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 websiteFAQ and Errata, from the Fantasy Flight Games websiteVariant Rules, including the No Sympathizer variant we are NOT usingPlayer Aid 1, on BoardGameGeekPlayer Aid 2, on BoardGameGeekNotes 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
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
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
[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
[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
[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.
[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
[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
[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
[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
[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
[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
[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
Players: (Character choices to come)
1. WhiteZinfandel -
"Chief" Galen Tyrol
2. HamHamJ - Gaius Baltar
3. HylianBunny - Samuel "Longshot" Anders
4. El Skid -
Kendra Shaw
5. Kevdog -
Lee "Apollo" Adama
6. Tertiee - Anastasia "Dee" Dualla
7. JRosen - Tory Foster
8. Abotkin - Admiral William Adama
9. Manaleak34 - Alex "Crashdown" Quartararo
10. The_Reflection - President Laura Roslin
Current and Previous GamesGame 01 - Host: Akinos
Game 02 - Host: Darian
Game 03 - Host: Valkun
Game 04 - Host: MrBlarney
Game 05 - Host: Darian
Game 06 - Host: Valkun
Original OP taken from Akinos/Darian, modified by MrBlarney, stolen back by Darian, stolen again by Valkun with much thanks and admiration.
We will be playtesting a number of modifications found below:
Posts
New Skill Cards:
Engineering 5. Blackbird - Action: Roll a die. If 6 or greater, place one destroyed Raptor or Viper into the Reserves.
Piloting 5. Formation Strike - Action: Activate every Unmanned Viper in one area and any characters in that area may activate their Viper.
Tactics 5. Emergency Jump - Action: Roll a die and remove up to that many Civilian Ships from the board.
Leadership 5. Action Stations - Action: Every player except Revealed Cylons may make one movement.
Politics 5. Political Favor - Action: Choose any other player. They may draw up to three cards of any type. The cards do not need to be in their skillset.
Location Changes:
You may only draw 2 Skill Cards during your Receive Skill step. You must discard 1 Skill Card to move from this location.
Communications
Action: Remove one Civilian Ship from the board or look at the back of two Civilian Ships. You may then move them to adjacent area(s).
Brig
You may not move, draw Crisis Cards, contribute more than a single card to Skill Checks and must discard a card to perform any action or use any ability besides Brig. 7 Politics / Tactics Action: Pass this skill check to move to any location on Galactica.
Additional Cylon Locations:
Action: Attack Galactica twice using this Basestar or Activate up to 2 Raiders/Heavy Raiders or Move this Basestar to an adjacent location. Any characters at this location when the Basestar is removed from the board are moved to the Resurrection Ship.
Activating Raiders and Heavy Raiders:
When Activated a Raider or Heavy Raider may be moved to an adjacent location. Raiders may instead attack a Viper, a Civilian Ship, or Galactica using the attack table. The standard order of targeting does not apply to this attack. A Heavy Raider may board Galactica if it is in the same space as one of the Viper Launch icons.
Objective Cards:
Resolve when the following distance is travelled:
3: New Caprica Police (Sleeper Agent phase)
6: Skip Jump Prep until all Civilian Ships are on the board or destroyed. Whenever a Crisis is resolved with Jump Prep, the current player places 2 Civilian Ships anywhere on the game board. The next time the fleet jumps, the humans win the game (do not draw a destination card)
This Objective features a final scenario where the players must protect as many Civilian Ships as possible until they are ready to jump. Since Jump cannot be relied upon to clear the board, fighting the Cylons becomes a necessity.
Sympathizer Table:
1. Informant - At the end of all your turns, give one Skill Card from your hand to any Revealed Cylon. That Cylon may contribute one additional card on any one Skill Check until your next turn.
2. Sympathizer - Whenever a crisis offers you a choice, pick any Revealed Cylon to make the choice instead.
3. PTSD - You may not use your character abilities. Your negative ability still applies.
4. Contagious - At the end of your turns, any character in the same location as you is sent to Sickbay. This does not apply when piloting a Viper.
5. Sleeper Agent - After all of your turns, draw an additional Crisis to resolve. This does not trigger Cylon Activation or Jump Prep.
6. Black Marketeer - Reduce Fuel and Food by 1, Gain 1 Morale.
7. Mutineer - Place one Centurion at the start of the Boarding Party Track.
8. Terrorist - Draw 2 Civilian Ships and destroy them, lose the resources on the back.
Additional Characters:
Samuel T. "Longshot" Anders (Pilot)
2 Leadership, 1 Tactics, 2 Tactics/Piloting.
Resistance Leader - Add 1 to all your attack rolls versus Centurions or Heavy Raiders.
