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reis91

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I also have no SP, and I'm not really comfortable using CIC without one.

First action preload: If either Gaeta or Zarek play a SP, activate Pegasus CIC.
Otherwise, play POL-1 (Consolidate Power) to draw two tactics.

Don't you have a repair, btw?
 

Eternaly_Lost

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I also have no SP, and I'm not really comfortable using CIC without one.

First action preload: If either Gaeta or Zarek play a SP, activate Pegasus CIC.
Otherwise, play POL-1 (Consolidate Power) to draw two tactics.

I make this real simple, no one has SP.

So I will trigger that.
 

Eternaly_Lost

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I also have no SP, and I'm not really comfortable using CIC without one.

First action preload: If either Gaeta or Zarek play a SP, activate Pegasus CIC.
Otherwise, play POL-1 (Consolidate Power) to draw two tactics.
In the furture, don't preload card values unless you are certain that you are going to play them in the thread. You can preload SP in the thread, but not SP and the value that it is.
 
Apr 16, 2011
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Second action: Activate Pegasus CIC. Play TAC-3 (Strategic Planning) on the roll. Preload Major Victory if I destroy the basestar.

Don't you have a repair, btw?

No, but why do you ask?

In the furture, don't preload card values unless you are certain that you are going to play them in the thread. You can preload SP in the thread, but not SP and the value that it is.

My apologies; it's a common card and I was pretty sure that I was going to end up playing it as my second action anyway.
 

Eternaly_Lost

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Second action: Activate Pegasus CIC. Play TAC-3 (Strategic Planning) on the roll. Preload Major Victory if I destroy the basestar.



No, but why do you ask?



My apologies; it's a common card and I was pretty sure that I was going to end up playing it as my second action anyway.
The issue is that the rules state you are only allowed to reveal a card in your hand to use it, and it never should be used to figure out what is exactly in someone's hand.

Roll is a 1+2 = 3.

Pegasus CIC blows up, sending Tmoiy to sickbay.

Crisis time!

Code:
CRISIS: Unexplained Deaths 

Skill check: LEA/TAC = 8
PASS: No Effect 
FAIL: -1 Morale, -1 Population 

POST CRISIS: Activate Raiders, +1 Jump Prep
 

reis91

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CylonManager : Not confortable without a SP, eh? You just wait... * fetches 8-sided dice, with a 1 in every face *

Jump Prep, at least. We should see this passed btw. I can put in the aforementioned Iron Will, which makes this trivial. In addition, I can still play 1 strong, but I'd rather keep it (and hope the Crisis Deck has ran out of discards for me...)
 

jacob-Lundgren

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I could toss trust instincts at it to give us a better idea of what we need to do?
 

Jopi

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2 weak cards.
 

reis91

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I could toss trust instincts at it to give us a better idea of what we need to do?

Don't think it is worth it, because then our cylon will play a by your command and screw us further than the raider activation.
 

Eternaly_Lost

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Don't think it is worth it, because then our cylon will play a by your command and screw us further than the raider activation.

(0) Trust Instincts: Skill Check: Add the top 2 cards from the Destiny Deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.

Note that does not make the Skill test reckless, so a By your command will do nothing, other then count as negative points in this test.
 

reis91

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Note that does not make the Skill test reckless, so a By your command will do nothing, other then count as negative points in this test.

Aah, mixed up with Guts & Initiative. Need to get more used to Exodus... fine then, use it, as long as 2 Skill Check ability cards can be used in the same check.
 

sbr

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Quick question. Can the Jump prep go negative? For example, the fleets jumps after this crisis and the Jump Prep goes to 0. If I then use the Basestar Bridge location to change the tracks and roll a 1-3 the Jump Prep is reduced by one. Would the track still be able to move backwards or would that be a wasted roll?

Thanks in advance.
 

Eternaly_Lost

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Quick question. Can the Jump prep go negative? For example, the fleets jumps after this crisis and the Jump Prep goes to 0. If I then use the Basestar Bridge location to change the tracks and roll a 1-3 the Jump Prep is reduced by one. Would the track still be able to move backwards or would that be a wasted roll?

Thanks in advance.

Jump prep is limited to 0, and it can not go above Auto-Jump. Any time that it would move below 0, nothing happens as the fleet is not going to fly backwards. Any time that it moves above autojump, you just Resolve the Jump then continue moving it up until you don't need to do so any more.