[BSE - Exodus] Conga Through... Holy #$@# an Update!

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[BSE - Exodus] Conga Through... Holy #$@# an Update!

Post by Val Helmethead (?) » Thu Apr 19, 2012 6:06 am



Welcome to Battlestar Galactica Equestria: The Board Game, a game of politics, betrayal, survival, and :ponydrugs:! Ponykind flees the assault of the genocidal Pony-lons in their fleet of wooden spaceships, searching for a new home in the fabled Flutter Valley. Will you guide the ponies to safety, with the elements of harmony as your guiding principles? Or will you show them the true meaning of dispair?

This game will use the Pegasus & Exodus expansions and Kobol Objective, and will be a 5 player game with 3 ponies and 2 sinister Pony-lon infiltrators.



The rules for Battlestar Galactica can be found below:
Rules for Battlestar Galactica
Rules for the Pegasus Expansion
FAQs and Errata
Rules for the Exodus Expansion

Sign ups are open now!

To sign up, post ##Life is worth protecting now! in your post below. I'm going to leave this open for enrollment until Friday about 7pm EST. Priority for the game due to the size limit is as follows: 1) Players who are not in a game. 2) Players who are in the other BSE game. I will pull from group 1 until the game is full, then pull from group 2. If at any point, I have more players than slots, I'll randomly pull from the current group until all slots are full.

Further rules below:

Some things have been tweaked to help facilitate online play:
  • At the bottom of every GM post, there will be a helpful Action Queue that announces what we are waiting for to continue the game. This will usually be the current player's move/action, but could also include such things as a decision from the President/Princess.
  • If you are at the top of the Action Queue, you have 24 hours to post/PM to complete it. Once the 24 hours pass, the top of the action queue will be auto-resolved, usually as a "do nothing" action.
  • Skill checks will have 24 hour time limit. After 24 hours, the check will be resolved.
  • If you do not play cards for the skill check, I'll let the other players berate you. If I have to auto-resolve a choice for you, 1st and 2nd offenses get a warning, 3rd time you get replaced. It might seem a bit harsh, but this is needed to keep the game moving.
  • There will be leniency with the 24 hour rule over weekends.
  • All game actions should be bolded in Mafia style, with command in bold preceded by two hash marks (eg: ##move to Communications or ##use LEA-1 Executive Order on Rainbow Dash).
  • All face-down cards, including Quorum Cards and Skill Cards, will be delivered to the players via PM. If your draw is straightforward (eg: Celestia) your cards will be auto-drawn for you at the beginning of your turn. Players with multi-skills (eg: Twilight Sparkle) or abilities allowing them to draw cards (eg: Pinkie Pie, Ditzy "Derpy" Doo's OPG) need to post in the thread what type of card they are drawing (eg: ##draw 1 Politics 1 Engineering), or tell me in IRC. Discards are to be posted openly in the thread, since everyone can see what cards you discarded. If you lose track of what was in your hand and what was plyed, you may request a hand check from me at any time.
  • Skill Checks are handled slightly differently than in the regular rules. Players must announce the number of cards they are playing in the thread, then PM me the specific cards they are playing. This can be done in any order. Once everyone has PMed me, the check will be resolved.
  • During Skill Checks, players may play cards in any order they choose. You do not have to start with the current player. You can even play cards that have to be played "before cards are played into the skill check", because in all likelihood you didn't know there even was a skill check before those other people played cards into it; in this case, the people who already played cards into it will have their actions undone, and choose what they want to play again.
  • You may "pre-load" actions ahead of time; (eg: ##If my Viper is attacked, I'll use "Evasive Maneuvers".) This should be done via PM. Think about this, especially as many skill cards are very timing-specific!
  • Players do not choose the order in which Ponylon ships are activated, as in the normal rules. Instead, ships are activated starting in Sector Alpha and proceeding clockwise around Equestria.
  • A few days after each Skill Check is completed, I will edit out the specific cards revealed in it and just leave the total result -- you wouldn't have a photographic memory for Skill Checks in an in-person game, and leaving a record of every check even after the cards are discarded and reshuffled makes hiding as a Pony-lon much harder. - Let's face it, I won't do this. I'm too lazy. Just don't be a jerk so I can continue to be lazy.
In addition to the Secrecy Rules on p. 20 of the rulebook, these rules are specifically for online play:

- Players may not edit their posts without GM permission.
- Players may not quote anything from PMs or IMs. This includes cards, messages from the mod, or messages from other players. The EXCEPTION is if you are quoting a card everyone can see, such as your own Pony-lon reveal ability when you use it, the Destination card you choose to go to, a Quorum card you are playing, or a Crisis Card you are playing with the Ponyville location.
- DON'T EDIT YOUR POSTS
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- The first violation from a player will result in a warning; the second will result in a MODKILL. So try not to break the rules!



Player List - Humanized Edition

Shotgunbadger as FLUTTERSHY
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Ashenai as BIG MACINTOSH
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Pingcode as APPLEJACK
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Dexanth as RARITY
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Bremen as THE GREAT AND POWERFUL TRIXIE
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Last edited by Val Helmethead on Sun Aug 19, 2012 1:36 am, edited 5 times in total.
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Val Helmethead
User avatar
Damn it, fire hose doesn't work that way!
We Like Spike
Joined: Jun 07, 2011

Post by Val Helmethead (?) » Thu Apr 19, 2012 6:07 am

**Reserved**

Royalty

Twilight Sparkle - (LEA 2 - TAC 2 - LEA/ENG 1) - Setup: Research Lab
Faithful Student -- On your turn, you may increase or decrease the difficulty of any skill checks by 2. (N.B. This does not affect any partial pass checks)
Obsessive Research -- Action: Once per game, look at the top 4 cards of the Crisis deck, and place each one at the top or bottom of the deck in any order you choose.
I Don't Know What to Do! It's Not in the Book! - Any time you play zero Skill Cards into a Skill Check during your turn, you must discard one Skill Card at random.


