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Author Topic: Battlestar Galactica (Round 7)  (Read 127093 times)

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Jorbles

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Re: Battlestar Galactica (Turn 1)
« Reply #100 on: March 02, 2013, 01:56:26 pm »

Chief standing by. I should say that though I've read the rules I am not totally aware what we should be worried about. I chose a support character partially because I didn't want the big decisions to be thrown at me before I was into the swing of things. Any recommendations for what I should do on my first turn?
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Jorbles

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Re: Battlestar Galactica (Turn 1)
« Reply #101 on: March 02, 2013, 02:25:31 pm »

Where can I find a description of the location abilities? Also is there a card list somewhere in existence?
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Davio

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Re: Battlestar Galactica (Turn 1)
« Reply #102 on: March 02, 2013, 02:30:47 pm »

Page 1, Cylon!
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BSG: Cagprezimal Adama
Mage Knight: Arythea

Jorbles

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Re: Battlestar Galactica (Turn 1)
« Reply #103 on: March 02, 2013, 03:07:57 pm »

So it would be great if I could repair some damaged vipers right? I'll do that.

Skip movement phase.

Use Repair (1) to fix two Vipers.
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Davio

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Re: Battlestar Galactica (Turn 1)
« Reply #104 on: March 02, 2013, 03:11:05 pm »

You get another action.
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Jorbles

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Re: Battlestar Galactica (Turn 1)
« Reply #105 on: March 02, 2013, 03:29:22 pm »

Oh cool, two actions (I'm too used to Shadows over Camelot) then I'll also play Consolidate Power (1) to draw two Tactics cards.
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Davio

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Re: Battlestar Galactica (Turn 1)
« Reply #106 on: March 02, 2013, 03:31:15 pm »

It's because of your character ability.
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Jorbles

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Re: Battlestar Galactica (Turn 1)
« Reply #107 on: March 02, 2013, 03:38:15 pm »

Ohhhh that makes more sense. Of course Chief would be good at repairing things.
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WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #108 on: March 02, 2013, 03:51:36 pm »

Just an FYI: I am away for the weekend and won't have Internet access (phone posting from a restaurant; didn't know the condo wouldn't have Internet until I arrived).
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Tables

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Re: Battlestar Galactica (Turn 1)
« Reply #109 on: March 02, 2013, 04:17:49 pm »

"We have negative auxiliary power. We're on batteries only." - Anastasia "Dee" Dualla

CRISIS: Power Failure

Skill check: LEA/TAC/ENG = 14
PASS: No Effect
FAIL: -1 Jump Prep

CONSEQUENCE: Damage Galactica once.

POST CRISIS: Activate Heavies, NO JUMP PREP

So here's how this is going to resolve. First, we have a chance to play interrupts - Investigative Committees, Scientific Research etc. which everyone either needs to bold a pass, or play (face up) from their hand. Once everyone's done that, we move on to playing skill cards, starting left (below) the current player. As a reminder about secrecy, you're allowed to only say high or low regarding your contribution, or medium if you played at least two cards (and you can lie). You can NEVER claim which cards you put in.

Consequence refers to the skill check icon/effect, which is all 0 strength cards and no others. So if anyone plays a consequence card into this check, then Galactica will be damaged.
« Last Edit: March 02, 2013, 04:18:57 pm by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

theorel

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Re: Battlestar Galactica (Turn 1)
« Reply #110 on: March 02, 2013, 10:25:51 pm »

So, since we have no jump prep so far we should just basically ignore this crisis right?  There's no possibility to go negative jump prep right?
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Grujah

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Re: Battlestar Galactica (Turn 1)
« Reply #111 on: March 02, 2013, 11:54:41 pm »

So, since we have no jump prep so far we should just basically ignore this crisis right?  There's no possibility to go negative jump prep right?

Yeah.
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Davio

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Re: Battlestar Galactica (Turn 1)
« Reply #112 on: March 03, 2013, 06:19:22 am »

Agree, we still get destiny cards, so G could still be damaged right?
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Tables

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Re: Battlestar Galactica (Turn 1)
« Reply #113 on: March 03, 2013, 08:02:28 am »

Yes, there will still be destiny.

Quote from: INTERRUPT Token
Power Failure  14 PG
   
Please Post or PM for any of the following:
Investigative Committee
Scientific Research
Pass
 
Chief:
Apollo:
Zarek:
Adama: Pass (off colour)
Baltar:
Boomer:
 
Consider CO's for the following:
Declare Emergency
Does Chief use Blind Devotion to zero a Colour? If so, which one?
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #114 on: March 03, 2013, 06:55:02 pm »

Puh, it's tough to get a hang of this. I'll try to contribute as much as possible, but I still don't have a feeling of it. Sorry in advance, maybe I should have only watched the first game. I try to post something game relevant tomorrow.

theorel

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Re: Battlestar Galactica (Turn 1)
« Reply #115 on: March 03, 2013, 09:27:51 pm »

@QVist:
So, we have a skill check where:
-If we pass nothing happens.
-If we fail it our "Jump Track" goes back one position.  Our jump track is already at 0, so it can't go backwards.  Hence nothing happens.
So, there is no impact to this skill check and so no reason for anyone to add cards to it.
The destiny deck (10 cards 2 from each skill-type) always adds 2 cards to a skill check.  So, those 2 cards will be added regardless.

