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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 game using the Official No Sympathizer variant. It will combine just the base game and Daybreak expansion with minimal house-rules.

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 twice per day.

    THE ACTION QUEUE/14 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 14 hours to post or PM me to complete it. Once the 14 hours pass, the top of the Action Queue will be auto-resolved at my discretion.
  • The time requirements will be relaxed on weekends and holidays, or if there is sufficient hand-wringing and on-going discussion in the thread. I don't want to rush decisions but I do want the game to move at a steady pace.
  • 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-2 (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 14 hour time limit. After 14 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.

    HOUSE RULES
  • Official No Sympathizer Variant: Starting Resources are 8 Fuel, 7 Food, 9 Morale, and 10 Population; Revealed Cylon players draw 3 Skill Cards on their turns (instead of 2).
  • Zarek uses his Daybreak static in place of his original.
  • Cylon Loyalty cards are revised slightly.

To sign up, just post ## so what does the minion do again? Sign-ups will be open for 24-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 location.

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

Karl "Helo" Agathon (LEA/2, TAC/2, PIL/1) Setup: N/A
ECO Officer -- During your turn, you may 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.

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.

POLITICAL LEADERS

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

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

Tom Zarek* (POL/2, LEA/2, TAC/1) Setup: 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.
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).
*Note: Using new Daybreak Zarek's static because changes to Administration hurt original Zarek's static. Because of this, PLEASE do not pick this character unless you can check in VERY frequently to administer Mutiny Cards.

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.

Romo Lampkin (POL/3, TAC/2) 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.

PILOTS

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

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

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

Louanne "Kat" Katraine (LEA/1, TAC/2, PIL/2) Setup: Hangar Deck
Hotshot -- When you would roll a die during your Action step, you may instead discard a Skill Card. Use the card's strength +2 instead of the die roll.
Sacrifice -- Action: Once per game while piloting a viper, send yourself to Sickbay to destroy 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.

Brendan "Hot Dog" Costanza (LEA/1, TAC/1, PIL/2, ENG/1) 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 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.

Sherman "Doc" Cottle (POL/1, TAC/2, ENG/2) Setup: Research Lab
Treatment -- Action: Choose a human player and draw 2 Skill Cards from his skill set. Then give him 2 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 actions printed on Engineering Cards.

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.

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.

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
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.

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)
( 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 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)
( 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)
( 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)
( 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)

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)
( 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 Basestar (the Nuke Token is discarded).
1-2 = Damage Basestar twice.
3-6 = Destroy Basestar.
7-8 = Destroy Basestar and 3 Raiders in the same 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.

LINES OF SUCESSION

quote:

ADMIRAL
01. William Adama
02. Saul Tigh
03. Karl "Helo" Agathon
04. Felix Gaeta
05. Louis Hoshi
06. Lee "Apollo" Adama
07. Anastasia "Dee" Dualla
08. Kara "Starbuck" Thrace
09. Louanne "Kat" Katraine
10. Sharon "Boomer" Valerii
11. Brendan "Hot Dog" Costanza
12. "Chief" Galen Tyrol
13. Sherman "Doc" Cottle
14. Tom Zarek
15. Ellen Tigh
16. Gaius Baltar
17. Romo Lampkin
18. Laura Roslin

PRESIDENT
01. Laura Roslin
02. Gaius Baltar
03. Tom Zarek
04. Romo Lampkin
05. Ellen Tigh
06. Lee "Apollo" Adama
07. Felix Gaeta
08. William Adama
09. Karl "Helo" Agathon
10. "Chief" Galen Tyrol
11. Sherman "Doc" Cottle
12. Anastasia "Dee" Dualla
13. Louis Hoshi
14. Sharon "Boomer" Valerii
15. Saul Tigh
16. Brendan "Hot Dog" Costanza
17. Kara "Starbuck" Thrace
18. Louanne "Kat" Katraine

"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).
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.

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
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
		Nuke        1-2     Damaged twice
                            3-6     Destroyed
                            7-8     Destroyed and destroy 3 Raiders in the same area

iceyman fucked around with this message at 00:22 on Jan 11, 2016

Arivia
Mar 17, 2011
##so what does the minion do again?

Took a break, now I want back in.

Podima
Nov 4, 2009

by Fluffdaddy
## so what does the minion do again?

I can be just as much of an idiot on the player side as the moderator side!

Podima
Nov 4, 2009

by Fluffdaddy
Also, no Pegasus? :eyepop:

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them
## so what does the minion do again?

Klades
Sep 8, 2011

## so what does the minion do again?

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
## so what does the minion do again?

Max Peck
Oct 12, 2013

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

Podima posted:

Also, no Pegasus? :eyepop:

Well, yeah, it's not One Night Ultimate Cylon Pegasus.

