[BSE] There are many copies, and they have a Plot.

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[BSE] There are many copies, and they have a Plot.

Post by Huitzil (?) » Thu Jan 12, 2012 6:01 pm



Welcome to Battlestar Galactica Equestria: The Board Game, a game of politics, betrayal, survival, and :ponydrugs:! Take on the roles of the last survivors of ponykind, enduring the relentless Ponylon assault in their adorable wooden spaceships, or the villainous Ponylon infiltrators trying to destroy them from within!

This game will use the Pegasus expansion and Kobol Objective, with three humans Ponies, two Cylon Ponylon infiltrators, and possibly one Cylon Ponylon Leader with a random Sympathetic Agenda. If there are six players interested in playing, we'll use a Ponylon Leader (or the Sympathetic Cylon loyalty card); if we can only scare up 5, or you guys voice a preference for a 5-player game, then we won't use the Ponylon Leader. Simple enough.

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

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/Admiral.
- 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 (eg: ##move to Communications or ##use "Executive Order" on Rainbow Dash).
- All face-down cards, including Quorum Cards and Skill Cards will be delivered to the players via PM/AIM. 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: Ditzy Doo's OPG) need to post in the thread what type of card they are drawing (eg: ##draw 1 Politics 1 Engineering). Discards are to be posted openly in the thread.
- 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 Cylon ships are activated, as in the normal rules. Instead, ships are activated starting in Sector Alpha and proceeding clockwise around Galactica.
- 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 Cylon much harder.

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.
- Players may not quote anything from PMs or IMs. This includes cards, messages from the mod, or messages from other players.
- 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!


Our Cast, special filly edition:

Mayor Mare -- Bremen
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Gilda -- Glaed
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Discord -- ToastGhost
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Luna -- Xavier Genisi
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The Cutie Mark Crusaders -- W. T. Fits
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Rarity -- Quintillian
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Last edited by Huitzil on Mon Jan 16, 2012 7:41 am, edited 3 times in total.
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Post by Huitzil (?) » Thu Jan 12, 2012 6:02 pm

Reference

Below is a helpful reference for what all the characters, locations, and skill cards do. These lists, along with reading the rules of play, should be all you need to know!

Characters
Military Leaders

Twilight Sparkle - (LEA 2 - TAC 2 - LEA/ENG 1) - Setup: Research Lab
Faithful Student -- When you activate the Research Lab, you may draw an additional Skill Card from outside your skill set.
Magical Prodigy -- Action: Once per game, send yourself to Sickbay to destroy a Centurion or Basestar, or damage two Vipers at any location.
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, 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 a player to move into the Brig, or out of the Brig to any location on Galactica.
Secret Crush - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards instead of 1.
(If a character is executed after the Sleeper Agent phase, and the player picks Spike as his new character, he will not draw an extra Loyalty Card or have the use of his OPG ability.)


Celestia - (LEA 3 - TAC 2) - Setup: Admiral's Quarters
Raising the Sun -- On your turn, before the Crisis step, 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)
Ruler of the Night -- On your turn, before the Crisis step, you may discard a Skill Card to skip the Activate Cylon Ships step this turn.
The Fun has been Doubled! -- Once per game, after you perform an action, you may perform it again, choosing new targets as necessary. If the action required a die roll or skill check, duplicate the result of the roll or total of the skill check.
Justifiably Feared -- You may not voluntarily move to a location already occupied by another character.
(EXPANSION 1)



Political Leaders

Rarity - (LEA 2 - POL 2 - TAC 1) - Setup: Press Room
Putting it Together -- Once during each of your turns, you may reroll 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 you fail a Skill Check on a Crisis Card during your turn, you must discard 2 Skill Cards.


Pinkie Pie - (POL 1 - TAC 1 - ENG 1) - Setup: FTL Control
"You're So Random" -- After a Crisis Card is revealed on your turn, draw two Skill Cards from outside your skillset.
Surprise Party -- Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Party of One -- If you are sent to the Brig, discard your entire hand of Skill Cards.


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.
(If a character is executed after the Sleeper Agent phase, and the player picks Zecora as her new character, she will not draw an extra Loyalty Card or have the use of her OPG ability.)


Mayor Mare - (POL 2 - LEA 2 - POL/TAC 1) - Setup: President's Office
Political Connections -- When the President draws a Quorum Card, 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 to take an action when it isn't your turn.
(EXPANSION 1)



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 Galactica location, excluding 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 Cylon ship there, or destroy one civilian ship there.
Slacker -- Your hand limit is 8 instead of 10.