Spike - (LEA 2 - TAC 2 - TAC/POL 1) - Setup: Communications
Fireball Communications - When you activate the Communications location, you may look at every Civilian Ship on the game board and may move any number of them.
Delusions of Grandeur - Action: Once per game, select any other pony player to move into the Brig, or out of the Brig to any location on Equestria.
A Dragon's Greedy Nature - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards instead of 1.


Celestia - (LEA 3 - TAC 2) - Setup: Princess's Quarters
Raising the Sun -- Movement: You may discard two Skill Cards to treat the next Crisis Card drawn this turn as if it had a "prepare for jump" icon.
Banish to the Moon -- Action: Once per game, execute another character at your location.
Pomp and Circumstance -- You must discard a Skill Card as an additional cost to move to any location.


Luna - (LEA 2 - TAC 3) - Setup: Command
Ruler of the Night -- Movement: You may discard 1 Skill Card to skip the Activate Ponylon Ships step of this turn's crisis.
The Fun has been Doubled! -- Once per game, when a player activates a location, you may activate it a second time as if it had been your action.
Justifiably Feared -- You must discard a Skill Card as an additional cost to move to a location already occupied by another character.
(EXPANSION 1)


The Great and Powerful Trixie - (2 TAC, 1 ENG, 2 LEA/POL) - Setup: Alicorn CIC
Setting the Stage -- On your turn - after the cards of a skill check are revealed, but before they are resolved - you may remove any one card from the check. Discard that card and resolve the check without it.
Anything You Can Do I Can Do Better -- Once per game, at the start of any player's turn take all title cards from their current holders. Return the title cards to their original holders, if possible, at the end of the turn.
Tempting Fate -- All skill checks during your turn becomes reckless, whether or not a reckless card is played.
(EXPANSION 2) (Note: Do not play with Trixie if you are playing without the Pegasus Expansion)


Politicians

Rarity - (LEA 2 - POL 2 - TAC 1) - Setup: Press Room
Putting it Together -- Once during each of your turns, you may reroll - without any modifiers - a die that was just rolled. You must use the new result.
Art of the Dress -- Once per game, before resolving a Skill Check on a Crisis Card, you may choose the result (Pass or Fail) instead of resolving it normally.
Wallowing in Pity -- When any quorum or crisis dice roll fails, discard 1 skill card in addition to the printed penalty.


Pinkie Pie - (POL 1 - TAC 1 - ENG 1) - Setup: FTL Control
"I'm about to be BRILLIANT" -- At the start of your Draw Crisis step, draw two Skill Cards from any skill set.
Surprise Party -- Action: Once per game, look at all Loyalty Cards belonging to another player.
Party of One -- If you end your turn without another player in your location discard 1 skill card at random. If you are in the brig, choose 1 skill card to discard instead.


Zecora - (LEA 1 - TAC 2 - POL 2) - Setup: Administration
Wisdom -- You do not discard Skill Cards as a result of Crisis Cards.
The Ways of My People -- Action: Once per game, lose 1 morale to gain 1 of any other resource type.
Evil Enchantress -- You start the game with 2 Loyalty Cards instead of 1.


Mayor Mare - (POL 2 - LEA 2 - POL/TAC 1) - Setup: President's Office
Political Connections -- When the President draws a Quorum Card, you may draw a Skill Card (limit twice per turn).
Inspirational Speech -- Action: Once per game, even if you are not the President, look at the top four Quorum Cards of the deck, play one, and place the rest on the top or bottom of the deck in any order you choose.
Behind Schedule -- You must discard a Skill Card as an additional cost to activate a location when it isn't your turn.
(EXPANSION 1)


Cheerilee - (LEA 2, POL 2, ENG/TAC 1) - Setup: Press Room
Nurture With Knowledge -- During your turn, if another player is forced to discard skill cards you may let them draw a number of skill cards equal to the number they just discarded. (NB: This does not count for executions)
Moral Guidance -- Once per game, after a player makes a choice on a Crisis Card, you may change that choice.
Indomitable Cheer -- You may not activate the Princess's Quarters or the Airlock.
(EXPANSION 2)


Pilots

Rainbow Dash (LEA 1 - TAC 2 - PIL 2) - Setup: Piloting a Viper in FOXTROT
Aspiring Wonderbolt -- When a Viper is placed in a space area from the Reserves, you may choose to pilot it and take 1 action. You may only do this when you are on a Equestria location other than the Brig.
Sonic Rainboom -- Action: Once per game while piloting a Viper, move to any space area and either make a normal attack on every Ponylon ship there, or destroy one civilian ship there.
Slacker -- Your hand limit is 8 instead of 10.


Fluttershy - (LEA 1 - POL 2 - ENG/PIL 2) - Setup: Hangar Deck
Kindness -- When you draw a Crisis Card, all 1-strength cards count as positive for any Skill Check on it.
Stare Master -- Once per game, you may cancel the activation of any one location.
Terrified of Your Own Shadow -- If you begin your action phase in the same space area as an enemy craft with no civilian ships present, you take no action this turn.


