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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: Play by Post!

This will be a 6 player game to Kobol using :siren:Double Secret Cylons:siren:, No Sympathizer, Pegasus, Daybreak, revamped Exodus, DEFCON, and a rich layer of variant 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/:siren:12 HOUR RULE:siren::
  • 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 12 hours to post or PM me to complete it. Once the 12 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-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.
  • :siren:Seriously, please put in preloads for everything you can think of - Declare Emergency, Strategic Planning, Evasive Maneuvers, and Calculations are good examples. In general I won't pause in the middle of resolution and wait for people to play these unless it's a game-ending situation.

    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 12 hour time limit. After 12 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.
  • By default, Raiders will target unmanned Vipers first, then unmanned MkVIIs, then unmanned Assault Raptors, and then manned Vipers in that order. If you want to change this on your turn, tell me before hand.

    HOUSE RULES
  • This will be a faster pace game, hence the 12-hour limit. Don't be lazy.
  • :siren:Double Secret Cylons:siren: Trust no one. See below.
  • :siren:Deeper Cover Cylons:siren: Lay low longer. Scum hunt harder and faster. Maybe. See below.
  • DEFCON variant. See below.
  • Distance variant. See below.
  • 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).
  • Various tweaks from the goonsensus hivemind and changes to the most problematic characters and cards as well as some added new stuff. All changes should be marked with an asterisks * below.

To sign up, just post ## pull my trigger 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 or Airlock locations.
*Note: Added Airlock to limit OPG abuse.

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 must be on the same ship as that location.
Complete the Mission -- Once per game, 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 -- 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.
Disreputable -- You start the game with 1 Mutiny Card.
*Note: Using a mash-up of Daybreak Zarek and original Zarek since neither work exactly. Because of his static, PLEASE do not pick this character unless you can check in VERY frequently.

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 it 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 -- Once per action, 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. Because of his static, PLEASE do not pick this character unless you can check in VERY frequently.

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, and you may not play an Executive Order or State of Emergency with this Action.
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 the most broken ability in the base game EVEN MORE!

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 +3 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.
*Note: Hotshot boosted a bit because otherwise Kat is garbage.

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 Skill 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 other human player at a different location to your current 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, you may search up to 3 different Skill Card discard piles for 3 Skill Cards of your choice 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: Once per game, 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 Cards.
*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. If you choose the Crisis Deck, decrease DEFCON by 1. -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
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. (x21)
(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). (x11)
(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 ) Red Tape*: Skill Check: The current player may choose to discard a Skill Card to remove a card of lesser strength from this skill check. If the card discarded is a Politics Card, you may instead remove a card of equal or lesser strength. (x3)
( 6 ) Political Prowess*: Action: You may activate up to 3 different locations on Colonial One. (x1)
( 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)
*Note: Rehabilitated Exodus skill card.

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. (x21)
(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. (x11)
(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 ) Iron Will: Skill Check: If total strength in this Skill Check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 Morale. (x3)
( 6 ) State of Emergency*: Movement or Action: Choose any other human player. He may take 2 actions, or move and take 1 action. Then you take 1 action. Limit 1 XO, CS, or SoE per turn. (x1)
( 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 Crisis Skill Check is passed. Instead of resolving the Pass result, each human player draws 2 Skill Cards. (x1)
*Note: Rehabilitated Exodus skill card. Shut up about Change of Plans already!

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. (x21)
(3-5) Strategic Planning: Play before any die roll to add 2 to the result. Limit 1 per die roll. (x11)
(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 ) Trust Instincts*: Skill Check: Add the top 2 cards from the Destiny Deck faceup into this skill check. Do NOT resolve Skill Check Abilities on these cards. (x3)
( 6 ) Scout for Fuel: Action: Risk 1 Raptor to roll 1 die. If you roll 4+, gain 1 Fuel. Otherwise, destroy the Raptor. (x1)
( 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)
*Note: Rehabilitated Exodus skill card.

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. (x21)
(3-5) Maximum Firepower: Action: Play while piloting a Viper to attack up to 4 times. (x11)
(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 ) Protect the Fleet*: Skill Check: The current player may activate one unmanned Viper in a space area. (x3)
( 6 ) Best of the Best*: Play before a Viper makes an attack. Instead of rolling the attack, destroy 4 Raiders in the Viper's space area. If the Viper is piloted, destroy 7. (x1)
( 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. Protect the Fleet and Best of the Best are rehabilitated Exodus skill cards.

