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			<title>Paradox Interactive Forums - OT Forum Games</title>
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			<title>VabokBakust : OrbUrged ... a Dwarf Fortress community fort</title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?689151-VabokBakust-OrbUrged-...-a-Dwarf-Fortress-community-fort&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 23:52:26 GMT</pubDate>
			<description><![CDATA[*Early Granite, Year 201.* 
From the diary of Blue Emu MinedBone, Mechanic.

By Armok's blood-stained beard! What were those limp wristed paper-pushers back at MountainHome thinking? 

"Set up a new outpost at these coordinates", they told us... "these coordinates", my hairy Dwarven arse! I've checked the bloody map three times, and there's no mistake on OUR part. The spot they've marked is in the middle of the canyon, fifty feet up over a river... they've sent us to build a bloody Fortress in mid air! 

At that, it'll probably be safer than building it on the river-bank. Even from here, we can see over a dozen of those Gods-damned Carp leaping and splashing in the river. I won't be getting any closer to that water than I need to.

Well... no matter how badly those poncy bastards have screwed us over, there's no sense just hanging about on the cliff-top and grumbling. We'd better get ourselves underground before something even worse comes along. I've detailed three of the lads to start digging us in, and another one to start felling some trees for construction material. The rest of us will unload the wagons and start getting things organized.

========== =========== =========== ========== ========= ============

OOC:

Our initial party of Dwarves consists of seven members:

*Blue Emu* : Mechanic / Building Designer / Appraiser / + Social skills - I will be Broker and Foreman for the first session.
*Funnyman320* : Miner / Axedwarf
*Quinton* : Miner / Hammerdwarf
*TonkaToy5* : Miner / Mason / Building Designer / Speardwarf
*BakeryDog* : Lumberjack / Carpenter / Hunter / Marksdwarf
*EmperorGrimm* : Grower / Weaponsmith
*Stamasd* : Brewer / Cook / Armorsmith

Additional immigrants:

*Capt.Kiwi* : Weaponsmith / Swordsdwarf / Persuader / Negotiator
*RepBentley* : Axedwarf / Armor-Shield-Dodge-Wrestler-Kicker-Striker / Fishmonger
*King50000* : Macedwarf / Armor-Shield-Dodge / Threshing / Shearing / Butcher
*Cpt_everos* : Macedwarf / Armor-Shield-Dodge / Threshing / Shearing / Butcher
*Dinglehoff* :
*Midget_roxx* :
*Craftycoco* :

I have given the Grower and Brewer/Cook one moodable skill each, in case they get a Mood... Grower, Cook and Brewer skills are not moodable. I've given some of the other lads minimal military skills so that we aren't entirely helpless, although we'll need to make some weapons and armor for them before they can protect us. To that end, I brought along some usable metal ores when embarking.

Our map is rather interesting... a 46-tile-wide, 10-level-tall canyon running all the way across the map, with the bottom of the canyon completely filled with a 46-tile-wide major river full of deadly Carp. A stream enters the southern side of the canyon and drops into the river in a 10-level-tall waterfall. There appears to be an Aquifer in the southern wall of the canyon, a few levels below the lip.

Our long-term goal is to build a Fort, possibly made out of Glass, in mid-air in the canyon, suspended over the river. Our short-term goal is to survive long enough to start work on that.

Our map contains Sand, and our first few minutes of digging have already encountered Bituminous Coal on three levels and Native Silver on two levels. The Magma Sea appears to be unusually close to the surface, since the map bottoms out only 33 levels below the river-bed. Given the usual three cavern levels, that doesn't leave us much rock under our feet... much of our construction will need to be made from renewable resources such as Glass (from Sand) and Obsidian (from Magma and Water).

All the starting Dwarves have been claimed.

Waiting list for immigrant Dwarves:

Teurlinx
Hyme
Polar Mongoose
Adamus
Lord Strange
Telesien
Blaaat
the_HDK
Deaghaidh
==========
Tuore
JPR123
Culise
Falc
tamius23
Gradient
Taklagarn
Stuckenschmidt
Afaslizo
Xarkan
Tankhunter
Randakar
Cerzka]]></description>
			<content:encoded><![CDATA[<div><b>Early Granite, Year 201.</b> <br />
<i>From the diary of Blue Emu MinedBone, Mechanic.</i><br />
<br />
By Armok's blood-stained beard! What were those limp wristed paper-pushers back at MountainHome thinking? <br />
<br />
&quot;Set up a new outpost at these coordinates&quot;, they told us... &quot;<i>these coordinates</i>&quot;, my hairy Dwarven arse! I've checked the bloody map three times, and there's no mistake on OUR part. The spot they've marked is in the middle of the canyon, fifty feet up over a river... they've sent us to build a bloody Fortress in mid air! <br />
<br />
At that, it'll probably be safer than building it on the river-bank. Even from here, we can see over a dozen of those Gods-damned Carp leaping and splashing in the river. I won't be getting any closer to that water than I need to.<br />
<br />
Well... no matter how badly those poncy bastards have screwed us over, there's no sense just hanging about on the cliff-top and grumbling. We'd better get ourselves underground before something even worse comes along. I've detailed three of the lads to start digging us in, and another one to start felling some trees for construction material. The rest of us will unload the wagons and start getting things organized.<br />
<br />
========== =========== =========== ========== ========= ============<br />
<br />
OOC:<br />
<br />
Our initial party of Dwarves consists of seven members:<br />
<br />
<font color="#FFFF00"><b>Blue Emu</b></font> : Mechanic / Building Designer / Appraiser / + Social skills - I will be Broker and Foreman for the first session.<br />
<b><font color="#FFFF00">Funnyman320</font></b> : Miner / Axedwarf<br />
<b><font color="#FFFF00">Quinton</font></b> : Miner / Hammerdwarf<br />
<font color="#FFFF00"><b>TonkaToy5</b></font> : Miner / Mason / Building Designer / Speardwarf<br />
<font color="#FFFF00"><b>BakeryDog</b></font> : Lumberjack / Carpenter / Hunter / Marksdwarf<br />
<font color="#FFFF00"><b>EmperorGrimm</b></font> : Grower / Weaponsmith<br />
<b><font color="#FFFF00">Stamasd</font></b> : Brewer / Cook / Armorsmith<br />
<br />
Additional immigrants:<br />
<br />
<b><font color="#FFFF00">Capt.Kiwi</font></b> : Weaponsmith / Swordsdwarf / Persuader / Negotiator<br />
<b><font color="#FFFF00">RepBentley</font></b> : Axedwarf / Armor-Shield-Dodge-Wrestler-Kicker-Striker / Fishmonger<br />
<b><font color="#FFFF00">King50000</font></b> : Macedwarf / Armor-Shield-Dodge / Threshing / Shearing / Butcher<br />
<b><font color="#FFFF00">Cpt_everos</font></b> : Macedwarf / Armor-Shield-Dodge / Threshing / Shearing / Butcher<br />
<b><font color="#FFFF00">Dinglehoff</font></b> :<br />
<b><font color="#FFFF00">Midget_roxx</font></b> :<br />
<b><font color="#FFFF00">Craftycoco</font></b> :<br />
<br />
I have given the Grower and Brewer/Cook one moodable skill each, in case they get a Mood... Grower, Cook and Brewer skills are not moodable. I've given some of the other lads minimal military skills so that we aren't entirely helpless, although we'll need to make some weapons and armor for them before they can protect us. To that end, I brought along some usable metal ores when embarking.<br />
<br />
Our map is rather interesting... a 46-tile-wide, 10-level-tall canyon running all the way across the map, with the bottom of the canyon completely filled with a 46-tile-wide major river full of deadly Carp. A stream enters the southern side of the canyon and drops into the river in a 10-level-tall waterfall. There appears to be an Aquifer in the southern wall of the canyon, a few levels below the lip.<br />
<br />
Our long-term goal is to build a Fort, possibly made out of Glass, in mid-air in the canyon, suspended over the river. Our short-term goal is to survive long enough to start work on that.<br />
<br />
Our map contains Sand, and our first few minutes of digging have already encountered Bituminous Coal on three levels and Native Silver on two levels. The Magma Sea appears to be unusually close to the surface, since the map bottoms out only 33 levels below the river-bed. Given the usual three cavern levels, that doesn't leave us much rock under our feet... much of our construction will need to be made from renewable resources such as Glass (from Sand) and Obsidian (from Magma and Water).<br />
<br />
All the starting Dwarves have been claimed.<br />
<br />
Waiting list for immigrant Dwarves:<br />
<br />
Teurlinx<br />
Hyme<br />
Polar Mongoose<br />
Adamus<br />
Lord Strange<br />
Telesien<br />
Blaaat<br />
the_HDK<br />
Deaghaidh<br />
==========<br />
Tuore<br />
JPR123<br />
Culise<br />
Falc<br />
tamius23<br />
Gradient<br />
Taklagarn<br />
Stuckenschmidt<br />
Afaslizo<br />
Xarkan<br />
Tankhunter<br />
Randakar<br />
Cerzka</div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>blue emu</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?689151-VabokBakust-OrbUrged-...-a-Dwarf-Fortress-community-fort</guid>
		</item>
		<item>
			<title><![CDATA[[Forum Game] - The Island, a Political RP]]></title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?689018-Forum-Game-The-Island-a-Political-RP&amp;goto=newpost</link>
			<pubDate>Sun, 19 May 2013 04:13:50 GMT</pubDate>
			<description><![CDATA[I've decided to try to start a new political RP after my last one failed:
http://forum.paradoxplaza.com/forum/showthread.php?667017-Forum-Game-After-the-Fall-a-Political-RP

The new one will be different in a few ways.

First, there are only 4 parties, and, there is always a coalition government.

Second, the "nation" being played is not a world power, and the game is much "smaller". The Island in the game is the result of an ISOT; it is an Island in the Sea Of Time. In other words, it is the real Prince Edward Island (http://en.wikipedia.org/wiki/Prince_Edward_Island) after being travelled though time, somehow.

Here is the map. The map explains just about the entire game:

[ATTACH=CONFIG]80806[/ATTACH]

More info will be coming in post #2]]></description>
			<content:encoded><![CDATA[<div>I've decided to try to start a new political RP after my last one failed:<br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?667017-Forum-Game-After-the-Fall-a-Political-RP" target="_blank">http://forum.paradoxplaza.com/forum/...a-Political-RP</a><br />
<br />
The new one will be different in a few ways.<br />
<br />
First, there are only 4 parties, and, there is always a coalition government.<br />
<br />
Second, the &quot;nation&quot; being played is not a world power, and the game is much &quot;smaller&quot;. The Island in the game is the result of an ISOT; it is an Island in the Sea Of Time. In other words, it is the real <a href="http://en.wikipedia.org/wiki/Prince_Edward_Island" target="_blank">Prince Edward Island</a> after being travelled though time, somehow.<br />
<br />
Here is the map. The map explains just about the entire game:<br />
<br />
<a href="http://forum.paradoxplaza.com/forum/attachment.php?attachmentid=80806"  title="Name:  
Views: 
Size:  ">Attachment 80806</a><br />
<br />
More info will be coming in post #2</div>


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			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>Nickjbor</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?689018-Forum-Game-The-Island-a-Political-RP</guid>
		</item>
		<item>
			<title>The Resistance - Game VI</title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?688655-The-Resistance-Game-VI&amp;goto=newpost</link>
			<pubDate>Thu, 16 May 2013 14:46:29 GMT</pubDate>
			<description><![CDATA[The Resistance - Game VI

Another instalment of The Resistance!

Players and Roles

This is a game for 5 to 10 players. Normally, the players handle the  organisation of the game themselves, but for a number of reasons this is  not possible on a forum. Therefore, the game will be held under the  auspices of a GM.

The players will be given a Role through PM, either Spy or  Resistance. The Spies will be informed of the identities of the  other Spies. Distribution of the Roles depends on the number of players:


[TR]
[TD]Players[/TD]
[TD]5[/TD]
[TD]6[/TD]
[TD]7[/TD]
[TD]8[/TD]
[TD]9[/TD]
[TD]10[/TD]
[/TR]
[TR]
[TD]Resistance[/TD]
[TD]3[/TD]
[TD]4[/TD]
[TD]4[/TD]
[TD]5[/TD]
[TD]6[/TD]
[TD]6[/TD]
[/TR]
[TR]
[TD]Spies[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]4[/TD]
[/TR]


The GM will also determine the order in which players will become Leader and assign the first Leader in a public post.

Game Play

The game consists of between three and five Rounds; each Round is comprised of a Plot Card phase, a Team Building phase and a Mission  phase.

Distribute Plot Cards

The GM randomly selects a number of Plot Cards, depending on the amount of players:


[TR]
[TD]Players[/TD]
[TD]5[/TD]
[TD]6[/TD]
[TD]7[/TD]
[TD]8[/TD]
[TD]9[/TD]
[TD]10[/TD]
[/TR]
[TR]
[TD]Plot Cards drawn[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]3[/TD]
[TD]3[/TD]
[/TR]


These Plot Cards are revealed publicly. The Leader then publicly handles the effects of the Cards as he sees fit.

Build the Team

The Team Building phase consists of the Leader picking the players that  he would like on the Mission Team followed by all the players Voting to  Approve or Reject the Mission Team.

For each Mission, the Leader chooses a predetermined amount of players,  possibly including himself, according to the following table:


[TR]
[TD]Players[/TD]
[TD]5[/TD]
[TD]6[/TD]
[TD]7[/TD]
[TD]8[/TD]
[TD]9[/TD]
[TD]10[/TD]
[/TR]
[TR]
[TD]1st Mission Team[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[/TR]
[TR]
[TD]2nd Mission Team[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]4[/TD]
[TD]4[/TD]
[TD]4[/TD]
[/TR]
[TR]
[TD]3rd Mission Team[/TD]
[TD]2[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]4[/TD]
[TD]4[/TD]
[TD]4[/TD]
[/TR]
[TR]
[TD]4th Mission Team[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]4[/TD]
[TD]5[/TD]
[TD]5[/TD]
[TD]5[/TD]
[/TR]
[TR]
[TD]5th Mission Team[/TD]
[TD]3[/TD]
[TD]4[/TD]
[TD]4[/TD]
[TD]5[/TD]
[TD]5[/TD]
[TD]5[/TD]
[/TR]


Once the Leader posts his proposal in public, all players *must* vote to either APPROVE or REJECT. the proposed Team in  public.  Players may vote in secret by PM, though, if they prefer. The stated intentions do not have to agree with the vote sent to the GM, but the latter is the one that counts if there is a discrepancy.  Again, players have the option to vote by PM, but they ought to *_also_* state something about their intentions regarding the current vote in the the thread.

The Mission Team is approved if the majority of Votes approved and fails  if a majority rejected the assignments; a tied vote is also a  rejection. If the Mission Team is approved, play continues in the  Mission phase. If the Mission Team is rejected, the Leader passes to the  next player in line and the Team Building phase is repeated.

The Spies win the game if five Mission Teams are rejected in a single Round.

Conduct the Mission

Each player on the Mission Team *must* Vote to either SUPPORT or SABOTAGE the Mission through PM to the GM. Resistance players *must* SUPPORT the Mission, Spies have the choice between SUPPORT and SABOTAGE.  

The Mission is successful only if *every* player on the  Team supports it; if one or more sabotages occur, the Mission fails.  Note that with games of 7 players or more, the 4th Mission requires at least two sabotages to fail, but the fifth only requires one.

The GM announces the result of the Mission shortly after the deadline in an update without revealing who did what.  However, the number of SABOTAGE orders, if any, will be noted. The Leader passes to the next in line and the next Round  starts.

*Example of a Round*

Round Begins:

1. The new leader distributes cards, if there are any.  Only the first leader per round receives cards to distribute.  *See Special Note on Card below for more information about cards. 

2. The leader proposes a team.
3. Players vote on whether to APPROVE or REJECT the team proposed by the leader.
4. Members of the proposed team pre-load their SUPPORT or SABOTAGE orders to the GM via PM.
5. At deadline the team will be either approved or rejected.  A tie is considered a rejected team.

6. If the team was APPROVED, GM will state in the update whether or not the mission was SUCCESSFUL or FAILED based on the team members' pre-loaded orders. A new round begins with a new leader who has new cards to distribute and proposes another team.

7.  If the team is REJECTED, the game stays in the Team Building phase. The next leader in line then proposes a team.  The cycle repeats until a team is APPROVED.  Once a mission is completed, whether SUCCESSFUL or FAILED, a new round starts.  





Victory

The cycle of Team building and Mission continues until one side scores 3  missions: the Resistance must have 3 successful missions while the  Spies want 3 failed missions. Remember that the Spies also win if they  can have 5 Teams rejected in the same Round.

Plot Cards

The contents of the Plot Card deck depend on the number of players. The  first numbers before the card name indicates how many of this card there  are if there are 7 or less players, the second number indicates how  many for 8 or more.

2/2 - *Strong Leader* &#8211; One time use - The player to whom  the Leader passes this  card may use this card to become the Leader.  Use of this card must be  declared before Plot Cards are drawn by the  GM. When a "Strong Leader"  is played, another "Strong Leader" may not  be played until a Vote has  been taken.
2/3 - * Keeping a close eye on you* &#8211; One time use - The  player to whom the  Leader passes this card may use this card to learn  whether a player  SUPPORTED or SABOTAGED a Mission. The player holding it may ask, by PM to the GM during the team approval or mission phase, to use it on a player on the Mission team, and when the mission has concluded will learn whether the specified player supported or sabotaged. A player's mission order may not be checked by more than one player.
1/3 - *No Confidence* &#8211; One time use - The player to whom  the Leader passes this  card may use this card to reject an approved  Mission team (successful  Vote). Using this card counts as a failed  Vote.
1/2 - *Take Responsibility* &#8211; Use immediately &#8211; The player to whom the Leader  passes this card must take one Plot card from any other player.
0/2 - *Overheard Conversation* &#8211; Use immediately &#8211; The  player to whom the Leader passes this card must publicly choose one  player adjacent to him on the player list. This player's role will be  revealed to him through PM by the GM.
0/1 - *Establish Confidence* &#8211; Use immediately &#8211; The  Leader must choose one other player publicly. The GM will reveal the  Leader's Role to that player in PM.
0/1 - *Open Up* &#8211; Use immediately &#8211; The player to whom  the Leader passes this card must choose one other player publicly. The  player chosen by the Leader will have his Role revealed by the GM  through PM to the player that he chose.
0/1 - *In the Spotlight* &#8211; One time use - The player to  whom the Leader passes this card may use this card to force a player to  play their Mission card face up. The player playing this card must  declare its use and the target player immediately after Mission Team  selection.

Original card rules here. (http://forum.paradoxplaza.com/forum/showthread.php?686830-The-Resistance-Game-5&p=15444842&viewfull=1#post15444842)

*Special Note on Cards*

Cards can be played publicly or privately unless otherwise stated in the description of that card.  Players may play a card by stating so in the thread or through PM.  Please bold card use if done in the thread. 

Cards for immediate use will be played as soon as the player to whom it is passed is able.  GM will reveal the results of such cards as soon as is practicable. 

If a No Confidence is played, the team will be considered REJECTED, and no information about the mission orders will be revealed.  Any cards played relating to the mission will therefore be considered unplayed and players will continue to hold any such cards.

No Confidences and Strong Leaders will be treated one a first come, first served based on the time they are played. That is only, the first one played per day goes into effect and if any other of the same card is unplayed and the player keeps it. 


Regarding Immediate Use cards (6/5):

Immediate use cards must be played before the leader makes his team proposal. The game will not proceed until the results of the card have been agreed upon.

A No Confidence or Strong Leader Card can be played at any time before plot cards are drawn.

The effects of No Confidence are immediate and GM will state that leadership as passed as soon as is practicable.  The new leader will then be leader for the duration of the current day *AND* the next one so as to allow at least 24 hours for the vote on the leader's team proposal and pre-loading of the mission orders of that team.  

Use of a card is considered final and cannot be undone.  



*General Information on Voting and Mission Orders*

Each player must Vote in during Team Building phase. 

Each player on the Mission must Vote by PM to the GM in the Mission phase. 

If there are Votes missing at the deadline, the GM will take the necessary actions to move the game forward.  Vote is final regardless of whether or not all players have voted, but everyone should try to vote.  Deliberately not voting is *very* frowned upon and goes against the spirit of this game.



*Deadlines, Voting, and Mission Resolution*   

The deadline in this game will fall when all the players have voted, or if a player has been inactive for a sufficiently long time to be replaced. Players can vote publicly in the thread or privately via PM.  All players' votes will be revealed at the final count.  Players should try to not miss any team approval votes.  

All players on the mission team, whether Resistance or Spies and regardless of their intended action, must send a PM to the GM for the mission to be resolved.

If a team is not approved, nothing regarding the mission orders for that team will be revealed.

Formalities

All communication between players must occur in the public thread. PMs between players are NOT allowed, neither are phone calls, talking in another thread, letting things slip while having a drink, etc. *No private conversations about this game, period.*

Each player is solely responsible for clearly communicating to the GM  and the other players. This is especially crucial for the Leader. He has  a number of statements to make in public, like who gets what Plot Card  and his Mission Team proposals. Both of these may be discussed in public beforehand, however, at some point a clear and final statement must be made.]]></description>
			<content:encoded><![CDATA[<div><font size="6"><div align="center">The Resistance - Game VI</div></font><br />
<div align="center">Another instalment of The Resistance!<br />
</div><br />
<font size="5">Players and Roles</font><br />
<br />
This is a game for 5 to 10 players. Normally, the players handle the  organisation of the game themselves, but for a number of reasons this is  not possible on a forum. Therefore, the game will be held under the  auspices of a GM.<br />
<br />
The players will be given a Role through PM, either Spy or  Resistance. The Spies will be informed of the identities of the  other Spies. Distribution of the Roles depends on the number of players:<br />
<br />
<div class="cms_table"><table class="cms_table_grid"><tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Players</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">6</td>
<td class="cms_table_grid_td">7</td>
<td class="cms_table_grid_td">8</td>
<td class="cms_table_grid_td">9</td>
<td class="cms_table_grid_td">10</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Resistance</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">6</td>
<td class="cms_table_grid_td">6</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Spies</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
</tr>
</table></div>
<br />
<br />
The GM will also determine the order in which players will become Leader and assign the first Leader in a public post.<br />
<br />
<font size="5">Game Play</font><br />
<br />
The game consists of between three and five Rounds; each Round is comprised of a Plot Card phase, a Team Building phase and a Mission  phase.<br />
<br />
<font size="4">Distribute Plot Cards</font><br />
<br />
The GM randomly selects a number of Plot Cards, depending on the amount of players:<br />
<br />
<div class="cms_table"><table class="cms_table_grid"><tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Players</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">6</td>
<td class="cms_table_grid_td">7</td>
<td class="cms_table_grid_td">8</td>
<td class="cms_table_grid_td">9</td>
<td class="cms_table_grid_td">10</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Plot Cards drawn</td>
<td class="cms_table_grid_td">1</td>
<td class="cms_table_grid_td">1</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
</tr>
</table></div>
<br />
<br />
These Plot Cards are revealed publicly. The Leader then publicly handles the effects of the Cards as he sees fit.<br />
<br />
<font size="4">Build the Team</font><br />
<br />
The Team Building phase consists of the Leader picking the players that  he would like on the Mission Team followed by all the players Voting to  Approve or Reject the Mission Team.<br />
<br />
For each Mission, the Leader chooses a predetermined amount of players,  possibly including himself, according to the following table:<br />
<br />
<div class="cms_table"><table class="cms_table_grid"><tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Players</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">6</td>
<td class="cms_table_grid_td">7</td>
<td class="cms_table_grid_td">8</td>
<td class="cms_table_grid_td">9</td>
<td class="cms_table_grid_td">10</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">1st Mission Team</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">2nd Mission Team</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">3rd Mission Team</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">4th Mission Team</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">5</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">5th Mission Team</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">5</td>
</tr>
</table></div>
<br />
<br />
Once the Leader posts his proposal in public, all players <b>must</b> vote to either APPROVE or REJECT. the proposed Team in  public.  Players may vote in secret by PM, though, if they prefer. The stated intentions do not have to agree with the vote sent to the GM, but the latter is the one that counts if there is a discrepancy.  Again, players have the option to vote by PM, but they ought to <b><u>also</u></b> state something about their intentions regarding the current vote in the the thread.<br />
<br />
The Mission Team is approved if the majority of Votes approved and fails  if a majority rejected the assignments; a tied vote is also a  rejection. If the Mission Team is approved, play continues in the  Mission phase. If the Mission Team is rejected, the Leader passes to the  next player in line and the Team Building phase is repeated.<br />
<br />
The Spies win the game if five Mission Teams are rejected in a single Round.<br />
<br />
<font size="4">Conduct the Mission</font><br />
<br />
Each player on the Mission Team <b>must</b> Vote to either SUPPORT or SABOTAGE the Mission through PM to the GM. Resistance players <b>must</b> SUPPORT the Mission, Spies have the choice between SUPPORT and SABOTAGE.  <br />
<br />
The Mission is successful only if <b>every</b> player on the  Team supports it; if one or more sabotages occur, the Mission fails.  Note that with games of 7 players or more, the 4th Mission requires at least two sabotages to fail, but the fifth only requires one.<br />
<br />
The GM announces the result of the Mission shortly after the deadline in an update without revealing who did what.  However, the number of SABOTAGE orders, if any, will be noted. The Leader passes to the next in line and the next Round  starts.<br />
<br />
<b><font size="3">Example of a Round</font></b><br />
<br />
Round Begins:<br />
<br />
1. The new leader distributes cards, if there are any.  Only the first leader per round receives cards to distribute.  *See Special Note on Card below for more information about cards. <br />
<br />
2. The leader proposes a team.<br />
3. Players vote on whether to APPROVE or REJECT the team proposed by the leader.<br />
4. Members of the proposed team pre-load their SUPPORT or SABOTAGE orders to the GM via PM.<br />
5. At deadline the team will be either approved or rejected.  A tie is considered a rejected team.<br />
<br />
6. If the team was APPROVED, GM will state in the update whether or not the mission was SUCCESSFUL or FAILED based on the team members' pre-loaded orders. A new round begins with a new leader who has new cards to distribute and proposes another team.<br />
<br />
7.  If the team is REJECTED, the game stays in the Team Building phase. The next leader in line then proposes a team.  The cycle repeats until a team is APPROVED.  Once a mission is completed, whether SUCCESSFUL or FAILED, a new round starts.  <br />
<br />
<br />
<br />
<br />
<br />
<font size="5">Victory</font><br />
<br />
The cycle of Team building and Mission continues until one side scores 3  missions: the Resistance must have 3 successful missions while the  Spies want 3 failed missions. Remember that the Spies also win if they  can have 5 Teams rejected in the same Round.<br />
<br />
<font size="5">Plot Cards</font><br />
<br />
The contents of the Plot Card deck depend on the number of players. The  first numbers before the card name indicates how many of this card there  are if there are 7 or less players, the second number indicates how  many for 8 or more.<br />
<br />
2/2 - <b>Strong Leader</b> &#8211; One time use - The player to whom  the Leader passes this  card may use this card to become the Leader.  Use of this card must be  declared before Plot Cards are drawn by the  GM. When a &quot;Strong Leader&quot;  is played, another &quot;Strong Leader&quot; may not  be played until a Vote has  been taken.<br />
2/3 - <b> Keeping a close eye on you</b> &#8211; One time use - The  player to whom the  Leader passes this card may use this card to learn  whether a player  SUPPORTED or SABOTAGED a Mission. The player holding it may ask, by PM to the GM during the team approval or mission phase, to use it on a player on the Mission team, and when the mission has concluded will learn whether the specified player supported or sabotaged. A player's mission order may not be checked by more than one player.<br />
1/3 - <b>No Confidence</b> &#8211; One time use - The player to whom  the Leader passes this  card may use this card to reject an approved  Mission team (successful  Vote). Using this card counts as a failed  Vote.<br />
1/2 - <b>Take Responsibility</b> &#8211; Use immediately &#8211; The player to whom the Leader  passes this card must take one Plot card from any other player.<br />
0/2 - <b>Overheard Conversation</b> &#8211; Use immediately &#8211; The  player to whom the Leader passes this card must publicly choose one  player adjacent to him on the player list. This player's role will be  revealed to him through PM by the GM.<br />
0/1 - <b>Establish Confidence</b> &#8211; Use immediately &#8211; The  Leader must choose one other player publicly. The GM will reveal the  Leader's Role to that player in PM.<br />
0/1 - <b>Open Up</b> &#8211; Use immediately &#8211; The player to whom  the Leader passes this card must choose one other player publicly. The  player chosen by the Leader will have his Role revealed by the GM  through PM to the player that he chose.<br />
0/1 - <b>In the Spotlight</b> &#8211; One time use - The player to  whom the Leader passes this card may use this card to force a player to  play their Mission card face up. The player playing this card must  declare its use and the target player immediately after Mission Team  selection.<br />
<br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?686830-The-Resistance-Game-5&amp;p=15444842&amp;viewfull=1#post15444842" target="_blank">Original card rules here.</a><br />
<br />
<b><font size="3">Special Note on Cards</font></b><br />
<br />
Cards can be played publicly or privately unless otherwise stated in the description of that card.  Players may play a card by stating so in the thread or through PM.  Please bold card use if done in the thread. <br />
<br />
Cards for immediate use will be played as soon as the player to whom it is passed is able.  GM will reveal the results of such cards as soon as is practicable. <br />
<br />
If a No Confidence is played, the team will be considered REJECTED, and no information about the mission orders will be revealed.  Any cards played relating to the mission will therefore be considered unplayed and players will continue to hold any such cards.<br />
<br />
No Confidences and Strong Leaders will be treated one a first come, first served based on the time they are played. That is only, the first one played per day goes into effect and if any other of the same card is unplayed and the player keeps it. <br />
<br />
<br />
Regarding Immediate Use cards (6/5):<br />
<br />
Immediate use cards must be played before the leader makes his team proposal. The game will not proceed until the results of the card have been agreed upon.<br />
<br />
A No Confidence or Strong Leader Card can be played at any time before plot cards are drawn.<br />
<br />
The effects of No Confidence are immediate and GM will state that leadership as passed as soon as is practicable.  The new leader will then be leader for the duration of the current day <b>AND</b> the next one so as to allow at least 24 hours for the vote on the leader's team proposal and pre-loading of the mission orders of that team.  <br />
<br />
Use of a card is considered final and cannot be undone.  <br />
<br />
<br />
<br />
<b><font size="4">General Information on Voting and Mission Orders</font></b><br />
<br />
Each player must Vote in during Team Building phase. <br />
<br />
Each player on the Mission must Vote by PM to the GM in the Mission phase. <br />
<br />
If there are Votes missing at the deadline, the GM will take the necessary actions to move the game forward.  Vote is final regardless of whether or not all players have voted, but everyone should try to vote.  Deliberately not voting is <b><i><font size="3">very</font></i></b> frowned upon and goes against the spirit of this game.<br />
<br />
<br />
<br />
<b><font size="4">Deadlines, Voting, and Mission Resolution</font></b>   <br />
<br />
The deadline in this game will fall when all the players have voted, or if a player has been inactive for a sufficiently long time to be replaced. Players can vote publicly in the thread or privately via PM.  All players' votes will be revealed at the final count.  Players should try to not miss any team approval votes.  <br />
<br />
All players on the mission team, whether Resistance or Spies and regardless of their intended action, must send a PM to the GM for the mission to be resolved.<br />
<br />
If a team is not approved, nothing regarding the mission orders for that team will be revealed.<br />
<br />
<font size="5">Formalities</font><br />
<br />
All communication between players must occur in the public thread. PMs between players are NOT allowed, neither are phone calls, talking in another thread, letting things slip while having a drink, etc. <b>No private conversations about this game, period.</b><br />
<br />
Each player is solely responsible for clearly communicating to the GM  and the other players. This is especially crucial for the Leader. He has  a number of statements to make in public, like who gets what Plot Card  and his Mission Team proposals. Both of these may be discussed in public beforehand, however, at some point a clear and final statement must be made.</div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>jpr123</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?688655-The-Resistance-Game-VI</guid>
		</item>
		<item>
			<title>Werewolf CXLIV: Old Gods</title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?688545-Werewolf-CXLIV-Old-Gods&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 18:27:42 GMT</pubDate>
			<description>*Werewolf CXLIV: Old Gods*


Image: http://img580.imageshack.us/img580/2438/og1i.jpg 

*THE SETTING
(Role Playing Background only - skip if you are not interested)*

Old habits and John McClane might die hard but they are nothing compared to the Old Gods. And although most old gods fell out of fashion when the monotheistic religions rose they never died and they never surrended, instead they waited patiently and they plotted in secret to increase their power and their followers until such time they could again bask in the glory of open worship.
 
Some gods disguised better like Quetzalcoatl who managed to hide his virgin sacrifices in the guise of victims of his Mexican drug cartel or Afrodite who caused the Euro crisis to again have the Greeks worhip her in the form of female tourists on the beaches of Cyprus and Crete. Others like Odin and Thor ran their propaganda openly from their Stockholm office in the form of computer games.
 
But although the new religions are in decline they did not come to dominate the world by being meak and archangels have been known to imprison weaker gods and infiltrate the Old God parthenon.

If you want to play just say so in a post in this thread. Game rules can be found in post #2 and list of players in post #3.

*Sign up is closed!*

*Roles were handed handed out 20:00 CET (18:00 GMT) Saturday the 18th. 
First Night fell 21:30 CET (19:30 GMT) Sunday the 19th.*
</description>
			<content:encoded><![CDATA[<div><font color="lightgreen"><div align="center"><b><font size="6">Werewolf CXLIV: Old Gods</font></b></div></font><br />
<br />
<div align="center"><img src="http://img580.imageshack.us/img580/2438/og1i.jpg" border="0" alt="" /></div><br />
<br />
<font color="lightgreen"><div align="center"><b><font size="6">THE SETTING</font><br />
(Role Playing Background only - skip if you are not interested)</b></div><br />
<br />
Old habits and John McClane might die hard but they are nothing compared to the Old Gods. And although most old gods fell out of fashion when the monotheistic religions rose they never died and they never surrended, instead they waited patiently and they plotted in secret to increase their power and their followers until such time they could again bask in the glory of open worship.<br />
 <br />
Some gods disguised better like Quetzalcoatl who managed to hide his virgin sacrifices in the guise of victims of his Mexican drug cartel or Afrodite who caused the Euro crisis to again have the Greeks worhip her in the form of female tourists on the beaches of Cyprus and Crete. Others like Odin and Thor ran their propaganda openly from their Stockholm office in the form of computer games.<br />
 <br />
But although the new religions are in decline they did not come to dominate the world by being meak and archangels have been known to imprison weaker gods and infiltrate the Old God parthenon.<br />
<br />
If you want to play just say so in a post in this thread. Game rules can be found in post #2 and list of players in post #3.</font><br />
<br />
<div align="center"><b><font color="orange"><font size="4">Sign up is closed!</font></font></b><br />
<br />
<b><font color="orange"><font size="3">Roles were handed handed out 20:00 CET (18:00 GMT) Saturday the 18th. <br />
First Night fell 21:30 CET (19:30 GMT) Sunday the 19th.</font></font></b></div></div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>johho888</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?688545-Werewolf-CXLIV-Old-Gods</guid>
		</item>
		<item>
			<title>Star Reach : Merc Wars</title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?688542-Star-Reach-Merc-Wars&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 18:06:28 GMT</pubDate>
			<description><![CDATA[*Star Reach : Merc Wars*


*PLAYER SIGN UPS ARE OPEN*

Image: http://fc04.deviantart.net/fs70/i/2012/275/2/c/deep_space_stock_2_by_paradise234-d5glknp.jpg 



Welcome to Star Reach. The forum game that puts you in command of a rag tag squad of soldiers, and through perseverance and tactics watch your team grow into a mighty force to be reckoned with as you wage war across the galaxy. 
In the universe of Star Reach, mankind has spread across the stars and colonized numerous worlds.  War is now a private enterprise, being fought by powerful mercenary armies for profit.  As the game begins, you shall take the role of commander of a small mercenary company. Over the course of the game, through luck and strategy, you shall grow into a powerful army able to take out the competition.

*Base Locations:*

*SOL*

*Earth*: The ancestral home of humanity. A garden world now nearly 70% covered by sprawling urban centers. The capital of the United Sol Government and base of operations for Deathshead Legion (more on them later).  Earth gives a +1 bonus to battle, stealth and economy. No company may have its Base on Earth. 

*Mars*: Known as the scientific capital for the USG. A marvel of geo-engineering, Mars is the first planet to undergo extensive terraforming projects and despite some setbacks is well on its way to being classified as a habitable garden world. +1 stealth


*ALPHA CENTAURI*

*Bennet*: Gas giant. Large mining installations orbit the planet. +1 battle bonus

*Zucrin*: The frozen wastes of Zucrin have extensive underground cities built below as well as a bustling starport that acts as a trading hub to ships traversing between Sol and AC. +1 economy bonus

*Moscow Station*: The largest space station ever built. Housing tens of thousands of residents,  a starport and factories. +1 stealth bonus


*REDSTAR*

*Reznar Prime* - a hot lava world with twisted rock formations and inhospitable weather conditions. Recent advances in shield technology make Reznar an ideal location for a hidden outpost. +1 Stealth Bonus

Esteuchon - A remote gas planet on the fringe of the star system. Recent mineral exploration have yeilded rich deposits in generium, making it a well desired exploit for mining companies +1 Battle Bonus

_*How To Play*_

Through the course of the game you will either respond to events and/or bid on jobs. Everyone will be given the opportunity to respond to the events. Jobs posted, however, will go to the bidder(s) who wins a die roll.  

*Die Throws*

Using Random.org, i shall be casting the players die throws when deciding mission/plot/event outcomes. A die will be thrown for combat, combat bonus, stealth, stealth bonus, economy, economy bonus. Victory depends on the victory conditions stated with the mission or event. For example,

Your mission is to take out a target. You have one combat bonus and there is no stealth component to the mission.
Victory conditions: roll a 3 =/+  earn a reward bonus if you roll a 5=/+ 
Casualty roll 3=/- (if your first combat roll, not your bonus, is 3 or less you will lose troops.))