Ditzy "Derpy" Doo - (LEA 1 - POL 2 - PIL/TAC 2) Setup: Hangar Deck
Always In The Strangest Places -- Whenever you activate the Hangar Deck, you may discard 1 Skill Card to launch in a Viper to any space area. Take another action as normal.
Special Delivery! -- Action: Once per game, choose another player to draw Skill Cards up to their hand limit.
Absent-Minded -- At the start of any player's turn, if you have exactly 1 Skill Card in you hand, you must discard it.


Gilda "Starbeak" Gryphon - (TAC 2 - PIL/LEA 2 - TRE 1) Setup: Armory
Half Eagle, Half Lion, All Awesome -- Once per turn, after you damage/destroy a Ponylon unit, or risk a Raptor and succeed, you may draw two Skill Cards.
Keeping An Eye Out -- Once per game, when the Princess would draw two locations and pick one, instead you may draw three locations and pick one.
Poisonous Friendship -- Your skill set includes Treachery cards.
(EXPANSION 1)


Spitfire - (LEA 2 - PIL 2 - TAC 1) - Setup: Piloting Viper in ECHO
Aerial Ace -- When you begin your turn piloting a Viper, you may take an additional action after your movement phase.
Formation Flyer -- Action: Once per game, activate six unmanned Vipers.
Team Leader -- When raiders fire at Vipers in your space area, you are targeted first.
(EXPANSION 2)


Support Crew

Applejack - (TAC 2, ENG 1, LEA/ENG 2) - Setup: Weapons Control
Honest Work -- Movement: Draw a Skill Card and choose another character at your location to draw a Skill Card of your choice from outside of their skill set.
Applebuck Season -- Once per game, you may take an additional turn after the current one and skip the Draw Crisis step of this turn. You may only use this ability at the beginning of your turn.
But Still Only One Pony -- When a Skill Check is chosen on a decision Crisis, you must play at least one card into it.


The Cutie Mark Crusaders - (LEA 1 - ENG 2 - POL 1 - PIL 1) - Setup: Research Lab
Try Anything -- Whenever there is a Skill Check on your turn, before cards are played into it, you may name a skill type to count as positive for that check.
"Comedy Routine" -- Once per game, you may choose the result of any die roll instead of rolling it. That result may not be rerolled or modified.
Blank Flanks -- You may not hold the Princess or President titles.


Big Macintosh - (LEA 1 - TAC 2 - ENG 2) - Setup: Hanger
Eeeyup. -- Draw an ENG or TAC card each time a skill check is passed.
Nope. -- Once per game, after a Crisis Card is revealed, immediately discard it without effect and draw a new one.
Doesn't Add Up -- You may not activate the FTL Control or the Engine Room locations.
(EXPANSION 2)


Ponylon Leaders

Night Mare Moon - (1 POL, 1 TRE/ENG) - Setup: Pony Fleet
Eclipse -- Movement: Draw the top two cards of the Destiny Deck, then place two Skill Cards from your hand on top of the Destiny Deck.
The Night Will Last Forever -- Action: Once per game, choose another player. On that player's next turn, skip that player's movement and action phases.
Lonely And Resentful -- If a Crisis Card would force you to discard two or more Skill Cards while you are not Infiltrating, discard one card instead of ignoring it entirely. If a Crisis Card would force you to discard Skill Cards while you are Infiltrating, they are discarded at random.
(EXPANSION 1)


Discord - (1 TRE/ENG) - Setup: Ponyville
Chaos Is A Wonderful Thing -- At the start of your turn, choose a player. Draw a Skill Card at random from their hand and add it to yours. If you are Infiltrating, draw a second Skill Card from their hand. That player then draws to replace the cards they gave you.
You've Been Kind For Far Too Long -- Once per game, you may copy the "once per game" ability on any other character in play and perform it as if it were printed on this sheet.
What Fun Is There In Making Sense? -- All players besides you have the following ability: Action: If it is Distance is 7 or less, guess Discord's agenda. If you guess correctly, he reveals it, shuffles the agenda deck, and draws a new one. You may then draw one skill card and take another action. If you guess incorrectly, discard 2 skill cards. (NB: Any player may use this ability, whether pony or revealed Ponylon.)
(EXPANSION 1)


Tirek - (1 TAC, 1 LEA/TRE) - Setup: Ponylon Fleet
Extortion -- During your turn, when a Crisis Card calls for the Princess, President or CAG to make a choice, you make it for them unless they give you a Skill Card from their hand.
Rescue at Midnight Castle -- Once per game, you may either cancel a character's execution, or change the result of a Skill Check or choice on a Crisis Card to one that would execute a character.
Terrifying Presence -- You may not activate locations where another character is present (NB: Excludes the Pony Fleet activated for Infiltration only and the Brig).
(EXPANSION 1)




Order of Succession:

Princess:
Celestia
(1)Luna
Twilight Sparkle
(2) Trixie
Spike
Rainbow Dash
(2)Spitfire
Apple Jack
Derpy
(1)Gilda
(2) Big Macintosh
Rarity
Pinky Pie
Zecora
(1)Mayor Mare
(2)Cheerilee
Fluttershy
Cutie Mark Crusaders

President:
(1)Mayor Mare
Rarity
(2)Cheerilee
Pinkie Pie
Zecora
Fluttershy
AppleJack
(2)Big Macintosh
Derpy
(1)Gilda
Rainbow Dash
(2)Spitfire
Spike
(2)Trixie
Twilight Sparkle
(1)Luna
Celestia
Cutie Mark Crusaders

CAG:
(2)Spitfire
Rainbow Dash
(1)Gilda
Derpy
Fluttershy
Cutie Mark Crusaders
Celestia
(1)Luna
Rarity
Spike
Pinkie Pie
(2)Trixie
Twilight Sparkle
(1)Mayor Mare
(2)Cheerilee
Zecora
Apple Jack
Big Macintosh


Cards

Politics
( 0 ) Red Tape: Skill Check: Discard all 5 and 6 strength cards from this skill check (before totaling strength).
(1-2) Consolidate Power: Action: Draw 2 Skill Cards of any type. They may come from outside your skill.
(1-2) Support the People: Reckless: Play before cards are added to a skill check. Each pony player with 4 or less Skill Cards in hand may draw 2 Skill Cards.
(3-5) Investigative Committee: Play before cards are added to skill check. All Skill Cards are played faceup during this skill check (excluding those from the Destiny Deck).
(3-5) Preventative Policy: Movement: Choose 1 resource type (Fuel, Food, Morale, or Population). The next loss of this resource type during this turn is reduced by 1.
( 6 ) Political Prowess: Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice).

