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Are you man or machine? Group Let's Play of Battlestar Galactica: The Board Game!

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  #1  
Old 09-08-2011, 08:09 AM
John John is offline
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Join Date: Jun 2007
Location: Up in the air
Posts: 3,593
Default Are you man or machine? Group Let's Play of Battlestar Galactica: The Board Game!



After forty years passing without a single word from the Cylons, they returned, and all but eradicated the human race. In this time of strife, they must put aside the petty differences that once separated them and focus on one thing - survival.

Humanity's only hope of a future is to find a new home; a place called Earth. The Cylons, however, are in constant and tireless pursuit. They now look, breathe and bleed exactly like humans. Cylons have infiltrated the Fleet, destroyed resources, and threaten to finish the extermination they have begun. The humans have no choice but to run, plagued by the paranoia of an indistinguishable enemy.

Are you a Cylon who will help to erase any memory of the human race? Or will your resilience and determination to survive prove to the Cylons that humanity is worth saving?



Special Thanks goes to MrBlarney, who let me "borrow" most of this initial post from his games at Penny-Arcade!

We will be using just the Base Game of BSG. It's been forever since I've played just the base game, plus since this is my first foray at running one of these, I want to keep it as simple as possible. The game looks intimidating at the start, but once it gets going it's really easy to follow along.

Rules and Utilities - Please refer to these often, as not all information about the game is collected in this post.

Base Game Rulebook
FAQs and Errata
Game Player Aid from Headless Hollow - This is very helpful! Download it! Print it out!


The Game Board


Above, the game board at the beginning of the game, before characters are placed. The fleet has four resources that will deplete over the course of the game: Fuel (starts at 8), Food (starts at 8), Morale (starts at 10), and Population (starts at 12). One Basestar and three Raiders are deployed at the fore of Galactica, two civilian ships at the aft, and one Viper in each of the port-bow and port-quarter areas.





Upper Right of the board are the Resource Dials. These determine how close the Humans are to annihilation. If any of these drops to 0 at the end of a player's turn, it's clobberin' time.

Below the dials are the Cylon Locations, the Jump Preparation track, and the Boarding Party track. These will be detailed below.



Human and Unrevealed Cylon Steps

1. Receive Skills Step: The current player draws the number and types of Skill Cards listed on his character sheet.

2. Movement Step: The current player may move to a different location. If he moves to a different ship (from Galactica to Colonial One or vice versa), he must discard one Skill Card from his hand.

3. Action Step: The current player chooses one action to perform. Options include the actions listed on his location, character sheet, and Skill Cards. If piloting in a Viper, you may activate it as an action. Unrevealed Cylons may also reveal a Cylon Loyalty Card in this step. All cards and locations that say Action: on them can be activated as an action.

4. Crisis Step: The top card of the Crisis deck is drawn and then resolved.

5. Activate Cylon Ships Step: If any are in play, Cylon ships are activated according to the Crisis Card drawn.

6. Prepare for Jump Step: If the Crisis Card has the "prepare for jump" icon on it, the fleet token advances one space on the Jump Preparation track. If the token reaches the end of this track, then the fleet jumps automatically.


Yes, these will be explained below. Keep on keeping on!



Let's go over the decks of cards!
At the bottom of the board in 5 stacks, you see Skill Cards!

Each player's hand is comprised of Skill Cards drawn from five different types: Politics, Leadership, Tactics, Piloting, and Engineering. There are 21 cards of each type, with Skill Check values from 1 to 5 in the following distribution: 8 x 1 Strength, 6 x 2 Strength, 4 x 3 Strength, 2 x 4 Strength, 1 x 5 Strength. These cards may also be used outside of Skill Checks either as an Action or in reaction to specific circumstances. I encourage you to PM me with circumstances in which you will automatically use your cards, so as to help keep the game moving as quickly as possible. If more than one character would be using the same card at the same time, only the next in action order will make the play. See the Notes and Guidelines sections for some rules on cards of these type.