Professional Athlete - Once per game, you may take an additional action on your turn.
Hears Mysterious Music - During the sleeper agent phase, discard 2 Skill Cards and move to Sickbay.
Setup: Armory
Billy Keikeiya (Politician)
2 Politics, 2 Leadership, 1 Politics/Leadership
Attache - At the end of your turn, you may choose a player in the same location as you. The chosen player may draw either 1 politics or leadership card. If the chosen player is the President, they may draw a Quorum card instead.
Sacrifice - Once per game, if another player would be sent to Sickbay or the Brig, you may be moved there instead.
Easily Lost - You may only move to a location if another character is already there.
Setup: Administration
Helena Cain (Military Leader)
2 Leadership, 2 Tactics, 1 Leadership/Tactics
Inspires Loyalty - When a player chooses you with the Admiral's Quarters location, increase the difficulty by 3.
Ruthless - Action: Once per game you may destroy a Civilian Ship on the board to gain 1 additional resource of your choice or to repair up to 2 damaged locations.
Arrogant - If a player chooses you while playing Executive Order, you must both discard 1 skill card.
Setup: Admira's Quarters
Cally Henderson (Support)
1 Tactics, 3 Engineering, 1 Politics/Leadership
Team Player - If you play a Scientific Research skill card before a Skill Check, add 2 to the positive result of that Skill Check.
Vengeful - Action: Once per game, you may move a character from any location (including the Brig) to Sickbay.
Speaks Her Mind - During Skill Checks for the Administration, Admiral's Quarters, and Brig location, you must play your cards face up.
Setup - Hangar Deck
Major "Doc" Cottle (Support)
1 Politics, 1 Leadership, 3 Engineering
Medical Officer - Action: Discard a Repair skill card to move any character from Sickbay to a location of your choosing on Galactica.
Moral Dilemma - Action: Once per game, you may spend 1 Food or Morale to increase Population by 1.
I'm a Doctor, Damn It - You must discard 1 Skill Card to activate any location besides the Research Lab.
Setup - Research Lab
Anastasia "Dee" Dualla (Support)
1 Leadership, 3 Tactics, 1 Engineering
Trusted - You do not receive an additional Loyalty Card during the Sleeper Agent phase. (Reduce the number of You Are Not a Cylon cards by 1 during setup.
Communications Expert - Action: Once per game, you may look at the back of up to six civilian ships on the gameboard. You may then move them to adjacent areas.
Bridge Officer - You must discard 1 Skill Card to activate any location other than Command, Weapons Control, FTL Control, or Communications.
Setup - Communications
Felix Gaeta (Support)
1 Leadership, 2 Tactics, 2 Politics/Engineering
Scientific Training - On your turn, if you activate the Research Lab location, you may draw an additional Engineering or Tactics card.
FTL Expert - Action: Once per game, you may move the fleet 1 space in either direction on the Jump Preparation track. If you are in the FTL Control location, you may then activate that location.
Self Preservation - If a crisis offers you a choice, you may not choose an option that places you in the Sickbay or Brig locations.
Setup - FTL Control
Louanne "Kat" Katraine (Pilot)
1 Leadership, 2 Tactics, 2 Piloting
Brash - When you launch yourself in a Viper, you may take two additional actions instead of one.
Determined - Once per game, you may change the result of any roll on your turn to an 8. You may do this after you have rolled.
Stim Junkie - When a Viper being piloted by Kat is returned to the Reserves, roll a die. On a roll of 3 or less, the Viper is damaged.
Setup - Hangar Deck
Kendra Shaw (Military Leader)
2 Leadership, 2 Tactics, 1 Engineering
Efficient Officer - If another player chooses you for an Executive Order, you may move and take 2 actions.
Desperate Measures - Action: Once per game, you may make an attack roll against a Basestar using the nuke attack chart. Then immediately move to Sickbay.
Razor - If you have a choice to make on a Crisis, the Admiral makes the choice for you. If you are the Admiral, the President makes the choice.
Setup - Command
Tory Foster (Political Leader)
3 Politics, 1 Leadership, 1 Tactics
Political Experience - During your Receive Skills setp, you may choose to draw 1 Quorum Card instead of 2 politics cards. Quorum Cards in your hand may be given to the President at any time, but you may only play them if you have the President title.