Leadership
( 0 ) Iron Will: Skill Check: IF YOU GET NO RESPECT, YOU MUST SPIKE THE CHECK! (If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.)
(1-2) Executive Order: Action: Choose any other player. He may take 2 actions, or move and take 1 action. Can NOT be used on a revealed Ponylon. Limit 1 XO or CS per turn.
(1-2) Major Victory: Play after YOU destroy a Basestar or Centurion on the Boarding Party Track. Roll a die. If 5 or higher, gain 1 Morale. Limit 1 per turn.
(3-5) Declare Emergency: Play after strength is totaled in a skill check to reduce its difficulty by 2. No effect on partial pass difficulty. Limit 1 per skill check.
(3-5) At Any Cost: Reckless: Play before cards are added to a Skill Check. All Treachery Cards in the skill check count as positive strength.
( 6 ) State of Emergency: Action: Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).

Tactics
( 0 ) Trust Instincts: Skill Check: Add the top 2 cards from the Destiny Deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.
(1-2) Launch Scout: Action: Risk 1 raptor to roll a die. If 3 or higher, look at top card of the Crisis or Destination Deck and place it on top or bottom. Otherwise, destroy 1 Raptor.
(1-2) Guts and Initiative: Reckless: Play before cards are added to a skill check. Do not add cards from the Destiny Deck into this skill check.
(3-5) Strategic Planning: Play before any die roll to add 2 to the result. Limit 1 per die roll.
(3-5) Critical Situation: Movement: Take 1 Action. Limit 1 CS or XO per turn.
( 6 ) Scout for Fuel: Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor.

Piloting
( 0 ) Protect the Fleet: Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.
(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.
(1-2) Full Throttle: Movement or Action: If piloting a Viper, you may move to any space area. You may then attack 1 Ponylon Ship in your area (even if you didn't move).
(3-5) Maximum Firepower: Action: Play while piloting a Viper to attack up to 4 times.
(3-5) Run Interference: Play before Raiders are activated. The first 4 Raiders activating in your space area automatically miss (do not roll for them).
( 6 ) Best of the Best: Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.

Engineering
( 0 ) Establish Network: Skill Check: Each engineering Skill Card in this skill check counts as double strength (before totaling strength).
(1-2) Repair: Action: Repair your current location, or if you are in the Hangar Deck, repair up to 2 damaged Vipers.
(1-2) Jury Rigged: Reckless: Play before cards are added to a Skill Check to reduce its difficulty by 4.
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering Cards in the skill check count as positive strength.
(3-5) Calculations: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll.
( 6 ) Build Nuke: Action: The Admiral gains 1 nuke token.

Treachery
Note: Reckless Skill Check (RSC) abilities activate when the card is part of a Skill Check in which a Reckless Skill Card was used for the text ability.
(1) Broadcast Location*: RSC: If there are no Basestars on the main board, Activate Basestars. Otherwise, place 1 Basestar in ALPHA and 1 Civilian Ship in DELTA. Only 1 of this ability may be resolved in each skill check.
(1) By Your Command: RSC: Activate all Raiders, Heavy Raiders, and Occupation Forces (but not Centurions). Only 1 of this ability may be resolved in each skill check.
(2) Megan's Plan: Movement: Exchange this card with the top card of the Destiny Deck.
(2) Special Destiny: RSC: Each player draws 1 Treachery Skill Card. Only 1 of this ability may be resolved in each skill check.
(3) Pony Weakness*: Movement or Action: If at least 1 pony player is in Brig or Detention, reduce the highest resource by 1. Limit 1 per turn.
(3) Sabotage: Play when a pony player discards a Treachery Skill Card. Damage Galactica. Limit 1 per turn.
*Note: Broadcast Location and Pony Weakness have been altered from their official versions.


Locations

EQUESTRIA
Note: A character moving to Equestria from Canterlot One, Alicorn, or a piloted Viper must discard a skill card.

FTL Control
Action: Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.

Weapons Control
Action: Attack one Ponylon ship with Equestria.
(Roll 3-8 to hit a Raider, 7-8 to hit a Heavy Raider, and 5-8 to hit a Basestar.)

Command
Action: Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons.
(Roll 3-8 to hit a Raider, 7-8 to hit a Heavy Raider, and 8 to hit a Basestar).

Communications
Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.

Princess’s Quarters
Action: Choose a character; then pass a Tactics/Leadership Skill Check of 7 to send her to the “Brig.”
(Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Ponylon from doing any damage when she reveals herself.)

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.
(You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.)

Armory
Action: Attack a Centurion on the Boarding Party track (destroyed on roll of 7-8).

Sickbay
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can (and should) move out of sickbay during the Movement step of her turn.
(Characters may not voluntarily move to Sickbay, but can be sent there by certain cards and abilities, or by being in a Viper when it is damaged.)