Players have a maximum hand limit of 10 Skill Cards (Exception: Galen Tyrol, whose hand limit is 8). If they exceed this limit at the end of any player's turn, they must discard down to this amount. Players may still exceed this amount during any player's turn, including the start of their own turn after drawing Skill Cards.

Politics
Strength 1-2: Consolidate Power - Action: Draw 2 Skill Cards of any type(s). They may come from outside your skill set.
Strength 3-5: Investigative Committee - Play before cards are added to a skill check. All Skill Cards are played face up during this skill check (excluding those from the Destiny deck).

Leadership
Strength 1-2: Executive Order - Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. Limit of 1 "Executive Order" card may be used per turn.
Strength 3-5: Declare Emergency - Play after strength is totaled in a skill check to reduce its difficulty by 2. Limit of 1 "Declare Emergency" card used per skill check.

Tactics
Strength 1-2: Launch Scout - Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination Deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor.
Strength 3-5: Strategic Planning - Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll.

Piloting
Strength 1-2: Evasive Maneuvers - Play after any Viper is attacked to reroll the die. If the Viper is piloted, subtract 2 from the new roll.
Strength 3-5: Maximum Firepower - Action: Play while piloting a Viper to attack up to 4 times.

Engineering
Strength 1-2: Repair - Action: Repair your current location, or if you are in the "Hanger Deck" location, you may repair up to 2 damaged Vipers.
Strength 3-5: Scientific Research - Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength.

Note, because Yellow does not show up well on this board, we will not be using Yellow to highlight Politics, even though that is the correct color.



At the beginning of the game you will pick a character, and you receive your first Loyalty Card! This is the deck under the "onne" of my Carcassonne box.


These tell you if you are a Human or a Cylon, and what ability you can do when you reveal if you are a Cylon. Note that you will receive Loyalty Cards twice in the game, so if you aren't a Cylon yet, you may be soon.

Players also receive President and Admiral roles, depending on their order of succession.



Admiral Abilities
When the fleet jumps, you draw 2 Destination Cards and choose 1.

You control the nuke tokens. (There are 2 nuke tokens available at the start of the game.)

Action: Launch 1 nuke at a Basestar (the nuke is removed from the game).

Nukes damage a Basestar twice on a roll of 1-2, automatically destroy a Basestar on a roll of 3-6, and automatically destroy a Basestar and 3 Raiders in the same area on a roll of 7-8.

Admiral Succession
1. William Adama
2. Saul Tigh
3. Helo Agathon
4. Lee “Apollo” Adama
5. Kara “Starbuck” Thrace
6. Sharon “Boomer” Valerii
7. Galen Tyrol
8. Tom Zarek
9. Gaius Baltar
10. Laura Roslin

The title of Admiral is lost if the holder is sent to the Brig, and is given to the human player highest in succession that is not in the Brig. If all human players are in the Brig, then the title goes to the player highest in the normal succession.



President Abilities

At the start of the game, draw 1 Quorum Card. You control the hand of Quorum Cards (shown next to the title).

Action: Draw a Quorum Card into your hand.

Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed Cylons.

President Succession
1. Laura Roslin
2. Gaius Baltar
3. Tom Zarek
4. Lee “Apollo” Adama
5. William Adama
6. Karl “Helo” Agathon
7. Galen Tyrol
8. Sharon “Boomer” Valerii
9. Saul Tigh
10. Kara “Starbuck” Thrace

Note that if the President is in the “Brig,” he keeps the President
title and all associated abilities.


Other Decks


Above in blurry vision from left to right are: Kobol Objective Card, Destination Deck, Crisis Deck, Super Crisis Deck, and Loyalty Cards.

Loyalty cards we already went over. Kobol Objective just shows what you have to do to win the game (4 jumps to Sleeper, one more after 8 to win). Destination Deck is where you jump to after you successfully jump away, and ranges from 1-3 distance. Crisis Deck is where most of the game occurs, and where the bad stuff happens to Galactica and Company. Super Crisis cards are even worse cards that only Revealed Cylons can use.


Crisis Cards!



