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[BSG Boardgame] Game 4 - Game Over: Cylon Victory

MrBlarneyMrBlarney Registered User regular
edited February 2009 in Critical Failures
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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?

Rules and Utilities - Please refer to these often, as not all information about the game is collected in this post.

Rules, from the Fantasy Flight Games website
FAQ and Errata, from the Fantasy Flight Games website
Player Aid 1, on BoardGameGeek
Player Aid 2, on BoardGameGeek

Notes and Guidelines for this play-by-post game:
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. (i.e. "I have a number of cards that can help in this situation.")
  • If an ability or action allows you to look at the top card of any deck, you are not allowed to tell the other players what that card is or any specific information about it.
  • All communication between players must be made through this thread. No private conversations allowed!
  • Human players and Revealed Cylons must both adhere to these rules: Revealed Cylons may not show their hands to other players or reveal their Super Crisis card until they play it.

Any time you are playing or discarding an action card, it should be reported in the thread. The only secret plays are those made to skill checks. On skill checks, the rules state that submissions to the check are made beginning with the player after the active player then continuing in turn order, ending with the active player. Thus, if it is important you may request to know how many cards people coming before you in that order contributed before deciding on your own submission. Such requests should be in bold cyan to be official and may be answered either by the GM or by the players involved; any other discussions of cards submitted to a check will be considered provisional and non-binding. Final submission numbers will be given by the GM at the time of resolution.

There are a number of Skill Cards that can be played under certain conditions. For the purposes of keeping things moving at a good pace, I recommend sending me a PM guidelines or instructions in advance detailing the circumstances in which you want to use them.

Skill Cards that come before events:
Tactics 3-5: Strategic Planning is played before a die roll; adds 2 to the result.
Engineering 3-5: Scientific Research is played before cards are added on a skill check; lets engineering cards be added for any check
Politics 3-5: Investigative Committee is played before cards are added on a skill check; all cards are played face up
Playing Scientific Research or Investigative Committee be declared BEFORE the person playing them submits their own cards on a skill check. Once you make a submission it will be too late for those. On Strategic Planning, I advise you to consider circumstances when you might want to use it and PM me general guidelines. If an applicable situation comes up, I'll wait on the die roll for you to check in.

Skill Cards that come after events:
Piloting 1-2: Evasive Maneuvers is played after a viper is attacked and damaged or destroyed; the die is re-rolled, subtracting 2 from the result if piloted by a player character.
Leadership 3-5: Declare Emergency is played after a failed Skill Check; subtracts two from the total needed for a complete pass, not affecting the amount needed for a partial pass.

The Board
game-setup.jpg
Above, the 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.

General Game Flow and Victory Conditions
Human Victory: Reach Kobol. This is done by making one final jump after accumulating a Destination Score of 8 or more (Every time you jump you will earn a Destination Card with a score of 1, 2, or 3).
Cylon Victory: End humanity. This is done by destroying Galactica (damage six locations), dropping one of the fleet's stats (Fuel, Food, Morale, Population) to 0, or getting a raiding party far enough into Galactica's innards.

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 Valerii, who receives two) that may change that player's alignment. 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
1. Receive Skills Step: The current player draws the number and types of Skill Cards listed on his character sheet.
2. Movement Step: The current player may move to a different location. If he moves to a different ship (from Galactica to Colonial One or vice versa), he must discard one Skill Card from his hand.
3. Action Step: The current player chooses one action to perform. Options include the actions listed on his location, 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.
4. Crisis Step: The top card of the Crisis deck is drawn and then resolved.
5. Activate Cylon Ships Step: If any are in play, Cylon ships are activated according to the Crisis Card drawn.
6. 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 in their Action Step. The rest of their turn is resolved as follows:

1. Resolve Loyalty Card Action: If the player is not in the Brig, then the effect on their Loyalty Card takes effect.
2. Discard: The player's hand is discarded down to 3 Skill Cards.
3. 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.
4. Receive Super Crisis: The player receives one random Super Crisis card from the five available.
5. 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.

1. Draw Skills Step: The current player may draw two Skill Cards of any type.
2. Movement Step: The current player may move to any of the Cylon Locations.
3. Action Step: The current player activates his current location and performs the listed action.

Admiral / President Roles
At the start of the game, the Admiral and President roles are given to the players who are highest in the appropriate line of succession. Players with these roles have extra powers and responsibilities throughout the game. These roles may pass from player to player depending on actions taken.

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

You control the nuke tokens. (There are 2 nuke tokens available at the start of the game.)

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

Nukes damage a Basestar twice on a roll of 1-2, automatically destroy a Basestar on a roll of 3-6, and automatically destroy a Basestar and 3 Raiders in the same area on a roll of 7-8.

Admiral Succession
1. William Adama
2. Saul Tigh
3. Helo Agathon
4. Lee “Apollo” Adama
5. Kara “Starbuck” Thrace
6. Sharon “Boomer” Valerii
7. Galen Tyrol
8. Tom Zarek
9. Gaius Baltar
10. Laura Roslin

The title of Admiral is lost if the holder is sent to the Brig, and is given to the human player highest in succession that is not in the Brig. If all human players are in the Brig, then the title goes to the player highest in the normal succession.
President Abilities
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum Cards.