Backup Plan for Victory - Once per game, after the Administration location has been activated and the Skill Check resolved, you may change the result to either a Pass or Fail.
Conflicted - Discard 2 skill cards every time someone is sent to the Brig or reveals themselves as a Cylon.
Setup - Press Room
Brendan "Hot Dog" Costanza (Pilot)
2 Piloting, 2 Tactics, 1 Leadership
Fearless - +1 on your Attack Rolls versus Raiders and Heavy Raiders.
Stick Together - Once per game, before it attacks, you may change the target of a Raider to any Viper on the board and it gets +2 on the Attack Roll.
Reckless - +1 on Attack Rolls whenever Raiders attack you.
Setup - Viper at 11 O'Clock.
Diana "Hardball" Seelix (Pilot)
2 Piloting, 1 Tactics/Leadership, 2 Engineering
Avionics Expert - Whenever a Viper is damaged or destroyed, you may roll a die. If six or greater, it is instead put into the reserves.
Natural Pilot - Action: Once per game, draw Piloting Skill Cards until you have ten Skill Cards.
Cylon Hatred - Whenever a Cylon reveals, pick another character to move to Sickbay.
Setup - Hangar Deck
Brother Cavil (Politician)
1 Politics, 3 Leadership, 1 Tactics
Confidant - Whenever a card is placed on the bottom of the Crisis or Destination deck, you may look at it.
Blackmail - Action: Once per game, move the bottom card of the Crisis or Destination deck to the top.
Sadistic - If a Crisis choice might place a character in the Brig or Sickbay, you must choose that option.
Setup - Admiral's Quarters
D'anna Biers (Politician)
2 Politics, 2 Tactics, 1 Leadership
Interview - Action: Look at any other player's hand of Skill or Quorum Cards.
Investigative Reporter - Action: Once per game, look at the top four cards of the Crisis deck and put them back in the order of your choice.
Yellow Journalism - Whenever a skill check is failed, you must discard 1 card.
Setup - Press Room
Ellen Tigh (Support)
1 Politics, 1 Leadership
Resourceful - During your Receive Skills step, draw any 3 Skill cards. They may come from outside your skill set. You may start the game with any three skill cards unless you are first.
Ambitious Support - Action: Once per game, pick another character. They may use their once per game ability an additional time.
Addiction - Whenever you must discard cards, discard an additional one at random.
Setup - Research Lab
Romo Lampkin (Support)
3 Politics, 1 Leadership, 1 Tactics
Legal Scholar - You may choose to reduce the difficulty of any skill check with Politics by 1.
Defense Lawyer - Action: Once per game, move a character from the Brig to a location of your choice.
Unethical - Whenever a player is placed in the Brig, you are moved to Sickbay if you are not in the Brig.
Setup - Press Room
Margaret "Racetrack" Edmondson (Military Leader)
1 Leadership, 2 Tactics, 1 Piloting, 1 Engineering
Raptor Pilot - When you use a Launch Scout, you may look at the top card of both the Destination and Crisis decks and you may place one or both on the bottom.
Suicide Mission - Action: Once per game, destroy a Raptor to remove a Basestar from play.
Vindictive - Whenever the Brig location is activated, roll a die. Randomly select that many cards from your hand to contribute instead of your normal contribution.
Setup - Hangar Deck
Alex "Crashdown" Quartararo (Military Leader)
2 Leadership, 2 Tactics, 1 Piloting/Tactics
Raptor ECO - When you use Launch Scout, you may look at the top two cards of the Destination or Crisis deck to put on the bottom instead of one.
Controlling - Action: Once per game, you may control another character as if an Executive Order had just been played on them. You may use Skill Cards from your hand on these actions. You may not use their Once Per Game ability.
By the Books - Whenever you have a Crisis choice that has a skill check for an option, it must be chosen.
Setup - Weapons Control
Admiral Line of Succession:
2. William Adama
3. Saul Tigh
4. Kendra Shaw
5. Karl “Helo” Agathon
6. Lee “Apollo” Adama
7. Kara “Starbuck” Thrace
8. Alex "Crashdown" Quartararo
9. Louanne “Kat” Katraine
10. Felix Gaeta
11. Anastasia “Dee” Dualla
12. Sharon “Boomer” Valeri
13. Margaret "Racetrack" Edmondson
14. Brendan "Hot Dog" Costanza
15. Diana "Hardball" Seelix
16. Samuel T. Anders
17. “Doc” Cottle
18. Galen Tyrol
19. Cally Henderson
20. Tom Zarek
21. Brother Cavil
22. Ellen Tigh
23. Tory Foster
24. Gaius Baltar
25. Laura Roslin
26. Billy Keikeiya
27. Romo Lampkin
28. D'anna Biers
Presidential Line of Succession
2. Gaius Baltar
3. Tom Zarek
4. Tory Foster
5. Billy Keikeiya
6. Lee “Apollo” Adama
7. Ellen Tigh
8. Felix Gaeta
9. Romo Lampkin
10. Samuel T. Anders
11. Brother Cavil
12. D'anna Biers
13. William Adama
14. Galen Tyrol
15. Cally Henderson
16. Karl “Helo” Agathon
17. Helena Cain
18. Saul Tigh
19. Kendra Shaw
20. Anastasia “Dee” Dualla
21. Sharon “Boomer” Valeri
22. Kara “Starbuck” Thrace
23. Louanne “Kat” Katraine
24. “Doc” Cottle
25. Margaret "Racetrack" Edmondson
26. Alex "Crashdown" Quartararo
27. Brendan "Hot Dog" Costanza
28. Diana "Hardball" Seelix
!sign up
If something seems unclear in the second post, let me know so it can be explained before the game begins.
!Let's go shoot some toasters
3DS: 0963-0539-4405
Hmm....
Lemme in!
I'm special! Yey! :P
3DS: 0963-0539-4405
When you think you'll be least busy, the reverse happens.
Now that this game's signups are posted, I'll probably wait for Blarney's game to wrap up.
oh, and sign up
Current Applicants:
El Skid
Astargoth
JRosen
Tertiee
Scrivenerjones
Dac Vin
Manaleak34
Kevdog
Abotkin
WhiteZinfandel
HamHamJ
HylianBunny
SpectralSpork
MacGuffin
The_Reflection
1. WhiteZinfandel 9212
2. HamHamJ 8091
3. HylianBunny 7689
4. El Skid 6336
5. Kevdog 5377
6. Tertiee 4941
7. JRosen 3549
8. Abotkin 3270
9. Manaleak34 2875
10. The_Reflection 2776
Nuggets that didn't make the cut:
MacGuffin 2282
Astargoth 1539
Scrivenerjones 1181
SpectralSpork 246
Dac Vin 234
To those that signed up and didn't make it, you'll be first in line if someone needs to drop out of the game.
Starting with WhiteZinfandel, pick your characters from the following lists:
Pilots (7):
Kara "Starbuck" Thrace
Sharon "Boomer" Valerii
Lee "Apollo" Adama
Samuel "Longshot" Anders
Louanne "Kat" Katraine
Brendan "Hot Dog" Costanza
Diana "Hardball" Seelix
Military Leaders (7):
William Adama
Saul Tigh
Karl "Helo" Agathon
Helena Cain
Kendra Shaw
Margaret "Racetrack" Edmondson
Alex "Crashdown" Quartararo
Politicians (7):
Laura Roslin
Gaius Baltar
Tom Zarek
Billy Keikeiya
Tory Foster
Brother Cavil
D'anna Biers
Support (7):
"Chief" Galen Tyrol
Cally Henderson
Major "Doc" Cottle
Anastasia "Dee" Dualla
Felix Gaeta
Ellen Tigh
Romo Lampkin
We will be following the balanced character selection rules. Therefore, you must pick from a category which has the most remaining choices left. Support characters are no longer an exception to this rule. The goal of this is to spread out the character types in the turn order.
All players besides WhiteZinfandel, I also need you to pick three cards from your skill set to draw for the start of the game.
Edit: Like Helo, any character that has Piloting in their skill set may pilot a Viper.
Edit 2: Some general notes about playing in this game:
1. Secrecy is to be maintained at all times. Do not, under any circumstances, tell another player what you have in your hand or cards you have seen. This includes whether or not you have the ability to play a certain card. You will be warned once. Any violations beyond that will result in a random discard from your hand.
2. Since we have so many people, turn order contributions will not be enforced unless an Investigative Committee is played. Simply state the number of cards you are adding to the check and PM me what those cards are.
3. If you have a split skill in your skill set, are stuck in Sickbay, or are currently a Reveald Cylon, please let me know ahead of time what you are planning to draw.
