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Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
...and all this will happen again.


Welcome to Battlestar Galactica: The Board Game: Online!

This will be a 5 Player game whose composition has yet to be determined.

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

Playing Guidelines:
  • You must have PMs enabled to play.
  • 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 communication between players must occur in this thread ONLY.
  • 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. I've never had to do this and I don't want to start now. Please don't make me.
  • Do not quote posts from more than one page back. The game is less fun if some players have perfect memories.
  • Do not quote anything from my PMs.
  • Respect the secrecy rules. Battlestar Galactica is a much less interesting game if the secrecy rules are not closely followed. I suggest everyone take a look at the official "Secrecy Clarifications" document, the last page of the Official FAQ. In particular you should only describe your contribution to a skill check as "low" or "high", you may use "medium" only if you contribute more than 1 card.
  • If you count cards, consider that information as falling under the standard BSG secrecy rules. You may make general statements about Destiny such as "Destiny should be 3/4 positive" but not "Destiny is 2 POL, 1 TAC, and 1 PIL".

Conditional Orders (COs)
  • I ask that you put in COs for pretty much anything you can think of. All COs should be sent to me via PM, and be clearly labeled by having "CO" (and a description of what the CO is for) in the subject line.
  • Do not post public COs under any circumstances; this includes posting bold text when it is not your turn to act.
  • Under many circumstances, I will not wait for interrupts before executing actions. The following is a (non-comprehensive) list of examples of things for which I will not ask for interrupts for (and thus will not have interrupts played on them unless you put in a CO):

    Declare Emergency
    Strategic Planning on Launch Scout unless there is only one raptor remaining.
    Strategic Planning on attacks by vipers.
    Evasive Maneuvers unless the viper is the last ship protecting a civilian.
    Strategic Planning or Evasive Maneuvers to help the Cylon cause.
    Calculations for any reason. (You must CO me for what you want to use it on, or I will always pass on it.)

  • I will assume that you have a standing CO to pass on any interrupt that you do not hold in your hand. Players are encouraged to put in COs to pass on interrupts that they are holding but do not intend to play. Any COs to pass on interrupts will be resolved once everyone else has already passed, to minimize the amount of information revealed by these COs.
  • If you have an interrupt-style character ability, then you must put in a CO to use your ability when appropriate. For example, I will not ask if Starbuck wants to use Secret Destiny on every crisis card that is played, but she may put in a CO to pause to let her decide when a crisis card meets certain criteria.
  • Be very clear when writing your COs. If I feel it is ambiguous, I will let you know and will not execute the CO. Feel free to make them as complicated as you like, as long as they are understandable.
  • By default I will have Raiders target unmanned Vipers first, then manned Vipers. If you want to change this for your turn, let me know.
  • By default Raider Activations will be done in Sector order starting in 1 and ending in 6. I'm sticking with this, because it's too much of a hassle otherwise.

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.
  • You must post in thread Play ## 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.
Other than that, we will be using the official FFG rules with clarifications found in the Unofficial FAQ on BoardGameGeek.

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Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Quick overview of what's changed for Daybreak, for people who have played before, but not with the new expansion:
  • New Characters, including alternate versions of some original characters. Only one version of a character can be chosen in a game. Both Boomer and Athena can be in the same game though (there are many copies!).
  • 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.
  • NO new Quorum, Destination, or You Are A Cylon cards.

REFERENCE

* - Pegasus Only
** - Exodus Only

CHARACTERS

POLITICAL LEADERS

Laura Roslin (3 POL, 2 LEA) Setup: President's Office
Religious Visions: When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
Skilled Politician – Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability.
Terminal Illness : In order to activate a location you must first discard 2 Skill Cards.

Gaius Baltar [Original] (2 POL, 1 LEA, 1 ENG) Setup: Research Lab
Delusional Intuition: After you draw a Crisis Card, draw 1 Skill Card of your choice. (It may be from outside your skill set.)
Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Coward: You start the game with 2 Loyalty Cards (instead of 1).

Lee Adama [Daybreak] (2 POL/LEA, 1 TAC, 2 PIL) Setup: Admiral's Quarters
Forward Thinker: After you use an “Executive Order” Skill Card and the chosen player has finished moving and taking Actions, you may Activate your current Location.
Choose a Different Path: Once per game, when you must make a choice on a Crisis Card, you may choose to have the result be “The Current Player discards 5 Skill Cards.”
Moral Dilemma: When you draw a Mutiny Card, you must discard 2 Skill Cards.