Action: Draw a Quorum Card into your hand.

Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed Cylons.

President Succession
1. Laura Roslin
2. Gaius Baltar
3. Tom Zarek
4. Lee “Apollo” Adama
5. William Adama
6. Karl “Helo” Agathon
7. Galen Tyrol
8. Sharon “Boomer” Valerii
9. Saul Tigh
10. Kara “Starbuck” Thrace

Note that if the President is in the “Brig,” he keeps the President title and all associated abilities.

Locations
Galactica
FTL Control - Action: Jump the fleet if the Jump Preparation track is not in the red zone. Might lose population. (Population is lost on a 6 or lower.)
Weapons Control - Action: Attack 1 Cylon ship with Galactica.
Command - Action: Activate unmanned Vipers 2 times. These can be used on the same viper twice, or on two different vipers. Activated vipers can be ordered to launch, move, or fire on a cylon vessel.
Communications - Action: Look at the back of up to 2 civilian ships. You may then move them to adjacent area(s).
Admiral's Quarters - Action: Choose a character; then pass this skill check to send him to the "Brig". [Skill 7, Leadership, Tactics]
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. (Must have the Piloting skill.)
Armory - Action: Attack a centurion on the Boarding Party track (destroyed on a roll of 7+).
Sickbay - You may only draw 1 Skill Card during your Receive Skills step.
Brig - You may not move, draw Crisis Cards, or add more than 1 card to skill checks. Action: Pass this skill check to move to any location. [Skill 7, Politics, Tactics]
Colonial One
Press Room - Action: Draw 2 politics Skill Cards.
President's Office - Action: If you are the President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.
Administration - Action: Choose a character, then pass this skill check to give him the President title. [Skill 5, Politics, Leadership]
Cylon Locations
Caprica - Action: Play your Super Crisis Card or draw 2 Crisis Cards, choose 1 to resolve, and discard the other. If playing a Crisis Card, the Activate Cylon Ships and Prepare for Jump Steps are ignored.
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 any player's hand, and steal 1 Skill Card (place it in your hand). Then roll a die, and if 5 or higher, damage Galactica.
Resurrection Ship - Action: You may discard your Super Crisis Card to draw a new one. Then, if you distance is 7 or less, give your unrevealed Loyalty Card(s) to any player.

Skill Checks
Most Crisis Cards and some Locations resolve with a Skill Check. Skill Checks are the main avenue for subterfuge for Cylon players.

A Skill Check will involve two to four types of Skill Cards, and a number. A Skill Check always includes 2 cards from the Destiny Deck (see below), and then each player may add as many cards as they like in turn (Exception: Players in Brig and Revealed Cylons may only contribute one card to each check). After the skill cards are revealed, you ADD all of the numbers from the correctly colored Skill Cards, and then SUBTRACT all of the numbers from the non-matching Skill Cards. If you meet or beat the Skill Check number, the check is a pass. This usually does nothing but avoid negative results, but can sometimes yield positive results. Some Skill Checks have a number value that allows for a partial pass; in these cases the negative results are lessened to some extent.

The Destiny Deck is composed of two cards from each of the five Skill Card types. Two are drawn in each Skill Check, and the deck is only replenished when it is exhausted (after five Skill Checks).

Skill Cards
Each player's hand is comprised of Skill Cards drawn from five different types: Politics, Leadership, Tactics, Piloting, and Engineering. There are 21 cards of each type, with Skill Check values from 1 to 5 in the following distribution: 8 x 1 Strength, 6 x 2 Strength, 4 x 3 Strength, 2 x 4 Strength, 1 x 5 Strength. These cards may also be used outside of Skill Checks either as an Action or in reaction to specific circumstances. I encourage you to PM me with circumstances in which you will automatically use your cards, so as to help keep the game moving as quickly as possible. If more than one character would be using the same card at the same time, only the next in action order will make the play. See the Notes and Guidelines sections for some rules on cards of these type.

Players have a maximum hand limit of 10 Skill Cards (Exception: Galen Tyrol, whose hand limit is 8). If they exceed this limit at the end of any player's turn, they must discard down to this amount. Players may still exceed this amount during any player's turn, including the start of their own turn after drawing Skill Cards.

Politics
Strength 1-2: Consolidate Power - Action: Draw 2 Skill Cards of any type(s). They may come from outside your skill set.
Strength 3-5: Investigative Committee - Play before cards are added to a skill check. All Skill Cards are played face up during this skill check (including from the Destiny deck).

Leadership
Strength 1-2: Executive Order - Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. Limit of 1 "Executive Order" card may be used per turn.
Strength 3-5: Declare Emergency - Play after strength is totaled in a skill check to reduce its difficulty by 2. Limit of 1 "Declare Emergency" card used per skill check.

Tactics
Strength 1-2: Launch Scout - Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination Deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor.
Strength 3-5: Strategic Planning - Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll.

Piloting
Strength 1-2: Evasive Maneuvers - Play after any Viper is attacked to reroll the die. If the Viper is piloted, subtract 2 from the new roll.
Strength 3-5: Maximum Firepower - Action: Play while piloting a Viper to attack up to 4 times.

Engineering
Strength 1-2: Repair - Action: Repair your current location, or if you are in the "Hanger Deck" location, you may repair up to 2 damaged Vipers.
Strength 3-5: Scientific Research - Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength.

Combat Table
Unit Attacked: Die Roll = Result

Raider: 3-8 = Destroyed
Heavy Raider: 7-8 = Destroyed
Centurion: 7-8 = Destroyed
Basestar attacked by Viper: 8 = Damaged
Basestar attacked by Galactica: 5-8 = Damaged
Basestar attacked by Nuke: 1-2 = Damaged Twice; 3-6 = Destroyed; 7-8 = Destroyed and destroy 3 Raiders in the same area

Viper: 5-7 = Damaged; 8 = Destroyed; If a piloted viper is damaged or destroyed, move the pilot to Sickbay.
Civilian Ship: Automatically Destroyed (no die roll)
Galactica attacked by Raider: 8 = Damaged
Galactica attacked by Basestar: 4-8 = Damaged

Jumping
jump-track.png
The ultimate objective of the humans is to jump the fleet enough distance to make it to Kobol. The game starts with the Jump Prep marker on Start. Each Crisis Card drawn has a chance to advance the Jump Prep marker. When the Jump Prep marker reaches the -3 or -1 spots, any character can use the FTL Control location to initiate a jump, but will risk losing 3 or 1 population (on a roll of 6 or less). If the Jump Prep marker advances to the Auto Jump spot, the fleet automatically jumps with no risk of population loss.

Jumping clears the board of all ships. All Vipers, unmanned or piloted, return to the reserves. Any characters piloting Vipers are moved to the Hangar Deck. While jumping does clear the board of all Cylon ships, any Centurions in a Boarding Party remain on Galactica. After the jump, the Admiral draws 2 cards from the Destination Deck and chooses one, jumping the fleet a certain distance and initiating a special effect.

Cast of Characters
william-adama.png[Military Leader] William Adama
Skill Card Draw: 3 Leadership, 2 Tactics

General Ability: Inspirational Leader – When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.

One-Time Ability: Command Authority – Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.

Disadvantage: Emotionally Attached – You may not activate the “Admiral’s Quarters” location.

Setup Location: Admiral’s Quarters
saul-tigh.png[Military Leader] Saul Tigh
Skill Card Draw: 2 Leadership, 3 Tactics

General Ability: Cylon Hatred – When a player activates the “Admiral Quarters” location, you may choose to reduce the difficulty by 3.

One-Time Ability: Declare Martial Law – Action: Once per game, give the President title to the Admiral.

Disadvantage: Alcoholic – At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, you must discard it.

Setup Location: Command
karl-agathon.png[Military Leader] Karl "Helo" Agathon
Skill Card Draw: 2 Leadership, 2 Tactics, 1 Piloting

General Ability: ECO Officer - During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.

One-Time Ability: Moral Compass - Once per game, after a player makes a choice on a Crisis Card, you may change it.

Disadvantage: Stranded - Your character is not placed on the game 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.
laura-roslin.png[Political Leader] Laura Roslin
Skill Card Draw: 3 Politics, 2 Leadership

General Ability: Religious Visions - When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.

One-Time Ability: 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.

Disadvantage: Terminal Illness - In order to activate a location, you must first discard 2 Skill Cards.

Setup Location: President's Office
gaius-baltar.png[Political Leader] Gaius Baltar
Skill Card Draw: 2 Politics, 1 Leadership, 1 Engineering

General Ability: Delusional Intuition - After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).

One-Time Ability: Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player.

Disadvantage: Coward - You start the game with 2 Loyalty Cards (instead of 1).

Setup Location: Research Lab
tom-zarek.png[Political Leader] Tom Zarek
Skill Card Draw: 2 Politics, 2 Leadership, 1 Tactics

General Ability: Friends in Low Places - When a player activates the "Administration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.

One-Time Ability: Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.

Disadvantage: Convicted Criminal - You may not activate locations occupied by other characters (except the "Brig").

Setup Location: Administration
lee-adama.png[Pilot] Lee "Apollo" Adama
Skill Card Draw: 1 Tactics, 2 Piloting, 2 Leadership/Politics

General Ability: Alert Viper Pilot - When a viper is placed in a space area from the "Reserves", you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the "Brig".

One-Time Ability: CAG - Action: Once per game, you may activate up to 6 unmanned vipers.

Disadvantage: Headstrong - When you are forced to discard Skill Cards, you must discard randomly.

Setup Location: Launch and pilot a Viper
kara-thrace.png[Pilot] Kara "Starbuck" Thrace
Skill Card Draw: 2 Tactics, 2 Piloting, 1 Leadership/Engineering

General Ability: Expert Pilot - When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1).

One-Time Ability: Secret Destiny - Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.

Disadvantage: Insubordinate - When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.

