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jacob-Lundgren

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Playing 1 card.
 

Artell

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Crisis Phase

Adding up the cards.

4 Declare Emergency
2 Repair
1 Repair

1 Launch Scout
1 Launch Scout
2 Launch Scout
4 Strategic Planning

3 Maximum Firepower
3 Maximum Firepower


A total of +13. Passed.

The CIC is deadly quiet for a moment, but then cooler heads prevail as the Admiral tells the gunners to hold. The unknown contact contacts Galactica over the wireless and identifies itself as the Olympic Carrier, which had had a computer malfunction and had jumped in the wrong coordinates, but unfortunately by a miniscule distance.

Moving to turn 10. Apollo decides what to draw.
 

Artell

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Turn 10

Destiny deck has 2 cards left.

Player Status

ADAMA - Weapons Control
BOOMER - Research Lab
BALTAR - President's Office
TYROL - Hangar Deck
APOLLO - Hangar Deck

DRADIS

No DRADIS contacts.

emptydardis.jpg


Fleet Status

Jump Preparation:
1 [ ]
2 [X]
3 [ ]
4 [ ] (may jump by risking 3 population)
5 [ ] [may jump by risking 1 population)

Intruder alert: None detected.

Viper reserves: 0 destroyed, 0 damaged, 8 operational

Raptor reserves: 0 destroyed, 4 operational

Nuclear warheads:
2 remaining

Distance travelled: 2

Fuel: 6
Food: 8
Morale: 7
Population: 10
 
Last edited:

sbr

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Viper reserves: 0 destroyed, 2 damaged, 6 operational


Tyrol goes to the Hangar Deck, uses a 1 Repair to fix the damaged Vipers, and uses the action from his special power to play a 1 Executive Order on Boomer.

Didn't jacob repair all of the damaged Vipers?
 

unmerged(17221)

Lee "Apollo" Adama
May 24, 2003
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I will launch in a Viper to sector Foxtrot. (Do I get a move? Or was launching my move? If I've still got the ability to move, please send me to Alpha.)

I will then play 2 - Scout, targeted on the Destination deck if I beat the roll.

EDIT: Question for reference, what's the maximum number of spaces you can get with a Destination card?
 

sbr

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EDIT: Question for reference, what's the maximum number of spaces you can get with a Destination card?

Code:
22 Destination cards
   Summary: Mostly they are lose 1 or 2 fuel. One is lose 3 fuel. Only 1 is lose no fuel
	4 are distance 3
		2 of those are lose 2 fuel
		1 is lose 3 fuel
		1 is lose 1 fuel
	11 are distance 2
		4 are lose 2 fuel
		6 are lose 1 fuel 
		1 is lose 1 fuel with a die roll potential to gain 2 fuel after losing 1
	7 are distance 1
		4 are lose 1 fuel with a die roll potential to gain 2 fuel after losing 1
		2 are lose 1 fuel with a die roll potential to gain 1 food.
		1 is lose 0 fuel
 
Last edited:

Artell

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Okay, now while we have advanced the game at a very good pace, this was not really my original intention (which was one turn per 24 hours). I'm foreseeing a problem with it - cutting corners can give way too much information to the players. I'm afraid I've already spoiled the game by trying to keep it fast. Also, man, the Paradox PM box is really not designed for this, I need to keep deleting PMs.