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Apr 16, 2011
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My new hand isn't the greatest either... Still, it should be sufficient for our needs at the moment. I will choose the first option. No cards from me whether we're trying to pass this or not.

EDIT: My turn is next, correct? Actually I strongly recommend failing the check and sending me to the brig if we want to conserve cards. I would be burning a powerful card to get out, but it would be by far the cheapest way to pass this check.

Even if you have a Political Prowess, I would still rather pass the check - since then you don't have to waste your next action to get out. Throw it into the check if we need it to pass.
 

Eternaly_Lost

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My new hand isn't the greatest either... Still, it should be sufficient for our needs at the moment. I will choose the first option. No cards from me whether we're trying to pass this or not.



Even if you have a Political Prowess, I would still rather pass the check - since then you don't have to waste your next action to get out. Throw it into the check if we need it to pass.

I would strongly suggest keeping Political Prowess if you have it. It a free execute for you after the sleep phase, no matter what side you end up on. If you end up a Cylon you shoot someone you think is human and if you are Human you wait until you find the Cylon and shoot them.

Or you could just shoot me when I come back, if you really wanted to, after I take care of a few things I need to do up here first. I need a nicer Super Crisis then I just drew. I got a rather nasty one.
 
Apr 16, 2011
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We have Cally in the game, so we do have an execute button lying around, assuming that she ends up human. Besides, hoarding the card for long periods of time increases the chance that you'll have to discard it somehow, either from a crisis or from Six stealing more cards.

Speaking of Six, I'm not sure what your deal is? You've been heavily implying that you have the Mutual Annihilation agenda, which is well and good (and that's probably the only reason you would sit at the Res Ship for multiple turns). Why are you eager to get executed again, though?
 

Eternaly_Lost

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We have Cally in the game, so we do have an execute button lying around, assuming that she ends up human. Besides, hoarding the card for long periods of time increases the chance that you'll have to discard it somehow, either from a crisis or from Six stealing more cards.

Speaking of Six, I'm not sure what your deal is? You've been heavily implying that you have the Mutual Annihilation agenda, which is well and good (and that's probably the only reason you would sit at the Res Ship for multiple turns). Why are you eager to get executed again, though?

It called for the lulz.

After all, not only do I respawn, but if you know what it is like when you left the chamber, but before you walk out of the resurrection room, you would be doing the same thing.
 

unmerged(245849)

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We have Cally in the game, so we do have an execute button lying around, assuming that she ends up human. Besides, hoarding the card for long periods of time increases the chance that you'll have to discard it somehow, either from a crisis or from Six stealing more cards.

Exactly what I was thinking. Plus, if its in your hand it can't get drawn and used again.

I'm not going to put it into the check though. Still 0 cards
 

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This should make sure we pass the check.

1 weak, 1 strong.
 

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Waiting on sbr.
 

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CRISIS: A Traitor Accused

Current Player Chooses
Skill check: POL/LEA = 8
PASS: No Effect
FAIL: The current player chooses a character to send to the brig.

OR

The current player discards 5 Skill Cards

Post Crisis: Activate Raiders, +1 Jump Prep



POL/LEA = 8
Leadership-1 (Major Victory)
Leadership-3 (Declare Emergency)
Leadership-4 (At Any Cost)
Politics-3 (Investigative Committee)
Politics-3 (Preventative Policy)

Tactics-1 (Launch Scout)
Tactics-3 (Critical Situation)

14 - 4 = 10 PASS!


No one to brig, +1 jump prep. Raiders activate!! ALARM!!!!

Roll 1~2 miss
2~4 miss
3~1 miss
4~3 miss
5~1 miss


Wow...raiders was flying drunk!:eek:
 

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Turn 12


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

JOPI ~ Cally	[4]
CAPT. KIWI ~ President Baltar   [4, 3Q]
SBR ~ Admiral Starbuck	[5, 1N]
EL ~ Caprica 6	[2, 1S]
TMOIY ~ Anders	[5]
[B]GRAHAM ~ Tory	[4+5][/B]



Destiny Deck [12]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       3/8

[b]Food[/b]       08/08      [b]Vipers[/b]         3 Active, 5 in Reserve, 0 Damaged
[b]Fuel[/b]       06/08      [b]Raptors[/b]        4 in Reserve
[b]Morale[/b]     08/10      [b]Jump Prep[/b]      3/5 (Cannot jump)
[b]Population[/b] 10/12      [b]Cylon Boarding[/b] None

