Let's consider this...why would I, assuming I'm a Cylon, put a bad Destination card back on the top of the deck? I would immediately implicate myself as a Cylon (especially when suspicion has been pointed my way) and not gain any benefit from it, because the Admiral would simply pick the other card. It's a loss/loss situation for a Cylon to keep a bad destination card.
I can't say much about the card that I saw, other than what I've already said...it was ugly but would give us what we needed, in the case of the second card being only 1 distance. And didn't leave us with only 1 fuel, which leads me to believe that the Admiral, who I always trusted, wants us to run out of gas in the galactic equivalent of Cabrini Green.
Can someone be moved from the Brig to Sickbay? If so, that's something we might consider if this gets failed. It would allow one of the pilots to at least be in the game without a brig check.
I believe the FAQ does say quite specifically that someone can be moved from the Brig to Sickbay. I suggest that Starbuck be our choice for that.
Good of you to point this out... AFTER you contribute your frakin' card. You seem to have a selective knowledge of certain rules chief. I'd like to here from everyone else about their intended contribution here. Are we going for it or not? This does give us a chance to get one of us out of the brig. The main question is whether we trust Baltar to follow through.
If this is true we should go for it and not put any cards into this, however I want to see the actual ruleing in the FAQ first or hear Darians opinion but I only get a 404 when I want to read the FAQ.
You can move someone from Brig to Sickbay. Effects like this cannot target anyone already in the location to which you are moving them, but all other characters (except revealed Cylons) are legal to move.
Well, if we can move people from the brig to the sickbay with only the loss of morale, let's do it. Morale isn't our critical resource, with only one jump left. Best for us to save our cards for a crisis that may have harder consequences.
Darian, could I get a hand update. I seem to have lost the text file I was using to keep track of it. I'm also going to wait until I hear from Baltar regarding his feelings about using this skill check to get one of us out of the brig.
Witch Hunt
10 Politics, Leadership
Pass No Effect
6+ -1 morale
Fail -1 morale. Current player chooses a character and moves him to "Sickbay." (activate heavy raiders) (jump prep)
OK, so, are we failing this or not? I'm confused because it looked like Starbuck was going to be released, but she contributed. Unless she contributed a bad card.
Nevermind, I can't really do much one way or the other. Contributing nothing.
GoodOmens on
IOS Game Center ID: Isotope-X
0
MaximusEngineer of the HarbingerEngine RoomRegistered Userregular
edited April 2009
Hoboy, I get to shoot someone and send them to sickbay? That's fine by me. This Crisis will get nothing from me.
Witch Hunt
10 Politics, Leadership
Pass No Effect
6+ -1 morale
Fail -1 morale. Current player chooses a character and moves him to "Sickbay." (activate heavy raiders) (jump prep)
As always, discuss then PM your contributions.
Positive card: 5 Leadership - Declare Emergency
Negative cards: 3 Engineering - Scientific Research 2 Piloting - Evasive Maneuvers 4 Piloting - Maximum Firepower
Total: +5-3-6 = -4; failure. -1 morale, and President Baltar chooses someone to move to Sickbay.
Cylon fleet: No enemy ships to activate.
Jump prep advances, but the fleet is still nowhere near ready to jump
Things are going suspiciously well, kind of. There's still the chance of everything going pear-shaped in an instant, but there's also the possibility of ending the game in a human victory within the next few rounds. Hmm.
Starbuck, I'm glad you're out of the brig! However, I'm not going to XO you, following the simple rule of, "I can only be sure that I'm not a Cylon." It's so late in the game that I don't want to run any risks, and I would be absolutely kicking myself if I played an XO on you (right before your turn, no less) only to have you reveal during that XO.
That said, I'm going to play 1 Tactics - Launch Scout to look at the next crisis.
Chief, your concern is noted and I don't blame you for not wanting to XO me. But the board is currently clear so there is a very minimal amount of damage I could have done with an XO. This game shouldn't last much longer at this point anyways so it's unlikely that I'll be missing those extra skill cards.
Well, given how rarely you all play SP on these scouts, do you want me to wait and give people a chance to play one or just go ahead and roll it?
I'll roll it upon the first of these: Chief gives the go ahead, 8 PM EST arrives, or everyone who draws tactics posts without playing any SP.
Hmm. I'm gonna say go on ahead. SP would be nice, but I don't think we have an over-abundance of them. Plus, I would like to get to the crisis this evening.
Crisis! Send Survey Team
15 Tactics, Piloting, Engineering Current Player (Chief) Chooses A. Pass No Effect
Fail The current player is sent to "Sickbay" and destroy 1 raptor. OR B. Roll a die. If 5 or less, -1 fuel. (activate raiders) (jump prep)
Chief, we'll need a decision. Applicable information from the bridge shows that fuel reserves are at 1 unit and that only two raptors are still in flying shape.
Not a chance that we're rolling that die. (And thank goodness it came up on my turn and not a Cylon's) We will take the check.
Edit: Feel free to consider not trying to pass the check. If anyone wants to XO me out of sickbay, I won't mind that half of the penalty in the least. Originally I was concerned about having raptors to find more fuel in destination cards, but that isn't an ongoing concern anymore, so that'd leave us wondering if we would rather lose the raptor or spend a good number of cards.
Crisis! Send Survey Team
15 Tactics, Piloting, Engineering Current Player (Chief) Chooses A. Pass No Effect
Fail The current player is sent to "Sickbay" and destroy 1 raptor. OR
[strike]B. Roll a die. If 5 or less, -1 fuel.[/strike] (activate raiders) (jump prep)
Chief decides to personally lead the survey team (chooses skill check).
Discuss and decide on contributions, then PM them to me.