Most Crisis Cards and some Locations resolve with a Skill Check. Skill Checks are the main avenue for subterfuge for Cylon players.

A Skill Check will involve two to four types of Skill Cards, and a number. A Skill Check always includes 2 cards from the Destiny Deck (see below), and then each player may add as many cards as they like in turn (Exception: Players in Brig and Revealed Cylons may only contribute one card to each check). After the skill cards are revealed, you ADD all of the numbers from the correctly colored Skill Cards, and then SUBTRACT all of the numbers from the non-matching Skill Cards. If you meet or beat the Skill Check number, the check is a pass. This usually does nothing but avoid negative results, but can sometimes yield positive results. Some Skill Checks have a number value that allows for a partial pass; in these cases the negative results are lessened to some extent.

The Destiny Deck is composed of two cards from each of the five Skill Card types. Two are drawn in each Skill Check, and the deck is only replenished when it is exhausted (after five Skill Checks).

In this example, there's also a player choice element. The Current Player gets to choose to either take the Skill Check, or roll a die and test his luck. Let's say he decides to do option A.

The Skill Check amount in this example is 10, and Tactics and Engineering cards count positive for it. Two cards are added from the Destiny Deck, then players add in as many cards as they wish, starting from the current player's left. The current player always puts in cards last. The cards are then shuffled, and any cards outside of the positive suits are subtracted from the total. If they pass, they get the desired result (usually No Effect), and if they fail bad stuff happens, and they are out cards that could have been used next turn.

After the Skill Check or choice has been determined, the bottom two icons are resolved. The bottom Left is the Activate Cylon step. This one activates Raiders, so all raiders on the board either shoot at who is in their space (viper or civvy), or move on the board closer to a civvy ship, or fire at Galactica if nobody is around. Cylon Activations can be activating Raiders, Heavy Raiders, Basestars Attack, or Launch Raiders.

Bottom right is the Jump Prep step. If this Icon is on the card, then the jump prep is moved one step closer to moving away.



Other Things on the Board



Characters! These standees represent where each character is located, and what locations they can use as their Action. There's 10 to choose from.



Human ships!

Humans have two types of ships, Vipers on the left, and Raptors on the right. Vipers are used to fly around and shoot stuff, and Characters with the Pilot attribute can fly around in them. Raptors are only used to be risked, usually by Scouting different decks. For the Launch Scout Tactics card, a player Risks a scout and rolls a die. If the result was poor, the Raptor is destroyed.



Here's an example of the pilot token in action. Starbuck launched in a viper, so moved her standee off the board and placed the pilot token underneath. If she moves back onto Galactica or Colonial One (either by Jumping or spending a Skill Card to fly back) she reverses the process. Laying nearby is Helo's pilot token.




Civilian Ships! These are what the Cylons really want to destroy. When they enter the board, they are face down with a picture of the Dradis system like the top ship. The bottom one shows a revealed Civvy, and the contents of the ship. This one would lose you one Population. Most have population, but some are empty, and some have a combination of Pop and other resources.




Cylon ships! The large items are Basestars, the horseshoe ones are Raiders, and the boxy ones are Heavy Raiders.

Basestars will attack Galactica and launch both types of Raiders. These take 3 hits to kill, and are generally bastards. Take a look up in the post at the Resource Dial picture. You see those explosiony things to the bottom right? Those are Basestar Attack tokens. After a successful hit, we flip over one of those and reveal the damage. It could be 1 or 2 damage, break the Basestar's weapons battery, or damage the launch pads so Raiders can't come out.

Raiders are general all purpose Cylon fighters. They want to kill Civilian Ships, and if alone will move about the board towards the nearest Civvy ship (the black squares to the rear of Galactica). If equidistant like in the initial setup, they will move Clockwise, otherwise they take the shortest path. If a human Viper is in the same segment, they will instead take potshots until one of them are killed.

Heavy Raiders don't care about Vipers, they just want to move to the launch ports on Galactica (the two red areas in the Port-Starboard and Port-Aft segments) and drop off Centurions. If a Heavy is in one of those segments and is activated, then a Centurion marker is added to the Boarding Party track.