Engineering (Blue)
(1-2) Repair: Action: Repair your current location, or if you are in the Hangar Deck, repair up to 2 damaged Vipers. (x21)
(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. (x11)
(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 ) Establish Network: Skill Check: Each Engineering Skill Card in this Skill Check counts as double strength. (x3)
( 6 ) Build Nuke: Action: The Admiral gains 1 Nuke token. (x1)
( 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)
(0) Broadcast Location*: Skill Check: Place 1 Heavy Raider in ALPHA. When a player chooses to discard this card, he draws 1 Mutiny Card. (x3)
(0) Sabotage* Skill Check: If this skill check fails by 5 or more, damage Galactica. When a player chooses to discard this card, he draws 1 Mutiny Card. (x3)
(3) By Your Command* Skill Check: Activate all Raiders and Heavy Raiders in ALPHA. Do not advance Centurions. You must resolve this skill check ability last. (x2)
(3) God's Plan* Skill Check: Discard the lowest positive strength Skill Card from this check (if possible). (x2)
(4) Special Destiny* Skill Check: The current player must choose a human player to discard 2 Skill Cards and draw 2 Treachery Cards. (x2)
(5) Human Weakness* Skill Check: If there is a human player in the Brig, reduce the highest resource by 1. (x1)
*Note: Custom Daybreak-style Pegasus TRE.

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.

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 Resources* -- Action: Reveal this card. If you are not in the Brig, you may reduce either Food or Morale by 1.
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 Activate Heavy Raiders and then 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.
Manipulate the Quorum* -- Action: Reveal this card. If you are not in the Brig, you may look at the Quorum Hand. Then choose either 1 Quorum Card to play or choose up to 4 Quorum Cards to discard.
Additional Supercrisis* -- Action: Reveal this card. If you are not in the Brig, you may draw one Super Crisis Card (you may do this before discarding down to 3 Skill Cards).
Sabotage Ships* -- Action: Reveal this card. If you are not in the Brig, you may destroy 1 Raptor, damage 2 Vipers in the Reserves, and then destroy any 1 Viper in a Space Area.

*Note: Houseruled.

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
		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 05:02 on Aug 8, 2016

iceyman
Jul 11, 2001

VARIANT RULES

    DOUBLE SECRET CYLONS
  • In place of standard Loyalty Cards, each player will start as default human loyalty with a hidden trigger condition known only to the moderator.
  • A trigger is a conditional clause usually based on something very specific happening in the game (ex. the Admiral is sent to the Brig) that will instantly turn you into a cylon agent if it happens.
  • If you trigger, you will be notified via PM which will specify your cylon reveal power.
  • Triggers are crafted entirely at the mods discretion. You never know what they might be!
  • Only 1 cylon can be triggered in the pre-sleeper phase. If this occurs, all other triggers will be placed on hold until the sleeper phase begins.
  • Post-sleeper phase, up to 2 cylons can be triggered to a maximum of 2 active cylons for the entire game.
  • At the sleeper phase, all players will be given a second trigger condition to accelerate their chances of becoming a cylon.
  • In the case when a revealed Cylon Player would pass off a Loyalty Card, they will instead assign any and all of their remaining triggers to a human player.
  • Any game effect that would allow you to look at 1 random Loyalty Card belonging to another player, will instead tell you IF 1 random trigger has been currently activated. It will NOT reveal the actual conditions of the trigger (only its current state and cylon reveal power if applicable).
  • Similar to above, any game effect that would allow you to look at all Loyalty Cards belonging to another player, will instead tell you IF any triggers have been currently activated. It will NOT reveal the actual conditions of any triggers (only the player's current loyalty and cylon reveal power if applicable).
  • Gauis Baltar is revised as follows:
    Gaius Baltar (POL/2, LEA/2, 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, choose another Human Player. You may know their current loyalty and then look at their current hand of Skill Cards. Until the fleet jumps, you will be immediately notified via PM if the chosen player's loyalty has changed.
    Coward -- You start the game with 2 Trigger Conditions (instead of 1).
  • Sharon "Boomer" Valerii's drawback is revised as follows:
    Sleeper Agent -- During the Sleeper Agent Phase, you gain 2 Trigger Conditions (instead of 1).
  • :siren: ALWAYS CHECK PMS BEFORE POSTING IN THE THREAD. YOU MIGHT BE TRIGGERED! :siren:

    DEEPER COVER CYLONS VERSION 1.0
  • Destiny Deck
    • At the start of the game, create a Destiny Deck with 18 cards (3 of each color). Then set aside the top 6 cards designated as the Seed Deck for the next Destiny Deck.
    • Whenever a new Destiny Deck is needed, create it using the standard 12 cards (2 of each color) along with the Seed Deck for a total of 18 cards. Then again, set aside the top 6 cards as the next Seed Deck.
    • The Seed Deck may never been viewed or manipulated in any way.
  • Super Crisis Cards
    • At the start of the game, designate the beginning of two stacks of Super Crisis Cards, each starting with 0 cards.
    • After the sleeper phase, whenever a Destination Card is resolved, add 1 Super Crisis Card for each Distance traveled, to each unclaimed stack.
    • Immediately after a Cylon Player reveals himself, he claims one of the stacks.
    • Whenever a revealed Cylon Player would draw a Super Crisis Card, he may draw the top Super Crisis Card from the deck or choose from among all of those in his stack.
  • Cylon Reveal Powers
    • If 6 or more Distance has been traveled, a Cylon Player who reveals his "You Are A Cylon" Card may draw an additional "You Are A Cylon" Card from those that are unused and then choose which to resolve. Discard the other to no effect.
    • If 8 or more Distance has been traveled, a Cylon Player who reveals may resolve both "You Are A Cylon" Cards.

    EASY PEASY KOBOL VARIANT
  • Distance is still 8 but a minimum of 4 Destination Cards must be resolved before the humans can win the game.

    PILOTS NEED TO PEW PEW MORE DEFCON VARIANT VERSION 3.2
  • 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.
  • The DEFCON Level can be increased (good for humans) when a Nuke or Viper destroys Cylon ships.
    • +1 for each Basestar destroyed.
    • +1 for each Heavy Raider destroyed.
    • +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 and if an unmanned Assault Raptor remains in space after a jump.
  • There is NO escort action, but Civilian Ships are automatically removed when the fleet jumps.
  • Nukes use base game rules.
  • Scar is removed from the CAC Deck. But not from the game... :tinfoil:
  • The fleet starts with 5 Regular Vipers, 3 Viper MarkkVIIs, 1 Assault Raptor, and 4 Regular Raptors.
  • Raiders have a component limit of 16.
  • Pegasus can NOT be chosen for damage unless there is at least one human player on a Pegasus location.

iceyman fucked around with this message at 16:15 on Aug 4, 2016

iceyman
Jul 11, 2001

Podima posted:

How are you doing the Destiny Deck variant with Deckcylon?

A little bit of manual work using the Shuffle Card into DD feature.

iceyman
Jul 11, 2001

Okay the lucky 6 picked at random. Now choose characters and starting draw.

1) Nevets
2) tarbrush
3) Parsifal
4) Trasson
5) Gwaihir
6) MetricUnit

iceyman
Jul 11, 2001

You don't have to PM your choices. Just post them here. They're not secret and can help other decide.

iceyman
Jul 11, 2001

You don't have to worry about the picking character rules. I will re-arrange the turn order to make it technically "fit" after the fact. Just play who want.

iceyman
Jul 11, 2001

These are the tenative picks. MetricUnit left to decide.

1) Nevets -- POLITICAL -- Ellen
2) tarbrush -- POLITCAL -- Roslin
3) Parsifal -- SUPPORT -- Seelix
4) Trasson -- SUPPORT -- Cottle
5) Gwaihir -- MILITARY -- Adama Sr.
6) MetricUnit

iceyman
Jul 11, 2001

New turn order to spread things out. Will start the game soon. If you want to change characters, speak up fast.

1) Nevets -- POLITICAL -- Ellen
2) Parsifal -- SUPPORT -- Seelix
3) Trasson -- SUPPORT -- Cottle
4) Gwaihir -- MILITARY -- Adama Sr.
5) MetricUnit -- PILOT -- Starbuck
6) tarbrush -- POLITICAL -- Roslin

iceyman
Jul 11, 2001

pre:
TURN 1.0

==> Nevets (Ellen [5, OPG])
  * Parsifal (Seelix [3, OPG])
  * Trasson (Cottle [3, OPG])
  * Gwaihir (Admiral Adamal [3, 2N, OPG])
  * MetricUnit (CAG Starbuck [3, OPG])
  * tarbrush (President Roslin [3, 1QC, OPG])

Fleet Status

Food       07/07   Regular Vipers  2 Active, 3 in Reserve, 0 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  0 Active, 3 in Reserve, 0 Damaged, 0 Destroyed
Morale     09/09   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 10/10   Regular Raptors 4 in Reserve, 0 Destroyed

Distance 0/8
DEFCON Level 7
Raiders Destroyed 0
Super Crisis Stack 0
Jump Prep Track [X]-[ ]-[ ]-[  Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

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

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command -- 
Communications -- 
Admiral’s Quarters -- Nevets (Ellen), Gwaihir (Adama)
Research Lab -- Trasson (Cottle)
Hangar Deck -- Parsifal (Seelix), MetricUnit (Starbuck)
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

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

Colonial One 
Quorum Chamber --
Press Room -- 
President’s Office -- tarbrush (Roslin)
Administration -- 

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

Off-Ship:

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       / 
        \      |      / 
         \     |     / 
 Basestar \    |    / 
  Raiderx3 \   |   / 
A           \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  
           /   |   \ 
          /    |    \ 
         /     |     \ CivA
        /      |      \ CivB
       /       |       \ 
      /  Viper | Viper  \ 
     /         |         \ 
    /          |          \ 
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \
Action Queue
==> Nevets (Ellen): Move/Action.

iceyman
Jul 11, 2001

So it begins! Lemme know if you see any mistakes with above setup.

Sending out starting hands in a moment.

iceyman
Jul 11, 2001

Ellen plays Politics-2 (Consolidate Power) and draws 2 TAC

Game has just started and already you gather together to whine about...

quote:

CRISIS: Loss of a Friend

Skill Check: POL/LEA = 9
PASS: No Effect
7+: The current player discards 2 Skill Cards
FAIL: -1 Morale and the current player discards 2 Skill Cards

POST CRISIS: Activate Heavies, +1 Jump Prep

Action Queue
==> All Players: Play Cards.

iceyman
Jul 11, 2001

Ellen plays Politics-2 (Suppport the People).
The Skill Check is now RECKLESS!


Action Queue
==> All Players (except Nevets): Draw 2 Skill Cards.
==> All Players (except Trasson): Play Cards.

iceyman
Jul 11, 2001

Alright this is taking way too long. I'll give this 8 more hours and then I'll be auto-resolving.

Action Queue
==> Parsifal: Draw 2 Skill Cards.
==> Nevets, Parsifal, Gwaihir, tarbrush: Play Cards.

iceyman
Jul 11, 2001

DEFCON decreases by 1 because the mod totes didn't forget to do that... :doh:

pre:
POL/LEA = 9
Leadership-2 (Executive Order)
Leadership-3 (Restore Order)
Politics-2 (Consolidate Power)
Politics-2 (Consolidate Power)
Politics-3 (Investigative Committee)

Engineering-3 (Calculations)
Tactics-2 (Launch Scout)

12 - 5 = 7 FAIL!
Partial Success!
Ellen discards the following:
Politics-0 (Red Tape)
Treachery-3 (Personal Vices)

This Skill Check is RECKLESS.
Top TRE is Treachery-0 (Bait).
Next TRE is Treachery-3 (A Better Machine).

1 Civilian Ship is deployed to DELTA.
2 TRE are shuffled into the Destiny Deck.

1 Heavy Raider is deployed to ALPHA.

Jump Prep increases by 1!

Seelix draws 2 TAC, 2 ENG, and 1 PIL.

iceyman
Jul 11, 2001

pre:
TURN 1.2

  * Nevets (Ellen [4, OPG])
==> Parsifal (Seelix [10, OPG])
  * Trasson (Cottle [3, OPG])
  * Gwaihir (Admiral Adamal [5, 2N, OPG])
  * MetricUnit (CAG Starbuck [5, OPG])
  * tarbrush (President Roslin [3, 1QC, OPG])

Fleet Status

Food       07/07   Regular Vipers  2 Active, 3 in Reserve, 0 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  0 Active, 3 in Reserve, 0 Damaged, 0 Destroyed
Morale     09/09   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 10/10   Regular Raptors 4 in Reserve, 0 Destroyed

Distance 0/8
DEFCON Level 6
Raiders Destroyed 0
Super Crisis Stack 0
Jump Prep Track [ ]-[X]-[ ]-[  Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

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

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command -- 
Communications -- 
Admiral’s Quarters -- Gwaihir (Adama)
Research Lab -- Trasson (Cottle)
Hangar Deck -- Parsifal (Seelix), MetricUnit (Starbuck), Nevets (Ellen)
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

