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[BSG: Base] Game 24 - Game Over
Posts
Admiral Tigh is found passed out and his 1 - Launch Scout is nowhere to be found.
Turn Progress:
1. Receive Skills - 2 Pol, 2 Ldr, 1 Tac
2. Movement Step - Move to Press Room
3. Action Step - Activate Press Room
4. Crisis Step - Jammed Assault
5. Activate Cylon Ships Step - n/a
6. Prepare for Jump Step - n/a
Rabble-rouser Tom Zarek to act!
Jammed Assault
1. Activate raiders
2. Setup
1 basestar, 2 heavy raiders at 1 o'clock
1 civilian at 3 o'clock
1 viper, 1 civilian at 5 o'clock
1 viper, 1 civilian at 7 o'clock
1 civilian, at 9 o'clock
4 raiders at 11 o'clock.
3. Special Rule: Keep this card in play until the fleet jumps. Players may not activate the "Communications" location.
Raiders at 9 o'clock activate and attack Lee:
1d8 = 3 - Miss!
1d8 = 1 - Miss!
Turn update incoming.
Turn Progress:
1. Receive Skills - 2 Tac, 2 Pil, 1 Eng
2. Movement Step - Move to Hangar Deck
3. Action Step - Play 1 - Repair
4. Crisis Step - Declare Martial Law
5. Activate Cylon Ships Step - Activate Basestars
6. Prepare for Jump Step - n/a
Lt. Valerii, had enough of the Armory yet?
Admiral, I've repaired your hangar deck, sir!
Declare Martial Law
Admiral Chooses
-1 morale and the Admiral receives the President title.
OR
-1 population and the Admiral discards 2 Skill Cards.
(activate basestars)
Admiral, the burden of command is upon you. What say we all?
You can pick either choice - any time a Crisis card requires you to choose, either option is available unless the card explicitly says otherwise (i.e. for Build Cylon Detector, you can't choose to sacrifice a nuke if you don't have any.)
The population takes a dive, but the crisis is resolved.
Basestars attack!
1d8 = 7 - Hit!
1d8 = 6 - Hit!
The Admiral's Quarters and Hangar Deck are damaged in the assault. Boomer is hit by shrapnel and carted off to Sickbay, but has time for one last scouting mission anyways. Recon Crisis sent.
Turn Progress:
1. Receive Skills - 2 Ldr, 3 Tac
2. Movement Step - Stay in Command
3. Action Step - Play 1 - Executive Order on Boomer
4. Crisis Step - Legendary Discovery
5. Activate Cylon Ships Step - Launch Raiders
6. Prepare for Jump Step - n/a
Boomer buries a crisis and goes to spend some quality time with the Doc. The Admiral wakes up mildly hungover and ready to face a new day of trying to not die.
Your orders, Admiral?
Working on fixing your ship Admiral. (We need to get the frak out of here, sir)
Apollo, if you need it I'll spring an Evasive for you. Keep you in the fight!
Legendary Discovery
14 Tactics, Piloting
Pass Place this card next to the Kobol Objective card. It counts as 1 distance.
Fail -1 food and destroy 1 raptor
(basestars launch raiders)
Contributions:
Destiny - 2 cards
Lee - 3 cards
Baltar - 1 card
Zarek - 1 card
Boomer - 2 cards
Tigh - 2 cards
14 Tactics, Piloting
Pass Place this card next to the Kobol Objective card. It counts as 1 distance.
[strike]Fail -1 food and destroy 1 raptor[/strike]
(basestars launch raiders)
Contributions:
1 - Launch Scout
1 - Launch Scout
2 - Launch Scout
2 - Launch Scout
5 - Strategic Planning
1 - Evasive Maneuvers
1 - Evasive Maneuvers
3 - Maximum Firepower
5 - Maximum Firepower
3 - Declare Emergency
4 - Declare Emergency
11 + 10 - 7 = 14 - Pass!
Overcoming Galactica's inept Leadership, the Pilots and Tacticians successfully bring the fleet one step closer to Kobol.
Basestars launch 3 raiders at 1:00 and 3 more at 9:00.
Lee, how will you divide your attention between Politics and Leadership?
Accept Prophecy (Baltar) and Jammed Assault in effect
Turn Progress:
1. Receive Skills - 1 Pol, 1 Ldr, 1 Tac, 2 Pil
2. Movement Step - Stay at 9:00
3. Action Step - Play 2 - Launch scout
4. Crisis Step - Scouting for Water
5. Activate Cylon Ships Step - (Activate Raiders)
6. Prepare for Jump Step - (Prepare for Jump)
Board updated; waiting on option draw
Not actually sure if we can pass it but jump prep is jump prep and that means less toasters
Scouting for Water
Current Player Chooses
9 Tactics, Piloting
Pass: +1 Food
Fail: -1 fuel and destroy 1 raptor
OR
-1 food
(activate raiders)
(jump prep)
No skill check. -1 food(cyan that someone,on my phone)
Raiders activate. Activation order may matter (11 o'clock raiders will move towards the nearest civilian, which could be either F, or A if F is destroyed.) Lee decides if 9:00 raiders activate before 11:00 raiders.