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randakar

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No SP here either.
:)
 

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roll is a 5. Lucky buggers. No one has SP so not waiting in case someone forgot to say no sp.
 

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Turn 16


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

JOPI ~ Cally	[8]
CAPT. KIWI ~ President Baltar   [7, 3Q]
SBR ~ Admiral Starbuck	[6, 1N]
[B]EL ~ Caprica 6	[2+1, 1S][/B]
TMOIY ~ Anders	[3]
GRAHAM ~ Tory    [2]



Destiny Deck [10]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       4/8

[b]Food[/b]       08/08      [b]Vipers[/b]         0 Active, 8 in Reserve, 0 Damaged
[b]Fuel[/b]       06/08      [b]Raptors[/b]        4 in Reserve
[b]Morale[/b]     07/10      [b]Jump Prep[/b]      3/5 (Cannot jump)
[b]Population[/b] 10/12      [b]Cylon Boarding[/b] None

Reserve   Civs  12
Active    Civs  0
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]  ~ GRAHAM ~ Tory
[i]Communications[/i] 
[i]Admiral’s Quarters[/i] 
[i]Research Lab[/i] 
[i]Hangar Deck[/i] ~ TMOIY ~ Anders, ~ SBR ~ Admiral Starbuck
[i]Armory[/i] 
[i]Sickbay[/i]
[i]Brig[/i]

[b]Pegasus[/b] (0/4 Damage)
[i]Pegasus CIC[/i] ~  JOPI ~ Cally
[i]Airlock[/i]
[i]Main Batteries[/i]  
[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]

Code:
\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /            |            \
 /             |             \
/    FOXTROT   |   ECHO       \



Action queue:
EL~move/action

preloaded
Draw TRE, move to Caprica. Play Super Crisis.


SUPER CRISIS: Lured into a Trap

1. Activate Raiders
2. Setup: BRAVO 1 Basestar 3 Raiders CHARLIE 1 Basestar 3 Raiders DELTA 1 Heavy Raider ECHO 1 Viper 1 Civilian Ship FOXTROT 1 Viper 1 Civilian Ship
3. Special Rule - Dangerous Repairs are Necessary: Keep this card in play until the fleet jumps. Any character in either the Engine Room or FTL Control when the fleet jumps is executed.
 

randakar

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:rofl:

I guess it really -was- a trap.
(some people may want to see the game board -after- that card, btw. :p)
 

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Turn 17


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

JOPI ~ Cally	[8]
CAPT. KIWI ~ President Baltar   [7, 3Q]
SBR ~ Admiral Starbuck	[6, 1N]
EL ~ Caprica 6	[3]
[B]TMOIY ~ Anders	[3+5][/B]
GRAHAM ~ Tory    [2]



Destiny Deck [10]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       4/8

[b]Food[/b]       08/08      [b]Vipers[/b]         2 Active, 6 in Reserve, 0 Damaged
[b]Fuel[/b]       06/08      [b]Raptors[/b]        4 in Reserve
[b]Morale[/b]     07/10      [b]Jump Prep[/b]      3/5 (Cannot jump)
[b]Population[/b] 10/12      [b]Cylon Boarding[/b] None

Reserve   Civs  10
Active    Civs  2
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]  ~ GRAHAM ~ Tory
[i]Communications[/i] 
[i]Admiral’s Quarters[/i] 
[i]Research Lab[/i] 
[i]Hangar Deck[/i] ~ TMOIY ~ Anders, ~ SBR ~ Admiral Starbuck
[i]Armory[/i] 
[i]Sickbay[/i]
[i]Brig[/i]

[b]Pegasus[/b] (0/4 Damage)
[i]Pegasus CIC[/i] ~  JOPI ~ Cally
[i]Airlock[/i]
[i]Main Batteries[/i]  
[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] ~ EL ~ Caprica 6
[i]Cylon Fleet[/i]
[i]Human Fleet[/i]
[i]Resurrection Ship[/i]

[b]Off-ship[/b]

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



3. Special Rule - Dangerous Repairs are Necessary: Keep this card in play until the fleet jumps. Any character in either the Engine Room or FTL Control when the fleet jumps is executed.


