I'll be happy with either of those choices, Cap. It seems like Tory would be stronger if there was another Political Leader other than her in the game.
Well, I'm not sure Blind Jump is so awesome anymore with the Cylon Fleet component... no attack super crises and it puts them all back on the Cylon board anyways.
You can totally trust me, by the way. I proudly declare my allegiance to team Six.
That's true, but it still gives you some breathing space when you absolutely have to get away (frankly, it was so darn powerful before that I'm glad the Cylon fleet board takes some of the punch away) and gets you a step closer to a win.
I'm kinda liking Baltar over Cain because of his extra Engineering and super flex draw. We're a bit short on Engineering, so I thought it would be a good plan to get some more flexibility.
I have a question, if someone scouts can they inform someone of the skill cards needed to pass the check? If someone scouts before me they can tell me what to load up on, and I can use my action to do so.
I have a question, if someone scouts can they inform someone of the skill cards needed to pass the check? If someone scouts before me they can tell me what to load up on, and I can use my action to do so.
Yes - but bear in mind that they might not be telling the truth about what was scouted.
Also: it's important for Kat to keep her paws full of high strength cards, so I'm usually pretty skimpy on contributions for Crisis checks (unless it's a real bad one - like something that'll hurt our fuel, which is almost impossible to replenish). Just sayin' ahead of time so people don't get all brig happy on me later.
I have a question, if someone scouts can they inform someone of the skill cards needed to pass the check? If someone scouts before me they can tell me what to load up on, and I can use my action to do so.
No; specifics about hidden information (such as an upcoming crisis) cannot be revealed.
Top Card of the Deck
There are times when players receive information about the
top card of a deck (such as Destination or Crisis cards).
Players may not share specific information about these
cards, but may classify the card as being “bad” or “good”.
edit: Should have previewed, but everything I know about the secrecy rules for BSG tells me The Ender has it wrong up there.
Alright, then. I will send out starting Loyalty, Skill Cards, and Trauma tokens, etc. once I have an opportunity to do so this evening. Capfalcon has a tentative character selection of Gaius Baltar, but will have until I return this evening if he wants to set a different character.
I have a question, if someone scouts can they inform someone of the skill cards needed to pass the check? If someone scouts before me they can tell me what to load up on, and I can use my action to do so.
Yes - but bear in mind that they might not be telling the truth about what was scouted.
Also: it's important for Kat to keep her paws full of high strength cards, so I'm usually pretty skimpy on contributions for Crisis checks (unless it's a real bad one - like something that'll hurt our fuel, which is almost impossible to replenish). Just sayin' ahead of time so people don't get all brig happy on me later.
One of the new 6 strength skill cards, I believe it's a Tactics card, is called Scouting for Fuel. It's sort of like Launch Scout; you risk a Raptor and roll a die. 4+ gets you +1 fuel, anything less than 4 loses the Raptor.
So there's only two, I think, of that new card, but it's not hard to draw through the Tactics deck and with Strategic Planning and/or Calculations it's likely you'll see at least +1 fuel from that card per game now.
I have a question, if someone scouts can they inform someone of the skill cards needed to pass the check? If someone scouts before me they can tell me what to load up on, and I can use my action to do so.
Yes - but bear in mind that they might not be telling the truth about what was scouted.
Also: it's important for Kat to keep her paws full of high strength cards, so I'm usually pretty skimpy on contributions for Crisis checks (unless it's a real bad one - like something that'll hurt our fuel, which is almost impossible to replenish). Just sayin' ahead of time so people don't get all brig happy on me later.
One of the new 6 strength skill cards, I believe it's a Tactics card, is called Scouting for Fuel. It's sort of like Launch Scout; you risk a Raptor and roll a die. 4+ gets you +1 fuel, anything less than 4 loses the Raptor.
So there's only two, I think, of that new card, but it's not hard to draw through the Tactics deck and with Strategic Planning and/or Calculations it's likely you'll see at least +1 fuel from that card per game now.
Oh nice! And with my ability to just say, 'lolz dice' and dump cards instead of rolling polyhedrons...
What could possibly go wrong!?
The Ender on
With Love and Courage
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El SkidThe frozen white northRegistered Userregular
edited January 2011
I just realized that I hadn't read the new cards yet.
Holy mother of... the 6 strength cards are pretty awesome. And so are most of the skill check ones. That certainly makes things more interesting!
Ahh, right; MrBlarney listed the new cards in the OP.
Well, there's only one of each 6 Strength Skill Card, but Scouting for Fuel is Tactics so you'll likely see it in the hands of a human at least once.