If a Centurion makes it to the end of the track, the Humans lose. A marker moves whenever the Heavy Raiders are activated on the Crisis Card step. Note that the markers can stack. Centurions are removed by activating the Armory.

At the top of the pic is the Jump Prep step. The ultimate objective of the humans is to jump the fleet enough distance to make it to Kobol. The game starts with the Jump Prep marker on Start. Each Crisis Card drawn has a chance to advance the Jump Prep marker. When the Jump Prep marker reaches the -3 or -1 spots, any character can use the FTL Control location to initiate a jump, but will risk losing 3 or 1 population (on a roll of 6 or less). If the Jump Prep marker advances to the Auto Jump spot, the fleet automatically jumps with no risk of population loss.

Jumping clears the board of all ships. All Vipers, unmanned or piloted, return to the reserves. Any characters piloting Vipers are moved to the Hangar Deck. While jumping does clear the board of all Cylon ships, any Centurions in a Boarding Party remain on Galactica. After the jump, the Admiral draws 2 cards from the Destination Deck and chooses one, jumping the fleet a certain distance and initiating a special effect.

Speaking of the Armory (a few paragraphs ago), I've got a pic!



At certain times, Galactica can be damaged, either by enemy fire or a Crisis Card. At that time, these Galactica Damage tokens will be randomly drawn. In this scenario, I drew the Armory token, so no one can use it to kill Centurions until it is repaired. Only Engineering cards can repair locations, so a group doesn't have someone who can draw Engineering it can be a problem.

Locations!
There are three general areas on the game board to do stuff: Galactica itself, the President's ship Colonial One, and the Cylon Locations, where only revealed Cylons can go.

Galactica

FTL Control - Action: Jump the fleet if the Jump Preparation track is not in the red zone. Might lose population. (Population is lost on a 6 or lower.)
Weapons Control - Action: Attack 1 Cylon ship with Galactica.
Command - Action: Activate unmanned Vipers 2 times. These can be used on the same viper twice, or on two different vipers. Activated vipers can be ordered to launch, move, or fire on a cylon vessel.
Communications - Action: Look at the back of up to 2 civilian ships. You may then move them to adjacent area(s).
Admiral's Quarters - Action: Choose a character; then pass this skill check to send him to the "Brig". [Skill 7, Leadership, Tactics]
Research Lab - Action: Draw 1 engineering or 1 tactics Skill Card.
Hangar Deck - Action: Launch yourself in a viper. You may then take 1 more action. (Must have the Piloting skill.)
Armory - Action: Attack a centurion on the Boarding Party track (destroyed on a roll of 7+).
Sickbay - You may only draw 1 Skill Card during your Receive Skills step.
Brig - You may not move, draw Crisis Cards, or add more than 1 card to skill checks. Action: Pass this skill check to move to any location on Galactica. [Skill 7, Politics, Tactics]

Colonial One
Press Room - Action: Draw 2 politics Skill Cards.
President's Office - Action: If you are the President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.
Administration - Action: Choose a character, then pass this skill check to give him the President title. [Skill 5, Politics, Leadership]

Cylon Locations
Caprica - Action: Play your Super Crisis Card or draw 2 Crisis Cards, choose 1 to resolve, and discard the other. If playing a Crisis Card, the Activate Cylon Ships and Prepare for Jump Steps are ignored.
Cylon Fleet - Action: Activate all Cylon ships of one type, or launch 2 Raiders and 1 Heavy Raider from each Basestar.
Human Fleet - Action: Look at any player's hand, and steal 1 Skill Card (place it in your hand). Then roll a die, and if 5 or higher, damage Galactica.
Resurrection Ship - Action: You may discard your Super Crisis Card to draw a new one. Then, if you distance is 7 or less, give your unrevealed Loyalty Card(s) to any player.




General Game Flow and Victory Conditions

Combat!