Brig
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.
Action: Pass a Politics/Tactics Skill Check of 7 to move to any location.
(Characters may not voluntarily move to the Brig, but can be sent there by certain cards and abilities, or the Princess's Quarters location. Characters in the Brig may not hold the Princess or CAG title.)

CANTERLOT ONE
Note: A character moving to Canterlot One from Equestria, Alicorn, or a piloted Viper must discard a skill card.

Press Room
Action: Draw 2 politics Skill Cards.

President’s Office
Action: If you are 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 a Politics/Leadership Skill Check of 5 to give her the President title.
(Revealed Ponylons and Infiltrating Ponylon Leaders may not be given titles.)

Alicorn
Note: A character moving to Alicorn from Equestria, Canterlot One, or a piloted Viper must discard a skill card.

Alicorn CIC
Action: Choose a basestar and roll a die:
1-3: Damage Alicorn.
4-6: Damage Basestar.
7-8: Damage Basestar twice.

Airlock
Action: Choose a character and pass a Politics/Tactics/Treachery Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the "Brig".

Main Batteries
Action: Choose a space area and roll a die:
1: Destroy 1 Civilian Ship there.
2-3: Damage 1 Viper there.
4-6: Destroy 2 Raiders there.
7-8: Destroy 4 Raiders there.

Engine Room
Action: Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a "prepare for jump" icon.`

PONYLON LOCATIONS
Note: These locations may only be used by a revealed Ponylon player or a non-infiltrated Ponylon Leader.

Ponyville
Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and bury the other on the bottom of the deck. Ponylon Activations are not triggered after this Crisis.

Ponylon Fleet
Action: Activate all Ponylon ships of one type, or launch 2 Raiders and 1 Heavy Raider from each Basestar. Activating Heavy Raiders will advance the Centurions one step on the boarding party track, even if there are no Heavy Raiders on the board.

Pony Fleet
Action: Look at the top card of the Crisis or Destination deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set). OR Infiltrate Equestria.

Resurrection Ship
You may only draw 1 Skill Card during your Receive Skill Cards step.
Action: Draw 1 Super Crisis Card.
(Characters may not voluntarily move to the Resurrection Ship, but are placed there when they reveal a Ponylon Loyalty Card as an action or by being executed, or choose to stop Infiltrating.)

Basestar Bridge
Action: Choose 2 of the following abilities:
-- The CAG must place 1 Civilian Ship (following all placement rules).
-- Place 1 Basestar or 3 Raiders in any 1 area of the Cylon Fleet.
-- Roll a die. If the number is less than the number of Raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.
-- Roll a die. 1-3: Decrease the Jump Preparation Track by 1. 4-8: Increase the Pursuit Track by 1.


Title Cards

Admiral
When the fleet jumps, you draw 2 Destination Cards and choose 1.
You control the nuke tokens.
Action: Launch 1 nuke at a space area (the nuke token is discarded).
1-2 = Damage a basestar twice
3-6 = Destroy a basestar
7 = Destroy a basestar and 3 raiders
8 = Destroy every ship in the space area

President
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards.
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 ponylons.

CAG
When a civilian ship needs to be placed on the main game board, you must choose the space area. You must choose an area that does not already contain civilian ships (if able).
Action: Activate 1 unmanned viper and then give the CAG Title Card to any other human player.
Action: Once per turn, if you are piloting a viper, you may activate 1 unmanned viper and then take another action.
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Val Helmethead
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Damn it, fire hose doesn't work that way!
We Like Spike
Joined: Jun 07, 2011

Post by Bremen (?) » Thu Apr 19, 2012 6:41 am

##Life is worth protecting now!

However, I'm happy to withdraw in favor of new players; I've played in more than my fair share even if I'm not in any going on now.

I've never played Exodus, though, which should make things interesting!

Character preference, if you're doing it now:

The Great and Powerful Trixie (1 TAC 1 LEA 1 POL)
Luna (2 LEA 1 TAC)
Pinkie Pie (1 POL 1 TAC 1 ENG)
Fluttershy (1 LEA 1 POL 1 PIL)
The Cutie Mark Crusaders (1 LEA 1 POL 1 ENG)
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Post by Pingcode (?) » Thu Apr 19, 2012 8:11 am

## Life is worth protecting now!

Maybe this time I'll finally get to see what being a cylon/ponylon is like. (I have literally never rolled cylon)

Character Preferences:
- Applejack (LEA 1 TAC 1 ENG 1)
- Celestia (TAC 2 LEA 1)
- Pinkie Pie (POL 1 TAC 1 ENG 1)
- Twilight Sparkle (LEA 2 TAC 1)
- Big Macintosh (LEA 1 TAC 1 ENG 1)
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Post by Ashenai (?) » Thu Apr 19, 2012 8:59 am

## Life is worth protecting now!

Character Preferences:
- Spitfire (LEA 2 TAC 1)
- Big Macintosh (LEA 2 TAC 1)
- Celestia (LEA 2 TAC 1)
- The Great and Powerful Trixie (LEA 2 TAC 1)
- The Cutie Mark Crusaders (LEA 2 ENG 1)
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Post by Glaed (?) » Thu Apr 19, 2012 1:41 pm

##life is worth protecting now

1) Celestia (LEA 2 - TAC 1)
2) Ditzy "Derpy" Doo - (LEA 1 - POL 1 - PIL 1)
3) Applejack - (TAC 1 - ENG 2)
4) Luna - (LEA 1 - TAC 2)
5) Big Macintosh - (LEA 1 - TAC 1 - ENG 1)
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Post by Dexanth (?) » Thu Apr 19, 2012 3:17 pm

##Place it in that giant hat!

