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Aim was 6 I believe. Outsider is fine if he knows the game or is able to pick it up fast.:)
 
I guess we won't start today :(
What happened? Last game there were too many player candidates.

No idea. I guess this game is suffering from the same type of burnout we see in the big werewolf forums ..


EDIT:Now I have to do is find the list of characters, I seem to not be able to find it in the rule books :(.

EDIT 2:

Here my list:

1.Baltar
2.Boomer
3.Chief


That was my initial problem too. Still haven't found a decent list of characters anywhere online. I have the game itself though, which helps :)

Thats 4. Are we aiming for 7 again?
With this delayed start, I might be able to persuade one of my friends to join, should I try?

5 or 6 would be fine. 7 is a possibility if there is a lot of interest, but it seems like there isn't. 4 is still possible though. I haven't decided yet on a fixed deadline for the signup.

I am quite busy this week so delaying the start a bit is actually quite convenient ;-)
 
I have been thinking about joining, but that means I need to read the rules.

I guess I might join after all, seeing that no one else wanted to jump in. I had interest in it, it was just the fact that I did not know how to play was stopping me.

EDIT:Now I have to do is find the list of characters, I seem to not be able to find it in the rule books :(.

EDIT 2:

Here my list:

1.Baltar
2.Boomer
3.Chief

Bloody Cylon! :D:p
 
Out of pure question, you are aware that the link in your sig to the Game Setup tool is broken right?

Now I am. :) Yeah, they took GeoCities down some time ago. :( Well, it wasn't much of a tool anyway...
 
I'd like to join. I haven't played the game online before, but I have played it ftf in our game club a handful of times.

My preferences :

1. Starbuck
2. Apollo
3. Boomer

I should be able to get online most days, everyday.
 
Ok. That's 5.

I will give it another 24 hours, then close the signups.
(Tonight is rather busy. Mandatory company meeting .. hrm.)
 
In as one of these

galactica_last_supper.jpg


(I have no character preference so just give me the most picked person in other peoples lists that isn´t being played already :D)
 
In as one of these

galactica_last_supper.jpg


(I have no character preference so just give me the most picked person in other peoples lists that isn´t being played already :D)


Making my life interesting, eh?
(That's a nice screenshot, btw.)

Very well.
That makes it 6. I see no reason to delay further (other than that setting this up is a ton of work..)
 
I found this handy reference on the SA BSG forums hidden in a file download somewhere. (here.)

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.

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").

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 Actions 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.

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 Actions.
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.



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.


New Caprica Locations

(Humans in the same space as an Occupation Force may use an Action 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 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.

Politics
(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.

Leadership
(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 EO 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.

Tactics
(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.

Piloting
(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: 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).

Engineering
(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.

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 Basestar (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.


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.
 
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Let me see:

Randomized play order:
1: Rorschach
2: Jacob-Lundgren
3: Jopi
4: Eternaly_Lost
5: Slinky
6: Kriszo


Player list:

Rorschach -
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 Actions 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.

Jacob-Lundgren -
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").

Jopi -
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.

Eternaly_Lost -
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.

Slinky -
Basically, it's a tie between Boomer and Chief Tyrol. Pick one please.
edit:
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.

Kriszo:
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.
 
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Extra rules stolen from SA:

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 24 hour time limit. After 24 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 24 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.

Do not forget the Secrecy Rules! See page 20 of the rulebook. In case of doubt, err on the side of caution.
 
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Turn 1

Eternaly_Lost is the president! He draws 1 quorum card!
Jopi is the admiral! He gains control of two nukes!


Player Status

Bolded player has the turn.

Rorschach -- Starbuck [5]
Jacob-Lundgren -- Zarek [3]
Jopi -- Admiral Helena Cain [3, 2N]
Eternaly_Lost -- President Baltar [3, 1Q]
Slinky -- Sharon "Boomer" Valerii [3]
Kriszo -- Saul Tigh [0+3]

Destiny Deck [12]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       0/7

[b]Food[/b]       08/08      [b]Vipers[/b]         2 Active, 6 in Reserve, 0 Damaged
[b]Fuel[/b]       08/08      [b]Raptors[/b]        4 in Reserve
[b]Morale[/b]     10/10      [b]Jump Prep[/b]      1/5 (Cannot jump)
[b]Population[/b] 12/12      [b]Cylon Boarding[/b] None