Tom Zarek [Original] (2 POL, 2 LEA, 1 TAC) Setup: Administration
Friends In Low Places: When a player activates the 'Administration' or the 'Brig' location, you may choose to reduce or increase the difficulty by 2.
Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.
Convicted Criminal: You may not activate locations occupied by other characters (except the 'Brig')

Romo Lampkin (3 POL, 2 TAC) Setup: Administration
Deceitful: When a Crisis Card requires you to discard Skill Cards, reduce the number of cards you discard by 1 (once per Crisis Card).
Attorney – Action: Once per game, move a Character in the “Brig” to any non-Hazardous Location on Galactica. If he belongs to another Player, take all of that Player's Skill Cards.
Kleptomania: If you end your Movement Step in a Location with another Player, you must discard 2 Skill Cards. If you cannot, you are sent to the “Brig” at the end of your turn.

*Ellen Tigh (2 POL, 2 LEA, 1 TRE) Setup: Admiral's Quarters
Politically Adroit: When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
Manipulative: Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn.
Nothing But Trouble: Your Skill set includes Treachery.

MILITARY LEADERS

William Adama (3 LEA, 2 TAC) Setup: Admiral's Quarters
Inspirational Leader: When you draw a Crisis Card all 1 strength Skill Cards count positive for the skill check.
Command Authority: Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Emotionally Attached: You may not activate the 'Admiral's Quarters' location.

Saul Tigh (2 LEA, 3 TAC) Setup: Command
Cylon Hatred: When a player activates the 'Admiral's Quarters' location, you may choose to reduce the difficulty by 3.
Declare Martial Law - Action: Once per game, give the President title to the Admiral.
Alcoholic: At the start of any player's turn, if you have exactly 1 Skill Card in your hand you must discard it.

Karl "Helo" Agathon [Original] (2 LEA, 2 TAC, 1 PIL) Setup: Stranded on Caprica
ECO Officer: During your turn, you may re-roll a die that was just rolled (once per turn). You must use the new result.
Moral Compass: Once per game, after a player makes a choice on a Crisis Card, you may change it.
Stranded: Your character is not placed on the game board at the start of the game. Whilst not on the game board you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the 'Hanger Deck' location.

Louis Hoshi (2 LEA, 2 TAC, 1 ENG) Setup: Communications
Dutiful: Once during your turn, if you Activate “Command”, “Communications”, or “Weapons Control”, you may discard 1 Skill Card to immediately Activate that Location again.
Organized – Action: Once per game, if you are not in the “Brig”, Activate any three undamaged Locations, regardless of where you are. You cannot Activate the same Location more than once nor any Cylon Locations.
Reluctant: You must discard 1 Skill Card to use an Action or Movement printed on a Skill Card.

Tom Zarek [Daybreak] (2 POL, 2 LEA, 1 TAC) Setup: Weapons Control
Necessary Steps: Each time a Player draws a Mutiny Card, you instead look at the top 2 cards of the Mutiny Deck, give 1 to that Player, and place the other on the bottom of the deck.
Abuse Power – Action: Once per game, draw 4 Mutiny Cards. Choose 1 of them to play and place the other 3 Mutiny Cards on the bottom of the deck. Ignore your “Necessary Steps” ability and do not move to the Brig.
Disreputable: You start the game with 1 Mutiny Card.

PILOTS

Lee "Apollo" Adama [Original] (2 POL/LEA, 1 TAC, 2 PIL) Setup: Launch and pilot a viper in Sector 5 or 6
Alert Viper Pilot: When a viper is placed in a space area from the 'Reserves', you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the brig.
CAG - Action: Once per game, you may activate up to 6 unmanned vipers.
Headstrong: When you are forced to discard skill cards you must discard randomly

Kara "Starbuck" Thrace (1 LEA/ENG, 2 TAC, 2 PIL) Setup: Hangar Deck
Expert Pilot: When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1).
Secret Destiny: Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Insubordinate: When a player chooses you with the ' Admiral's Quarters' location, reduce the difficulty by 3.