I did that wrong, didn't I? :modesty:

1 ) Rarity (2 POL 1 LEA)
2) Celestia (2 LEA 1 TAC)
3) Applejack (2 LEA 1 TAC)
4) CMC (1 LEA 1 POL 1 ENG)
5) Cheerilee (2 POL 1 LEA)

I figure if I get Rarity I will buck the robotic Rarity trend :vogue:
:milkshake:
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Post by shotgunbadger (?) » Thu Apr 19, 2012 7:58 pm

##life is worth protecting now!

I'll step aside for newbies though!

1) Fluttershy (2 PIL 1 LEA)
2) The Great and Powerful Trixie (1 TAC 1 LEA 1 POL)
3) Spitfire (2 PIL 1 TAC)
4) Applejack (1 TAC 1 LEA 1 ENG)
5) Luna (2 LEA 1 TAC)
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Post by Ashenai (?) » Thu Apr 19, 2012 8:03 pm

Dexanth wrote:I figure if I get Rarity I will buck the robotic Rarity trend :vogue:


Airlock Dexanth immediately. Immediately. And then keep airlocking him. Never not airlock Dexanth, for a good time.
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Post by W.T. Fits (?) » Thu Apr 19, 2012 8:18 pm

Curses! Too late to sign up. :wantitneedit:

Oh well. Good luck, everyone!
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Post by Val Helmethead (?) » Thu Apr 19, 2012 10:53 pm

It is in fact NOT too late to sign up. Signups are open until I get home from work Friday.

If you want a chance to play, you should still sign up. You can still sign up. Sign up already!
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Post by Pingcode (?) » Thu Apr 19, 2012 11:30 pm

I think W.T. Fits' point was more that there are already more than 5 signups and he's in the 'already playing' group.
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Post by W.T. Fits (?) » Thu Apr 19, 2012 11:35 pm

Basically, yeah, the five people had already signed up thing. The "already playing" thing not so much.

But hey, just for the heck of it:

##life is worth protecting now
  1. Gilda Gryphon (2 LEA, 1 TAC)
  2. Ditzy Doo (1 LEA, 2 TAC)
  3. Zecora (1 LEA, 2 TAC)
  4. Spike (2 LEA, 1 TAC)
  5. Applejack (1 ENG, 2 LEA)
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Post by Pingcode (?) » Fri Apr 20, 2012 12:18 am

Cool, glad to be wrong. Hope to see you in, fellow organic/fellow superior robotic lifeform/naive meatbag/ponylon scum.
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Post by Bremen (?) » Fri Apr 20, 2012 8:17 am

I've been reading the Exodus rules. Will we be playing with conflicted loyalties and/or the Cylon Fleet optional rules?
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Post by Dexanth (?) » Fri Apr 20, 2012 12:45 pm

Oh, ooh : I would suggest CF but not Loyalties. It's already hard enough to win with CFB and loyalties makes that, well..even worse.

Loyalties end up being more frustrating than fun in my experience :bluh:
:milkshake:
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Post by Val Helmethead (?) » Fri Apr 20, 2012 2:13 pm

Yes, we are playing with the cylon fleet.

If folks don't want to play with conflicted loyalties, we can skip that though.
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Post by Dexanth (?) » Fri Apr 20, 2012 3:49 pm

I would suggest not using loyalties if only because it's strictly harder for team pony and Cylon Fleet tends to undo the power level Pegasus grants and then some - so there's a slight Ponylon edge before you mix in the loyalty issues.

If other people want to try it though, go for it! Don't let me dissuade you :yay:
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Post by Huitzil (?) » Fri Apr 20, 2012 4:10 pm

You could always try the modified PG rules they used on SA -- personal goals do not give you a new loyalty card, they give you another action after completing them, and during your Receive Skills step, if you are human, you draw an extra card of any skill type for each PG you have completed.
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Post by Bremen (?) » Fri Apr 20, 2012 5:11 pm

I'm fine with or without loyalties. The rules don't have a lot of details on what they actually entail.

As for balance, well, this game isn't exactly closely balanced to begin with, so I don't mind if a rule makes it harder for one side or another.
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Post by Glaed (?) » Fri Apr 20, 2012 6:41 pm

I'm all for trying out loyalties (with the house rules Huitzil mentioned) but otherwise nah.
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Post by W.T. Fits (?) » Fri Apr 20, 2012 7:13 pm

I think it would be best to keep things simple and leave personal goals/conflicted loyalties/Final Five Ponylons out of the mix.
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Post by Bremen (?) » Fri Apr 20, 2012 8:29 pm

If we wanted to keep things simple we wouldn't use the cylon fleet either. Simple is boring :iamapony:

I'm fine with trying out conflicted loyalties with the SA house rule. It sounds like something to spice up being a pony, and also help unrevealed ponylons hide, which was a problem last game.
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Post by Ashenai (?) » Fri Apr 20, 2012 10:09 pm

Bremen wrote:If we wanted to keep things simple we wouldn't use the cylon fleet either. Simple is boring :iamapony:

I'm fine with trying out conflicted loyalties with the SA house rule. It sounds like something to spice up being a pony, and also help unrevealed ponylons hide, which was a problem last game.