Fluttershy - (LEA 1 - POL 3 - ENG/PIL 1) - Setup: Hangar Deck
Kindness -- When you draw a Crisis Card, all 1-strength Skill 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 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 - (TAC 2 - PIL/LEA 2 - TRE 1) Setup: Armory
Half Eagle, Half Lion, All Awesome -- Once per turn, after you damage/destroy a Cylon unit, or risk a Raptor and succeed, draw two Skill Cards.
Keeping An Eye Out -- Once per game, when the Admiral would draw two locations and pick one, you may instead draw three locations and pick one.
Poisonous Friendship -- Your skill set includes Treachery cards.
(Human players cannot use the text abilities on Treachery cards.)
(EXPANSION 1)



Support Crew

Applejack - (TAC 2, ENG 1, LEA/ENG 2) - Setup: Weapons Control
Honest Work -- Movement: Draw a Skill Card, or choose a character at your location to draw a Skill Card of your choice from outside their skillset.
Applebuck Season -- Once per game, you may take an additional turn after this 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 Admiral or President titles.



Cylon Leaders

Night Mare Moon - (1 LEA, 1 POL/TRE) - Setup: Human 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. That player's next turn ends immediately after the Receive Skills step.
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/TAC) - Setup: Caprica
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 another character at your location and perform it as if it were printed on this sheet.
What Fun Is There In Making Sense? -- At the end of the game, before revealing your Agenda, the players of the losing side (human or Cylon) guess what your Agenda was. If they guessed correctly, discard it and draw a new one.
(EXPANSION 1)


Tirek - (1 TAC, 1 LEA/TRE) - Setup: Cylon Fleet
Extortion -- During your turn, when a Crisis Card calls for the Admiral, 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 (except the Brig).
(EXPANSION 1)


Order of Succession

Admiral:
Celestia
Luna
Twilight Sparkle
Spike
Gilda
Rainbow Dash
Apple Jack
Ditzy Doo
Rarity
Pinky Pie
Zecora
Mayor Mare
Fluttershy
Cutie Mark Crusaders

President:
Mayor Mare
Rarity
Pinkie Pie
Zecora
Fluttershy
AppleJack
Ditzy Doo
Gilda
Rainbow Dash
Spike
Twilight Sparkle
Luna
Celestia
Cutie Mark Crusaders


Locations
GALACTICA
Note: A character moving to Galactica from Colonial One, Pegasus, 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 Cylon ship with Galactica.
(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.

Admiral’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 Cylon 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 Admiral's Quarters location. Characters in the Brig may not hold the Admiral title.)

COLONIAL ONE
Note: A character moving to Colonial One from Galactica, Pegasus, 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 Cylons and Infiltrating Cylon Leaders may not be given titles.)

PEGASUS
Note: A character moving to Pegasus from Galactica, Colonial One, or a piloted Viper must discard a skill card.

Pegasus CIC
Action: Choose a basestar and roll a die:
1-3: Damage Pegasus.
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.`

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

Caprica
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. Cylon Activations are not triggered after this Crisis.

Cylon Fleet
Action: Activate all Cylon 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.

Human 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 Galactica.

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 Cylon Loyalty Card as an action or by being executed, or choose to stop Infiltrating.)




Skills
Note: Only 1 "Reckless" card may be played per Skill Check.
Humans may not use the text abilities on Treachery cards, revealed Cylons cannot use the text abilities on Skill Cards other than Treachery cards.
"Reckless Skill Check" cards activate when played into a Skill Check that was made Reckless by a card like Support the People or Guts and Initiative.
Politics (POL)
(1-2) Consolidate Power: Action: Draw 2 Skill Cards from outside your skill set.
(1-2) Support the People: Reckless: Play before cards are added to a Skill Check. Each human 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 are played face up (excluding the Destiny Deck).
(3-5) Preventative Policy: Movement: Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.

Leadership (LEA)
(1-2) Executive Order: Action: Choose a human player who takes 2 actions, or moves and takes 1 action. Limit 1 XO or "Critical Situation" 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: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce 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 count as positive strength.