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

Colonial One 
Quorum Chamber --
Press Room -- 
President’s Office -- tarbrush (Roslin)
Administration -- 

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

Off-Ship:

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       / 
        \      |      / 
         \     |     / 
 Basestar \    |    / 
  Raiderx3 \   |   / 
A   Heavyx1 \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  
           /   |   \ 
          /    |    \ 
         /     |     \ CivA
        /      |      \ CivB
       /       |       \ CivC
      /  Viper | Viper  \ 
     /         |         \ 
    /          |          \ 
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \
Action Queue
==> Parsifal (Seelix): Move/Action.

iceyman
Jul 11, 2001

:siren: DEFCON d8=7 :siren:

DEFCON increases by 7


Action Queue
==> MetricUnit (CAG Starbuck): Choose Cylon Attack Card and Viper Setup.

iceyman
Jul 11, 2001

quote:

CYLON ATTACK CARD 011. PEG -- Dogfight
1. ACTIVATE: Raiders
2. SETUP: CHARLIE 1 Basestar 2 Raiders DELTA 2 Raiders ECHO 1 Viper FOXTROT 1 Viper 1 Civilian Ship
3. SPECIAL RULE - Constant Barrage: Keep this card in play until the fleet jumps or no Raiders remain on the board. Each time Raiders are activated, launch 2 Raiders from each Basestar (do not activate these new Raiders).

Raider in ALPHA attacks Seelix. d8=2 MISS!
Raider in ALPHA attacks Seelix. d8=8 DESTROYED!
Seelix plays Piloting-1 (Evasive Manuevers). d8-2=1 MISS!
Raider in ALPHA attacks Seelix. d8=2 MISS!

1 Basestar is deployed to CHARLIE.
2 Raiders are deployed to CHARLIE.

2 Raiders are deployed to DELTA.

1 Viper is deployed to ECHO.

1 Viper is deployed to FOXTROT.
1 Civilian Ship is deployed to FOXTROT.

:siren: Constant Barrage :siren:
Keep this card in play until the fleet jumps or no Raiders remain on the board. Each time Raiders are activated, launch 2 Raiders from each Basestar (do not activate these new Raiders).

iceyman
Jul 11, 2001

pre:
TURN 1.3

  * Nevets (Ellen [4, OPG])
  * Parsifal (Seelix [9, OPG])
==> Trasson (Cottle [8, OPG])
  * Gwaihir (Admiral Adamal [5, 2N, OPG])
  * MetricUnit (CAG Starbuck [5, OPG])
  * tarbrush (President Roslin [3, 1QC, OPG])

Fleet Status

Food       07/07   Regular Vipers  4 Active, 1 in Reserve, 0 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  1 Active, 2 in Reserve, 0 Damaged, 0 Destroyed
Morale     09/09   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 10/10   Regular Raptors 4 in Reserve, 0 Destroyed

Distance 0/8
DEFCON Level 13
Raiders Destroyed 0
Super Crisis Stack 0
Jump Prep Track [ ]-[X]-[ ]-[  Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

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

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command -- 
Communications -- 
Admiral’s Quarters -- Gwaihir (Adama)
Research Lab -- Trasson (Cottle)
Hangar Deck -- MetricUnit (Starbuck), Nevets (Ellen)
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

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

Colonial One 
Quorum Chamber --
Press Room -- 
President’s Office -- tarbrush (Roslin)
Administration -- 

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

Off-Ship:
Viper MarkVII -- Parsifal (Seelix)

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            | Basestar   /
   \           | Raiderx2  /
    \          |          /
     \         |         /
      \        |        /
       \       |       / 
        \      |      / 
         \     |     / 
 Basestar \    |    / Raiderx2
  Raiderx3 \   |   / 
A   Heavyx1 \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  
           /   |   \ 
          /    |    \ 
  Seelix / CivD|     \ CivA
        /      |      \ CivB
       /       |       \ CivC
      / Viperx2| Viperx2\ 
     /         |         \ 
    /          |          \ 
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \
:siren: SPECIAL RULES :siren:
Constant Barrage -- Keep this card in play until the fleet jumps or no Raiders remain on the board. Each time Raiders are activated, launch 2 Raiders from each Basestar (do not activate these new Raiders).

Action Queue
==> Trasson (Cottle): Draw Skill Cards.
==> Trasson (Cottle): Move/Action.

iceyman
Jul 11, 2001

Will auto-resolve this in 6-ish hours.

iceyman
Jul 11, 2001

Please confirm that you want to do that and not just idle talk.

