Base Set Game (Newbie Friendly)
After forty years passing without a single word from the Cylons, they returned, and all but eradicated the human race. In this time of strife, they must put aside the petty differences that once separated them and focus on one thing — survival.
Humanity's only hope of a future is to find a new home; a place called Earth. The Cylons, however, are in constant and tireless pursuit. They now look, breathe and bleed exactly like humans. Cylons have infiltrated the Fleet, destroyed resources, and threaten to finish the extermination they have begun. The humans have no choice but to run, plagued by the paranoia of an indistinguishable enemy.
Are you a Cylon who will help to erase any memory of the human race? Or will your resilience and determination to survive prove to the Cylons that humanity is worth saving?
In the basic version of the game, players take the roles of prominent figures in the remainder of humanity working toward the goal of reaching Kobol, the first step on the long road toward the legendary planet Earth. However, hidden among their ranks are Cylon infiltrators, who seek to end humanity for once and for all. This game will only be using this basic version of the game along with a few popular house rules. We'll also be giving priority to newer players to the BSG game in order to keep this one at an introductory level.
Rules and UtilitiesBase Set Rules, from the publisher's websiteFAQ and Errata, from the publisher’s websitePlayer Aid 1 (Base Set), on BoardGameGeekPlayer Aid 2 (Base Set), on BoardGameGeekPegasus and Exodus Expansion OP by MrBlarney, original Base Set OP borrowed from Akinos/Darian. (With modifications.)
Now appropriated from Tmoiy for Exodus Game 9Notes and Guidelines for the PbP Format:Secrecy is an important part of this game! As such, the following rules must be followed
at all times:
- You may not tell other players the exact value/type of cards that are in your hand, that you plan to put into a Skill Check, or what you had put into a Skill Check after it is resolved. You may still use vague terms to describe the cards you hold/play: “this should help a lot” or “this should help a little” are reasonable; “this should help a medium amount” can be said for multiple cards.
- Outside of a skill check, it is permissible to state whether you have a certain card in hand ("I have a Strategic Planning for a FTL roll",”I can Declare Emergency if needed”,”Would Scientific Research help here?”,etc); this rule should not be abused to communicate the detailed contents of your hand to other players.
- If an ability or action allows you to look at the top or bottom card of any deck, you are not allowed to tell the other players what that card is or any specific information about it.
- Specific information on a player's loyalty cards cannot be revealed beyond claiming/denying to be a Cylon. For "You Are A Cylon" cards, no specific discussion of reveal effects is allowed.
- All communication between players must be made through this thread. Private conversations are not permitted.
- All players, whether Human or Cylons, must adhere to these rules; Revealed Cylons may not show their hands to other players or reveal their Super Crisis card until they play it.
All game actions should be reported in the thread in bold for them to be recognized. Movement, skill card use, ability use, discards, etc. all count as game actions.
***MODIFIED SYSTEM FOR THIS PARTICULAR PBP GAME -- READ THIS OR ELSE!***
Skill checks in this game will
usually follow a different format than tabletop rules. In this game, players may play their cards into the skill check in ANY ORDER they wish. You will NOT have to wait for your normal turn around the table to put in cards to a skill check. Usually, when a skill check happens, the players put in cards to the skill check in normal player order beginning with the player next in line from the current player's turn and ending with the current player. In order to facilitate speedier skill checks, this will NOT be the case.
HOWEVER! The following types of skill checks will STILL be handled in normal turn order to prevent the most egregious opportunities for spiking checks and stalemates between players:
- When an Investigative Committee card is played before the skill check
- Skill checks at the following locations: Admiral's Quarters, Administration, and The Brig.
- Skill checks which would end the game for either faction
- I reserve the right to begin enforcing turn order for any particular skill check if I feel that two or more players are taking advantage of this freedom in order to sabotage a particular skill check.
Discussing with your fellow players before committing cards to the skill check is still important! Just because you can play your cards into the skill check whenever you want does not absolve you from discussion prior to doing so and will likely result in you wasting precious cards!
There are a number of Skill Cards that can be played under certain conditions. Please refer to the Skill Cards section for the effects of each card. For the purposes of keeping things moving at a good pace,
I recommend sending me a PM with guidelines or instructions in advance referred to as COs, or Conditional Orders. Examples include: “Declare Emergency if the check is within 2 of succeeding”,”Evasive Maneuvers on myself if my viper is damaged or destroyed”,”I'll Strategic Planning the FTL roll if it's activated this turn”. I will not make any decisions for you, so COs must be clear and precise. I will use the lowest strength copy of a card if you have multiples unless otherwise specified.
