Also... You were the one to draw piloting from support the people...
Heh... if blah has arrest order, id be perfectly happy to keep you both in the brig and make it doc, badger, cain and me vs baltar on crisis/jump track. 4v1 is better odds than 5v2. First one to activate brig to get out is a Cylon.
Skill Check [13] Politics + Leadership + Tactics
Pass: No effect
7+: Shuffle 2 Treachery Cards into the Destiny deck.
Fail: Shuffle 4 Treachery Cards into the Destiny deck.
Professor Phobos plays Leadership 3 - Declare Emergency to change the check result into a full pass.
Reckless Skill Check: The top card of the Treachery deck is flipped over: Treachery 3 - Personal Vices. There is no effect.
With a few well-planned speeches and careful distribution of information, feelings of rebellion are dispelled, bringing a sense of unity back into the fleet.
After Crisis: Heavy Raider advances from the Fore (9 o'clock) to the Port-Bow (7 o'clock). Jump Preparation advances to Level 4 - Jump available at high risk (-3 population on roll of 6 or less).
Turn 16: Romo Lampkin (blahmcblah)
Receive Skills Step: Romo Lampkin (blahmcblah) draws 3 Politics and 2 Tactics cards.
Jump Preparation: Level 4 - Jump available at high risk (-3 population on roll of 6 or less). Pursuit Track: Level 3.
Distance Covered: 5
Galactica: Weapons Control damaged, no boarding parties. Pegasus: Engine Room damaged.
Nuke Tokens: 2 remain. Quorum Cards: 2 in hand.
Active Quorum Cards:
Accept Prophecy - Prevent transfer of President title via the Administration location or increase difficulty of Admiral's Quarters checks against the President by 2; card is used once before discarded.
Ship Reserves: 5 Viper Mk II, 2 Raptors, and 1 Assault Raptor available, 4 Viper Mk VIIs damaged.
Not playing after drawing 2 relevant cards is a bit suss. Still, he's already in the brig, so... who cares. Not enough morale for prophylactic spacing, and we don't want to lose Adama Mk2...
Besides, spiking with a 2 is pretty weak, especially after looking how many cards others were chucking in.
I'm still chalking it up to Destiny, which had a 75% chance (ish) of giving us a mixed bag or worse. As for Kat... well she's definitely a bit on the suspicious side but I don't know if it's good enough to brig yet. Long game + one card left = reasonable doubt.
I would settle for the three of you (guaranteed human majority) picking a plan and brigging her if she doesn't implement it, though.
Anyways, we have Command as an option if our pilots aren't trustworthy. We have 7 civilians on the board and it'll be 9 the first turn after we jump. This turn it would let us clear C and E and one XO would clear out 3:00 as well. Or take some shots at the Heavy.
What are you going to do once she's there? I'll assume Human-Kat's best option on her turn would be to XO someone. Not sure about Cylon-Kat. I can (assuming I draw an XO) do my thing and try busting out on my turn.
Since I'm not much of a pilot we might end up using Command a fair bit to clear the board but someone will need to get into position to make the most of it.
0
Options
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
We'll see if she reveals or does something useful for us.
Movement Step blahmcblah moves to Quorum Chamber. Action Step: Activate the location, drawing a Quorum card to the hand, then playing "Arrest Order", targeting Louanne "Kat" Katraine (Grunt's Ghosts). Grunt's Ghosts is sent to the Brig, and Helena Cain (Professor Phobos) claims the title of CAG.
Romo Lampkin receives word of potential foul play, and makes an order to arrest the CAG under suspicions of mutinous interference. Meanwhile, power to Galactica and Pegasus' jump drives are suddenly cut, risking a delay in calculations for the next jump.
Crisis Step: Power Failure
Skill Check [14] Leadership + Tactics + Engineering
Pass: No Effect.
Fail: Reduce the Jump Preparation track by 1.
Consequence: Damage Galactica once.
EDIT: A reminder, since this is a rare effect: the Consequences from a Crisis card skill check will trigger if any card with a Skill Check ability is found in the played cards for the check.
Thoughts? I guess Armory just jumped to the top of the priority list, unless you got an Authorization in that Quorum draw.
0
Options
blahmcblahYou pick your side and you stick - you don't cut and run when things get ugly.Registered Userregular
Unless I get an XO to dig through the Quorum deck (and we get lucky), yeah, some Armory activations will be necessary. As for this crisis, I have a little for it. How does everyone else feel?