If you want to phone post commands, instead of ##, I accept PP for ease of play.

iceyman
Jul 11, 2001

Vipers are moved from ECHO to DELTA.

DEFCON decreases by 1!


quote:

CRISIS: Guilt By Collusion

Skill Check: LEA/TAC = 9
PASS: The current player may choose a character to move to the Brig.
FAIL: -1 Morale

POST CRISIS: Activate Raiders, +1 Jump Prep

Action Queue
==> All Players: Play Cards.
==> All Players: Ready preloads for Raider Activation.

iceyman
Jul 11, 2001

Nevets and MetricUnit tarbrush left to play.

iceyman fucked around with this message at 05:15 on Aug 8, 2016

iceyman
Jul 11, 2001

pre:
LEA/TAC = 9
Leadership-2 (Executive Order)
Leadership-3 (Declare Emergency)
Leadership-5 (Declare Emergency)
Tactics-1 (Launch Scout)
Tactics-1 (Launch Scout)
Tactics-2 (Launch Scout)
Tactics-2 (Launch Scout)

Politics-0 (Force Their Hand)
Politics-2 (Consolidate Power)
Treachery-0 (Broadcast Location)

16 - 2 = 14 PASS!
Treachery-0 (Broadcast Location) found in skill check.
1 Heavy Raider is deployed to ALPHA.

Politics-0 (Force Their Hand) is found in skill check.


Action Queue
==> Trasson (Cottle): Play 1 Skill Card into the Skill Check -OR- Draw 1 Mutiny Card.
==> Raider Activation.

iceyman
Jul 11, 2001

None of that matters anyways!

Raider in ALPHA attacks Seelix. d8=5 MISS!
Raider in ALPHA attacks Seelix. d8=8 DESTROYED!
Seelix plays Piloting-1 (Evasive Manuevers). d8-2=1 MISS!
Raider in ALPHA attacks Seelix. d8=5 MISS!

Raiders in CHARLIE move to DELTA.

Raider in DELTA attacks unmanned Viper. d8=6 HIT!
Raider in DELTA attacks unmanned Viper. d8=4 MISS!

:siren: Constant Barrage :siren:
2 Raiders deployed to ALPHA.
2 Raiders deployed to CHARLIE.

Jump Prep increases by 1!

iceyman fucked around with this message at 07:10 on Aug 8, 2016

iceyman
Jul 11, 2001

pre:
TURN 1.4

  * Nevets (Ellen [3, OPG])
  * Parsifal (Seelix [6, OPG])
  * Trasson (Cottle [5, OPG])
==> Gwaihir (Admiral Adamal [8, 2N, OPG])
  * MetricUnit (CAG Starbuck [4, OPG])
  * tarbrush (President Roslin [3, 1QC, OPG])

Fleet Status

Food       07/07   Regular Vipers  3 Active, 1 in Reserve, 1 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  1 Active, 2 in Reserve, 0 Damaged, 0 Destroyed
Morale     09/09   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 10/10   Regular Raptors 4 in Reserve, 0 Destroyed

Distance 0/8
DEFCON Level 13
Raiders Destroyed 0
Super Crisis Stack 0
Jump Prep Track [ ]-[ ]-[X]-[  Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

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

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command -- Trasson (Cottle)
Communications -- 
Admiral’s Quarters -- Gwaihir (Adama)
Research Lab -- 
Hangar Deck -- MetricUnit (Starbuck), Nevets (Ellen)
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

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

Colonial One 
Quorum Chamber --
Press Room -- 
President’s Office -- tarbrush (Roslin)
Administration -- 

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

Off-Ship:
Viper MarkVII -- Parsifal (Seelix)

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            | Basestar   /
   \           | Raiderx2  /
    \          |          /
     \         |         /
      \        |        /
       \       |       / 
        \      |      / 
         \     |     / 
 Basestar \    |    / Raiderx4
  Raiderx5 \   |   / 
A   Heavyx2 \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  
           /   |   \ 
          /    |    \ 
  Seelix / CivD|     \ CivA
        /      |      \ CivB
       /       |       \ CivC
      / Viperx2|        \ Viperx1
     /         |         \ 
    /          |          \ 
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \
:siren: SPECIAL RULES :siren:
Constant Barrage -- Keep this card in play until the fleet jumps or no Raiders remain on the board. Each time Raiders are activated, launch 2 Raiders from each Basestar (do not activate these new Raiders).

