pickpocket* -- If you start or end your movement step in a location with another player, you may draw 1 Skill Cards from within that player's Skillset.
Legal Defense* -- Action: Once per game, you may choose a player in the Brig and move them to any Galactica location. That player may then immediately take 1 Action.
Devil's Advocate* -- Anytime player is sent to the Brig, you must discard 2 Skill Cards.
*Note: Official Romo sucks. Using unofficial version instead.

Billy Keikeya* (POL/2 LEA/2 POL/LEA/1) Setup: President's Office
Presidential Aide -- When the President draws a Quorum Card, you may look at the top card of the Quorum Deck and then place it on the top or bottom of the deck.
Self Sacrifice -- Once per game, after the Skill Cards in a Crisis skill check have been totalled, you may discard your hand. Add or subtract the total of the discarded cards to the total strength of the skill check.
Advisory Role -- During your Receive Skill Cards step, you draw 1 less Skill Card for each Title Card you possess.
*Note: Custom unofficial character.

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 Sickbay or 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.
*Note: Nerfed slightly the most broken ability in the base game.

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).
*Note: Boomer is the worst. Removed the Brig part of her drawback.

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 6 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* -- Movement or 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 instead of rolling it. This result cannot be modified or re-rolled.
Starts on the Bench -- Skip the Receive Skills Step of your first turn.
*Note: Star Player and Longshot modified to be more generally useful because Anders is the second worst.

Brendan "Hot Dog" Costanza* (LEA/1, TAC/1, PIL/2, ENG/1) Setup: Hangar Deck
Wingman* -- When you move into in a space area with unmanned Vipers, you may activate each of them.
Draw Fire* -- Action: Once per game, while piloting a Viper, move to any space area. Then for each Raider and Heavy Raider on the board, you may choose to move it to your location.
Green* -- If the fleet jumps while you are piloting a Viper, you must discard 2 Piloting Cards or move to Sickbay.
*Note: Official Hotdog is weird. Using unofficial version instead.

Margaret "Racetrack" Edmunson* (TAC/2, PIL/2, TAC/ENG/1) Setup: Weapons Control
Raptor Courier -- After you end your Movement step, you may move any human player to your location (unless you or they are in the Brig) and then draw 1 Skill Card from their skill set.
Lead Scout -- Once per game, when the Admiral would draw two Destination Cards and choose one, you may either draw one additional Destination Card and give it to the Admiral, or you may draw the two Destination Cards and choose one instead of the Admiral.
High Risk Assignments -- Any time a Raptor is destroyed (except to gain an Assault Raptor), move to Sickbay (unless you are in the Brig).
*Note: Custom unofficial character.

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 totalling the strength.
Scrounger* -- Movement or Action: Once per game, choose 3 Skill Cards from any discard pile and draw them into 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).
*Note: Frak Cally.

Sherman "Doc" Cottle* (POL/LEA/2, LEA/1, ENG/2) Setup: Research Lab
Checkup* -- Movement: Choose a human player to discard 2 Skill Cards (or all cards if they have less than 2). Then draw 2 Skill Cards from any skill set and give them to the chosen player.
Surgery* -- Action: Choose another player in your location. You may have that player draw Skill Cards up to their hand limit or discard all Skill Cards.
Chain Smoker* -- Once per turn, when another player discards 3 or more Skill Cards, you must discard 2 Skill Card.
*Note: Official Cottle sucks. Using the unofficial version instead.

Diana "Hardball" Seelix* (TAC/2, ENG/2, TAC/PIL/1) Setup: Armory
Avionics Specialist -- After a Viper or Raider attack is rolled, you may discard an Engineering Card to add or subtract the card's strength from the result.
Knuckle Dragger -- Action: Once per game, choose any two different options from the following: repair any location, repair 4 Vipers, activate 4 Vipers, damage your current location, or destroy any 1 Viper.
The Circle -- You must play at least 2 Skill Cards (or all Skill Cards if you have less than 2) into any Admiral Quarters or Airlock Skill Check (unless you are in the Brig).
*Note: Custom unofficial character.

LOCATIONS

quote:

GALACTICA
Note: A character moving to Galactica from another ship or piloted Viper must discard 1 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 6 or lower, lose the number of Population indicated on current Jump Preparation Track position.

Weapons Control
Action: Attack 1 Cylon Ship 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 2 unmanned Vipers.
An activation can be used to a) launch a Viper into ECHO or FOXTROT, b) move an unmanned Viper to an adjacent space area, c) attack with an unmanned Viper.

Communications
Action: Look at the back of 2 Civilian Ships. You may then move them to adjacent space area(s).

Admiral’s Quarters
Action: Choose a character; then pass a LEA/TAC skill check of 7 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 Location
You may only draw 1 Skill Card during your Receive Skills step. A character can NOT voluntarily move here.

Brig -- Hazardous Location
You may not move, draw Crisis Cards, or add more than 1 Skill Card into skill checks. A character can NOT voluntarily move here.
Action: Pass a POL/TAC 7 skill check to move to any location.

COLONIAL ONE
Note: A character moving to Colonial One from another ship or piloted Viper must discard 1 Skill Card.

Quorum Chamber
Action: If you are 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). Then that player keeps 1 Mutiny Card 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" Quorum Card is in play, the President may discard it to keep the title.

PEGASUS
Note: A character moving to Pegasus from another ship or a piloted Viper must discard 1 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 POL/TAC/TRE skill check of 12 to execute that character. Reduce the difficulty of this check 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 Jump Prep icon.

CYLON LOCATIONS
Note: These locations may only be used by a revealed Cylon player.

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. Cylon Ship Activation on the Crisis Card is skipped, but Jump Prep is not.

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 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 -- Hazardous Location
You only draw 1 Skill Card during your Receive Skill Cards step. You may NOT voluntarily move to this location.
Action: Draw 1 Super Crisis Card.

iceyman fucked around with this message at 23:28 on Jul 7, 2015

iceyman
Jul 11, 2001

REFERENCE

SKILL CARDS

quote:

All Skill Check Cards are resolved after the Skill Cards are revealed but before a skill check is totalled. A Skill Check ability may NOT be resolved more than once.

Only one Reckless Card may be played per skill check. On a skill check made Reckless, after all other Skill Check abilities are resolved, turn over the top card of the Treachery Deck. If it is of strength greater than 0, discard it with no effect. Otherwise, if it is strength 0, turn over the next card of the Treachery Deck, and resolve both Skill Check abilities (even if they have already been resolved this skill check). Then discard both of these cards. Do not add them to the skill check.

Politics (Yellow)
(1-2) Consolidate Power: Action: Draw 2 Skill Cards of any type. They may come from outside your skill. (x14)
(3-5) Investigative Committee: Play before cards are added to skill check. All Skill Cards are played face up during this skill check (excluding those from the Destiny Deck). (x7)
(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. (x2)
(3-5) Preventative Policy: Movement: Choose 1 resource type (Fuel, Food, Morale, or Population). The next loss of this resource type during this turn is reduced by 1. (x3)
( 0 ) Force Their Hand: Skill Check: If the current player is a human player, he may play 1 Skill Card face up into this check. If he does not, he must draw 1 Mutiny Card. (x2)
(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. (x2)
( 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. (x1)

Leadership (Green)
(1-2) Executive Order: Action: Choose any other player. He may take 2 actions, or move and take 1 action. Can NOT be used on a revealed Cylon. Limit 1 XO or CS per turn. (x14)
(3-5) Declare Emergency: Play after strength is totalled in a skill check to reduce its difficulty by 2. No effect on partial pass difficulty. Limit 1 per skill check. (x7)
(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. (x2)
(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. (x3)
( 0 ) All Hands On Deck: Skill Check: For each Skill Card in this check with a strength of 0, add 1 to the check's total strength. (x2)
(3-4) Restore Order: Play before cards are added to a skill check. Do not resolve Skill Check abilities while resolving this skill check. This skill check may NOT be made Reckless. (x2)
( 5 ) Change of Plans: Play this card after a skill check is passed. Instead of resolving the Pass result, each human player draws 2 Skill Cards. (x1)

Tactics (Purple)
(1-2) Launch Scout: Action: Risk 1 Raptor to roll a die. If 3 or higher, look at top card of the Crisis or Destination Deck and place it on top or bottom. Otherwise, destroy 1 Raptor. (x14)
(3-5) Strategic Planning: Play before any die roll to add 2 to the result. Limit 1 per die roll. (x7)
(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. (x14)
(3-5) Critical Situation: Movement: Take 1 Action. Limit 1 CS or XO per turn. (x3)
( 0 ) Quick Thinking: Skill Check: The current player may choose 1 card with a strength of 3 or less (that is not a Quick Thinking Card) to remove from this check and add to his hand. (x2)
(3-4) Unorthodox Plan: Action: Activate one of the following locations, even if it is damaged: Command, Armory, Weapons Control, or Communications. (x2)
( 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 1 Miracle Token. (x1)