*Louanne "Kat" Katraine (1 LEA, 2 TAC, 2 PIL) Setup: Hangar Deck
Hotshot: When you would roll a die during your Action step, you may instead discard a Skill Card. Use the card's strength +2 instead of the die roll.
Sacrifice - Action: Once per game while piloting a viper, send yourself to "Sickbay" to destroy 5 raiders, 2 heavy raiders, 1 basestar, or 1 civilian ship in your space area.
Stim Junkie: At the end of your Action step, if you are in the same location or space area that you were in at the start of your turn, you are moved to "Sickbay."

Karl "Helo" Agathon [Daybreak] (2 LEA, 2 TAC, 1 PIL) Setup: Admiral's Quarters
Raptor Pilot: When you look at the top card as a result of the Launch Scout Skill Card, look at the top 2 cards instead and, in the order of your choosing, place each card on the top or bottom of the deck.
No One Gets Left Behind: Once per game, during the Remove Ships step of Jumping the Fleet, lose 1 Fuel to gain 2 Population.
Family Commitments: If you are not on Galactica, draw 1 fewer Skill Card during your Receive Skill Step.

Sharon "Boomer" Valerii (2 TAC, 2 PIL, 1 ENG) Setup: Armory
Recon: At the end of your turn, you may look at the top card of the Crisis Deck and place it on the top or bottom.
Mysterious Intuition: Once per game, before resolving a skill check on a Crisis Card, choose the result (Pass or Fail), instead of resolving it normally.
Sleeper Agent: During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and then moved to the 'Brig' location.

Brendan "Hot Dog" Costanza (1 LEA, 1 TAC, 2 PIL, 1 ENG) Setup: Hangar Deck
Memento: Once per turn, immediately after Population is reduced, you may draw the top 3 cards from the Piloting deck, discard 1 of them, and keep the other 2 cards.
Escort: Once per game, before flipping over a Civilian Ship in a space area and destroying it, you may destroy an undamaged Viper instead. Shuffle the Civilian Ship back into the pile of unused Civilian Ships.
Forced to Eject: Any time a Viper you are piloting is damaged, destroy it instead.

SUPPORT

"Chief" Galen Tyrol (1 POL, 2 LEA, 2 ENG) Setup: Hangar Deck
Maintenance Engineer: During your turn, after you use a 'Repair' skill card, you may take another action (once/turn).
Blind Devotion: Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0.
Reckless: Your hand limit is 8 (instead of 10).

*Anastasia "Dee" Dualla (1 LEA, 3 TAC, 1 ENG) Setup: Communications
Efficient: When you activate the "Communications" location, you may look at every civilian ship on the game board and may move any number of them.
Fast Learner: Once per game, before making a Skill check, look at the top 3 cards of any Skill deck (even outside your Skill set), and add all of them to either the Skill check or your hand.
Emotionally Fragile: When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.

Sherman "Doc" Cottle (1 POL, 2 TAC, 2 ENG) Setup: Research Lab
Treatment – Action: Choose a Human Player and draw 2 Skill Cards from his Skill Set. Then, give him two Skill Cards from your hand.
Quarantine – Action: Once per game, look at each Civilian Ship on the board. Choose 1 and draw a new Civilian ship to replace it if possible. Shuffle the chosen ship back into the pile of unused Civilian Ships.
Specialized: You cannot use the Actions printed on Engineering Skill Cards.

Gaius Baltar [Daybreak] (2 POL, 2 LEA, 1 ENG) Setup: Admiral's Quarters
Cult Leader – Action: Choose a Player in the same Location as you and either give him one of your Miracle Tokens or take his Miracle Token.
Broadcast – Action: Discard 3 Miracle Tokens to raise any Resource by 2.
You can have up to 3 Miracle Tokens.
Spiritual Crisis: You cannot use an Action printed on a “You Are a Cylon” Loyalty Card unless you are in the “Brig”.

CYLON LEADERS

*Cavil (1 TAC, 1 ENG/TRE) Setup: Cylon Fleet
Primacy - Action: Place 1 basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the game board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.
Aggressive Tactics - Movement: Once per game you may take 2 Actions.
Lies and Secrets: When a player reveals a "You are a Cylon" Loyalty Card, you must discard all Skill Cards in your hand.

*Leoben Conoy (1 POL, 1 ENG/TRE) Setup: Human Fleet
Glimpse the Face of God - Movement: Draw 2 cards from the top of the Destiny deck, then place 2 cards from your hand on the top of the Destiny deck.
Cryptic Message - Action: Once per game, exchange your hand of Skill Cards with another player's hand of Skill Cards.
Clouded: You may not voluntarily move to a location that contains another character.

D'Anna Biers (1 POL/LEA, 1 ENG/TRE) Setup: Human Fleet
Visions – Action: If you are Infiltrating, choose a Human Player and look at 1 of his Loyalty Cards at random. Then, end your Infiltration and move to the “Resurrection Ship”.
Don't Trust Anyone – Action: Once per game, draw 2 Super Crisis Cards.
Heretic: If you are on the “Resurrection Ship” Location (but not the “Hub Destroyed” Location), you must discard a Super Crisis Card to move to a different Location.

Simon O'Neill (1 TAC/TRE, 1 ENG) Setup: Cylon Fleet
Calculating: You may contribute 2 Skill Cards to Skill Checks, or 3 Skill Cards while you are Infiltrating. Ignore this ability when you are in the “Brig.”
Modifications: Once per game, at the start of a Player's Activate Cylon Ships step, either choose a Cylon Ship type to Activate or Launch Raiders. Ignore any Activate Cylon Ships icons on the bottom of the Crisis Card.
Logic Bound: When you play any Skill Cards into a Skill Check, you must play 1 face up.

Aaron Doral (1 POL/TAC, 1 TRE) Setup: Caprica
Industrious: While Infiltrating, draw 2 extra Skill Cards on your turn instead of 1. Ignore this ability while you are in “Sickbay”.
Meticulous: Once per game, when you use an Action to end your Infiltration, you may move to any Cylon Location and take another Action instead of moving to the Resurrection Ship.
Vanity: You cannot contribute to Skill Checks during another Player's Action Step.

*"Caprica" Six (1 LEA, 1 ENG/TRE) Setup: Caprica
Intimate - Movement: Draw 1 Skill Card at random from a player's hand. Then, that player draws 1 card from the Skill deck of
your choice (it may be from outside his Skill set).
Human Delusion: Once per game, after all Skill Cards played into a Skill check have been revealed, you may play any number
of Skill Cards from your hand into the check.
Conflicted Loyalties: You must discard 1 Skill Card to activate the "Cylon Fleet" location

Sharon "Athena" Agathon (1 LEA/ENG, 1 PIL) Setup: Hangar Deck (Infiltrating)
For Love: Once per turn, when another Player must discard 1 or more Skill Cards (except when discarding down to his hand limit), you may draw 1 Treachery Skill Card to reduce the number of cards he discards by 1.
Resolute – Action: Once per game, activate any undamaged Location.
Grieving: When you are in a Hazardous Location, you cannot draw Skill Cards during your “Receive Skills” or “Draw Skills” step.


LOCATIONS

A character moving between ships or from a piloted viper to a ship, must discard a skill card.
Characters cannot use their movement to move to a location marked as "Hazardous".

GALACTICA

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

Weapons Control
Action: Attack 1 Cylon ship with Galactica.

Command
Action: Activate up to 2 unmanned vipers.

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

Admiral’s Quarters
Action: Choose a character, then pass a 7 LEA/TAC skill check to send him to the "Brig."

Research Lab
Action: Draw 1 engineering or 1 tactics Skill Card.

Hangar Deck
Action: Launch yourself in a viper. You may then take 1 more action.

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

Sickbay (Hazardous)
You may only draw 1 Skill Card during the Receive Skills step of your turn.

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

COLONIAL ONE

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

Press Room
Action: Choose another Player to draw 1 Mutiny Card. (He does not move to the "Brig.") He keeps 1 of his Mutiny Cards and discards the rest. You may then discard a Mutiny Card.

President's Office
Action: Draw 2 politics Skill Cards.

Administration
Action: Draw 1 Mutiny Card. If the President has any Mutiny Cards, choose a Player to gain the President Title. If the "Accept Prophecy" card is in play, the President may discard it to keep his Title.

CYLON LOCATIONS
Human characters cannot move to these locations.

Caprica
Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and place the other on the bottom of the deck.*
* No Activate Cylon Ships step.