Setup Location: Hangar Deck
sharon-valerii.png[Pilot] Sharon "Boomer" Valerii
Skill Card Draw: 2 Tactics, 2 Piloting, 1 Engineering

General Ability: Recon - At the end of your turn, you may look at the top card of the Crisis Deck and place it on the top or bottom.

One-Time Ability: 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.

Disadvantage: Sleeper Agent - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and then moved to the "Brig" location.

Setup Location: Armory
galen-tyrol.png[Support] "Chief" Galen Tyrol
Skill Card Draw: 1 Politics, 2 Leadership, 2 Engineering

General Ability: Maintenance Engineer - During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).

One-Time Ability: 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.

Disadvantage: Reckless - Your hand limit is 8 (instead of 10).

Setup Location: Hangar Deck

Current and Previous Games
Game 01 - Host: Akinos
Game 02 - Host: Darian
Game 03 - Host: Valkun
Game 04 - Host: MrBlarney
Game 05 - Host: Darian

Original OP taken from Akinos/Darian, modified by MrBlarney.

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MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Players:
    Rend - william-adama.pngAdmiral William Adama
    Skill Card Draw: 3 Leadership, 2 Tactics

    General Ability: Inspirational Leader – When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.

    One-Time Ability: Command Authority – Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand. [Used Turn 37]

    Disadvantage: Emotionally Attached – You may not activate the “Admiral’s Quarters” location.
    Darian - lee-adama.pngLee "Apollo" Adama (revealed Turn 24)
    Inbound Nukes

    Skill Check [15] Leadership + Tactics
    Pass: No effect.
    Fail: -1 Fuel, -1 Food, and -1 Population. [Used Turn 37]
    abotkin - kara-thrace.png Kara "Starbuck" Thrace
    Skill Card Draw: 2 Tactics, 2 Piloting, 1 Leadership/Engineering

    General Ability: Expert Pilot - When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1).

    One-Time Ability: Secret Destiny - Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one. [Used Turn 11]

    Disadvantage: Insubordinate - When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.
    Maddoc - gaius-baltar.pngGaius Baltar (revealed Turn 39)
    <Super Crisis Card>
    DevoutlyApathetic - tom-zarek.pngPresident Tom Zarek
    Skill Card Draw: 2 Politics, 2 Leadership, 1 Tactics

    General Ability: Friends in Low Places - When a player activates the "Administration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.

    One-Time Ability: Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.

    Disadvantage: Convicted Criminal - You may not activate locations occupied by other characters (except the "Brig").

    Reserves:
    Wildcat
    JWashke

    Game Progress

    Turn 00: Setup Phase | The journey begins...

    Turn 01: William Adama | Crisis: Food Shortage | Apollo tears down the Raiders, and the President and Admiral weigh in on a Food Shortage.
    Turn 02: Lee "Apollo" Adama | Crisis: Ambush | Lee Adama continues to destroy Raiders with ease, but the Cylons stage an Ambush that shakes the rookie pilots of the fleet.
    Turn 03: Kara "Starbuck" Thrace | [url=http://forums.penny-arcade.com/showthread.php?p=8718950#post8718950[/url]Crisis: Water Shortage[/url] | Starbuck deploys to the aft of Galactica to protect the civilian fleet, while President Baltar deals with a Water Shortage.
    Turn 04: Gaius Baltar | Crisis: Requested Resignation | President Baltar moves to Colonial One to rally the fleet, and Admiral Adama refuses to request the President's resignation.
    Turn 05: Tom Zarek | Crisis: Prisoner Revolt | The Admiral fires a nuke at the tailing Basestar, destroying it. A Prisoner Revolt is resolved peacefully.
    Turn 06: William Adama | Crisis: Elections Loom | Starbuck is unable to reduce the number of Raiders, while election planning goes off without incident.
    Turn 07: Lee "Apollo" Adama | Crisis: Fulfiller of Prophecy | Apollo has trouble against the Raiders in his zone, but his support of the Prophecy helps stabilize the fleet.
    Turn 08: Kara "Starbuck" Thrace | Crisis: A Traitor Accused | Kara Thrace shoots down some Raptors, and an accusation of traitorous activity is voiced but not acted upon.
    Turn 09: Gaius Baltar | Crisis: Rescue Caprica Survivors | Baltar authorizes use of Brutal Force on the Heavy Raider approaching Galactica, and orders a rescue of the Caprica survivors. The fleet jumps for the first time.

    Turn 10: Tom Zarek | Crisis: Terrorist Investigations | Tom Zarek takes the presidency from Gaius Baltar, and Terrorist Investigations turn up nothing of note.
    Turn 11: William Adama | Crisis: Build Cylon Detector | A Raptor sent for scouting disappears, Starbuck tells the fleet to change course, and the Admiral gives up a nuclear warhead for Cylon detector research.
    Turn 12: Lee "Apollo" Adama | Crisis: Rescue the Fleet | Lee Adama orders the launch of vipers in case of an attack, and William Adama must go on without going back for ships that have strayed from the fleet.
    Turn 13: Kara "Starbuck" Thrace | Crisis: Crippled Raider | Starbuck sees that the Hangar Deck is restored to full operation, and a Crippled Raider is captured and analyzed.
    Turn 14: Gaius Baltar | Crisis: Weapon Malfunction | Baltar calls for a press conference regarding recent events, and a Weapon Malfunction on Galactica causes some damage.
    Turn 15: Tom Zarek | Crisis: Heavy Assault The new President calls William Adama from Sickbay, while a couple of Cylon basestars suddenly appear to bombard the fleet.
    Turn 16: William Adama | Crisis: Rescue Mission William Adama jumps the fleet and helps scout a Tylium planet for a source of fuel. An injury during the expedition and the toll of so many hurdles through the journey reduces the fleet's morale.