Posts
I can't say much about the card that I saw, other than what I've already said...it was ugly but would give us what we needed, in the case of the second card being only 1 distance. And didn't leave us with only 1 fuel, which leads me to believe that the Admiral, who I always trusted, wants us to run out of gas in the galactic equivalent of Cabrini Green.
IOS Game Center ID: Isotope-X
I contribute one card.
Can someone be moved from the Brig to Sickbay? If so, that's something we might consider if this gets failed. It would allow one of the pilots to at least be in the game without a brig check.
IOS Game Center ID: Isotope-X
Good of you to point this out... AFTER you contribute your frakin' card. You seem to have a selective knowledge of certain rules chief. I'd like to here from everyone else about their intended contribution here. Are we going for it or not? This does give us a chance to get one of us out of the brig. The main question is whether we trust Baltar to follow through.
IOS Game Center ID: Isotope-X
If it wasn't your turn to contribute yet, then you could change your contribution; it was your turn and the order is valid.
Witch Hunt
10 Politics, Leadership
Pass No Effect
6+ -1 morale
Fail -1 morale. Current player chooses a character and moves him to "Sickbay."
(activate heavy raiders)
(jump prep)
As always, discuss then PM your contributions.
Cards added:
Destiny Deck - 2
Chief - 1 card
Starbuck - 1 card (max 1)
Helo - 0 cards
Boomer - 0 cards (max 1)
Adama - 0 cards
Baltar - 0 cards
Nevermind, I can't really do much one way or the other. Contributing nothing.
IOS Game Center ID: Isotope-X
Witch Hunt
10 Politics, Leadership
Pass No Effect
6+ -1 morale
Fail -1 morale. Current player chooses a character and moves him to "Sickbay."
(activate heavy raiders)
(jump prep)
As always, discuss then PM your contributions.
Positive card:
5 Leadership - Declare Emergency
Negative cards:
3 Engineering - Scientific Research
2 Piloting - Evasive Maneuvers
4 Piloting - Maximum Firepower
Total: +5 -3 -6 = -4; failure. -1 morale, and President Baltar chooses someone to move to Sickbay.
Cylon fleet: No enemy ships to activate.
Jump prep advances, but the fleet is still nowhere near ready to jump
I will need an official decision to implement this, or you whatever you decide to do.
oops.....
Current Board Setup:
Players:
1. MrBlarney - Sharon "Boomer" Valerii - Brig - 9 cards
2. MacGuffin - Admiral Bill Adama - Command - 7 cards
3. El Skid/Maximus - President Gaius Baltar - Research Lab- 7 card
4. Darkewolfe - Galen "Chief" Tyrol - Hangar Deck - 8 cards
5. knotty - Kara "Starbuck" Thrace - Sickbay- 4 cards
6. GoodOmens - Karl "Helo" Agathon - FTL - 5 cards
Resources:
Fuel 1. Food 4. Morale 4. Population 8
Jump Track: [Start]B][COLOR="Red"]No Jump[/COLOR][/B[No Jump][-3][-1][Auto]
Distance Moved: 9
Boarding Party: (clear) {start}__,__,__,__,{death}
Raptors: 3 In Reserve
Vipers: 0 in use, 5 in Reserve, 3 Damaged, 0 Destroyed
Nukes: 2
Quorum Hand: 3 cards
Galactica Damage: clear
Space:
1 O'Clock: clear
3 O'Clock: clear
5 O'Clock: clear
7 O'Clock: clear
9 O'Clock: clear
11 O'Clock: clear
Ships in stock off the board: 16 raiders, 4 heavy raiders, 11 civilian ships
Turn Progress:
1. Receive Skills Step - 1Po, 2L, 2E (shuffle after first leadership draw)
2. Movement Step -
3. Action Step -
4. Crisis Step -
5. Activate Cylon Ships Step (if necessary) -
6. Prepare for Jump Step (if necessary) -
7. Discard and Check for Human Defeat.
Chief, what is on your agenda for today?
IOS Game Center ID: Isotope-X
That said, I'm going to play 1 Tactics - Launch Scout to look at the next crisis.
I'll roll it upon the first of these: Chief gives the go ahead, 8 PM EST arrives, or everyone who draws tactics posts without playing any SP.
IOS Game Center ID: Isotope-X
I've got good news and bad news. First, the good news:
Next the bad news:
Crisis!
Send Survey Team
15 Tactics, Piloting, Engineering
Current Player (Chief) Chooses
A. Pass No Effect
Fail The current player is sent to "Sickbay" and destroy 1 raptor.
OR
B. Roll a die. If 5 or less, -1 fuel.
(activate raiders)
(jump prep)
Chief, we'll need a decision. Applicable information from the bridge shows that fuel reserves are at 1 unit and that only two raptors are still in flying shape.
Also, losing the game on this kind of die roll would not be good.
Edit: Feel free to consider not trying to pass the check. If anyone wants to XO me out of sickbay, I won't mind that half of the penalty in the least. Originally I was concerned about having raptors to find more fuel in destination cards, but that isn't an ongoing concern anymore, so that'd leave us wondering if we would rather lose the raptor or spend a good number of cards.
Crisis!
Send Survey Team
15 Tactics, Piloting, Engineering
Current Player (Chief) Chooses
A. Pass No Effect
Fail The current player is sent to "Sickbay" and destroy 1 raptor.
OR
[strike]B. Roll a die. If 5 or less, -1 fuel.[/strike]
(activate raiders)
(jump prep)
Chief decides to personally lead the survey team (chooses skill check).
Discuss and decide on contributions, then PM them to me.
Cards added:
Destiny Deck - 2 cards
Starbuck - 0 cards
Helo - ???
Boomer - ??? (max 1)
Adama - ???
Baltar - ???
Chief - ???