Trust me, Exodus gives ponies plenty of new horrifying bullshit to deal with without Conflicted Loyalties. Right, Val? :gonkity:

I'm not absolutely opposed to trying out Conflicted Loyalties, but I think overall the game will be better without them.
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Post by Val Helmethead (?) » Fri Apr 20, 2012 10:26 pm

Exodus is pretty much: "How DOES the toaster team want to win?". On the plus side, attack cards are gone.
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Post by Bremen (?) » Fri Apr 20, 2012 11:12 pm

I'm not questioning the difficulty. But wouldn't using the SA house rules make personal goals less of a burden for the ponies?
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Post by Val Helmethead (?) » Fri Apr 20, 2012 11:38 pm

Okay, so we'll be using the SA house rules for expanded loyalty cards:

"You Are A Cylon" Cards
Reduce Morale -- Action: Reveal this card. If you are not in the Brig, you may reduce morale by one.
Send to Sickbay -- Action: Reveal this card. If you are not in the Brig, you may choose a character on Galactica. That character must discard 5 Skill Cards and is moved to the "Sickbay."
Send to Brig -- Action: Reveal this card. If you are not in the Brig, you may choose a character on Galactica. Move that character to the "Brig."
Damage Galactica -- Action: Reveal this card. If you are not in the Brig, you may draw up to 5 Galactica damage tokens. Choose 2 of them to resolve and discard the other.
Draw Treachery -- Action: Reveal this card. If you are not in the Brig, each human player discards 1 random Skill Card and draws 1 Treachery Card. Then you draw 2 Treachery Cards (after you discard down to 3 Skill Cards).
Place Centurion -- Action: Reveal this card. If you are not in the Brig, you may place a centurion token at the start of the Boarding Party track.
Decrease Jump Prep -- Action: Reveal this card. If you are not in the Brig, you may decrease the Jump Preparation track by 2.


"You Are NOT A Cylon - Personal Goal" Cards
Stand and Fight -- Action: Reveal this card if 10 or more raiders are on the main game board. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Population.
Sacrifice -- Action: Reveal this card if 6 or more vipers are either damaged or destroyed. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Fuel.
Devastation -- Action: Reveal this card if the Admiral has no remaining nuke tokens. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Morale.
Acquire Power -- Action: Reveal this card if you currently hold 2 or more Title Cards. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Food.
Use Caution -- Action: Reveal this card if a 1-Distance Destination Card has been resolved. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Population.
Selfish -- Action: You may discard any number of Skill Cards with a combined strength of 16 to reveal this card. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Fuel.
Self-Destruction -- Action: Reveal this card if you are in the Brig or Sickbay. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Morale.
Political Intrigue -- Action: Reveal this card if the President is in the Brig. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Food.
Vendetta -- Action: Reveal this card if you have 4 or more Treachery Cards in your hand. Then reveal all of your Treachery Cards and gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Morale.
Sacrificial Lambs -- Action: Reveal this card if 6 or more Civillian Ships are on the board. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Fuel.
Up Close and Personal -- Action: Reveal this card if you have destroyed a Centurion on the boarding party track. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Population.
Cutting Corners -- Action: Reveal this card if 3 or more locations on Galactica are damaged. Then gain 1 Action. For the rest of the game, if you are a human player, you draw an extra Skill Card Skill Card during your Receive Skills Step (this may come from outside your skill set). If you are human player and this card has not been revealed by the end of the game, lose 1 Population.

"You Are NOT A Cylon - The Final Five" Cards
Note: If any of these cards are revealed as a result of an execution, all players must discard 2 Skill Cards.
Examiner Executed -- If this card is examined by another player, it is immediately revealed. The player who examined this card is executed. Then reshuffle this card with any other Loyalty Cards you possess.
Cylon Ships Activated -- If this card is examined by another player, it is immediately revealed. Then Activate Raiders, Launch Nukes, and Activate Heavies. Then reshuffle this card with any other Loyalty Cards you possess.
Damage Galactica Twice -- If this card is examined by another player, it is immediately revealed and Galactica is damaged twice. Then reshuffle this card with any other Loyalty Cards you possess.
You Are Executed -- If this card is examined by another player, it is immediately revealed, you are executed and all other players must discard 2 random Skill Cards.
Examiner Sent to Brig -- If this card is examined by another player, it is immediately revealed. The player who examined this card is sent to the "Brig." Then reshuffle this card with any other Loyalty Cards you possess.
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Post by Val Helmethead (?) » Fri Apr 20, 2012 11:39 pm

Also, I AM HOME. Signups are closed.

Players will be chosen shortly.
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Post by Val Helmethead (?) » Fri Apr 20, 2012 11:49 pm

Players who aren't in a game already:
Bremen - 1
Pingcode - 2
Ashenai - 3
Glaed - 4
Dexanth - 5
shotgunbadger - 6

Generated: 6, 3, 2, 5, 1

Turn Order:

Shotgunbadger as CAG Fluttershy
Ashenai as Big Mac (already have a pilot, defaulted to choice 2)
Pingcode as Applejack
Dexanth as Rari-bot President Rarity
Bremen as Princess Trixy

Sorry Glaed, Fits. You guys are alternates, in that order, if you would like to be.

Generating loyalties now.

Edit: Loyalty Deck Created. Passing out loyalty now.
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Post by Val Helmethead (?) » Sat Apr 21, 2012 12:14 am

Fleet Status

Shotgunbadger - CAG Fluttershy (0)
Ashenai - Big Macintosh (3)
Pingcode - Applejack (3)
Dexanth - President Rarity (3)
Bremen - Princess Trixie (3)

Distance 0/8

Food 08/08
Fuel 08/08
Morale 10/10
Population 12/12
Vipers 2 Active, 6 in Reserve, 0 Damaged, 0 Destroyed
Viper MkVII 0 Active, 0 in Reserve, 4 Damaged, 0 Destroyed
Raptors 4 in Reserve
Jump Prep [X]-[0]-[0]-[0-Risk 3]-[0-Risk 1]-[AutoJump]
Cylon Boarding [0]-[0]-[0]-[0]-[Ponies Lose]
Pursuit Track [X]->[0-1 Civ]->[0]->[0-2 Civ]->[Cylon Fleet Attacks]