Cylon Fleet
Action: Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar.

Human Fleet
Action: Look at the top card of the Crisis or Destination deck and place it on the top or bottom of that deck, then draw 2 Skill Cards. Or Infiltrate Galactica (Only Cylon Leaders may infiltrate).

Resurrection Ship (Hazardous)
You draw only 1 Skill Card during your Receive Skill Cards step.
Action: Draw 1 Super Crisis Card.

SKILL CARDS

Politics (Yellow)
1-2 Consolidate Power: Action: Draw 2 Skill Cards of any type(s). They may come from outside your skill set.
3-5 Investigative Committee: Play before cards are added to a skill check. All Skill Cards are played face up during this skill check (excluding Destiny).
0 Force Their Hand: Skill Check: If the Current Player is a Human, he may play 1 Skill Card face up into this Check. If he does not, he must draw 1 Mutiny Card.
3-4 Popular Influence: Action: Draw 2 Quorum Cards and choose 1 to give to the President. Then, either play or discard the other card.
5 Negotiation: Action: Place a Basestar in front of Galactica and draw a Politics card. Do not launch or Activate any Cylon ships for the rest of this turn.

Leadership (Green)
1-2 Executive Order: Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. [Limit 1 "XO" per turn.]
3-5 Declare Emergency: Play after strength is totaled in a skill check to reduce its difficulty by 2. Limit of 1 "Declare Emergency" card used per skill check.
0 All Hands On Deck: Skill Check: For Each Skill Card in this Skill Check with a strength of 0, add 1 to the Skill Check's total Strength.
3-4 Restore Order: Play before cards are added to a Skill Check. Do not resolve Skill Check abilities while resolving this Skill Check.
5 Change of Plans: Play this card after a Skill Check is Passed. Instead of resolving the 'Pass' result, each Human draws two Skill Cards.

Tactics (Purple)
1-2 Launch Scout: Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor.
3-5 Strategic Planning: Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll.
0 Quick Thinking: Skill Check: The Current Player may choose 1 card with a strength of 3 or less (not a “Quick Thinking” card) to remove from this check and add to his hand.
3-4 Unorthodox Plan: Action: Activate one of the following Locations, even if it is damaged: “Command”, “Armory”, “Weapons Control”, or “Communications.”
5 A Second Chance: Play before cards are added to a Skill Check. If the check passes the printed Difficulty by 4 or more, the Current Player gains a Miracle token.

Piloting (Red)
1-2 Evasive Maneuvers: Play after any viper is attacked to reroll the die. If the viper is piloted, subtract 2 from the new roll.
3-5 Maximum Firepower: Action: Play while piloting a viper to attack up to 4 times.
0 Dogfight: Skill Check: The Current Player may damage 1 Viper in a Space Area or the Reserves to remove 1 other Skill Card from this Skill Check.
3-4 Combat Veteran: Action: Choose an Unmanned Viper in the Reserves or a Space Area and Activate it up to 3 times.
5 Launch Reserves: Action: Place up to 2 Unmanned Vipers from the Reserves into a Space Area containing a piloted Viper. Then, Activate those Unmanned Vipers.

Engineering (Blue)
1-2 Repair: Action: Repair your current location, or if you are in the "Hanger Deck" location, you may repair up to 2 damaged vipers.
3-5 Scientific Research: Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength.
0 Install Upgrades: Skill Check: If the Skill Check passes, the Current Player draws two Engineering Skill Cards. If the Skill Check Fails, he draws one Engineering Skill Card.
3-4 Raptor Specialist: Action: Either destroy a Raptor to gain an Assault Raptor, or return a destroyed Raptor to the Reserves.
5 Test the Limits: Action: If the Fleet Marker is not on a blue space of the Jump Prep track, increase the track by 1 and roll a die. If 5 or lower, Damage Galactica.

Treachery (Brown)
0 Bait: Skill Check: Place 1 Civilian Ship behind Galactica. Whenever a player chooses to discard this card, he draws 1 Mutiny Card.
0 Dradis Contact: Skill Check: Place 2 Raiders in front of Galactica. Whenever a Player chooses to discard this card, he draws 1 Mutiny Card.
3 Personal Vices: Skill Check: Each Human player draws 1 Treachery Card. If the Current Player is Human, he also draws 1 Mutiny Card.
3 A Better Machine: Skill Check: The Current Player shuffles 2 Treachery Skill Cards into the Destiny Deck.
4 Violent Outbursts: Skill Check: The Current Player is sent to Sickbay.
5 Exploit Weakness: Skill Check: The Current Player must choose a Human Player to draw a Mutiny Card.