Tactics (TAC)
(1-2) Launch Scout: Action: Risk one Raptor to roll a die. If you roll 3+, look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy the Raptor.
(1-2) Guts and Initiative: Reckless: Play before cards are added to a Skill check. Do not add cards from the Destiny Deck to the Skill Check.
(3-5) Strategic Planning: Play before a die roll to add 2 to result. Limit 1 per die roll.
(3-5) Critical Situation: Movement: Take 1 Action. Limit 1 CS or "Executive Order" per turn.

Piloting (PIL)
(1-2) Evasive Maneuvers: Play after a Viper is attacked to reroll. If 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 attack 1 Cylon ship in that 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).

Engineering (ENG)
(1-2) Repair: Action: Repair your current location, or if you are in the Hangar Deck, you may 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 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.

Treachery (TRE)
(1) Broadcast Location: Reckless Skill Check: Place 1 basestar in front of Galactica and 1 civilian ship behind Galactica. Only trigger this ability once per check.
(1) By Your Command: Reckless Skill Check: Activate all raiders, heavy raiders, and occupation forces (but not Centurions). Only trigger this ability once per check.
(2) God's Plan: Movement: Exchange this card with the top card of the Destiny Deck.
(2) Special Destiny: Reckless Skill Check: Each player draws 1 Treachery Skill Card. Only trigger this ability once per check.
(3) Human Weakness: Action: If at least 1 human is in "Brig" or "Detention", reduce the highest resource by 1.
(3) Sabotage: Play when a human player discards a Treachery Skill Card. Damage Galactica. Limit 1 per turn.



Sympathetic Agenda Deck
You win the game if...

Guide Them to Destiny: The humans have won and Population and Morale are within 2 of each other.
Live On In Infamy: The humans have won and all resources are at 3 or lower.
Atone For Your Sins: The humans have won, 3 or more civilian ships have been destroyed, and either you are in the Brig or you have been executed at least once due to a human player's actions.
Prove Their Worth: The humans have won and at least 5 raptors/vipers are destroyed or damaged.
Sow Chaos: The humans have won and the Admiral and President titles both changed hands at least once due to your actions.
Mend A Broken Heart: The humans have won and you have been targeted by the card "Executive Order" at least twice.
Crushing Betrayal: The Cylons have won and you have been targeted by the card "Executive Order" at least twice.
Surgical Strike: The Cylons have won and 2 or more resources are at half or more of their starting value ("in the green").
The Illusion of Hope: The Cylons have won and the human fleet was one jump from victory. (distance 8 for Kobol and Ionian Nebula, distance 7 for New Caprica)
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Post by Xavier Genisi (?) » Thu Jan 12, 2012 6:06 pm

Y'know, I see these games, but I've never really followed one much, and was always kind of interested in giving it a shot. Why not, sign me up I guess.
:snoop:[22:11] <%Berrybot> ofsheep: what does snooop doggy dogg, the shawshank redemption style :snoop:
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Post by Huitzil (?) » Thu Jan 12, 2012 6:06 pm

Xavier Genisi wrote:Y'know, I see these games, but I've never really followed one much, and was always kind of interested in giving it a shot. Why not, sign me up I guess.


Sure thing! Which character(s) would you like to play?
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Post by Xavier Genisi (?) » Thu Jan 12, 2012 6:09 pm

Uh, do I have to pick one of each, or what exactly?

(whatever the case, my choice is going to include Luna)
:snoop:[22:11] <%Berrybot> ofsheep: what does snooop doggy dogg, the shawshank redemption style :snoop:
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Post by Huitzil (?) » Thu Jan 12, 2012 6:13 pm

Xavier Genisi wrote:Uh, do I have to pick one of each, or what exactly?

(whatever the case, my choice is going to include Luna)


Not one of each, just, the top 5 characters you'd want to play, in order, and what 3 cards you'd want as their starting hand.
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Post by Xavier Genisi (?) » Thu Jan 12, 2012 6:24 pm

I suppose then, uh: Luna, Pinkie Pie, Gilda, Cutie Mark Crusaders, Tirek.

cards: 2 TAC, 1 LEA
Last edited by Xavier Genisi on Thu Jan 12, 2012 6:27 pm, edited 1 time in total.
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Post by W.T. Fits (?) » Thu Jan 12, 2012 6:26 pm

I'd like to give this a shot. I've followed the last three games on here, so I have a vague understanding of how this works, which should be cleared up after I get a chance to go over the rules in detail.