Combat uses an 8-sided die (or a 1-8 random.org roll in our case). If a pilot is in the same location as an enemy ship, they can choose to Fire upon the enemy as their action. Note that if they start their turn in a space with them, they can use their Movement as an Action as well, so two shots allowed.

Unit Attacked: Die Roll = Result

Raider: 3-8 = Destroyed
Heavy Raider: 7-8 = Destroyed
Centurion: 7-8 = Destroyed
Basestar attacked by Viper: 8 = Damaged
Basestar attacked by Galactica: 5-8 = Damaged
Basestar attacked by Nuke: 1-2 = Damaged Twice; 3-6 = Destroyed; 7-8 = Destroyed and destroy 3 Raiders in the same area

Viper: 5-7 = Damaged; 8 = Destroyed; If a piloted viper is damaged or destroyed, move the pilot to Sickbay.
Civilian Ship: Automatically Destroyed (no die roll)
Galactica attacked by Raider: 8 = Damaged
Galactica attacked by Basestar: 4-8 = Damaged



Human Victory: Reach Kobol. This is done by making one final jump after accumulating a Destination Score of 8 or more (Every time you jump you will earn a Destination Card with a score of 1, 2, or 3).
Cylon Victory: End humanity. This is done by destroying Galactica (damage six locations), dropping one of the fleet's stats (Fuel, Food, Morale, Population) to 0, or getting a raiding party far enough into Galactica's innards.



At the start of the game, each player is given one Loyalty Card (Exception: Gaius Baltar, who receives two) that indicates whether or not a player starts out as a Human or a Cylon player. Players take turns in sequence, encountering crises and jumping the fleet towards the destination of Kobol. When a distance of 4 or greater has been reached, the Sleeper Agent Phase activates: each player, including Revealed Cylons, is dealt one more Loyalty Card (Exception: Sharon Valerii, who receives two) that may change that player's alignment. Revealed Cylons who receive a loyalty card during the Sleeper Phase may look at the card and immediately pass it to another player of their choice. The total number of Cylons present in the game is fixed and dependent on the number of players in the game.



Cylon players may reveal a Loyalty Card indicating their alignment in their Action Step. The rest of their turn is resolved as follows:

1. Resolve Loyalty Card Action: If the player is not in the Brig, then the effect on their Loyalty Card takes effect.
2. Discard: The player's hand is discarded down to 3 Skill Cards.
3. Lose Titles: If the player was Admiral or President, the title is passed to the human player that is highest in the line of succession.
4. Receive Super Crisis: The player receives one random Super Crisis card from the five available.
5. Join Cylons: The player moves to the Resurrection Ship and their turn ends.


Revealed Cylons ignore all abilities and effects that were part of their original character.

1. Draw Skills Step: The current player may draw two Skill Cards of any type.
2. Movement Step: The current player may move to any of the Cylon Locations.
3. Action Step: The current player activates his current location and performs the listed action.



Secrecy is an important part of this game! As such, the following rules must be followed at all times:

You may not tell other players the exact value/type of cards that are in your hand, that you plan to put into a Skill Check, or what you had put into a Skill Check after it is resolved. You may still use vague terms to describe the cards you hold/play. (i.e. "I have a number of cards that can help in this situation.")
If an ability or action allows you to look at the top card of any deck, you are not allowed to tell the other players what that card is or any specific information about it.
All communication between players must be made through this thread. No private conversations allowed!
Human players and Revealed Cylons must both adhere to these rules: Revealed Cylons may not show their hands to other players or reveal their Super Crisis card until they play it.


Any time you are playing or discarding an action card, it should be reported in the thread. The only secret plays are those made to skill checks. On skill checks, the rules state that submissions to the check are made beginning with the player after the active player then continuing in turn order, ending with the active player. Thus, if it is important you may request to know how many cards people coming before you in that order contributed before deciding on your own submission. Such requests should be in bold cyan to be official and may be answered either by the GM or by the players involved; any other discussions of cards submitted to a check will be considered provisional and non-binding. Final submission numbers will be given by the GM at the time of resolution.