We might need to risk letting Kat out to Armory/Hotshot the centurion, if we don't get an Authorization of Brutal Force. In any case, we're safe from Crisis after Phyphor's turn for 2 rounds, which means XOs from Kat and Adama can let us catch up.
Incidentally, Tenek... trying to get out of brig = Cylon suspicion. Neither you nor Kat have had the chance to do substantial damage. Everyone else has and passed... now either Doc, Romo, Cain or I are playing a very long game, the last Cylon card is in the loyalty deck, or it's one of you two. Having 1 very-probable Cylon and 1 guaranteed Human in the brig still benefits humans immensely. So... we really shouldn't let you out...
For the skill check: 1 card.
And now for something regrettable... I was hoping it wouldn't come to this, because this might get me spaced for safety, but... I'm hoping by now my crisis checks, Support the People and the scouting of destination makes my point: I need to make at least 3 motives to win the game. *cringe*
Reveal Motive - No Unnecessary Force - (Allegiance: Cylon) Reveal this card if 5 or more distance has been traveled and no centurions are on the Boarding Party track.
Ahahaha waiting until the middle of the skill check where you couldn't reveal anymore (which should be errataed to be at between the usual turn steps, not any time at all). I actually thought you would have the 7 distance one
Ahahaha waiting until the middle of the skill check where you couldn't reveal anymore (which should be errataed to be at between the usual turn steps, not any time at all). I actually thought you would have the 7 distance one
Actually, revealing before heavy raiders activate and I can no longer satisfy the condition...
Ahahaha waiting until the middle of the skill check where you couldn't reveal anymore (which should be errataed to be at between the usual turn steps, not any time at all). I actually thought you would have the 7 distance one
Actually, revealing before heavy raiders activate and I can no longer satisfy the condition...
In any case, it's a legal reveal since the Crisis Step and Activate Cylon Ship steps are separate. If it was one of the rare Crisis Cards where Activate Heavy Raiders was part of the Crisis resolution, then you could rule the reveal as nonlegal if you wanted to stick to an "only at the end of any step of a turn" style of interpretation.
Ahahaha waiting until the middle of the skill check where you couldn't reveal anymore (which should be errataed to be at between the usual turn steps, not any time at all). I actually thought you would have the 7 distance one
Actually, revealing before heavy raiders activate and I can no longer satisfy the condition...
In any case, it's a legal reveal since the Crisis Step and Activate Cylon Ship steps are separate. If it was one of the rare Crisis Cards where Activate Heavy Raiders was part of the Crisis resolution, then you could rule the reveal as nonlegal if you wanted to stick to an "only at the end of any step of a turn" style of interpretation.
Ehh...
Revealing Motive Cards
A Cylon Leader may reveal a Motive Card any time its
requirements are currently being met. It is possible to
reveal a Motive Card in the middle of resolving an action,
a skill check, or a Crisis Card. At the end of the game, a
Cylon Leader may reveal Motive Cards if the requirements
listed on those cards are met, based upon the status of
the game when it ended. He cannot reveal a Motive Card
if its requirement is not currently being met, even if it was
previously met.
I'm guessing the bluff/reveal/unreveal timings were a bigger concern than strict mechanics of it... Idea being to give the CLs as much chance as possible to choose whether to reveal or no.
Yeah, but the wording as is would let you flip it over as the centurion was being placed, which means there's no real choice to be made, just hide it as long as you can
Yeah, but the wording as is would let you flip it over as the centurion was being placed, which means there's no real choice to be made, just hide it as long as you can
Agreed. That was basically what I was saying - the mechanics of revealing are less important than choosing to reveal. After all, 1 Centurion isn't the end of the game. Doubly not if Kat turns out to be a human. So if I were a sneaky Cylon trying to stick around the humans for longer, I might risk it and not reveal. As is - honesty is the policy, and I revealed. I think that decision is more important then when/how I can reveal.
Posts
Crisis Step: Incitement to Mutiny
Skill Check [13] Politics + Leadership + Tactics
Pass: No effect
7+: Shuffle 2 Treachery Cards into the Destiny deck.
Fail: Shuffle 4 Treachery Cards into the Destiny deck.
After Crisis: Activate Heavy Raiders, Advance Jump Preparation
The check is now Reckless.
Skill Check Contributions
Destiny Deck - 2 cards
Romo Lampkin (blahmcblah) - 1 card
Gaius Baltar, Daybreak ver. (Phyphor) - 0 cards
Louanne "Kat" Katraine (Grunt's Ghosts) - 1 card
Lee Adama, Daybreak ver. (Tenek) - 0 cards
Helena Cain (Professor Phobos) - 1 card
D'Anna Biers (Kaneski) - 2 cards
Sherman "Doc" Cottle (Kirindal) - 1 card
Politics 2 - Consolidate Power
Leadership 1 - Executive Order
Leadership 1 - Major Victory
Tactics 2 - Launch Scout
Tactics 2 - Launch Scout
Tactics 2 - Launch Scout
Tactics 4 - Strategic Planning
Piloting 2 - Evasive Maneuvers
Current Total: 2 + 2 + 10 - 2 = 12, partial pass. Does anyone want to play a Declare Emergency?
And yes - if you have a Declare Emergency - use it. 2 treacheries in the destiny is bad, and not worth the card - even a 5.
Also... You were the one to draw piloting from support the people...
Heh... if blah has arrest order, id be perfectly happy to keep you both in the brig and make it doc, badger, cain and me vs baltar on crisis/jump track. 4v1 is better odds than 5v2. First one to activate brig to get out is a Cylon.
Crisis Step: Incitement to Mutiny
Skill Check [13] Politics + Leadership + Tactics
Pass: No effect
7+: Shuffle 2 Treachery Cards into the Destiny deck.
Fail: Shuffle 4 Treachery Cards into the Destiny deck.
Professor Phobos plays Leadership 3 - Declare Emergency to change the check result into a full pass.
Reckless Skill Check: The top card of the Treachery deck is flipped over: Treachery 3 - Personal Vices. There is no effect.
With a few well-planned speeches and careful distribution of information, feelings of rebellion are dispelled, bringing a sense of unity back into the fleet.
After Crisis: Heavy Raider advances from the Fore (9 o'clock) to the Port-Bow (7 o'clock). Jump Preparation advances to Level 4 - Jump available at high risk (-3 population on roll of 6 or less).
Turn 16: Romo Lampkin (blahmcblah)
Receive Skills Step: Romo Lampkin (blahmcblah) draws 3 Politics and 2 Tactics cards.
Current Situation:
Jump Preparation: Level 4 - Jump available at high risk (-3 population on roll of 6 or less).
Pursuit Track: Level 3.
Distance Covered: 5
Galactica: Weapons Control damaged, no boarding parties.
Pegasus: Engine Room damaged.
Nuke Tokens: 2 remain.
Quorum Cards: 2 in hand.
Active Quorum Cards:
Accept Prophecy - Prevent transfer of President title via the Administration location or increase difficulty of Admiral's Quarters checks against the President by 2; card is used once before discarded.
Ship Reserves: 5 Viper Mk II, 2 Raptors, and 1 Assault Raptor available, 4 Viper Mk VIIs damaged.
Characters:
Samuel "Doc" Cottle (Kirindal) - Tactical Plot (4 Skill Cards)
President Romo Lampkin (blahmcblah) - President's Office (6 Skill Cards, 1 Mutiny Card, Mutineer)
Gaius Baltar, Daybreak ver. (Phyphor) - Resurrection Ship (0 Skill Cards)
CAG Louanne "Kat" Katraine (Grunt's Ghosts) - Hangar Deck (1 Skill Card, 1 Miracle Token)
Lee Adama, Daybreak ver. (Tenek) - Brig (5 Skill Cards, 1 Mutiny Card, 1 Miracle Token)
Admiral Helena Cain (Professor Phobos) - Communications (4 Skill Cards, 1 Miracle Token)
D'Anna Biers (Kaneski) - Hangar Deck (2 Skill Cards, 1 Miracle Token)
Galactica Space:
Fore (9 o'clock) - 1 Basestar.
Starboard-bow (11 o'clock) - 2 Raiders.
Starboard-quarter (1 o'clock) - 2 Civilian Ships.
Aft (3 o'clock) - 3 Civilian Ships.
Port-quarter (5 o'clock) - 1 Viper Mk. II, 2 Civilian Ships.
Port-bow (7 o'clock) - 1 Heavy Raider.
Cylon Space:
Fore (9 o'clock) - None.
Starboard-bow (11 o'clock) - 3 Raiders.
Starboard-quarter (1 o'clock) - 1 Basestar.