Character picks:
1) Cutie Mark Crusaders (LEA 1 - ENG 2 - POL 1 - PIL 1)
2) Twilight Sparkle (LEA 2 - TAC 2 - ENG 1)
3) Ditzy Doo (LEA 1 - POL 2 - PIL 2)
4) Mayor Mare (POL 2 - LEA 2 - TAC 1)
5) Discord (TRE 1 - ENG 1 - TAC 1) if Cylon Leaders are used; otherwise Princess Celestia (3 LEA, 2 TAC)

I think I did that right; I have to run out for a bit, so if there's something that needs correcting, I'll get it when I get back.
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Post by Val Helmethead (?) » Thu Jan 12, 2012 6:28 pm

I'm hereby volunteering myself as "New Player Consultant" for the game. If you are a new player and want an experienced hand looking over your shoulder offering advice and telling you what you might want to do, let me know.

If we don't get enough interest then I'll play I guess...

Preview edit: Fits, pick a 3 card draw from your character choices starting draws. 5 card draws are a bit too much.
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Post by W.T. Fits (?) » Thu Jan 12, 2012 6:56 pm

Val Helmethead wrote:I'm hereby volunteering myself as "New Player Consultant" for the game. If you are a new player and want an experienced hand looking over your shoulder offering advice and telling you what you might want to do, let me know.

If we don't get enough interest then I'll play I guess...

Preview edit: Fits, pick a 3 card draw from your character choices starting draws. 5 card draws are a bit too much.


Right, I saw the numbers listed in the character list and wasn't sure if that was the entire opening hand or if I was supposed to pick 3 from those options. I'll go back and edit it now that I'm back.
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Post by W.T. Fits (?) » Thu Jan 12, 2012 6:57 pm

And by "edit it" I mean I'll copy/paste and correct it into a new post because I almost forgot you're not supposed to edit your posts. :v:

Character picks:
1) Cutie Mark Crusaders (ENG 1 - POL 1 - PIL 1)
2) Twilight Sparkle (LEA 1 - TAC 1 - ENG 1)
3) Ditzy Doo (LEA 1 - POL 1 - PIL 1)
4) Mayor Mare (POL 1 - LEA 1 - TAC 1)
5) Discord (TRE 1 - ENG 1 - TAC 1) if Cylon Leaders are used; otherwise Princess Celestia (2 LEA, 1 TAC)
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Post by Quintillian (?) » Thu Jan 12, 2012 7:37 pm

##Filly reporting for duty

I'm really excited about this. I kept up with Flutter Valley's Last Gleaming and actually got the game because of the forum games.

Character Choices:
1) Rarity: LEA 1 - POL 1 - TAC 1
2) Spike: LEA 1 - TAC 2
3) Applejack: TAC 1 - ENG 2
4) Zecora: LEA 1 - POL 2
5) Celestia: LEA 2 - TAC 1
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Post by Glaed (?) » Thu Jan 12, 2012 8:02 pm

I'm really tempted to sign up...
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Post by ToastGhost (?) » Thu Jan 12, 2012 8:48 pm

Glaed wrote:I'm really tempted to sign up...

Same here, but so many new people! :awesomedash:

If I do play, I would be more than willing to take a cylon leader spot. Namely Discord, but I'll wait to see how interest goes.
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Post by Bremen (?) » Thu Jan 12, 2012 9:10 pm

I'd also be interested in playing, but as before I'd be willing to relinquish my spot for a new player (But not Glaed, the game hog! :gotcha: )
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Post by Huitzil (?) » Sat Jan 14, 2012 3:49 pm

I'm going to close signups once we've had at least 24 consecutive hours with the forums online, so everyone had a chance to see the thread regardless of when they usually log on. At the current rate, we'll probably start in 2014. :v:

But in case I start before then and no more people appear to sign up, then ToastGhost, Bremen, and Glaed will get in (in that order!), so you should post a character preference list!
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Post by ToastGhost (?) » Sat Jan 14, 2012 4:17 pm

Oh boy, here's hoping I get to cause some CHAOS!