This crisis has a special effect (from Exodus) called a CONSEQUENCE.  This special effect is activated if the cards for the skill check have any 0's.  (The physical 0 cards have a special symbol on them which essentially means "activate consequence effects"

In this case, the effect is "damage galactica" which flips over a damage token which can have various effects (including making various locations inaccessible).

But, since no human player would want to add cards to this check, we can assume no cylon player will add cards to it (otherwise they give away their cylon-ness which is generally considered bad play.  A hidden cylon can do more damage than an exposed one who will just get stuck in the brig.)

However, there are still 2 destiny cards added so there's the possibility that one of them is a 0-strength card.  I think that doesn't matter though because we can't do anything about it.  Well...actually, thinking about the exodus cards, there is one possibility.
If the destiny deck happens to add Iron Will and a negative card (a card which doesn't help us pass the check i.e. Yellow-POL, Red-PIL, or Blue-ENG) then we could lose a morale as well.
This seems really minor, especially since morale is relatively easy to recover (via Inspirational Speeches from the President).

So anyways, I'm going to Pass, since this crisis would be a waste to spend cards on.
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WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #116 on: March 03, 2013, 10:17:17 pm »

##Pass on interrupts
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WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #117 on: March 03, 2013, 10:37:19 pm »

Also, blue is already positive, correct? That doesn't effect much since we're obviously tanking anyway, but it does remove the possibility of a Scientific Research interrupt. So only people with yellow could theoretically interrupt (via Investigative Committee).
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Tables

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Re: Battlestar Galactica (Turn 1)
« Reply #118 on: March 04, 2013, 03:15:38 am »

Everyone passes by either CO or not having the right colour (yes there is Blue, misread the card oops)

Quote from: Skill check
Power Failure  14 PGB
   
Skill check is face down and in player order starting with Apollo, please post number of cards and PM cards played.
 
Destiny: 2 cards
Apollo:
Zarek:
Adama:
Baltar:
Boomer:
Chief:
 
Consider CO's for the following:
Declare Emergency
Does Chief use Blind Devotion to zero a Colour? If so, which one?
Does Adama use Command Authority to take all skill cards into hand?
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.

Qvist

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Re: Battlestar Galactica (Turn 1)
« Reply #119 on: March 04, 2013, 03:38:25 am »

Thanks theorel



## Pass
« Last Edit: March 04, 2013, 03:40:58 am by Qvist »
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theorel

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Re: Battlestar Galactica (Turn 1)
« Reply #120 on: March 04, 2013, 07:01:37 am »

Right hashes...so I should have said
##Pass on interrupts
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WinterSpartan

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Re: Battlestar Galactica (Turn 1)
« Reply #121 on: March 04, 2013, 07:23:52 am »

For skill checks, Qvist, we can pass on interrupts in any order (as we've been doing) but then everyone has to pass or play cards into the skill check in turn order (so Apollo/Grujah first here, then me, etc.) Sorry if it's confusing at first - it'll make sense as we go  :)
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Jorbles

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Re: Battlestar Galactica (Turn 1)
« Reply #122 on: March 04, 2013, 10:50:01 am »

I will pass when it gets to my turn.

## Pass.
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theorel

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Re: Battlestar Galactica (Turn 1)
« Reply #123 on: March 04, 2013, 10:56:57 am »

Okay, I'm a bit confused.  I think the situation is:

Quote from: INTERRUPT Token
Power Failure  14 PG
   
Please Post or PM for any of the following:
Investigative Committee
Scientific Research
Pass
 
Chief: Pass
Apollo:
Zarek: Pass
Adama: Pass (off colour)
Baltar: Pass
Boomer: Pass (also off color)
 
Consider CO's for the following:
Declare Emergency
Does Chief use Blind Devotion to zero a Colour? If so, which one?

So, it's Grujah/Apollo's turn to play interrupt/skill card right?
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Tables

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Re: Battlestar Galactica (Turn 1)
« Reply #124 on: March 04, 2013, 11:25:30 am »

He sent a conditional order to pass, so we've moved on to the skill check. And actually he's passing in that. And the other two after him have also CO'd a pass.

Fortunately I don't think anyone is actually going to play into this check, so it at least serves as a nice training ground of what goes on in a crisis :P.

Quote from: Skill check
Power Failure  14 PGB
   
Skill check is face down and in player order starting with Apollo, please post number of cards and PM cards played.
 
Destiny: 2 cards
Apollo (Grujah): Pass (CO)
Zarek (WinterSpartan): Pass (CO)
Adama (Davio): Pass (CO)
Baltar (theorel):
Boomer (Qvist):
Chief (Jorbles):
 
Consider CO's for the following:
Declare Emergency
Does Chief use Blind Devotion to zero a Colour? If so, which one?
Does Adama use Command Authority to take all skill cards into hand?

Just to further clarify: Interrupts can be done in any order. The skill check MUST be done in turn order. We're now onto the skill check. We start after the current player, and proceed in player order from then on. This means Baltar/theorel is next to play, and nobody else needs to do anything. However, I'd suggest that if you know what you are going to (not) do, then you send me a CO with your decision. Reminder that I will only accept COs sent via PM.
« Last Edit: March 04, 2013, 11:27:03 am by Tables »
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...spin-offs are still better for all of the previously cited reasons.
But not strictly better, because the spinoff can have a different cost than the expansion.
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