Ships and Resources Remaining
-- 2 Pop x2
-- 1 Pop x6
-- 1 Pop & 1 Fuel x1
-- 1 Pop & 1 Morale x1
-- Empty x2
-- Galactica Food Damage Token
-- Galactica Fuel Damage Token

Ships and Resources Destroyed


Equestria (0/6 Damage)
FTL Control
Weapons Control - Applejack
Command
Communications
Admiral’s Quarters
Research Lab
Hangar Deck - CAG Fluttershy, Big Macintosh
Armory
Sickbay
Brig

Alicorn (0/4 Damage)
Alicorn CIC - Princess Trixie
Airlock
Main Batteries
Engine Room

Canterlot One
Press Room - President Rarity
President’s Office
Administration

Ponylon Locations
Ponyville
Ponylon Fleet
Pony Fleet
Basestar Bridge
Resurrection Ship

Off-ship:


Code: Select all
DRADIS

\      BRAVO   |   CHARLIE    / 
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
  Basestar \   |   /
A Raiderx3  \  |  /           D
L            \ | /            E
P             \|/             L
H             /|\             T
A            / | \            A
            /  |  \  Civ01
           /   |   \ Civ02
          /    |    \
         /     |     \ 
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /    Viper   |  Viper     \
 /             |             \
/    FOXTROT   |   ECHO       \

CYLON FLEET

\      5-6     |      3       / 
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   / 
            \  |  /   
7            \ | /             
|             \|/             1
8             /|\   
             / | \   
            /  |  \   
           /   |   \ 
          /    |    \ 
         /     |     \ 
        /      |      \   
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /            |            \
 /             |             \
/       4      |      2       \


Action Queue:
Ashenai: Give me a valid starting draw for Big Macintosh - he can only draw 1 LEA.
All players: Confirm loyalty
Shotgunbadger - Fluttershy: Variable Draw?
Shotgunbadger - Fluttershy: Move / Action?
Last edited by Val Helmethead on Sat Apr 21, 2012 12:56 am, edited 1 time in total.
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Post by Ashenai (?) » Sat Apr 21, 2012 12:49 am

Val Helmethead wrote:Ashenai: Give me a valid starting draw for Big Macintosh - he can only draw 1 LEA.


Whoops. LEA 1 TAC 2, please.

Also, ##loyalty confirmed. Eeeyup.
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Post by shotgunbadger (?) » Sat Apr 21, 2012 12:49 am

##Confirm Loyalty Who could ever expect ME as nasty ol ponylon? :allears:

I'll take 2 PIL for the variable draw. I always hate being the first to move, I'd go fight the ships in Alpha but...yea I see how Fluttershy as the only pilot can not be great...
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Post by Val Helmethead (?) » Sat Apr 21, 2012 12:59 am

The twelve colonies of Equestria were burning. When the ponylons struck, they made sure to strike hard and fast. The military leadership, represented by the Canterlot line of princesses had gone missing, and the self proclaimed Great and Powerful Trixie had stepped up into the void. Of the once mighty Equestrian Defense Forces, only the aging Equestria and the Alicorn remained. A bewildered Fluttershy forgot to step back with everyone else when volunteers were being called to head up the Combat Pegasi Group, and found herself in reluctant command. What few survivors escaped the initial attacks grouped together. Guided by President Rarity, formerly the Minister of Fashion under Celestia's reign, they set out for Flutter Valley, the fabled 13th Pony Colony.

Little did they suspect that the dreaded Ponylons were within their very midst.


Fluttershy draws LEA 1 - POL 2 - ENG/PIL 2

Action Queue:
Everyone else: Loyalty
Fluttershy: Movement / Action?
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Post by Bremen (?) » Sat Apr 21, 2012 1:19 am

##Confirm loyalty

Val Helmethead wrote:CAG Fluttershy
...
President Rarity
...
Princess Trixie


Ok, what Pony thought this could possibly be a good idea?
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Post by Glaed (?) » Sat Apr 21, 2012 1:27 am

Just my stinking luck. Sure, I'll be an alt.
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Post by Ashenai (?) » Sat Apr 21, 2012 1:38 am

Bremen wrote:Ok, what Pony thought this could possibly be a good idea?


No worries, the Apple family's here. Honest, hard work and earth pony strength will see us through. Image
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Post by Bremen (?) » Sat Apr 21, 2012 1:58 am

This avatar is now more appropriate for the Royal Great and Powerful Trixie.
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Post by Dexanth (?) » Sat Apr 21, 2012 2:08 am

Oh my my my! Responsibility! Well, I shall of -course- be the very best, like nopony ever was :vogue:

That said, Val my darling, I believe I need my Quorum Card to set the legislative agenda!

Now then : if you have an XO, it would make sense to tag one of us - I would suggest the Princess if any strategic plannings are around to try to make that awful ponylon hive a good deal more broken!
:milkshake:
Dexanth
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:prettywings: Well, I'm just this mare, you know?
Celestia's Champions
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Post by Dexanth (?) » Sat Apr 21, 2012 3:03 am

Actually! Yes. If possible, XO the Princess. I really want that basestar blown up as soon as possible!
:milkshake:
Dexanth
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:prettywings: Well, I'm just this mare, you know?
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Post by Pingcode (?) » Sat Apr 21, 2012 3:23 am

:twasnothin: Y'all are in good hooves, y'hear?

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Pingcode
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Pinkie! Stop ringing the @$#! service bell!
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Location: Straya
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