Action queue:
Tmoiy~move/action (assuming still drawing PIL)
 

jacob-Lundgren

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:rofl:

I guess it really -was- a trap.
(some people may want to see the game board -after- that card, btw. :p)
Lets jump to this nice gas cloud caprica 6 told us abo..oh my gods its full of cylons!
 
Apr 16, 2011
0
0
Well, Six has certainly shown her true colors. (They are bad colors. Eeeevil colors.)

This is probably an important turn, so I don't want to be too hasty. I have both XO and SP; does anyone have suggestions on what to do with them?
 

Eternaly_Lost

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Well, Six has certainly shown her true colors. (They are bad colors. Eeeevil colors.)

This is probably an important turn, so I don't want to be too hasty. I have both XO and SP; does anyone have suggestions on what to do with them?

I looked at the clock, and realized that it was half past Betrayal and I was not doing anything. I need those TRE cards for use in my OPG power when you really need to pass that crisis. I will be waiting to make sure you really don't pass that crisis.
 
Apr 16, 2011
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Very well - time to prove where your loyalties lie, Admiral. I strongly recommend launching and then targeting the basestar in Bravo with our nuke.

Launch in a viper to Echo
Play Leadership-1 (Executive Order) on Admiral Starbuck
Preload Strategic Planning if she fires a nuke
 

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No real game PMing about strategy until hidden cylons are pretty much totally obvious. Otherwise only simple stuff, questions on how the game works and similar.
 

randakar

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No real game PMing about strategy until hidden cylons are pretty much totally obvious. Otherwise only simple stuff, questions on how the game works and similar.

I still believe that rule is completely the wrong way around, btw. The PM games should end, not start, when the cylons are truly obvious. Before the cylons reveal themselves nobody can truly trust each other, and PM's can be a means to finding them, or deceiving others; Whereas after the cylons have shown themselves all people use PM's for is manipulating the cards and therefore hiding meaningful discussion from the thread.

Seeing how I am not a party to the game this time around I can finally speak up about it -during- the game. ;-)
 

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I still believe that rule is completely the wrong way around, btw. The PM games should end, not start, when the cylons are truly obvious. Before the cylons reveal themselves nobody can truly trust each other, and PM's can be a means to finding them, or deceiving others; Whereas after the cylons have shown themselves all people use PM's for is manipulating the cards and therefore hiding meaningful discussion from the thread.

Seeing how I am not a party to the game this time around I can finally speak up about it -during- the game. ;-)

Clever plays can both use the thread and sneakily use the PM system (while giving me a copy) to sniff them out. I didn't say ONLY ask people direct rules questions. I just don't want situations EVER like the WW ''''hey buddy, I am your cultist. Lets plot and stuffz''''
 

jacob-Lundgren

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I will launch a viper into Foxtrot and launch a nuke at Bravo sector.
Roll is a 6+2=8=boom basestar and raiders.

CRISIS: Jump Computer Failure

Skill check: TAC /ENG = 7
PASS: No Effect
FAIL: -1 Population, -1 Jump Prep

POST CRISIS: Launch Raiders | NO JUMP PREP
 
Apr 16, 2011
0
0
Nice nuke! It's too bad really, I was looking forward to being admiral. :p

Now for this rather irritating check... Cally, can you solo this? You should have lots of cards in the right colors, and I would like to minimize the chance of sabotage.
 

Eternaly_Lost

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0 Cards unless made reckless.

Still waiting, but this might be in the best interests of the humans to fail this. Otherwise you going to kill your own President.
 

Capt. Kiwi

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Not necessarily. That would only happen if both Tory and Cally increased jump prep in their turns, and if no one XOd me.

Regardless, I can only do so much on this check. I'll wait and see what Cally can do, and whether more help is urgently needed, before committing since Tmoiy wants to limit who is playing on it.