Reward 1 million Cr

Your Roll: 1, 6, and 4 

(three of your troops are now dead, because, according to casualty conditions, if your roll a three,you lose one, and another one is lost after each number lower you roll. Your combat bonus was a 6 so you still exceeded the victory conditions and accomplish the mission, however your final bonus roll was below 5 so you earn no bonus. But you still won the mission and the million credits... to bad this was just a tutorial. This may seem a bit much to grasp at first, but trust me, you will get the hang of it quickly. And remember even a bad loss opens the door to an awesome roleplay, which is what this game is really about))

*Plots*

Players may scheme with each other to rob the store, loot another player, sabotage another player, and even assassinate or kidnap an NPC of interest posted through an event. Be warned though, should a plot fail, you shall find yourself in jail.  Successful plots are determined through dice roll. To succeed you must roll a six. For each backer and stealth bonus, you get another die. For example, two plotters and one stealth bonus get three dice rolls. If no 6 is rolled, plotters are sent to jail, if a six is rolled, the plot succeeds. PM me with any plots, list of backers.  I shall announce successful plots and keep the plotters anonymous... Unless you fail.

*Jail*

Failed plotters will be arrested and commissioned in the Marine Corps, which is now a prison navy embattled in a war with Insectoids.  Players must roll a 6 to escape.  A player may also pay a fine of 500 credits to be released, however they must sit out for one turn after escape, or fine is paid.

*Merc Wars*

Aside from covert plots against other players, you can overtly attack them and declare war. Simply announce through an IC that you wish to declare war on a player. The war will happen in three stages. 

Attack Phase:  Players throw three rounds of dice,  the loser must then move on to the Casualty phase. 

Casualty Phase: The loser of the attack throws dice to determine the number of casualties.

Treaty Phase:  The winner of the Attack phase proposes a treaty, demanding tribute in whatever resource they wish. Should  the loser of the attack phase reject the treaty, than the war continues to the next turn. After three consecutive losses, the players ship is destroyed. The next loss results in their base being destroyed. If a player has no bases, they are out of the game.

*The Store*

The store is where you can spend your hard earned cash on new recruits, supplies, better ships, etc.  Money spent at the store is stockpiled and can be looted through a plot.

*NPCs*

Special NPCs with abilities will be made availiable through the shop. After being hired, these NPCs will be subject to plots by other players to lure them away from your company. Players can also create their own NPCs through their own ICs. Though their own NPCs will not have any inherit powers (unless given through an event) they will always be loyal to their creator. So feel free to create your own characters within your squad.

*Sign ups*

Anyone can play. All I need from you is to fill in a sign up sheet a la Barkydogs 'All Men Created Equal'

Company:

Commander:

Base of Operations

Bio:

For example,
Company: Deathshead Legion
Commander: Riven Scythe
Base: Earth
Bio: Your main competitor throughout the game. They operate across the colonies and will seek to outbid on contracts and attack you through events. 

I shall play as Deathshead Legion, Colonial Governments and other NPCs. As this is my first go at a Forum Game I am open to suggestions, and would like to acknowledge Plank of Wood&#8217;s Seven Kingdom&#8217;s Five Kings for being my inspiration for this game. At the core of this game is roleplaying. So have fun, Be imaginative, immerse yourself in the role and enjoy! For now,  I shall be accepting the first eight-teen players to sign up.

*IRC Chat is here (http://coldfront.net/tiramisu/)
type /join #StarReach_main*]]></description>
			<content:encoded><![CDATA[<div><font color="#ADD8E6"><div align="center"><font size="5"><b>Star Reach : Merc Wars</b></font></div></font><div align="center"><br />
<br />
<div align="center"><font size="5"><font color="#00FF00"><b>PLAYER SIGN UPS ARE OPEN</b></font></font></div><br />
<br />
<img src="http://fc04.deviantart.net/fs70/i/2012/275/2/c/deep_space_stock_2_by_paradise234-d5glknp.jpg" border="0" alt="" /></div><br />
<br />
<br />
<br />
<font size="4">Welcome to Star Reach. The forum game that puts you in command of a rag tag squad of soldiers, and through perseverance and tactics watch your team grow into a mighty force to be reckoned with as you wage war across the galaxy. <br />
In the universe of Star Reach, mankind has spread across the stars and colonized numerous worlds.  War is now a private enterprise, being fought by powerful mercenary armies for profit.  As the game begins, you shall take the role of commander of a small mercenary company. Over the course of the game, through luck and strategy, you shall grow into a powerful army able to take out the competition.</font><br />
<br />
<font size="4"><b>Base Locations:</b><br />
<br />
<b>SOL</b><br />
<br />
<b>Earth</b>: The ancestral home of humanity. A garden world now nearly 70% covered by sprawling urban centers. The capital of the United Sol Government and base of operations for Deathshead Legion (more on them later).  Earth gives a +1 bonus to <font color="#FF0000">battle</font>, <font color="#000000">stealth</font> and <font color="#FFFF00">economy</font>. <font color="#FF0000">No company may have its Base on Earth. </font><br />
<br />
<b>Mars</b>: Known as the scientific capital for the USG. A marvel of geo-engineering, Mars is the first planet to undergo extensive terraforming projects and despite some setbacks is well on its way to being classified as a habitable garden world. <font color="#000000">+1 stealth</font><br />
<br />
<br />
<b>ALPHA CENTAURI</b><br />
<br />
<b>Bennet</b>: Gas giant. Large mining installations orbit the planet. <font color="#FF0000">+1 battle bonus</font><br />
<br />
<b>Zucrin</b>: The frozen wastes of Zucrin have extensive underground cities built below as well as a bustling starport that acts as a trading hub to ships traversing between Sol and AC. <font color="#FFFF00">+1 economy bonus</font><br />
<br />
<b>Moscow Station</b>: The largest space station ever built. Housing tens of thousands of residents,  a starport and factories. <font color="#000000">+1 stealth bonus</font><br />
<br />
<br />
<b>REDSTAR</b><br />
<br />
<b>Reznar Prime</b> - a hot lava world with twisted rock formations and inhospitable weather conditions. Recent advances in shield technology make Reznar an ideal location for a hidden outpost. <font color="#000000">+1 Stealth Bonus</font><br />
<br />
Esteuchon - A remote gas planet on the fringe of the star system. Recent mineral exploration have yeilded rich deposits in generium, making it a well desired exploit for mining companies <font color="#FF0000">+1 Battle Bonus</font><br />
<br />
<u><b>How To Play</b></u><br />
<br />
Through the course of the game you will either respond to events and/or bid on jobs. Everyone will be given the opportunity to respond to the events. Jobs posted, however, will go to the bidder(s) who wins a die roll.  <br />
<br />
<b>Die Throws</b><br />
<br />
Using Random.org, i shall be casting the players die throws when deciding mission/plot/event outcomes. A die will be thrown for combat, <font color="#FF0000">combat bonus</font>, stealth, <font color="#000000">stealth bonus</font>, economy, <font color="#FFFF00">economy bonus</font>. Victory depends on the victory conditions stated with the mission or event. For example,<br />
<br />
Your mission is to take out a target. You have one combat bonus and there is no stealth component to the mission.<br />
Victory conditions: <font color="#FF0000">roll a 3 =/+</font>  earn a <font color="#FFFF00">reward bonus if you roll a 5=/+ </font><br />
Casualty roll 3=/- (if your first combat roll, not your bonus, is 3 or less you will lose troops.))<br />
<br />
Reward <font color="#00FF00">1 million Cr</font><br />
<br />
Your Roll: 1, <font color="#FF0000">6</font>, and 4 <br />
<br />
(three of your troops are now dead, because, according to casualty conditions, if your roll a three,you lose one, and another one is lost after each number lower you roll. Your combat bonus was a 6 so you still exceeded the victory conditions and accomplish the mission, however your final bonus roll was below 5 so you earn no bonus. But you still won the mission and the million credits... to bad this was just a tutorial. This may seem a bit much to grasp at first, but trust me, you will get the hang of it quickly. And remember even a bad loss opens the door to an awesome roleplay, which is what this game is really about))<br />
<br />
<b>Plots</b><br />
<br />
Players may scheme with each other to rob the store, loot another player, sabotage another player, and even assassinate or kidnap an NPC of interest posted through an event. Be warned though, should a plot fail, you shall find yourself in jail.  Successful plots are determined through dice roll. To succeed you must roll a six. For each backer and stealth bonus, you get another die. For example, two plotters and one stealth bonus get three dice rolls. If no 6 is rolled, plotters are sent to jail, if a six is rolled, the plot succeeds. PM me with any plots, list of backers.  I shall announce successful plots and keep the plotters anonymous... Unless you fail.<br />
<br />
<b>Jail</b><br />
<br />
Failed plotters will be arrested and commissioned in the Marine Corps, which is now a prison navy embattled in a war with Insectoids.  Players must roll a 6 to escape.  A player may also pay a fine of 500 credits to be released, however they must sit out for one turn after escape, or fine is paid.<br />
<br />
<b>Merc Wars</b><br />
<br />
Aside from covert plots against other players, you can overtly attack them and declare war. Simply announce through an IC that you wish to declare war on a player. The war will happen in three stages. <br />
<br />
Attack Phase:  Players throw three rounds of dice,  the loser must then move on to the Casualty phase. <br />
<br />
Casualty Phase: The loser of the attack throws dice to determine the number of casualties.<br />
<br />
Treaty Phase:  The winner of the Attack phase proposes a treaty, demanding tribute in whatever resource they wish. Should  the loser of the attack phase reject the treaty, than the war continues to the next turn. After three consecutive losses, the players ship is destroyed. The next loss results in their base being destroyed. If a player has no bases, they are out of the game.<br />
<br />
<b>The Store</b><br />
<br />
The store is where you can spend your hard earned cash on new recruits, supplies, better ships, etc.  Money spent at the store is stockpiled and can be looted through a plot.<br />
<br />
<b>NPCs</b><br />
<br />
Special NPCs with abilities will be made availiable through the shop. After being hired, these NPCs will be subject to plots by other players to lure them away from your company. Players can also create their own NPCs through their own ICs. Though their own NPCs will not have any inherit powers (unless given through an event) they will always be loyal to their creator. So feel free to create your own characters within your squad.<br />
<br />
<b>Sign ups</b><br />
<br />
Anyone can play. All I need from you is to fill in a sign up sheet a la Barkydogs 'All Men Created Equal'<br />
<br />
Company:<br />
<br />
Commander:<br />
<br />
Base of Operations<br />
<br />
Bio:<br />
<br />
For example,<br />
Company: Deathshead Legion<br />
Commander: Riven Scythe<br />
Base: Earth<br />
Bio: Your main competitor throughout the game. They operate across the colonies and will seek to outbid on contracts and attack you through events. <br />
<br />
I shall play as Deathshead Legion, Colonial Governments and other NPCs. As this is my first go at a Forum Game I am open to suggestions, and would like to acknowledge Plank of Wood&#8217;s Seven Kingdom&#8217;s Five Kings for being my inspiration for this game. At the core of this game is roleplaying. So have fun, Be imaginative, immerse yourself in the role and enjoy! For now,  I shall be accepting the first eight-teen players to sign up.</font><br />
<br />
<b><font size="4">IRC Chat is <a href="http://coldfront.net/tiramisu/" target="_blank">here</a><br />
type /join #StarReach_main</font></b></div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>BlackBishop</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?688542-Star-Reach-Merc-Wars</guid>
		</item>
		<item>
			<title>Werewolf Lite CCLVIII: Feudal Japan Circa ~1730 AD</title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?688519-Werewolf-Lite-CCLVIII-Feudal-Japan-Circa-1730-AD&amp;goto=newpost</link>
			<pubDate>Wed, 15 May 2013 14:29:21 GMT</pubDate>
			<description><![CDATA[Ideally 17 players, deadline is 22:00(That should be 1800 my time in Florida) GMT, ie roughly 7.5 hours after this was posted.

Usual roles, werewolf baddies that hunt at night, a goodie scanner and misc meat-shield for him. Keep in mind that this is my first attempt so please *post your votes in bold and separate from any other sentences.* It doesn't have to be a separate post, just segregated and bold. I do not like how the seer always seems to die the first night. Therefore there will be an apprentice seer who will not know he is seer until after the seer dies. If the seer scans the apprentice, it will read as the apprentice. I know that this means the apprentice will just get killed on night 2, but I have to try. 


 *Japan is now an empire. This is a period of cultural flowering. You are in a village outside the capitol. The local daimy&#333; is holding a festival with entertainers, merchants, and artists. Many tournaments are planned. On the second night of the festival, a fierce typhoon comes ashore. The typhoon washes out the roads cutting communication with the outside world. As the storm rages our story begins.  *

Roster
1: Tonka As Lu Bu, Chinese Warrior
2: Cymsdale samurai delicatessen chef
3: Xarkan
4: The Split
5: JPR
6: Nautilu
7: Rendap Tokugawa Yoshimune
8: Falc
9: BlackBishop Yakuto, the shamed samurai 
10: RepBentley Suki-Sake the ninja dressed as a Geisha. 
11: General Marshall the vile Samurai &#332;kami Otoko,  
12: Cliges haiku spouting Zen bee keeper.
13: Adamus
14: Gliomarto the mischievous fox
15: the_hdk 
16: telesien Rashomon
17: EUROO7

Lynched
1: the_hdk
2: Falc
3: The_Split

Hunted
1: Rendap
2: Cymsdale samurai delicatessen chef
3: Gliomarto the mischievous fox
4: Adamus

Subs:
1: Capt. Kiwi

Still Alive
1: Tonka As Lu Bu, Chinese Warrior
2: telesien Rashomon
3: Xarkan
4: Cliges haiku spouting Zen bee keeper 
5: JPR
6: Nautilu
7: EUROO7
8: BlackBishop Yakuto, the shamed samurai
9: RepBentley Suki-Sake the ninja dressed as a Geisha. 
10: General Marshall the vile Samurai &#332;kami Otoko,]]></description>
			<content:encoded><![CDATA[<div>Ideally 17 players, deadline is 22:00(That should be 1800 my time in Florida) GMT, ie roughly 7.5 hours after this was posted.<br />
<br />
Usual roles, werewolf baddies that hunt at night, a goodie scanner and misc meat-shield for him. Keep in mind that this is my first attempt so please <b>post your votes in bold and separate from any other sentences.</b> It doesn't have to be a separate post, just segregated and bold. I do not like how the seer always seems to die the first night. Therefore there will be an apprentice seer who will not know he is seer until after the seer dies. If the seer scans the apprentice, it will read as the apprentice. I know that this means the apprentice will just get killed on night 2, but I have to try. <br />
<br />
<br />
 <b><i>Japan is now an empire. This is a period of cultural flowering. You are in a village outside the capitol. The local daimy&#333; is holding a festival with entertainers, merchants, and artists. Many tournaments are planned. On the second night of the festival, a fierce typhoon comes ashore. The typhoon washes out the roads cutting communication with the outside world. As the storm rages our story begins.  </i></b><br />
<br />
Roster<br />
1: Tonka As Lu Bu, Chinese Warrior<br />
2: Cymsdale samurai delicatessen chef<br />
3: Xarkan<br />
4: The Split<br />
5: JPR<br />
6: Nautilu<br />
7: Rendap Tokugawa Yoshimune<br />
8: Falc<br />
9: BlackBishop Yakuto, the shamed samurai <br />
10: RepBentley Suki-Sake the ninja dressed as a Geisha. <br />
11: General Marshall the vile Samurai &#332;kami Otoko,  <br />
12: Cliges haiku spouting Zen bee keeper.<br />
13: Adamus<br />
14: Gliomarto the mischievous fox<br />
15: the_hdk <br />
16: telesien Rashomon<br />
17: EUROO7<br />
<br />
Lynched<br />
1: the_hdk<br />
2: Falc<br />
3: The_Split<br />
<br />
Hunted<br />
1: Rendap<br />
2: Cymsdale samurai delicatessen chef<br />
3: Gliomarto the mischievous fox<br />
4: Adamus<br />
<br />
Subs:<br />
1: Capt. Kiwi<br />
<br />
Still Alive<br />
1: Tonka As Lu Bu, Chinese Warrior<br />
2: telesien Rashomon<br />
3: Xarkan<br />
4: Cliges haiku spouting Zen bee keeper <br />
5: JPR<br />
6: Nautilu<br />
7: EUROO7<br />
8: BlackBishop Yakuto, the shamed samurai<br />
9: RepBentley Suki-Sake the ninja dressed as a Geisha. <br />
10: General Marshall the vile Samurai &#332;kami Otoko,</div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>son of liberty</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?688519-Werewolf-Lite-CCLVIII-Feudal-Japan-Circa-1730-AD</guid>
		</item>
		<item>
			<title><![CDATA[[Forum Game] All Men Created Equal]]></title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?688443-Forum-Game-All-Men-Created-Equal&amp;goto=newpost</link>
			<pubDate>Tue, 14 May 2013 23:33:42 GMT</pubDate>
			<description><![CDATA[Image: http://imageshack.us/a/img856/9761/trumbulllarge1.jpg 
Hello and welcome to All Men Created Equal!

This forum game idea is inspired by previous games such as Crisis in the Reichstag and Empire of Harmony. Your first question may be what is this? It is a 1776 American political simulator in the birth of the American nation that became the superpower of today. 

Roles:

General: Your average run of the mill general who has signed up for duty but has been promoted for doing something of greatness in the past like a war hero in the French and Indian war.

Politician: Your states leader who makes all the rulings and legislation for the nation.

Concept and explanation:

The main concept of this game is to be a political simulator of the states into what they became today. In this timeline America could even take over Canada if it goes well enough for us in the long run. Nothing in this game is guaranteed to work exactly as planned but if it rolls well you might just get what you wanted. The politicians job will mainly be dealing with the forming of the basis of the American nation and it's values. Another factor is for the states leaders to decide to send how much troops to the cause. States like New York may not send a ton but New Jersey will send some decent amount providing most goes well.

Combat:

Combat will be decided by rolls depending on other factors like terrain and the army's equipment. An army with no equipment will most likely lose every single battle, but one armed to the teeth will be able to fight for weeks straight. The Americans will more or less dependent on public support for their troops while the crown can send how much they want and what the situation is like. An early war battle will have small troops but later on there may be a couple thousand fighting for a piece of ground.

Start Date: March 5th 1775 Right before the Battles of Lexington and Concord

Personal Orders: you know what your guy wants to do.

Stats:
Army Name: The American Militia 
Number of Men: 4,820
Number of Horses: 50
Number of Artillery Pieces: 5 
Equipment Percentage: 30%
Leader: To be determined

Army Name: Army of the Cherokee
Number of Men: 1,500
Number of Horses: 50
Number of Artillery Pieces: 0
Equipment Percentage: 10%
Leader: Chief Oconostota 

Army Name: Self Explanatory.
Number of Men: The amount of men in the army.
Number of Horses: How many horses are in the army.
Number of Artillery Pieces: How many cannons are in the army.
Equipment Percentage: How much of the army is equipment with food and munition (it will degrade over time until replenished).
Leader: Who's leading the army.

Characters:

Name:
Date of Birth:
Character Biography:
Occupation:
Affiliation: 

*Affiliations:*

*Patriots:*
Benedict Arnold(Revan529)
Nathanael Greene(MastahCheef117)
Blake Compton(BlackBishop)
George Washington (Frymonmon)
Gilbert du Motier de La Fayette (Mathrim)
Richard Montgomery (King5000)
William Curtis (EmperorGrimm)



*Tories:*
Lionel Taliaferro (Ab Ovo)
Hiram Fairfax (Noco)
Francis Johnson (aussieboy)


*Cherokee:*
Chief Oconostota (Tapscott)

*Independent:*
Alucard Riendeau (RepBentley)
Louis Theriault Etienne Pouvoir (Dadarian)
Jebediah Workman (Tonkatoy5)


IRC Channel: #AMCE]]></description>
			<content:encoded><![CDATA[<div><div align="center"><img src="http://imageshack.us/a/img856/9761/trumbulllarge1.jpg" border="0" alt="" /></div><br />
Hello and welcome to All Men Created Equal!<br />
<br />
This forum game idea is inspired by previous games such as Crisis in the Reichstag and Empire of Harmony. Your first question may be what is this? It is a 1776 American political simulator in the birth of the American nation that became the superpower of today. <br />
<br />
Roles:<br />
<br />
General: Your average run of the mill general who has signed up for duty but has been promoted for doing something of greatness in the past like a war hero in the French and Indian war.<br />
<br />
Politician: Your states leader who makes all the rulings and legislation for the nation.<br />
<br />
Concept and explanation:<br />
<br />
The main concept of this game is to be a political simulator of the states into what they became today. In this timeline America could even take over Canada if it goes well enough for us in the long run. Nothing in this game is guaranteed to work exactly as planned but if it rolls well you might just get what you wanted. The politicians job will mainly be dealing with the forming of the basis of the American nation and it's values. Another factor is for the states leaders to decide to send how much troops to the cause. States like New York may not send a ton but New Jersey will send some decent amount providing most goes well.<br />
<br />
Combat:<br />
<br />
Combat will be decided by rolls depending on other factors like terrain and the army's equipment. An army with no equipment will most likely lose every single battle, but one armed to the teeth will be able to fight for weeks straight. The Americans will more or less dependent on public support for their troops while the crown can send how much they want and what the situation is like. An early war battle will have small troops but later on there may be a couple thousand fighting for a piece of ground.<br />
<br />
Start Date: March 5th 1775 Right before the Battles of Lexington and Concord<br />
<br />
Personal Orders: you know what your guy wants to do.<br />
<br />
Stats:<br />
Army Name: The American Militia <br />
Number of Men: 4,820<br />
Number of Horses: 50<br />
Number of Artillery Pieces: 5 <br />
Equipment Percentage: 30%<br />
Leader: To be determined<br />
<br />
Army Name: Army of the Cherokee<br />
Number of Men: 1,500<br />
Number of Horses: 50<br />
Number of Artillery Pieces: 0<br />
Equipment Percentage: 10%<br />
Leader: Chief Oconostota <br />
<br />
Army Name: Self Explanatory.<br />
Number of Men: The amount of men in the army.<br />
Number of Horses: How many horses are in the army.<br />
Number of Artillery Pieces: How many cannons are in the army.<br />
Equipment Percentage: How much of the army is equipment with food and munition (it will degrade over time until replenished).<br />
Leader: Who's leading the army.<br />
<br />
Characters:<br />
<br />
Name:<br />
Date of Birth:<br />
Character Biography:<br />
Occupation:<br />
Affiliation: <br />
<br />
<font size="4"><b>Affiliations:</b></font><br />
<br />
<b>Patriots:</b><br />
Benedict Arnold(Revan529)<br />
Nathanael Greene(MastahCheef117)<br />
Blake Compton(BlackBishop)<br />
George Washington (Frymonmon)<br />
Gilbert du Motier de La Fayette (Mathrim)<br />
Richard Montgomery (King5000)<br />
William Curtis (EmperorGrimm)<br />
<br />
<br />
<br />
<b>Tories:</b><br />
Lionel Taliaferro (Ab Ovo)<br />
Hiram Fairfax (Noco)<br />
Francis Johnson (aussieboy)<br />
<br />
<br />
<b>Cherokee:</b><br />
Chief Oconostota (Tapscott)<br />
<br />
<b>Independent:</b><br />
Alucard Riendeau (RepBentley)<br />
Louis Theriault Etienne Pouvoir (Dadarian)<br />
Jebediah Workman (Tonkatoy5)<br />
<br />
<br />
IRC Channel: #AMCE</div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>bakerydog</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?688443-Forum-Game-All-Men-Created-Equal</guid>
		</item>
		<item>
			<title>BSG Season 23 - Back To Boot Camp</title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?687658-BSG-Season-23-Back-To-Boot-Camp&amp;goto=newpost</link>
			<pubDate>Fri, 10 May 2013 00:39:49 GMT</pubDate>
			<description><![CDATA[Battlestar Galactica
Season 23 - Back To Boot Camp

Image: http://ewinsidetv.files.wordpress.com/2010/09/caprica-cylons_510.jpg 

Welcome to Battlestar Galactica: The Board Game, a game of politics, betrayal, and survival!

The previous game is  Here (http://forum.paradoxplaza.com/forum/showthread.php?674435-BSG-Season-21-Only-going-forward-since-we-cannot-find-reverse)

BSG is a board game based on the acclaimed SF tv show. The game contains references to several Seasons of the show. Some (minor) spoilers may be unavoidable!


The game itself works on the basis of humans, cylons, actions and crises. All players are seemingly human in the beginning of the game, but one or two know privately that they are a Cylon. 

The humans' task is to keep the Fleet alive and moving towards its objective, the planet of New Caprica, and to root out the hidden Cylons. 

The Cylons' objective is to prevent the human fleet from reaching New Caprica and Leaving by any means necessary, mostly covertly sabotaging their efforts or by exposing themselves and using special cylon actions to harm the humans.

*This game will be using the Kobol destination, Pegasus Expansion, and Exodus Characters only. All other options are standard setup.*

Every round, every player has an action. After every player's action (unless they are a revealed Cylon), a crisis card is drawn. A crisis card is typically a scenario that if not resolved satisfactorily by expending resources (mostly skill cards that everyone draw on their turn) will cause some bad things to happen to the humans. This is the basis of the game - to survive the crises. The humans have the advantage of time, because crisis cards will automatically advance the time and the so called Jump Prep track, which allows the human fleet to progress towards New Caprica when full.

Playing the game online works like this - I have a software tool called 'Deck Manager' which will handle the various decks in the game.

I will be the game master, handling game operations via private messages and public messages in this thread. I will keep the players up to speed on everything that is public information in the thread. Players will announce their public actions in the thread. Everything that only one player can know or find out, such as their true loyalty and their card hand, I communicate to them via PM. 

The game also has a rule on communication - exact information should never be exchanged. For instance, you should be ambiguous on the strength of your card hand, instead of announcing "I have three strong red cards". You can always announce that you are a Cylon, but if you are actually a human, casting unnecessary doubt on yourself is bad sportsmanship, and if you are actually a Cylon, casting doubt on yourself is simply stupid. The paranoia between humans is what helps the Cylons the most, and makes the game so much fun.

(See also below ..)


Some things have been tweaked to help facilitate online play:
* At the bottom of every GM post, there will be a helpful Action Queue that announces what we are waiting for to continue the game.  This will usually be the current player's move/action, but could also include such things as a decision from the President/Admiral.
* If you are at the top of the Action Queue, you have 48 hours to post/PM to complete it. Once the 48 hours pass, the top of the action queue will be auto-resolved, usually as a "do nothing" action.
* Skill checks will have 48 hour time limit, with the deadline moving 12 hours later if it is sooner then that after each player's play. After the deadline is reached, the check will be resolved.
* If you do not play cards for the skill check, I'll let the other players berate you. If I have to auto-resolve a choice for you, 1st and 2nd offenses get a warning, 3rd time you get replaced. It might seem a bit harsh, but this is needed to keep the game moving.
* There will be leniency with the 48 hour rule over weekends
* All game actions should be bolded in Werewolf style (eg: *##move to Communications* or *##use "Executive Order" on Helo*).
* All face-down cards, including Quorum Cards and Skill Cards will be delivered to the players via PM/AIM. If your draw is straightforward (eg: Adama) your cards will be auto-drawn for you at the beginning of your turn. Players with multi-skills (eg: Apollo) or abilities allowing them to draw cards (eg: Baltar) need to post in the thread what type of card they are drawing (eg: *##draw 1 Politics 1 Engineering*). Discards are to be posted openly in the thread.
* Skill Checks are handled slightly differently than in the regular rules.  Players must announce the number of cards they are playing in the thread, then PM me the specific cards they are playing. This can be done in any order. Once everyone has PMed me, the check will be resolved.
* During Skill Checks, players may play cards in any order they choose. You do not have to start with the current player. (However: the official turn order can be enforced in game critical situations on request.)
* You may "pre-load" actions ahead of time; (eg: *##If my Viper is attacked, I'll use "Evasive Maneuvers"*.) This should be done via PM. Think about this, especially as most of the expansion skill cards are very timing-specific!
* Players do not choose the order in which Cylon ships are activated, as in the normal rules.  Instead, ships are activated starting in Sector Alpha and proceeding clockwise around Galactica.
* This game allows Private messages between the players, with the following rules in place.

 1) The GM must be copied on all PMs at the time they are sent.
 2) Secrecy Rules must be maintained in all PMs.
 3) All plays talked about in PM with regards to strength must be posted in the thread by that player when they make the play. If you tell a fellow human or cylon that you can throw 1 strong into the test, you must state you are playing 1 strong when you make the play.


Violating any of these rules will incur a card discard of any kind (Normal hand card, Quorum Card or Super Crisis) per infraction of the GM choosing when the violation occurs, from future turns if needed.

The GM is allowed to wave this discard, if a player realizes that they made a mistake before the GM caught it and took their best effort to fix the mistake in a timely manner. GM ruling on if the player took the best effect in a timely manner is the final say.

*Do not forget the Secrecy Rules!*
(See also page 20 of the rulebook.)

In case of doubt, err on the side of caution.

*The basic rule is that any statement made about cards in your hand should be one of two things: 
1) A binary statement about card strength: "strong" or "weak". Players should never say "neither strong nor weak". Saying that you play "two big help cards and one small help" for instance is acceptable, though, since the player is still making binary statements.
2) A statement of possession for the purpose of using said posessed card for a specific purpose. For instance "I can XO Adama and then he can nuke the basestar" is acceptable. However, GM's discretion applies. It is not intended as a tool for figuring out other people's hand strengths, or as a roundabout way to divulge your own hand either.*



*Handy links:*

Official Rules (pdf) (http://new.fantasyflightgames.com/ffg_content/Battlestar_Galactica/bsg-rulebook-web.pdf)
Official Pegasus Rules (pdf) (http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/BSG-Pegasus-rulebook-web.pdf)
Official Exodus Rules (pdf) (http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/exodus/rules/bsg-exodus-rules.pdf)
 FAQs and Errata 1-1-3  (http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/bsg_FAQ_1-1-3-new.pdf)
Unofficial boardgamegeek FAQ (http://www.boardgamegeek.com/wiki/page/Battlestar_Galactica_FAQ)
Deck Manager (http://forums.**************.com/showthread.php?threadid=3252040&userid=0&perpage=40&pagenumber=1)
BoardGameGeek page (http://boardgamegeek.com/boardgame/37111)
BoardGameGeek Pagasus page (http://boardgamegeek.com/boardgameexpansion/43539/battlestar-galactica-pegasus-expansion)
BoardGameGeek Exodus page (http://boardgamegeek.com/boardgameexpansion/85905/battlestar-galactica-exodus-expansion)



*Reference*

These lists, along with reading the rules of play, should be all you need to know!

*Characters*

*_Military Leaders_*

*Helena Cain* (Leadership/2, Tactics/2, Leadership/Tactics/1) Setup: Command or Pegasus CIC
Intolerant -- When an "Admiral's Quarters" Skill check is passed with 10 or more, you may choose to execute that character instead of sending him to the "Brig."
Blind Jump -- *Action*: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space). The Admiral only draws 1 Destination Card.
Bent on Revenge -- You may not activate the "FTL Control" or "Engine Room" locations.

*William Adama* (Leadership/3, Tactics/2) Setup: Admiral's Quarters
Inspirational Leader -- When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
Command Authority -- Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Emotionally Attached -- You may not activate the "Admiral's Quarters" location.

*Saul Tigh* (Tactics/3, Leadership/2) Setup: Command
Cylon Hatred -- When a player activates the "Admiral's Quarters" location, you may choose to reduce the difficulty by 3.
Declare Martial Law -- *Action*: Once per game, give the President title to the Admiral.
Alcoholic -- At the start of any player's turn, if you have exactly 1 Skill Card in you hand, you must discard it.

*Karl "Helo" Agathon* (Leadership/2, Tactics/2, Piloting/1) Setup: N/A
ECO Officer -- During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
Moral Compass -- Once per game, after a player makes a choice on a Crisis Card, you may change it.
Stranded -- Your character is not placed on the 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.

*Felix Gaeta* (Tactics/2, Engineering/1,  Leadership/Politics/2) Setup: FTL Control
FTL Operator -- Anytime "FTL Control" is activated, you may reroll the die. You must use the new result.
Coup -- *Action*: Once per game, you may take the Admiral title. If you are in the "Brig" when you take this action, move immediately to "Command" before taking the title.
Misguided -- You may not play more than 3 cards into any skill check.

*Samuel T. Anders* (LEA/2, TAC/2, TAC/PIL/1) Setup: Armory
Star Player -- *Action*: Discard any number of skill cards. Then draw that number of skill cards from any one type within your skill set.
Longshot -- Once per game, you may choose the result of a die roll instead of rolling it. This result cannot be modified or re-rolled.
Starts on the Bench -- Skip the receive skill step of your first turn.

*_Political Leaders_*

*Laura Roslin* (Politics/3, Leadership/2) Setup: President's Office
Religious Visions -- When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
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.
Terminal Illness -- In order to activate a location, you must first discard 2 Skill Cards.

*Gaius Baltar* (Politics/2, Leadership/1, Engineering/1) Setup: Research Lab
Delusional Intuition -- After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
Cylon Detector -- *Action*: Once per game, you may look at all Loyalty Cards belonging to another player.
Coward -- You start the game with 2 Loyalty Cards instead of 1.

*Tom Zarek* (Politics/2, Leadership/2, Tactics/1) Setup: Administration
Friends in Low Places -- When a player activates the "Administration" or "Brig" location, you may choose to reduce or increase the difficulty by 2.
Unconventional Tactics -- *Action*: Once per game, lose 1 population to gain 1 of any other resource type.
Convicted Criminal -- You may not activate locations occupied by other characters (except the "Brig").

*Tory Foster* (Politics/3, Leadership/1, Tactics/1) Setup: (Press Room)
Adaptable -- After any player uses the action on a Quorum Card, you may draw 2 skill cards of your choice (they may be from outside your skill set)
Influential -- *Action*: Once per game, you may examine the top 5 cards of the Quorum deck, and return them to the top of the deck in any order you choose (even if you are not currently the President)
Amoral -- When you are the current player, you must choose the first option listed on any Crisis Cards that say 'Current Player Chooses'

*Ellen Tigh* (Politics/2, Leadership/2, Treachery/1) Setup: Admiral's Quarters
Politically Adroit -- When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
Manipulative -- Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn.
Nothing But Trouble -- Your skill set includes Treachery cards. (Human players can't use text abilities of Treachery Cards.)

*_Pilots_*

*Lee "Apollo" Adama* (Piloting/2, Leadership/Politics/2, Tactics/1) Setup: Launch and Pilot Viper
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".
CAG -- *Action*: Once per game, you may activate up to 6 unmanned Vipers.
Headstrong -- When you are forced to discard Skill Cards, you must discard randomly.

*Kara "Starbuck" Thrace* (Tactics/2, Piloting/2, Leadership/Engineering/1) Setup: Hangar Deck
Expert Pilot -- When you start your turn piloting a Viper, you may take 2 *Action*s during your *Action* Step (instead of 1).
Secret Destiny -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Insubordinate -- When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.

*Sharon "Boomer" Valerii* (Tactics/2, Piloting/2, Engineering/1) Setup: Armory
Recon -- At the end of your turn, you may look at the top of the Crisis Deck and place it on the top or bottom.
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.
Sleeper Agent -- During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and are moved to the "Brig" location.

*Louanne "Kat" Katraine* (Leadership/1, Tactics/2, Piloting/2) Setup: Hangar Deck
Hotshot -- When you would roll a die during your *Action* step, you may instead discard a Skill Card. Use the card's strength +2 instead of the die roll.
Sacrifice -- *Action*: Once per game while piloting a viper, send yourself to "Sickbay" to destroy 5 raiders, 2 heavy raiders, 1 basestar, or 1 civilian ship in your space area.
Stim Junkie -- At the end of your Movement step, if you are in the same location or space area that you were in at the start of your turn, you are moved to "Sickbay".

*_Support Crew_*

*"Chief" Galen Tyrol* (Engineering/2, Leadership/2, Politics/1) Setup: Hangar Deck
Maintenance Engineer -- During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
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 O.
Reckless -- You hand limit is 8 (instead of 10).

*Anastasia "Dee" Dualla* (Leadership/1, Tactics/3, Engineering/1) Setup: Communications
Efficient -- When you activate the "Communications" location, you may look at every civilian ship on the game board and may move any number of them.
Fast Learner -- Once per game, before making a Skill check, look at the top 3 cards of any Skill deck (even outside your Skill set), and add all of them either to the Skill check or your hand.
Emotionally Fragile -- When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.

*Callandra "Cally" Tyrol* (Politics/1, Leadership/1, Tactics/1, Engineering/2) Setup: Hangar Deck
Quick Fix -- On your turn, once all Skill Cards played into a skill check have been revealed, you may choose one card to discard before resolving skill check abilities and resolving strength.
Discharge of a Firearm -- *Action*: Once per game, you may execute another character who is in your current location.
Impulsive -- You cannot contribute only one Skill card into a skill check. You must either contribute no Skill cards or contribute two or more Skill cards. (Disregard this while you are in the "Brig")

*_Cylon Leaders_*

*Cavil* (Tactics/1, Treachery/Engineering/1) Setup: Cylon Fleet
Primacy -- *Action*: Place 1 basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.
Aggressive Tactics -- Movement: Once per game you may take 2 *Action*s.
Lies and Secrets -- When a player reveals a "You are a Cylon" Loyalty Card, you must discard all Skill Cards.

*Leoben Conoy* (Politics/1, Treachery/Engineering/1) Setup: Human Fleet
Glimpse the Face of God -- Movement: Draw 2 cards from the top of the Destiny deck, then place 2 cards from your hand on the top of the Destiny deck.
Cryptic Message -- *Action*: Once per game, exchange your hand of Skill Cards with another player's hand of Skill Cards.
Clouded -- You may not voluntarily move to a location that contains another character.