Reserve   Civs 9
Active    Civs  3
Destroyed Civs  0

Ships and Resources Remaining
-- 1 Pop            x6
-- 1 Pop & 1 Morale x1
-- 2 Pop            x2
-- 1 Pop & 1 Fuel   x1
-- Empty            x2
-- Galactica Food Damage Token
-- Galactica Fuel Damage Token
Code:
[b]Galactica[/b]  (0/6 Damage)
[i]FTL Control[/i] ~ CAPT. KIWI ~ President Baltar
[i]Weapons Control[/i]
[i]Command[/i]  
[i]Communications[/i] ~ GRAHAM ~ Tory
[i]Admiral’s Quarters[/i] 
[i]Research Lab[/i] 
[i]Hangar Deck[/i] 
[i]Armory[/i] 
[i]Sickbay[/i]~ SBR ~ Admiral Starbuck
[i]Brig[/i]

[b]Pegasus[/b] (0/4 Damage)
[i]Pegasus CIC[/i] 
[i]Airlock[/i]
[i]Main Batteries[/i]  ~  JOPI ~ Cally
[i]Engine Room[/i]
Code:
[b]Colonial One[/b] 
[i]Press Room[/i] 
[i]President’s Office[/i] 
[i]Administration[/i] 

[b]Cylon Locations[/b]
[i]Caprica[/i] 
[i]Cylon Fleet[/i]
[i]Human Fleet[/i]
[i]Resurrection Ship[/i]~ EL ~ Caprica 6

[b]Off-ship[/b]~ TMOIY ~ Anders

Code:
\      BRAVO   |   CHARLIE    /  
 \  Heavy      |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /            E
P             \|/ Civvie      L
H             /|\             T
A            / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    / Anders   |          \
   / Raider x5 |           \
  / Viper      | Viper      \
 / Civvie      | Civvie      \
/    FOXTROT   |   ECHO       \


3. Special Rule - Massive Deployment: Keep this card in play until the fleet jumps. Each time a basestar launches Raiders or Heavy Raiders, it launches 1 additional of the same type.



Action queue:
Graham~move/action
 
Last edited:
Apr 16, 2011
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You could XO me to kill most of the raiders, or XO Starbuck out of sickbay to come help. Should probably do the latter if Starbuck has a Max Firepower.

Or if you lack an XO, maybe go to command and shoot some raiders that way?
 

unmerged(245849)

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You could XO me to kill most of the raiders, or XO Starbuck out of sickbay to come help. Should probably do the latter if Starbuck has a Max Firepower.

Or if you lack an XO, maybe go to command and shoot some raiders that way?

Sadly no XO. I agree with you though.
Move to command and activate it
Launch 1 raider into Foxtrot
Attack with a raider in foxtrot


I decided to launch 1 raider to make sure you're still around when your turn comes.
 

Eternaly_Lost

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Ha, I just noticed that. It'd be even stranger if we had some of those in Galactica's hanger...

What do you think I arrived on when I last joined you?
 

Eternaly_Lost

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Also, in case it comes up, I am going to preload 0 cards for the next crisis. I don't think that I will want to play cards in the next crisis, better to save them for a rainy day.
 

jacob-Lundgren

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Sadly no XO. I agree with you though.
Move to command and activate it
Launch 1 raider into Foxtrot
Attack with a raider in foxtrot


I decided to launch 1 raider to make sure you're still around when your turn comes.

Roll 5, scrap 1 raider. Or is it viper.....mwhahahahahaha


Nope 1 raider.



CRISIS: Rescue The Fleet

Admiral Chooses
-2 Population
OR
-1 morale. Setup: ALPHA: Basestar DELTA: 3 Civilian Ships

Post Crisis: Activate Raiders, +1 Jump Prep
 

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And we still have massive deployment in play... I take it the basestar only appears if SBR chooses the second option?
 
Apr 16, 2011
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And we still have massive deployment in play... I take it the basestar only appears if SBR chooses the second option?

That is correct.

I lost track of the rules. I guess we aren't playing with the Cylon fleet board so any Cylon ships will vanish when we jump? Anyone have any thoughts?

Also correct.

Unfortunately both options are fairly bad for us... but I guess I'm leaning toward the second option. We'll jump soon enough that the basestar shouldn't have a chance to do too much harm. Morale might be a little more important than population for us, but I think losing one resource is still better than losing two.