TITLES

President

quote:

At the start of the game, draw 1 Quorum Card. You control the hand of Quorum Cards.

Action: Draw a Quorum Card into your hand.

Admiral

quote:

When the fleet jumps, you draw 2 Destination Cards and choose 1.

You Control the nuke tokens.

Action: Launch 1 nuke at a basestar (the nuke is removed from the game).

COMBAT TABLE
pre:
Target		Attacker	Roll	Result	
Raider		any		3-8	Destroyed
Heavy/Centurion	any		7-8	Destroyed
Viper		any		5-7	Damaged
		any		8	Destroyed
Viper MKVII     any             6-7     Damaged
		any		8	Destroyed
Assault Raptor	any		7-8	Destroyed
Galactica	Raider		8	Damaged
		Basestar	4-8	Damaged
Basestar	Viper		8	Damaged
		Assault Raptor	7-8	Damaged
		Galactica	5-8	Damaged
		Nuke		1-2	2x Damaged
				3-6	Destroyed
				7-8	Destroyed +3 Raiders Destroyed

Some Numbers fucked around with this message at 23:50 on Aug 18, 2014

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Players in this game and turn order are as follows:

1. Corbeau
2. Wolery
3. Stelas
4. fits
5. Max Peck

Please select your characters and tell me what kind of game you'd like to play.

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.
I have no significant preference for game type.

fits
Jan 1, 2008

Love Always,
The Captain
I don't really have a preference

Wol
Dec 15, 2012

See you in the
UNDERDARK
I've only ever played with all the fixins before, but I'm pretty much open to whatever. Learning is fun!

You know what's even more fun though? Ionian Nebula. :getin:

Stelas
Sep 6, 2010

I've got no experience whatsoever of Cylon Fleet, but other than that I don't mind either way.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

Wolery posted:

You know what's even more fun though? Ionian Nebula. :getin:

I'm not moderating an Ionian Nebula game.

Corbeau
Sep 13, 2010

Jack of All Trades
I would prefer to try vanilla + Daybreak, journeying to Kobol. I'd rather try without Pegasus but I don't feel strongly about it. Everything in Exodus can go die in a fire.



Regardless of variant, I choose William Adama.

fits
Jan 1, 2008

Love Always,
The Captain
Exodus as a whole is a pretty bad expansion :(

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Core + Daybreak, no Pegasus, no Exodus, Kobol is the target.

Any objections?

Action Queue
==> Wolery (Choose a non-Military character)

Wol
Dec 15, 2012

See you in the
UNDERDARK
What characters are even available under this setup? I'll take Ellen Tigh if possible, if not then Dualla, if not then some random politico who isn't loving Baltar.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Regardless of anything, I'm banning Cain and Exodus characters, because frak that noise.

Ellen's fine.

Action Queue
==> Stelas (choose a Pilot or Support)

Stelas
Sep 6, 2010

## Galen

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Action Queue
==> fits (pick a Pilot or Support)

Corbeau
Sep 13, 2010

Jack of All Trades

Some Numbers posted:

Regardless of anything, I'm banning Cain and Exodus characters, because frak that noise.



Commander approved.

fits
Jan 1, 2008

Love Always,
The Captain
poo poo, lets be Starbuck 1 LEA/2 TAC

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

Corbeau posted:



Commander Admiral approved.

By moderator decree, you must now accompany each of your boldposts with an appropriate Adama picture.

fits
Jan 1, 2008

Love Always,
The Captain
Daybreak doesn't have CAG, does it

I guess there was ONE decent thing in Exodus :sigh:

Corbeau
Sep 13, 2010

Jack of All Trades

Some Numbers posted:

By moderator decree, you must now accompany each of your boldposts with an appropriate Adama picture.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

fits posted:

Daybreak doesn't have CAG, does it

I guess there was ONE decent thing in Exodus :sigh:

I don't think we'll be using CAG, no.

