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Trinitrotoluen

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Well, if we get jump prep (and not lose population on your turn) my plan is to jump away.
 

Kingepyon

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CRISIS: The Black Market

Current Player Chooses:
Skill check: POL/LEA/TAC = 13
PASS: +1 Food
FAIL: -2 Food -1 Morale

OR

-1 Food and each player discards 1 Skill Card and draws 1 Treachery Card

POST CRISIS: Activate Raiders, +1 Jump Prep
 

glasszon

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Obvious choice here, if I wanted Human to die, then I wouldn't have helped them this far.

Take the OR

Given there's no reason why TNT won't jump on his turn, should we skip the part about discarding cards?

To TNT - yes, I am happy to jump to Earth.

Discard Engineering-1 (Repair)
 

Kingepyon

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The +1 Jump prep puts the humans at the -1 spot, meaning it doesn't matter what they roll for the FTL, they still have at least 1 pop. The raiders move into position to kill civvies, but don't actually attack.

This all means that it's a:

Human Victory

Glasszon reveals:

Keep Them Docile (Human Allegiance)
Reveal this card if the game is over and food is 4 or less.

Pressure their Leaders (Human Allegiance)
Reveal this card if the game is over and morale is 5 or less.

No Unnecessary Force (Cylon Allegiance)
Reveal this card if 5 or more distance has been traveled and no centurions are on the Boarding Party track.

Remove the Threat (Human Allegiance)
Reveal this card if the game is over and at least 4 vipers are damaged or destroyed.

Since he accomplished all of these
Cylon leader victory

Glasszon pulled 2 human allegiance cards right from the start of the game, so he was basically human. That hurt the Cylons quite a bit. That and the human ability to pull distance 3 destinations. That helped, too.

We had:

CRISIS: Raiders Inbound

CAG Chooses:
-1 Population and damage Galactica once.
OR
The CAG and the Admiral must each discard 3 Skill Cards.

POST CRISIS: Activate Heavies, NO JUMP PREP

CRISIS: Witch Hunt

Skill check: POL/LEA = 10
PASS: No Effect
6+: -1 Morale
FAIL: -1 Morale, current player chooses a character and moves him to Sickbay.

POST CRISIS: Activate Heavies, +1 Jump Prep

CRISIS: Appoint Head of Security

Admiral Chooses:
Return all undamaged vipers on the game board to the "Reserves." Then Admiral must discard 2 random Skill Cards.
OR
-1 Morale and damage Galactica once.

POST CRISIS: Launch Raiders, NO JUMP PREP

CRISIS: Secret Meetings

Current Player Chooses:
Skill check: POL/TAC/ENG = 9
PASS: No Effect
FAIL: -1 Morale

OR

The current player draws 1 Mutiny Card. Then he chooses a player to draw 1 Mutiny Card.

POST CRISIS: Activate Raiders, +1 JUMP PREP

CRISIS: Mysterious Message

Current Player Chooses:
Skill check: POL/ENG = 9
PASS: The current player may search the Destiny Deck and choose 2 cards to discard. Then reshuffle the Destiny Deck.
FAIL: Launch Raiders, Launch Nukes

OR

Launch Nukes

POST CRISIS: Activate Raiders, +1 Jump Prep

CRISIS: Legendary Discovery

Skill check: TAC/PIL = 14
PASS: +1 Distance
FAIL: -1 Food and destroy 1 raptor.

POST CRISIS: Activate Heavies, NO JUMP PREP

As the next 6 crisis cards.

The 2 super crisis cards floating around were:

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: Psychological Warfare

President Chooses:
-1 Morale and each player discards 2 Skill Cards and draws 2 Treachery Cards
OR
Each revealed Cylon player draws 2 Treachery Cards. Then discard the entire Destiny Deck and build a new one consisting of only 6 Treachery Cards

Both of which weren't bad, but weren't the game enders like the Cylons needed.

That was a long game, partially because near the end there I could only check updates like twice a day.
 

Falc

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With glasszon 100% human and no Cylons before Sleeper, we all simply did too well in the first half, leaving those who became Cylons with a near-impossible hill to climb. So well done all of us, too bad me and E_L ended up digging our own graves.


I do have one complaint, though.

When the Cylon fleet finally managed to show up, I feel we had our one and only chance to win. We had a ton of Raiders in the air and we were in with a shot of taking down Galactica.

And then this forum-only rule pretty much bit us in the ass:

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.

One single civvie on the board meant that the only thing our Raiders would do is move...


I understand why the rule exists. We can't activate one raider and then wait for a player to select the next one, every single time we get a 'Raiders Activate' on a crisis card. Waste of time.

But I feel that if a Cylon activates their Cylon Fleet location, they should really be allowed to choose. It's even perfectly preloadable, you just state you activate the location, which type and a sequence of sectors. Within one sector, activation order makes no difference.
 

Kingepyon

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I'd like to see the change, too.

I think it's been left for so long due to the Cylons having a pretty big advantage when it comes to winning games here, so it's kind of like a handicap.
 

TheArchduke

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Thanks for the great game guys, it was indeed a struggle for the Cylons, but they came close enough.

Any chance another kind soul starts a new game so I can keep getting my BSG fix?:)
 

glasszon

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Thanks King for hosting the game :)

It's one of the few times I played as Cylon leader, to be honest I feel a bit guilty giving away so much information to the Humans (about what I need). To be fair, the objective that involve lowering resources are really easy when you are going to Earth, but the increased communication really sealed the deal.

Just out of interest, how do everyone's feel about my communication? Was I getting too close to secrecy rule? I tried not to say anything until a crisis or event happens that would influence my agenda, but to be fair that only delays the spread of knowledge rather than preventing it.

For the Cylons, you guys did get really unlucky with my agenda and lack of Cylons pre-sleeper phase, normally I would have held back a bit, but not in this case since I got 2 Human agenda to start off with.

About the rule on Cylon fleet, I am happy with a change but I feel this change need to be consistent, what I mean is if you allow Cylons to make this choice, you should also offer this choice to Humans when a crisis activate raiders, I remember times when the change could have benefited the Human team as well (not in this game, in previous games).
 

glasszon

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King - just out of interest, would we have managed to pass the crisis that I buried?

The crisis I buried was:
CRISIS: Hangar Accident

Skill check: TAC/PIL/ENG = 10
PASS: No Effect
7+: -1 Population
FAIL: -1 Population and damage two vipers in the reserves.

POST CRISIS: Activate Heavies, +1 Jump Prep
 

Falc

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I double-checked the rulebook:

If multiple space areas contain ships that need to be
activated, the ships are activated one entire space area at
a time in the order of the current player’s choice. Each Cylon
ship can only be activated once on a given player’s turn.

Now, I feel that we can draw a clear and purposeful distinction between activation due to Crisis cards (I'm not aware of any other cards potentially causing activation) and activation due to the Cylon Fleet location.

The first type happens a lot and happens automatically. The second type only happens due to direct player action, and seems to happen a lot less (hard to judge for me based on two games).

Because of this, I would personally not mind if the first type remains fully-automated, but I think it would fit better to allow the second type to be handled according to the original rules.
 

Trinitrotoluen

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I am not opposed to this notion in general but my main concern is that it could slow things down. It is another step where the GM needs to wait on player input and perhaps on some discussion as well. Maybe this is something to try with fleet attack crisis cards as the impact should be lower (lots of activations being ignored due to lack of ships on the board).

BTW glasszon, all I had left in the end were the ENG-1 repair and 2 Dradis Contact cards, so I wouldn't have been much help with that.