Skill Cards that come before events:
Before die rolls:
Strategic Planning
Before skill checks:
Investigative Committee,
Scientific ResearchSkill Cards that come after events:
After skill checks:
Declare Emergency
After combat rolls:
Evasive Maneuvers
Observers can post with commentary but should avoid strategic discussion.
The Board
Above, the main game board at the beginning of the game, before characters are placed. The fleet has four resources that will deplete over the course of the game: Fuel (starts at 8), Food (starts at 8), Morale (starts at 10), and Population (starts at 12). One Basestar and three Raiders are deployed at the fore of Galactica, two civilian ships at the aft, and one Viper in each of the port-bow and port-quarter areas.
The two blue boards to the right of Galactica in this picture are for the two expansions Pegasus and Exodus and represent additional elements to the game which we will not be using. For the purposes of this playthrough, you will not see those boards. Therefore, I will not explain them at this time.
General Game Flow and Victory Conditions
In the Battlestar Galactica base game, the humans are trying to reach Kobol, ancient birthplace of the Human Race, before various catastrophes beset them instigated by the Cylons who are relentlessly pursuing them.
Human Victory:
- Kobol scenario: Reach Kobol by making one final jump after accumulating a Destination Score of 8 or more. (Every jump will yield a Destination Card with a score between 1 and 3.)
Cylon Victory: End humanity. This is done by destroying Galactica (damage six locations), dropping one of the fleet's resource stats to 0, executing a human with no replacement character available, or getting a Centurion boarding party far enough into Galactica's innards to shut down life support.
At the start of the game, each player is given one Loyalty Card (exception: Gaius Baltar, who receives two) that indicates whether or not a player starts out as a Human or a Cylon player. Players take turns in sequence, encountering crises and jumping the fleet towards the destination of Kobol. When a distance of 4 or greater has been reached, the Sleeper Agent Phase activates: each player, including Revealed Cylons, is dealt one more Loyalty Card (exception: Sharon "Boomer" Valerii, who receives two). Human players may secretly turn into Cylon players during this phase. The total number of Cylons present in the game is fixed and dependent on the number of players in the game.
Human (and Unrevealed Cylon) Game Turn
- Receive Skills Step: The current player draws the number and types of Skill Cards listed on his character sheet.
- Movement Step: The current player may move to a different location. If he moves to a different ship (between Galactica, and Colonial One, or from a Viper to any of these ships), he must discard one Skill Card from his hand.
- Action Step: The current player chooses one action to perform. Options include the actions listed on his location, on his/her character sheet, and Skill Cards. If piloting in a Viper, you may activate it as an action. Unrevealed Cylons may also reveal a Cylon Loyalty Card in this step.
- Crisis Step: The top card of the Crisis deck is drawn and then resolved.
- Activate Cylon Ships Step: If any are in play, Cylon ships are activated according to the Crisis Card drawn.
- Prepare for Jump Step: If the Crisis Card has the "prepare for jump" icon on it, the fleet token advances one space on the Jump Preparation track. If the token reaches the end of this track, then the fleet jumps automatically.
Revealing as a Cylon
Cylon players may reveal a Loyalty Card indicating their alignment as an action. The following steps are followed after a reveal:
- Resolve Loyalty Card Action: If the player is not in the Brig, then the effect on their Loyalty Card takes effect.
- Discard: The player's hand is discarded down to 3 Skill Cards.
- Lose Titles: If the player was Admiral or President, the title is passed to the human player that is highest in the line of succession.
- Receive Super Crisis: The player receives one random Super Crisis card from those available.
- Hand Off Excess Loyalty Cards (NORMALLY in Pegasus Expansion, but we're using this also): If Galactica has traveled 6 distance or less, all unrevealed Loyalty Cards are passed on to a single human player of the revealing player’s choice.
- Join Cylons: The player moves to the Resurrection Ship and their turn ends.
Revealed Cylon Game Turn
Revealed Cylons ignore all abilities and effects that were part of their original character. Cylon players may also choose to ignore effects on Crisis Cards and Loyalty Cards that might affect them unless the card specifically targets a Cylon player.
- Draw Skills Step: The current player may draw any Skill Cards (Base game allows both cards to be of the same type).