*"Caprica" Six* (Leadership/1, Treachery/Engineering/1) Setup: Caprica
Intimate -- Movement: Draw 1 Skill Card at random from a player's hand. Then that player draws 1 card from the Skill deck of your choice (it may be outside that player's Skill set).
Human Delusion -- Once per game, after all Skill Cards played into a Skill check have been revealed, you may play any number of Skill Cards from your hand into the check.
Conflicted Loyalties -- You must discard 1 Skill Card to activate the "Cylon Fleet" location.


*LINES OF SUCESSION*

---Quote---
*_ADMIRAL_*
 1. Helena Cain
 2. William Adama
 3. Saul Tigh
 4. Karl "Helo" Agathon
 5. Felix Gaeta
 6. Lee "Apollo" Adama
 7. Anastasia "Dee" Dualla
 8. Kara "Starbuck" Thrace
 9. Louanne "Kat" Katraine
10. Sharon "Boomer" Valerii
11. Samuel T. Anders
12. "Chief" Galen Tyrol
13. Cally Henderson
14. Tom Zarek
15. Ellen Tigh
16. Gaius Baltar
17. Tory Foster
18. Laura Roslin

*_PRESIDENT_*
 1. Laura Roslin
 2. Gaius Baltar
 3. Tom Zarek
 4. Tory Foster
 5. Ellen Tigh
 6. Lee "Apollo" Adama
 7. Felix Gaeta
 8. William Adama
 9. Karl "Helo" Agathon
10. "Chief" Galen Tyrol
11. Cally Henderson
12. Helena Cain
13. Anastasia "Dee" Dualla
14. Sharon "Boomer" Valerii
15. Saul Tigh
16. Samuel T. Anders
17. Kara "Starbuck" Thrace
18. Louanne "Kat" Katraine

*_CAG_*_ (Not in this game)_
 1. Lee "Apollo" Adama
 2. Kara "Starbuck" Thrace
 3. Louanne "Kat" Katraine
 4. Sharon "Boomer" Valerii
 5. Samuel T. Anders
 6. Karl "Helo" Agathon
 7. William Adama
 8. Helena Cain
 9. Saul Tigh
10. Felix Gaeta
11. Anastasia "Dee" Dualla
12. "Chief" Galen Tyrol
13. Cally Henderson
14. Tom Zarek
15. Ellen Tigh
16. Gaius Baltar
17. Tory Foster
18. Laura Roslin
---End Quote---

*Locations*

*_GALACTICA_*
Note: A character moving to Galactica from Colonial One, Pegasus, or a piloted Viper must discard a skill card.

FTL Control
*Action:* Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.

Weapons Control
*Action:* Attack one Cylon ships with Galactica. Roll 3-8 to hit a raider, 7-8 to hit a heavy raider, and 5-8 to hit a Basestar.

Command
*Action:* Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons (3-8 to hit a raider, 7-8 to hit a heavy raider, 8 to hit a Basestar).

Communications
*Action:* Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.

Admiral’s Quarters
*Action:* Choose a character; then pass a Tactics/Leadership Skill Check of 7 to send him to the “Brig.” Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Cylon from doing any damage if he reveals himself.

Research Lab
*Action:* Draw 1 engineering OR 1 tactics Skill card.

Hangar Deck
*Action:* Launch yourself in a viper. You may then take 1 more action. You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.

Armory
*Action:* Attack a centurion on the Boarding Party track (destroyed on roll of 7-8),

Sickbay
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can (and should) move out of sickbay during the Movement step of his turn.

Brig
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.
*Action:* Pass a Politics/Tactics Skill Check of 7 to move to any location.

*_COLONIAL ONE_*
Note: A character moving to Colonial One from Galactica, Pegasus, or a piloted Viper must discard a skill card.

Press Room
*Action:* Draw 2 politics Skill Cards.

President’s Office
*Action:* If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.

Administration
*Action:* Choose a character; then pass a Politics/Leadership Skill Check of 5 to give him the President title. Revealed Cylons may not be given the President title.

*_PEGASUS_*
Note: A character moving to Pegasus from Galactica, Colonial One, or a piloted Viper must discard a skill card.

Pegasus CIC
*Action:* Choose a basestar and roll a die: 1-3 Damage Pegasus, 4-6 Damage Basestar, 7-8 Damage Basestar twice

Airlock
*Action:* Choose a character and pass a Politics/Tactics/Treachery Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the "Brig".

Main Batteries
*Action:* Choose a space area and roll a die. 1: Destroy 1 civilian ship 2-3: Damage 1 viper 4-6: Destroy 2 raiders 7-8: Destroy 4 raiders

Engine Room
*Action:* Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a "prepare for jump" icon.`

*_CYLON LOCATIONS_*
Note: These locations may only be used by a revealed Cylon player or a non-infiltrated Cylon Leader.

Caprica
*Action:* Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and bury the other on the bottom of the deck. Cylon Activations are not triggered after this Crisis.

Cylon Fleet
*Action:* Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar. Activating heavy raiders will advance the centurions one step on the boarding party track, even if there are no heavy raiders on the board.

Human Fleet
*Action:* Look at the top card of the Crisis or Destination deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set). OR Infiltrate Galactica.

Resurrection Ship
You may not voluntarily move to this location (as the Brig or Sickbay). You may only draw 1 Skill Card during your Receive Skill Cards step. *Action:* Draw 1 Super Crisis Card.

Basestar Bridge
*Action:* Choose 2 of the following abilities:
-- The CAG must place 1 civilian ship (following all placement rules).
-- Place 1 Basestar or 3 Raiders in any 1 area of the Cylon Fleet.
-- Roll a die. If the number is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.
-- Roll a die. 1-3: Decrease the jump track by 1. 4-8: Increase the pursuit track by 1.



*_New Caprica Locations_*

(Humans in the same space as an Occupation Force may use an *Action*[/b] to roll a die. If 5 or higher, destroy an Occupation Force.
Players may use "Maximum Firepower" to re-roll.)

(Cylons in the same space as a human and an Occupation Force may use an *Action*[/b] to roll a die. If 1-3, move human to Detention. If 4-7, move human to Medical Center.)

Medical Center
You may only draw 1 skill card during your Receive Skills step.

Detention
You may not move or add more than 2 cards to skill checks.
*Action:* Skill check Politics/Tactics = 9 to move to another location.

Resistance HQ
*Human Action:* Choose a character on New Caprica (human or Cylon). Skill check LEA/Tactics/Treachery = 7 to execute.

Occupation Authority
*Human action:* If you are the president, you may draw 1 Quorum Card. Then you may play 1 Quorum Card.
*Cylon action:* Activate 1 occupation force and then place 1 occupation force on this location.

Breeder's Canyon
*Human action:* Reduce the highest resource by 1 to advance the fleet marker 1 space up the Jump track.
*Cylon action:* Draw and resolve the top card of the Crisis deck. Skip the Prepare for Jump step of this turn.

Shipyard
*Human action:* Prepare or evacuate 1 civilian ship. If you evacuate a civilian ship, you may move to any Galactica location.
*Cylon action:* Look at the top ship of the Locked Civilian Ship stack, and place it on the top or bottom of the stack.



*Skills*
Note: Only 1 Reckless card may be played per skill check. Humans may not use the text abilities on Treachery Cards. The Treachery Cards Broadcast Location, By Your Command, and Special Destiny, as well as all strength 0 Skill Cards have the icon that triggers the Consequence Result on certain Crisis Cards.

Politics
(0) Red Tape: *Skill Check:* Discard all 5 and 6 strength cards from this skill check (before totaling strength).
(1-2) Consolidate Power: *Action:* Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.
(1-2) Support the People: *Reckless:* Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill cards.
(3-5) Investigative Committee: Play before cards are added to skill check. All are played face up (excluding the Destiny Deck).
(3-5) Preventative Policy: *Movement:* Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.
(6) Political Prowess: Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice).

Leadership
(0) Iron Will: *Skill Check:* If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.
(1-2) Executive Order: *Action:* Choose another player who takes 2 actions, or moves and takes 1 action. Cannot use on a revealed Cylon or Sympathizer. Limit 1 XO or "Critical Situation" per turn.
(1-2) Major Victory: Play after you destroy a basestar or centurion on the boarding party track. Roll a die. If 5 or higher, gain 1 morale. Limit 1 per turn.
(3-5) Declare Emergency: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce partial pass difficulty. Limit 1 per skill check.
(3-5) At Any Cost: *Reckless:* Play before cards are added to a Skill check. All Treachery Cards count as positive strength.
(6) State of Emergency: *Action:* Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).

Tactics
(0) Trust Instincts: *Skill Check:* Add the top 2 cards from the Destiny Deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.
(1-2) Launch Scout: *Action:* Can only use if there is an undamaged Raptor in the reserves. Roll die 3 or higher look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy a Raptor and remove it from the game.
(1-2) Guts and Initiative: *Reckless:* Play before cards are added to a Skill check. Do not add cards from the Destiny Deck to the Skill Check.
(3-5) Strategic Planning: Play before a die roll to add 2 to result. Limit 1 per die roll.
(3-5) Critical Situation: *Movement:* Take 1 *Action*. Limit 1 CS or "Executive Order" per turn.
(6) Scout for Fuel: *Action:* Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor.

Piloting
(0) Protect the Fleet: *Skill Check:* If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.
(1-2) Evasive Maneuvers: Play after a Viper is attacked to reroll. If Viper is piloted subtract 2 from the new roll.
(1-2) Full Throttle: [b]Movement or *Action:* If piloting a viper, you may move to any space area. You may attack 1 Cylon ship in that area (even if you didn't move).
(3-5) Maximum Firepower: *Action:* Play while piloting a Viper to attack up to 4 times.
(3-5) Run Interference: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them).
(6) Best of the Best: Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.

Engineering
(0  Establish Network: *Skill Check:* Each engineering Skill Card in this skill check counts as double strength (before totaling strength).
(1-2) Repair: *Action:* Repair your current location, or if in the Hangar Deck repair up to 2 damaged Vipers.
(1-2) Jury Rigged: *Reckless:* Play before cards are added to a Skill Check to reduce its difficulty by 4.
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering cards count as positive strength.
(3-5) Calculations: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll.
(6) Build Nuke: *Action:* The Admiral gains 1 nuke token.

Treachery
Note: "Reckless Skill Check" abilities activate when the card is part of a Skill Check in which a Reckless ability was activated.
(1) Broadcast Location: RSC -- Place 1 basestar in front of Glactica and 1 civilian ship behind Galactica. Only trigger this ability once per check.
(1) By Your Command: RSC -- Activate all raiders, heavy raiders, and occupation forces (but not Centurions). Only trigger this ability once per check.
(2) God's Plan: *Movement:* Exchange this card with the top card of the Destiny Deck.
(2) Special Destiny: RSC -- Each player draws 1 Treachery Skill Card. Only trigger this ability once per check.
(3) Human Weakness: *Action:* If at least 1 human is in "Brig" or "Detention", reduce the highest resource by 1.
(3) Sabotage: Play when a human player discards a Treachery Skill Card. Damage Galactica. Limit 1 per turn.


*Admiral*
When the fleet jumps, you draw 2 Destination Cards and choose 1.
You control the nuke tokens.
*Action*: Launch 1 nuke at a Space Area (nuke is removed from the game).

*President*
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards.
*Action*: Draw a Quorum Card into your hand.
Quorum cards can be played as an *action* and specialize in increasing resources and dealing with unrevealed cylons.

*CAG* (Not in game)
When a civilian ship needs to be placed on the main game board, you must choose the space area. You must choose an area that does not already contain civilian ships (if able).
*Action:* Activate 1 unmanned viper and then give the CAG Title Card to any other human player.
*Action:* Once per turn, if you are piloting a viper, you may activate 1 unmanned viper and then take another action.




*Loyalty Cards*


Code:
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*You Are Not a Cylon*

Our tests indicate that you are not a Cylon, 
although you can never know for sure...
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Code:
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*You Are a Cylon*
*CAN MAKE PLAYERS DRAW TREACHERY CARDS*

*Action*: Reveal this card. If you are not in the "Brig," 
each human player discards 1 random Skill Card and 
draws 1 Treachery Card. Then you draw 2 Treachery Cards 
(after you discard down to 3 Skill Cards).
---------


Code:
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*You Are a Cylon*
*CAN SEND A CHARACTER TO THE BRIG*

*Action*: Reveal this card. If you are not in the "Brig," 
you may choose a character on Galactica. Move that
character to the "Brig."
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Code:
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*You Are a Cylon*
*CAN SEND A CHARACTER TO SICKBAY*

*Action*: Reveal this card. If you are not in the "Brig," 
you may choose a character on Galactica. That character
must discard 5 Skill Cards and is moved to "Sickbay."
---------


Code:
---------
*You Are a Cylon*
*CAN REDUCE MORALE BY 1*

*Action*: Reveal this card. If you are not in the "Brig," 
you may reduce morale by 1.
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Code:
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*You Are a Cylon*
*CAN DAMAGE GALACTICA*

*Action*: Reveal this card. If you are not in the "Brig," 
you may draw up to 5 Galactica damage tokens.
Choose 2 of them to resolve and discard the others.
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Code:
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*You Are a Cylon*
Draw Treachery -- *Action:* Reveal this card. If you are not in the Brig, each human player discards 1 random Skill Card and draws 1 Treachery Card. Then you draw 2 Treachery Cards (after you discard down to 3 Skill Cards).
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Code:
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*You Are a Cylon*
Place Centurion -- *Action:* Reveal this card. If you are not in the Brig, you may place a centurion token at the start of the Boarding Party track.
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Code:
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*You Are a Cylon*
Decrease Jump Prep -- *Action:* Reveal this card. If you are not in the Brig, you may decrease the Jump Preparation track by 2.
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Code:
---------
*You Are NOT A Cylon - Personal Goal Card*
Stand and Fight -- *Action:* Reveal this card if 10 or more raiders are on the main game board. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.
---------

Code:
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*You Are NOT A Cylon - Personal Goal Card*
Sacrifice -- *Action:* Reveal this card if 6 or more vipers are either damaged or destroyed. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.
---------

Code:
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*You Are NOT A Cylon - Personal Goal Card*
Devastation -- *Action:* Reveal this card if the Admiral has no remaining nuke tokens. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.
---------

Code:
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*You Are NOT A Cylon - Personal Goal Card*
Acquire Power -- *Action:* Reveal this card if you currently hold 2 or more Title Cards. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.
---------

Code:
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*You Are NOT A Cylon - Personal Goal Card*
Use Caution -- *Action:* Reveal this card if a 1-distance Destination Card has been resolved. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.
---------

Code:
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*You Are NOT A Cylon - Personal Goal Card*
Selfish -- *Action:* You may discard any number of Skill Cards with a combined strength of 20 to reveal this card. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.
---------

Code:
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*You Are NOT A Cylon - Personal Goal Card*
Self-Destruction -- *Action:* Reveal this card if you are in the "Brig" or "Sickbay." Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.
---------

Code:
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*You Are NOT A Cylon - Personal Goal Card*
Political Intrigue -- *Action:* Reveal this card if the President is in the "Brig." Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.
---------


*You Are NOT A Cylon -The Final Five Cards*
Note: If any of these cards are revealed as a result of an execution, all players must discard 2 Skill Cards.


Code:
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*You Are NOT A Cylon - The Final Five Card*
Examiner Executed -- If this card is examined by another player, it is immediately revealed. The player who examined this card is executed. Then reshuffle this card with any other Loyalty Cards you possess.
---------

Code:
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*You Are NOT A Cylon - The Final Five Card*
Cylon Ships Activated -- If this card is examined by another player, it is immediately revealed. Then Activate Raiders, Launch Nukes, and Activate Heavies. Then reshuffle this card with any other Loyalty Cards you possess.
---------

Code:
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*You Are NOT A Cylon - The Final Five Card*
Damage Galactica Twice -- If this card is examined by another player, it is immediately revealed and Galactica is damaged twice. Then reshuffle this card with any other Loyalty Cards you possess.
---------

Code:
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*You Are NOT A Cylon - The Final Five Card*
You Are Executed -- If this card is examined by another player, it is immediately revealed, you are executed and all other players must discard 2 random Skill Cards.
---------

Code:
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*You Are NOT A Cylon - The Final Five Card*
Examiner Sent to Brig -- If this card is examined by another player, it is immediately revealed. The player who examined this card is sent to the "Brig." Then reshuffle this card with any other Loyalty Cards you possess.
---------


And finally:


Code:
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*You are a Symphatizer*

*IMMEDIATELY REVEAL THIS CARD*
If a least 1 resource is half full or lower (red), 
you are moved to the "Brig."

Otherwise, you become a revealed Cylon player. 
You do not receive a Super Crisis Card and 
may not activate the "Cylon Fleet" location.
---------


Code:
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*You are a Sympathetic Cylon*

*IMMEDIATELY REVEAL THIS CARD*
You become a revealed Cylon player, but do not receive a Super Crisis Card.
Draw 1 card from the Sympathetic Agenda deck [you win only by fulfilling this card's criteria]. 
You may also Infiltrate as if you were a Cylon Leader.
---------
(This is for if we use the associated game variant. See the pegasus rulebook.)


*Hostile Agenda Deck*

You win the game if...

*Show Their True Nature:* The Cylons have won and either you are in the Brig/Detention or you have been executed at least once.
*Siege Warfare:* The Cylons have won and every resource is at half or lower.
*Reduce Them To Ruins:* The Cylons have won and 4 or more locations are damaged and Morale is at 3 or lower.
*Genocide:* The Cylons have won and both Food and Population are at 2 or lower.
*Mutual Annihilation:* The humans have won and you have played a Super Crisis Card.
*Grant Mercy:* The humans have won and Population, Morale, or Food is at 2 or lower.


*Sympathetic Agenda Deck*

You win the game if...

*Guide Them to Destiny:* The humans have won and Population and Morale are within 2 of each other.
*Convert the Infidels:* The humans have won and all resources are at 3 or lower.
*Join the Colonials:* The humans have won and you are Infiltrating and not in the Brig/Detention.
*Prove Their Worth:* The humans have won and at least 5 raptors/vipers are destroyed or damaged.
*Salvage Their Equipment:* The Cylons have won and 2 or fewer locations are damaged.
*The Illusion of Hope:* The Cylons have won and 6 or more units of distance have been traveled.


*All prospective players should read and comprehend the rules. *

Old players and new players are welcome, but I won't hold your hand to explain the rules! 

Logging in to give your orders and possible conditional orders at least daily is necessary so please have fun observing if you can not do that.


*Play order will be randomized. Each player should make a wishlist with at least 3 characters of different types they prefer in the order they prefer them in. The first player will get their first preference, all others may or may not get their first preference based on what has been chosen already.*

_Action queue:_
*=> Players Sign Up on this thread With a pick of 3 characters of different types. As prior GM, if TNT wishes to play again he will get his first pick of a Character. Turn order will be randomized.*]]></description>
			<content:encoded><![CDATA[<div><font size="6"><font color="red">Battlestar Galactica</font></font><br />
<font size="4"><font color="RoyalBlue">Season 23 - Back To Boot Camp</font></font><br />
<br />
<img src="http://ewinsidetv.files.wordpress.com/2010/09/caprica-cylons_510.jpg" border="0" alt="" /><br />
<br />
Welcome to <i>Battlestar Galactica: The Board Game</i>, a game of politics, betrayal, and survival!<br />
<br />
The previous game is  <a href="http://forum.paradoxplaza.com/forum/showthread.php?674435-BSG-Season-21-Only-going-forward-since-we-cannot-find-reverse" target="_blank">Here</a><br />
<br />
BSG is a board game based on the acclaimed SF tv show. The game contains references to several Seasons of the show. <i>Some (minor) spoilers may be unavoidable!</i><br />
<br />
<br />
The game itself works on the basis of humans, cylons, actions and crises. All players are seemingly human in the beginning of the game, but one or two know <i>privately</i> that they are a Cylon. <br />
<br />
The <i>humans'</i> task is to keep the Fleet alive and moving towards its objective, the planet of New Caprica, and to root out the hidden Cylons. <br />
<br />
The <i>Cylons'</i> objective is to prevent the human fleet from reaching New Caprica and Leaving by any means necessary, mostly covertly sabotaging their efforts or by exposing themselves and using special cylon actions to harm the humans.<br />
<br />
<b>This game will be using the Kobol destination, Pegasus Expansion, and Exodus Characters only. All other options are standard setup.</b><br />
<br />
Every round, every player has an action. After every player's action (unless they are a revealed Cylon), a crisis card is drawn. A crisis card is typically a scenario that if not resolved satisfactorily by expending resources (mostly skill cards that everyone draw on their turn) will cause some bad things to happen to the humans. This is the basis of the game - to survive the crises. The humans have the advantage of time, because crisis cards will automatically advance the time and the so called Jump Prep track, which allows the human fleet to progress towards New Caprica when full.<br />
<br />
Playing the game online works like this - I have a software tool called 'Deck Manager' which will handle the various decks in the game.<br />
<br />
I will be the game master, handling game operations via private messages and public messages in this thread. I will keep the players up to speed on everything that is <i>public</i> information in the thread. Players will announce their <i>public</i> actions in the thread. Everything that only one player can know or find out, such as their true loyalty and their card hand, I communicate to them via PM. <br />
<br />
The game also has a rule on communication - exact information should never be exchanged. For instance, you should be ambiguous on the strength of your card hand, instead of announcing &quot;I have three strong red cards&quot;. You can always announce that you are a Cylon, but if you are actually a human, casting unnecessary doubt on yourself is bad sportsmanship, and if you are actually a Cylon, casting doubt on yourself is simply stupid. The paranoia between humans is what helps the Cylons the most, and makes the game so much fun.<br />
<br />
(See also below ..)<br />
<br />
<br />
Some things have been tweaked to help facilitate online play:<ul><li>At the bottom of every GM post, there will be a helpful Action Queue that announces what we are waiting for to continue the game.  This will usually be the current player's move/action, but could also include such things as a decision from the President/Admiral. <br /></li>
<li>If you are at the top of the Action Queue, you have 48 hours to post/PM to complete it. Once the 48 hours pass, the top of the action queue will be auto-resolved, usually as a &quot;do nothing&quot; action.<br /></li>
<li>Skill checks will have 48 hour time limit, with the deadline moving 12 hours later if it is sooner then that after each player's play. After the deadline is reached, the check will be resolved.<br /></li>
<li>If you do not play cards for the skill check, I'll let the other players berate you. If I have to auto-resolve a choice for you, 1st and 2nd offenses get a warning, 3rd time you get replaced. It might seem a bit harsh, but this is needed to keep the game moving.<br /></li>
<li>There will be leniency with the 48 hour rule over weekends<br /></li>
<li>All game actions should be bolded in Werewolf style (eg: <b>##move to Communications</b> or <b>##use &quot;Executive Order&quot; on Helo</b>).<br /></li>
<li>All face-down cards, including Quorum Cards and Skill Cards will be delivered to the players via PM/AIM. If your draw is straightforward (eg: Adama) your cards will be auto-drawn for you at the beginning of your turn. Players with multi-skills (eg: Apollo) or abilities allowing them to draw cards (eg: Baltar) need to post in the thread what type of card they are drawing (eg: <b>##draw 1 Politics 1 Engineering</b>). Discards are to be posted openly in the thread.<br /></li>
<li>Skill Checks are handled slightly differently than in the regular rules.  Players must announce the number of cards they are playing in the thread, then PM me the specific cards they are playing. This can be done in any order. Once everyone has PMed me, the check will be resolved.<br /></li>
<li>During Skill Checks, players may play cards in any order they choose. You do not have to start with the current player. <i>(However: the official turn order can be enforced in game critical situations on request.)</i><br /></li>
<li>You may &quot;pre-load&quot; actions ahead of time; (eg: <b>##If my Viper is attacked, I'll use &quot;Evasive Maneuvers&quot;</b>.) This should be done via PM. Think about this, especially as most of the expansion skill cards are very timing-specific!<br /></li>
<li>Players do not choose the order in which Cylon ships are activated, as in the normal rules.  Instead, ships are activated starting in Sector Alpha and proceeding clockwise around Galactica.<br /></li>
<li>This game allows Private messages between the players, with the following rules in place.<br />
<br />
 1) The GM must be copied on all PMs at the time they are sent.<br />
 2) Secrecy Rules must be maintained in all PMs.<br />
 3) All plays talked about in PM with regards to strength must be posted in the thread by that player when they make the play. If you tell a fellow human or cylon that you can throw 1 strong into the test, you must state you are playing 1 strong when you make the play.</li>
</ul><br />
Violating any of these rules will incur a card discard of any kind (Normal hand card, Quorum Card or Super Crisis) per infraction of the GM choosing when the violation occurs, from future turns if needed.<br />
<br />
The GM is allowed to wave this discard, if a player realizes that they made a mistake before the GM caught it and took their best effort to fix the mistake in a timely manner. GM ruling on if the player took the best effect in a timely manner is the final say.<br />
<br />
<font color="RoyalBlue"><font size="4"><b>Do not forget the Secrecy Rules!</b></font></font><br />
(See also page 20 of the rulebook.)<br />
<br />
In case of doubt, err on the side of caution.<br />
<br />
<b>The basic rule is that any statement made about cards in your hand should be one of two things: <br />
1) A binary statement about card strength: &quot;strong&quot; or &quot;weak&quot;. Players should never say &quot;neither strong nor weak&quot;. Saying that you play &quot;two big help cards and one small help&quot; for instance is acceptable, though, since the player is still making binary statements.<br />
2) A statement of possession for the purpose of using said posessed card for a specific purpose. For instance &quot;I can XO Adama and then he can nuke the basestar&quot; is acceptable. However, GM's discretion applies. It is not intended as a tool for figuring out other people's hand strengths, or as a roundabout way to divulge your own hand either.</b><br />
<br />
<br />
<br />
<font color="RoyalBlue"><font size="4"><b>Handy links:</b></font></font><br />
<br />
<a href="http://new.fantasyflightgames.com/ffg_content/Battlestar_Galactica/bsg-rulebook-web.pdf" target="_blank">Official Rules (pdf)</a><br />
<a href="http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/BSG-Pegasus-rulebook-web.pdf" target="_blank">Official Pegasus Rules (pdf)</a><br />
<a href="http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/exodus/rules/bsg-exodus-rules.pdf" target="_blank">Official Exodus Rules (pdf)</a><br />
<a href="http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/bsg_FAQ_1-1-3-new.pdf" target="_blank"> FAQs and Errata 1-1-3 </a><br />
<a href="http://www.boardgamegeek.com/wiki/page/Battlestar_Galactica_FAQ" target="_blank">Unofficial boardgamegeek FAQ</a><br />
<a href="http://forums.**************.com/showthread.php?threadid=3252040&amp;userid=0&amp;perpage=40&amp;pagenumber=1" target="_blank">Deck Manager</a><br />
<a href="http://boardgamegeek.com/boardgame/37111" target="_blank">BoardGameGeek page</a><br />
<a href="http://boardgamegeek.com/boardgameexpansion/43539/battlestar-galactica-pegasus-expansion" target="_blank">BoardGameGeek Pagasus page</a><br />
<a href="http://boardgamegeek.com/boardgameexpansion/85905/battlestar-galactica-exodus-expansion" target="_blank">BoardGameGeek Exodus page</a><br />
<br />
<br />
<br />
<font color="RoyalBlue"><font size="4"><b>Reference</b></font></font><br />
<br />
These lists, along with reading the rules of play, should be all you need to know!<br />
<br />
<b>Characters</b><br />
<br />
<b><u>Military Leaders</u></b><br />
<br />
<b>Helena Cain</b> (<font color="lime">Leadership</font>/2, <font color="darkorchid">Tactics</font>/2, <font color="lime">Leadership</font>/<font color="darkorchid">Tactics</font>/1) Setup: Command or Pegasus CIC<br />
<i>Intolerant</i> -- When an &quot;Admiral's Quarters&quot; Skill check is passed with 10 or more, you may choose to execute that character instead of sending him to the &quot;Brig.&quot;<br />
<i>Blind Jump</i> -- <b>Action</b>: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space). The Admiral only draws 1 Destination Card.<br />
<i>Bent on Revenge</i> -- You may not activate the &quot;FTL Control&quot; or &quot;Engine Room&quot; locations.<br />
<br />
<b>William Adama</b> (<font color="lime">Leadership</font>/3, <font color="darkorchid">Tactics</font>/2) Setup: Admiral's Quarters<br />
<i>Inspirational Leader</i> -- When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.<br />
<i>Command Authority</i> -- Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.<br />
<i>Emotionally Attached</i> -- You may not activate the &quot;Admiral's Quarters&quot; location.<br />
<br />
<b>Saul Tigh</b> (<font color="darkorchid">Tactics</font>/3, <font color="lime">Leadership</font>/2) Setup: Command<br />
<i>Cylon Hatred</i> -- When a player activates the &quot;Admiral's Quarters&quot; location, you may choose to reduce the difficulty by 3.<br />
<i>Declare Martial Law</i> -- <b>Action</b>: Once per game, give the President title to the Admiral.<br />
<i>Alcoholic</i> -- At the start of any player's turn, if you have exactly 1 Skill Card in you hand, you must discard it.<br />
<br />
<b>Karl &quot;Helo&quot; Agathon</b> (<font color="lime">Leadership</font>/2, <font color="darkorchid">Tactics</font>/2, <font color="red">Piloting</font>/1) Setup: N/A<br />
<i>ECO Officer</i> -- During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.<br />
<i>Moral Compass</i> -- Once per game, after a player makes a choice on a Crisis Card, you may change it.<br />
<i>Stranded</i> -- Your character is not placed on the 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 &quot;Hangar Deck&quot; location.<br />
<br />
<b>Felix Gaeta</b> (<font color="darkorchid">Tactics</font>/2, <font color="deepskyblue">Engineering</font>/1,  <font color="lime">Leadership</font>/<font color="yellow">Politics</font>/2) Setup: FTL Control<br />
<i>FTL Operator</i> -- Anytime &quot;FTL Control&quot; is activated, you may reroll the die. You must use the new result.<br />
<i>Coup</i> -- <b>Action</b>: Once per game, you may take the Admiral title. If you are in the &quot;Brig&quot; when you take this action, move immediately to &quot;Command&quot; before taking the title.<br />
<i>Misguided</i> -- You may not play more than 3 cards into any skill check.<br />
<br />
<b>Samuel T. Anders</b> (<font color="Lime">LEA</font>/2, <font color="darkorchid">TAC</font>/2, <font color="darkorchid">TAC</font>/<font color="Red">PIL</font>/1) Setup: Armory<br />
<i>Star Player</i> -- <b>Action</b>: Discard any number of skill cards. Then draw that number of skill cards from any one type within your skill set.<br />
<i>Longshot </i>-- Once per game, you may choose the result of a die roll instead of rolling it. This result cannot be modified or re-rolled.<br />
<i>Starts on the Bench</i> -- Skip the receive skill step of your first turn.<br />
<br />
<b><u>Political Leaders</u></b><br />
<br />
<b>Laura Roslin</b> (<font color="yellow">Politics</font>/3, <font color="lime">Leadership</font>/2) Setup: President's Office<br />
<i>Religious Visions</i> -- When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.<br />
<i>Skilled Politician</i> -- <b>Action</b>: 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.<br />
<i>Terminal Illness</i> -- In order to activate a location, you must first discard 2 Skill Cards.<br />
<br />
<b>Gaius Baltar</b> (<font color="yellow">Politics</font>/2, <font color="lime">Leadership</font>/1, <font color="deepskyblue">Engineering</font>/1) Setup: Research Lab<br />
<i>Delusional Intuition</i> -- After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).<br />
<i>Cylon Detector</i> -- <b>Action</b>: Once per game, you may look at all Loyalty Cards belonging to another player.<br />
<i>Coward</i> -- You start the game with 2 Loyalty Cards instead of 1.<br />
<br />
<b>Tom Zarek</b> (<font color="yellow">Politics</font>/2, <font color="lime">Leadership</font>/2, <font color="darkorchid">Tactics</font>/1) Setup: Administration<br />
<i>Friends in Low Places</i> -- When a player activates the &quot;Administration&quot; or &quot;Brig&quot; location, you may choose to reduce or increase the difficulty by 2.<br />
<i>Unconventional Tactics</i> -- <b>Action</b>: Once per game, lose 1 population to gain 1 of any other resource type.<br />
<i>Convicted Criminal</i> -- You may not activate locations occupied by other characters (except the &quot;Brig&quot;).<br />
<br />
<b>Tory Foster</b> (<font color="yellow">Politics</font>/3, <font color="lime">Leadership</font>/1, <font color="darkorchid">Tactics</font>/1) Setup: (Press Room)<br />
<i>Adaptable</i> -- After any player uses the action on a Quorum Card, you may draw 2 skill cards of your choice (they may be from outside your skill set)<br />
<i>Influential</i> -- <b>Action</b>: Once per game, you may examine the top 5 cards of the Quorum deck, and return them to the top of the deck in any order you choose (even if you are not currently the President)<br />
<i>Amoral</i> -- When you are the current player, you must choose the first option listed on any Crisis Cards that say 'Current Player Chooses'<br />
<br />
<b>Ellen Tigh</b> (<font color="yellow">Politics</font>/2, <font color="lime">Leadership</font>/2, <font color="sienna">Treachery</font>/1) Setup: Admiral's Quarters<br />
<i>Politically Adroit</i> -- When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.<br />
<i>Manipulative</i> -- Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn.<br />
<i>Nothing But Trouble</i> -- Your skill set includes <font color="sienna">Treachery</font> cards. (Human players can't use text abilities of <font color="sienna">Treachery</font> Cards.)<br />
<br />
<b><u>Pilots</u></b><br />
<br />
<b>Lee &quot;Apollo&quot; Adama</b> (<font color="red">Piloting</font>/2, <font color="lime">Leadership</font>/<font color="yellow">Politics</font>/2, <font color="darkorchid">Tactics</font>/1) Setup: Launch and Pilot Viper<br />
<i>Alert Viper Pilot</i> -- When a viper is placed in a space area from the &quot;Reserves&quot;, you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the &quot;Brig&quot;.<br />
<i>CAG</i> -- <b>Action</b>: Once per game, you may activate up to 6 unmanned Vipers.<br />
<i>Headstrong</i> -- When you are forced to discard Skill Cards, you must discard randomly.<br />
<br />
<b>Kara &quot;Starbuck&quot; Thrace</b> (<font color="darkorchid">Tactics</font>/2, <font color="red">Piloting</font>/2, <font color="lime">Leadership</font>/<font color="deepskyblue">Engineering</font>/1) Setup: Hangar Deck<br />
<i>Expert Pilot</i> -- When you start your turn piloting a Viper, you may take 2 <b>Action</b>s during your <b>Action</b> Step (instead of 1).<br />
<i>Secret Destiny</i> -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.<br />
<i>Insubordinate</i> -- When a player chooses you with the &quot;Admiral's Quarters&quot; location, reduce the difficulty by 3.<br />
<br />
<b>Sharon &quot;Boomer&quot; Valerii</b> (<font color="darkorchid">Tactics</font>/2, <font color="red">Piloting</font>/2, <font color="deepskyblue">Engineering</font>/1) Setup: Armory<br />
<i>Recon</i> -- At the end of your turn, you may look at the top of the Crisis Deck and place it on the top or bottom.<br />
<i>Mysterious Intuition</i> -- Once per game, before resolving a Skill Check on a Crisis Card, choose the result (Pass or Fail) instead of resolving it normally.<br />
<i>Sleeper Agent</i> -- During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and are moved to the &quot;Brig&quot; location.<br />
<br />
<b>Louanne &quot;Kat&quot; Katraine</b> (<font color="lime">Leadership</font>/1, <font color="darkorchid">Tactics</font>/2, <font color="red">Piloting</font>/2) Setup: Hangar Deck<br />
<i>Hotshot</i> -- When you would roll a die during your <b>Action</b> step, you may instead discard a Skill Card. Use the card's strength +2 instead of the die roll.<br />
<i>Sacrifice</i> -- <b>Action</b>: Once per game while piloting a viper, send yourself to &quot;Sickbay&quot; to destroy 5 raiders, 2 heavy raiders, 1 basestar, or 1 civilian ship in your space area.<br />
<i>Stim Junkie</i> -- At the end of your Movement step, if you are in the same location or space area that you were in at the start of your turn, you are moved to &quot;Sickbay&quot;.<br />
<br />
<b><u>Support Crew</u></b><br />
<br />
<b>&quot;Chief&quot; Galen Tyrol</b> (<font color="deepskyblue">Engineering</font>/2, <font color="lime">Leadership</font>/2, <font color="yellow">Politics</font>/1) Setup: Hangar Deck<br />
<i>Maintenance Engineer</i> -- During your turn, after you use a &quot;Repair&quot; Skill Card, you may take another action (once per turn).<br />
<i>Blind Devotion</i> -- 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 O.<br />
<i>Reckless</i> -- You hand limit is 8 (instead of 10).<br />
<br />
<b>Anastasia &quot;Dee&quot; Dualla</b> (<font color="lime">Leadership</font>/1, <font color="darkorchid">Tactics</font>/3, <font color="deepskyblue">Engineering</font>/1) Setup: Communications<br />
<i>Efficient</i> -- When you activate the &quot;Communications&quot; location, you may look at every civilian ship on the game board and may move any number of them.<br />
<i>Fast Learner</i> -- Once per game, before making a Skill check, look at the top 3 cards of any Skill deck (even outside your Skill set), and add all of them either to the Skill check or your hand.<br />
<i>Emotionally Fragile</i> -- When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.<br />
<br />
<b>Callandra &quot;Cally&quot; Tyrol</b> (<font color="yellow">Politics</font>/1, <font color="lime">Leadership</font>/1, <font color="darkorchid">Tactics</font>/1, <font color="deepskyblue">Engineering</font>/2) Setup: Hangar Deck<br />
<i>Quick Fix</i> -- On your turn, once all Skill Cards played into a skill check have been revealed, you may choose one card to discard before resolving skill check abilities and resolving strength.<br />
<i>Discharge of a Firearm</i> -- <b>Action</b>: Once per game, you may execute another character who is in your current location.<br />
<i>Impulsive</i> -- You cannot contribute only one Skill card into a skill check. You must either contribute no Skill cards or contribute two or more Skill cards. (Disregard this while you are in the &quot;Brig&quot;)<br />
<br />
<b><u>Cylon Leaders</u></b><br />
<br />
<b>Cavil</b> (<font color="darkorchid">Tactics</font>/1, <font color="sienna">Treachery</font>/<font color="deepskyblue">Engineering</font>/1) Setup: Cylon Fleet<br />
<i>Primacy</i> -- <b>Action</b>: Place 1 basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.<br />
<i>Aggressive <font color="darkorchid">Tactics</font></i> -- Movement: Once per game you may take 2 <b>Action</b>s.<br />
<i>Lies and Secrets</i> -- When a player reveals a &quot;You are a Cylon&quot; Loyalty Card, you must discard all Skill Cards.<br />
<br />
<b>Leoben Conoy</b> (<font color="yellow">Politics</font>/1, <font color="sienna">Treachery</font>/<font color="deepskyblue">Engineering</font>/1) Setup: Human Fleet<br />
<i>Glimpse the Face of God</i> -- Movement: Draw 2 cards from the top of the Destiny deck, then place 2 cards from your hand on the top of the Destiny deck.<br />
<i>Cryptic Message</i> -- <b>Action</b>: Once per game, exchange your hand of Skill Cards with another player's hand of Skill Cards.<br />
<i>Clouded</i> -- You may not voluntarily move to a location that contains another character.<br />
<br />
<b>&quot;Caprica&quot; Six</b> (<font color="lime">Leadership</font>/1, <font color="sienna">Treachery</font>/<font color="deepskyblue">Engineering</font>/1) Setup: Caprica<br />
<i>Intimate</i> -- Movement: Draw 1 Skill Card at random from a player's hand. Then that player draws 1 card from the Skill deck of your choice (it may be outside that player's Skill set).<br />
<i>Human Delusion</i> -- Once per game, after all Skill Cards played into a Skill check have been revealed, you may play any number of Skill Cards from your hand into the check.<br />
<i>Conflicted Loyalties</i> -- You must discard 1 Skill Card to activate the &quot;Cylon Fleet&quot; location.<br />
<br />
<br />
<b>LINES OF SUCESSION</b><br />
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	<div class="bbcode_quote printable">
		<hr />
		