There are a number of Skill Cards that can be played under certain conditions. For the purposes of keeping things moving at a good pace, I recommend sending me a PM guidelines or instructions in advance detailing the circumstances in which you want to use them.

Skill Cards that come before events:

Tactics 3-5: Strategic Planning is played before a die roll; adds 2 to the result.
Engineering 3-5: Scientific Research is played before cards are added on a skill check; lets engineering cards be added for any check
Politics 3-5: Investigative Committee is played before cards are added on a skill check; all cards are played face up

Playing Scientific Research or Investigative Committee MUST be declared BEFORE the person playing them submits their own cards on a skill check. Once you make a submission it will be too late for those. On Strategic Planning, I advise you to consider circumstances when you might want to use it and PM me general guidelines. If an applicable situation comes up, I'll wait on the die roll for you to check in.

If an Investigative Committee is played halfway through a skill check, all players who have already contributed to the check will be allowed to change their contributions from what they initially PM'd me before they post them to the thread.

Skill Cards that come after events:
Piloting 1-2: Evasive Maneuvers is played after a viper is attacked and damaged or destroyed; the die is re-rolled, subtracting 2 from the result if piloted by a player character.
Leadership 3-5: Declare Emergency is played after a failed Skill Check; subtracts two from the total needed for a complete pass, not affecting the amount needed for a partial pass.

Last edited by John; 11-04-2011 at 06:20 PM.
  #2  
Old 09-08-2011, 08:10 AM
John John is offline
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Alright! Enough of the Infodump, time to do stuff! We will be playing a 5-player game, with me running the cards and dice and board. I have copied all the card text to spreadsheets, and will be playing off them so we don’t have an accidental deck of cards knocked over. I will use random.org for all card draws and dice rolls, to eliminate any bias.

Roll Call:

Military Leaders
Karl "Helo" Agathon

Pilots
Lee "Apollo" Adama
Sharon "Boomer" Valerii

Political Leaders
Gaius Baltar

Support
"Chief" Galen Tyrol

These are your Characters. First Player will pick one of any category, which is then off limits until one of each of the other categories are picked*. So, if Player One grabs Starbuck, then the other Pilots can't be selected until a Military and Political Leader are picked.
*The exception is Support, as those characters can be picked at any time.



So, I need volunteers! I have previously gotten requests for 3 people to play the game, so I will put their names down tentatively. I want them to post in this thread to confirm, though.

1. sraymonds
2. Sarcasmorator
3. Rai
4. 'Hrist
5. SilentSnake
Alt 1: Red Hedgehog
Alt 2: benjibot

After the roster is fully confirmed, I would also like a couple alternates in case of Issues cropping up. The game should take 3 to 4 months to complete, so this is no small undertaking. There’s a couple small holidays coming up, and I’ve got my own wedding to work on, but I do want this to keep moving. Once I have everyone, I will throw them into a RNG and get turn order, and have them pick Characters. When doing that, please also give me your starting Skill Cards, which are 3 cards out of your starting draw on the Character Card. First Player, you will receive full colors.


Turn Order
1. 'Hrist (Boomer)
2. Sarcasmorator (Helo)
3. sraymonds (Baltar)
4. Rai (Apollo)
5. SilentSnake

So Say We All!

Last edited by John; 09-09-2011 at 11:15 AM.
  #3  
Old 09-08-2011, 08:34 AM
sraymonds sraymonds is offline
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I'll give it a shot. I have the board game but other than repeated readings of the rules book I've never played.
  #4  
Old 09-08-2011, 08:42 AM
John John is offline
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Even if you've played many many times before, or just watched the TV show, or are a complete newbie, sign up! I will take the time to explain everything, and can give hints as to what you should be doing.
  #5  
Old 09-08-2011, 08:49 AM
Rai Rai is online now
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I'd love to play/be an alt. I've played numerous times, though only with the Pegasus expansion, so it'll be fun seeing the Base game in action. I also got the base game as a birthday gift this year, so something to do with it finally, yay.
  #6  
Old 09-08-2011, 09:01 AM
Sarcasmorator Sarcasmorator is offline
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I'm in!
  #7  
Old 09-08-2011, 09:07 AM
John John is offline
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Woooo! Two more to confirm, then we can get going! I'll do the turn order whenever that is fully confirmed, then post your Character Requests and Initial Draws!

