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reis91

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Well, you can lose... you still get crisis even while in Detention, remember?

Put it in the middle of the raiders in Delta.
 

Eternaly_Lost

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Well, you can lose... you still get crisis even while in Detention, remember?

Put it in the middle of the raiders in Delta.

FOXTROT OR ECHO only + XO
 

randakar

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Sorry EL:

Code:
[I]Breeder's Canyon[/I]
[B]Human action[/B]: Reduce the highest resource by 1 to advance the fleet marker 1 space up the Jump track.
[B]Cylon action[/B]: Draw and resolve the top card of the Crisis deck. Skip the Prepare for Jump step of this turn.

Notice anything?
So that ship stays where it is.

## 0 cards

Graham, I'd like an XO please. Time to jump the fleet outta here.
 
Last edited:

randakar

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## Preload: If I get an XO on Graham's turn:
## Nuke the Basestar in Bravo, playing Strategic Planning on the roll.
## Order the fleet to jump away.
 

Slinky

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##0 cards
 

jacob-Lundgren

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No card by reis posted but no doubt it is a zero.


Meet Liason Officer

Skill check: POL/TAC = 10
PASS: No Effect
FAIL: -1 Fuel and destroy 1 Raptor

POST CRISIS: Activate Raiders, +1 EVACUATION AND PREPARE FOR JUMP


POL/TAC = 10
Engineering-1 (Repair)
Piloting-2 (Evasive Maneuvers)

0 - 3 = -3 FAIL!~ -1 fuel and scrap the last raptor.
 

jacob-Lundgren

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Turn 55



Code:
[b][u]Player Status[/u][/b]
[i]Bolded player has the turn.[/i]

randakar~ Admiral boomer [3, 2N]
slinky~ William Adama [3]
Eternaly lost~President Tory Foster [5, 3Q]
reis~leoben~ [6]
[B]graham~chief Tyrol [3+5][/B]

Destiny Deck [2]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       8/7 AKA New Cap

[b]Food[/b]       02/08      [b]Vipers[/b]         4 Active, 0 in Reserve, 4 Damaged
[b]Fuel[/b]       04/08      [b]Raptors[/b]        0 in Reserve
[b]Morale[/b]     04/10      [b]Jump Prep[/b]      6/5 (Galactica arrived.)
[b]Population[/b] 03/12      [b]Cylon Boarding[/b] 
                                     
                                                                   
Locked   Civs  0
Prepared Civs  1
Active    Civs  3
Destroyed Civs  8

Ships and Resources Remaining
-- 1 Pop            x2
-- 2 Pop            x1
-- Empty            x1
-- Galactica Food Damage Token
Code:
[b]Galactica[/b]  (1/6 Damage)
[i]FTL Control[/i]  
[i]Weapons Control[/i] 
[COLOR="Red"][i]Command[/i]  [/COLOR]
[i]Communications[/i]   
[i]Admiral’s Quarters[/i] 
[i]Research Lab[/i]
[i]Hangar Deck[/i]
[i]Armory[/i] 
[i]Sickbay[/i] 
[i]Brig[/i]  

[b]Pegasus[/b] (2/4 Damage)
[i]Pegasus CIC[/i]
[COLOR="Red"][i]Airlock[/i][/COLOR]
[i]Main Batteries[/i]
[COLOR="Red"][i]Engine Room[/i] [/COLOR]
Code:
[b]Colonial One[/b] 
[i]Press Room[/i] 
[i]President’s Office[/i] 
[i]Administration[/i] 

[b]Cylon Locations[/b]
[i]Caprica[/i]~ Slinky/William Adama
[i]Cylon Fleet[/i]
[i]Human Fleet[/i] 
[i]Resurrection Ship[/i]

[b]Off-ship[/b]


Code:
[b][u]New Caprica[/u][/b]

[b]Medical Center[/b] 
You may only draw 1 card during the receive skills step.

[b]Detention[/b][U]~ mGraham/Chief Tyrol, [U]~ Randakar/Boomer[/U] [/U], [U]~ Eternaly Lost/Tory Foster[/U]
([COLOR="DarkOrchid"]Tactics[/COLOR]/[COLOR="Yellow"]Politics [/COLOR]9) - 
You may not move or add more than 2 cards to skill checks.
[i]Action[/i]: Pass this skill check to move to any other location.

