I think JL would love to see me play State of Emergency so we use that last food of ours......
But I'll just
XO our dear President/Admiral Jopi-thing....
But I'll just
XO our dear President/Admiral Jopi-thing....
But I'll just
XO our dear President/Admiral Jopi-thing....
I think JL would love to see me play State of Emergency so we use that last food of ours......
But I'll just
XO our dear President/Admiral Jopi-thing....
Just curious - why didn't you guys XO someone in the shipyard earlier to make this a sure thing?
because Jopi didn't have an XO and when it was my turn Galactica hasn't returned yet.
Partly my fault because I told Jopi that if he draws a Preventative Policy we could win the game right there, so he went crazy drawing for POL. In hindsight I should have asked him to draw LEA and try to bounce XOs with Rendap since XO is a LOT more common than PP.
I'm asking because I discussed this with Jacob around the time that the first human player started his turn - and then Jopi came in and instead of XO'ing one of the shipyard folks started tossing nukes around
I really was going "WTF?!?" by then
edit: Also, Jacob told me somebody put their XO's in a skill check just before ..
I do agree there's probably some mis-communication going on, I am not a big fan of New Caprica because the ending is about which side can game the system better.
You guys were lucky you got that distance + 1 crisis. You were also lucky that we couldn't play super crisis cards on NC. We both have super crisis cards that hit food, and I was going to use mine before you got to new cap, as it also has -1 fuel.
Let's see how the dice falls.
Use OPG;
Jump - jump now!
next crisis up
Contact Raptor
Skill check: POL/ENG = 7
PASS: No Effect
FAIL: -1 Morale and current player discards 2 Skill Cards
POST CRISIS: Activate Raiders, +1 EVACUATION AND PREPARE FOR JUMP
Rescue Detainees
Current Player Chooses:
Skill check: LEA/TAC = 9
PASS: Current player may move a character from Detention to any other New Caprica location
FAIL: -1 Morale
OR
Roll a die. If 4 or less, current player chooses a human player on New Caprica to send to Detention
POST CRISIS: Activate Heavy Raiders and Occupational Forces, +1 EVACUATION AND PREPARE FOR JUMP
Resistance Bombings
Skill check: LEA/TAC/ENG = 12
PASS: Admiral may choose -1 Morale to execute a revealed Cylon or destroy 2 Occupational Forces
7+: No Effect
FAIL: -1 Morale -1 Population
POST CRISIS: Launch Nukes and Occupational Forces, NO EVACUATION AND PREPARE FOR JUMP
Organize the Pilots
Skill check: POL/PIL = 9
PASS: Prepare or evacuate 1 Civilian Ship
FAIL: Destroy the top ship of the Locked Civilian Ship stack. If that stack is empty, destroy the top ship of the Prepared Civilian Ships stack.
POST CRISIS: Launch Nukes, NO EVACUATION AND PREPARE FOR JUMP
Held for Questioning
Current Player Chooses:
Skill check: POL/LEA/TAC = 10
PASS: No Effect
FAIL: -1 Morale and if current player is on New Caprica, he is sent to Detention
OR
Current player must discard 3 random Skill Cards
POST CRISIS: Activate Heavies and Occupational Forces, +1 EVACUATION AND PREPARE FOR JUMP
SUPER CRISIS: Demand Peace Manifesto
Admiral Chooses:
-1 Morale and damage Galatica twice
OR
President and Admiral discard their hand of Skill Cards
SUPER CRISIS: The Farm
Skill check: TAC/ENG = 15
PASS: No Effect
8+: -1 Food
FAIL: -1 Food -1 Population. Keep this card in play. Human players may not use their once-per-game abilities.
SUPER CRISIS: Inbound Nukes
Skill check: LEA/TAC = 15
PASS: No Effect
FAIL: -1 Fuel, -1 Food, -1 Population
I did list it, just labeled it a bit confusing I guess. The 3 I posted were held by them.JL: Thanks for GMing this game, could you also list the super-crisis King and EL held? Since King said they both have super-crisis that hit food so just wanted to know how big a bullet we dodged by jumping.
Thanks for GM'ing JL.
I will not be able to GM a game for quite some time, but I would be interested in participating in a new season...
I would say allow pming as current rules but make a 48 hour deadline from the time a crisis is posted plus a 12 hour deadline from the last person to play cards. This way it CAN extend a bit naturally but the GM can also give super crisis or serious damage crisis longer times etc.