[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]
[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
[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]
[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]
\ BRAVO | CHARLIE /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
\ | /
A \ | / D
L \ | / E
P \|/ L
H /|\ T
A / | \ A
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ | \
/ FOXTROT | ECHO \
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.
[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]
[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
[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]
[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]
\ 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.
Lets jump to this nice gas cloud caprica 6 told us abo..oh my gods its full of cylons!:rofl:
I guess it really -was- a trap.
(some people may want to see the game board -after- that card, btw.)
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?
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?
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. ;-)
Roll is a 6+2=8=boom basestar and raiders.I will launch a viper into Foxtrot and launch a nuke at Bravo sector.
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