Piloting (Red)
(1-2) Evasive Maneuvers: Play after any Viper is attacked to re-roll the die. If the Viper is piloted, subtract 2 from the new roll. (x14)
(3-5) Maximum Firepower: Action: Play while piloting a Viper to attack up to 4 times. (x7)
(1-2) Full Throttle*: Movement or Action: If piloting a Viper, you may move to any space area. You may then (even if you didn't move) attack 1 Cylon Ship in your area or use the Action on a Piloting Card. (x2)
(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). (x3)
( 0 ) Dogfight: Skill Check: The current player may damage 1 Viper in a space area or in the Reserves to remove 1 other card from this skill check. (x2)
(3-4) Combat Veteran: Action: Choose 1 unmanned Viper in the Reserves or a space area and activate it up to 3 times. (x2)
( 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. (x1)
*Note: Changed Full Throttle.

Engineering (Blue)
(1-2) Repair: Action: Repair your current location, or if you are in the Hangar Deck, repair up to 2 damaged Vipers. (x14)
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering Cards in the skill check count as positive strength. (x7)
(1-2) Jury Rigged: Reckless: Play before cards are added to a Skill Check to reduce its difficulty by 4. (x2)
(3-5) Calculations: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll. (x3)
( 0 ) Install Upgrades: Skill Check: If this skill check passes, the current player draws 2 Engineering Cards. If it fails, he draws 1 Engineering Card. (x2)
(3-4) Raptor Specialist: Action: Either destroy a Raptor to gain an Assault Raptor or return a destroyed Raptor to the Reserves. (x2)
( 5 ) Test the Limits: Action: If the fleet marker is on a red space on Jump Preparation Track, increase the track by 1 and roll a die. If 5 or lower, damage Galactica. (x1)

Treachery (Brown)
(0) Bait: Skill Check: Place 1 Civilian Ship in DELTA. When a player chooses to discard this card, he draws 1 Mutiny Card. (x6)
(0) Dradis Contact: Skill Check: Place 2 Raiders in ALPHA. When a player chooses to discard this card, he draws 1 Mutiny Card. (x6)
(3) Personal Vices: Skill Check: Each human player draws 1 Treachery Card. If the current player is a human player, he also draws 1 Mutiny Card. (x4)
(3) A Better Machine: Skill Check: The current player shuffles 2 Treachery Cards into the Destiny Deck. (x4)
(4) Violent Outbursts: Skill Check: The current player is sent to Sickbay. (x3)
(5) Exploit Weakness: Skill Check: The current player must choose a human player to draw 1 Mutiny Card. (x3)

TITLE CARDS

quote:

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. The Quorum hand limit is 10.
Action: Draw a Quorum Card into your hand.
Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed Cylons.

CAG
On a human player's turn, if a Cylon Attack Card would be drawn, you draw 2. Choose 1 to resolve and place the other at the bottom of the Cylon Attack Card Deck.
When a Cylon Attack Card is resolved, you choose which Viper types to deploy.
Action: Activate 1 unmanned viper and then give the CAG Title Card to any other human player.
Action: Once per turn, if you are piloting a Viper, you may activate 1 unmanned Viper and then take another Action.

LINES OF SUCESSION

quote:

ADMIRAL
01. Helena Cain
02. William Adama
03. Saul Tigh
04. Karl "Helo" Agathon
05. Kendra Shaw
06. Felix Gaeta
07. Louis Hoshi
08. Lee "Apollo" Adama
09. Anastasia "Dee" Dualla
10. Kara "Starbuck" Thrace
11. Louanne "Kat" Katraine
12. Sharon "Boomer" Valerii
13. Margaret "Racetrack" Edmunson
14. Brendan "Hot Dog" Costanza
15. Samuel T. Anders
16. Diana "Hardball" Seelix
17. "Chief" Galen Tyrol
18. Callandra "Cally" Tyrol
19. Sherman "Doc" Cottle
20. Tom Zarek
21. Ellen Tigh
22. Gaius Baltar
23. Romo Lampkin
24. Tory Foster
25. Laura Roslin
26. Billy Keikeya

PRESIDENT
01. Laura Roslin
02. Gaius Baltar
03. Tom Zarek
04. Romo Lampkin
05. Billy Keikeya
06. Tory Foster
07. Ellen Tigh
08. Lee "Apollo" Adama
09. Felix Gaeta
10. William Adama
11. Karl "Helo" Agathon
12. "Chief" Galen Tyrol
13. Callandra "Cally" Tyrol
14. Sherman "Doc" Cottle
15. Helena Cain
16. Anastasia "Dee" Dualla
17. Louis Hoshi
18. Margaret "Racetrack" Edmunson
19. Sharon "Boomer" Valerii
20. Saul Tigh
21. Kendra Shaw
22. Brendan "Hot Dog" Costanza
23. Samuel T. Anders
24. Diana "Hardball" Seelix
25. Kara "Starbuck" Thrace
26. Louanne "Kat" Katraine