- Movement Step: The current player may move to any of the Cylon Locations.
- Action Step: The current player activates his current location and performs the listed action.
- Prepare for Jump Step: In the base game, the Activate Cylon Ships Step and Prepare for Jump Step are always skipped on Cylon players’ turns (when played from the Caprica location).
Posts
Skill Checks
A Skill Check will involve two to four types of Skill Cards, and a difficulty 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. All skill cards are submitted without revealing their values, including cards that come from the Destiny Deck. Only after all players have made a submission are cards revealed, without noting which card came from which player. PM the host the specific cards you wish to contribute after declaring the amount of cards in the game thread.
After the skill cards are revealed, you ADD all of the numbers from the appropriately colored Skill Cards, and then SUBTRACT all of the numbers from the non-matching Skill Cards. If this total meets or beats the Skill Check difficulty, the check is passed; otherwise, the check is failed. Passing a crisis usually does nothing but avoid negative results, but some crises can 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 six Skill Card types. Two are drawn for each Skill Check, and the deck is only replenished when it is exhausted (after six Skill Checks).
Skill Cards
Players have a maximum hand limit of 10 Skill Cards (exception: "Chief" 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 temporarily exceed this amount during any player's turn, including the start of their own turn after drawing Skill Cards.
Color guide:
Politics: orange
Leadership: green
Tactics: purple
Piloting: red
Engineering: blue
Politics
Leadership
Tactics
Piloting
Engineering
Activate Raiders - Each raider on the board takes one action with the following priority:
- Attack a Viper: Attack a viper in the same space area; unmanned Vipers are attacked before player-piloted Vipers.
- Destroy Civilian Ship: The current player chooses a civilian ship in the Raider's space area. The ship is automatically destroyed and the listed resources lost.
- Move: The Raider moves toward the nearest space area containing a civilian ship, moving clockwise if there are two space areas equidistant from the Raider's current location.
- Attack Galactica - If none of the above actions have been taken, the Raider will remain in its current area and attack Galactica.
If there are no Raiders on the board to activate, then each Basestar on the board launches two Raiders instead. If there are multiple space areas containing Raiders, then the current player may choose the order in which they activate; all raiders in a space area are activated before moving to the next.Launch Raiders - Each Basestar in play launches three raiders. If there are not enough raiders, the current player may choose which raiders are launched.
Activate Heavy Raiders and Centurions - Each Heavy Raider on the board moves toward the closest Viper launch area, or if in a launch area, deposits a Centurion on the first space of the Boarding Party track. If there are no Heavy Raiders on the board, each Basestar in play launches one Heavy Raider. Each Centurion also advances one space on the Boarding Party track; if any has advanced to the end (a total of four activations), then the Cylons win. Centurions activate with Heavy Raiders with the Cylon Fleet location action.
Activate Basestars - Each Basestar in play attacks Galactica.
Combat Table
Jumping
The ultimate objective for the humans in the base set scenario 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 human 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.
Under standard rules, 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, and the Jump Prep marker returns to its starting position.
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
General Ability: Cylon Hatred - When a player activates the "Admiral's 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
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
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
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
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
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
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
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
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
Character Selection
The first player draws their full Skill Card Draw to start the first turn, while all other players draw three cards from their normal Skill Card Draw to start the game.
Admiral, and President
Admiral
You control the nuke tokens. (There are 2 nuke tokens available at the start of the game with an additional token that can be gained.)
Action: Launch 1 nuke at a Basestar (the nuke is discarded).
Nukes damage a Basestar twice on a roll of 1-2, automatically destroy a Basestar on a roll of 3-6, automatically destroy a Basestar and 3 Raiders in the same area on a roll of 7-8.
Line of Succession
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 until a human player manages to leave the Brig.
President
Action: Draw a Quorum Card into your hand.
Per base game rules, there is no limit to the size of your Quorum Hand. Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed Cylons.
Line of Succession
Note that if the President is in the "Brig," he/she keeps the President title and all associated abilities.
My notes on the PbP format. Please read!
Conditional Orders
COs help keep the game flowing at a reasonable pace. I'll pause briefly to give players a chance to play interrupts, but many can and should be set up via CO. Just PM me the conditions under which you wish to automatically use a card, such as:
If there are any choices to be made (such as what ship to target, which deck to scout) please include those.