##Filly Reporting For Duty

1) Discord (1 ENG)
2) Ditzy Doo (PIL 2 - LEA 1)
3) Zecora (LEA 1 - TAC 1 - POL 1)
4) Twilight Sparkle (LEA 2 - TAC 1)
5) Applejack (TAC 1 - ENG 2)
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Post by W.T. Fits (?) » Sat Jan 14, 2012 6:17 pm

Wait, you're only supposed to pick one card for your opening draw if you're a Cylon Leader? Argh. Lemme do this one more time then. :facehoof:

##Filly Reporting For Duty

Character picks:
1) Cutie Mark Crusaders (ENG 1 - POL 1 - PIL 1)
2) Twilight Sparkle (LEA 1 - TAC 1 - ENG 1)
3) Ditzy Doo (LEA 1 - POL 1 - PIL 1)
4) Mayor Mare (POL 1 - LEA 1 - TAC 1)
5) Discord (TRE 1) if Cylon Leaders are used; otherwise Princess Celestia (2 LEA, 1 TAC)
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Post by Glaed (?) » Sat Jan 14, 2012 7:50 pm

##filly reporting for duty

1) Celestia - (LEA 2 - TAC 1)
2) Rarity - (LEA 1 - POL 1 - TAC 1)
3) Gilda - (TAC 1 - PIL 2)
4) The Cutie Mark Crusaders - ( ENG 1 - POL 1 - PIL 1)
5) Fluttershy - (LEA 1 - POL 1 - PIL 1)

Feel free to throw any of my selections up if by the time you get to me in the roll order we have too many politicians or not enough pilots or no support crew or something. I tried to make a wide selection with that kind of character rebalancing in mind.

And I am fine with being last in line, I am a game-hog after all. :pinkieshrug:
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Post by Bremen (?) » Sat Jan 14, 2012 8:02 pm

Huitzil wrote:I'm going to close signups once we've had at least 24 consecutive hours with the forums online, so everyone had a chance to see the thread regardless of when they usually log on. At the current rate, we'll probably start in 2014. :v:

But in case I start before then and no more people appear to sign up, then ToastGhost, Bremen, and Glaed will get in (in that order!), so you should post a character preference list!



Here's hoping!

##Filly reporting for duty!

1) Mayor Mare (POL 1 LEA 1 TAC 1)
2) Celestia (LEA 1 TAC 2)
3) Gilda (TAC 1 PIL 2)
4) Twilight Sparkle (LEA 1 TAC 1 ENG 1)
5) Rainbow Dash (Tac 1 PIL 2)

As for ponylon leaders, I prefer having to guess at who the ponylons are, but if someone wants to be one I'm not going to object. Plus it wouldn't be very nice to demand 5 players when we have at least 6 wanting to play :fluttersmith:
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Post by Huitzil (?) » Sun Jan 15, 2012 6:15 pm

Okay, that is 6 people, and it's been more than 24 hours. Hands and loyalty sent out, let's get this started!

Turn 1.1

==> President Mare (Bremen) [5, 1Q]
--- Gilda (Glaed) [3]
--- Discord (ToastGhost) [1]
--- Princess Luna (Genisi) [3, 2N]
--- The Cutie Mark Crusaders (W. T. Fits) [3]
--- Rarity (Quintillian) [3]

Fleet Status
Distance 0/8

Food 08/08
Fuel 08/08
Morale 10/10
Population 12/12
Vipers 2 Active, 6 in Reserve, 0 Damaged
Raptors 4 in Reserve
Jump Prep 1/6 (Cannot Jump)
Cylon Boarding None



Galactica (0/6 Damage)
FTL Control
Weapons Control
Command -- Princess Luna
Communications
Admiral’s Quarters
Research Lab -- The Cutie Mark Crusaders
Hangar Deck
Armory -- Gilda
Sickbay
Brig

Pegasus (0/4 Damage)
Pegasus CIC
Airlock
Main Batteries
Engine Room

Colonial One
Press Room -- Rarity
President’s Office -- President Mare
Administration

Cylon Locations
Caprica -- Discord
Cylon Fleet
Human Fleet
Resurrection Ship


Code: Select all
DRADIS



\      BRAVO   |   CHARLIE    / 
\              |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    / 
           \   |   /
A           \  |  /           D
L            \ | /  Civ-A     E
P Raiderx3    \|/   Civ-B     L
H Basestar    /|\             T
A            / | \            A
            /  |  \ 
           /   |   \
          /    |    \
         /     |     \ 
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /  Viper     |  Viper     \
/              |             \
/    FOXTROT   |   ECHO       \



Action Queue
==> All Players: Confirm loyalty!
==> Bremen: Movement/action?
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Post by W.T. Fits (?) » Sun Jan 15, 2012 7:57 pm

##Loyalty confirmed :jingo:
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Post by Glaed (?) » Sun Jan 15, 2012 7:57 pm

##loyalty confirmed

dweebs.
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Post by Glaed (?) » Sun Jan 15, 2012 8:00 pm

For some reason I want to hunt down a proper Gilda Av...