CAG
01. Lee "Apollo" Adama
02. Kara "Starbuck" Thrace
03. Louanne "Kat" Katraine
04. Sharon "Boomer" Valerii
05. Margaret "Racetrack" Edmunson
06. Brendan "Hot Dog" Costanza
07. Samuel T. Anders
08. Diana "Hardball" Seelix
09. Karl "Helo" Agathon
10. William Adama
11. Helena Cain
12. Kendra Shaw
13. Saul Tigh
14. Felix Gaeta
15. Anastasia "Dee" Dualla
16. Louis Hoshi
17. "Chief" Galen Tyrol
18. Callandra "Cally" Tyrol
19. Sherman "Doc" Cottle
20. Tom Zarek
21. Ellen Tigh
22. Gaius Baltar
23. Romo Lampkin
24. Tory Foster
25. Laura Roslin
26. Billy Keikeya

"You Are A Cylon" LOYALTY CARDS

quote:

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 4 Galactica damage tokens. Choose 2 of them to resolve and discard the others.
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.

*Note: Revised.

"You Are The Mutineer" LOYALTY CARD

quote:

IMMEDIATELY REVEAL THIS CARD

If you receive this card facedown, immediately reveal it and draw another Loyalty Card. Any time you receive this card, lose your titles and draw a Mutiny Card. If you reveal yourself as a Cylon, give this card faceup to a human player of your choice.

Do not move to the Brig when you gain a second Mutiny Card. If you gain a third Mutiny Card, you must move to the Brig.

WHEN YOU RESOLVE A "PREPARE FOR JUMP" ICON, YOU MUST DRAW A MUTINY CARD.

COMBAT TABLE
pre:
Target          Attacker    Roll    Result  
Raider          any         3-8     Destroyed
Heavy/Centurion any         7-8     Destroyed
Regular Viper   any         5-7     Damaged
                any         8       Destroyed
Viper MarkVII   any         6-7     Damaged
                            8       Destroyed
Assault Raptor  any         7-8     Destroyed
Galactica       Raider      8       Damaged
                Basestar    4-8     Damaged
Basestar        Viper       8       Damaged
                rear end. Raptor 7-8     Damaged
                Galactica   5-8     Damaged
Space area      Nuke        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

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
##So much loooooove!

I haven't played a game of BSG in a while.

Pander
Oct 9, 2007

Fear is the glue that holds society together. It's what makes people suppress their worst impulses. Fear is power.

And at the end of fear, oblivion.



## so much looove!

Re-reading 4.5 year-old clusterfuck games reminded me I needed to play again!

Podima
Nov 4, 2009

by Fluffdaddy
## so much looove!

Love the thread title.

fits
Jan 1, 2008

Love Always,
The Captain
## so much looove!

toooo many cylons

SixFigureSandwich
Oct 30, 2004
Exciting Lemon
It's been at least six hours since I was last in a game, so I'm in!

## so much looove!

OhHiMaahk
Jan 8, 2014
## so much looove!

Stelas
Sep 6, 2010

I feel like playing rather than running, for once. I'm rusty as gently caress, but hey ho.

## so much looove!

Empress Theonora
Feb 19, 2001

She was a sword glinting in the depths of night, a lance of light piercing the darkness. There would be no mistakes this time.
## so much looove!

Since From the Night finally ended, I'm ready to begin the cycle of woe and suffering anew.

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them
Wish I could join this one. Good luck fleshlings :munch:

AbortRetryFail
Jan 17, 2007

No more Mr. Nice Gaius

Well let's try this again!!

## so much looove!

Klades
Sep 8, 2011

I need more BSG in my life
## so much looove!

tarbrush
Feb 7, 2011

ALL ABOARD THE SCOTLAND HYPE TRAIN!

CHOO CHOO
## so much looove!

I was going to let other people have a go. But I decided not to.

Bungeyjump
Nov 9, 2003
Bungeyjumpingpeopledie
## so much looove!

SadBag
Jun 24, 2012

Something has gone very wrong for us to get to the point where Hot Dog is the admiral.
As long as we're only going distance 8, ##So much looove!

DaisyDanger
Feb 19, 2007

Sorry, a system error occurred.
Ooh ooh, pick me!

## so much looove!

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
:munch: I think I'll sit this one out. Good luck, team meatbag.

Truth Quark
Mar 21, 2010

:ffg:
EAT THE DONUTS
:ffg:
I'd love to get in on this if possible!