Podima
Nov 4, 2009

by Fluffdaddy
I'm curious where the "Ultimate Cylon" bit comes from, then. ;)

Cocks, are there any hidden gimmicks, or is the gimmick that there's no Pegasus/etc?

Arivia
Mar 17, 2011

Podima posted:

I'm curious where the "Ultimate Cylon" bit comes from, then. ;)

Cocks, are there any hidden gimmicks, or is the gimmick that there's no Pegasus/etc?

It says there's something different about Cylon Loyalty cards in the OP, so that's probably it.

Max Peck
Oct 12, 2013

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

Podima posted:

I'm curious where the "Ultimate Cylon" bit comes from, then. ;)

Cocks, are there any hidden gimmicks, or is the gimmick that there's no Pegasus/etc?

Just hope you don't get the artifact that makes you a Cylon Leader.


Arivia posted:

It says there's something different about Cylon Loyalty cards in the OP, so that's probably it.

That might be referring to the 'normal' set of revised cards toward the end of the third post.

iceyman
Jul 11, 2001

Don't want to ruin the surprise :tinfoil:

Arivia
Mar 17, 2011

Cocks Cable posted:

Don't want to ruin the surprise :tinfoil:

Is it 2016 Baby Basestar?

Stelas
Sep 6, 2010

## so what does the minion do again?

woooo

iceyman
Jul 11, 2001

Everyone gets in! :3:

1) Stelas
2) BronyHunter
3) WTFits
4) Podima
5) Arivia
6) Klades

Go ahead and pick characters. Also let us know if you live in a non-US time zone so we can watch you sleep.

Arivia
Mar 17, 2011
Yay!

##Roslin, Boomer, Sharon Tigh in that order of preference.

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them
##Starbuck, Baltar, Chief in that order please. I live in the UK, timezone wise.

W.T. Fits
Apr 21, 2010

Ready to Poyozo Dance all over your face.
##Hoshi/Boomer/Dee, in that order.

Arivia posted:

Sharon Tigh

... Who? :confused:

Arivia
Mar 17, 2011
Ellen. :v:

This is what I get for picking right after waking up

Podima
Nov 4, 2009

by Fluffdaddy
Phone post, gimme Baltar! If BH snipes him I'll see who's left at that point.

Stelas
Sep 6, 2010

Wugh sorry, I live in the rear end-end of the world.

## Chief

Podima
Nov 4, 2009

by Fluffdaddy
:toot:

Arivia
Mar 17, 2011
I think everyone gets their first picks then?

1) Stelas - Chief (Support)
2) BronyHunter - Starbuck (Pilot)
3) WTFits - Hoshi (Military)
4) Podima - Baltar (Politics)
5) Arivia - Roslin (Politics)
6) Klades - ???

Podima
Nov 4, 2009

by Fluffdaddy
Steal MY presidency, will you? Harpy! :argh:

Arivia
Mar 17, 2011
The good doctor can go to hell as far as I'm concerned.

Podima
Nov 4, 2009

by Fluffdaddy
Shame we can't have three POL characters, throwing Zarek into this would be profoundly hilarious.

Hey Klades, take Lee! It'll be great, Cocks Cable loves him!

Arivia
Mar 17, 2011
Take Cottle because lol Battlestar political fights. Also Science coming out our loving ears.

Arivia
Mar 17, 2011
Hey since we're not playing with Pegasus, what does the word "execution" mean in Dee's drawback? :3:

iceyman
Jul 11, 2001

Need Klades to check in!

Klades
Sep 8, 2011

My bad, forgot to bookmark the thread!

Gimmie Helo

Podima
Nov 4, 2009

by Fluffdaddy
Uh you realize that means you will not act for two full rounds?

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them

Podima posted:

Uh you realize that means you will not act for two full rounds?

Clear Cylon tell

iceyman
Jul 11, 2001

Looks legit!

1) Stelas - Chief (Support)
2) BronyHunter - Starbuck (Pilot)
3) WTFits - Hoshi (Military)
4) Podima - Baltar (Politics)
5) Arivia - Roslin (Politics)
6) Klades - Helo (Military)

Will send out loyalty cards soon. Please confirm loyalty and then choose starting draws.

iceyman
Jul 11, 2001

Action Queue
==> All Players: Confirm Loyalty
==> All Players (except Stelas): Draw Initial Cards.

Brony Hunter
Dec 27, 2012

Motherfucking Mannis

They'll bend the knee or I'll destroy them
##Confirm Loyalty

Draw 1 LEA/2 TAC

Klades
Sep 8, 2011

## Loyalty confirmed
Caprica is lovely this time of year.

## 2 LEA, 1 TAC

Podima posted:

Uh you realize that means you will not act for two full rounds?

:tem:

Arivia
Mar 17, 2011
##confirm loyalty
##Draw 2 POL, 1 LEA

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Podima
Nov 4, 2009

by Fluffdaddy
##despite all my rage, i am still just meat in a cage

##2POL/1LEA

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