No, bad Glaed. You just changed to this one. BAD.
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Post by Quintillian (?) » Sun Jan 15, 2012 8:02 pm

##Loyalty confirmed
Image
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Post by Bremen (?) » Sun Jan 15, 2012 8:10 pm

##Confirm Loyalty
##Discover that, horrifyingly, the forum has no Mayor Mare emoticons Image

Thank you everypony, for electing me president of the fleet! I will do my best to lead us all to the forgotten Dream Valley, which I am sure is a wonderful and peaceful place as its name implies and not a terrifying place where bizarre monstrosities attack every week.

##Activate President's office
##Draw 1 TAC


Do my skill draws when I draw a quorum card have to come from my skillset?
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Post by Xavier Genisi (?) » Sun Jan 15, 2012 8:16 pm

##Loyalty confirmed
:snoop:[22:11] <%Berrybot> ofsheep: what does snooop doggy dogg, the shawshank redemption style :snoop:
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Post by Huitzil (?) » Sun Jan 15, 2012 9:23 pm

Sent.

Bremen wrote:Do my skill draws when I draw a quorum card have to come from my skillset?


Yup, if it just says "draw a card" it has to be from your skillset.

Draw another Quorum card, or play one?
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Post by Bremen (?) » Sun Jan 15, 2012 9:44 pm

Assuming resources can go over starting values,

##play Food Rationing

I know food is never an issue, but sometimes it is :P
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Post by Huitzil (?) » Sun Jan 15, 2012 10:45 pm

Okay. The Pony-lons have wiped out the Twelve Colonies, and this fleet is all that's left of ponykind. It is a desperate time. There are certain things that must be established before ponykind can hope to move on any further.

Namely, the dessert situation. They've got a big baker ship full of various pies, struedels, cupcakes, chocolates, and flans of all stripes, and you just KNOW half the fleet has been eyeballing it and drooling. Therefore, as her first act as President, Mayor Mare issues an executive order stating that nobody gets dessert until AFTER dinner. And only one serving per pony! This has gotta last until Dream Valley, and there's enough for everyone if they all share, so no stuffing your face. Looking at YOU, Mr. "My cutie mark is a knife and fork."


FOOD RATIONING
Action: Roll a die. If 6 or higher, gain 1 food and remove this card from the game. Otherwise, no effect and discard this card.

1d8 -> 7! Success!
Food +1!



Image "Oh, dude, did she say flan? I could go to TOWN on some flan right now. Pull over, let's get some! Oh, and exterminate ponykind, while we're in the neighborhood."


CYLON ATTACK: Besieged
1. Activate Raiders
2. Setup: ALPHA: Civilian Ship BRAVO Civilian Ship DELTA: Heavy Raider ECHO: Basestar FOXTROT: 4 Raiders, 2 Vipers, 1 Civilian Ship
3. Special Rule - Heavy Casualties: The 4 Raiders that were just setup are immediately activated.

3 Raiders move from ALPHA to BRAVO!
Ships placed!
FOXTROT raiders activate!

4d8 -> 6, 5, 3, 5! 3 hits!
3 Vipers damaged!


(If anyone would like to play Evasive Maneuvers on that last shot, go ahead.)

It is now Gilda's turn!

Turn 1.2

--- President Mare (Bremen) [6, 1Q]
==> Gilda (Glaed) [8]
--- Discord (ToastGhost) [1]
--- Princess Luna (Genisi) [3, 2N]
--- The Cutie Mark Crusaders (W. T. Fits) [3]
--- Rarity (Quintillian) [3]

Fleet Status
Distance 0/8

Food 09/08
Fuel 08/08
Morale 10/10
Population 12/12
Vipers 1 Active, 4 in Reserve, 3 Damaged
Raptors 4 in Reserve
Jump Prep 1/6 (Cannot Jump)
Cylon Boarding None



Galactica (0/6 Damage)
FTL Control
Weapons Control
Command -- Princess Luna
Communications
Admiral’s Quarters
Research Lab -- The Cutie Mark Crusaders
Hangar Deck
Armory -- Gilda
Sickbay
Brig

