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[BSG] Game (Base) 25: Back to BASICs! CYLON Victory by Fuel loss!
After forty years passing without a single word from the Cylons, they returned, and all but eradicated the human race. In this time of strife, they must put aside the petty differences that once separated them and focus on one thing — survival.
Humanity's only hope of a future is to find a new home; a place called Earth. The Cylons, however, are in constant and tireless pursuit. They now look, breathe and bleed exactly like humans. Cylons have infiltrated the Fleet, destroyed resources, and threaten to finish the extermination they have begun. The humans have no choice but to run, plagued by the paranoia of an indistinguishable enemy.
Are you a Cylon who will help to erase any memory of the human race? Or will your resilience and determination to survive prove to the Cylons that humanity is worth saving?
In the basic version of the game, players take the roles of prominent figures in the remainder of humanity working toward the goal of reaching Kobol, the first step on the long road toward the legendary planet Earth. However, hidden among their ranks are Cylon infiltrators, who seek to end humanity for once and for all. This game will only be using this basic version of the game along with a few popular house rules. We'll also be giving priority to newer players to the BSG game in order to keep this one at an introductory level.
Pegasus and Exodus Expansion OP by MrBlarney, original Base Set OP borrowed from Akinos/Darian. (With modifications.) Now appropriated from Tmoiy for Exodus Game 9
Notes and Guidelines for the PbP Format: Secrecy is an important part of this game! As such, the following rules must be followed at all times:
You may not tell other players the exact value/type of cards that are in your hand, that you plan to put into a Skill Check, or what you had put into a Skill Check after it is resolved. You may still use vague terms to describe the cards you hold/play: “this should help a lot” or “this should help a little” are reasonable; “this should help a medium amount” can be said for multiple cards.
Outside of a skill check, it is permissible to state whether you have a certain card in hand ("I have a Strategic Planning for a FTL roll",”I can Declare Emergency if needed”,”Would Scientific Research help here?”,etc); this rule should not be abused to communicate the detailed contents of your hand to other players.
If an ability or action allows you to look at the top or bottom card of any deck, you are not allowed to tell the other players what that card is or any specific information about it.
Specific information on a player's loyalty cards cannot be revealed beyond claiming/denying to be a Cylon. For "You Are A Cylon" cards, no specific discussion of reveal effects is allowed.
All communication between players must be made through this thread. Private conversations are not permitted.
All players, whether Human or Cylons, must adhere to these rules; Revealed Cylons may not show their hands to other players or reveal their Super Crisis card until they play it.
All game actions should be reported in the thread in bold for them to be recognized. Movement, skill card use, ability use, discards, etc. all count as game actions.
***MODIFIED SYSTEM FOR THIS PARTICULAR PBP GAME -- READ THIS OR ELSE!***
Skill checks in this game will usually follow a different format than tabletop rules. In this game, players may play their cards into the skill check in ANY ORDER they wish. You will NOT have to wait for your normal turn around the table to put in cards to a skill check. Usually, when a skill check happens, the players put in cards to the skill check in normal player order beginning with the player next in line from the current player's turn and ending with the current player. In order to facilitate speedier skill checks, this will NOT be the case. HOWEVER! The following types of skill checks will STILL be handled in normal turn order to prevent the most egregious opportunities for spiking checks and stalemates between players:
When an Investigative Committee card is played before the skill check
Skill checks at the following locations: Admiral's Quarters, Administration, and The Brig.
Skill checks which would end the game for either faction
I reserve the right to begin enforcing turn order for any particular skill check if I feel that two or more players are taking advantage of this freedom in order to sabotage a particular skill check.
Discussing with your fellow players before committing cards to the skill check is still important! Just because you can play your cards into the skill check whenever you want does not absolve you from discussion prior to doing so and will likely result in you wasting precious cards!
There are a number of Skill Cards that can be played under certain conditions. Please refer to the Skill Cards section for the effects of each card. For the purposes of keeping things moving at a good pace, I recommend sending me a PM with guidelines or instructions in advance referred to as COs, or Conditional Orders. Examples include: “Declare Emergency if the check is within 2 of succeeding”,”Evasive Maneuvers on myself if my viper is damaged or destroyed”,”I'll Strategic Planning the FTL roll if it's activated this turn”. I will not make any decisions for you, so COs must be clear and precise. I will use the lowest strength copy of a card if you have multiples unless otherwise specified.
