Anastasia "Dee" Dualla (Communications) CIC Officer - Look at every civilian ship on the game board. You may move any number of them to adjacent spaces. Despondent - Draw 2 trauma tokens.
Dr. Sherman Cottle (Sickbay) Expert Surgeon - Discard 3 of your trauma tokens, then move to any location. Chain Smoker - Discard 3 Skill Cards, then move to any location.
Diana "Hardball" Seelix (Armory) Avionics Specialist - Repair up to 3 damaged Vipers. Unforgiving - You are sent to Sickbay.
Adama glares disapprovingly at the ruined Admiral's Quarters.
On the one hand, I'd like to be able to scout out a good destination, as we are about to jump. On the other hand, Starbuck needs to get out of Sickbay and she is mostly trustworthy. We all know you have an XO, but it's your call regarding who gets it.
I can't say that I see exactly why you believe that to be true, but I can see the line of reasoning, without going into detail about who contributed what cards. The key lies in who decided contributing Trust Instincts was a good idea. However, I can also see that it's possible that there was no sabotage, that destiny has decided to shun us once more. Zarek, yourself, or my own self - any of the three of us could have caused indirect trouble with Trust Instincts. And it is still a possibility that Bill Adama is a newly-born Cylon too.
I don't see Trust Instincts as a sign of trouble here. 3 positive colors means that TI has at least a decent chance of being beneficial. If there were only 2 good colors that would be a very different thing.
Trust Instinct, whoever played it, was risky but not a terrible choice in this case. It just turned out bad.
Once we hit the Crossroads Phase, we're also going to have to deal with personal goals. Resources hitting a level of 2 or lower will be trouble. (Except possibly for Six.) If we get an opportunity to jump early in the last cycle, we'll need to consider our survival chances before going out.
Lose 3 fuel and gain 1 population. The Admiral may lose 1 morale to gain 1 fuel.
This destination will bring us to either {1 Fuel, 3 Morale} or {2 Fuel, 2 Morale}. Getting unlucky with Crossroads could doom us immediately in the latter option, but the threat of Personal Goals dropping us to 0 at the end of the game is also a concern. I am inclined to go with balance (the latter option), but does anybody have a compelling reason to go one way or another on this one?
I am obligated to point out that Adama played a PrePol this turn.
Well, gosh. Then let's "lose" 1 morale to gain 1 fuel.
And let's bring in the Crossroads Phase.
EDIT: I forgot to post Viper launches. Launch one Viper Mk VII and one Viper Mk II to each of the port-quarter (5 o'clock) and the port-bow (7 o'clock) areas.
I will use Alert Viper Pilot to jump in a Viper Mk. VII in the port-bow. I will use my CAG action to launch another Viper Mk II to my area, and use my bonus action to play Tactics 1 - Launch Scout, targeting the Crisis Deck.
In addition: If someone will XO me before my turn, I would be willing to jump out an airlock so I can filter for a good Crisis from Caprica on my turn.
May I suggest that we trauma bomb the Cylon formerly know as the Chief.
An interesting idea. I should note, however, that our ability to execute such a plan is somewhat hampered by circumstance. Disturbing Vision's Antagonistic effect gives two trauma tokens to all Cylon players, but also executes the Admiral. Being that Doctorstrongbad passed off his Final Five loyalty card to me... it strikes me as a particularly bad idea. We'll also have to try and figure out a way to make sure Doctorstrongbad's trauma token counts outpace GoodOmens' and AKelk's counts to make sure one of them doesn't bite it instead. If either of them get The Opera House, the plan's got even less strength.
Alternatively, if we think one of those two is a Cylon, we can always try to trauma bomb them. But it is a risky play since we are not 100% sure of their alignments, and Doctorstrongbad is a known enemy.
Launch one Viper Mk VII and one Viper Mk II to each of the port-quarter (7 o'clock) and the port-bow (5 o'clock) areas.
I will use Alert Viper Pilot to jump in a Viper Mk. VII in the port-bow. I will use my CAG action to launch another Viper Mk II to my area, and use my bonus action to play Tactics 1 - Launch Scout, targeting the Crisis Deck.
Posts
I am a one Cylon machine. Stopping humanity all by myself.
Well thats easy.
2 - Special Destiny
3 - Sabotage
0 - Trust Instincts
Deck counts:
Trauma: 17
Quorum: 25
Ally: 19
Politics: 14
Leadership: 5
Tactics: 11
Piloting: 22
Engineering: 16
Treachery: 14
Allies:
CIC Officer - Look at every civilian ship on the game board. You may move any number of them to adjacent spaces.
Despondent - Draw 2 trauma tokens.
Dr. Sherman Cottle (Sickbay)
Expert Surgeon - Discard 3 of your trauma tokens, then move to any location.