			<b><u>ADMIRAL</u></b><br />
 1. Helena Cain<br />
 2. William Adama<br />
 3. Saul Tigh<br />
 4. Karl &quot;Helo&quot; Agathon<br />
 5. Felix Gaeta<br />
 6. Lee &quot;Apollo&quot; Adama<br />
 7. Anastasia &quot;Dee&quot; Dualla<br />
 8. Kara &quot;Starbuck&quot; Thrace<br />
 9. Louanne &quot;Kat&quot; Katraine<br />
10. Sharon &quot;Boomer&quot; Valerii<br />
11. Samuel T. Anders<br />
12. &quot;Chief&quot; Galen Tyrol<br />
13. Cally Henderson<br />
14. Tom Zarek<br />
15. Ellen Tigh<br />
16. Gaius Baltar<br />
17. Tory Foster<br />
18. Laura Roslin<br />
<br />
<b><u>PRESIDENT</u></b><br />
 1. Laura Roslin<br />
 2. Gaius Baltar<br />
 3. Tom Zarek<br />
 4. Tory Foster<br />
 5. Ellen Tigh<br />
 6. Lee &quot;Apollo&quot; Adama<br />
 7. Felix Gaeta<br />
 8. William Adama<br />
 9. Karl &quot;Helo&quot; Agathon<br />
10. &quot;Chief&quot; Galen Tyrol<br />
11. Cally Henderson<br />
12. Helena Cain<br />
13. Anastasia &quot;Dee&quot; Dualla<br />
14. Sharon &quot;Boomer&quot; Valerii<br />
15. Saul Tigh<br />
16. Samuel T. Anders<br />
17. Kara &quot;Starbuck&quot; Thrace<br />
18. Louanne &quot;Kat&quot; Katraine<br />
<br />
<b><u>CAG</u></b><u> (Not in this game)</u><br />
 1. Lee &quot;Apollo&quot; Adama<br />
 2. Kara &quot;Starbuck&quot; Thrace<br />
 3. Louanne &quot;Kat&quot; Katraine<br />
 4. Sharon &quot;Boomer&quot; Valerii<br />
 5. Samuel T. Anders<br />
 6. Karl &quot;Helo&quot; Agathon<br />
 7. William Adama<br />
 8. Helena Cain<br />
 9. Saul Tigh<br />
10. Felix Gaeta<br />
11. Anastasia &quot;Dee&quot; Dualla<br />
12. &quot;Chief&quot; Galen Tyrol<br />
13. Cally Henderson<br />
14. Tom Zarek<br />
15. Ellen Tigh<br />
16. Gaius Baltar<br />
17. Tory Foster<br />
18. Laura Roslin
			
		<hr />
	</div>
</div> <br />
<b>Locations</b><br />
<br />
<b><u>GALACTICA</u></b><br />
Note: A character moving to Galactica from Colonial One, Pegasus, or a piloted Viper must discard a skill card.<br />
<br />
<i>FTL Control</i><br />
<b>Action:</b> Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.<br />
<br />
<i>Weapons Control</i><br />
<b>Action:</b> Attack one Cylon ships with Galactica. Roll 3-8 to hit a raider, 7-8 to hit a heavy raider, and 5-8 to hit a Basestar.<br />
<br />
<i>Command</i><br />
<b>Action:</b> Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons (3-8 to hit a raider, 7-8 to hit a heavy raider, 8 to hit a Basestar).<br />
<br />
<i>Communications</i><br />
<b>Action:</b> Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.<br />
<br />
<i>Admiral’s Quarters</i><br />
<b>Action:</b> Choose a character; then pass a <font color="darkorchid">Tactics</font>/<font color="lime">Leadership</font> Skill Check of 7 to send him to the “Brig.” Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Cylon from doing any damage if he reveals himself.<br />
<br />
<i>Research Lab</i><br />
<b>Action:</b> Draw 1 <font color="DeepSkyBlue">engineering</font> OR 1 <font color="darkorchid">tactics</font> Skill card.<br />
<br />
<i>Hangar Deck</i><br />
<b>Action:</b> Launch yourself in a viper. You may then take 1 more action. You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.<br />
<br />
<i>Armory</i><br />
<b>Action:</b> Attack a centurion on the Boarding Party track (destroyed on roll of 7-8),<br />
<br />
<i>Sickbay</i><br />
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can (and should) move out of sickbay during the Movement step of his turn.<br />
<br />
<i>Brig</i><br />
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.<br />
<b>Action:</b> Pass a <font color="yellow">Politics</font>/<font color="darkorchid">Tactics</font> Skill Check of 7 to move to any location.<br />
<br />
<b><u>COLONIAL ONE</u></b><br />
Note: A character moving to Colonial One from Galactica, Pegasus, or a piloted Viper must discard a skill card.<br />
<br />
<i>Press Room</i><br />
<b>Action:</b> Draw 2 politics Skill Cards.<br />
<br />
<i>President’s Office</i><br />
<b>Action:</b> If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.<br />
<br />
<i>Administration</i><br />
<b>Action:</b> Choose a character; then pass a <font color="yellow">Politics</font>/<font color="lime">Leadership</font> Skill Check of 5 to give him the President title. Revealed Cylons may not be given the President title.<br />
<br />
<b><u>PEGASUS</u></b><br />
Note: A character moving to Pegasus from Galactica, Colonial One, or a piloted Viper must discard a skill card.<br />
<br />
<i>Pegasus CIC</i><br />
<b>Action:</b> Choose a basestar and roll a die: 1-3 Damage Pegasus, 4-6 Damage Basestar, 7-8 Damage Basestar twice<br />
<br />
<i>Airlock</i><br />
<b>Action:</b> Choose a character and pass a <font color="yellow">Politics</font>/<font color="darkorchid">Tactics</font>/<font color="sienna">Treachery</font> Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the &quot;Brig&quot;.<br />
<br />
<i>Main Batteries</i><br />
<b>Action:</b> Choose a space area and roll a die. 1: Destroy 1 civilian ship 2-3: Damage 1 viper 4-6: Destroy 2 raiders 7-8: Destroy 4 raiders<br />
<br />
<i>Engine Room</i><br />
<b>Action:</b> Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a &quot;prepare for jump&quot; icon.`<br />
<br />
<b><u>CYLON LOCATIONS</u></b><br />
Note: These locations may only be used by a revealed Cylon player or a non-infiltrated Cylon Leader.<br />
<br />
<i>Caprica</i><br />
<b>Action:</b> Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and bury the other on the bottom of the deck. Cylon Activations are not triggered after this Crisis.<br />
<br />
<i>Cylon Fleet</i><br />
<b>Action:</b> Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar. Activating heavy raiders will advance the centurions one step on the boarding party track, even if there are no heavy raiders on the board.<br />
<br />
<i>Human Fleet</i><br />
<b>Action:</b> Look at the top card of the Crisis or Destination deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set). OR Infiltrate Galactica.<br />
<br />
<i>Resurrection Ship</i><br />
You may not voluntarily move to this location (as the Brig or Sickbay). You may only draw 1 Skill Card during your Receive Skill Cards step. <b>Action:</b> Draw 1 Super Crisis Card.<br />
<br />
<i>Basestar Bridge</i><br />
<b>Action:</b> Choose 2 of the following abilities:<br />
-- The CAG must place 1 civilian ship (following all placement rules).<br />
-- Place 1 Basestar or 3 Raiders in any 1 area of the Cylon Fleet.<br />
-- Roll a die. If the number is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.<br />
-- Roll a die. 1-3: Decrease the jump track by 1. 4-8: Increase the pursuit track by 1.<br />
<br />
<br />
<br />
<b><u>New Caprica Locations</u></b><br />
<br />
(Humans in the same space as an Occupation Force may use an <b>Action</b>[/b] to roll a die. If 5 or higher, destroy an Occupation Force.<br />
Players may use &quot;Maximum Firepower&quot; to re-roll.)<br />
<br />
(Cylons in the same space as a human and an Occupation Force may use an <b>Action</b>[/b] to roll a die. If 1-3, move human to Detention. If 4-7, move human to Medical Center.)<br />
<br />
<i>Medical Center</i><br />
You may only draw 1 skill card during your Receive Skills step.<br />
<br />
<i>Detention</i><br />
You may not move or add more than 2 cards to skill checks.<br />
<b>Action:</b> Skill check <font color="yellow">Politics</font>/<font color="darkorchid">Tactics</font> = 9 to move to another location.<br />
<br />
<i>Resistance HQ</i><br />
<b>Human Action:</b> Choose a character on New Caprica (human or Cylon). Skill check <font color="Lime">LEA</font>/<font color="darkorchid">Tactics</font>/<font color="sienna">Treachery</font> = 7 to execute.<br />
<br />
<i>Occupation Authority</i><br />
<b>Human action:</b> If you are the president, you may draw 1 Quorum Card. Then you may play 1 Quorum Card.<br />
<b>Cylon action:</b> Activate 1 occupation force and then place 1 occupation force on this location.<br />
<br />
<i>Breeder's Canyon</i><br />
<b>Human action:</b> Reduce the highest resource by 1 to advance the fleet marker 1 space up the Jump track.<br />
<b>Cylon action:</b> Draw and resolve the top card of the Crisis deck. Skip the Prepare for Jump step of this turn.<br />
<br />
<i>Shipyard</i><br />
<b>Human action:</b> Prepare or evacuate 1 civilian ship. If you evacuate a civilian ship, you may move to any Galactica location.<br />
<b>Cylon action:</b> Look at the top ship of the Locked Civilian Ship stack, and place it on the top or bottom of the stack.<br />
<br />
<br />
<br />
<b>Skills</b><br />
Note: Only 1 Reckless card may be played per skill check. Humans may not use the text abilities on Treachery Cards. The Treachery Cards Broadcast Location, By Your Command, and Special Destiny, as well as all strength 0 Skill Cards have the icon that triggers the Consequence Result on certain Crisis Cards.<br />
<br />
<font color="yellow">Politics</font><br />
(0) <i>Red Tape:</i> <b>Skill Check:</b> Discard all 5 and 6 strength cards from this skill check (before totaling strength).<br />
(1-2) <i>Consolidate Power</i>: <b>Action:</b> Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.<br />
(1-2) <i>Support the People</i>: <b>Reckless:</b> Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill cards.<br />
(3-5) <i>Investigative Committee</i>: Play before cards are added to skill check. All are played face up (excluding the Destiny Deck).<br />
(3-5) <i>Preventative Policy</i>: <b>Movement:</b> Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.<br />
(6) <i>Political Prowess:</i> Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice).<br />
<br />
<font color="lime">Leadership</font><br />
(0) <i>Iron Will:</i> <b>Skill Check:</b> If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.<br />
(1-2) <i>Executive Order</i>: <b>Action:</b> Choose another player who takes 2 actions, or moves and takes 1 action. Cannot use on a revealed Cylon or Sympathizer. Limit 1 XO or &quot;Critical Situation&quot; per turn.<br />
(1-2) <i>Major Victory</i>: Play after you destroy a basestar or centurion on the boarding party track. Roll a die. If 5 or higher, gain 1 morale. Limit 1 per turn.<br />
(3-5) <i>Declare Emergency</i>: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce partial pass difficulty. Limit 1 per skill check.<br />
(3-5) <i>At Any Cost</i>: <b>Reckless:</b> Play before cards are added to a Skill check. All <font color="sienna">Treachery</font> Cards count as positive strength.<br />
(6) <i>State of Emergency:</i> <b>Action:</b> Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).<br />
<br />
<font color="darkorchid">Tactics</font><br />
(0) <i>Trust Instincts:</i> <b>Skill Check:</b> Add the top 2 cards from the Destiny Deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.<br />
(1-2) <i>Launch Scout</i>: <b>Action:</b> Can only use if there is an undamaged Raptor in the reserves. Roll die 3 or higher look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy a Raptor and remove it from the game.<br />
(1-2) <i>Guts and Initiative</i>: <b>Reckless:</b> Play before cards are added to a Skill check. Do not add cards from the Destiny Deck to the Skill Check.<br />
(3-5) <i>Strategic Planning</i>: Play before a die roll to add 2 to result. Limit 1 per die roll.<br />
(3-5) <i>Critical Situation</i>: <b>Movement:</b> Take 1 <b>Action</b>. Limit 1 CS or &quot;Executive Order&quot; per turn.<br />
(6) <i>Scout for Fuel:</i> <b>Action:</b> Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor.<br />
<br />
<font color="red">Piloting</font><br />
(0) <i>Protect the Fleet:</i> <b>Skill Check:</b> If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.<br />
(1-2) <i>Evasive Maneuvers</i>: Play after a Viper is attacked to reroll. If Viper is piloted subtract 2 from the new roll.<br />
(1-2) <i>Full Throttle</i>: [b]Movement or <b>Action:</b> If piloting a viper, you may move to any space area. You may attack 1 Cylon ship in that area (even if you didn't move).<br />
(3-5) <i>Maximum Firepower</i>: <b>Action:</b> Play while piloting a Viper to attack up to 4 times.<br />
(3-5) <i>Run Interference</i>: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them).<br />
(6) <i>Best of the Best:</i> Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.<br />
<br />
<font color="deepskyblue">Engineering</font><br />
(0  <i>Establish Network:</i> <b>Skill Check:</b> Each engineering Skill Card in this skill check counts as double strength (before totaling strength).<br />
(1-2) <i>Repair</i>: <b>Action:</b> Repair your current location, or if in the Hangar Deck repair up to 2 damaged Vipers.<br />
(1-2) <i>Jury Rigged</i>: <b>Reckless:</b> Play before cards are added to a Skill Check to reduce its difficulty by 4.<br />
(3-5) <i>Scientific Research</i>: Play before any cards are added to a skill check. All <font color="deepskyblue">Engineering</font> cards count as positive strength.<br />
(3-5) <i>Calculations</i>: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll.<br />
(6) <i>Build Nuke:</i> <b>Action:</b> The Admiral gains 1 nuke token.<br />
<br />
<font color="sienna">Treachery</font><br />
Note: &quot;Reckless Skill Check&quot; abilities activate when the card is part of a Skill Check in which a Reckless ability was activated.<br />
(1) <i>Broadcast Location</i>: RSC -- Place 1 basestar in front of Glactica and 1 civilian ship behind Galactica. Only trigger this ability once per check.<br />
(1) <i>By Your Command</i>: RSC -- Activate all raiders, heavy raiders, and occupation forces (but not Centurions). Only trigger this ability once per check.<br />
(2) <i>God's Plan</i>: <b>Movement:</b> Exchange this card with the top card of the Destiny Deck.<br />
(2) <i>Special Destiny</i>: RSC -- Each player draws 1 <font color="sienna">Treachery</font> Skill Card. Only trigger this ability once per check.<br />
(3) <i>Human Weakness</i>: <b>Action:</b> If at least 1 human is in &quot;Brig&quot; or &quot;Detention&quot;, reduce the highest resource by 1.<br />
(3) <i>Sabotage</i>: Play when a human player discards a <font color="sienna">Treachery</font> Skill Card. Damage Galactica. Limit 1 per turn.<br />
<br />
<br />
<b>Admiral</b><br />
When the fleet jumps, you draw 2 Destination Cards and choose 1.<br />
You control the nuke tokens.<br />
<b>Action</b>: Launch 1 nuke at a Space Area (nuke is removed from the game).<br />
<br />
<b>President</b><br />
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards.<br />
<b>Action</b>: Draw a Quorum Card into your hand.<br />
Quorum cards can be played as an <b>action</b> and specialize in increasing resources and dealing with unrevealed cylons.<br />
<br />
<b>CAG</b> (Not in game)<br />
When a civilian ship needs to be placed on the main game board, you must choose the space area. You must choose an area that does not already contain civilian ships (if able).<br />
<b>Action:</b> Activate 1 unmanned viper and then give the CAG Title Card to any other human player.<br />
<b>Action:</b> Once per turn, if you are piloting a viper, you may activate 1 unmanned viper and then take another action.<br />
<br />
<br />
<br />
<br />
<b>Loyalty Cards</b><br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are Not a Cylon</b><br />
<br />
<i>Our tests indicate that you are not a Cylon, <br />
although you can never know for sure...</i></code><hr />
</div> <br />
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	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<b>CAN MAKE PLAYERS DRAW TREACHERY CARDS</b><br />
<br />
<b>Action</b>: Reveal this card. If you are not in the &quot;Brig,&quot; <br />
each human player discards 1 random Skill Card and <br />
draws 1 Treachery Card. Then you draw 2 Treachery Cards <br />
(after you discard down to 3 Skill Cards).</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<b>CAN SEND A CHARACTER TO THE BRIG</b><br />
<br />
<b>Action</b>: Reveal this card. If you are not in the &quot;Brig,&quot; <br />
you may choose a character on Galactica. Move that<br />
character to the &quot;Brig.&quot;</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<b>CAN SEND A CHARACTER TO SICKBAY</b><br />
<br />
<b>Action</b>: Reveal this card. If you are not in the &quot;Brig,&quot; <br />
you may choose a character on Galactica. That character<br />
must discard 5 Skill Cards and is moved to &quot;Sickbay.&quot;</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<b>CAN REDUCE MORALE BY 1</b><br />
<br />
<b>Action</b>: Reveal this card. If you are not in the &quot;Brig,&quot; <br />
you may reduce morale by 1.</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<b>CAN DAMAGE GALACTICA</b><br />
<br />
<b>Action</b>: Reveal this card. If you are not in the &quot;Brig,&quot; <br />
you may draw up to 5 Galactica damage tokens.<br />
Choose 2 of them to resolve and discard the others.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<i>Draw Treachery</i> -- <b>Action:</b> Reveal this card. If you are not in the Brig, each human player discards 1 random Skill Card and draws 1 Treachery Card. Then you draw 2 Treachery Cards (after you discard down to 3 Skill Cards).</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<i>Place Centurion</i> -- <b>Action:</b> Reveal this card. If you are not in the Brig, you may place a centurion token at the start of the Boarding Party track.</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<i>Decrease Jump Prep</i> -- <b>Action:</b> Reveal this card. If you are not in the Brig, you may decrease the Jump Preparation track by 2.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Stand and Fight</i> -- <b>Action:</b> Reveal this card if 10 or more raiders are on the main game board. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Sacrifice</i> -- <b>Action:</b> Reveal this card if 6 or more vipers are either damaged or destroyed. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Devastation</i> -- <b>Action:</b> Reveal this card if the Admiral has no remaining nuke tokens. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Acquire Power</i> -- <b>Action:</b> Reveal this card if you currently hold 2 or more Title Cards. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Use Caution</i> -- <b>Action:</b> Reveal this card if a 1-distance Destination Card has been resolved. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Selfish</i> -- <b>Action:</b> You may discard any number of Skill Cards with a combined strength of 20 to reveal this card. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Self-Destruction</i> -- <b>Action:</b> Reveal this card if you are in the &quot;Brig&quot; or &quot;Sickbay.&quot; Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Political Intrigue</i> -- <b>Action:</b> Reveal this card if the President is in the &quot;Brig.&quot; Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.</code><hr />
</div> <br />
<br />
<b>You Are NOT A Cylon -The Final Five Cards</b><br />
Note: If any of these cards are revealed as a result of an execution, all players must discard 2 Skill Cards.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">The Final Five Card</font></b><br />
<i>Examiner Executed</i> -- If this card is examined by another player, it is immediately revealed. The player who examined this card is executed. Then reshuffle this card with any other Loyalty Cards you possess.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">The Final Five Card</font></b><br />
<i>Cylon Ships Activated</i> -- If this card is examined by another player, it is immediately revealed. Then Activate Raiders, Launch Nukes, and Activate Heavies. Then reshuffle this card with any other Loyalty Cards you possess.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">The Final Five Card</font></b><br />
<i>Damage Galactica Twice</i> -- If this card is examined by another player, it is immediately revealed and Galactica is damaged twice. Then reshuffle this card with any other Loyalty Cards you possess.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">The Final Five Card</font></b><br />
<i>You Are Executed</i> -- If this card is examined by another player, it is immediately revealed, you are executed and all other players must discard 2 random Skill Cards.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">The Final Five Card</font></b><br />
<i>Examiner Sent to Brig</i> -- If this card is examined by another player, it is immediately revealed. The player who examined this card is sent to the &quot;Brig.&quot; Then reshuffle this card with any other Loyalty Cards you possess.</code><hr />
</div> <br />
<br />
And finally:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="DarkOrange">You are a Symphatizer</font></b><br />
<br />
<b>IMMEDIATELY REVEAL THIS CARD</b><br />
If a least 1 resource is half full or lower (red), <br />
you are moved to the &quot;Brig.&quot;<br />
<br />
Otherwise, you become a revealed Cylon player. <br />
You do not receive a Super Crisis Card and <br />
may not activate the &quot;Cylon Fleet&quot; location.</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="DarkOrange">You are a Sympathetic Cylon</font></b><br />
<br />
<b>IMMEDIATELY REVEAL THIS CARD</b><br />
You become a revealed Cylon player, but do not receive a Super Crisis Card.<br />
Draw 1 card from the Sympathetic Agenda deck [you win only by fulfilling this card's criteria]. <br />
You may also Infiltrate as if you were a Cylon Leader.</code><hr />
</div> (This is for if we use the associated game variant. See the pegasus rulebook.)<br />
<br />
<br />
<b>Hostile Agenda Deck</b><br />
<br />
You win the game if...<br />
<br />
<b>Show Their True Nature:</b> The Cylons have won and either you are in the Brig/Detention or you have been executed at least once.<br />
<b>Siege Warfare:</b> The Cylons have won and every resource is at half or lower.<br />
<b>Reduce Them To Ruins:</b> The Cylons have won and 4 or more locations are damaged and Morale is at 3 or lower.<br />
<b>Genocide:</b> The Cylons have won and both Food and Population are at 2 or lower.<br />
<b>Mutual Annihilation:</b> The humans have won and you have played a Super Crisis Card.<br />
<b>Grant Mercy:</b> The humans have won and Population, Morale, or Food is at 2 or lower.<br />
<br />
<br />
<b>Sympathetic Agenda Deck</b><br />
<br />
You win the game if...<br />
<br />
<b>Guide Them to Destiny:</b> The humans have won and Population and Morale are within 2 of each other.<br />
<b>Convert the Infidels:</b> The humans have won and all resources are at 3 or lower.<br />
<b>Join the Colonials:</b> The humans have won and you are Infiltrating and not in the Brig/Detention.<br />
<b>Prove Their Worth:</b> The humans have won and at least 5 raptors/vipers are destroyed or damaged.<br />
<b>Salvage Their Equipment:</b> The Cylons have won and 2 or fewer locations are damaged.<br />
<b>The Illusion of Hope:</b> The Cylons have won and 6 or more units of distance have been traveled.<br />
<br />
<br />
<i><b>All prospective players should read and comprehend the rules. </b></i><br />
<br />
Old players and new players are welcome, but I won't hold your hand to explain the rules! <br />
<br />
Logging in to give your orders and possible conditional orders at least daily is necessary so please have fun observing if you can not do that.<br />
<br />
<br />
<b>Play order will be randomized. Each player should make a wishlist with at least 3 characters of different types they prefer in the order they prefer them in. The first player will get their first preference, all others may or may not get their first preference based on what has been chosen already.</b><br />
<br />
<u>Action queue:</u><br />
<b>=&gt; Players Sign Up on this thread With a pick of 3 characters of different types. As prior GM, if TNT wishes to play again he will get his first pick of a Character. Turn order will be randomized.</b></div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>Eternaly_Lost</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?687658-BSG-Season-23-Back-To-Boot-Camp</guid>
		</item>
		<item>
			<title><![CDATA[[Forum Game] - World in Revolution: 1861 Mk. II]]></title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?687640-Forum-Game-World-in-Revolution-1861-Mk.-II&amp;goto=newpost</link>
			<pubDate>Thu, 09 May 2013 23:41:02 GMT</pubDate>
			<description><![CDATA[Image: http://img267.imageshack.us/img267/2623/headertn.png 

Hello! Welcome to *World in Revolution: 1861 Mk. II*! This game is a revitalization of the old World in Revolution: 1861 (http://forum.paradoxplaza.com/forum/showthread.php?583446-Forum-Game-World-in-Revolution-1861), which was created after the old Balance of Power: 1946 finally ended. It was a joint collaboration by myself, Frymonmon, and another Balance of Power player, Red Cesar, who has since left in the World in Revolution Community.

Nation Registration is: Open/*CLOSED*
30/30 Nations Selected

The idea behind this game is the same as the other World in Revolutions. You must take the reins of a nation, starting on January 1st, 1861. As it stands, the Republic of South Carolina has nullified its signing of the Constitution of the United States, proclaiming itself an Independent nation after the election of Abraham Lincoln, a Republican, to the Presidency. The rest of the American Slave South sits by, simmering, waiting for action. Now, while this is a prominent part of the game, it is by no means the entire thing. Your job, as the player, will be to take any one of many nations, and react to the changing world situations around you. Unlike the previous World in Revolution games, 1861 Mk. II shall be focused on sticking to realism. Extensive research has been done for stats, as well as knowledge about this time period used, to produce what is an accurate, to the best of my ability, starting point. In order to ensure that things do not get out of hand, I will remove players quickly that begin to try outlandish schemes. This means, yes, that trapping Gorillas and letting them loose in Washington D.C. will not be happening.

*Rules & Procedures*

The rules for this game are fairly simple. You send your orders to me, Frymonmon. Orders will be explained below, as there are several different types for several levels. The orders will be written by two people, myself, Frymonmon, and my trusted co-Game Moderator, RedNomNoms. It is important to stress that only orders will be given to me, and we shall write them up.

Each turn shall take the span of an entire year. We start off in January of 1861. These turns shall be the bulk of the game, but there will be other, smaller updated, called Mini-Updates. They may be simple, mundane things, or they may be about large, expansive battles.

Now, what is the purpose of this game? It is to guide your nation through the Victorian Era. This means controlling many of the aspects of your nation, acting as the Head of State and the Head of Government. There will be times, however, where if you have a Legislature or a Judiciary that you do not control, I, as the Game Moderator (GM) will intervene to act as them. I shall not do this often, but it will be a method I use to keep the orders and the nations in check. Your population is also a problem, provided you begin to infringe upon their rights and go against what they wish to. You are free to try and oppress them and keep control of your country, but the implications may be dire for you. World in Revolution is built upon many underlying factors, none of which you should be worried about, as it will all be up to the GMs to deal with. You may, however, ask the GMs for a "Mood of your Nation", in which we will give you an idea of how your population is doing and what they are thinking.

*Orders*

A Nation shall submit their orders to me via Private Message. In the title of this message it MUST have your countries name and the date, as well as the months this order is for. For example, for the United Kingdom in 1863, it would read "WiR - Untied Kingdom 1863"

Orders are simple, there are just a few categories for them. In your statistics, you will notice that you have a category, classifying you as a Great Power, Civilised, or Uncivilised. If you are a Great Power, you are entitled to have 4 Normal Orders, which encompass everything not doing with warfare or colonial affairs. If you are a Great Power and have colonies, you are entitled to 1 Colonial Order. If you are at war, you may send in 3 War Orders. You may NOT use a Colonial Order to establish colonies. If you are a Civilised Nation, you may send in 3 Normal Orders, 1 Colonial Order, if you have Colonies, and 2 War Orders. As an Uncivilised Nation, you only have 1 Normal Order, and 1 War Order.

*IRC Channel*

The IRC Channel is where a lot of discussion takes place, both in character and out of character. It is the true heartbeat of World in Revolution, as everyone gathers to discuss in-game and out of game issues. While it is not mandatory to be on the IRC Channel and to play World in Revolution, it is strongly recommended.

Link: Coldfront (http://www.coldfront.net/)
IRC: #WiR_Main
Instructions: Here (http://forum.paradoxplaza.com/forum/showthread.php?583446-Forum-Game-World-in-Revolution-1861&p=13625217&viewfull=1#post13625217)

*National Statistics*

National Statistics, also called "Stats", are the main thing that keep World in Revolution moving along. They are mostly all automated and kept in a Microsoft Excel Document, but they are quiet complex. But for you, the player, it is rather simple. Let us take a look at the *Emirate of Afghanistan* to display how they work.


---Quote---
The Emirate of Afghanistan *(1)*
Bank:	-£690,356.42 *(2)*
Yearly Balance:	-£463,041.85 *(3)*
Yearly Income:	£544,574.89 *(4)* 
Yearly Expenses:	£1,007,616.74 *(5)*
Economy (£):	938,922,221 *(6)*
Economic Growth:	0.25% *(7)*
Population:	4,230,302 *(8)*
Population Growth:	0.47% *(9)*
Education Rate:	16% *(10)*
Prestige:	0 *(11)*
Public Support:	55% *(12)*
Infrastructure Level:	(3/5) Failing *(13)*
Army Level:	(1/5) Failing *(14)*
Equipment:	55% *(15)*
Regulars:	63,000 *(16)*
Conscripts:	0 *(17)*
Reserves:	192,286 *(18)*
Navy Level:	(1/5) Failing *(19)*
Ironclads:	0 *(20)*
Ships-of-the-Line:	0 *(21)*
Screw Frigates:	0 *(22)*
Sail Frigates:	0 *(23)*
Transport Ships:	0 *(24)*
Nation Ruler:	Miramolinus Dost Mohammad Khan *(25)*
Game Moderator:	RedNomNoms *(26)*
Played By:	Ranger900 *(27)*
---End Quote---
1. This is the Full Name of your Nation.
2. This is how much money (or debt) you currently hold.
3. This is how much total gross money you make (or lose) in a year.
4. This is how much total income your Government makes.
5. This is the total amount of spending your Government does.
6. This is the size of your Economy, in 1990 British Pounds.
7. This is how fast your Economy is growing (or shrinking).
8. This is the population of your entire country and colonial holdings.
9. This is how fast your Population is growing (or shrinking).
10. This is how good your Education system in your country is, including literacy.
11. This is how well your country is viewed on the World Stage
12. This is how much support you have from the population, and if you let it get too low, you will have a Revolution on your hands.
13. This is the total value of your Hard Infrastructure (Roads, Railways, and Bridges), as well as your Soft Infrastructure (Bureaucracy, Government Structure).
14. This is how advanced your Army is, and how well it will be able to fight other armies.
15. This is how well equipped your army is. All of your soldiers will have weapons, but how good they are and what else they have is determined here.
16. This is the number of Regular, trained Soldiers in your army.
17. This is the number of Conscripts, Citizen Soldiers, in your army.
18. This is the number of Citizens you can make into Conscripts at any given point.
19. This is how well your Navy is able to fight, and how advanced it is.
20. This is the number of Ironclad Ships you own.
21. This is the number of large, Sail ships you own.
22. This is the number of Steam-Powered Frigates and Commerce Raiders you own.
23. This is the number of Sail-Powered Frigates you have.
24. This is the number of Transport Ships you have. They can transfer 1,000 Soldiers in a year for each ship.
25. This is the in-game ruler of the Nation.
26. This is who will write the country's updates.
27. This is who plays the country.