1. Maximum firepower - take four shots as a single action
2. Evasive maneuvers cards are more effective when played on a piloted viper
3. Starbuck and Apollo get extra actions from starting in a viper or can launch for free, respectively. The new pilots probably have some bonuses as well.
Doc Cottle: Is he really able to throw anyone who is in sickbay into the brig simply by discarding a repair card? And is his moral dilemma meant to be once per game, or take an action? Does moving someone out of sickbay still cost them the 1 skill card, and if so can they move if they have 0 cards in hand?
Kat Katrine: What rolls qualify as "your" rolls? Do rolls on crisis cards during your turn count as yours, for example?
Kendra Shaw: Does Kendra get to make her own crisis card decisions if she is both president and admiral?
Tory Foster: Does she lose skill cards if she reveals herself as a cylon?
Hardball Celix: Do you have to use the Avionics Expert ability? If you're an unrevealed cylon, you might want to choose not to, for instance...
Brother Cavil: for his Sadistic trait- Does this mean if a choice might put someone in the brig/sickbay, or does this only affect the choice if one of the options is a 100% chance for brigging/sickbaying? [Not sure if this matters, but if you had a choose: A) skill check- pass = someone sent to the brig, fail=no effect or something else, would A) have to be chosen?]
Romo Lampkin- Does he move to sickbay if he is in the brig and someone else is thrown in the brig?
"Crashdown" Quartararo: For Raptor ECO- Do you have to put both cards on the bottom or neither? Or can you choose one card and not the other to put on the bottom?
For Controlling- When you control another character, do they get their own bonuses/penalties? Can they use their own skill cards to help/hurt the action?
No, you can't move characters into the Sickbay or Brig. Once per game. No, it does not cost them 1 skill card.
Any roll on her turn.
Yep.
No, because character abilities no longer apply when you Reveal.
Changed it to "May".
Yes, whichever path leads to someone being Sickbay'd or Brig'd. If both options can do it, then he can choose from among them.
Changed to add that exception.
You can put 0, 1, or both of the cards you look at on the bottom in the order of your choice. All of their character bonuses and limitations apply, but they can't use any action based on skill cards from their hands. IE: They could play Strategic Planning but not Launch Scout. The Launch Scout would have to come from Crashdown's hand. Also editted the entry so you can't use their Once Per Game ability.
Glad someone finally gave these a hard look.
HamHamJ: I need you to tell me what starting cards you want.
HylianBunny, that means you can pick from between Military Leader or Pilot.
Heh. I meant to do it before, but I kinda forgot >_>
Hope it was helpful!
What Darian said. Here's a quick list of what each Pilot brings to the table when actually flying.
Kara "Starbuck" Thrace - Extra Action on her Turn if piloting.
Sharon "Boomer" Valerii - None.
Lee "Apollo" Adama - Launch whenever a Viper is placed on the Board.
Karl "Helo" Agathon - None.
Samuel "Longshot" Anders - +1 against Heavy Raiders.
Louanne "Kat" Katraine - Extra action when launching, can insta-win one roll, can damage Vipers on return.
Brendan "Hot Dog" Costanza - More likely to shoot down and get shot down.
Diana "Hardball" Seelix - Can draw a ton of Piloting cards in the right situation.
Margaret "Racetrack" Edmondson - None
Alex "Crashdown" Quartararo - None
Pilots tend to be better than Military Leaders that happen to have Piloting in their skill set because of the extra cards they draw and their abilities are better geared towards fighting.
Edit: If Apollo is using his Alert Viper Pilot from Sickbay, he must discard a card to do so. Just thought I'd throw that out there before it got asked.
-> You can XO a pilot, even from the brig
-> A pilot can use Maximum firepower
-> A pilot gets better use out of evasive maneuvers
-> Some pilots get bonuses over the unmanned ones
So yeah, if all your pilots end up being cylons, you aren't completely hosed... but the humans are definitely at a disadvantage, because just activating unmanned vipers isn't fantastic.
If noone else is going to choose a new character, I sure as heck will :P
2 Leadership 1 tactics please.
Et tu, El Skid? The game can't start until I get your initial draws.
Edit: There you go.
I'll actually take Samuel 'Longshot' Anders, and draw 2 Leadership, 1 Tactics. Guess I should be trying out a new person. :P
(It still feels like Anders should have the 'Stranded' drawback as well, but maybe that's just me.)
Edit: HamHamJ takes Politics, Leadership, Engineering.
Edit 2: Tertiee, you can take a Military Leader, Politician, or Support character that hasn't already been picked. And please post your initial card choices.