Chain Smoker - Discard 3 Skill Cards, then move to any location.
Diana "Hardball" Seelix (Armory)
Avionics Specialist - Repair up to 3 damaged Vipers.
Unforgiving - You are sent to Sickbay.
Adama glares disapprovingly at the ruined Admiral's Quarters.
Turn Progress:
1. Receive Skills - 3 LEA, 2 TAC
2. Movement Step - 3 - Preventative Policy on Morale
3. Action Step - 1 - Executive Order on Starbuck
4. Crisis Step - Food Shortage
5. Activate Cylon Ships step - Activate raiders
6. Prepare for Jump step - jump prep advances; autojump
Movement action: Play 3 - Preventative Policy targeting Morale
Oh, and Starbuck? Get outa bed!
Normal Action: Play 1 - Executive Order on Starbuck
I don't see Trust Instincts as a sign of trouble here. 3 positive colors means that TI has at least a decent chance of being beneficial. If there were only 2 good colors that would be a very different thing.
Trust Instinct, whoever played it, was risky but not a terrible choice in this case. It just turned out bad.
IOS Game Center ID: Isotope-X
Action - Activate Hanger Deck, launching in a Mk II to the Port Quarter (5 o'clock)
Bonus Action - Play 1 - Launch Scout on the Destination Deck
Card sent.
Crisis: Food Shortage
President Baltar (AKelk) chooses:
A) -2 food
OR
-1 food. President discards 2 skill cards, then current player (Adama) discards 3 skill cards.
Post crisis: Activate raiders, jump prep
Your orders, Mr President?
It was a dam fine destination also btw.
1 - Executive Order
2 - Executive Order
1 - Launch Scout
That should also put me at 10 cards.
Food decreases by 1.
Raider activation starting from Apollo's sector: 1d8 = 4, MISS!
Raider at port-quarter attacks: 1d8 = 7, HIT! Viper damaged.
Jump prep advances; the fleet autojumps.
Destinations sent to the Admiral.
Lose 3 fuel and gain 1 population. The Admiral may lose 1 morale to gain 1 fuel.
This destination will bring us to either {1 Fuel, 3 Morale} or {2 Fuel, 2 Morale}. Getting unlucky with Crossroads could doom us immediately in the latter option, but the threat of Personal Goals dropping us to 0 at the end of the game is also a concern. I am inclined to go with balance (the latter option), but does anybody have a compelling reason to go one way or another on this one?
While we're at it:
Battle for the Ionian Nebula begins.
Adama, choose 2 vipers to launch in port-bow and 2 more to launch in port-quarter.
Then Apollo may do his thing. Crossroads cards will be sent after this is done.
Well, gosh. Then let's "lose" 1 morale to gain 1 fuel.
And let's bring in the Crossroads Phase.
EDIT: I forgot to post Viper launches. Launch one Viper Mk VII and one Viper Mk II to each of the port-quarter (5 o'clock) and the port-bow (7 o'clock) areas.
I will use Alert Viper Pilot to jump in a Viper Mk. VII in the port-bow. I will use my CAG action to launch another Viper Mk II to my area, and use my bonus action to play Tactics 1 - Launch Scout, targeting the Crisis Deck.
IOS Game Center ID: Isotope-X
A pleasant surprise: One of the ships they were forced to abandon back then finds its way to the Nebula by itself.
Fuel decreases by 3.
Civilian ship provides an increase of population by 1 and fuel by 1.
Vipers and their pilots land in Hangar Deck.
Cylon ships transferred to Cylon Fleet board.
The reunion was rudely interrupted by the Cylon ambush force.
2 Basestars and 8 Raiders Appear.
All allies are cleared off the board.
Now with board image for your convenience.
An interesting idea. I should note, however, that our ability to execute such a plan is somewhat hampered by circumstance. Disturbing Vision's Antagonistic effect gives two trauma tokens to all Cylon players, but also executes the Admiral. Being that Doctorstrongbad passed off his Final Five loyalty card to me... it strikes me as a particularly bad idea. We'll also have to try and figure out a way to make sure Doctorstrongbad's trauma token counts outpace GoodOmens' and AKelk's counts to make sure one of them doesn't bite it instead. If either of them get The Opera House, the plan's got even less strength.
Alternatively, if we think one of those two is a Cylon, we can always try to trauma bomb them. But it is a risky play since we are not 100% sure of their alignments, and Doctorstrongbad is a known enemy.
Scout roll: 1d8 = 3, PASS! Crisis sent.
Incoming Crossroads cards! Follow instructions in your PMs.
Edit: Okay, that should be all of 'em. Once everyone submits their trauma placement to me, I'll resolve the Trial (dun dun dunn)