*Civilising Requirements*

In order for a nation to Civilise, they must achieve Poor quality in Infrastructural, Army Level, and Navy Level, and one of the three must be Average, along with the other two being Poor. That nation must also have 30 Prestige, a positive Income Balance, and an Education Rate of over 25 percent. While these tasks are hard to achieve, many of the Uncivilised nations are not all that advanced to begin with, and these levels would be enough to have them considered to be Civilised.]]></description>
			<content:encoded><![CDATA[<div><div align="center"><img src="http://img267.imageshack.us/img267/2623/headertn.png" border="0" alt="" /></div><br />
<br />
Hello! Welcome to <b>World in Revolution: 1861 Mk. II</b>! This game is a revitalization of the old <a href="http://forum.paradoxplaza.com/forum/showthread.php?583446-Forum-Game-World-in-Revolution-1861" target="_blank">World in Revolution: 1861</a>, which was created after the old Balance of Power: 1946 finally ended. It was a joint collaboration by myself, Frymonmon, and another Balance of Power player, Red Cesar, who has since left in the World in Revolution Community.<br />
<br />
Nation Registration is: <font color="#00FF00">Open</font>/<b><font color="#FF0000">CLOSED</font></b><br />
30/30 Nations Selected<br />
<br />
The idea behind this game is the same as the other World in Revolutions. You must take the reins of a nation, starting on January 1st, 1861. As it stands, the Republic of South Carolina has nullified its signing of the Constitution of the United States, proclaiming itself an Independent nation after the election of Abraham Lincoln, a Republican, to the Presidency. The rest of the American Slave South sits by, simmering, waiting for action. Now, while this is a prominent part of the game, it is by no means the entire thing. Your job, as the player, will be to take any one of many nations, and react to the changing world situations around you. Unlike the previous World in Revolution games, 1861 Mk. II shall be focused on sticking to realism. Extensive research has been done for stats, as well as knowledge about this time period used, to produce what is an accurate, to the best of my ability, starting point. In order to ensure that things do not get out of hand, I will remove players quickly that begin to try outlandish schemes. This means, yes, that trapping Gorillas and letting them loose in Washington D.C. will not be happening.<br />
<br />
<b>Rules &amp; Procedures</b><br />
<br />
The rules for this game are fairly simple. You send your orders to me, Frymonmon. Orders will be explained below, as there are several different types for several levels. The orders will be written by two people, myself, Frymonmon, and my trusted co-Game Moderator, RedNomNoms. It is important to stress that only orders will be given to me, and we shall write them up.<br />
<br />
Each turn shall take the span of an entire year. We start off in January of 1861. These turns shall be the bulk of the game, but there will be other, smaller updated, called Mini-Updates. They may be simple, mundane things, or they may be about large, expansive battles.<br />
<br />
Now, what is the purpose of this game? It is to guide your nation through the Victorian Era. This means controlling many of the aspects of your nation, acting as the Head of State and the Head of Government. There will be times, however, where if you have a Legislature or a Judiciary that you do not control, I, as the Game Moderator (GM) will intervene to act as them. I shall not do this often, but it will be a method I use to keep the orders and the nations in check. Your population is also a problem, provided you begin to infringe upon their rights and go against what they wish to. You are free to try and oppress them and keep control of your country, but the implications may be dire for you. World in Revolution is built upon many underlying factors, none of which you should be worried about, as it will all be up to the GMs to deal with. You may, however, ask the GMs for a &quot;Mood of your Nation&quot;, in which we will give you an idea of how your population is doing and what they are thinking.<br />
<br />
<b>Orders</b><br />
<br />
A Nation shall submit their orders to me via Private Message. In the title of this message it MUST have your countries name and the date, as well as the months this order is for. For example, for the United Kingdom in 1863, it would read &quot;WiR - Untied Kingdom 1863&quot;<br />
<br />
Orders are simple, there are just a few categories for them. In your statistics, you will notice that you have a category, classifying you as a Great Power, Civilised, or Uncivilised. If you are a Great Power, you are entitled to have 4 Normal Orders, which encompass everything not doing with warfare or colonial affairs. If you are a Great Power and have colonies, you are entitled to 1 Colonial Order. If you are at war, you may send in 3 War Orders. You may NOT use a Colonial Order to establish colonies. If you are a Civilised Nation, you may send in 3 Normal Orders, 1 Colonial Order, if you have Colonies, and 2 War Orders. As an Uncivilised Nation, you only have 1 Normal Order, and 1 War Order.<br />
<br />
<b>IRC Channel</b><br />
<br />
The IRC Channel is where a lot of discussion takes place, both in character and out of character. It is the true heartbeat of World in Revolution, as everyone gathers to discuss in-game and out of game issues. While it is not mandatory to be on the IRC Channel and to play World in Revolution, it is strongly recommended.<br />
<br />
Link: <a href="http://www.coldfront.net/" target="_blank">Coldfront</a><br />
IRC: #WiR_Main<br />
Instructions: <a href="http://forum.paradoxplaza.com/forum/showthread.php?583446-Forum-Game-World-in-Revolution-1861&amp;p=13625217&amp;viewfull=1#post13625217" target="_blank">Here</a><br />
<br />
<b>National Statistics</b><br />
<br />
National Statistics, also called &quot;Stats&quot;, are the main thing that keep World in Revolution moving along. They are mostly all automated and kept in a Microsoft Excel Document, but they are quiet complex. But for you, the player, it is rather simple. Let us take a look at the <b>Emirate of Afghanistan</b> to display how they work.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Quote:</div>
	<div class="bbcode_quote printable">
		<hr />
		
			The Emirate of Afghanistan <b>(1)</b><br />
Bank:	-£690,356.42 <b>(2)</b><br />
Yearly Balance:	-£463,041.85 <b>(3)</b><br />
Yearly Income:	£544,574.89 <b>(4)</b> <br />
Yearly Expenses:	£1,007,616.74 <b>(5)</b><br />
Economy (£):	938,922,221 <b>(6)</b><br />
Economic Growth:	0.25% <b>(7)</b><br />
Population:	4,230,302 <b>(8)</b><br />
Population Growth:	0.47% <b>(9)</b><br />
Education Rate:	16% <b>(10)</b><br />
Prestige:	0 <b>(11)</b><br />
Public Support:	55% <b>(12)</b><br />
Infrastructure Level:	(3/5) Failing <b>(13)</b><br />
Army Level:	(1/5) Failing <b>(14)</b><br />
Equipment:	55% <b>(15)</b><br />
Regulars:	63,000 <b>(16)</b><br />
Conscripts:	0 <b>(17)</b><br />
Reserves:	192,286 <b>(18)</b><br />
Navy Level:	(1/5) Failing <b>(19)</b><br />
Ironclads:	0 <b>(20)</b><br />
Ships-of-the-Line:	0 <b>(21)</b><br />
Screw Frigates:	0 <b>(22)</b><br />
Sail Frigates:	0 <b>(23)</b><br />
Transport Ships:	0 <b>(24)</b><br />
Nation Ruler:	Miramolinus Dost Mohammad Khan <b>(25)</b><br />
Game Moderator:	RedNomNoms <b>(26)</b><br />
Played By:	Ranger900 <b>(27)</b>
			
		<hr />
	</div>
</div> 1. This is the Full Name of your Nation.<br />
2. This is how much money (or debt) you currently hold.<br />
3. This is how much total gross money you make (or lose) in a year.<br />
4. This is how much total income your Government makes.<br />
5. This is the total amount of spending your Government does.<br />
6. This is the size of your Economy, in 1990 British Pounds.<br />
7. This is how fast your Economy is growing (or shrinking).<br />
8. This is the population of your entire country and colonial holdings.<br />
9. This is how fast your Population is growing (or shrinking).<br />
10. This is how good your Education system in your country is, including literacy.<br />
11. This is how well your country is viewed on the World Stage<br />
12. This is how much support you have from the population, and if you let it get too low, you will have a Revolution on your hands.<br />
13. This is the total value of your Hard Infrastructure (Roads, Railways, and Bridges), as well as your Soft Infrastructure (Bureaucracy, Government Structure).<br />
14. This is how advanced your Army is, and how well it will be able to fight other armies.<br />
15. This is how well equipped your army is. All of your soldiers will have weapons, but how good they are and what else they have is determined here.<br />
16. This is the number of Regular, trained Soldiers in your army.<br />
17. This is the number of Conscripts, Citizen Soldiers, in your army.<br />
18. This is the number of Citizens you can make into Conscripts at any given point.<br />
19. This is how well your Navy is able to fight, and how advanced it is.<br />
20. This is the number of Ironclad Ships you own.<br />
21. This is the number of large, Sail ships you own.<br />
22. This is the number of Steam-Powered Frigates and Commerce Raiders you own.<br />
23. This is the number of Sail-Powered Frigates you have.<br />
24. This is the number of Transport Ships you have. They can transfer 1,000 Soldiers in a year for each ship.<br />
25. This is the in-game ruler of the Nation.<br />
26. This is who will write the country's updates.<br />
27. This is who plays the country.<br />
<br />
<b>Civilising Requirements</b><br />
<br />
In order for a nation to Civilise, they must achieve Poor quality in Infrastructural, Army Level, and Navy Level, and one of the three must be Average, along with the other two being Poor. That nation must also have 30 Prestige, a positive Income Balance, and an Education Rate of over 25 percent. While these tasks are hard to achieve, many of the Uncivilised nations are not all that advanced to begin with, and these levels would be enough to have them considered to be Civilised.</div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>Frymonmon</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?687640-Forum-Game-World-in-Revolution-1861-Mk.-II</guid>
		</item>
		<item>
			<title><![CDATA[[The Resistance] Statistics and General Discussion Thread]]></title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?687585-The-Resistance-Statistics-and-General-Discussion-Thread&amp;goto=newpost</link>
			<pubDate>Thu, 09 May 2013 17:20:58 GMT</pubDate>
			<description>*The Resistance - Statistics and General Discussion Thread
*

Full List of Games:

Game 1 (6) - Resistance win (http://forum.paradoxplaza.com/forum/showthread.php?655540-The-Resistance-Test-Game-1)
Game 2 (8) - Spies win (http://forum.paradoxplaza.com/forum/showthread.php?657301-Resistance-Game-2-Down-with-Werewolf!)
Game 3 (7) - Spies win (http://forum.paradoxplaza.com/forum/showthread.php?680937-The-Resistance-Game-3-The-Revenge...and-Time-Travel)
Game 4 (10) - Resistance win (http://forum.paradoxplaza.com/forum/showthread.php?684888-The-Resistance-Game-IV)
Game 5 (9) - Spies win (http://forum.paradoxplaza.com/forum/showthread.php?686830-The-Resistance-Game-5)
Game 6 (8)  (http://forum.paradoxplaza.com/forum/showthread.php?688655-The-Resistance-Game-VI)</description>
			<content:encoded><![CDATA[<div><b><div align="center"><font size="4">The Resistance - Statistics and General Discussion Thread</font></div></b><br />
<br />
Full List of Games:<br />
<br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?655540-The-Resistance-Test-Game-1" target="_blank">Game 1 (6) - Resistance win</a><br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?657301-Resistance-Game-2-Down-with-Werewolf!" target="_blank">Game 2 (8) - Spies win</a><br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?680937-The-Resistance-Game-3-The-Revenge...and-Time-Travel" target="_blank">Game 3 (7) - Spies win</a><br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?684888-The-Resistance-Game-IV" target="_blank">Game 4 (10) - Resistance win</a><br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?686830-The-Resistance-Game-5" target="_blank">Game 5 (9) - Spies win</a><br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?688655-The-Resistance-Game-VI" target="_blank">Game 6 (8) </a></div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>tamius23</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?687585-The-Resistance-Statistics-and-General-Discussion-Thread</guid>
		</item>
		<item>
			<title>BSG Season 22 - It has happened before and it will happen again</title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?687514-BSG-Season-22-It-has-happened-before-and-it-will-happen-again&amp;goto=newpost</link>
			<pubDate>Thu, 09 May 2013 08:58:07 GMT</pubDate>
			<description><![CDATA[Battlestar Galactica
Season 22 - It has happened before and it will happen again.

Welcome to Battlestar Galactica: The Board Game, a game of politics, betrayal, and survival!

The previous game is here (http://forum.paradoxplaza.com/forum/showthread.php?674435-BSG-Season-21-Only-going-forward-since-we-cannot-find-reverse).


BSG is a board game based on the acclaimed SF tv show. The game contains references to several Seasons of the show. Some (minor) spoilers may be unavoidable!


The game itself works on the basis of humans, cylons, actions and crises. All players are seemingly human in the beginning of the game, but one or two know privately that they are a Cylon. 

The humans' task is to keep the Fleet alive and moving towards its objective, the Ionian Nebula, and to root out the hidden Cylons. 

The Cylons' objective is to prevent the human fleet from reaching Ionian Nebula and Leaving by any means necessary, mostly covertly sabotaging their efforts or by exposing themselves and using special cylon actions to harm the humans.
*This game will be using the Ionian Nebula destination.*

Every round, every player has an action. After every player's action (unless they are a revealed Cylon), a crisis card is drawn. A crisis card is typically a scenario that if not resolved satisfactorily by expending resources (mostly skill cards that everyone draw on their turn) will cause some bad things to happen to the humans. This is the basis of the game - to survive the crises. The humans have the advantage of time, because crisis cards will automatically advance the time and the so called Jump Prep track, which allows the human fleet to progress towards New Caprica when full.

Playing the game online works like this - I have a software tool called 'Deck Manager' which will handle the various decks in the game.
I will be the game master, handling game operations via private messages and public messages in this thread. I will keep the players up to speed on everything that is public information in the thread. Players will announce their public actions in the thread. Everything that only one player can know or find out, such as their true loyalty and their card hand, I communicate to them via PM. 

The game also has a rule on communication - exact information should never be exchanged. For instance, you should be ambiguous on the strength of your card hand, instead of announcing "I have three strong red cards". You can always announce that you are a Cylon, but if you are actually a human, casting unnecessary doubt on yourself is bad sportsmanship, and if you are actually a Cylon, casting doubt on yourself is simply stupid. The paranoia between humans is what helps the Cylons the most, and makes the game so much fun.
(See also below ..)


Some things have been tweaked to help facilitate online play:
* At the bottom of every GM post, there will be a helpful Action Queue that announces what we are waiting for to continue the game.  This will usually be the current player's move/action, but could also include such things as a decision from the President/Admiral.
* If you are at the top of the Action Queue, you have 24 hours to post/PM to complete it. Once the 24 hours pass, the top of the action queue will be auto-resolved, usually as a "do nothing" action.
* Skill checks will have 48 hour time limit. After 48 hours, the check will be resolved.
* If you do not play cards for the skill check, I'll let the other players berate you. If I have to auto-resolve a choice for you, 1st and 2nd offenses get a warning, 3rd time you get replaced. It might seem a bit harsh, but this is needed to keep the game moving.
* There will be leniency with the 48 hour rule over weekends
* All game actions should be bolded in Werewolf style (eg: *##move to Communications* or *##use "Executive Order" on Helo*).
* All face-down cards, including Quorum Cards and Skill Cards will be delivered to the players via PM/AIM. If your draw is straightforward (eg: Adama) your cards will be auto-drawn for you at the beginning of your turn. Players with multi-skills (eg: Apollo) or abilities allowing them to draw cards (eg: Baltar) need to post in the thread what type of card they are drawing (eg: *##draw 1 Politics 1 Engineering*). Discards are to be posted openly in the thread.
* Skill Checks are handled slightly differently than in the regular rules.  Players must announce the number of cards they are playing in the thread, then PM me the specific cards they are playing. This can be done in any order. Once everyone has PMed me, the check will be resolved.
* During Skill Checks, players may play cards in any order they choose. You do not have to start with the current player. (However: the official turn order can be enforced in game critical situations on request.)
* You may "pre-load" actions ahead of time; (eg: *##If my Viper is attacked, I'll use "Evasive Maneuvers"*.) This should be done via PM. Think about this, especially as most of the expansion skill cards are very timing-specific!
* Players do not choose the order in which Cylon ships are activated, as in the normal rules.  Instead, ships are activated starting in Sector Alpha and proceeding clockwise around Galactica.

[*]This game allows Private messages between the players, with the following rules in place.

 1) The GM must be copied on all PMs at the time they are sent.
 2) Secrecy Rules must be maintained in all PMs.
 3) All plays talked about in PM with regards to strength must be posted in the thread by that player when they make the play. If you tell a fellow human or cylon that you can throw 1 strong into the test, you must state you are playing 1 strong when you make the play.

Violating any of these rules will incur a card discard of any kind (Normal hand card, Quorum Card or Super Crisis) per infraction of the GM choosing when the violation occurs, from future turns if needed.

The GM is allowed to wave this discard, if a player realizes that they made a mistake before the GM caught it and took their best effort to fix the mistake in a timely manner. GM ruling on if the player took the best effect in a timely manner is the final say.

*Do not forget the Secrecy Rules!*
(See also page 20 of the rulebook.)

In case of doubt, err on the side of caution.

*The basic rule is that any statement made about cards in your hand should be one of two things: 
1) A binary statement about card strength: "strong" or "weak". Players should never say "neither strong nor weak". Saying that you play "two big help cards and one small help" for instance is acceptable, though, since the player is still making binary statements.
2) A statement of possession for the purpose of using said posessed card for a specific purpose. For instance "I can XO Adama and then he can nuke the basestar" is acceptable. However, GM's discretion applies. It is not intended as a tool for figuring out other people's hand strengths, or as a roundabout way to divulge your own hand either.*




*Handy links:*

Official Rules (pdf) (http://new.fantasyflightgames.com/ffg_content/Battlestar_Galactica/bsg-rulebook-web.pdf)
Official Pegasus Rules (pdf) (http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/BSG-Pegasus-rulebook-web.pdf)
Official Exodus Rules (pdf) (http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/exodus/rules/bsg-exodus-rules.pdf)
 FAQs and Errata 1-1-3  (http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/bsg_FAQ_1-1-3-new.pdf)
Unofficial boardgamegeek FAQ (http://www.boardgamegeek.com/wiki/page/Battlestar_Galactica_FAQ)
Deck Manager (http://forums.**************.com/showthread.php?threadid=3252040&userid=0&perpage=40&pagenumber=1)
BoardGameGeek page (http://boardgamegeek.com/boardgame/37111)
BoardGameGeek Pagasus page (http://boardgamegeek.com/boardgameexpansion/43539/battlestar-galactica-pegasus-expansion)
BoardGameGeek Exodus page (http://boardgamegeek.com/boardgameexpansion/85905/battlestar-galactica-exodus-expansion)



*Reference*

These lists, along with reading the rules of play, should be all you need to know!

*Characters*

*_Military Leaders_*

*Helena Cain* (Leadership/2, Tactics/2, Leadership/Tactics/1) Setup: Command or Pegasus CIC
Intolerant -- When an "Admiral's Quarters" Skill check is passed with 10 or more, you may choose to execute that character instead of sending him to the "Brig."
Blind Jump -- *Action*: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space). The Admiral only draws 1 Destination Card.
Bent on Revenge -- You may not activate the "FTL Control" or "Engine Room" locations.

*William Adama* (Leadership/3, Tactics/2) Setup: Admiral's Quarters
Inspirational Leader -- When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
Command Authority -- Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Emotionally Attached -- You may not activate the "Admiral's Quarters" location.

*Saul Tigh* (Tactics/3, Leadership/2) Setup: Command
Cylon Hatred -- When a player activates the "Admiral's Quarters" location, you may choose to reduce the difficulty by 3.
Declare Martial Law -- *Action*: Once per game, give the President title to the Admiral.
Alcoholic -- At the start of any player's turn, if you have exactly 1 Skill Card in you hand, you must discard it.

*Karl "Helo" Agathon* (Leadership/2, Tactics/2, Piloting/1) Setup: N/A
ECO Officer -- During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
Moral Compass -- Once per game, after a player makes a choice on a Crisis Card, you may change it.
Stranded -- Your character is not placed on the 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.

*Felix Gaeta* (Tactics/2, Engineering/1,  Leadership/Politics/2) Setup: FTL Control
FTL Operator -- Anytime "FTL Control" is activated, you may reroll the die. You must use the new result.
Coup -- *Action*: Once per game, you may take the Admiral title. If you are in the "Brig" when you take this action, move immediately to "Command" before taking the title.
Misguided -- You may not play more than 3 cards into any skill check.

*Samuel T. Anders* (LEA/2, TAC/2, TAC/PIL/1) Setup: Armory
Star Player -- *Action*: Discard any number of skill cards. Then draw that number of skill cards from any one type within your skill set.
Longshot -- Once per game, you may choose the result of a die roll instead of rolling it. This result cannot be modified or re-rolled.
Starts on the Bench -- Skip the receive skill step of your first turn.

*_Political Leaders_*

*Laura Roslin* (Politics/3, Leadership/2) Setup: President's Office
Religious Visions -- When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
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.
Terminal Illness -- In order to activate a location, you must first discard 2 Skill Cards.

*Gaius Baltar* (Politics/2, Leadership/1, Engineering/1) Setup: Research Lab
Delusional Intuition -- After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
Cylon Detector -- *Action*: Once per game, you may look at all Loyalty Cards belonging to another player.
Coward -- You start the game with 2 Loyalty Cards instead of 1.

*Tom Zarek* (Politics/2, Leadership/2, Tactics/1) Setup: Administration
Friends in Low Places -- When a player activates the "Administration" or "Brig" location, you may choose to reduce or increase the difficulty by 2.
Unconventional Tactics -- *Action*: Once per game, lose 1 population to gain 1 of any other resource type.
Convicted Criminal -- You may not activate locations occupied by other characters (except the "Brig").

*Tory Foster* (Politics/3, Leadership/1, Tactics/1) Setup: (Press Room)
Adaptable -- After any player uses the action on a Quorum Card, you may draw 2 skill cards of your choice (they may be from outside your skill set)
Influential -- *Action*: Once per game, you may examine the top 5 cards of the Quorum deck, and return them to the top of the deck in any order you choose (even if you are not currently the President)
Amoral -- When you are the current player, you must choose the first option listed on any Crisis Cards that say 'Current Player Chooses'

*Ellen Tigh* (Politics/2, Leadership/2, Treachery/1) Setup: Admiral's Quarters
Politically Adroit -- When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
Manipulative -- Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn.
Nothing But Trouble -- Your skill set includes Treachery cards. (Human players can't use text abilities of Treachery Cards.)

*_Pilots_*

*Lee "Apollo" Adama* (Piloting/2, Leadership/Politics/2, Tactics/1) Setup: Launch and Pilot Viper
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".
CAG -- *Action*: Once per game, you may activate up to 6 unmanned Vipers.
Headstrong -- When you are forced to discard Skill Cards, you must discard randomly.

*Kara "Starbuck" Thrace* (Tactics/2, Piloting/2, Leadership/Engineering/1) Setup: Hangar Deck
Expert Pilot -- When you start your turn piloting a Viper, you may take 2 *Action*s during your *Action* Step (instead of 1).
Secret Destiny -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Insubordinate -- When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.

*Sharon "Boomer" Valerii* (Tactics/2, Piloting/2, Engineering/1) Setup: Armory
Recon -- At the end of your turn, you may look at the top of the Crisis Deck and place it on the top or bottom.
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.
Sleeper Agent -- During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and are moved to the "Brig" location.

*Louanne "Kat" Katraine* (Leadership/1, Tactics/2, Piloting/2) Setup: Hangar Deck
Hotshot -- When you would roll a die during your *Action* step, you may instead discard a Skill Card. Use the card's strength +2 instead of the die roll.
Sacrifice -- *Action*: Once per game while piloting a viper, send yourself to "Sickbay" to destroy 5 raiders, 2 heavy raiders, 1 basestar, or 1 civilian ship in your space area.
Stim Junkie -- At the end of your Action step, if you are in the same location or space area that you were in at the start of your turn, you are moved to "Sickbay".

*_Support Crew_*

*"Chief" Galen Tyrol* (Engineering/2, Leadership/2, Politics/1) Setup: Hangar Deck
Maintenance Engineer -- During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
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 O.
Reckless -- You hand limit is 8 (instead of 10).

*Anastasia "Dee" Dualla* (Leadership/1, Tactics/3, Engineering/1) Setup: Communications
Efficient -- When you activate the "Communications" location, you may look at every civilian ship on the game board and may move any number of them.
Fast Learner -- Once per game, before making a Skill check, look at the top 3 cards of any Skill deck (even outside your Skill set), and add all of them either to the Skill check or your hand.
Emotionally Fragile -- When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.

*Callandra "Cally" Tyrol* (Politics/1, Leadership/1, Tactics/1, Engineering/2) Setup: Hangar Deck
Quick Fix -- On your turn, once all Skill Cards played into a skill check have been revealed, you may choose one card to discard before resolving skill check abilities and resolving strength.
Discharge of a Firearm -- *Action*: Once per game, you may execute another character who is in your current location.
Impulsive -- You cannot contribute only one Skill card into a skill check. You must either contribute no Skill cards or contribute two or more Skill cards. (Disregard this while you are in the "Brig")

*_Cylon Leaders_*

*Cavil* (Tactics/1, Treachery/Engineering/1) Setup: Cylon Fleet
Primacy -- *Action*: Place 1 basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.
Aggressive Tactics -- Movement: Once per game you may take 2 *Action*s.
Lies and Secrets -- When a player reveals a "You are a Cylon" Loyalty Card, you must discard all Skill Cards.

*Leoben Conoy* (Politics/1, Treachery/Engineering/1) Setup: Human Fleet
Glimpse the Face of God -- Movement: Draw 2 cards from the top of the Destiny deck, then place 2 cards from your hand on the top of the Destiny deck.
Cryptic Message -- *Action*: Once per game, exchange your hand of Skill Cards with another player's hand of Skill Cards.
Clouded -- You may not voluntarily move to a location that contains another character.

*"Caprica" Six* (Leadership/1, Treachery/Engineering/1) Setup: Caprica
Intimate -- Movement: Draw 1 Skill Card at random from a player's hand. Then that player draws 1 card from the Skill deck of your choice (it may be outside that player's Skill set).
Human Delusion -- Once per game, after all Skill Cards played into a Skill check have been revealed, you may play any number of Skill Cards from your hand into the check.
Conflicted Loyalties -- You must discard 1 Skill Card to activate the "Cylon Fleet" location.


*LINES OF SUCESSION*

Line of Succession

ADMIRAL
1. Helena Cain
2. William Adama
3. Saul Tigh
4. Karl "Helo" Agathon
5. Felix Gaeta
6. Lee "Apollo" Adama
7. Anastasia "Dee" Dualla
8. Kara "Starbuck" Thrace
9. Louanne "Kat" Katraine
10. Sharon "Boomer" Valerii
11. Samuel T. Anders
12. Margaret "Racetrack" Edmunson
13. "Chief" Galen Tyrol
14. Cally Henderson
15. Tom Zarek
16. Tory Foster
17. Ellen Tigh
18. Gaius Baltar
19. Laura Roslin

PRESIDENT
1. Laura Roslin
2. Gaius Baltar
3. Tom Zarek
4. Tory Foster
5. Ellen Tigh
6. Lee "Apollo" Adama
7. Felix Gaeta
8. William Adama
9. Karl "Helo" Agathon
10. "Chief" Galen Tyrol
11. Cally Henderson
12. Helena Cain
13. Anastasia "Dee" Dualla
14. Margaret "Racetrack" Edmunson
15. Sharon "Boomer" Valerii
16. Samuel T. Anders
17. Saul Tigh
18. Kara "Starbuck" Thrace
19. Louanne "Kat" Katraine 

*Locations*

*_GALACTICA_*
Note: A character moving to Galactica from Colonial One, Pegasus, or a piloted Viper must discard a skill card.

FTL Control
*Action:* Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.

Weapons Control
*Action:* Attack one Cylon ships with Galactica. Roll 3-8 to hit a raider, 7-8 to hit a heavy raider, and 5-8 to hit a Basestar.

Command
*Action:* Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons (3-8 to hit a raider, 7-8 to hit a heavy raider, 8 to hit a Basestar).

Communications
*Action:* Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.

Admiral’s Quarters
*Action:* Choose a character; then pass a Tactics/Leadership Skill Check of 7 to send him to the “Brig.” Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Cylon from doing any damage if he reveals himself.

Research Lab
*Action:* Draw 1 engineering OR 1 tactics Skill card.

Hangar Deck
*Action:* Launch yourself in a viper. You may then take 1 more action. You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.

Armory
*Action:* Attack a centurion on the Boarding Party track (destroyed on roll of 7-8),

Sickbay
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can (and should) move out of sickbay during the Movement step of his turn.

Brig
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.
*Action:* Pass a Politics/Tactics Skill Check of 7 to move to any location.

*_COLONIAL ONE_*
Note: A character moving to Colonial One from Galactica, Pegasus, or a piloted Viper must discard a skill card.

Press Room
*Action:* Draw 2 politics Skill Cards.

President’s Office
*Action:* If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.

Administration
*Action:* Choose a character; then pass a Politics/Leadership Skill Check of 5 to give him the President title. Revealed Cylons may not be given the President title.

*_PEGASUS_*
Note: A character moving to Pegasus from Galactica, Colonial One, or a piloted Viper must discard a skill card.

Pegasus CIC
*Action:* Choose a basestar and roll a die: 1-3 Damage Pegasus, 4-6 Damage Basestar, 7-8 Damage Basestar twice

Airlock
*Action:* Choose a character and pass a Politics/Tactics/Treachery Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the "Brig".

Main Batteries
*Action:* Choose a space area and roll a die. 1: Destroy 1 civilian ship 2-3: Damage 1 viper 4-6: Destroy 2 raiders 7-8: Destroy 4 raiders

Engine Room
*Action:* Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a "prepare for jump" icon.`

*_CYLON LOCATIONS_*
Note: These locations may only be used by a revealed Cylon player or a non-infiltrated Cylon Leader.

Caprica
*Action:* Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and bury the other on the bottom of the deck. Cylon Activations are not triggered after this Crisis.

Cylon Fleet
*Action:* Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar. Activating heavy raiders will advance the centurions one step on the boarding party track, even if there are no heavy raiders on the board.

Human Fleet
*Action:* Look at the top card of the Crisis or Destination deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set). OR Infiltrate Galactica.

Resurrection Ship
You may not voluntarily move to this location (as the Brig or Sickbay). You may only draw 1 Skill Card during your Receive Skill Cards step. *Action:* Draw 1 Super Crisis Card.

Basestar Bridge
*Action:* Choose 2 of the following abilities:
-- The CAG must place 1 civilian ship (following all placement rules).
-- Place 1 Basestar or 3 Raiders in any 1 area of the Cylon Fleet.
-- Roll a die. If the number is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.
-- Roll a die. 1-3: Decrease the jump track by 1. 4-8: Increase the pursuit track by 1.



*_New Caprica Locations_*

(Humans in the same space as an Occupation Force may use an *Action*[/b] to roll a die. If 5 or higher, destroy an Occupation Force.
Players may use "Maximum Firepower" to re-roll.)

(Cylons in the same space as a human and an Occupation Force may use an *Action*[/b] to roll a die. If 1-3, move human to Detention. If 4-7, move human to Medical Center.)

Medical Center
You may only draw 1 skill card during your Receive Skills step.

Detention
You may not move or add more than 2 cards to skill checks.
*Action:* Skill check Politics/Tactics = 9 to move to another location.

Resistance HQ
*Human Action:* Choose a character on New Caprica (human or Cylon). Skill check LEA/Tactics/Treachery = 7 to execute.

Occupation Authority
*Human action:* If you are the president, you may draw 1 Quorum Card. Then you may play 1 Quorum Card.
*Cylon action:* Activate 1 occupation force and then place 1 occupation force on this location.

Breeder's Canyon
*Human action:* Reduce the highest resource by 1 to advance the fleet marker 1 space up the Jump track.
*Cylon action:* Draw and resolve the top card of the Crisis deck. Skip the Prepare for Jump step of this turn.

Shipyard
*Human action:* Prepare or evacuate 1 civilian ship. If you evacuate a civilian ship, you may move to any Galactica location.
*Cylon action:* Look at the top ship of the Locked Civilian Ship stack, and place it on the top or bottom of the stack.



*Skills*
Note: Only 1 Reckless card may be played per skill check. Humans may not use the text abilities on Treachery Cards. The Treachery Cards Broadcast Location, By Your Command, and Special Destiny, as well as all strength 0 Skill Cards have the icon that triggers the Consequence Result on certain Crisis Cards.

Politics
(0) Red Tape: *Skill Check:* Discard all 5 and 6 strength cards from this skill check (before totaling strength).
(1-2) Consolidate Power: *Action:* Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.
(1-2) Support the People: *Reckless:* Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill cards.
(3-5) Investigative Committee: Play before cards are added to skill check. All are played face up (excluding the Destiny Deck).
(3-5) Preventative Policy: *Movement:* Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.
(6) Political Prowess: Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice).

Leadership
(0) Iron Will: *Skill Check:* If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.
(1-2) Executive Order: *Action:* Choose another player who takes 2 actions, or moves and takes 1 action. Cannot use on a revealed Cylon or Sympathizer. Limit 1 XO or "Critical Situation" per turn.
(1-2) Major Victory: Play after you destroy a basestar or centurion on the boarding party track. Roll a die. If 5 or higher, gain 1 morale. Limit 1 per turn.
(3-5) Declare Emergency: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce partial pass difficulty. Limit 1 per skill check.
(3-5) At Any Cost: *Reckless:* Play before cards are added to a Skill check. All Treachery Cards count as positive strength.
(6) State of Emergency: *Action:* Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).

Tactics
(0) Trust Instincts: *Skill Check:* Add the top 2 cards from the Destiny Deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.
(1-2) Launch Scout: *Action:* Can only use if there is an undamaged Raptor in the reserves. Roll die 3 or higher look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy a Raptor and remove it from the game.
(1-2) Guts and Initiative: *Reckless:* Play before cards are added to a Skill check. Do not add cards from the Destiny Deck to the Skill Check.
(3-5) Strategic Planning: Play before a die roll to add 2 to result. Limit 1 per die roll.
(3-5) Critical Situation: *Movement:* Take 1 *Action*. Limit 1 CS or "Executive Order" per turn.
(6) Scout for Fuel: *Action:* Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor.

Piloting
(0) Protect the Fleet: *Skill Check:* If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.
(1-2) Evasive Maneuvers: Play after a Viper is attacked to reroll. If Viper is piloted subtract 2 from the new roll.
(1-2) Full Throttle: [b]Movement or *Action:* If piloting a viper, you may move to any space area. You may attack 1 Cylon ship in that area (even if you didn't move).
(3-5) Maximum Firepower: *Action:* Play while piloting a Viper to attack up to 4 times.
(3-5) Run Interference: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them).
(6) Best of the Best: Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.

Engineering
(0  Establish Network: *Skill Check:* Each engineering Skill Card in this skill check counts as double strength (before totaling strength).
(1-2) Repair: *Action:* Repair your current location, or if in the Hangar Deck repair up to 2 damaged Vipers.
(1-2) Jury Rigged: *Reckless:* Play before cards are added to a Skill Check to reduce its difficulty by 4.
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering cards count as positive strength.
(3-5) Calculations: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll.
(6) Build Nuke: *Action:* The Admiral gains 1 nuke token.

Treachery
Note: "Reckless Skill Check" abilities activate when the card is part of a Skill Check in which a Reckless ability was activated.
(1) Broadcast Location: RSC -- Place 1 basestar in front of Glactica and 1 civilian ship behind Galactica. Only trigger this ability once per check.
(1) By Your Command: RSC -- Activate all raiders, heavy raiders, and occupation forces (but not Centurions). Only trigger this ability once per check.
(2) God's Plan: *Movement:* Exchange this card with the top card of the Destiny Deck.
(2) Special Destiny: RSC -- Each player draws 1 Treachery Skill Card. Only trigger this ability once per check.
(3) Human Weakness: *Action:* If at least 1 human is in "Brig" or "Detention", reduce the highest resource by 1.
(3) Sabotage: Play when a human player discards a Treachery Skill Card. Damage Galactica. Limit 1 per turn.


*Admiral*
When the fleet jumps, you draw 2 Destination Cards and choose 1.
You control the nuke tokens.
*Action*: Launch 1 nuke at a Space Area (nuke is removed from the game).

*President*
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards.
*Action*: Draw a Quorum Card into your hand.
Quorum cards can be played as an *action* and specialize in increasing resources and dealing with unrevealed cylons.

*CAG*
When a civilian ship needs to be placed on the main game board, you must choose the space area. You must choose an area that does not already contain civilian ships (if able).
*Action:* Activate 1 unmanned viper and then give the CAG Title Card to any other human player.
*Action:* Once per turn, if you are piloting a viper, you may activate 1 unmanned viper and then take another action.




*Loyalty Cards*


Code:
---------
*You Are Not a Cylon*

Our tests indicate that you are not a Cylon, 
although you can never know for sure...
---------


Code:
---------
*You Are a Cylon*
*CAN MAKE PLAYERS DRAW TREACHERY CARDS*

*Action*: Reveal this card. If you are not in the "Brig," 
each human player discards 1 random Skill Card and 
draws 1 Treachery Card. Then you draw 2 Treachery Cards 
(after you discard down to 3 Skill Cards).
---------


Code:
---------
*You Are a Cylon*
*CAN SEND A CHARACTER TO THE BRIG*

*Action*: Reveal this card. If you are not in the "Brig," 
you may choose a character on Galactica. Move that
character to the "Brig."
---------


Code:
---------
*You Are a Cylon*
*CAN SEND A CHARACTER TO SICKBAY*

*Action*: Reveal this card. If you are not in the "Brig," 
you may choose a character on Galactica. That character
must discard 5 Skill Cards and is moved to "Sickbay."
---------


Code:
---------
*You Are a Cylon*
*CAN REDUCE MORALE BY 1*

*Action*: Reveal this card. If you are not in the "Brig," 
you may reduce morale by 1.
---------


Code:
---------
*You Are a Cylon*
*CAN DAMAGE GALACTICA*

*Action*: Reveal this card. If you are not in the "Brig," 
you may draw up to 5 Galactica damage tokens.
Choose 2 of them to resolve and discard the others.
---------

Code:
---------
*You Are a Cylon*
Place Centurion -- *Action:* Reveal this card. If you are not in the Brig, you may place a centurion token at the start of the Boarding Party track.
---------


Code:
---------
*You Are a Cylon*
Decrease Jump Prep -- *Action:* Reveal this card. If you are not in the Brig, you may decrease the Jump Preparation track by 2.
---------

Code:
---------
*You Are NOT A Cylon - Personal Goal Card*
Stand and Fight -- *Action:* Reveal this card if 10 or more raiders are on the main game board. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.
---------

Code:
---------
*You Are NOT A Cylon - Personal Goal Card*
Sacrifice -- *Action:* Reveal this card if 6 or more vipers are either damaged or destroyed. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.
---------

Code:
---------
*You Are NOT A Cylon - Personal Goal Card*
Devastation -- *Action:* Reveal this card if the Admiral has no remaining nuke tokens. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.
---------

Code:
---------
*You Are NOT A Cylon - Personal Goal Card*
Acquire Power -- *Action:* Reveal this card if you currently hold 2 or more Title Cards. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.
---------

Code:
---------
*You Are NOT A Cylon - Personal Goal Card*
Use Caution -- *Action:* Reveal this card if a 1-distance Destination Card has been resolved. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.
---------

Code:
---------
*You Are NOT A Cylon - Personal Goal Card*
Selfish -- *Action:* You may discard any number of Skill Cards with a combined strength of 20 to reveal this card. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.
---------

Code:
---------
*You Are NOT A Cylon - Personal Goal Card*
Self-Destruction -- *Action:* Reveal this card if you are in the "Brig" or "Sickbay." Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.
---------

Code:
---------
*You Are NOT A Cylon - Personal Goal Card*
Political Intrigue -- *Action:* Reveal this card if the President is in the "Brig." Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.
---------


*You Are NOT A Cylon -The Final Five Cards*
Note: If any of these cards are revealed as a result of an execution, all players must discard 2 Skill Cards.


Code:
---------
*You Are NOT A Cylon - The Final Five Card*
Examiner Executed -- If this card is examined by another player, it is immediately revealed. The player who examined this card is executed. Then reshuffle this card with any other Loyalty Cards you possess.
---------

Code:
---------
*You Are NOT A Cylon - The Final Five Card*
Cylon Ships Activated -- If this card is examined by another player, it is immediately revealed. Then Activate Raiders, Launch Nukes, and Activate Heavies. Then reshuffle this card with any other Loyalty Cards you possess.
---------

Code:
---------
*You Are NOT A Cylon - The Final Five Card*
Damage Galactica Twice -- If this card is examined by another player, it is immediately revealed and Galactica is damaged twice. Then reshuffle this card with any other Loyalty Cards you possess.
---------

Code:
---------
*You Are NOT A Cylon - The Final Five Card*
You Are Executed -- If this card is examined by another player, it is immediately revealed, you are executed and all other players must discard 2 random Skill Cards.
---------

Code:
---------
*You Are NOT A Cylon - The Final Five Card*
Examiner Sent to Brig -- If this card is examined by another player, it is immediately revealed. The player who examined this card is sent to the "Brig." Then reshuffle this card with any other Loyalty Cards you possess.
---------


And finally:


Code:
---------
*You are a Symphatizer*

*IMMEDIATELY REVEAL THIS CARD*
If a least 1 resource is half full or lower (red), 
you are moved to the "Brig."

Otherwise, you become a revealed Cylon player. 
You do not receive a Super Crisis Card and 
may not activate the "Cylon Fleet" location.
---------


Code:
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*You are a Sympathetic Cylon*

*IMMEDIATELY REVEAL THIS CARD*
You become a revealed Cylon player, but do not receive a Super Crisis Card.
Draw 1 card from the Sympathetic Agenda deck [you win only by fulfilling this card's criteria]. 
You may also Infiltrate as if you were a Cylon Leader.
---------
(This is for if we use the associated game variant. See the pegasus rulebook.)


*Hostile Agenda Deck*

You win the game if...

*Show Their True Nature:* The Cylons have won and either you are in the Brig/Detention or you have been executed at least once.
*Siege Warfare:* The Cylons have won and every resource is at half or lower.
*Reduce Them To Ruins:* The Cylons have won and 4 or more locations are damaged and Morale is at 3 or lower.
*Genocide:* The Cylons have won and both Food and Population are at 2 or lower.
*Mutual Annihilation:* The humans have won and you have played a Super Crisis Card.
*Grant Mercy:* The humans have won and Population, Morale, or Food is at 2 or lower.


*Sympathetic Agenda Deck*

You win the game if...

*Guide Them to Destiny:* The humans have won and Population and Morale are within 2 of each other.
*Convert the Infidels:* The humans have won and all resources are at 3 or lower.
*Join the Colonials:* The humans have won and you are Infiltrating and not in the Brig/Detention.
*Prove Their Worth:* The humans have won and at least 5 raptors/vipers are destroyed or damaged.
*Salvage Their Equipment:* The Cylons have won and 2 or fewer locations are damaged.
*The Illusion of Hope:* The Cylons have won and 6 or more units of distance have been traveled.


*All prospective players should read and comprehend the rules. *

Old players and new players are welcome, but I won't hold your hand to explain the rules! 

Logging in to give your orders and possible conditional orders at least daily is necessary so please have fun observing if you can not do that.