[b]Resistance HQ[/b] 
([COLOR="DarkOrchid"]Tactics[/COLOR]/[COLOR="SeaGreen"]Leadership[/COLOR]/[COLOR="Sienna"]Treachery [/COLOR]7) 
- [i]Human action[/i]: choose a character on NC (human or cylon), then pass this check to execute them.

Code:
[b]Occupation Authority[/b]
- [i]President action[/i]: Draw 1 quorum card, then play 1 quorum card. ([i]Risks being send to detention[/i])
- [i]Cylon action[/i]: Activate 1 occupation force, then place 1 OF on this position.
[COLOR="Red"][OF~2  ] ->[/COLOR]


[b]Breeder's Canyon[/b]  [U]~ Reis/Leoben[/U]
- [i]Human action[/i]: reduce the highest resource by 1, advance the jump marker by 1. 
- [i]Cylon action[/i]: Draw and resolve the top card of the crisis deck. Skip prepare for jump step.
[  ] -> 

[b]Shipyard[/b]
[i]Human action[/i]: Prepare OR evacuate 1 civilian ship to Echo or Foxtrot. 
If you evacuate a civilian ship, you may freely move to any Galactica location. 
[i]Cylon action[/i]: Look at the top ship of the Locked stack, place it on top or bottom 
[  ] ->





Code:
\      BRAVO   |   CHARLIE    /  
 \ basestar    | basestar    /
  \            |            /
   \ hvy       | hvy       / 
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L rdrs x4    \ | /   rdrs x4  E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  / viper x2   | viper x2   \
 / civvie x3   |             \
/    FOXTROT   |   ECHO       \



Action Queue
GM~misc
Graham~turn



I wonder what is coming next.:eek:
 

randakar

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## Nuke that basestar and jump the fleet! :D

I don't care which basestar, but if Adama 'accidentally' happens to be on it I don't mind at all :)
Or if it accidentally lands on top of Leoben ..
The important thing is the fleet jump here, obviously.
 

reis91

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You still get the crisis, though. Slinky, have you injected that "extra-code" to jacob's machine? :)
 

Eternaly_Lost

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You still get the crisis, though. Slinky, have you injected that "extra-code" to jacob's machine? :)

No crisis:

At any point after Galactica’s return, the Admiral may, as
an action, order Galactica to leave. This ends the game (see
“Winning the Game” to the right).

Winning the Game
Once the Admiral has ordered Galactica to leave and ended
the game, destroy all civilian ships still on New Caprica, and
execute any human players still on a New Caprica location. If
after resolving those losses, no resource has been reduced
to 0 or lower, the humans win the game!
If any resource has been reduced to 0 or lower, or at least
six locations on Galactica (not including locations on Pegasus)
have been damaged, or a centurion has reached the end of
the Boarding Party track, the Cylons win the game!
After this has been resolved, the Cylon Leader reveals his
Agenda card to see if he can claim victory as well!
Example: Deirdre is playing a Cylon Leader with the “Join the
Colonials” Sympathetic Agenda Card. According to the card,
Deirdre wins if the humans have won and her character is
Infiltrating at the end of the game (and not in either the “Brig”
or “Detention”).
The Admiral orders the Galactica to leave after it has
returned to orbit, ending the game. No human characters
were left on a New Caprica location, but one civilian ship was
left on the “Prepared Civilian Ships” box. When it is destroyed,
the humans lose 2 population, reducing the resource to zero.
The Cylons have won. Deirdre’s character is Infiltrating in
the “Armory,” but since the humans did not win, Deirdre has
also lost.

Note that the game ends the second that he orders it to leave, and they give a full example. They don't say to Resolve the next crisis then do that, they say clean up the board and see who wins.

So Worse case. Humans win with:

2 Food, 4 Fuel, 1 Morale, 1 Population.
 

randakar

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I forgot:
## Play Tactics-3 (Strategic Planning) on the Nuke roll

@Reis - No crisis, as EL said. I would have tried harder to get out of the brig (or prevent morale loss in the first place) if that had been the case.

Now it was a gamble - The game had to end ASAP, as every crisis would bring us closer to morale loss, forcing us to try escaping, wasting more turns in which we could lose the game in other ways. That is why I wanted us to pass that check that evacuated a ship - It would shorten the amount of time until we could jump away.
I bet that one more crisis now would have done us in, really.
 

jacob-Lundgren

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## Nuke that basestar and jump the fleet! :D

I don't care which basestar, but if Adama 'accidentally' happens to be on it I don't mind at all :)
Or if it accidentally lands on top of Leoben ..
The important thing is the fleet jump here, obviously.