    Turn 17: Lee "Apollo" Adama | Crisis: Cylon Screenings | Apollo brings the Admiral out of Sickbay once again, another Raptor scout is lost, and the question of screening the leadership of being Cylons is avoided safely.
    Turn 18: Kara "Starbuck" Thrace | Crisis: Forced Water Mining Starbuck aids in the repair of the ship's Armory, and an icy planet is mined for water, replenishing the fleet's supplies.
    Turn 19: Gaius Baltar | Crisis: Water Shortage | Gaius Baltar continues to talk with the press, while another water shortage threat hits the fleet but is safely passed.
    Turn 20: Tom Zarek | Crisis: Legendary Discovery | Tom Zarek tries to bring the Quorum together to further increase Food rationing, but does not get anything passed, while the fleet encounters a Legendary Discovery that points to Kobol, one of the markers that will lead them to Earth. The Sleeper Phase is activated.

    Turn 21: William Adama | Crisis: Food Shortage | Admiral Adama sends out a scout for danger, and another Food Shortage hits the fleet.
    Turn 22: Lee "Apollo" Adama | Crisis: Cylon Tracking Device | Lee Adama prepares himself for future situations, and a Cylon device is found and destroyed before it can have adverse effect.
    Turn 23: Kara "Starbuck" Thrace | Crisis: The Olympic Carrier | Starbuck leads out a scouting Viper of her own, and a mysterious event with the Olympic Carrier is seen out with no loss of life. The fleet jumps for the third time.

    Turn 24: Gaius Baltar | Crisis: Besieged | Gaius completes a Cylon Detector, which he uses to test the Admiral. Galactica finds itself under attack once more, and Apollo reveals himself to be a Cylon.
    Turn 25: Tom Zarek | Crisis: Cylon Virus | Zarek gets William Adama out of sickbay to command a viper to protect the civilian fleet, while a Cylon Virus allows a Heavy Raider to deposit Centurions in the interior of Galactica.
    Turn 26: William Adama | Crisis: Boarding Parties | The Admiral continues to direct the Viper, while a second Basestar appears to flank Galactica.
    Turn 27: Lee "Apollo" Adama | Lee Adama commands the raiders to attack, tearing through a number of civilian ships.
    Turn 28: Kara "Starbuck" Thrace | Crisis: Thirty-Three | Starbuck attempts to stop the Cylon boarding party, while outside of Galactica, the Cylon Raiders continue to decimate the fleet.
    Turn 29: Gaius Baltar | Crisis: Prison Labor | Baltar moves to the President's Office and consolidates power, and disrupts an emergency plan to put the prisoner population to work.
    Turn 30: Tom Zarek | Crisis: Scouting for Water | The President puts the admiral in Command once again, and a raider's destruction staves off defeat for a little longer. Food supplies continue to dwindle while the fleet is under siege.
    Turn 31: William Adama | Crisis: Scouting for Fuel Admiral Adama tells the civilian ships to try and move to safer ground, and declines a search for fuel while Raiders continue to swarm.
    Turn 32: Lee "Apollo" Adama | Heavy Raiders are called into action, and more Centurions pour into Galactica, while the boarding party already present continues to advance.
    Turn 33: Kara "Starbuck" Thrace | Crisis: Riots | Kara Thrace takes command of a viper to take down some Raiders, while Riots begin to break out on the harried fleet's ships.
    Turn 34: Gaius Baltar | Crisis: Water Shortage | Baltar sends out a scout to see the dangers ahead, and the riots result in another Water Shortage.
    Turn 35: Tom Zarek | Crisis: Tactical Strike | Zarek and Adama try to stop the Cylon boarding parties from advancing, while more Cylon ships come in for the attack.
    Turn 36: William Adama | Crisis: Rescue Mission | Adama sends out a scout to see the dangers ahead, and gets injured in a firefight with the Cylon Boarding Parties. The fleet finally is able to jump away from the Cylon pursuers.