Aft (3 o'clock) - 3 Raiders.
Port-quarter (5 o'clock) - 1 Raider.
Port-bow (7 o'clock) - None.
You know, if he hadn't said anything, I'd just have chalked it up to destiny.
Besides, spiking with a 2 is pretty weak, especially after looking how many cards others were chucking in.
I would settle for the three of you (guaranteed human majority) picking a plan and brigging her if she doesn't implement it, though.
Move to Quorum Chamber and activate it.
We think brigging Kat is the best course of action?
Since I'm not much of a pilot we might end up using Command a fair bit to clear the board but someone will need to get into position to make the most of it.
Play Arrest Order on Kat.
Movement Step blahmcblah moves to Quorum Chamber.
Action Step: Activate the location, drawing a Quorum card to the hand, then playing "Arrest Order", targeting Louanne "Kat" Katraine (Grunt's Ghosts). Grunt's Ghosts is sent to the Brig, and Helena Cain (Professor Phobos) claims the title of CAG.
Romo Lampkin receives word of potential foul play, and makes an order to arrest the CAG under suspicions of mutinous interference. Meanwhile, power to Galactica and Pegasus' jump drives are suddenly cut, risking a delay in calculations for the next jump.
Crisis Step: Power Failure
Skill Check [14] Leadership + Tactics + Engineering
Pass: No Effect.
Fail: Reduce the Jump Preparation track by 1.
Consequence: Damage Galactica once.
After Crisis: Activate Heavy Raiders
Skill Check Contributions
Destiny Deck - 2 cards
Gaius Baltar, Daybreak ver. (Phyphor) - 0 cards
Louanne "Kat" Katraine (Grunt's Ghosts) - 0 cards max. 1 card
Lee Adama, Daybreak ver. (Tenek) - 0 cards max. 1 card
Helena Cain (Professor Phobos) -
D'Anna Biers (Kaneski) - 1 card max. 2 cards
Sherman "Doc" Cottle (Kirindal) -
Romo Lampkin (blahmcblah) -
EDIT: A reminder, since this is a rare effect: the Consequences from a Crisis card skill check will trigger if any card with a Skill Check ability is found in the played cards for the check.
Incidentally, Tenek... trying to get out of brig = Cylon suspicion. Neither you nor Kat have had the chance to do substantial damage. Everyone else has and passed... now either Doc, Romo, Cain or I are playing a very long game, the last Cylon card is in the loyalty deck, or it's one of you two. Having 1 very-probable Cylon and 1 guaranteed Human in the brig still benefits humans immensely. So... we really shouldn't let you out...
For the skill check: 1 card.
And now for something regrettable... I was hoping it wouldn't come to this, because this might get me spaced for safety, but... I'm hoping by now my crisis checks, Support the People and the scouting of destination makes my point: I need to make at least 3 motives to win the game. *cringe*
Reveal Motive - No Unnecessary Force - (Allegiance: Cylon) Reveal this card if 5 or more distance has been traveled and no centurions are on the Boarding Party track.
Actually, revealing before heavy raiders activate and I can no longer satisfy the condition...
In any case, it's a legal reveal since the Crisis Step and Activate Cylon Ship steps are separate. If it was one of the rare Crisis Cards where Activate Heavy Raiders was part of the Crisis resolution, then you could rule the reveal as nonlegal if you wanted to stick to an "only at the end of any step of a turn" style of interpretation.
Ehh...
Revealing Motive Cards
A Cylon Leader may reveal a Motive Card any time its
requirements are currently being met. It is possible to
reveal a Motive Card in the middle of resolving an action,
a skill check, or a Crisis Card. At the end of the game, a
Cylon Leader may reveal Motive Cards if the requirements
listed on those cards are met, based upon the status of
the game when it ended. He cannot reveal a Motive Card
if its requirement is not currently being met, even if it was
previously met.
I'm guessing the bluff/reveal/unreveal timings were a bigger concern than strict mechanics of it... Idea being to give the CLs as much chance as possible to choose whether to reveal or no.
Agreed. That was basically what I was saying - the mechanics of revealing are less important than choosing to reveal. After all, 1 Centurion isn't the end of the game. Doubly not if Kat turns out to be a human. So if I were a sneaky Cylon trying to stick around the humans for longer, I might risk it and not reveal. As is - honesty is the policy, and I revealed. I think that decision is more important then when/how I can reveal.