Actually, if you want to have the above you'll need to sacrifice the ship in Echo to draw the raiders in Alpha away. See the edit to my previous post ..
Move to communication and activate it, let me see all the civvies and I will figure out what looks like the best plan to keep alive the most resources.
Why do I need to move somewhere else?
I can see how the XO would be nice, alternatively a launch scout would also be good at this point.
There are 8 civvies on the board. Which sectors are you interested in?
I can leave the two in charlie out of the list and give you everything else. Will that suffice?
(You'll know what's left in there easily enough, but it does matter since you cannot move what you haven't looked at.)
dee said: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.
He interested in all of them I thought?
Odd. I could swear that ability was limited to 6 ships.
Ah well, never mind then. Sending PM.
@randakar, do you know if the Deck manager has been updated to the Exodus expansion yet? I don't mind hosting the next game of this with Exodus if it has.
first post said: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.
CRISIS: Admiral Grilled
Current Player Chooses
Skill check: [COLOR="Yellow"]POL[/COLOR]/[COLOR="Lime"]LEA[/COLOR] = 9
PASS: No Effect
FAIL: -1 Morale and the Admiral discards 2 Skill Cards
OR
-1 Morale
Post Crisis: Activate Raiders, +1 Jump Prep
.....nuts
preload come back as the chief if I die.
edit: What is with your games trying to get me killed as a colonial rand??
OI! Picking dee was fine if the last crisis had jump prep! We would have just won...:rofl::rofl::rofl:
No idea, but it really is a theme we have going on here, isn't it?
Anyway, picking Dee *is* kind of asking for it ..
.....nuts
preload come back as the chief if I die.
edit: What is with your games trying to get me killed as a colonial rand??
I don't know if we can pass it. Cylons are sitting on enough cards to likely nuke anything we can try to pass without a lot of cards...cards we keep finding new and improved ways to lose. :wacko:It up to you and slinky to see how many cards can be played into this. If we take the skill test, we have to pass it with 3-5 cards to make it worth while. If we don't think we can do it, we might as well just lose the Morale to save 2 card.
I don't know if we can pass it. Cylons are sitting on enough cards to likely nuke anything we can try to pass without a lot of cards...cards we keep finding new and improved ways to lose. :wacko: