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Trinitrotoluen

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FTL control is activated and the result is 8 (before it is modified by +2). No population lost.

Eternaly_Lost said:
Go to

Code:
Tylium Planet 

Distance 1 
Lose 1 Fuel. The Admiral may risk 1 raptor to roll a die. On a 3+, gain 2 Fuel. Otherwise, destroy one raptor.

Risk the raptor, Wait for SP if we can.

The RNG giveth and the RNG taketh away --> 1. The raptor blows up.


I'll start handing out the new loyalty cards soon as we've hit the Sleeper Agent phase.
 

Trinitrotoluen

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Loyalty and motive cards have been sent out. Each PM contains the whole set and your role is now final.

Eternaly_Lost is forced to reveal the "You are the Mutineer" card and therefore draws an additional loyalty card. He also gets a further Mutiny card and loses his Admiral title. Congratulations, Admiral Dexander.

Action Queue:
all players - confirm receipt of loyalty / motive cards
 

Eternaly_Lost

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Ewww distance 1.

I can deal with fuel, if we have a couple people willing to hand over their OPGs.

Oh, and:
loyalty confirmed

It was the better of the two options.

Reveal:

---------
*You are the Mutineer*

*IMEDIATELY REVEAL THIS CARD*
If you receive this card facedown, immediately reveal it and draw another Loyalty Card. Any time you receive this card, lose your titles and draw a Mutiny Card. If you reveal yourself as a Cylon, give this card face up to a human player of your choice.
Do not move to the “Brig” when you gain a second Mutiny Card. If you gain a third Mutiny Card, you must move to the “Brig”.
*When you resolve a “Prepare for Jump” icon, you must draw a Mutiny Card*.
---------
 

Trinitrotoluen

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Almost forgot, you do get a nice crisis as well:

Code:
CRISIS: The Passage 

Current Player Chooses: 
Skill check: TAC/PIL/ENG = 14 
PASS: +1 Jump Prep 
FAIL: Destroy 2 civilian ships.

OR 

Roll a die. If 6 or lower, the current player is sent to Sickbay.

POST CRISIS: Activate Raiders, +1 Jump Prep
 

TheArchduke

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Loyalty confirmed.

On the crisis. High risk, high reward. I would go with trying for the jump prep, but our track record for crisis dealing is abysmal.:(
 

Trinitrotoluen

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You guys are fast. :)

Action Queue:
glasszon, Dexander - confirm receipt of loyalty / motive cards
Eternaly_Lost - choose a mutiny card
glasszon - make a decision on the crisis
 

TheArchduke

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With Investigative Commitee I can help quite a bit, I can not do it alone, though. See above why I am wary, we failed crisis before spectaculary. And that was pre-sleepers..
 

glasszon

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Given my pre-sleeper move it is no surprise I want to lose some pop on the way to earth, so I take the skill check

I will play last given IC will be in play, do note though I will spike this.

Remember, for me to win with the Humans, I have to reveal at least 2 Human agendas and they force me to hurt Humans in the process.
 

Trinitrotoluen

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glasszon, you still need to confirm the receipt of our remaining motives although it is mainly a technicality considering your most recent post.

Also I'd like to point out that if Kingepyon plays his Investigative Committee card all skill cards can be played face-up in the check.
 

TheArchduke

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He preloaded it on check, so we play faceup, no?
 

TheArchduke

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Playing:

Tac 2 - Launch Scout

and

Pil 3 - Combat Veteran

into the skill check.


I am not sure if ignoring the check would not have been smarter. Glasszon will spike it hard anyway.
 

Kingepyon

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Is there a list of motives somewhere?

also with glasszon seeming to want genocide, he probably wants to kill those civvies,

so 0 cards

my 1 card would put us in range to pass, but not without additional help.
 

glasszon

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Is there a list of motives somewhere?

also with glasszon seeming to want genocide, he probably wants to kill those civvies,

so 0 cards

my 1 card would put us in range to pass, but not without additional help.

It's on the first page, I will paste it here for everyone's benefit:
Motive Cards
The cylon leader receive 2 motive cards at the beginning of the game and 2 more motive cards at sleeper phase.
To win the game the cylon leader must have at least 3 motive cards revealed at the end of the game AND at least 2 of the revealed motive cards must have the same allegiance as the winning team.

Subjects for Study (Cylon Allegiance)
Reveal this card if the game is over and population is at 4 or more.

Harvest their Resources (Cylon Allegiance)
Reveal this card if the game is over and food is at 2 ore more.

A Justified Response (Cylon Allegiance)
Reveal this card if the fleet marker is on a blue space of the Jump Preparation track and there are no raiders, heavy raiders, or basestars on the board.

Savor their Demise (Cylon Allegiance)
Reveal this card if the game is over and 7 or more distance has been traveled.

Fight with Honor (Cylon Allegiance)
Reveal this card if the game is over and you have at least 3 Treachery cards in your hand of skill cards.

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.

A False Sense of Security (Cylon Allegiance)
Reveal this card if the game is over and morale is at 3 or more.

Make an Ally (Human Allegiance)
Reveal this card if another player is in the Brig and you have a Mutiny card.

Improve Efficiency (Human Allegiance)
Reveal this card if the game is over and you have at least 1 Politics card, 1 Tactics card, and 1 Engineering card in your hand of skill cards.

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.

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

End the Chase (Human Allegiance)
Reveal this card if FTL Control or Admiral's Quarters is damaged.

Learn to Cherish (Human Allegiance)
Reveal this card if the game is over and population is 6 or less.