The admiral uses smoke signals from the detention cell before the cylons can get to her and interfer. Orders go out to Galatica. FIRE ZEE MISSILES!!

Roll of one nuke fired at the bravo basestar, the cylons on board were mooning the fleet and thus got the fleets wrath, is a 7! The basestar is annihilated! Using the explosions for cover the fleet jumps away leaving behind

Admiral Boomer(rand) for the cost of -1 morale. Cylons behind executed the admiral for illegal use of smoke signal in a detention cell. Makes one wonder what the legal use of a smoke signal would be in a detention cell.

President Tory (EL) -1 morale and the chief (graham) -1 morale are both also left behind. The cylons evacuate and leave the 2 in their cell after destroying the one civilian ship left behind. Sadly many civilians were on that ship as they all wanted to get one last good look at actual ground and true fresh air before leaving. 2 population lost.

End result is 1 morale, 1 population, 4 fuel, 2 food but 3 winning colonials in Randakar, Eternaly Lost and mGraham. Cylon slinky is abandoned on the planet for failing to prevent the humans escape and cylon leader reis came very close to reducing the colonials to ruins but that last leg did him in. ((Reduce Them To Ruins: The Cylons have won and 4 or more locations are damaged and Morale is at 3 or lower.))






NEXT 3 CRISIS IN THIS ORDER.

Arrests At Night

Current Player Chooses:
Skill check: LEA/TAC = 10
PASS: No Effect
FAIL: -1 Morale and if current player is on New Caprica he is sent to Detention

OR

Each player discards 2 Skill Cards and draws 2 Treachery Cards

POST CRISIS: Launch Raiders, +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



NCP Graduation

Admiral Chooses:
-1 Morale
OR
-1 Population

POST CRISIS: Activate Heavy Raiders, +1 EVACUATION AND PREPARE FOR JUMP


Safe bet that had the fleet 1 less morale, they almost certainly would have lost.
 

randakar

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hmm, indeed.

That's the most effective use of smoke signals ever. I'm sure Boomer was laughing all the way to the headsman's block :p

edit: That first crisis would have been inconsequential, so I could have fired two nukes and jumped the fleet on the next round, instead :p

Anyway, thanks for the game, Jacob. It was highly appreciated.
Now someone needs to go digh through the SA forums to find the new DeckManager with Exodus rules added ..
 

jacob-Lundgren

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edit: That first crisis would have been inconsequential, so I could have fired two nukes and jumped the fleet on the next round, instead :p
Not to...2nd guess a players moves but had reis gone to caprica instead of breeders canyon they would have been eligible to be current player after they chose that crisis. They had no way to know to be totally fair but had they gone to caprica and then colonials failed that crisis as a result??

edit: Oh right his drawback. Slinky was there.
 
Last edited:

jacob-Lundgren

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Rough draw on the agenda, Reis. If I wasn't the chief there would've been a lot more damage.
He actually only needed 1 more damage and 1 more pop or morale lost to win it. Or conditions to have been met earlier with the boarding parties. For a hard agenda he came very close to it.
 

jacob-Lundgren

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Just for fun here are the first 3 super crisis since we never got any involved.




SUPER CRISIS: Bomb On Colonial One

Skill check: TAC/PIL/ENG = 15
PASS: No Effect
FAIL: -2 Morale, all characters in Administration, President's Office, and Press Room are sent to Sickbay. Until the end of the game, no player may move to or activate Administration, President's Office, and Press Room.


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: Fleet Mobilization

Skill check: LEA/TAC/PIL/ENG = 24
PASS: Launch Nukes, Launch Raiders
FAIL: Launch Nukes, Activate Raiders, Activate Heavies, Launch Raiders
 

Eternaly_Lost

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He actually only needed 1 more damage and 1 more pop or morale lost to win it. Or conditions to have been met earlier with the boarding parties. For a hard agenda he came very close to it.

That not that hard of an agenda, although i question what Reis was doing allowing Pegasus to survive. Blowing up Pegasus would have given him the four locations damaged with no risk of losing it. Then he just needs to hit Morale hard. Not to hard to do with the Pegasus exp. He should have pulled super crisises after Pegasus was gone and played any that forced Morale loss. Much more likely to get them in the Super Crisis deck and he can wait until we can't avoid losing the Morale from it without risking losing then right and there.