By the way, an important point; the new 0 Strength cards that say "Skill Check" in their description; those are played anonymously into the skill check along with any other cards. It's only during the resolution of the skill check that those card's descriptions come into play.
The game I played of this last night, we mangled that rule pretty hard by playing Network Computers and Iron Will publicly before anyone contributed cards at all; definitely a no-no. Playing them anonymously also allows you to tank a check with Red Tape (and possibly Trust Instincts) and perhaps avoid suspicion.
This will be strange. Also if a cylon gets that fuel card you can bet they will hang onto it for dear life.. or use it so no one suspects them?
I like that the new fleet rules makes using the nukes more viable early game. Normally you can just jump and say 'lolz cylon fleet' without worrying about the basestars. Now taking out each basestar is one less following you.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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El SkidThe frozen white northRegistered Userregular
edited January 2011
And don't forget that there is now a skill card that lets you build more nukes!
weee and I get to be admiral at some point. So I will be nuking things....
So Humans who have 2 negative trauma in the end lose the game and cylons who have 2 positive trauma also lose?
I was reading through the rules, do humans executed by trauma cost moral? If so then moral will be even worse.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
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El SkidThe frozen white northRegistered Userregular
It's funny that in this version then, it can be possible no one wins.
If all the cylons are tied at 2 trauma and tied cylons all lose and then random chance kills the humans in the final jump prep then... everyone loses.
Edit: Rius, this isn't x-com, you scare me, in a good way.
Void Slayer on
He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
At the start of the Crossroads phase, after placing the final arrangement of Cylon and Human ships, each player draws a Crossroads Card, looks at it's two options and places one of his Trauma Tokens face down on his card.
Those tokens determine which of the two possible outcomes of a player's Crossroads Card are activated. If that player has no tokens, he can choose whichever outcome he likes. Depending on which outcomes are resolved on which cards, various things will happen; it's possible that players may need to draw yet more trauma tokens.
Once everyone has placed a token, the Crossroads Cards are resolved in turn around the table. For various reasons, it is possible to be Executed during this time, and such Executions are resolved normally, including potential loss of Morale.
After that's done, all trauma tokens played on Crossroads cards are discarded, as are any remaining on Allies, the Brig or Sickbay. Then all players reveal all their remaining Trauma tokens. Each Human player discards all of their Benevolent tokens and each Cylon player discards all of their Antagonistic tokens. If any player at that point has one or two tokens remaining, he discards those as well. At this point, any player with zero trauma tokens has made it through the Trial unscathed.
If any player at this point still has trauma tokens, check to see which player has the most tokens. That player is eliminated from the rest of the game and does not choose a new character to play. He's either been executed by his peers or his entire line has been boxed.
At that point, the Fleet has to make one more jump for the Humans to win the game.
Is there a cap on the number of Trauma tokens that a single player may accumulate?
It'll be pretty darn brutal for the Toasters, given that they just soak-up Trauma whenever a Basestar takes any damage.
This is not the case; when you use the Ionian Nebula add-on you use a different set of Basestar damage tokens. All four of the original possibilities are there, along with two new ones. One of the new tokens counts as 1 damage to the Basestar and destroys up to three Raiders in the same space area; the other new token counts as 1 damage and each Cylon player must draw two trauma tokens. So it's only 1/6th of the time, not all of the time.
There isn't a cap to the number of trauma tokens a single player can have, but if one player is continuously drawing trauma, he will eventually draw a Disaster token and be executed. Unless he's a Cylon, in which case he'll just draw more trauma.
Posts
1 Pil, 1 Lea, 1 Tac.
EDIT: There are only 2 human super powers that have regularly salvaged an otherwise lost game for me: Kat's & Cain's.
Get out of Raider spam free is so, so tech.
1 Pol, 1 Lead, 1 Tac
Mmmmm....toasty.
Baltar
(2 Pol, 1 Lea)
--or --
Cain
(2 Tac, 1 Lea) (if Gene takes a Political Leader)
Twitch Stream
Oh shit.
I just read the rules for the Cylon Fleet module. That's hardcore.
This is going to be a real pain in the ass to win.
Mmmmm....toasty.
You can totally trust me, by the way. I proudly declare my allegiance to team Six.
Mmmmm....toasty.
Um. I did post my draw...
Apologies.
Mmmmm....toasty.
Twitch Stream
Samuel T. Anders
and as mt drawback I receive no cards initially.
Google +
Google +
Mmmmm....toasty.
Google +
Yes - but bear in mind that they might not be telling the truth about what was scouted.