*Play order will be randomized. Each player should make a wishlist with characters they prefer in the order they prefer them in. The first player will get their first preference, all others may or may not get their first preference based on what has been chosen already.*]]></description>
			<content:encoded><![CDATA[<div><font size="6"><font color="red">Battlestar Galactica</font></font><br />
<font size="4"><font color="RoyalBlue">Season 22 - It has happened before and it will happen again.</font></font><br />
<br />
Welcome to <i>Battlestar Galactica: The Board Game</i>, a game of politics, betrayal, and survival!<br />
<br />
The previous game is <a href="http://forum.paradoxplaza.com/forum/showthread.php?674435-BSG-Season-21-Only-going-forward-since-we-cannot-find-reverse" target="_blank">here</a>.<br />
<br />
<br />
BSG is a board game based on the acclaimed SF tv show. The game contains references to several Seasons of the show. <i>Some (minor) spoilers may be unavoidable!</i><br />
<br />
<br />
The game itself works on the basis of humans, cylons, actions and crises. All players are seemingly human in the beginning of the game, but one or two know <i>privately</i> that they are a Cylon. <br />
<br />
The <i>humans'</i> task is to keep the Fleet alive and moving towards its objective, the Ionian Nebula, and to root out the hidden Cylons. <br />
<br />
The <i>Cylons'</i> objective is to prevent the human fleet from reaching Ionian Nebula and Leaving by any means necessary, mostly covertly sabotaging their efforts or by exposing themselves and using special cylon actions to harm the humans.<br />
<b>This game will be using the Ionian Nebula destination.</b><br />
<br />
Every round, every player has an action. After every player's action (unless they are a revealed Cylon), a crisis card is drawn. A crisis card is typically a scenario that if not resolved satisfactorily by expending resources (mostly skill cards that everyone draw on their turn) will cause some bad things to happen to the humans. This is the basis of the game - to survive the crises. The humans have the advantage of time, because crisis cards will automatically advance the time and the so called Jump Prep track, which allows the human fleet to progress towards New Caprica when full.<br />
<br />
Playing the game online works like this - I have a software tool called 'Deck Manager' which will handle the various decks in the game.<br />
I will be the game master, handling game operations via private messages and public messages in this thread. I will keep the players up to speed on everything that is <i>public</i> information in the thread. Players will announce their <i>public</i> actions in the thread. Everything that only one player can know or find out, such as their true loyalty and their card hand, I communicate to them via PM. <br />
<br />
The game also has a rule on communication - exact information should never be exchanged. For instance, you should be ambiguous on the strength of your card hand, instead of announcing &quot;I have three strong red cards&quot;. You can always announce that you are a Cylon, but if you are actually a human, casting unnecessary doubt on yourself is bad sportsmanship, and if you are actually a Cylon, casting doubt on yourself is simply stupid. The paranoia between humans is what helps the Cylons the most, and makes the game so much fun.<br />
(See also below ..)<br />
<br />
<br />
Some things have been tweaked to help facilitate online play:<ul><li>At the bottom of every GM post, there will be a helpful Action Queue that announces what we are waiting for to continue the game.  This will usually be the current player's move/action, but could also include such things as a decision from the President/Admiral. <br /></li>
<li>If you are at the top of the Action Queue, you have 24 hours to post/PM to complete it. Once the 24 hours pass, the top of the action queue will be auto-resolved, usually as a &quot;do nothing&quot; action.<br /></li>
<li>Skill checks will have 48 hour time limit. After 48 hours, the check will be resolved.<br /></li>
<li>If you do not play cards for the skill check, I'll let the other players berate you. If I have to auto-resolve a choice for you, 1st and 2nd offenses get a warning, 3rd time you get replaced. It might seem a bit harsh, but this is needed to keep the game moving.<br /></li>
<li>There will be leniency with the 48 hour rule over weekends<br /></li>
<li>All game actions should be bolded in Werewolf style (eg: <b>##move to Communications</b> or <b>##use &quot;Executive Order&quot; on Helo</b>).<br /></li>
<li>All face-down cards, including Quorum Cards and Skill Cards will be delivered to the players via PM/AIM. If your draw is straightforward (eg: Adama) your cards will be auto-drawn for you at the beginning of your turn. Players with multi-skills (eg: Apollo) or abilities allowing them to draw cards (eg: Baltar) need to post in the thread what type of card they are drawing (eg: <b>##draw 1 Politics 1 Engineering</b>). Discards are to be posted openly in the thread.<br /></li>
<li>Skill Checks are handled slightly differently than in the regular rules.  Players must announce the number of cards they are playing in the thread, then PM me the specific cards they are playing. This can be done in any order. Once everyone has PMed me, the check will be resolved.<br /></li>
<li>During Skill Checks, players may play cards in any order they choose. You do not have to start with the current player. <i>(However: the official turn order can be enforced in game critical situations on request.)</i><br /></li>
<li>You may &quot;pre-load&quot; actions ahead of time; (eg: <b>##If my Viper is attacked, I'll use &quot;Evasive Maneuvers&quot;</b>.) This should be done via PM. Think about this, especially as most of the expansion skill cards are very timing-specific!<br /></li>
<li>Players do not choose the order in which Cylon ships are activated, as in the normal rules.  Instead, ships are activated starting in Sector Alpha and proceeding clockwise around Galactica.</li>
</ul>[*]This game allows Private messages between the players, with the following rules in place.<br />
<br />
 1) The GM must be copied on all PMs at the time they are sent.<br />
 2) Secrecy Rules must be maintained in all PMs.<br />
 3) All plays talked about in PM with regards to strength must be posted in the thread by that player when they make the play. If you tell a fellow human or cylon that you can throw 1 strong into the test, you must state you are playing 1 strong when you make the play.<br />
<br />
Violating any of these rules will incur a card discard of any kind (Normal hand card, Quorum Card or Super Crisis) per infraction of the GM choosing when the violation occurs, from future turns if needed.<br />
<br />
The GM is allowed to wave this discard, if a player realizes that they made a mistake before the GM caught it and took their best effort to fix the mistake in a timely manner. GM ruling on if the player took the best effect in a timely manner is the final say.<br />
<br />
<font color="RoyalBlue"><font size="4"><b>Do not forget the Secrecy Rules!</b></font></font><br />
(See also page 20 of the rulebook.)<br />
<br />
In case of doubt, err on the side of caution.<br />
<br />
<b>The basic rule is that any statement made about cards in your hand should be one of two things: <br />
1) A binary statement about card strength: &quot;strong&quot; or &quot;weak&quot;. Players should never say &quot;neither strong nor weak&quot;. Saying that you play &quot;two big help cards and one small help&quot; for instance is acceptable, though, since the player is still making binary statements.<br />
2) A statement of possession for the purpose of using said posessed card for a specific purpose. For instance &quot;I can XO Adama and then he can nuke the basestar&quot; is acceptable. However, GM's discretion applies. It is not intended as a tool for figuring out other people's hand strengths, or as a roundabout way to divulge your own hand either.</b><br />
<br />
<br />
<br />
<br />
<font color="RoyalBlue"><font size="4"><b>Handy links:</b></font></font><br />
<br />
<a href="http://new.fantasyflightgames.com/ffg_content/Battlestar_Galactica/bsg-rulebook-web.pdf" target="_blank">Official Rules (pdf)</a><br />
<a href="http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/BSG-Pegasus-rulebook-web.pdf" target="_blank">Official Pegasus Rules (pdf)</a><br />
<a href="http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/exodus/rules/bsg-exodus-rules.pdf" target="_blank">Official Exodus Rules (pdf)</a><br />
<a href="http://www.fantasyflightgames.com/ffg_content/Battlestar_Galactica/bsg_FAQ_1-1-3-new.pdf" target="_blank"> FAQs and Errata 1-1-3 </a><br />
<a href="http://www.boardgamegeek.com/wiki/page/Battlestar_Galactica_FAQ" target="_blank">Unofficial boardgamegeek FAQ</a><br />
<a href="http://forums.**************.com/showthread.php?threadid=3252040&amp;userid=0&amp;perpage=40&amp;pagenumber=1" target="_blank">Deck Manager</a><br />
<a href="http://boardgamegeek.com/boardgame/37111" target="_blank">BoardGameGeek page</a><br />
<a href="http://boardgamegeek.com/boardgameexpansion/43539/battlestar-galactica-pegasus-expansion" target="_blank">BoardGameGeek Pagasus page</a><br />
<a href="http://boardgamegeek.com/boardgameexpansion/85905/battlestar-galactica-exodus-expansion" target="_blank">BoardGameGeek Exodus page</a><br />
<br />
<br />
<br />
<font color="RoyalBlue"><font size="4"><b>Reference</b></font></font><br />
<br />
These lists, along with reading the rules of play, should be all you need to know!<br />
<br />
<b>Characters</b><br />
<br />
<b><u>Military Leaders</u></b><br />
<br />
<b>Helena Cain</b> (<font color="lime">Leadership</font>/2, <font color="darkorchid">Tactics</font>/2, <font color="lime">Leadership</font>/<font color="darkorchid">Tactics</font>/1) Setup: Command or Pegasus CIC<br />
<i>Intolerant</i> -- When an &quot;Admiral's Quarters&quot; Skill check is passed with 10 or more, you may choose to execute that character instead of sending him to the &quot;Brig.&quot;<br />
<i>Blind Jump</i> -- <b>Action</b>: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space). The Admiral only draws 1 Destination Card.<br />
<i>Bent on Revenge</i> -- You may not activate the &quot;FTL Control&quot; or &quot;Engine Room&quot; locations.<br />
<br />
<b>William Adama</b> (<font color="lime">Leadership</font>/3, <font color="darkorchid">Tactics</font>/2) Setup: Admiral's Quarters<br />
<i>Inspirational Leader</i> -- When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.<br />
<i>Command Authority</i> -- Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.<br />
<i>Emotionally Attached</i> -- You may not activate the &quot;Admiral's Quarters&quot; location.<br />
<br />
<b>Saul Tigh</b> (<font color="darkorchid">Tactics</font>/3, <font color="lime">Leadership</font>/2) Setup: Command<br />
<i>Cylon Hatred</i> -- When a player activates the &quot;Admiral's Quarters&quot; location, you may choose to reduce the difficulty by 3.<br />
<i>Declare Martial Law</i> -- <b>Action</b>: Once per game, give the President title to the Admiral.<br />
<i>Alcoholic</i> -- At the start of any player's turn, if you have exactly 1 Skill Card in you hand, you must discard it.<br />
<br />
<b>Karl &quot;Helo&quot; Agathon</b> (<font color="lime">Leadership</font>/2, <font color="darkorchid">Tactics</font>/2, <font color="red">Piloting</font>/1) Setup: N/A<br />
<i>ECO Officer</i> -- During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.<br />
<i>Moral Compass</i> -- Once per game, after a player makes a choice on a Crisis Card, you may change it.<br />
<i>Stranded</i> -- Your character is not placed on the 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 &quot;Hangar Deck&quot; location.<br />
<br />
<b>Felix Gaeta</b> (<font color="darkorchid">Tactics</font>/2, <font color="deepskyblue">Engineering</font>/1,  <font color="lime">Leadership</font>/<font color="yellow">Politics</font>/2) Setup: FTL Control<br />
<i>FTL Operator</i> -- Anytime &quot;FTL Control&quot; is activated, you may reroll the die. You must use the new result.<br />
<i>Coup</i> -- <b>Action</b>: Once per game, you may take the Admiral title. If you are in the &quot;Brig&quot; when you take this action, move immediately to &quot;Command&quot; before taking the title.<br />
<i>Misguided</i> -- You may not play more than 3 cards into any skill check.<br />
<br />
<b>Samuel T. Anders</b> (<font color="Lime">LEA</font>/2, <font color="darkorchid">TAC</font>/2, <font color="darkorchid">TAC</font>/<font color="Red">PIL</font>/1) Setup: Armory<br />
<i>Star Player</i> -- <b>Action</b>: Discard any number of skill cards. Then draw that number of skill cards from any one type within your skill set.<br />
<i>Longshot </i>-- Once per game, you may choose the result of a die roll instead of rolling it. This result cannot be modified or re-rolled.<br />
<i>Starts on the Bench</i> -- Skip the receive skill step of your first turn.<br />
<br />
<b><u>Political Leaders</u></b><br />
<br />
<b>Laura Roslin</b> (<font color="yellow">Politics</font>/3, <font color="lime">Leadership</font>/2) Setup: President's Office<br />
<i>Religious Visions</i> -- When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.<br />
<i>Skilled Politician</i> -- <b>Action</b>: 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.<br />
<i>Terminal Illness</i> -- In order to activate a location, you must first discard 2 Skill Cards.<br />
<br />
<b>Gaius Baltar</b> (<font color="yellow">Politics</font>/2, <font color="lime">Leadership</font>/1, <font color="deepskyblue">Engineering</font>/1) Setup: Research Lab<br />
<i>Delusional Intuition</i> -- After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).<br />
<i>Cylon Detector</i> -- <b>Action</b>: Once per game, you may look at all Loyalty Cards belonging to another player.<br />
<i>Coward</i> -- You start the game with 2 Loyalty Cards instead of 1.<br />
<br />
<b>Tom Zarek</b> (<font color="yellow">Politics</font>/2, <font color="lime">Leadership</font>/2, <font color="darkorchid">Tactics</font>/1) Setup: Administration<br />
<i>Friends in Low Places</i> -- When a player activates the &quot;Administration&quot; or &quot;Brig&quot; location, you may choose to reduce or increase the difficulty by 2.<br />
<i>Unconventional Tactics</i> -- <b>Action</b>: Once per game, lose 1 population to gain 1 of any other resource type.<br />
<i>Convicted Criminal</i> -- You may not activate locations occupied by other characters (except the &quot;Brig&quot;).<br />
<br />
<b>Tory Foster</b> (<font color="yellow">Politics</font>/3, <font color="lime">Leadership</font>/1, <font color="darkorchid">Tactics</font>/1) Setup: (Press Room)<br />
<i>Adaptable</i> -- After any player uses the action on a Quorum Card, you may draw 2 skill cards of your choice (they may be from outside your skill set)<br />
<i>Influential</i> -- <b>Action</b>: Once per game, you may examine the top 5 cards of the Quorum deck, and return them to the top of the deck in any order you choose (even if you are not currently the President)<br />
<i>Amoral</i> -- When you are the current player, you must choose the first option listed on any Crisis Cards that say 'Current Player Chooses'<br />
<br />
<b>Ellen Tigh</b> (<font color="yellow">Politics</font>/2, <font color="lime">Leadership</font>/2, <font color="sienna">Treachery</font>/1) Setup: Admiral's Quarters<br />
<i>Politically Adroit</i> -- When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.<br />
<i>Manipulative</i> -- Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn.<br />
<i>Nothing But Trouble</i> -- Your skill set includes <font color="sienna">Treachery</font> cards. (Human players can't use text abilities of <font color="sienna">Treachery</font> Cards.)<br />
<br />
<b><u>Pilots</u></b><br />
<br />
<b>Lee &quot;Apollo&quot; Adama</b> (<font color="red">Piloting</font>/2, <font color="lime">Leadership</font>/<font color="yellow">Politics</font>/2, <font color="darkorchid">Tactics</font>/1) Setup: Launch and Pilot Viper<br />
<i>Alert Viper Pilot</i> -- When a viper is placed in a space area from the &quot;Reserves&quot;, you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the &quot;Brig&quot;.<br />
<i>CAG</i> -- <b>Action</b>: Once per game, you may activate up to 6 unmanned Vipers.<br />
<i>Headstrong</i> -- When you are forced to discard Skill Cards, you must discard randomly.<br />
<br />
<b>Kara &quot;Starbuck&quot; Thrace</b> (<font color="darkorchid">Tactics</font>/2, <font color="red">Piloting</font>/2, <font color="lime">Leadership</font>/<font color="deepskyblue">Engineering</font>/1) Setup: Hangar Deck<br />
<i>Expert Pilot</i> -- When you start your turn piloting a Viper, you may take 2 <b>Action</b>s during your <b>Action</b> Step (instead of 1).<br />
<i>Secret Destiny</i> -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.<br />
<i>Insubordinate</i> -- When a player chooses you with the &quot;Admiral's Quarters&quot; location, reduce the difficulty by 3.<br />
<br />
<b>Sharon &quot;Boomer&quot; Valerii</b> (<font color="darkorchid">Tactics</font>/2, <font color="red">Piloting</font>/2, <font color="deepskyblue">Engineering</font>/1) Setup: Armory<br />
<i>Recon</i> -- At the end of your turn, you may look at the top of the Crisis Deck and place it on the top or bottom.<br />
<i>Mysterious Intuition</i> -- Once per game, before resolving a Skill Check on a Crisis Card, choose the result (Pass or Fail) instead of resolving it normally.<br />
<i>Sleeper Agent</i> -- During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and are moved to the &quot;Brig&quot; location.<br />
<br />
<b>Louanne &quot;Kat&quot; Katraine</b> (<font color="lime">Leadership</font>/1, <font color="darkorchid">Tactics</font>/2, <font color="red">Piloting</font>/2) Setup: Hangar Deck<br />
<i>Hotshot</i> -- When you would roll a die during your <b>Action</b> step, you may instead discard a Skill Card. Use the card's strength +2 instead of the die roll.<br />
<i>Sacrifice</i> -- <b>Action</b>: Once per game while piloting a viper, send yourself to &quot;Sickbay&quot; to destroy 5 raiders, 2 heavy raiders, 1 basestar, or 1 civilian ship in your space area.<br />
<i>Stim Junkie</i> -- At the end of your Action step, if you are in the same location or space area that you were in at the start of your turn, you are moved to &quot;Sickbay&quot;.<br />
<br />
<b><u>Support Crew</u></b><br />
<br />
<b>&quot;Chief&quot; Galen Tyrol</b> (<font color="deepskyblue">Engineering</font>/2, <font color="lime">Leadership</font>/2, <font color="yellow">Politics</font>/1) Setup: Hangar Deck<br />
<i>Maintenance Engineer</i> -- During your turn, after you use a &quot;Repair&quot; Skill Card, you may take another action (once per turn).<br />
<i>Blind Devotion</i> -- 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 O.<br />
<i>Reckless</i> -- You hand limit is 8 (instead of 10).<br />
<br />
<b>Anastasia &quot;Dee&quot; Dualla</b> (<font color="lime">Leadership</font>/1, <font color="darkorchid">Tactics</font>/3, <font color="deepskyblue">Engineering</font>/1) Setup: Communications<br />
<i>Efficient</i> -- When you activate the &quot;Communications&quot; location, you may look at every civilian ship on the game board and may move any number of them.<br />
<i>Fast Learner</i> -- Once per game, before making a Skill check, look at the top 3 cards of any Skill deck (even outside your Skill set), and add all of them either to the Skill check or your hand.<br />
<i>Emotionally Fragile</i> -- When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.<br />
<br />
<b>Callandra &quot;Cally&quot; Tyrol</b> (<font color="yellow">Politics</font>/1, <font color="lime">Leadership</font>/1, <font color="darkorchid">Tactics</font>/1, <font color="deepskyblue">Engineering</font>/2) Setup: Hangar Deck<br />
<i>Quick Fix</i> -- On your turn, once all Skill Cards played into a skill check have been revealed, you may choose one card to discard before resolving skill check abilities and resolving strength.<br />
<i>Discharge of a Firearm</i> -- <b>Action</b>: Once per game, you may execute another character who is in your current location.<br />
<i>Impulsive</i> -- You cannot contribute only one Skill card into a skill check. You must either contribute no Skill cards or contribute two or more Skill cards. (Disregard this while you are in the &quot;Brig&quot;)<br />
<br />
<b><u>Cylon Leaders</u></b><br />
<br />
<b>Cavil</b> (<font color="darkorchid">Tactics</font>/1, <font color="sienna">Treachery</font>/<font color="deepskyblue">Engineering</font>/1) Setup: Cylon Fleet<br />
<i>Primacy</i> -- <b>Action</b>: Place 1 basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.<br />
<i>Aggressive <font color="darkorchid">Tactics</font></i> -- Movement: Once per game you may take 2 <b>Action</b>s.<br />
<i>Lies and Secrets</i> -- When a player reveals a &quot;You are a Cylon&quot; Loyalty Card, you must discard all Skill Cards.<br />
<br />
<b>Leoben Conoy</b> (<font color="yellow">Politics</font>/1, <font color="sienna">Treachery</font>/<font color="deepskyblue">Engineering</font>/1) Setup: Human Fleet<br />
<i>Glimpse the Face of God</i> -- Movement: Draw 2 cards from the top of the Destiny deck, then place 2 cards from your hand on the top of the Destiny deck.<br />
<i>Cryptic Message</i> -- <b>Action</b>: Once per game, exchange your hand of Skill Cards with another player's hand of Skill Cards.<br />
<i>Clouded</i> -- You may not voluntarily move to a location that contains another character.<br />
<br />
<b>&quot;Caprica&quot; Six</b> (<font color="lime">Leadership</font>/1, <font color="sienna">Treachery</font>/<font color="deepskyblue">Engineering</font>/1) Setup: Caprica<br />
<i>Intimate</i> -- Movement: Draw 1 Skill Card at random from a player's hand. Then that player draws 1 card from the Skill deck of your choice (it may be outside that player's Skill set).<br />
<i>Human Delusion</i> -- Once per game, after all Skill Cards played into a Skill check have been revealed, you may play any number of Skill Cards from your hand into the check.<br />
<i>Conflicted Loyalties</i> -- You must discard 1 Skill Card to activate the &quot;Cylon Fleet&quot; location.<br />
<br />
<br />
<b>LINES OF SUCESSION</b><br />
<br />
Line of Succession<br />
<br />
ADMIRAL<br />
1. Helena Cain<br />
2. William Adama<br />
3. Saul Tigh<br />
4. Karl &quot;Helo&quot; Agathon<br />
5. Felix Gaeta<br />
6. Lee &quot;Apollo&quot; Adama<br />
7. Anastasia &quot;Dee&quot; Dualla<br />
8. Kara &quot;Starbuck&quot; Thrace<br />
9. Louanne &quot;Kat&quot; Katraine<br />
10. Sharon &quot;Boomer&quot; Valerii<br />
11. Samuel T. Anders<br />
12. Margaret &quot;Racetrack&quot; Edmunson<br />
13. &quot;Chief&quot; Galen Tyrol<br />
14. Cally Henderson<br />
15. Tom Zarek<br />
16. Tory Foster<br />
17. Ellen Tigh<br />
18. Gaius Baltar<br />
19. Laura Roslin<br />
<br />
PRESIDENT<br />
1. Laura Roslin<br />
2. Gaius Baltar<br />
3. Tom Zarek<br />
4. Tory Foster<br />
5. Ellen Tigh<br />
6. Lee &quot;Apollo&quot; Adama<br />
7. Felix Gaeta<br />
8. William Adama<br />
9. Karl &quot;Helo&quot; Agathon<br />
10. &quot;Chief&quot; Galen Tyrol<br />
11. Cally Henderson<br />
12. Helena Cain<br />
13. Anastasia &quot;Dee&quot; Dualla<br />
14. Margaret &quot;Racetrack&quot; Edmunson<br />
15. Sharon &quot;Boomer&quot; Valerii<br />
16. Samuel T. Anders<br />
17. Saul Tigh<br />
18. Kara &quot;Starbuck&quot; Thrace<br />
19. Louanne &quot;Kat&quot; Katraine <br />
<br />
<b>Locations</b><br />
<br />
<b><u>GALACTICA</u></b><br />
Note: A character moving to Galactica from Colonial One, Pegasus, or a piloted Viper must discard a skill card.<br />
<br />
<i>FTL Control</i><br />
<b>Action:</b> Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.<br />
<br />
<i>Weapons Control</i><br />
<b>Action:</b> Attack one Cylon ships with Galactica. Roll 3-8 to hit a raider, 7-8 to hit a heavy raider, and 5-8 to hit a Basestar.<br />
<br />
<i>Command</i><br />
<b>Action:</b> Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons (3-8 to hit a raider, 7-8 to hit a heavy raider, 8 to hit a Basestar).<br />
<br />
<i>Communications</i><br />
<b>Action:</b> Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.<br />
<br />
<i>Admiral’s Quarters</i><br />
<b>Action:</b> Choose a character; then pass a <font color="darkorchid">Tactics</font>/<font color="lime">Leadership</font> Skill Check of 7 to send him to the “Brig.” Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Cylon from doing any damage if he reveals himself.<br />
<br />
<i>Research Lab</i><br />
<b>Action:</b> Draw 1 <font color="DeepSkyBlue">engineering</font> OR 1 <font color="darkorchid">tactics</font> Skill card.<br />
<br />
<i>Hangar Deck</i><br />
<b>Action:</b> Launch yourself in a viper. You may then take 1 more action. You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.<br />
<br />
<i>Armory</i><br />
<b>Action:</b> Attack a centurion on the Boarding Party track (destroyed on roll of 7-8),<br />
<br />
<i>Sickbay</i><br />
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can (and should) move out of sickbay during the Movement step of his turn.<br />
<br />
<i>Brig</i><br />
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.<br />
<b>Action:</b> Pass a <font color="yellow">Politics</font>/<font color="darkorchid">Tactics</font> Skill Check of 7 to move to any location.<br />
<br />
<b><u>COLONIAL ONE</u></b><br />
Note: A character moving to Colonial One from Galactica, Pegasus, or a piloted Viper must discard a skill card.<br />
<br />
<i>Press Room</i><br />
<b>Action:</b> Draw 2 politics Skill Cards.<br />
<br />
<i>President’s Office</i><br />
<b>Action:</b> If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.<br />
<br />
<i>Administration</i><br />
<b>Action:</b> Choose a character; then pass a <font color="yellow">Politics</font>/<font color="lime">Leadership</font> Skill Check of 5 to give him the President title. Revealed Cylons may not be given the President title.<br />
<br />
<b><u>PEGASUS</u></b><br />
Note: A character moving to Pegasus from Galactica, Colonial One, or a piloted Viper must discard a skill card.<br />
<br />
<i>Pegasus CIC</i><br />
<b>Action:</b> Choose a basestar and roll a die: 1-3 Damage Pegasus, 4-6 Damage Basestar, 7-8 Damage Basestar twice<br />
<br />
<i>Airlock</i><br />
<b>Action:</b> Choose a character and pass a <font color="yellow">Politics</font>/<font color="darkorchid">Tactics</font>/<font color="sienna">Treachery</font> Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the &quot;Brig&quot;.<br />
<br />
<i>Main Batteries</i><br />
<b>Action:</b> Choose a space area and roll a die. 1: Destroy 1 civilian ship 2-3: Damage 1 viper 4-6: Destroy 2 raiders 7-8: Destroy 4 raiders<br />
<br />
<i>Engine Room</i><br />
<b>Action:</b> Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a &quot;prepare for jump&quot; icon.`<br />
<br />
<b><u>CYLON LOCATIONS</u></b><br />
Note: These locations may only be used by a revealed Cylon player or a non-infiltrated Cylon Leader.<br />
<br />
<i>Caprica</i><br />
<b>Action:</b> Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and bury the other on the bottom of the deck. Cylon Activations are not triggered after this Crisis.<br />
<br />
<i>Cylon Fleet</i><br />
<b>Action:</b> Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar. Activating heavy raiders will advance the centurions one step on the boarding party track, even if there are no heavy raiders on the board.<br />
<br />
<i>Human Fleet</i><br />
<b>Action:</b> Look at the top card of the Crisis or Destination deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set). OR Infiltrate Galactica.<br />
<br />
<i>Resurrection Ship</i><br />
You may not voluntarily move to this location (as the Brig or Sickbay). You may only draw 1 Skill Card during your Receive Skill Cards step. <b>Action:</b> Draw 1 Super Crisis Card.<br />
<br />
<i>Basestar Bridge</i><br />
<b>Action:</b> Choose 2 of the following abilities:<br />
-- The CAG must place 1 civilian ship (following all placement rules).<br />
-- Place 1 Basestar or 3 Raiders in any 1 area of the Cylon Fleet.<br />
-- Roll a die. If the number is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.<br />
-- Roll a die. 1-3: Decrease the jump track by 1. 4-8: Increase the pursuit track by 1.<br />
<br />
<br />
<br />
<b><u>New Caprica Locations</u></b><br />
<br />
(Humans in the same space as an Occupation Force may use an <b>Action</b>[/b] to roll a die. If 5 or higher, destroy an Occupation Force.<br />
Players may use &quot;Maximum Firepower&quot; to re-roll.)<br />
<br />
(Cylons in the same space as a human and an Occupation Force may use an <b>Action</b>[/b] to roll a die. If 1-3, move human to Detention. If 4-7, move human to Medical Center.)<br />
<br />
<i>Medical Center</i><br />
You may only draw 1 skill card during your Receive Skills step.<br />
<br />
<i>Detention</i><br />
You may not move or add more than 2 cards to skill checks.<br />
<b>Action:</b> Skill check <font color="yellow">Politics</font>/<font color="darkorchid">Tactics</font> = 9 to move to another location.<br />
<br />
<i>Resistance HQ</i><br />
<b>Human Action:</b> Choose a character on New Caprica (human or Cylon). Skill check <font color="Lime">LEA</font>/<font color="darkorchid">Tactics</font>/<font color="sienna">Treachery</font> = 7 to execute.<br />
<br />
<i>Occupation Authority</i><br />
<b>Human action:</b> If you are the president, you may draw 1 Quorum Card. Then you may play 1 Quorum Card.<br />
<b>Cylon action:</b> Activate 1 occupation force and then place 1 occupation force on this location.<br />
<br />
<i>Breeder's Canyon</i><br />
<b>Human action:</b> Reduce the highest resource by 1 to advance the fleet marker 1 space up the Jump track.<br />
<b>Cylon action:</b> Draw and resolve the top card of the Crisis deck. Skip the Prepare for Jump step of this turn.<br />
<br />
<i>Shipyard</i><br />
<b>Human action:</b> Prepare or evacuate 1 civilian ship. If you evacuate a civilian ship, you may move to any Galactica location.<br />
<b>Cylon action:</b> Look at the top ship of the Locked Civilian Ship stack, and place it on the top or bottom of the stack.<br />
<br />
<br />
<br />
<b>Skills</b><br />
Note: Only 1 Reckless card may be played per skill check. Humans may not use the text abilities on Treachery Cards. The Treachery Cards Broadcast Location, By Your Command, and Special Destiny, as well as all strength 0 Skill Cards have the icon that triggers the Consequence Result on certain Crisis Cards.<br />
<br />
<font color="yellow">Politics</font><br />
(0) <i>Red Tape:</i> <b>Skill Check:</b> Discard all 5 and 6 strength cards from this skill check (before totaling strength).<br />
(1-2) <i>Consolidate Power</i>: <b>Action:</b> Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.<br />
(1-2) <i>Support the People</i>: <b>Reckless:</b> Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill cards.<br />
(3-5) <i>Investigative Committee</i>: Play before cards are added to skill check. All are played face up (excluding the Destiny Deck).<br />
(3-5) <i>Preventative Policy</i>: <b>Movement:</b> Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.<br />
(6) <i>Political Prowess:</i> Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice).<br />
<br />
<font color="lime">Leadership</font><br />
(0) <i>Iron Will:</i> <b>Skill Check:</b> If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.<br />
(1-2) <i>Executive Order</i>: <b>Action:</b> Choose another player who takes 2 actions, or moves and takes 1 action. Cannot use on a revealed Cylon or Sympathizer. Limit 1 XO or &quot;Critical Situation&quot; per turn.<br />
(1-2) <i>Major Victory</i>: Play after you destroy a basestar or centurion on the boarding party track. Roll a die. If 5 or higher, gain 1 morale. Limit 1 per turn.<br />
(3-5) <i>Declare Emergency</i>: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce partial pass difficulty. Limit 1 per skill check.<br />
(3-5) <i>At Any Cost</i>: <b>Reckless:</b> Play before cards are added to a Skill check. All <font color="sienna">Treachery</font> Cards count as positive strength.<br />
(6) <i>State of Emergency:</i> <b>Action:</b> Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).<br />
<br />
<font color="darkorchid">Tactics</font><br />
(0) <i>Trust Instincts:</i> <b>Skill Check:</b> Add the top 2 cards from the Destiny Deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.<br />
(1-2) <i>Launch Scout</i>: <b>Action:</b> Can only use if there is an undamaged Raptor in the reserves. Roll die 3 or higher look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy a Raptor and remove it from the game.<br />
(1-2) <i>Guts and Initiative</i>: <b>Reckless:</b> Play before cards are added to a Skill check. Do not add cards from the Destiny Deck to the Skill Check.<br />
(3-5) <i>Strategic Planning</i>: Play before a die roll to add 2 to result. Limit 1 per die roll.<br />
(3-5) <i>Critical Situation</i>: <b>Movement:</b> Take 1 <b>Action</b>. Limit 1 CS or &quot;Executive Order&quot; per turn.<br />
(6) <i>Scout for Fuel:</i> <b>Action:</b> Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor.<br />
<br />
<font color="red">Piloting</font><br />
(0) <i>Protect the Fleet:</i> <b>Skill Check:</b> If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.<br />
(1-2) <i>Evasive Maneuvers</i>: Play after a Viper is attacked to reroll. If Viper is piloted subtract 2 from the new roll.<br />
(1-2) <i>Full Throttle</i>: [b]Movement or <b>Action:</b> If piloting a viper, you may move to any space area. You may attack 1 Cylon ship in that area (even if you didn't move).<br />
(3-5) <i>Maximum Firepower</i>: <b>Action:</b> Play while piloting a Viper to attack up to 4 times.<br />
(3-5) <i>Run Interference</i>: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them).<br />
(6) <i>Best of the Best:</i> Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.<br />
<br />
<font color="deepskyblue">Engineering</font><br />
(0  <i>Establish Network:</i> <b>Skill Check:</b> Each engineering Skill Card in this skill check counts as double strength (before totaling strength).<br />
(1-2) <i>Repair</i>: <b>Action:</b> Repair your current location, or if in the Hangar Deck repair up to 2 damaged Vipers.<br />
(1-2) <i>Jury Rigged</i>: <b>Reckless:</b> Play before cards are added to a Skill Check to reduce its difficulty by 4.<br />
(3-5) <i>Scientific Research</i>: Play before any cards are added to a skill check. All <font color="deepskyblue">Engineering</font> cards count as positive strength.<br />
(3-5) <i>Calculations</i>: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll.<br />
(6) <i>Build Nuke:</i> <b>Action:</b> The Admiral gains 1 nuke token.<br />
<br />
<font color="sienna">Treachery</font><br />
Note: &quot;Reckless Skill Check&quot; abilities activate when the card is part of a Skill Check in which a Reckless ability was activated.<br />
(1) <i>Broadcast Location</i>: RSC -- Place 1 basestar in front of Glactica and 1 civilian ship behind Galactica. Only trigger this ability once per check.<br />
(1) <i>By Your Command</i>: RSC -- Activate all raiders, heavy raiders, and occupation forces (but not Centurions). Only trigger this ability once per check.<br />
(2) <i>God's Plan</i>: <b>Movement:</b> Exchange this card with the top card of the Destiny Deck.<br />
(2) <i>Special Destiny</i>: RSC -- Each player draws 1 <font color="sienna">Treachery</font> Skill Card. Only trigger this ability once per check.<br />
(3) <i>Human Weakness</i>: <b>Action:</b> If at least 1 human is in &quot;Brig&quot; or &quot;Detention&quot;, reduce the highest resource by 1.<br />
(3) <i>Sabotage</i>: Play when a human player discards a <font color="sienna">Treachery</font> Skill Card. Damage Galactica. Limit 1 per turn.<br />
<br />
<br />
<b>Admiral</b><br />
When the fleet jumps, you draw 2 Destination Cards and choose 1.<br />
You control the nuke tokens.<br />
<b>Action</b>: Launch 1 nuke at a Space Area (nuke is removed from the game).<br />
<br />
<b>President</b><br />
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards.<br />
<b>Action</b>: Draw a Quorum Card into your hand.<br />
Quorum cards can be played as an <b>action</b> and specialize in increasing resources and dealing with unrevealed cylons.<br />
<br />
<b>CAG</b><br />
When a civilian ship needs to be placed on the main game board, you must choose the space area. You must choose an area that does not already contain civilian ships (if able).<br />
<b>Action:</b> Activate 1 unmanned viper and then give the CAG Title Card to any other human player.<br />
<b>Action:</b> Once per turn, if you are piloting a viper, you may activate 1 unmanned viper and then take another action.<br />
<br />
<br />
<br />
<br />
<b>Loyalty Cards</b><br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are Not a Cylon</b><br />
<br />
<i>Our tests indicate that you are not a Cylon, <br />
although you can never know for sure...</i></code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<b>CAN MAKE PLAYERS DRAW TREACHERY CARDS</b><br />
<br />
<b>Action</b>: Reveal this card. If you are not in the &quot;Brig,&quot; <br />
each human player discards 1 random Skill Card and <br />
draws 1 Treachery Card. Then you draw 2 Treachery Cards <br />
(after you discard down to 3 Skill Cards).</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<b>CAN SEND A CHARACTER TO THE BRIG</b><br />
<br />
<b>Action</b>: Reveal this card. If you are not in the &quot;Brig,&quot; <br />
you may choose a character on Galactica. Move that<br />
character to the &quot;Brig.&quot;</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<b>CAN SEND A CHARACTER TO SICKBAY</b><br />
<br />
<b>Action</b>: Reveal this card. If you are not in the &quot;Brig,&quot; <br />
you may choose a character on Galactica. That character<br />
must discard 5 Skill Cards and is moved to &quot;Sickbay.&quot;</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<b>CAN REDUCE MORALE BY 1</b><br />
<br />
<b>Action</b>: Reveal this card. If you are not in the &quot;Brig,&quot; <br />
you may reduce morale by 1.</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<b>CAN DAMAGE GALACTICA</b><br />
<br />
<b>Action</b>: Reveal this card. If you are not in the &quot;Brig,&quot; <br />
you may draw up to 5 Galactica damage tokens.<br />
Choose 2 of them to resolve and discard the others.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<i>Place Centurion</i> -- <b>Action:</b> Reveal this card. If you are not in the Brig, you may place a centurion token at the start of the Boarding Party track.</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="Red">You Are a Cylon</font></b><br />
<i>Decrease Jump Prep</i> -- <b>Action:</b> Reveal this card. If you are not in the Brig, you may decrease the Jump Preparation track by 2.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Stand and Fight</i> -- <b>Action:</b> Reveal this card if 10 or more raiders are on the main game board. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Sacrifice</i> -- <b>Action:</b> Reveal this card if 6 or more vipers are either damaged or destroyed. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Devastation</i> -- <b>Action:</b> Reveal this card if the Admiral has no remaining nuke tokens. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Acquire Power</i> -- <b>Action:</b> Reveal this card if you currently hold 2 or more Title Cards. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Use Caution</i> -- <b>Action:</b> Reveal this card if a 1-distance Destination Card has been resolved. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Selfish</i> -- <b>Action:</b> You may discard any number of Skill Cards with a combined strength of 20 to reveal this card. Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Self-Destruction</i> -- <b>Action:</b> Reveal this card if you are in the &quot;Brig&quot; or &quot;Sickbay.&quot; Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">Personal Goal</font> Card</b><br />
<i>Political Intrigue</i> -- <b>Action:</b> Reveal this card if the President is in the &quot;Brig.&quot; Then, if distance is 6 or less, shuffle 1 &quot;You Are NOT A Cylon&quot; cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.</code><hr />
</div> <br />
<br />
<b>You Are NOT A Cylon -The Final Five Cards</b><br />
Note: If any of these cards are revealed as a result of an execution, all players must discard 2 Skill Cards.<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">The Final Five Card</font></b><br />
<i>Examiner Executed</i> -- If this card is examined by another player, it is immediately revealed. The player who examined this card is executed. Then reshuffle this card with any other Loyalty Cards you possess.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">The Final Five Card</font></b><br />
<i>Cylon Ships Activated</i> -- If this card is examined by another player, it is immediately revealed. Then Activate Raiders, Launch Nukes, and Activate Heavies. Then reshuffle this card with any other Loyalty Cards you possess.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">The Final Five Card</font></b><br />
<i>Damage Galactica Twice</i> -- If this card is examined by another player, it is immediately revealed and Galactica is damaged twice. Then reshuffle this card with any other Loyalty Cards you possess.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">The Final Five Card</font></b><br />
<i>You Are Executed</i> -- If this card is examined by another player, it is immediately revealed, you are executed and all other players must discard 2 random Skill Cards.</code><hr />
</div> <div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b>You Are NOT A Cylon - <font color="red">The Final Five Card</font></b><br />
<i>Examiner Sent to Brig</i> -- If this card is examined by another player, it is immediately revealed. The player who examined this card is sent to the &quot;Brig.&quot; Then reshuffle this card with any other Loyalty Cards you possess.</code><hr />
</div> <br />
<br />
And finally:<br />
<br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="DarkOrange">You are a Symphatizer</font></b><br />
<br />
<b>IMMEDIATELY REVEAL THIS CARD</b><br />
If a least 1 resource is half full or lower (red), <br />
you are moved to the &quot;Brig.&quot;<br />
<br />
Otherwise, you become a revealed Cylon player. <br />
You do not receive a Super Crisis Card and <br />
may not activate the &quot;Cylon Fleet&quot; location.</code><hr />
</div> <br />
<div class="bbcode_container">
	<div class="bbcode_description">Code:</div>
	<hr /><code class="bbcode_code"><b><font color="DarkOrange">You are a Sympathetic Cylon</font></b><br />
<br />
<b>IMMEDIATELY REVEAL THIS CARD</b><br />
You become a revealed Cylon player, but do not receive a Super Crisis Card.<br />
Draw 1 card from the Sympathetic Agenda deck [you win only by fulfilling this card's criteria]. <br />
You may also Infiltrate as if you were a Cylon Leader.</code><hr />
</div> (This is for if we use the associated game variant. See the pegasus rulebook.)<br />
<br />
<br />
<b>Hostile Agenda Deck</b><br />
<br />
You win the game if...<br />
<br />
<b>Show Their True Nature:</b> The Cylons have won and either you are in the Brig/Detention or you have been executed at least once.<br />
<b>Siege Warfare:</b> The Cylons have won and every resource is at half or lower.<br />
<b>Reduce Them To Ruins:</b> The Cylons have won and 4 or more locations are damaged and Morale is at 3 or lower.<br />
<b>Genocide:</b> The Cylons have won and both Food and Population are at 2 or lower.<br />
<b>Mutual Annihilation:</b> The humans have won and you have played a Super Crisis Card.<br />
<b>Grant Mercy:</b> The humans have won and Population, Morale, or Food is at 2 or lower.<br />
<br />
<br />
<b>Sympathetic Agenda Deck</b><br />
<br />
You win the game if...<br />
<br />
<b>Guide Them to Destiny:</b> The humans have won and Population and Morale are within 2 of each other.<br />
<b>Convert the Infidels:</b> The humans have won and all resources are at 3 or lower.<br />
<b>Join the Colonials:</b> The humans have won and you are Infiltrating and not in the Brig/Detention.<br />
<b>Prove Their Worth:</b> The humans have won and at least 5 raptors/vipers are destroyed or damaged.<br />
<b>Salvage Their Equipment:</b> The Cylons have won and 2 or fewer locations are damaged.<br />
<b>The Illusion of Hope:</b> The Cylons have won and 6 or more units of distance have been traveled.<br />
<br />
<br />
<i><b>All prospective players should read and comprehend the rules. </b></i><br />
<br />
Old players and new players are welcome, but I won't hold your hand to explain the rules! <br />
<br />
Logging in to give your orders and possible conditional orders at least daily is necessary so please have fun observing if you can not do that.<br />
<br />
<br />
<b>Play order will be randomized. Each player should make a wishlist with characters they prefer in the order they prefer them in. The first player will get their first preference, all others may or may not get their first preference based on what has been chosen already.</b></div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>glasszon</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?687514-BSG-Season-22-It-has-happened-before-and-it-will-happen-again</guid>
		</item>
		<item>
			<title>Werewolf Lite CCLVII~ Polish Village Circa 1300</title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?687198-Werewolf-Lite-CCLVII-Polish-Village-Circa-1300&amp;goto=newpost</link>
			<pubDate>Tue, 07 May 2013 13:43:23 GMT</pubDate>
			<description><![CDATA[*Give or take a couple hundred years or so.*  The Happy citizens of *Name lost to the ages* were going about their business.  They had a happy little village located in their own isolated and happy corner of Poland.  They also had their own happy set of bridges to get across the rough rivers that the village was unhappily built between.  A strange and dark traveler from outside the village had arrived and claimed both bridges were out.  A quick search confirmed the sad truth and of course the next logical step was to stone the traveler and blame him.  Sadly it seemed he had come to warn them of a sickness creeping throughout the lands, men turning into beasts with nasty sharp pointy teeth!  He had an orb with him to use to see the truth behind a persons identity but some quick thinking villager saved it from possible destruction, or use by others, and claimed it for himself.  Perhaps he could act as a seer to save the town? 