Pegasus (0/4 Damage)
Pegasus CIC
Airlock
Main Batteries
Engine Room

Colonial One
Press Room -- Rarity
President’s Office -- President Mare
Administration

Cylon Locations
Caprica -- Discord
Cylon Fleet
Human Fleet
Resurrection Ship


Code: Select all
DRADIS



\      BRAVO   |   CHARLIE    / 
\    Raiderx3  |             /
  \  Civ-D     |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    / 
           \   |   /
A           \  |  /           D
L            \ | /  Civ-A     E
P Civ-C       \|/   Civ-B     L
H Basestar    /|\   HvyRaider T
A            / | \            A
            /  |  \ 
           /   |   \
          /    |    \
         /     |     \ 
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   / Civ-E     |           \
  /            |  Viper     \
/    Raiderx4  |  Basestar   \
/    FOXTROT   |   ECHO       \



Action Queue
==> Glaed: What do you want for your variable draw? After that, movement/action?
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Post by Glaed (?) » Sun Jan 15, 2012 10:55 pm

##play an evasive maneuvers

##draw Pil for variable(s)

##move to hangar
##launch in Viper to FOXTROT
##shoot some raiders
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Post by W.T. Fits (?) » Sun Jan 15, 2012 11:03 pm

:gah: : [Buy some apples!], tha's a lotta Ponylons!
:nngh: : Don't worry! Gilda was Dash's best friend for the longest time ever! She's totally got this under control, right, Sweetie Belle?
:ohboy: : CORRECT. OUR FELLOW BIOLOGICAL LIFE FORM WILL HANDLE THIS SITUATION WITHOUT BEING FORCED TO PERSPIRE.
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Post by Glaed (?) » Sun Jan 15, 2012 11:06 pm

AAW, SWEET! Got a couple new tricks in my tricktionary, how about you cylon dweebs?

##play maximum firepower
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Post by Huitzil (?) » Sun Jan 15, 2012 11:23 pm

Gilda plays PIL-1 Evasive maneuvers!

1d8 -> 7!
Viper still gets hit!


Well, whatever. Guy was probably a dweeb anyway, if he couldn't get out of the way of a measly Raider. You should send him a bouquet of flowers in sickbay that says "CONGRATS ON BEING SLOW."

Looks like, once again, you're going to have to carry the whole flight team. Those pegasi are lucky you let them hang around with you. Maybe if they're paying real close attention, they might learn how not to suck.

Gilda plays PIL-3 Maximum Firepower!
4d8 -> 6, 7, 3, 5!
4 Raiders destroyed!


See that? That's how it's DONE. Throw a wall of lead at 'em, see how well they deal with that. Yeah, no question who the best flyer out here is. You've gotta get up pretty early in the morning to -- oh heck, the incoming comm light is flashing, what do they want now?

They were so impressed by you clearly being the best flyer ever they want you to run a risky scouting mission. This, despite the fact that scouting missions are notorious for not allowing you to blow things up.



CRISIS: Send Survey Team

Current Player Chooses
Skill check: TAC/PIL/ENG = 15
PASS: No Effect
FAIL: The current player is sent to Sickbay and destroy one raptor.

OR

Roll a die. If 5 or lower, -1 Fuel

Post Crisis: Activate Raiders, +1 Jump Prep


Action Queue
==> Glaed: What two cards would you like to draw for your "Half Lion, Half Eagle, All Awesome" ability, and would you like to go on the mission yourself and take the skill check, or delegate it and take the die roll?
==> Everyone: If Glaed picks the skill check, play cards into it!
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Post by W.T. Fits (?) » Mon Jan 16, 2012 8:58 am

Ugh, frakkin' FINALLY... been waiting all damn evening for the board to come back up.

So how do we want to handle this crisis, guys? If we take the die roll, there's only a 37.5% chance of success (assuming nobody has any cards that can boost a die roll) of it succeeding. But if we take the skill check and it fails, we lose a Raptor (which we can't replace) and Gilda gets to join Leeroy Wingkins in the Sickbay, which is also something I think we'd want to avoid, at least until we've cleared out more of these frakkin' Ponylon ships.