Also: it's important for Kat to keep her paws full of high strength cards, so I'm usually pretty skimpy on contributions for Crisis checks (unless it's a real bad one - like something that'll hurt our fuel, which is almost impossible to replenish). Just sayin' ahead of time so people don't get all brig happy on me later.
Google +
No; specifics about hidden information (such as an upcoming crisis) cannot be revealed.
From the latest FAQ:
edit: Should have previewed, but everything I know about the secrecy rules for BSG tells me The Ender has it wrong up there.
One of the new 6 strength skill cards, I believe it's a Tactics card, is called Scouting for Fuel. It's sort of like Launch Scout; you risk a Raptor and roll a die. 4+ gets you +1 fuel, anything less than 4 loses the Raptor.
So there's only two, I think, of that new card, but it's not hard to draw through the Tactics deck and with Strategic Planning and/or Calculations it's likely you'll see at least +1 fuel from that card per game now.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Oh nice! And with my ability to just say, 'lolz dice' and dump cards instead of rolling polyhedrons...
What could possibly go wrong!?
Holy mother of... the 6 strength cards are pretty awesome. And so are most of the skill check ones. That certainly makes things more interesting!
It looks like there's only one of that Fuel card, though, rather than 2. Better make sure the frakkin' Toasters don't nab it.
Mmmmm....toasty.
Well, there's only one of each 6 Strength Skill Card, but Scouting for Fuel is Tactics so you'll likely see it in the hands of a human at least once.
By the way, an important point; the new 0 Strength cards that say "Skill Check" in their description; those are played anonymously into the skill check along with any other cards. It's only during the resolution of the skill check that those card's descriptions come into play.
The game I played of this last night, we mangled that rule pretty hard by playing Network Computers and Iron Will publicly before anyone contributed cards at all; definitely a no-no. Playing them anonymously also allows you to tank a check with Red Tape (and possibly Trust Instincts) and perhaps avoid suspicion.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
I like that the new fleet rules makes using the nukes more viable early game. Normally you can just jump and say 'lolz cylon fleet' without worrying about the basestars. Now taking out each basestar is one less following you.
We could be swimming in the things!
So Humans who have 2 negative trauma in the end lose the game and cylons who have 2 positive trauma also lose?
I was reading through the rules, do humans executed by trauma cost moral? If so then moral will be even worse.
It seems like you can have 2 or more trauma tokens of the wrong type at the end...just so long as someone has more than you do.
And yeah, humans being executed cost morale, unless otherwise specified.
Last night I launched a nuke and blew up Two Basestars! (And a Civilian, but they deserved it for wandering into my launch zone).
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
If all the cylons are tied at 2 trauma and tied cylons all lose and then random chance kills the humans in the final jump prep then... everyone loses.
Edit: Rius, this isn't x-com, you scare me, in a good way.
Those tokens determine which of the two possible outcomes of a player's Crossroads Card are activated. If that player has no tokens, he can choose whichever outcome he likes. Depending on which outcomes are resolved on which cards, various things will happen; it's possible that players may need to draw yet more trauma tokens.
Once everyone has placed a token, the Crossroads Cards are resolved in turn around the table. For various reasons, it is possible to be Executed during this time, and such Executions are resolved normally, including potential loss of Morale.
After that's done, all trauma tokens played on Crossroads cards are discarded, as are any remaining on Allies, the Brig or Sickbay. Then all players reveal all their remaining Trauma tokens. Each Human player discards all of their Benevolent tokens and each Cylon player discards all of their Antagonistic tokens. If any player at that point has one or two tokens remaining, he discards those as well. At this point, any player with zero trauma tokens has made it through the Trial unscathed.
If any player at this point still has trauma tokens, check to see which player has the most tokens. That player is eliminated from the rest of the game and does not choose a new character to play. He's either been executed by his peers or his entire line has been boxed.
At that point, the Fleet has to make one more jump for the Humans to win the game.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
It'll be pretty darn brutal for the Toasters, given that they just soak-up Trauma whenever a Basestar takes any damage.
This is not the case; when you use the Ionian Nebula add-on you use a different set of Basestar damage tokens. All four of the original possibilities are there, along with two new ones. One of the new tokens counts as 1 damage to the Basestar and destroys up to three Raiders in the same space area; the other new token counts as 1 damage and each Cylon player must draw two trauma tokens. So it's only 1/6th of the time, not all of the time.
There isn't a cap to the number of trauma tokens a single player can have, but if one player is continuously drawing trauma, he will eventually draw a Disaster token and be executed. Unless he's a Cylon, in which case he'll just draw more trauma.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
That's much more fair.