Action Queue
==> Gwaihir (Admiral Adamal): Move/Action.

iceyman
Jul 11, 2001

Unmanned Viper in DELTA attacks Raider. d8=8 HIT!
Starbuck attacks Raider in DELTA. d8=1 MISS!


quote:

CRISIS: Requested Resignation

Admiral Chooses
The Admiral and President discard 2 Skill Cards.

OR

The President Chooses
Give President Title to the Admiral.
OR
President moves to the Brig.

POST CRISIS: Launch Nukes, NO JUMP PREP

Action Queue
==> Gwaihir (Admiral Adama): Crisis Decision.

iceyman
Jul 11, 2001

Basestar in ALPHA attacks Galactica. d8=1 MISS!
Basestar in CHARLIE attacks Galactica. d8=3 MISS!

Starbuck draws 1 LEA 2 TAC and 2 PIL.

iceyman
Jul 11, 2001

pre:
TURN 1.5

  * Nevets (Ellen [3, OPG])
  * Parsifal (Seelix [6, OPG])
  * Trasson (Cottle [5, OPG])
  * Gwaihir (Admiral Adama [5, 2N, OPG])
==> MetricUnit (CAG Starbuck [9, OPG])
  * tarbrush (President Roslin [1, 1QC, OPG])

Fleet Status

Food       07/07   Regular Vipers  3 Active, 1 in Reserve, 1 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  2 Active, 1 in Reserve, 0 Damaged, 0 Destroyed
Morale     09/09   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 10/10   Regular Raptors 4 in Reserve, 0 Destroyed

Distance 0/8
DEFCON Level 12
Raiders Destroyed 1
Super Crisis Stack 0
Jump Prep Track [ ]-[ ]-[X]-[  Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

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

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command -- Trasson (Cottle)
Communications -- Gwaihir (Adama)
Admiral’s Quarters -- 
Research Lab -- 
Hangar Deck -- Nevets (Ellen)
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

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

Colonial One 
Quorum Chamber --
Press Room -- 
President’s Office -- tarbrush (Roslin)
Administration -- 

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

Off-Ship:
Viper MarkVII -- Parsifal (Seelix)
Viper MarkVII -- MetricUnit (Starbuck)

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            | Basestar   /
   \           | Raiderx2  /
    \          |          /
     \         |         /
      \        |        /
       \       |       / 
        \      |      / 
         \     |     / 
 Basestar \    |    / Raiderx3
  Raiderx5 \   |   / 
A   Heavyx2 \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  
           /   |   \ 
          /    |    \ 
  Seelix / CivD|     \ CivA
        /      |      \ CivB
       /       |       \ CivC
      / Viperx2|        \ Viperx1
     /         |         \ Starbuck
    /          |          \ 
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \
:siren: SPECIAL RULES :siren:
Constant Barrage -- Keep this card in play until the fleet jumps or no Raiders remain on the board. Each time Raiders are activated, launch 2 Raiders from each Basestar (do not activate these new Raiders).

Action Queue
==> MetricUnit (CAG Starbuck): Move/Action/Action.

iceyman
Jul 11, 2001

Starbuck plays Piloting-5 (Max Firepower).
Starbuck attacks Raider in DELTA. d8=5 HIT!
Starbuck attacks Raider in DELTA. d8=2 MISS!
Starbuck attacks Raider in DELTA. d8=8 HIT!
DEFCON increases by 1.
Starbuck attacks Raider in DELTA. d8=1 MISS!

Unmanned Viper attacks Raider in DELTA. d8=8 HIT!

Starbuck plays Leadership-1 (Executive Order) on Seelix.


Action Queue
==> Parsifal (Seelix): Move/Action or Action/Action.

iceyman
Jul 11, 2001

Seelix plays Piloting-4 (Maxium Firepower).
Seelix attacks Raider in ALPHA. d8=5 HIT!
Seelix attacks Raider in ALPHA. d8=4 HIT!
DEFCON increases by 1.
Seelix attacks Raider in ALPHA. d8=1 MISS!
Seelix attacks Raider in ALPHA. d8=3 HIT!


Someone is hiding a secret cache of cookies...

quote:

CRISIS: Food Hoarding in the Fleet

President Chooses:
-1 Morale. Roll a die. If 3 or less, draw 1 Civilian Ship and destroy it.
OR
-2 Food

POST CRISIS: Activate Raiders, +1 Jump Prep

Action Queue
==> tarbrush (President Roslin): Crisis Decision.

iceyman
Jul 11, 2001

Frakking cookie hoarders. You commandeer the ship, put the captain up against the bulkhead, and savory the last box of thin mints in the galaxy.