## so much looove

Toshimo
Aug 23, 2012

He's outta line...

But he's right!
Never gotten in to one of these before, but I'd love to be thee one who doesn't gently caress it up for everyone.

## So MuCh LoOoOoVe

Toshimo
Aug 23, 2012

He's outta line...

But he's right!

RememberYourMantra
Dec 5, 2005

Don't Have Negative Thoughts

Pillbug
## so much looove!


What's love without a few drinks? Signing up to join the crew of the Lovestar Galactica for another voyage.

Athaboros
Mar 11, 2007

Hundreds and Thousands!



Calling it here, cylon victory on the second jump cycle :munch:

iceyman
Jul 11, 2001

Well too many signups will spoil the broth. So cutting it here. Here are the lucky ones.

1) Podima
2) Some Numbers
3) Stelas
4) Pander
5) Friction.123
6) Bungeyjump

Go ahead and pick your characters and starting draw.

Truth Quark
Mar 21, 2010

:ffg:
EAT THE DONUTS
:ffg:
I never play pilots when I play this with friends. Since I assume turn order doesn't matter for picking like the last game you hosted, I'd like Lee "Apollo" Adama.

##draw 2 PIL, 1 LEA

Time to shoot some fracking toasters.

Podima
Nov 4, 2009

by Fluffdaddy
Woo/frak! Time to haul out my physical BSG rulebook and study up.

I'll go for Karl "Helo" Agathon.

##draw 2 LEA, 1 TAC


Hey guys, don't forget to come pick me up!

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Turn order doesn't matter for character selection? That's kind of lame.

Podima posted:

Woo/frak! Time to haul out my physical BSG rulebook and study up.

I'll go for Karl "Helo" Agathon.

##draw 2 LEA, 1 TAC


Hey guys, don't forget to come pick me up!

GODSFRAKKINGDAMMIT.

##Apollo or Ellen, depending on Friction being correct.
Either way, ##2 POL/1 LEA.

Stelas
Sep 6, 2010

## Chief please.
## ENG/LEA/POL

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

Stelas posted:

## Chief please.
## ENG/LEA/POL

Of course you are. :rolleyes:

Stelas
Sep 6, 2010

I'm just saying, it's nice to be useful.

Truth Quark
Mar 21, 2010

:ffg:
EAT THE DONUTS
:ffg:

Some Numbers posted:

Turn order doesn't matter for character selection? That's kind of lame.


GODSFRAKKINGDAMMIT.

##Apollo or Ellen, depending on Friction being correct.
Either way, ##2 POL/1 LEA.


If it does I am perfectly happy swapping after I see what the others in front of me pick.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Wait, hold the phone. This is a 6 player game with no Cylon Leaders? Are we using the No-Sympathizer variant?

iceyman
Jul 11, 2001

If there's a conflict in character choices, then turn order will settle it. So Some Numbers would get Apollo if he so desires an such a blatant OP power gaming character :)

Some Numbers posted:

Wait, hold the phone. This is a 6 player game with no Cylon Leaders? Are we using the No-Sympathizer variant?

My default assumption was no cylon leader with the mutineer. But I'm open to changing that if you all want. If you want to be a cylon leader, I don't mind (I personally don't think they're balanced per say). And if you all want No-Sympathizer instead of Mutineer, that's cool too.

Truth Quark
Mar 21, 2010

:ffg:
EAT THE DONUTS
:ffg:
Then I guess I will have to settle for the one true character, Gaius Baltar.

##draw 2 POL, 1 LEA

Pander
Oct 9, 2007

Fear is the glue that holds society together. It's what makes people suppress their worst impulses. Fear is power.

And at the end of fear, oblivion.



Saul Tigh, reporting for frakking duty.

2 TAC, 1 LEA

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
I guess Mutineer is fine.

I'm also fine with conceding Pilot to Friction.

##Ellen Tigh, 2 POL/1 LEA.

iceyman
Jul 11, 2001

Colonials don't want another 4 or 8 jump cycles of the Tighs and their weird marriage. :argh:

Bungeyjump
Nov 9, 2003
Bungeyjumpingpeopledie
If neither Some Numbers nor Friction want to then I'll take #Apollo, draw 2 LEA, 1 TAC

Assuming that one of them does want to take Apollo though, I'll take ##Hotdog, draw LEA, TAC, ENG

Adbot
ADBOT LOVES YOU

Truth Quark
Mar 21, 2010

:ffg:
EAT THE DONUTS
:ffg:
I'll take Apollo and stick with my original draw of 2 PIL 1LEA then!

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