Quote:
Originally Posted by Rai View Post
I'd love to play/be an alt. I've played numerous times, though only with the Pegasus expansion, so it'll be fun seeing the Base game in action. I also got the base game as a birthday gift this year, so something to do with it finally, yay.
The only actual difference between Pegasus and Base is the Investigative Committee cards. In the Base, all cards are face up, including Destiny, but in Pegasus the Destiny ones are still face down. Everything else Pegasus adds is additional (Treachery, new characters, the Pegasus board, New Caprica). Oh, and you can kill people in that one.
  #8  
Old 09-08-2011, 10:55 AM
Red Hedgehog Red Hedgehog is offline
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I would be up for playing. I enjoy me some BSG board game.
  #9  
Old 09-08-2011, 11:08 AM
John John is offline
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Quote:
Originally Posted by Red Hedgehog View Post
I would be up for playing. I enjoy me some BSG board game.
I'll put you down as an Alt, but if either of the two already spoken for people decide not to do it, you're in.

For this round I'm using First Come, First Served. If this is popular and doesn't kill me, I will consider running a second game with Pegasus. For that I'll do a lottery drawing, and maybe more players with Cylon Leaders if people want them.
  #10  
Old 09-08-2011, 11:11 AM
MrBlarney MrBlarney is offline
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If you want Politics cards declarations to show up on a light background but still be colored, you can always use orange or goldenrod.

Not gonna sign up at the moment since I'm gonna be up to moving shenanigans in the next couple weeks. But I'll be watching to see how you guys play it out once things start moving!
  #11  
Old 09-08-2011, 11:21 AM
`Hrist `Hrist is offline
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I'm in
  #12  
Old 09-08-2011, 11:29 AM
John John is offline
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With 5 of the 5 confirmed, I rolled the virtual die, and got this turn order:

Turn Order
1. 'Hrist
2. Sarcasmorator
3. sraymonds
4. Rai
5. SilentSnake

First pick can grab anyone. Just remember if you've only played Pegasus (or just played that a lot) that Repairing is much more important, because you don't have Pegasus hanging out as Cannon Fodder.

'Hrist, please pick a Character!

Last edited by John; 09-08-2011 at 11:40 AM.
  #13  
Old 09-08-2011, 11:37 AM
SilentSnake SilentSnake is offline
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Of course I'm in.
  #14  
Old 09-08-2011, 01:09 PM
`Hrist `Hrist is offline
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There can be only one option...

Boomer!
  #15  
Old 09-08-2011, 01:16 PM
John John is offline
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Good pick, Cylon! You know, I've never actually played a game where someone picked Boomer.

Sarcasmorator, pick a Military, Political, or Support character! And send me starting Skill Card draws!

I'll be able to send out Loyalty and Skill Cards after work today. If I start bringing my home laptop to work, then I can do card updates during my lunch break also.

Because Boomer is in the game, I will add one more You Are Not A Cylon card to the loyalty deck. She will get a second card at the Sleeper Phase, due to a little misunderstanding about shooting the Admiral in an alternate reality.

If Baltar is also picked, another Not Cylon card is added, and he gets two at the start for being awesome.

Last edited by John; 09-08-2011 at 01:32 PM.
  #16  
Old 09-08-2011, 01:54 PM
benjibot benjibot is offline
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You can put me down as the second alternate just in case.
  #17  
Old 09-08-2011, 02:12 PM
John John is offline
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Quote:
Originally Posted by benjibot View Post
You can put me down as the second alternate just in case.
Thanks! I'm glad that this has been so popular, and I'm happy we have alternates so quickly. I contemplated a 6 or 7 person game (with Pegasus) but I gather from Sarc's TI3 game that each person added ups the logistics exponentially. Best to keep it simple, and not add in any Sympathizer nonsense.
  #18  
Old 09-08-2011, 02:14 PM
SDMX SDMX is offline
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Quote:
Originally Posted by `Hrist View Post
There can be only one option...