    Turn 37: Lee "Apollo" Adama | Super Crisis: Inbound Nukes | A nuclear bomb planted on Galactica threatens to take it down, even as it has escaped the Cylon fleet; the full effort of the remaining crew of Galactica miraculously uncovers and disposes of the trap safely.
    Turn 38: Kara "Starbuck" Thrace | Crisis: Keep Tabs on Visitor | Kara Thrace and William Adama support Zarek in eliminating a Centurion boarding party, while Thrace also keeps her eye on an unexpected and unwelcome guest.
    Turn 39: Gaius Baltar | Gaius finally reveals his hand in recent events as a Cylon agent, sending a shock through the fleet that reduces its morale.
    Turn 40: Tom Zarek | Crisis: Water Sabotaged | Tom Zarek gets William Adama out of sickbay, and Adama orders another scouting run; a water tank bursts, reducing the fleet's water supplies.
    Turn 41: William Adama | Crisis: Guilt by Collusion | The Admiral continues to scout the dangers ahead, while confusion and anger about the Cylon agents among the fleet continues to eat away at Morale.
    Turn 42: Lee "Apollo" Adama | Crisis: Food Shortage | Supplies continue to dwindle in the fleet, and food and water reserves are completely depleted, dooming humanity to fade out in the blackness of space.

    Cylons are victorious on Turn 42, via depletion of the Food resource!

    MrBlarney on
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    MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Turn 0: Setup Phase

    game-setup.jpg

    Before the game started, players were asked to rank their desired characters for playing the game. The results:

    abotkin: <no preference>
    Darian: lee-adama.png[Pilot] Lee "Apollo" Adama
    DevoutlyApathetic: tom-zarek.png[Political Leader] Tom Zarek
    Maddoc: gaius-baltar.png[Political Leader] Gaius Baltar
    Rend: william-adama.png[Military Leader] William Adama

    Discussion is now open for modification of character selection. Keep in mind that you want a team that is balanced for all situations, and that eventually two of you will join the Cylon side. Also keep in mind the restrictions on character selection for the five-player game: at least one each of [Military Leader], [Political Leader], and [Pilot] must be chosen, with no more than two of any one type. ([Support] may be freely chosen.)

    Indicate your choice of character in this thread in bold cyan. Once character selection has finished, a random turn order will be created and the first round will begin.

    MrBlarney on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    Apollo, reporting for duty, ready to blow some toasters.

    I'm sensing a serious lack of engineering, so I'd suggest abotkin go for either Chief or for Boomer/Starbuck. And since we don't have any pilots other than me, Boomer or Starbuck might be the better option.

    Darian on
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    MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    edited January 2009
    President? Baltar here.

    I've got a bit of Engineering going, more if it really comes down to it via the sexy advisor living in my head, but I can't argue with the logic in having another pilot also with Engineering on hand.

    Maddoc on
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    RendRend Registered User regular
    edited January 2009
    Admiral William "Husker" Adama is on deck. As you were, recruits.

    I vote for Tyrol as our last player, since his support role is absolutely invaluable. Boomer is nice with the scouting, but it can be a definite lifesaver to be able to repair the FTL and jump in the same turn.

    Rend on
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    WhiteZinfandelWhiteZinfandel Your insides Let me show you themRegistered User regular
    edited January 2009
    Oh you motherfrakkers, I wanted in on the next one of these. It's only been four hours since the thread got created! Frak...

    WhiteZinfandel on
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    MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Oh you motherfrakkers, I wanted in on the next one of these. It's only been four hours since the thread got created! Frak...

    People were signing up in the Boardgames thread long before this thread was up (and almost immediately after my interest in running a game was voiced). :P

    MrBlarney on
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    MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    edited January 2009
    If the previous and currently running games are any indication, you have roughly twenty minutes from the moment someone even thinks about running a game to grab a spot. And that may be a bit generous.

    People were jumping all over Darian when he mentioned he might possibly run another game sometime in the indeterminate future.

    Maddoc on
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    DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited January 2009
    Maddoc wrote: »
    If the previous and currently running games are any indication, you have roughly twenty minutes from the moment someone even thinks about running a game to grab a spot. And that may be a bit generous.

    People were jumping all over Darian when he mentioned he might possibly run another game sometime in the indeterminate future.

    Vicious lies. Valkun's game didn't fill until some hours after he annouced it. Is this the behavior of a proper President?

    Tom Zarek, for a better tomorrow.

    I'll draw one of each of my colors in the setup phase.
    Rend wrote: »
    I vote for Tyrol as our last player, since his support role is absolutely invaluable. Boomer is nice with the scouting, but it can be a definite lifesaver to be able to repair the FTL and jump in the same turn.

    Tyrol's special ability never seems to get used to any real effect. We already have to solid sources of his non-engineering skills. I'd actually push for Tigh or Helo. Helo's ability is incredibly good and we might be a little light on tactics in the end of this. I have massive <3's for Helo though so I'm biased.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
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    MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    edited January 2009
    I would imagine there are some who would say it is the Presidents very job to lie.

    Also, yes, to expediate things slightly I'll be doing the same and drawing one of each of my colours during the setup phase.

    Maddoc on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    Rend wrote: »
    I vote for Tyrol as our last player, since his support role is absolutely invaluable. Boomer is nice with the scouting, but it can be a definite lifesaver to be able to repair the FTL and jump in the same turn.

    Tyrol only gets the bonus action on his own turn, so in cases where he is given an XO, this still wouldn't happen.

    Darian on
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    WildcatWildcat Registered User regular
    edited January 2009
    Before this starts may I say that I'm looking forward to following this? Well, I just did anyway.