Attempts to rebuild the bridges failed as all the work was destroyed at night and due to the strange lack of any ability to swim or build a boat the townspeople were trapped.  Kill the beasts or lose the village.  Logically all the women and children, or at least most _(RP as whatever)_ were safely secured and armed with all the villages weapons.  Some say the weapons would be better put to use to defend from the werewolves at night but those were ignored.


*DEADLINE IS 21:00 GMT.  IE IN ROUGHLY 7 HOURS 15 MINUTES AFTER THIS POST IS TIMESTAMPED.*

_*Roster*_
1: Rendap as Rendap von Rabenstrange, Travelling Teutonic Knight dead villager hanged day 1
2: Cymsdale dead seer hunted night 2
3: Falc Falch, burly blacksmith
4: Xarkan Xarkan, the quirky librarian
5: RepBentley, Bentley the knave, an immigrant from England taking Polish jobs
6: The split dead werewolf hanged day 1
7: Tonka, The Village Idiot 
8: funnyman320, funnyman the jester 
9: jpr123, Jarek the nomadic priest
10: Nautilu
11: euro
12: blackbishop, Mateusz the innkeeper 
13: citizen1001, Hungarian cousin
14: esemeses, Janusz, the local fisherman and fishmonger
15: Son of liberty, a snooping, nosy neighbor
16: gliomarto  hunted first night as a villager
17: cliges,  bee keeping refugee from the Mongol Invasion

_*Alive*_
4: Xarkan Xarkan, the quirky librarian
5: RepBentley, Bentley the knave, an immigrant from England taking Polish jobs
12: blackbishop, Mateusz the innkeeper 
15: Son of liberty, a snooping, nosy neighbor
17: cliges, (subbed by jpr)  bee keeping refugee from the Mongol Invasion


_RULES_
Rules:

There shall be up to seventeen (17) players. Special Roles will be handed out after the last person signs up and the GM is good and ready. Only Special Roles will get an PM.

The game will then proceed to a Night deadline.

The game is divided into two periods - night and day. For practical reasons these two periods take place at the same time, from one update till the next.
Each day, all players gather and decide to lynch one of the players - the person they think is most likely to be a werewolf. Each night, the werewolves decide who to kill. In each 24 hour period, the village will lynch, and the werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved, TIE, and the werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!


Winning:

The werewolves win if they manage to reach parity with the villagers.
The villagers and seer win if they manage to kill all the werewolves.

Player Roles:
(Villagers): nothing special visitors/employees
(Werewolves): Something/someone bad that hunts at night
(Seer): Scans at night for the baddies.

The Deadline:

DEADLINE FOR VOTES AND OTHER STUFF IS (21:00 GMT)

A vote posted at 12:29pm will count. One posted at 12:30pm will NOT!
Voting Ends At Deadline Even If Game Moderator Is Not Present!

Other Rules:
§1A. - You sign up to the game by requesting so in a post in this thread.
§1B. - No new players will be admitted after the game has started, EXCEPT if substituting for another player.
§1C. - You may at any time be substituted out by requesting so in the thread.
§1D. - Players are responsible for any Private Messages (PMs) missed due to inbox being full.

§2. - Orders and votes submitted after deadline are ignored.

§3A. &#8211; Players will vote daily. Should they not vote, THEY WILL BE REPLACED. There will be no exceptions unless the Game Moderator states otherwise.
§3B. &#8211; Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted.
§3C. &#8211; In the event of a TIE, BOTH players will be executed.
§3D. - The player(s) with the majority of votes at deadline is considered dead. He will not reveal any inside information after the deadline.

§4A. - SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER SUGGEST ANY COURSE OF ACTION OR REVEAL ANY INFORMATION. ANY ACTION WHICH CAN AFFECT TO THE OUTCOME OF THE GAME IS FORBIDDEN. ANYONE CAUGHT DOING IT WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.
§4B. - When doing ghost/spectator commentary, please use a non-white colour.

§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.

§6A. &#8211; The Game Moderator has the last word on all matters.
§6B. &#8211; If the Game Moderator makes a mistake (e.g. with the vote count, hunt orders), if critical information has been revealed, the mistake will be kept.

§7A. &#8211; Forging PMs is allowed. Screenshots of PMs is not.
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.

§8. &#8211; Voting must be done in the following way. Write "VOTE" and the person you are voting for in bold text. For example:

VOTE Aok

If you wish to un-vote someone, write "UNVOTE":


UNVOTE Aok , VOTE Euro

Any other type of voting will not be counted and will make you eligible for subbing. In case of re-voting without un-voting the original vote will be the counted vote. DO NOT EDIT VOTES AFTER POSTING THEM.


§9. - The GM can and will remove players if the GM believes the player is not participating at his/her full capacity. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM. DO NOT SIGN UP FOR THE GAME IF YOU KNOW YOU CAN'T PARTICIPATE.

§10. - Subbing will be permitted so long as subs are available and we encourage subs to sign up and pray for other players to be busy or forgetful.]]></description>
			<content:encoded><![CDATA[<div><i>*Give or take a couple hundred years or so.*  The Happy citizens of *Name lost to the ages* were going about their business.  They had a happy little village located in their own isolated and happy corner of Poland.  They also had their own happy set of bridges to get across the rough rivers that the village was unhappily built between.  A strange and dark traveler from outside the village had arrived and claimed both bridges were out.  A quick search confirmed the sad truth and of course the next logical step was to stone the traveler and blame him.  Sadly it seemed he had come to warn them of a sickness creeping throughout the lands, men turning into beasts with nasty sharp pointy teeth!  He had an orb with him to use to see the truth behind a persons identity but some quick thinking villager saved it from possible destruction, or use by others, and claimed it for himself.  Perhaps he could act as a seer to save the town? <br />
<br />
Attempts to rebuild the bridges failed as all the work was destroyed at night and due to the strange lack of any ability to swim or build a boat the townspeople were trapped.  Kill the beasts or lose the village.  Logically all the women and children, or at least most <u>(RP as whatever)</u> were safely secured and armed with all the villages weapons.  Some say the weapons would be better put to use to defend from the werewolves at night but those were ignored.</i><br />
<br />
<br />
<b><font size="4">DEADLINE IS 21:00 GMT.  IE IN ROUGHLY 7 HOURS 15 MINUTES AFTER THIS POST IS TIMESTAMPED.</font></b><br />
<br />
<u><b>Roster</b></u><br />
<font color="#00FF00">1: Rendap as Rendap von Rabenstrange, Travelling Teutonic Knight dead villager hanged day 1</font><br />
<font color="#00FFFF">2: Cymsdale dead seer hunted night 2</font><br />
3: Falc Falch, burly blacksmith<br />
4: Xarkan Xarkan, the quirky librarian<br />
5: RepBentley, Bentley the knave, an immigrant from England taking Polish jobs<br />
<font color="#FF0000">6: The split dead werewolf hanged day 1</font><br />
7: Tonka, The Village Idiot <br />
8: funnyman320, funnyman the jester <br />
9: jpr123, Jarek the nomadic priest<br />
10: Nautilu<br />
11: euro<br />
12: blackbishop, Mateusz the innkeeper <br />
13: citizen1001, Hungarian cousin<br />
14: esemeses, Janusz, the local fisherman and fishmonger<br />
15: Son of liberty, a snooping, nosy neighbor<br />
<font color="#00FF00">16: gliomarto  hunted first night as a villager</font><br />
17: cliges,  bee keeping refugee from the Mongol Invasion<br />
<br />
<u><b>Alive</b></u><br />
4: Xarkan Xarkan, the quirky librarian<br />
5: RepBentley, Bentley the knave, an immigrant from England taking Polish jobs<br />
12: blackbishop, Mateusz the innkeeper <br />
15: Son of liberty, a snooping, nosy neighbor<br />
17: cliges, (subbed by jpr)  bee keeping refugee from the Mongol Invasion<br />
<br />
<br />
<u>RULES</u><br />
<table><tr><td>
<div>
    <div style="margin-bottom: 5px;">
       <input type="button" value="Show Spoiler" style="width:80px;font-size:10px;margin:0px;padding:0px;" onclick="if (this.value=='Show Spoiler') { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = '';this.innerText = ''; this.value = 'Hide Spoiler'; } else { this.parentNode.parentNode.getElementsByTagName('div')[1].getElementsByTagName('div')[0].style.display = 'none'; this.value = 'Show Spoiler';}">
    </div>
    <div>
        <div style="#0B198C; padding: 3px; display: none;">Rules:<br />
<br />
There shall be up to seventeen (17) players. Special Roles will be handed out after the last person signs up and the GM is good and ready. Only Special Roles will get an PM.<br />
<br />
The game will then proceed to a Night deadline.<br />
<br />
The game is divided into two periods - night and day. For practical reasons these two periods take place at the same time, from one update till the next.<br />
Each day, all players gather and decide to lynch one of the players - the person they think is most likely to be a werewolf. Each night, the werewolves decide who to kill. In each 24 hour period, the village will lynch, and the werewolves will hunt. The villagers can try to lynch multiple people by creating a glorious, Lemeard-approved, TIE, and the werewolves can also decide not to hunt anyone at all at night. Beware of Crovaxian slips as well!<br />
<br />
<br />
Winning:<br />
<br />
The werewolves win if they manage to reach parity with the villagers.<br />
The villagers and seer win if they manage to kill all the werewolves.<br />
<br />
Player Roles:<br />
(Villagers): nothing special visitors/employees<br />
(Werewolves): Something/someone bad that hunts at night<br />
(Seer): Scans at night for the baddies.<br />
<br />
The Deadline:<br />
<br />
DEADLINE FOR VOTES AND OTHER STUFF IS (21:00 GMT)<br />
<br />
A vote posted at 12:29pm will count. One posted at 12:30pm will NOT!<br />
Voting Ends At Deadline Even If Game Moderator Is Not Present!<br />
<br />
Other Rules:<br />
§1A. - You sign up to the game by requesting so in a post in this thread.<br />
§1B. - No new players will be admitted after the game has started, EXCEPT if substituting for another player.<br />
§1C. - You may at any time be substituted out by requesting so in the thread.<br />
§1D. - Players are responsible for any Private Messages (PMs) missed due to inbox being full.<br />
<br />
§2. - Orders and votes submitted after deadline are ignored.<br />
<br />
§3A. &#8211; Players will vote daily. Should they not vote, THEY WILL BE REPLACED. There will be no exceptions unless the Game Moderator states otherwise.<br />
§3B. &#8211; Invalid votes (Voting for Game Moderator/Ghosts) will not be accepted.<br />
§3C. &#8211; In the event of a TIE, BOTH players will be executed.<br />
§3D. - The player(s) with the majority of votes at deadline is considered dead. He will not reveal any inside information after the deadline.<br />
<br />
§4A. - SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT NEVER SUGGEST ANY COURSE OF ACTION OR REVEAL ANY INFORMATION. ANY ACTION WHICH CAN AFFECT TO THE OUTCOME OF THE GAME IS FORBIDDEN. ANYONE CAUGHT DOING IT WILL BE *PERMANENTLY* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.<br />
§4B. - When doing ghost/spectator commentary, please use a non-white colour.<br />
<br />
§5. - Alliances and Feuds which aren't based on your characters or roles in the game between players are forbidden. Alliances and Feuds which continue from one game to another undermine the whole idea of the game.<br />
<br />
§6A. &#8211; The Game Moderator has the last word on all matters.<br />
§6B. &#8211; If the Game Moderator makes a mistake (e.g. with the vote count, hunt orders), if critical information has been revealed, the mistake will be kept.<br />
<br />
§7A. &#8211; Forging PMs is allowed. Screenshots of PMs is not.<br />
§7B. - Posting or quoting of PMs from the GM is not allowed - real or forged.<br />
<br />
§8. &#8211; Voting must be done in the following way. Write &quot;VOTE&quot; and the person you are voting for in bold text. For example:<br />
<br />
VOTE Aok<br />
<br />
If you wish to un-vote someone, write &quot;UNVOTE&quot;:<br />
<br />
<br />
UNVOTE Aok , VOTE Euro<br />
<br />
Any other type of voting will not be counted and will make you eligible for subbing. In case of re-voting without un-voting the original vote will be the counted vote. DO NOT EDIT VOTES AFTER POSTING THEM.<br />
<br />
<br />
§9. - The GM can and will remove players if the GM believes the player is not participating at his/her full capacity. This will be done through the use of killing the player's role, or using substitutes, if they are available. All such decisions are made solely at the discretion of the GM. DO NOT SIGN UP FOR THE GAME IF YOU KNOW YOU CAN'T PARTICIPATE.<br />
<br />
§10. - Subbing will be permitted so long as subs are available and we encourage subs to sign up and pray for other players to be busy or forgetful.</div>
    </div>
</div>
</td></tr></table></div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>jacob-Lundgren</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?687198-Werewolf-Lite-CCLVII-Polish-Village-Circa-1300</guid>
		</item>
		<item>
			<title><![CDATA[[The Resistance] Game 5]]></title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?686830-The-Resistance-Game-5&amp;goto=newpost</link>
			<pubDate>Sun, 05 May 2013 09:58:33 GMT</pubDate>
			<description><![CDATA[The Resistance - Game 5

Another installment of The Resistance!

Players and Roles

This is a game for 5 to 10 players. Normally, the players handle the  organisation of the game themselves, but for a number of reasons this is  not possible on a forum. Therefore, the game will be held under the  auspices of a GM.

The players will be given a Role through PM, either Spy or  Resistance. The Spies will be informed of the identities of the  other Spies. Distribution of the Roles depends on the number of players:


[TR]
[TD]Players[/TD]
[TD]5[/TD]
[TD]6[/TD]
[TD]7[/TD]
[TD]8[/TD]
[TD]9[/TD]
[TD]10[/TD]
[/TR]
[TR]
[TD]Resistance[/TD]
[TD]3[/TD]
[TD]4[/TD]
[TD]4[/TD]
[TD]5[/TD]
[TD]6[/TD]
[TD]6[/TD]
[/TR]
[TR]
[TD]Spies[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]4[/TD]
[/TR]


The GM will also determine the order in which players will become Leader and assign the first Leader in a public post.

Game Play

The game consists of between three and five Rounds; each Round is comprised of a Plot Card phase, a Team Building phase and a Mission  phase.

Distribute Plot Cards

The GM randomly selects a number of Plot Cards, depending on the amount of players:


[TR]
[TD]Players[/TD]
[TD]5[/TD]
[TD]6[/TD]
[TD]7[/TD]
[TD]8[/TD]
[TD]9[/TD]
[TD]10[/TD]
[/TR]
[TR]
[TD]Plot Cards drawn[/TD]
[TD]1[/TD]
[TD]1[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]3[/TD]
[TD]3[/TD]
[/TR]


These Plot Cards are revealed publicly. The Leader then publicly handles the effects of the Cards as he sees fit.

Build the Team

The Team Building phase consists of the Leader picking the players that  he would like on the Mission Team followed by all the players Voting to  Approve or Reject the Mission Team.

For each Mission, the Leader chooses a predetermined amount of players,  possibly including himself, according to the following table:


[TR]
[TD]Players[/TD]
[TD]5[/TD]
[TD]6[/TD]
[TD]7[/TD]
[TD]8[/TD]
[TD]9[/TD]
[TD]10[/TD]
[/TR]
[TR]
[TD]1st Mission Team[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]2[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[/TR]
[TR]
[TD]2nd Mission Team[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]4[/TD]
[TD]4[/TD]
[TD]4[/TD]
[/TR]
[TR]
[TD]3rd Mission Team[/TD]
[TD]2[/TD]
[TD]4[/TD]
[TD]3[/TD]
[TD]4[/TD]
[TD]4[/TD]
[TD]4[/TD]
[/TR]
[TR]
[TD]4th Mission Team[/TD]
[TD]3[/TD]
[TD]3[/TD]
[TD]4[/TD]
[TD]5[/TD]
[TD]5[/TD]
[TD]5[/TD]
[/TR]
[TR]
[TD]5th Mission Team[/TD]
[TD]3[/TD]
[TD]4[/TD]
[TD]4[/TD]
[TD]5[/TD]
[TD]5[/TD]
[TD]5[/TD]
[/TR]


Once the Leader posts his proposal in public, all players *must* vote to either APPROVE or REJECT. the proposed Team in  public.  Players may vote in secret by PM, though, if they prefer. The stated intentions do not have to agree with the vote sent to the GM, but the latter is the one that counts if there is a discrepancy.  Again, players have the option to vote by PM, but they ought to *_also_* state something about their intentions regarding the current vote in the the thread.

The Mission Team is approved if the majority of Votes approved and fails  if a majority rejected the assignments; a tied vote is also a  rejection. If the Mission Team is approved, play continues in the  Mission phase. If the Mission Team is rejected, the Leader passes to the  next player in line and the Team Building phase is repeated.

The Spies win the game if five Mission Teams are rejected in a single Round.

Conduct the Mission

Each player on the Mission Team *must* Vote to either SUPPORT or SABOTAGE the Mission through PM to the GM. Resistance players *must* SUPPORT the Mission, Spies have the choice between SUPPORT and SABOTAGE.  

The Mission is successful only if *every* player on the  Team supports it; if one or more sabotages occur, the Mission fails.  Note that with games of 7 players or more, the 4th Mission requires at least two sabotages to fail, but the fifth only requires one.

The GM announces the result of the Mission shortly after the deadline in an update without revealing who did what.  However, the number of SABOTAGE orders, if any, will be noted. The Leader passes to the next in line and the next Round  starts.

*Example of a Round*

Round Begins:

1. The new leader distributes cards, if there are any.  Only the first leader per round receives cards to distribute.  *See Special Note on Card below for more information about cards. 

2. The leader proposes a team.
3. Players vote on whether to APPROVE or REJECT the team proposed by the leader.
4. Members of the proposed team pre-load their SUPPORT or SABOTAGE orders to the GM via PM.
5. At deadline the team will be either approved or rejected.  A tie is considered a rejected team.

6. If the team was APPROVED, GM will state in the update whether or not the mission was SUCCESSFUL or FAILED based on the team members' pre-loaded orders. A new round begins with a new leader who has new cards to distribute and proposes another team.

7.  If the team is REJECTED, the game stays in the Team Building phase. The next leader in line then proposes a team.  The cycle repeats until a team is APPROVED.  Once a mission is completed, whether SUCCESSFUL or FAILED, a new round starts.  





Victory

The cycle of Team building and Mission continues until one side scores 3  missions: the Resistance must have 3 successful missions while the  Spies want 3 failed missions. Remember that the Spies also win if they  can have 5 Teams rejected in the same Round.

Plot Cards

The contents of the Plot Card deck depend on the number of players. The  first numbers before the card name indicates how many of this card there  are if there are 7 or less players, the second number indicates how  many for 8 or more.

2/2 - *Strong Leader* &#8211; One time use - The player to whom  the Leader passes this  card may use this card to become the Leader.  Use of this card must be  declared before Plot Cards are drawn by the  GM. When a "Strong Leader"  is played, another "Strong Leader" may not  be played until a Vote has  been taken.
2/3 - * Keeping a close eye on you* &#8211; One time use - The  player to whom the  Leader passes this card may use this card to learn  whether a player  SUPPORTED or SABOTAGED a Mission. The player holding it may ask, by PM to the GM during the team approval or mission phase, to use it on a player on the Mission team, and when the mission has concluded will learn whether the specified player supported or sabotaged. A player's mission order may not be checked by more than one player.
1/3 - *No Confidence* &#8211; One time use - The player to whom  the Leader passes this  card may use this card to reject an approved  Mission team (successful  Vote). Using this card counts as a failed  Vote.
1/2 - *Take Responsibility* &#8211; Use immediately &#8211; The player to whom the Leader  passes this card must take one Plot card from any other player.
0/2 - *Overheard Conversation* &#8211; Use immediately &#8211; The  player to whom the Leader passes this card must publicly choose one  player adjacent to him on the player list. This player's role will be  revealed to him through PM by the GM.
0/1 - *Establish Confidence* &#8211; Use immediately &#8211; The  Leader must choose one other player publicly. The GM will reveal the  Leader's Role to that player in PM.
0/1 - *Open Up* &#8211; Use immediately &#8211; The player to whom  the Leader passes this card must choose one other player publicly. The  player chosen by the Leader will have his Role revealed by the GM  through PM to the player that he chose.
0/1 - *In the Spotlight* &#8211; One time use - The player to  whom the Leader passes this card may use this card to force a player to  play their Mission card face up. The player playing this card must  declare its use and the target player immediately after Mission Team  selection.

Original card rules here. (http://forum.paradoxplaza.com/forum/showthread.php?686830-The-Resistance-Game-5&p=15444842&viewfull=1#post15444842)

*Special Note on Cards*

Cards can be played publicly or privately unless otherwise stated in the description of that card.  Players may play a card by stating so in the thread or through PM.  Please bold card use if done in the thread. 

Cards for immediate use will be played as soon as the player to whom it is passed is able.  GM will reveal the results of such cards as soon as is practicable. 

If a No Confidence is played, the team will be considered REJECTED, and no information about the mission orders will be revealed.  Any cards played relating to the mission will therefore be considered unplayed and players will continue to hold any such cards.

No Confidences and Strong Leaders will be treated one a first come, first served based on the time they are played. That is only, the first one played per day goes into effect and if any other of the same card is unplayed and the player keeps it. 


Regarding Immediate Use cards (6/5):

Immediate use cards must be played before the leader makes his team proposal. The game will not proceed until the results of the card have been agreed upon.

A No Confidence or Strong Leader Card can be played at any time before plot cards are drawn.

The effects of No Confidence are immediate and GM will state that leadership as passed as soon as is practicable.  The new leader will then be leader for the duration of the current day *AND* the next one so as to allow at least 24 hours for the vote on the leader's team proposal and pre-loading of the mission orders of that team.  

Use of a card is considered final and cannot be undone.  



*General Information on Voting and Mission Orders*

Each player must Vote in during Team Building phase. 

Each player on the Mission must Vote by PM to the GM in the Mission phase. 

If there are Votes missing at the deadline, the GM will take the necessary actions to move the game forward.  Vote is final regardless of whether or not all players have voted, but everyone should try to vote.  Deliberately not voting is *very* frowned upon and goes against the spirit of this game.



*Deadlines, Voting, and Mission Resolution*   

The deadline in this game will fall when all the players have voted, or if a player has been inactive for a sufficiently long time to be replaced. Players can vote publicly in the thread or privately via PM.  All players' votes will be revealed at the final count.  Players should try to not miss any team approval votes.  

All players on the mission team, whether Resistance or Spies and regardless of their intended action, must send a PM to the GM for the mission to be resolved.

If a team is not approved, nothing regarding the mission orders for that team will be revealed.

Formalities

All communication between players must occur in the public thread. PMs between players are NOT allowed, neither are phone calls, talking in another thread, letting things slip while having a drink, etc. *No private conversations about this game, period.*

Each player is solely responsible for clearly communicating to the GM  and the other players. This is especially crucial for the Leader. He has  a number of statements to make in public, like who gets what Plot Card  and his Mission Team proposals. Both of these may be discussed in public beforehand, however, at some point a clear and final statement must be  made.]]></description>
			<content:encoded><![CDATA[<div><font size="6"><div align="center">The Resistance - Game 5</div></font><br />
<div align="center">Another installment of The Resistance!<br />
</div><br />
<font size="5">Players and Roles</font><br />
<br />
This is a game for 5 to 10 players. Normally, the players handle the  organisation of the game themselves, but for a number of reasons this is  not possible on a forum. Therefore, the game will be held under the  auspices of a GM.<br />
<br />
The players will be given a Role through PM, either Spy or  Resistance. The Spies will be informed of the identities of the  other Spies. Distribution of the Roles depends on the number of players:<br />
<br />
<div class="cms_table"><table class="cms_table_grid"><tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Players</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">6</td>
<td class="cms_table_grid_td">7</td>
<td class="cms_table_grid_td">8</td>
<td class="cms_table_grid_td">9</td>
<td class="cms_table_grid_td">10</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Resistance</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">6</td>
<td class="cms_table_grid_td">6</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Spies</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
</tr>
</table></div>
<br />
<br />
The GM will also determine the order in which players will become Leader and assign the first Leader in a public post.<br />
<br />
<font size="5">Game Play</font><br />
<br />
The game consists of between three and five Rounds; each Round is comprised of a Plot Card phase, a Team Building phase and a Mission  phase.<br />
<br />
<font size="4">Distribute Plot Cards</font><br />
<br />
The GM randomly selects a number of Plot Cards, depending on the amount of players:<br />
<br />
<div class="cms_table"><table class="cms_table_grid"><tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Players</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">6</td>
<td class="cms_table_grid_td">7</td>
<td class="cms_table_grid_td">8</td>
<td class="cms_table_grid_td">9</td>
<td class="cms_table_grid_td">10</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Plot Cards drawn</td>
<td class="cms_table_grid_td">1</td>
<td class="cms_table_grid_td">1</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
</tr>
</table></div>
<br />
<br />
These Plot Cards are revealed publicly. The Leader then publicly handles the effects of the Cards as he sees fit.<br />
<br />
<font size="4">Build the Team</font><br />
<br />
The Team Building phase consists of the Leader picking the players that  he would like on the Mission Team followed by all the players Voting to  Approve or Reject the Mission Team.<br />
<br />
For each Mission, the Leader chooses a predetermined amount of players,  possibly including himself, according to the following table:<br />
<br />
<div class="cms_table"><table class="cms_table_grid"><tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">Players</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">6</td>
<td class="cms_table_grid_td">7</td>
<td class="cms_table_grid_td">8</td>
<td class="cms_table_grid_td">9</td>
<td class="cms_table_grid_td">10</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">1st Mission Team</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">2nd Mission Team</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">3rd Mission Team</td>
<td class="cms_table_grid_td">2</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">4th Mission Team</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">5</td>
</tr>
<tr valign="top" class="cms_table_grid_tr"><td class="cms_table_grid_td">5th Mission Team</td>
<td class="cms_table_grid_td">3</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">4</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">5</td>
<td class="cms_table_grid_td">5</td>
</tr>
</table></div>
<br />
<br />
Once the Leader posts his proposal in public, all players <b>must</b> vote to either APPROVE or REJECT. the proposed Team in  public.  Players may vote in secret by PM, though, if they prefer. The stated intentions do not have to agree with the vote sent to the GM, but the latter is the one that counts if there is a discrepancy.  Again, players have the option to vote by PM, but they ought to <b><u>also</u></b> state something about their intentions regarding the current vote in the the thread.<br />
<br />
The Mission Team is approved if the majority of Votes approved and fails  if a majority rejected the assignments; a tied vote is also a  rejection. If the Mission Team is approved, play continues in the  Mission phase. If the Mission Team is rejected, the Leader passes to the  next player in line and the Team Building phase is repeated.<br />
<br />
The Spies win the game if five Mission Teams are rejected in a single Round.<br />
<br />
<font size="4">Conduct the Mission</font><br />
<br />
Each player on the Mission Team <b>must</b> Vote to either SUPPORT or SABOTAGE the Mission through PM to the GM. Resistance players <b>must</b> SUPPORT the Mission, Spies have the choice between SUPPORT and SABOTAGE.  <br />
<br />
The Mission is successful only if <b>every</b> player on the  Team supports it; if one or more sabotages occur, the Mission fails.  Note that with games of 7 players or more, the 4th Mission requires at least two sabotages to fail, but the fifth only requires one.<br />
<br />
The GM announces the result of the Mission shortly after the deadline in an update without revealing who did what.  However, the number of SABOTAGE orders, if any, will be noted. The Leader passes to the next in line and the next Round  starts.<br />
<br />
<b><font size="3">Example of a Round</font></b><br />
<br />
Round Begins:<br />
<br />
1. The new leader distributes cards, if there are any.  Only the first leader per round receives cards to distribute.  *See Special Note on Card below for more information about cards. <br />
<br />
2. The leader proposes a team.<br />
3. Players vote on whether to APPROVE or REJECT the team proposed by the leader.<br />
4. Members of the proposed team pre-load their SUPPORT or SABOTAGE orders to the GM via PM.<br />
5. At deadline the team will be either approved or rejected.  A tie is considered a rejected team.<br />
<br />
6. If the team was APPROVED, GM will state in the update whether or not the mission was SUCCESSFUL or FAILED based on the team members' pre-loaded orders. A new round begins with a new leader who has new cards to distribute and proposes another team.<br />
<br />
7.  If the team is REJECTED, the game stays in the Team Building phase. The next leader in line then proposes a team.  The cycle repeats until a team is APPROVED.  Once a mission is completed, whether SUCCESSFUL or FAILED, a new round starts.  <br />
<br />
<br />
<br />
<br />
<br />
<font size="5">Victory</font><br />
<br />
The cycle of Team building and Mission continues until one side scores 3  missions: the Resistance must have 3 successful missions while the  Spies want 3 failed missions. Remember that the Spies also win if they  can have 5 Teams rejected in the same Round.<br />
<br />
<font size="5">Plot Cards</font><br />
<br />
The contents of the Plot Card deck depend on the number of players. The  first numbers before the card name indicates how many of this card there  are if there are 7 or less players, the second number indicates how  many for 8 or more.<br />
<br />
2/2 - <b>Strong Leader</b> &#8211; One time use - The player to whom  the Leader passes this  card may use this card to become the Leader.  Use of this card must be  declared before Plot Cards are drawn by the  GM. When a &quot;Strong Leader&quot;  is played, another &quot;Strong Leader&quot; may not  be played until a Vote has  been taken.<br />
2/3 - <b> Keeping a close eye on you</b> &#8211; One time use - The  player to whom the  Leader passes this card may use this card to learn  whether a player  SUPPORTED or SABOTAGED a Mission. The player holding it may ask, by PM to the GM during the team approval or mission phase, to use it on a player on the Mission team, and when the mission has concluded will learn whether the specified player supported or sabotaged. A player's mission order may not be checked by more than one player.<br />
1/3 - <b>No Confidence</b> &#8211; One time use - The player to whom  the Leader passes this  card may use this card to reject an approved  Mission team (successful  Vote). Using this card counts as a failed  Vote.<br />
1/2 - <b>Take Responsibility</b> &#8211; Use immediately &#8211; The player to whom the Leader  passes this card must take one Plot card from any other player.<br />
0/2 - <b>Overheard Conversation</b> &#8211; Use immediately &#8211; The  player to whom the Leader passes this card must publicly choose one  player adjacent to him on the player list. This player's role will be  revealed to him through PM by the GM.<br />
0/1 - <b>Establish Confidence</b> &#8211; Use immediately &#8211; The  Leader must choose one other player publicly. The GM will reveal the  Leader's Role to that player in PM.<br />
0/1 - <b>Open Up</b> &#8211; Use immediately &#8211; The player to whom  the Leader passes this card must choose one other player publicly. The  player chosen by the Leader will have his Role revealed by the GM  through PM to the player that he chose.<br />
0/1 - <b>In the Spotlight</b> &#8211; One time use - The player to  whom the Leader passes this card may use this card to force a player to  play their Mission card face up. The player playing this card must  declare its use and the target player immediately after Mission Team  selection.<br />
<br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?686830-The-Resistance-Game-5&amp;p=15444842&amp;viewfull=1#post15444842" target="_blank">Original card rules here.</a><br />
<br />
<b><font size="3">Special Note on Cards</font></b><br />
<br />
Cards can be played publicly or privately unless otherwise stated in the description of that card.  Players may play a card by stating so in the thread or through PM.  Please bold card use if done in the thread. <br />
<br />
Cards for immediate use will be played as soon as the player to whom it is passed is able.  GM will reveal the results of such cards as soon as is practicable. <br />
<br />
If a No Confidence is played, the team will be considered REJECTED, and no information about the mission orders will be revealed.  Any cards played relating to the mission will therefore be considered unplayed and players will continue to hold any such cards.<br />
<br />
No Confidences and Strong Leaders will be treated one a first come, first served based on the time they are played. That is only, the first one played per day goes into effect and if any other of the same card is unplayed and the player keeps it. <br />
<br />
<br />
Regarding Immediate Use cards (6/5):<br />
<br />
Immediate use cards must be played before the leader makes his team proposal. The game will not proceed until the results of the card have been agreed upon.<br />
<br />
A No Confidence or Strong Leader Card can be played at any time before plot cards are drawn.<br />
<br />
The effects of No Confidence are immediate and GM will state that leadership as passed as soon as is practicable.  The new leader will then be leader for the duration of the current day <b>AND</b> the next one so as to allow at least 24 hours for the vote on the leader's team proposal and pre-loading of the mission orders of that team.  <br />
<br />
Use of a card is considered final and cannot be undone.  <br />
<br />
<br />
<br />
<b><font size="4">General Information on Voting and Mission Orders</font></b><br />
<br />
Each player must Vote in during Team Building phase. <br />
<br />
Each player on the Mission must Vote by PM to the GM in the Mission phase. <br />
<br />
If there are Votes missing at the deadline, the GM will take the necessary actions to move the game forward.  Vote is final regardless of whether or not all players have voted, but everyone should try to vote.  Deliberately not voting is <b><i><font size="3">very</font></i></b> frowned upon and goes against the spirit of this game.<br />
<br />
<br />
<br />
<b><font size="4">Deadlines, Voting, and Mission Resolution</font></b>   <br />
<br />
The deadline in this game will fall when all the players have voted, or if a player has been inactive for a sufficiently long time to be replaced. Players can vote publicly in the thread or privately via PM.  All players' votes will be revealed at the final count.  Players should try to not miss any team approval votes.  <br />
<br />
All players on the mission team, whether Resistance or Spies and regardless of their intended action, must send a PM to the GM for the mission to be resolved.<br />
<br />
If a team is not approved, nothing regarding the mission orders for that team will be revealed.<br />
<br />
<font size="5">Formalities</font><br />
<br />
All communication between players must occur in the public thread. PMs between players are NOT allowed, neither are phone calls, talking in another thread, letting things slip while having a drink, etc. <b>No private conversations about this game, period.</b><br />
<br />
Each player is solely responsible for clearly communicating to the GM  and the other players. This is especially crucial for the Leader. He has  a number of statements to make in public, like who gets what Plot Card  and his Mission Team proposals. Both of these may be discussed in public beforehand, however, at some point a clear and final statement must be  made.</div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>tamius23</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?686830-The-Resistance-Game-5</guid>
		</item>
		<item>
			<title><![CDATA[[Forum Game] WiR ALT 1901]]></title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&amp;goto=newpost</link>
			<pubDate>Sat, 27 Apr 2013 21:45:55 GMT</pubDate>
			<description><![CDATA[Image: http://img585.imageshack.us/img585/5661/1901title.png 

Hello and welcome to World in Revolution: 1901!  The game was created by the illustrious Frymonmon and his friend, Red Cesar.  After much discussion it was decided to create a new world for the Twentieth Century.  With the aid of my co-GMs, we will make the game work flawlessly, and although it seems difficult, it is really quite simple. All the hard work is done behind the scenes.