Reserve   Civs 10
Active    Civs 2
Destroyed Civs 0

Ships and Resources Remaining
-- 1 Pop            x6
-- 1 Pop & 1 Morale x1
-- 2 Pop            x2
-- 1 Pop & 1 Fuel   x1
-- Empty            x2
-- Galactica Food Damage Token
-- Galactica Fuel Damage Token
Code:
[b]Galactica[/b]  (0/6 Damage)
[i]FTL Control[/i]
[i]Weapons Control[/i]
[i]Command[/i]  -- Kriszo (Tigh)
[i]Communications[/i] 
[i]Admiral’s Quarters[/i] 
[i]Research Lab[/i] -- Eternaly_Lost (Baltar)
[i]Hangar Deck[/i] -- [b]Rorschach[/b] (Starbuck)
[i]Armory[/i] -- Slinky (Boomer)
[i]Sickbay[/i]
[i]Brig[/i]

[b]Pegasus[/b] (0/4 Damage)
[i]Pegasus CIC[/i] -- Jopi (Admiral Helena Cain)
[i]Airlock[/i]
[i]Main Batteries[/i] 
[i]Engine Room[/i]
Code:
[b]Colonial One[/b] 
[i]Press Room[/i]
[i]President’s Office[/i] 
[i]Administration[/i] -- Jacob-Lundgren (Zarek)

[b]Cylon Locations[/b]
[i]Caprica[/i] 
[i]Cylon Fleet[/i]
[i]Human Fleet[/i]
[i]Resurrection Ship[/i]

[b]Off-ship:[/b]

Code:
\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /            E
P   Basestar  \|/   Civ x2    L
H   Raider x3 /|\             T
A            / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /   Viper    |   Viper    \
 /             |             \
/    FOXTROT   |   ECHO       \


Action queue:
=> Slinky: Choose character
=> Every player except Rorschach: Choose 3 cards from within your skill set for your initial draw.
=> Rorschach: Choose between Leadership or Engineering for your optional draw. You're getting a full hand of 5 cards as the starting player.
=> Jopi: Choose where you want to start: Command or Pegasus CIC
=> GM: Hand out Loyalty/Agenda cards. I can't do that until Slinky has chosen though, since him choosing Boomer will affect the size of the loyalty deck.
=> GM: Hand out skill cards to everyone. (Again, waiting with that until Slinky has made his character choice)
=> GM: Draw a quorum card for the President



Card draws are public information, so announce them in the thread please.
Also, please don't be afraid to send in standing orders or preloads. Especially for things like Starbucks optional draw it is highly recommended, since stuff like that can delay the game needlessly.

Unlike Artell I do not mind people preloading actions publicly. Feel free to do so. Sending in preloads by PM is equally fine, of course. See also the secrecy rules I mentioned in the first post ..
 
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2 Pol
1 Tac


Just don't get too silly on pushing people that miss a check or rush a critical check. We have a limited replacement pool. :p


I will miss some time this weekend but I will preload as much as possible in a pm before I leave and might be able to get online a really slow connection so it is possible I wont miss anything.
 
2 Pol
1 Tac


Just don't get too silly on pushing people that miss a check or rush a critical check. We have a limited replacement pool. :p


I will miss some time this weekend but I will preload as much as possible in a pm before I leave and might be able to get online a really slow connection so it is possible I wont miss anything.

Weekends do tend to be bad for me as well. I have games club noon to midnight on Saturday and a D&D game noon to whenever on Sunday.
 
2 Pol
1 Tac


Just don't get too silly on pushing people that miss a check or rush a critical check. We have a limited replacement pool. :p


I will miss some time this weekend but I will preload as much as possible in a pm before I leave and might be able to get online a really slow connection so it is possible I wont miss anything.


Don't worry too much about it right now. I've copied that rule from the SA forums. Not sure how much I can keep to it myself :)
It does sound like a good guideline for people to try to stick to, though :)

Also, I'm now done editing the various posts up there. So they should have stopped changing now :)

Action queue:
=> Slinky: Choose character
=> Slinky, Jopi, Kriszo: Choose 3 cards from within your skill set for your initial draw.
=> Rorschach: Choose between Leadership or Engineering for your optional draw. You're getting a full hand of 5 cards as the starting player.
=> Jopi: Choose where you want to start: Command or Pegasus CIC
=> GM: Hand out Loyalty/Agenda cards. I can't do that until Slinky has chosen though, since him choosing Boomer will affect the size of the loyalty deck.
=> GM: Hand out skill cards to everyone. (Again, waiting with that until Slinky has made his character choice)
=> GM: Draw a quorum card for the President

edit: I've send Jacob and EL their hands. Decided waiting wasn't necessary ;-)
 
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I'll be Boomer. Having only one pilot is a bit risky me thinks :)

I'll draw 2 tactics and 1 piloting