Don't feel pressured to CO things that you want time to think over. The idea is mostly to automate certain plays that you know you're going to make regardless of what else is going on.
Skill Check Interrupts
Before each skill check every player has an opportunity to play one or more cards that will modify the check. Each player will play an interrupt card or pass. I will proxy a Pass in your name without revealing that you auto-passed when appropriate (such as when you have no cards available with which to interrupt with). Otherwise, I'll PM you and/or give you a fair amount of time to post your interrupt or state that you're passing in the topic.[/b]
Adding Cards to Skill Checks
Once interrupts are taken care of, players add cards to the check USUALLY in ANY order (see below in house rules). Crisis cards will include the full text (though this example doesn't), including cylon ship activation and jump prep icon. If a crisis has a partial pass it will be indicated after the strength in parenthesis, (6) in this example.
will become
Players will PM me their card contributions. Only post how many cards you are adding (if any) and their relative strengths (optional) in the thread.
You are encouraged to discuss your possible contribution before you add cards regardless of turn order. You may not, however, bold how many cards you are adding before your turn. If your submission is the same regardless of other players' submissions, please PM me with a CO stating which cards (and their strengths, to avoid confusion) you will add. When your turn comes around I will fill in your spot on the list and move on to the next player.
Once all cards have been submitted I'll reveal them, tallied up, resulting in a pass or fail. You may play Declare Emergency one cards have been totaled and I encourage you to include a CO for this with your card submission if you intend to use one.
House rules
Skill Check Order
Skill checks in this game will usually follow a different format than tabletop rules. In this game, players may play their cards into the skill check in ANY ORDER they wish. You will NOT have to wait for your normal turn around the table to put in cards to a skill check. Usually, when a skill check happens, the players put in cards to the skill check in normal player order beginning with the player next in line from the current player's turn and ending with the current player. In order to facilitate speedier skill checks, this will NOT be the case.
HOWEVER! The following types of skill checks will STILL be handled in normal turn order to prevent the most egregious opportunities for spiking checks and stalemates between players:
Discussing with your fellow players before committing cards to the skill check is still important! Just because you can play your cards into the skill check whenever you want does not absolve you from discussion prior to doing so and will likely result in you wasting precious cards!
Extra loyalty cards belonging to a newly revealed Cylon player
In the base game, you are only able to get rid of these cards by activating the Resurrection Ship location and when at a distance of 7 or less. In this game, the revealing Cylon player will be able to instantly give his remaining loyalty cards to one player immediately upon revealing if total distance is 6 or less.
Our players:
1. Camacho as [Political Leader] Gaius Baltar
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
2. 1digitalranger1 as [Military Leader] William Adama
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
3. Penumbra as [Pilot] Lee "Apollo" Adama
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
4. Cayrus as [Political Leader] Laura Roslin
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
5. BobCesca as [Military Leader] Karl "Helo" Agathon
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.
It will be a five player game and spots will be prioritized to folks who do not have a lot of experience with playing Battlestar Galactica and/or playing BSG via Play by Post. When I first started doing Play by Post, I was intimidated to jump into games with tons of experienced players using lots of expansion options... and really appreciated a similar opportunity to get in on a base game... so I'm extending this here at PA as well.
If you are NOT a BSG / BSGPbP newbie, feel free to sign up as well, just realize that you will not have priority over our more inexperienced Nuggets.
Submissions will be open until Friday night at 10 PM Central Time or until I receive a large number of acceptable sign-ups (say a dozen or more or so)... so if you're interested, please sign up early.
I've played the base game irl but never in a PbP. My friends just got the Pegasus Expansion but I've yet to play it with them.
Henri Emmanuel Gratien St Pierre in Where No Man Has Gone Before
Lord Augustus Cumberbatch in Eclipse Phase
I've played the base game & Peg irl and played a couple of PbP here, so I may be low on the list.
The Black Hole of Cygnus X-1
I've run a game and played in a few.
Twitch Stream
Played both base and exodus + pegasus
I'm NOT a newbie, but if you're short of players I'd be happy to get in.
IOS Game Center ID: Isotope-X
I've played both and would probably prefer the Pegasus/Exodus game!
Only other game I am in right now is twilight imperium game 4
<---- noob
Long time reader, first time sign up'er
I am a complete newbie to the game (both PBP and RL) and would love an opportunity to actually have a go at this.
Been following the two BSG games that just finished. I have never played by post before.
Looks like 13 players so far, there is always an interest in BSG games.