Nation Registration: OPEN/*Closed*
Nations Taken: *22*/22
***NOTE: Great Powers will require GM approval***
Open Nations: NONE

The essence of the game is that on September 15th, 1901, President McKinley was assassinated during the Columbia Exposition, and Vice President Theodore Roosevelt has just ascended to the Presidency.  Europe is currently split amongst the hands of several similarly powerful nations, with each desiring more power and influence. Further East, in Asia, the once large Qing Empire has crumbled and the modernized nations of Japan and Korea have been quick to take advantage of this weakness.  You are to take the reins of a leader in this turbulent era, and attempt to guide your nation to peace and prosperity (or war and destruction). You are to pass laws, use your military, but you must remember, you are a leader only by the consent of the governed. If you lose your population's favor, you are removed from your country - and the game.

*Rules & Procedures*

The rules are fairly simple. As the leader of your nation, you send the orders you wish to do to me, KeldoniaSkylar. The orders you choose are basically unlimited, your only restraints are the time period and your imagination. This means, if you want to hatch a crazy plan of trapping African Gorillas and letting them loose in Washington, D.C. well. Go ahead. If you want to build a nuclear reactor in 1910, it's not going to happen. Keep in mind, you can trade with other nations, create secret treaties, wage war and all of that.

Each turn will constitute a single year. We start off on September 15th, 1901. If things, such as the Great War, appear then I will slow the game down to three-month turns to simulate the intensity of the war. I doubt I will go faster than a year long turn, or go slower than a three month turn.

Now, what is your main goal in this entire game? Guide your nation through the twilight of the Victorian Era. This means building industry, infrastructure, Waging War for your nation, Diplomacy, Keeping your Government Stable. You can pretty much shape your nation anyway you want to be, provided you have the support. World in Revolution takes into account for your population. Although you can ignore these movements and even suppress them, you should keep them in mind. This is to make sure the game is kept to a degree of realism. This will not be an absolute strict restraint on your nation, but it will be an underlying factor. World in Revolution is built on the underlying factors, which the GMs take care of, don't worry. At any time you can ask the GM the "Mood of your nation", and you can request a run down from me.

If you are going to post something In Character (IC) then you simply post in the thread, using a flag if you wish to help others know what nation is speaking. If you are saying something Out Of Character (OOC) then you must add the tag "OOC:" before your post. If you do not do so, your post WILL be taken as IC, and can be used against you by other players in IC. 


*Orders*

A Nation shall submit their orders to me via Private Message. In the title of this message it MUST have your countries name and the date, as well as the year this order is for. For example, for the United Kingdom at the game's start, it would read "WiR - United Kingdom 1901"

The orders are fairly simple. Every great power (nations ranked 1-9) is allowed to send me 4 orders of any kind encompassing anything, with 2 orders designated as national focuses.  Secondary Powers (10-16) are allowed 4 orders with 1 national focus.  All other nations will receive 3 orders of any kinds with 1 order designated as a national focus.  A national focus specifies an order can not roll below a 4 (out of 10). Each national also will receive 1 treaty order. However, there is a twist. If your nation is at war, you get a supplemental "War Plan". You must clarify what is your War Plan, and you are entitled to using 4 lines or sentences to describe what you want done. There are also Colonial Orders. A nation that holds Colonies is entitled to 1 Colonial Order, which can deal with anything about a colony; adjusting borders, raising taxes, or releasing nations. In order to try and make sure our Game Moderators remain sane, and can produce updates, each nation is limited to using only two sentences for their orders.
*
Updates*

There are two types of updates. A Normal Update encompasses on entire year. This is the largest update and most of the action takes place here. Wars, Diplomacy, Nation Building ect. The next type of update is a War Update. A Mini-Update is similar to the Normal Update, but it takes place alongside of the Normal Update, and it uses up normal orders. This can encompass anything a Normal Update normally would, but is generally more specific, such as details of a specific battle in a war, or turmoil in a country that would normally get two lines in the Normal Update.

*Game Moderators*
This game has a total of Four Game Moderators. We each control specific aspects of the update, in order to ensure it can be pushed out with quality and quickly. The different sections are as follows:

Overall: KeldoniaSkylar (http://forum.paradoxplaza.com/forum/member.php?95708-KeldoniaSkylar)
Asia: Maxwell500
The Americas: Pirate
The Balkans: Mathrim
Maps and Other: Duke of Britain

Specific Rules
* All Mobilization by countries must be announced 24 Hours before the official order deadlines.
* Declarations of War are final, and cannot be taken back. Only a Peace Treaty may resolve the conflict
* All Treaties must be GM approved - unless a simple Bi-lateral trade treaty

*IRC Channel:*
Link: Coldfront (http://coldfront.net/)
IRC: #WiR_Alt1901
Instructions: Here (http://forum.paradoxplaza.com/forum/showthread.php?583446-Forum-Game-World-in-Revolution-1861&p=13625217&viewfull=1#post13625217)

*_Table of Contents
_*

_Image: http://img835.imageshack.us/img835/6544/updatejq.png 
_
1901 (http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&p=15390899&viewfull=1#post15390899)
1902 (http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&p=15444410&viewfull=1#post15444410)
1903


_Image: http://img32.imageshack.us/img32/1898/statszc.png  
_
1902 (http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&p=15390928&viewfull=1#post15390928)
1903 (http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&p=15444412&viewfull=1#post15444412)
1904


*Mini Updates*
The Restoration of an Empire (http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&p=15401065&viewfull=1#post15401065)



*Flavor Updates*
The Flight of the First Zeppelin (http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&p=15411483&viewfull=1#post15411483)


]]></description>
			<content:encoded><![CDATA[<div><span style="font-family: Verdana"><div align="center"><img src="http://img585.imageshack.us/img585/5661/1901title.png" border="0" alt="" /></div><br />
<br />
Hello and welcome to World in Revolution: 1901!  The game was created by the illustrious Frymonmon and his friend, Red Cesar.  After much discussion it was decided to create a new world for the Twentieth Century.  With the aid of my co-GMs, we will make the game work flawlessly, and although it seems difficult, it is really quite simple. All the hard work is done behind the scenes.<br />
<br />
Nation Registration: <font color="#00FF00">OPEN</font>/<font color="#FF0000"><b>Closed</b></font><br />
Nations Taken: <b>22</b>/22<br />
***NOTE: Great Powers will require GM approval***<br />
Open Nations: NONE<br />
<br />
The essence of the game is that on September 15th, 1901, President McKinley was assassinated during the Columbia Exposition, and Vice President Theodore Roosevelt has just ascended to the Presidency.  Europe is currently split amongst the hands of several similarly powerful nations, with each desiring more power and influence. Further East, in Asia, the once large Qing Empire has crumbled and the modernized nations of Japan and Korea have been quick to take advantage of this weakness.  You are to take the reins of a leader in this turbulent era, and attempt to guide your nation to peace and prosperity (or war and destruction). You are to pass laws, use your military, but you must remember, you are a leader only by the consent of the governed. If you lose your population's favor, you are removed from your country - and the game.<br />
<br />
<b>Rules &amp; Procedures</b><br />
<br />
The rules are fairly simple. As the leader of your nation, you send the orders you wish to do to me, KeldoniaSkylar. The orders you choose are basically unlimited, your only restraints are the time period and your imagination. This means, if you want to hatch a crazy plan of trapping African Gorillas and letting them loose in Washington, D.C. well. Go ahead. If you want to build a nuclear reactor in 1910, it's not going to happen. Keep in mind, you can trade with other nations, create secret treaties, wage war and all of that.<br />
<br />
Each turn will constitute a single year. We start off on September 15th, 1901. If things, such as the Great War, appear then I will slow the game down to three-month turns to simulate the intensity of the war. I doubt I will go faster than a year long turn, or go slower than a three month turn.<br />
<br />
Now, what is your main goal in this entire game? Guide your nation through the twilight of the Victorian Era. This means building industry, infrastructure, Waging War for your nation, Diplomacy, Keeping your Government Stable. You can pretty much shape your nation anyway you want to be, provided you have the support. World in Revolution takes into account for your population. Although you can ignore these movements and even suppress them, you should keep them in mind. This is to make sure the game is kept to a degree of realism. This will not be an absolute strict restraint on your nation, but it will be an underlying factor. World in Revolution is built on the underlying factors, which the GMs take care of, don't worry. At any time you can ask the GM the &quot;Mood of your nation&quot;, and you can request a run down from me.<br />
<br />
If you are going to post something In Character (IC) then you simply post in the thread, using a flag if you wish to help others know what nation is speaking. If you are saying something Out Of Character (OOC) then you must add the tag &quot;OOC:&quot; before your post. If you do not do so, your post WILL be taken as IC, and can be used against you by other players in IC. <br />
<br />
<br />
<b>Orders</b><br />
<br />
A Nation shall submit their orders to me via Private Message. In the title of this message it MUST have your countries name and the date, as well as the year this order is for. For example, for the United Kingdom at the game's start, it would read &quot;WiR - United Kingdom 1901&quot;<br />
<br />
The orders are fairly simple. Every great power (nations ranked 1-9) is allowed to send me 4 orders of any kind encompassing anything, with 2 orders designated as national focuses.  Secondary Powers (10-16) are allowed 4 orders with 1 national focus.  All other nations will receive 3 orders of any kinds with 1 order designated as a national focus.  A national focus specifies an order can not roll below a 4 (out of 10). Each national also will receive 1 treaty order. However, there is a twist. If your nation is at war, you get a supplemental &quot;War Plan&quot;. You must clarify what is your War Plan, and you are entitled to using 4 lines or sentences to describe what you want done. There are also Colonial Orders. A nation that holds Colonies is entitled to 1 Colonial Order, which can deal with anything about a colony; adjusting borders, raising taxes, or releasing nations. In order to try and make sure our Game Moderators remain sane, and can produce updates, each nation is limited to using only two sentences for their orders.<br />
<b><br />
Updates</b><br />
<br />
There are two types of updates. A Normal Update encompasses on entire year. This is the largest update and most of the action takes place here. Wars, Diplomacy, Nation Building ect. The next type of update is a War Update. A Mini-Update is similar to the Normal Update, but it takes place alongside of the Normal Update, and it uses up normal orders. This can encompass anything a Normal Update normally would, but is generally more specific, such as details of a specific battle in a war, or turmoil in a country that would normally get two lines in the Normal Update.<br />
<br />
<b>Game Moderators</b><br />
This game has a total of Four Game Moderators. We each control specific aspects of the update, in order to ensure it can be pushed out with quality and quickly. The different sections are as follows:<br />
<br />
Overall: <a href="http://forum.paradoxplaza.com/forum/member.php?95708-KeldoniaSkylar" target="_blank">KeldoniaSkylar</a><br />
Asia: Maxwell500<br />
The Americas: Pirate<br />
The Balkans: Mathrim<br />
Maps and Other: Duke of Britain<br />
<br />
Specific Rules<br />
* All Mobilization by countries must be announced 24 Hours before the official order deadlines.<br />
* Declarations of War are final, and cannot be taken back. Only a Peace Treaty may resolve the conflict<br />
* All Treaties must be GM approved - unless a simple Bi-lateral trade treaty<br />
<br />
<b>IRC Channel:</b><br />
Link: <a href="http://coldfront.net/" target="_blank">Coldfront</a><br />
IRC: #WiR_Alt1901<br />
Instructions: <a href="http://forum.paradoxplaza.com/forum/showthread.php?583446-Forum-Game-World-in-Revolution-1861&amp;p=13625217&amp;viewfull=1#post13625217" target="_blank">Here</a><br />
<br />
<b><u><div align="center"><font size="5">Table of Contents</font></div></u></b><br />
<br />
<u><div align="center"><img src="http://img835.imageshack.us/img835/6544/updatejq.png" border="0" alt="" /></div></u><br />
<div align="center"><font size="4"><a href="http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&amp;p=15390899&amp;viewfull=1#post15390899" target="_blank">1901</a><br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&amp;p=15444410&amp;viewfull=1#post15444410" target="_blank">1902</a><br />
1903</font><br />
<br />
</div><br />
<u><div align="center"><img src="http://img32.imageshack.us/img32/1898/statszc.png " border="0" alt="" /></div></u><br />
<div align="center"><font size="4"><a href="http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&amp;p=15390928&amp;viewfull=1#post15390928" target="_blank">1902</a><br />
<a href="http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&amp;p=15444412&amp;viewfull=1#post15444412" target="_blank">1903</a><br />
1904</font><br />
<br />
<br />
<b><font size="6">Mini Updates</font></b><br />
<font size="4"><a href="http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&amp;p=15401065&amp;viewfull=1#post15401065" target="_blank">The Restoration of an Empire</a><br />
</font></div><br />
<br />
<div align="center"><b><font size="6">Flavor Updates</font></b><br />
<font size="4"><a href="http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901&amp;p=15411483&amp;viewfull=1#post15411483" target="_blank">The Flight of the First Zeppelin</a><br />
</font></div><br />
</span></div>

 ]]></content:encoded>
			<category domain="http://forum.paradoxplaza.com/forum/forumdisplay.php?419-OT-Forum-Games">OT Forum Games</category>
			<dc:creator>KeldoniaSkylar</dc:creator>
			<guid isPermaLink="true">http://forum.paradoxplaza.com/forum/showthread.php?685475-Forum-Game-WiR-ALT-1901</guid>
		</item>
		<item>
			<title>Werewolf CXLIII - League of Heroes of the Ancients</title>
			<link>http://forum.paradoxplaza.com/forum/showthread.php?685203-Werewolf-CXLIII-League-of-Heroes-of-the-Ancients&amp;goto=newpost</link>
			<pubDate>Fri, 26 Apr 2013 09:52:13 GMT</pubDate>
			<description><![CDATA[Werewolf CXLIII - League of Heroes of the Ancients

http://www.youtube.com/watch?v=Ldq1afiKQb8

Some crazy temporal shenanigans caused by Chronos, Darkterror the Faceless Void and Zilean the Chronokeeper have caused a strange anomaly that has brought Newerth, Runeterra and Fell Woods together in a massive, chaotic disruption to their current existence, and thrown them to an entirely different world. Hunted by armored soldiers with metal bricks that spit fire, and mouthless beings that emit blades of energy from their arms, they have temporarily found sanctuary on a quiet corner of this world called Aiur... yet a stranger threat now eats from within.

For League of Heroes of the Ancients, salvation only comes from activating a crystal they have to master before another takes them.

*WILL THEY SURVIVE?*


http://youtu.be/XdN67NuhMW4?t=2m39s



*_The Rules_*

§1. You sign up for the game by requesting so in a post in this thread.
§1a. No new players will be admitted into the game once it has started, unless they are replacing an existing player who is unable to play anymore.
§1b. *If you are listed as a player but haven't received any message containing your role, it means that you are a normal villager (as far as you know).*
§1c. You are responsible for keeping your private message inbox empty enough to receive private messages. You are responsible for any messages missed due to your inbox being full.
§1d. If you are not going to be able to play, announce it _as soon as possible_. Failure to do so will make you blacklisted, marking you as an unreliable player that won't be given a special role in the next Werewolf game you are participating in; special roles require *reliable* players.
§1e. Multiple blacklistings may result in you being banned from ever participating again.

§2. The game is split in two phases, night and day. The Baddies hunt during the night and the villagers vote to lynch during the day.
§2a. Orders must be submitted to the Game Moderator before the deadline.
§2b. Lynchings are done by public voting. Whoever gets the most votes before the deadline is lynched. Correct voting is done by typing *VOTE [INSERT NAME]* in *_bold_* letters *_at the end of the message_*.
*§2c. DEADLINE FOR VOTES AND OTHER COMMUNICATION IS (0700 UTC+8/0000 UTC+1/2300 UTC/1800 UTC-5)*
§2d. *A repeated inability or refusal to vote before the deadline results in REPLACEMENT, as well as being noted for future EXCLUSION from the game, UNLESS you provide a warning.*
§2e. Forged Private Messages (PMs) are allowed. Screenshots of PMs are not. PMs from the moderator are for your eyes only, do not show them to others, as this defeats the idea of the game.

§3. *SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT _NEVER_ REVEAL ANY INFORMATION (COMPILATION INCLUDED).*
§3a. *ANYONE CAUGHT REVEALING SECRET/INSIDE INFORMATION WILL BE *_PERMANENTLY_* BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.*
§3b. When doing ghost/spectator commentary, please use a non-white colour.


§4. The villagers win when all Wolves are dead. The Wolves win when they eliminate any other evil pack/s _and_ the evil villagers equal or outnumber the good ones.

§5. The abilities of the special roles override these rules in case there is any conflict.
§5a. Nightly orders are handled in the following order:

1. Witness
2. Sorcerer
3. GA/Doc
4. Spy
5. Detector
6. Seer
7. Priest
8. Cultist
9. Hunter
10. Werewolves

§6. The Game Moderator is always right and can change the rules as circumstances dictate.

*_The Roles & Traits_*

* *Hero/Champion (villagers):*A hero or champion, it does not matter here, what matters is survival. A vanilla villager unless traits show up and are revealed to them.
* *Dark Seer (Seer):* You are the Dark Seer, not the Disruptor nor Malzahar. You see into what one really is, and the Wall will show it to your peers who your true enemies are. Seers scan for wolves. All non-wolf players will return a Villager result.
* *Ahri, The Nine Tailed Fox (Werewolf):* A charmer of people, she actually butchers them and devours enemies. Are actually a more sinister entity than you would think. Will overwhelm others in their party when they reach parity. Wolves may hunt every so often as given by GM order. Wins on reaching parity with village and having no other opposition to contend with.

_*Note that only the above roles are guaranteed to be in a game (i.e. 1+ exists of each role above, 0+ exists of each role below).*_
* *Pollywog Priest (Priest): *More than just a Shaman of the Shadows, Pollywog's abilities are quite prized for being able to see into the hearts of others. May check one person each night to see if he is a Seer, Cultist, Sorcerer or Apprentice. Any other role will appear as a regular villager to the Priest.
* *War Beast (Cultist): *A shapeshifter, he may provoke fear for his abilties, and deep inside, they are true. Cultists turn to wolves when all wolves of their pack members are dead. Until then, they can be scanned by the Priest or the Sorcerer. Counts for parity.
* *Warlock (Sorcerer): *  His policy is to save knowledge for the Black Grimoire, and for that he needs allies. Scans for Cultists, Priest and Seer. Counts for parity if proven to be in contact with a pack. Loses on a Village win.
* *Rubick (Apprentice):* Only becomes active if his master is killed. Apprentices works just like their former master. If an Apprentice is in the game, the first one who scans him will make him his apprentice. All further scans on them will only return as "Villager" until their master dies. The apprentice does not know that he is one until he is scanned; and will NOT be informed of the role until he takes the scanner's place.
* *Jeraziah the Omniknight (Guardian Angel):* No sorceries avail against him, especially in his leadership of the Horde. May protect one person against an attack, by taking them aside every night for training, but can't choose to protect the same person two nights in a row and can never protect themselves.
* *Doctor Mundo (Doctor):* He is not your usual doctor, not a witch nor a repulsor. May protect one person each night. In case of an attack, the Doctor has a 50% chance of saving that person. _The person saved will have no voting rights for the next day_ as they rest recovering from their wounds. _They are also forbidden from publicly speaking and PM (except to the GM)._ The survivor learns of the Doctor's identity and of the identity of one wolf attacking him. Cannot choose to protect the same person two nights in a row and can never protect themselves.



*_TRAITS_*

* *Andromeda the Vengeful Spirit (Leader):* Merciful yet swift in her thirst for revenge, she desires nothing more than to cast aside those who stand in her way. May declare, once per game, that he wishes someone else to die in the place of a vote leader. A leader may only leaderlynch someone with at least 1/5th of the village's vote, rounded upwards. His identity will be revealed if he uses his power. In the event of a tie, the number of people in the tie must equal the number of people who must die. The leader can substitute one or as many of the lynch targets. If multiple Leaders use their ability, NONE of them will go through and the trait will be used.
* *Electrician (Witness):*  Can electrify others into revealing themselves. Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 15% each night (15% on Night 1, 30% on Night 2 etc). If successful, he learns the identity of one Werewolf in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not.
* *Luna and Moon Queen (Rivals):* Both disciples of the Lunar plane, they compete with each other for her favor. These players hate each other obsessively, and must do everything in their power to eliminate their rival. If they are both alive at the end of the game, they both lose, no matter which side wins, while if their rival is killed, they will in turn win if alive at endgame. They will know the name of their rival from the start.
* *Morphling (Thief):* The most fearsome of the lot, he is very similar to those they are now up against. The player possessing this trait will be able to rob another player of his role and traits. The robbed player will die due to complications in the act of being robbed (read: He was killed by the thief). The Thief retains his Thief trait for the duration of the game, ie, he can keep robbing roles until the end of the game, or until he is dead. The Thief has a 33% chance to be caught, which causes instant death if triggered. The chance of being caught doubles every time he steals a role. When he robs a role, his previous role will disappear, meaning he cannot go back to the role he had before.
* *Clockwerk (Spy):*  He is the master of seeing others. If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role and/or traits of that player, but never the role or trait itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.
* *Accursed (Cursed):*  Is in danger of falling into the ways of the Hellbourne, or even worse. If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a "no kill during the night". The Cursed will be unaware he is cursed until attacked by a Werewolf. The Seer, Priest, Guardian Angel and Doctor can not be cursed. A cursed apprentice that turns into a werewolf loses his apprenticehood.
* *Skeleton King (Blessed):* Has a Resurrection handy. A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a "no kill during the night". The Blessed will be unaware he is blessed, even after an attack.
* *Empath (Spiritually Attuned):* Can tell if other heroes are eyeing him. A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. If they do, they will have a 50% chance to learn the name of the person and a 25% chance to learn of the actual role.
* *Legionnaire (Brutal):* Can execute someone immediately if he is taken down. If lynched, has the power to immediately kill one person before being subdued.
* *Scout (Hunter):* Hides in the shadows, and can Assassinate to take out another person. He may decide to use his one shot to kill anyone he wants, in which case the trait is removed from him, or may keep his charge to protect himself from werewolf attacks (50% chance of killing his attackers). If he manages to protect himself during an attack, he will assassinate a werewolf, the attacking pack will flee in panic and he will not be killed, but will no longer have the trait.
* *Templar Assassin (Detector):*  A being with a mystical connection to those who are of this plane, she may be a valued ally. A player who is a Detector can scan to determine if a player has a non-villager role, but not of what type it is. He may only use this ability twice during the game.

]]></description>
			<content:encoded><![CDATA[<div><font color="yellow"><div align="center"><span style="font-family: Book Antiqua"><font size="7">Werewolf CXLIII - League of Heroes of the Ancients</font><br />
<br />

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 <br />
<br />
Some crazy temporal shenanigans caused by Chronos, Darkterror the Faceless Void and Zilean the Chronokeeper have caused a strange anomaly that has brought Newerth, Runeterra and Fell Woods together in a massive, chaotic disruption to their current existence, and thrown them to an entirely different world. Hunted by armored soldiers with metal bricks that spit fire, and mouthless beings that emit blades of energy from their arms, they have temporarily found sanctuary on a quiet corner of this world called Aiur... yet a stranger threat now eats from within.<br />
<br />
For League of Heroes of the Ancients, salvation only comes from activating a crystal they have to master before another takes them.<br />
<br />
<b><font size="4">WILL THEY SURVIVE?</font></b></span></div></font><div align="center"><span style="font-family: Book Antiqua"><br />
<br />

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<br />
<b><u><font size="5"><font color="red">The Rules</font></font></u></b><br />
<br />
<font color="#ffff99">§1. You sign up for the game by requesting so in a post in this thread.<br />
§1a. No new players will be admitted into the game once it has started, unless they are replacing an existing player who is unable to play anymore.<br />
§1b. <b>If you are listed as a player but haven't received any message containing your role, it means that you are a normal villager (as far as you know).</b><br />
§1c. You are responsible for keeping your private message inbox empty enough to receive private messages. You are responsible for any messages missed due to your inbox being full.<br />
§1d. If you are not going to be able to play, announce it <u>as soon as possible</u>. Failure to do so will make you blacklisted, marking you as an unreliable player that won't be given a special role in the next Werewolf game you are participating in; special roles require <b>reliable</b> players.<br />
§1e. Multiple blacklistings may result in you being banned from ever participating again.<br />
<br />
§2. The game is split in two phases, night and day. The Baddies hunt during the night and the villagers vote to lynch during the day.<br />
§2a. Orders must be submitted to the Game Moderator before the deadline.<br />
§2b. Lynchings are done by public voting. Whoever gets the most votes before the deadline is lynched. Correct voting is done by typing <b>VOTE [INSERT NAME]</b> in <b><u>bold</u></b> letters <b><u>at the end of the message</u></b>.<br />
<b>§2c. DEADLINE FOR VOTES AND OTHER COMMUNICATION IS (0700 UTC+8/0000 UTC+1/2300 UTC/1800 UTC-5)</b><br />
§2d. <b><font color="red">A repeated inability or refusal to vote before the deadline results in REPLACEMENT, as well as being noted for future EXCLUSION from the game, UNLESS you provide a warning.</font></b><br />
§2e. Forged Private Messages (PMs) are allowed. Screenshots of PMs are not. PMs from the moderator are for your eyes only, do not show them to others, as this defeats the idea of the game.<br />
<br />
§3. <b>SPECTATORS AND GHOSTS MAY HAUNT, TAUNT AND FLAUNT, BUT <i><u>NEVER</u></i> REVEAL ANY INFORMATION (COMPILATION INCLUDED).</b><br />
§3a. <b>ANYONE CAUGHT REVEALING SECRET/INSIDE INFORMATION WILL BE <i>*<u>PERMANENTLY</u>*</i> BANNED FROM PARTICIPATION. NO EXCUSES ARE VALID.</b><br />
§3b. When doing ghost/spectator commentary, please use a <font color="White">non-white colour.</font><br />
<br />
<br />
§4. The villagers win when all Wolves are dead. The Wolves win when they eliminate any other evil pack/s <u>and</u> the evil villagers equal or outnumber the good ones.<br />
<br />
§5. The abilities of the special roles override these rules in case there is any conflict.<br />
§5a. Nightly orders are handled in the following order:<br />
<ol class="decimal"><li><font color="#ffffff">Witness</font></li>
<li><font color="magenta">Sorcerer</font></li>
<li><font color="#00ff00">GA/Doc</font></li>
<li><font color="#ffffff">Spy</font></li>
<li><font color="#ffffff">Detector</font></li>
<li><font color="#00ffff">Seer</font></li>
<li><font color="#00ffff">Priest</font></li>
<li><font color="#ffa500">Cultist</font></li>
<li><font color="#ffffff">Hunter</font></li>
<li><font color="red">Werewolves</font></li>
</ol>§6. The Game Moderator is always right and can change the rules as circumstances dictate.</font><br />
<br />
<div align="center"><b><u><font size="5"><font color="#ffff99">The Roles &amp; Traits</font></font></u></b></div><ul><li><b><font color="Yellow">Hero/Champion (villagers):</font></b><font color="#ffff99">A hero or champion, it does not matter here, what matters is survival. A vanilla villager unless traits show up and are revealed to them.</font><br />
<br /></li>
<li><b><font color="cyan">Dark Seer (Seer):</font></b> <font color="#ffff99">You are the Dark Seer, not the Disruptor nor Malzahar. You see into what one really is, and the Wall will show it to your peers who your true enemies are. Seers scan for wolves. All non-wolf players will return a Villager result.</font><br />
<br /></li>
<li><b><font color="red">Ahri, The Nine Tailed Fox (Werewolf):</font></b> <font color="#ffff99">A charmer of people, she actually butchers them and devours enemies. Are actually a more sinister entity than you would think. Will overwhelm others in their party when they reach parity. Wolves may hunt every so often as given by GM order. Wins on reaching parity with village and having no other opposition to contend with.</font><br />
<br />
<u><b>Note that only the above roles are guaranteed to be in a game (i.e. 1+ exists of each role above, 0+ exists of each role below).</b></u><br />
<br /></li>
<li><b><font color="cyan">Pollywog Priest (Priest): </font></b><font color="#ffff99">More than just a Shaman of the Shadows, Pollywog's abilities are quite prized for being able to see into the hearts of others. May check one person each night to see if he is a Seer, Cultist, Sorcerer or Apprentice. Any other role will appear as a regular villager to the Priest.</font><br />
<br /></li>
<li><b><font color="orange">War Beast (Cultist): </font></b><font color="#ffff99">A shapeshifter, he may provoke fear for his abilties, and deep inside, they are true. Cultists turn to wolves when all wolves of their pack members are dead. Until then, they can be scanned by the Priest or the Sorcerer. Counts for parity.</font><br />
<br /></li>
<li><b><font color="magenta">Warlock (Sorcerer): </font></b> <font color="#ffff99"> His policy is to save knowledge for the Black Grimoire, and for that he needs allies. Scans for Cultists, Priest and Seer. Counts for parity if proven to be in contact with a pack. Loses on a Village win.</font><br />
<br /></li>
<li><b><font color="Silver">Rubick (Apprentice):</font></b> <font color="#ffff99">Only becomes active if his master is killed. Apprentices works just like their former master. If an Apprentice is in the game, the first one who scans him will make him his apprentice. All further scans on them will only return as &quot;Villager&quot; until their master dies. The apprentice does not know that he is one until he is scanned; and will NOT be informed of the role until he takes the scanner's place.</font><br />
<br /></li>
<li><b><font color="#00ff00">Jeraziah the Omniknight (Guardian Angel):</font></b><font color="#ffff99"> No sorceries avail against him, especially in his leadership of the Horde. May protect one person against an attack, by taking them aside every night for training, but can't choose to protect the same person two nights in a row and can never protect themselves.</font> <br />
<br /></li>
<li><b><font color="Lime">Doctor Mundo (Doctor):</font></b><font color="#ffff99"> He is not your usual doctor, not a witch nor a repulsor. May protect one person each night. In case of an attack, the Doctor has a 50% chance of saving that person. <u>The person saved will have no voting rights for the next day</u> as they rest recovering from their wounds. <u>They are also forbidden from publicly speaking and PM (except to the GM).</u> The survivor learns of the Doctor's identity and of the identity of one wolf attacking him. Cannot choose to protect the same person two nights in a row and can never protect themselves.</font></li>
</ul><br />
<br />
<div align="center"><b><u><font color="cyan"><font size="3">TRAITS</font></font></u></b></div><ul><li><b>Andromeda the Vengeful Spirit (Leader):</b> <font color="#ffff99">Merciful yet swift in her thirst for revenge, she desires nothing more than to cast aside those who stand in her way. May declare, once per game, that he wishes someone else to die in the place of a vote leader. A leader may only leaderlynch someone with at least 1/5th of the village's vote, rounded upwards. His identity will be revealed if he uses his power. In the event of a tie, the number of people in the tie must equal the number of people who must die. The leader can substitute one or as many of the lynch targets. If multiple Leaders use their ability, NONE of them will go through and the trait will be used.</font><br />
<br /></li>
<li><b>Electrician (Witness):</b> <font color="#ffff99"> Can electrify others into revealing themselves. Once per game, the Witness may try to see the nightly attack. Witness success rate increases by 15% each night (15% on Night 1, 30% on Night 2 etc). If successful, he learns the identity of one Werewolf in the pack that hunted that night. If no kill takes place, the Game Moderator decides whether the ability is used or not.</font><br />
<br /></li>
<li><b>Luna and Moon Queen (Rivals):</b> <font color="#ffff99">Both disciples of the Lunar plane, they compete with each other for her favor. These players hate each other obsessively, and must do everything in their power to eliminate their rival. If they are both alive at the end of the game, they both lose, no matter which side wins, while if their rival is killed, they will in turn win if alive at endgame. They will know the name of their rival from the start.</font><br />
<br /></li>
<li><b>Morphling (Thief):</b> <font color="#ffff99">The most fearsome of the lot, he is very similar to those they are now up against. The player possessing this trait will be able to rob another player of his role and traits. The robbed player will die due to complications in the act of being robbed (read: He was killed by the thief). The Thief retains his Thief trait for the duration of the game, ie, he can keep robbing roles until the end of the game, or until he is dead. The Thief has a 33% chance to be caught, which causes instant death if triggered. The chance of being caught doubles every time he steals a role. When he robs a role, his previous role will disappear, meaning he cannot go back to the role he had before. </font><br />
<br /></li>
<li><b>Clockwerk (Spy):</b> <font color="#ffff99"> He is the master of seeing others. If a player has the Spy trait, he will have the ability to spy on another player, revealing clues to the role and/or traits of that player, but never the role or trait itself. Some clues may be useless, others not. The spy may spy on the same player again to try to obtain more information.</font><br />
<br /></li>
<li><b>Accursed (Cursed):</b> <font color="#ffff99"> Is in danger of falling into the ways of the Hellbourne, or even worse. If a Cursed person is targeted by the Werewolves, they become one themselves. It will be revealed as a &quot;no kill during the night&quot;. The Cursed will be unaware he is cursed until attacked by a Werewolf. The Seer, Priest, Guardian Angel and Doctor can not be cursed. A cursed apprentice that turns into a werewolf loses his apprenticehood.</font><br />
<br /></li>
<li><b>Skeleton King (Blessed):</b><font color="#ffff99"> Has a Resurrection handy. A Blessed person will survive a werewolf attack, but only once (the next attack will be fatal as usual). Will be revealed as a &quot;no kill during the night&quot;. The Blessed will be unaware he is blessed, even after an attack.</font><br />
<br /></li>
<li><b>Empath (Spiritually Attuned):</b> <font color="#ffff99">Can tell if other heroes are eyeing him. A Spiritually Attuned person has a 100% chance to sense when someone is scanning them. If they do, they will have a 50% chance to learn the name of the person and a 25% chance to learn of the actual role.</font><br />
<br /></li>
<li><b>Legionnaire (Brutal):</b> <font color="#ffff99">Can execute someone immediately if he is taken down. If lynched, has the power to immediately kill one person before being subdued.</font><br />
<br /></li>
<li><b>Scout (Hunter):</b> <font color="#ffff99">Hides in the shadows, and can Assassinate to take out another person. He may decide to use his one shot to kill anyone he wants, in which case the trait is removed from him, or may keep his charge to protect himself from werewolf attacks (50% chance of killing his attackers). If he manages to protect himself during an attack, he will assassinate a werewolf, the attacking pack will flee in panic and he will not be killed, but will no longer have the trait.</font><br />
<br /></li>
<li><b>Templar Assassin (Detector):</b> <font color="#ffff99"> A being with a mystical connection to those who are of this plane, she may be a valued ally. A player who is a Detector can scan to determine if a player has a non-villager role, but not of what type it is. He may only use this ability twice during the game.</font></li>
</ul></div>

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