Skill Cards that come before events:
Before die rolls: Strategic Planning
Before skill checks: Investigative Committee, Scientific Research
Skill Cards that come after events:
After skill checks: Declare Emergency
After combat rolls: Evasive Maneuvers
Observers can post with commentary but should avoid strategic discussion.
Above, the main game board at the beginning of the game, before characters are placed. The fleet has four resources that will deplete over the course of the game: Fuel (starts at 8), Food (starts at 8), Morale (starts at 10), and Population (starts at 12). One Basestar and three Raiders are deployed at the fore of Galactica, two civilian ships at the aft, and one Viper in each of the port-bow and port-quarter areas.
The two blue boards to the right of Galactica in this picture are for the two expansions Pegasus and Exodus and represent additional elements to the game which we will not be using. For the purposes of this playthrough, you will not see those boards. Therefore, I will not explain them at this time.
General Game Flow and Victory Conditions
In the Battlestar Galactica base game, the humans are trying to reach Kobol, ancient birthplace of the Human Race, before various catastrophes beset them instigated by the Cylons who are relentlessly pursuing them.
Kobol scenario: Reach Kobol by making one final jump after accumulating a Destination Score of 8 or more. (Every jump will yield a Destination Card with a score between 1 and 3.)
Cylon Victory: End humanity. This is done by destroying Galactica (damage six locations), dropping one of the fleet's resource stats to 0, executing a human with no replacement character available, or getting a Centurion boarding party far enough into Galactica's innards to shut down life support.
At the start of the game, each player is given one Loyalty Card (exception: Gaius Baltar, who receives two) that indicates whether or not a player starts out as a Human or a Cylon player. Players take turns in sequence, encountering crises and jumping the fleet towards the destination of Kobol. When a distance of 4 or greater has been reached, the Sleeper Agent Phase activates: each player, including Revealed Cylons, is dealt one more Loyalty Card (exception: Sharon "Boomer" Valerii, who receives two). Human players may secretly turn into Cylon players during this phase. The total number of Cylons present in the game is fixed and dependent on the number of players in the game.
Human (and Unrevealed Cylon) Game Turn
Receive Skills Step: The current player draws the number and types of Skill Cards listed on his character sheet.
Movement Step: The current player may move to a different location. If he moves to a different ship (between Galactica, and Colonial One, or from a Viper to any of these ships), he must discard one Skill Card from his hand.
Action Step: The current player chooses one action to perform. Options include the actions listed on his location, on his/her character sheet, and Skill Cards. If piloting in a Viper, you may activate it as an action. Unrevealed Cylons may also reveal a Cylon Loyalty Card in this step.
Crisis Step: The top card of the Crisis deck is drawn and then resolved.
Activate Cylon Ships Step: If any are in play, Cylon ships are activated according to the Crisis Card drawn.
Prepare for Jump Step: If the Crisis Card has the "prepare for jump" icon on it, the fleet token advances one space on the Jump Preparation track. If the token reaches the end of this track, then the fleet jumps automatically.
Revealing as a Cylon
Cylon players may reveal a Loyalty Card indicating their alignment as an action. The following steps are followed after a reveal:
Resolve Loyalty Card Action: If the player is not in the Brig, then the effect on their Loyalty Card takes effect.
Discard: The player's hand is discarded down to 3 Skill Cards.
Lose Titles: If the player was Admiral or President, the title is passed to the human player that is highest in the line of succession.
Receive Super Crisis: The player receives one random Super Crisis card from those available.
Hand Off Excess Loyalty Cards (NORMALLY in Pegasus Expansion, but we're using this also): If Galactica has traveled 6 distance or less, all unrevealed Loyalty Cards are passed on to a single human player of the revealing player’s choice.
Join Cylons: The player moves to the Resurrection Ship and their turn ends.
Revealed Cylon Game Turn
Revealed Cylons ignore all abilities and effects that were part of their original character. Cylon players may also choose to ignore effects on Crisis Cards and Loyalty Cards that might affect them unless the card specifically targets a Cylon player.
Draw Skills Step: The current player may draw any Skill Cards (Base game allows both cards to be of the same type).
Movement Step: The current player may move to any of the Cylon Locations.
Action Step: The current player activates his current location and performs the listed action.
Prepare for Jump Step: In the base game, the Activate Cylon Ships Step and Prepare for Jump Step are always skipped on Cylon players’ turns (when played from the Caprica location).