    Wildcat on
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    DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited January 2009
    Maddoc wrote: »
    I would imagine there are some who would say it is the Presidents very job to lie.

    Yes, Damn Dirty Cylons certainly would have the misunderstanding of our political system. Here, now, in this time of dire crisis when each and every last human must do their all in preserving not simply our Colony, or our Faith, but our very existence as a species do we not owe each of these brave heroes the Truth?

    Zarek, I have a leather jacket, for President

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
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    MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Though one would not normally select starting skill cards until after the starting Loyalty Cards are dealt, I will pay attention and allow you to decide your starting hand compositions at this time (3 skill cards from the categories you are normally allowed to draw from). Also, Darian, feel free to choose your starting location at this time: port-bow (7 o'clock) or port-quarter (5 o'clock).

    MrBlarney on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    We also need to establish the turn order; that might affect peoples choices of cards. I'll launch my viper at 7 o'clock, though, ready to hunt some toasters.

    Darian on
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    RendRend Registered User regular
    edited January 2009
    Don't worry, Blarney, I've already taken into account the fact that I'm a cylon in my choice for starting cards.

    Which is going to be:
    1 - Leadership
    2 - Tactics

    Rend on
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    MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Yeah, it might have a minor effect. Things are a little bit out of order already, but whatever. Turn order will be the following:

    Rend
    Darian
    abotkin
    Maddoc
    DevoutlyApathetic

    If anyone wants to change their starting card distribution, you can still do so. (Rend will not draw his starting hand, since he will start the game by drawing his regular five Skill Cards.)

    MrBlarney on
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    RendRend Registered User regular
    edited January 2009
    Oh well in that case I'll draw all 5 of my initial skill cards. :p

    Rend on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    If I'm going second, I want to draw a maximum firepower soonish. So I'd like
    2 - Piloting
    1 - Politics

    Darian on
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    RendRend Registered User regular
    edited January 2009
    Darian, since I'm going first, there's a great chance I will be able to XO you to shoot the toasties down on my turn, so you may wanna set up at 9 o'clock with the raiders.

    Rend on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    I cannot; I have to launch from a launch port, which means 5 o'clock or 7 o'clock.

    Happily, with an XO I get to move then take an action, so if I manage to draw a maximum firepower, that means moving from 7 to 9 and then pew pew pew pew (allowing for one miss and still taking them all down).

    Edit: Of course, once I actually have my cards, I won't be able to tell you if I got it or not. You'll just have to wait and see!

    Darian on
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    MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Launched Vipers can only start on the port side (5 o'clock / 7 o'clock). He's as close to the Cylon attackers as he can for now.

    Once abotkin chooses his character (and perhaps his starting Skill Cards) I can send out Loyalty Cards (and starting hands) and we can start the game proper.

    MrBlarney on
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    RendRend Registered User regular
    edited January 2009
    Darian wrote: »
    Edit: Of course, once I actually have my cards, I won't be able to tell you if I got it or not. You'll just have to wait and see!

    Oh ho!

    Rend on
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    RendRend Registered User regular
    edited January 2009
    !Vote Abotkin. I mean, seriously, laying low is the commonest bad guy tactic.

    Well, you know, aside from Launch Scout.

    Rend on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    I think I'll go ahead and activate communications; let's get those civilian ships someplace safer.

    edit: <3 DA

    Darian on
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    abotkinabotkin Registered User regular
    edited January 2009
    I have basically no time today unfortunately, but just to let you guys get the ball rolling, I'll go with Starbuck. I'll take 1 Tactics, 1 Piloting, and 1 Engineering to start.

    abotkin on
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    3DS: 0963-0539-4405
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    RendRend Registered User regular
    edited January 2009
    Maybe we'll get lucky and my crisis will be "Admiral Chooses: +5 food OR roll a die: on a 4+ gain 6 food and 2 fuel.

    Rend on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    I don't remember seeing that one when I looked through the crisis deck.

    Darian on
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    RendRend Registered User regular
    edited January 2009
    It's right next to the one that's the Skill Check - 6 - Politics, Leadership, Tactics, Piloting, Engineering, PASS: Gain 2 of every resource -- FAIL: Advance the jump track 2 spaces [Activate Vipers] [Prepare for Jump]

    Rend on
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    MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Turn 1: Admiral William Adama (Rend)

    The journey begins...

    Current Situation:

    PA-BSG-Game04-Turn01.jpg
    Resources: Fuel - 8, Food - 8, Morale - 10, Population - 12.

    Jump Marker: Level 1 - Jump Unavailable

    Distance Covered: 0

    Galactica: No damage, no boarding parties.

    Nuke Tokens: 2 remain.

    Quorum Cards: 1 in hand.

    Ship Reserves: 5 Vipers and 4 Raptors available.