Action Queue
==> Max Peck (choose a character)
==> All players (choose opening draws, except Corbeau)
==> Me (start game)

Some Numbers fucked around with this message at 23:05 on Aug 18, 2014

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.
Hm. Daybreak Lee Adama for me, 1 TAC 1 LEA 1 POL.

Stelas
Sep 6, 2010

## POL/LEA/ENG please.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
I'm slow. :(

We have a full crew!

1. Corbeau as Admiral William "The Old Man" Adama
2. Wolery as Ellen "The Swirl" Tigh
3. Stelas as Galen "The Chief" Tyrol
4. fits as Kara "Starbuck" Thrace
5. Max Peck as President Lee "Apollo" Adama

The target is Kobol and Daybreak is upon us! (cards and Crises)

I would appreciate opening draws to cut down the number of PMs, but I'll get the game set up soon.

Corbeau
Sep 13, 2010

Jack of All Trades
## Draw my hand.

I'm not posting a picture for a card draw. Deal with it.

Wol
Dec 15, 2012

See you in the
UNDERDARK
Oh uh start me off with one card of each colour i get except treachery I guess, I don't have this stuff memorized. It's been a while since I last played.

Corbeau
Sep 13, 2010

Jack of All Trades
You know what? I'm leaving that in. Because I am so not used to being the first player.

I'll just take my hand, thanks.

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.

Wolery posted:

Oh uh start me off with one card of each colour i get except treachery I guess, I don't have this stuff memorized. It's been a while since I last played.

Ellen is 2 POL/2 LEA/1 TRE, so you'll want to take a second POL or LEA.

Wol
Dec 15, 2012

See you in the
UNDERDARK
Oh, I thought she had a split thinger. Right then,

## draw POL/POL/LEA

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Okay, minor hiccup. I can't let Wolery pick Ellen without adding Pegasus into the mix.

Do we add Pegasus or are we loving everything up?

fits
Jan 1, 2008

Love Always,
The Captain
I already said ##TAC/TAC/LEA but I guess I'll say it again

fits
Jan 1, 2008

Love Always,
The Captain

Some Numbers posted:

Okay, minor hiccup. I can't let Wolery pick Ellen without adding Pegasus into the mix.

Do we add Pegasus or are we loving everything up?

Just add pegasus and then scuttle it I guess?

Wol
Dec 15, 2012

See you in the
UNDERDARK
Oh, nah, it's alright if I'm not Ellen.

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
Okay, yeah, this'll be good practice. I'm going to force this to work. We're cool.

fits
Jan 1, 2008

Love Always,
The Captain

Some Numbers posted:

Okay, yeah, this'll be good practice. I'm going to force this to work. We're cool.

One John Cavil special, coming right up

Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"
So, we're going to play a regular game. If you draw a Pegasus card, I will replace it.

Look for a PM with your hand and Loyalty shortly.

Corbeau
Sep 13, 2010

Jack of All Trades

Some Numbers posted:

So, we're going to play a regular game. If you draw a Pegasus card, I will replace it.

Look for a PM with your hand and Loyalty shortly.

Nothing could possibly go wrong. :)

Wol
Dec 15, 2012

See you in the
UNDERDARK
Just to be on the safe side, which cards are Pegasus cards? One of the downsides of only ever having played with all the expansions together is that I have no idea what's from which expansion.

Max Peck
Oct 12, 2013

You know you're having a bad day when a Cylon ambush would improve it.
Of the non-TRE skill cards, Support the People, Preventative Policy, Major Victory, At Any Cost, Guts and Initiative, Critical Situation, Full Throttle, Run Interference, Jury Rigged, and Calculations are all from Pegasus. Using Daybreak means the Pegasus TRE deck isn't used at all so they won't show up regardless.

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Some Numbers
Sep 28, 2006

"LET'S GET DOWN TO WORK!!"

Wolery posted:

Just to be on the safe side, which cards are Pegasus cards? One of the downsides of only ever having played with all the expansions together is that I have no idea what's from which expansion.

Support the People, Preventative Policy, Major Victory, At Any Cost, Guts and Initiative, Critical Situation, Full Throttle, Run Interference, Jury Rigged, Calculations and the crappy Treachery deck.

A few Crises and Quorum cards.

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