Unrelated question: Is there a policy regarding posting of in game elements in the topic? I have scans of most of the cards from the game (used in the BSG VASSAL module). Fantasy Flight has a requirement for the folks who create VASSAL games that at least one part of the components are rendered blank in order to ensure that all players on VASSAL own a copy of the game. The VASSAL module has blank Loyalty Cards. That means we've got images for all the crisis cards which I feel are a great addition to PbP games. I know I'd like to post the crisis cards in the topic here... but I don't want to break any rules in doing so. Thoughts?
Definitely. I'll be using the same Gimp/OpenOffice combo that they used so at least in that regards, they'll be just as good.
Good luck and have fun in the game.
I'm in this new game so I'll withdraw from here. Good luck getting to Kobol!
For those of you who were not chosen (and signed up) and are subsequently not chosen for Felix's game, you'll have priority for my next game.
Cayrus: Player Slot Roll-off: 1d100 11
1digitalranger1: Player Slot Roll-off: 1d100 74
Camacho: Player Slot Roll-off: 1d100 92
BobCesca: Player Slot Roll-off: 1d100 10
Penumbra: Player Slot Roll-off: 1d100 7
McCoy: Player Slot Roll-off: 1d100 46
Our players are in player turn order:
1. Camacho
2. 1digitalranger1
3. McCoy dropped, replaced with Penumbra
4. Cayrus
5. BobCesca
Sorry Penumbra. If you're interested in playing for my next game, you'll have a priority spot for it (unless you join Felix's game).
Camacho: You'll need to pick a character first. Since you are picking first, you have no restrictions on who you choose. As a reminder, this is a base set only game so your character choices are limited to the characters in the base BSG game. A list of these characters appear above in the rules section.
I'm gonna choose everybodys favorite non-cylon half-mad scientist, Gaius Baltar
I am truly sorry that someone gave the cylons access to the defense mainframe, and as president - unless that religious broad Roslin somehow shows up - I will do anything in my power to hunt down the person responsible!
with the next pick I will select William "old man" Adama
I will stand at the helm of our proud ship and lead us to a safe new haven I also teach calculus lessons on the side if anyone is interested.
1digitalranger1 chooses a Military Leader, Adama
McCoy has informed me that he actually got selected for a different PbP game elsewhere and is offering his spot up to Penumbra if he wants it so I've contacted him by PM to see if he's still interested. If not, I'll roll off between the remaining folks interested who signed up originally.
Regardless, whomever is next, they will need to either pick a Pilot or Chief Tyrol due to character selection rules.
So say we all.
1digitalranger1 chooses a Military Leader, Adama
Penumbra chooses a Pilot, Apollo
Cayrus, you're up for character selection and can choose any of the characters except, obviously, for those already chosen.
BobCesca, if you're around before Cayrus makes his choice, you can send me a prioritized list of characters, if you like, to choose and I'll assign you the highest one on your list eligible based upon what Cayrus chooses. No problem if you'd prefer to wait though.
Who shall I airlock* first?
*No actual airlocking may occur.
Henri Emmanuel Gratien St Pierre in Where No Man Has Gone Before
Lord Augustus Cumberbatch in Eclipse Phase
1digitalranger1 chooses a Military Leader, Adama
Penumbra chooses a Pilot, Apollo
Cayrus chooses a Political Leader, Roslin
BobCesca chooses a Military Leader, Helo.
We are ready to start!
Game Setup
*The Admiral's Title Card is given to 1digitalranger1
*Two Nuke tokens have been given to 1digitalranger1
*The President's Title Card is given to Cayrus
*One Quorum card is given to Cayrus
*One Loyalty card is given to each player except Baltar (Camacho) who receives two
*Baltar (Camacho) receives his starting compliment of cards: 2 Politics, 1 Leadership, and 1 Engineering
*Adama (1digitalranger1) draws his starting hand (3) of 2 Leadership and 1 Tactics
Remaining Steps:
*I need starting hands from Penumbra, Cayrus, and BobCesca. Remember, you can only draw three cards to start with from your typical five to choose from.
*Make sure you check your PM conversation for your current Loyalty. Noting here in the topic that you've confirmed your Loyalty would be great.
*Penumbra, you have a choice of starting the game in Sector 5 or Sector 6. Please choose. I'll show a starting board below.
Reminder
Please make sure you are fully aware of the Secrecy rules for this game.