    Characters:
    Admiral William Adama (Rend) - Admiral's Quarters, 5 cards in hand.
    Lee "Apollo" Adama (Darian) - Viper at port-bow of Galactica (7 o'clock), 3 cards in hand.
    Kara "Starbuck" Thrace (abotkin) - Hangar Deck, 3 cards in hand.
    President Gaius Baltar (Maddoc) - Research Lab, 3 cards in hand.
    Tom Zarek (DevoutlyApathetic) - Administration, 3 cards in hand.

    Space:
    Fore (9 o'clock) - 1 Basestar, 3 Raiders.
    Starboard-bow (11 o'clock) - None.
    Starboard-quarter (1 o'clock) - None.
    Aft (3 o'clock) - 2 Civilian Ships.
    Port-quarter (5 o'clock) - 1 Unmanned Viper.
    Port-bow (7 o'clock) - 1 Unmanned Viper, Lee Adama-Piloted Viper.

    Starting Loyalty Cards and Skill Card hands are going out. I will be unavailable for much of the afternoon, so the next update will not be for a few hours. Rend, you may take your Movement and Action steps at this time. Be sure to indicate all plays in bold cyan.

    EDIT: All starting Loyalty Cards and Skill Cards are out. I'll be back in a few hours to resolve things and start the first Crisis Card draw.

    MrBlarney on
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    RendRend Registered User regular
    edited January 2009
    Admiral Adama stands at his post, looking around at the crew. "They've found us. Apollo, do you read?"

    "Yes sir, we've got three raiders and a base ship out here, I'm closing in on the raiders now."

    "You handle the raiders... Leave the base stars to us."


    Move to [Weapons Control]
    Use 2 - Executive Order on Lee "Apollo" Adama "Take 'em out, Apollo."

    Rend on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    *static* I copy admiral. Beginning my attack run now.

    My XO actions:
    1. Activate viper to move to the fore location (9 o'clock).
    2. Play Piloting 5 - Massive Firepower to attack the enemy raiders.


    Are we rolling our own dice, or do you want to handle that on your end?

    If the first three attacks all hit, use the fourth to take a run at the basestar.

    Darian on
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    RendRend Registered User regular
    edited January 2009
    Darian wrote: »
    *static* I copy admiral. Beginning my attack run now.

    My XO actions:
    1. Activate viper to move to the fore location (9 o'clock).
    2. Play Piloting 5 - Massive Firepower to attack the enemy raiders.


    Are we rolling our own dice, or do you want to handle that on your end?

    If the first three attacks all hit, use the fourth to take a run at the basestar.

    I asked him this question via PM, he said leave the rolling to him.

    Rend on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    That makes sense; the GM is the only one who knows whether people are wanting to play Strategic Planning on the rolls.

    Darian on
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    DevoutlyApatheticDevoutlyApathetic Registered User regular
    edited January 2009
    MrBlarney wrote: »
    Yeah, it might have a minor effect. Things are a little bit out of order already, but whatever. Turn order will be the following:

    Rend
    Darian
    abotkin
    Maddoc
    DevoutlyApathetic

    Man, I am fucking cursed to go last in like every PbP I come near. Rawr!
    Darian wrote: »
    I think I'll go ahead and activate communications; let's get those civilian ships someplace safer.

    edit: <3 DA

    Hate.

    DevoutlyApathetic on
    Nod. Get treat. PSN: Quippish
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    MrBlarneyMrBlarney Registered User regular
    edited January 2009
    Turn 1: Admiral William Adama (Rend)

    Movement Step: Move to Weapons Control
    Action Step:: Play Leadership 2 to give actions to Apollo

    Executive Orders: Apollo moves to the fore of Galactica (9 o'clock) and plays Piloting 5 to attack the deployed Raiders with Massive Firepower.

    Attack 1: 4 > 3, Raider destroyed!
    Attack 2: 5 > 3, Raider destroyed!
    Attack 3: 6 > 3, Raider destroyed!
    Attack 4: 4 < 8, Basestar undamaged.

    Lee Adama handily scraps the deployed raiders.


    Crisis Step: Food Shortage
    President Gaius Baltar (Maddoc) must choose:
    A) -2 Food.
    OR
    B) -1 Food. Gaius Baltar (Maddoc) discards 2 Skill Cards, then William Adama (Rend) discards 3 Skill Cards.


    After Crisis: Raiders Activate, Jump Preparation Increases

    President, once you have decided your action, make it known in bold cyan.

    MrBlarney on
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    DarianDarian Yellow Wizard The PitRegistered User regular
    edited January 2009
    "All right, Admiral, that base star is all yours. The raiders have all been destroyed."

    Darian on
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    MaddocMaddoc I'm Bobbin Threadbare, are you my mother? Registered User regular
    edited January 2009
    I think in this case the extra food loss is worth it to keep the Admiral and myself in top shape for whatever crises may arise. My thought being that I can make way to the Presidential Office come my turn and start attempting to secure more food.

    I'm willing to hear out any opinion to the contrary however.

    Maddoc on
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    RendRend Registered User regular
    edited January 2009
    I say we should never lose resources we don't have to. Take the hit, as the leaders, it's our job.

    Rend on
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    RendRend Registered User regular
    edited January 2009
    Also, we have 2 raiders launching from the basestar off the bow right?

    Rend on
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