Morale decreases by 1!
Ellen plays Tactics-3 (Strategic Cookie Baking). d8+2=5 PASS!

Raiders in ALPHA move to FOXTROT.
Raiders in CHARLIE move to DELTA.

2 Raiders are deployed to ALPHA.
2 Raiders are deployed to CHARLIE.

Jump Prep increases by 1!

iceyman
Jul 11, 2001

pre:
TURN 1.6

  * Nevets (Ellen [2, OPG])
  * Parsifal (Seelix [5, OPG])
  * Trasson (Cottle [5, OPG])
  * Gwaihir (Admiral Adama [5, 2N, OPG])
  * MetricUnit (CAG Starbuck [7, OPG])
==> tarbrush (President Roslin [6, 1QC, OPG])

Fleet Status

Food       07/07   Regular Vipers  3 Active, 1 in Reserve, 1 Damaged, 0 Destroyed
Fuel       08/08   Viper MarkVIIs  2 Active, 1 in Reserve, 0 Damaged, 0 Destroyed
Morale     08/09   Assault Raptors 0 Active, 1 in Reserve, 0 Destroyed, 3 Not in Play
Population 10/10   Regular Raptors 4 in Reserve, 0 Destroyed

Distance 0/8
DEFCON Level 13
Raiders Destroyed 7
Super Crisis Stack 0
Jump Prep Track [ ]-[ ]-[ ]-[X Risk3]-[  Risk1]-[Auto Jump]
Cylon Boarding  [0]-[0]-[0]-[0]-[Humans Lose]

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

Civs Destroyed (0)
*N/A*

Galactica  (0/6 Damage)
FTL Control -- 
Weapons Control -- 
Command -- Trasson (Cottle)
Communications -- Gwaihir (Adama)
Admiral’s Quarters -- 
Research Lab -- 
Hangar Deck -- Nevets (Ellen)
Armory -- 
Sickbay -- 
Brig -- 
Food Token
Fuel Token

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

Colonial One 
Quorum Chamber --
Press Room -- 
President’s Office -- tarbrush (Roslin)
Administration -- 

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

Off-Ship:
Viper MarkVII -- Parsifal (Seelix)
Viper MarkVII -- MetricUnit (Starbuck)

DRADIS

\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            | Basestar   /
   \           | Raiderx2  /
    \          |          /
     \         |         /
      \        |        /
       \       |       / 
        \      |      / 
         \     |     / Raiderx2
 Basestar \    |    / 
  Raiderx2 \   |   / 
A   Heavyx2 \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  
           /   |   \ 
          /    |    \ 
         / CivD|     \ CivA
        /      |      \ CivB
       /       |       \ CivC
      / Viperx2|        \ Viperx1
     /  Seelix |         \ Starbuck
    /          |          \ 
   /           |           \
  /   Raiderx2 |            \
 /             |             \
/    FOXTROT   |   ECHO       \
:siren: SPECIAL RULES :siren:
Constant Barrage -- Keep this card in play until the fleet jumps or no Raiders remain on the board. Each time Raiders are activated, launch 2 Raiders from each Basestar (do not activate these new Raiders).

Action Queue
==> tarbrush (President Roslin): Move/Action.

iceyman
Jul 11, 2001

Ellen plays Tactics-3 (Strategic Cookie Nuking).
Admiral Adama launches a nuke at the Basestar in ALPHA. d8+2=7
1 Basestar and 2 Raiders are destroyed.
DEFCON increases by 2.

Admiral Adama plays Tactics-1 (Launch Scout) on the Destination Deck. d8=8 PASS!


Action Queue
==> Gwaihir (Admiral Adama): Keep or Bury Destination.

iceyman
Jul 11, 2001

Whoops. Nothing to see here :downs:

iceyman
Jul 11, 2001

Roslin has visions...

Action Queue
==> tarbrush (President Roslin): Choose Crisis.

iceyman
Jul 11, 2001

MetricUnit left to play.

iceyman
Jul 11, 2001

Trasson posted:

##play 1 high

You never sent me this in PM.

Adbot
ADBOT LOVES YOU

iceyman
Jul 11, 2001

Action Queue
==> Trasson (Cottle): PM your card for skill check.

  • Locked thread