Boomer!
why can't I favorite forum posts like twitter :<
  #19  
Old 09-08-2011, 02:59 PM
Sarcasmorator Sarcasmorator is offline
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We can be Helo! Just for one day.

Boomer, 'sup. I'm sleeping with someone who looks just like you on Post-Apocalypse Planet. But don't worry, when I get back to the ship I promise it won't be weird.
  #20  
Old 09-08-2011, 03:11 PM
sraymonds sraymonds is offline
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Quote:
Originally Posted by Sarcasmorator View Post
We can be Helo! Just for one day.

Boomer, 'sup. I'm sleeping with someone who looks just like you on Post-Apocalypse Planet. But don't worry, when I get back to the ship I promise it won't be weird.
Dammit, I was going to choose Helo and make a similar joke.

I choose....GAIUS BALTAR AND C'MON WHO DOESN'T TO SLEEP WITH ME CHECK OUT THE SIZE OF MY BRAIN
  #21  
Old 09-08-2011, 03:36 PM
Rai Rai is online now
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Frack it all, I wanted to be Gaius and be awesome. Siiiiiigh.

In that case, and since I don't especially want to be scurrying around the ship for all my turns, I'll try out Apollo.
  #22  
Old 09-08-2011, 03:48 PM
John John is offline
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Sarc, your skill draws are public knowledge. Helo will have one of each, Lea, Tac, and Pil.

With this format, it is very easy to go back and look at everyone's card draws. Cylon Recruits, be very careful when sabotaging a check. If 3 Engineering cards come up in a big check and you're the only one who has drawn Blue, you'll be in the Brig before long.

I still need initial draws from Baltar and Apollo, and whoever SilentSnake chooses.
  #23  
Old 09-08-2011, 04:39 PM
Sarcasmorator Sarcasmorator is offline
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Ah, you said send my skill card picks, so I PM'd.
  #24  
Old 09-08-2011, 04:42 PM
Rai Rai is online now
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Apollo will take two Piloting cards and one Leadership, and since I get to launch immediately, I'll go out the left launch section.

Also, I may just be missing it in the rules, but do we announce how many cards we put into a check in the thread, or is even that information kept secret?
  #25  
Old 09-08-2011, 04:51 PM
John John is offline
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I don't think I got to that in the rules yet, but it would've come up first Skill Check. You will PM me with your actual donations, then post in Turn Order with how many you will be contributing. You can also choose to say if it's helping "a little" or "a lot", but only "a medium amount" if you are contributing more than one card.
  #26  
Old 09-08-2011, 04:52 PM
sraymonds sraymonds is offline
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Gaius will take one Poli, Leader, and Engineering.
  #27  
Old 09-08-2011, 05:03 PM
djSyndrome djSyndrome is offline
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Quote:
Originally Posted by SDMX View Post
why can't I favorite forum posts like twitter :<
BEEP BEEP MOTHERFUCKER
  #28  
Old 09-08-2011, 06:38 PM
John John is offline
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SilentSnake, you can pick from Military, Political, or Support. Pilots are done for this game.

Destiny is compiled, and sending out Loyalty and starting cards to most soon. 'Hrist, I'll hit you up once SilentSnake gives me his character and starting draws.

Turn one might begin tonight, but most likely tomorrow morning I'll start it up. I've got a date with this dreamboat tonight.

Last edited by John; 09-09-2011 at 10:25 AM.
  #29  
Old 09-09-2011, 02:26 AM
SilentSnake SilentSnake is offline
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Well damn. I'd be remiss if I only let one person draw blue. I'll take Chief and one of each of my cards.
  #30  
Old 09-09-2011, 02:54 AM
Googleshng Googleshng is offline
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Quote:
Originally Posted by Rai View Post
I wanted to be Gaius and be awesome.
Mutually exclusive goals.
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