(On a related note, I really hope that civvie in Bravo isn't carrying anything important, because I think we're going to lose him when the crisis resolves and the raiders activate. :nngh: )

I'm still kind of new at this and I'm not sure which option is the better choice here. That said, if you're willing to risk the check, I've got two cards I can play into it, though that'll leave me tapped out if anything else involving PIL or ENG comes up on Discord's and/or Luna's turns.
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Post by Bremen (?) » Mon Jan 16, 2012 10:05 am

I don't think either choice is particularly worse than any other :pinkieshrug: . Since Gilda took out all the raiders, being sent to sickbay wont expose any (more) civs, and we can probably XO her out. On the other hand, just rolling for losing a single point of resources isn't bad either. I can help with the roll if it comes to that (I think I can say that much?). I only hope they stay so mild.

Of more concern is what Discord will do. If I have things right, he could activate raiders again to take out a second civ ship and move another raider down to foxtrot (probably a good argument there for keeping Gilda out of sickbay) *or* menace us with the heavy raider. Time to find out how "sympathetic" his agenda really is :P
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Post by Glaed (?) » Mon Jan 16, 2012 10:15 am

I think I have better things to do with my skills than go on some dweeb's scouting mission. I'll take care of making sure that whichever pony gets the job isn't a total lame-o though.

##draw 2 pil

##choose the die roll

##play Tactics-3 (Strategic Planning)
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Post by ToastGhost (?) » Mon Jan 16, 2012 3:46 pm

##Agenda confirmed

Now once I find some proper Discord smileys, the chaos can truly begin.

(Though 3 ships damaged already, I'm impressed. Keep up the good work!)
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Post by Huitzil (?) » Mon Jan 16, 2012 4:22 pm

1d8+2 -> 3! Failure!
Fuel -1!


Ugh, why is it that everyone but you has to suck so much? You coach the Raptor pilot on how, exactly, to get the mission done in the minimum amount of time by shutting off all the active sensors and executing a series of precise maneuvers at breakneck speed that loop the ship through the entire Ponylon fleet so quickly none of them can ever get a target lock. And then what does he do? Goes the long way around, burning up precious fuel! Sorry, I guess, you should have expected the leader of the Wonderbolts to be too much of a big scared baby to go screaming past a dozen Basestars at a thousand miles an hour with no navigation assistance other than his own two eyes!

Like that's so hard!

Raiders activate! 1 Civilian ship in BRAVO destroyed!
The ship contains: Nothing!
2 Raiders move from BRAVO to ALPHA!


The Raiders discover that the civilian vessel they'd converged upon like a pack of wolves was, in fact, a Hearthswarming Day parade balloon. Suckers.

Jump Prep advances!

It is now Discord's turn!

Turn 1.3

--- President Mare (Bremen) [6, 1Q]
--- Gilda (Glaed) [7]
==> Discord (ToastGhost) [3]
--- Princess Luna (Genisi) [3, 2N]
--- The Cutie Mark Crusaders (W. T. Fits) [3]
--- Rarity (Quintillian) [3]

Fleet Status
Distance 0/8

Food 09/08
Fuel 07/08
Morale 10/10
Population 12/12
Vipers 1 Active, 4 in Reserve, 3 Damaged
Raptors 4 in Reserve
Jump Prep 2/6 (Cannot Jump)
Cylon Boarding None

Resources Lost
Civilian Ship 12: Empty

Galactica (0/6 Damage)
FTL Control
Weapons Control
Command -- Princess Luna
Communications
Admiral’s Quarters
Research Lab -- The Cutie Mark Crusaders
Hangar Deck
Armory -- Gilda
Sickbay
Brig

Pegasus (0/4 Damage)
Pegasus CIC
Airlock
Main Batteries
Engine Room

Colonial One
Press Room -- Rarity
President’s Office -- President Mare
Administration

Cylon Locations
Caprica -- Discord
Cylon Fleet
Human Fleet
Resurrection Ship


Code: Select all
DRADIS



\      BRAVO   |   CHARLIE    / 
\    Raider    |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    / 
           \   |   /
A           \  |  /           D
L Raiderx2   \ | /  Civ-A     E
P Civ-C       \|/   Civ-B     L
H Basestar    /|\   HvyRaider T
A            / | \            A
            /  |  \ 
           /   |   \
          /    |    \
         /     |     \ 
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   / Civ-E     |           \
  /  Gilda     |  Viper     \
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==> ToastGhost: What one card do you want for your variable draw and who do you want to steal a card from? After that, movement/action?
Huitzil
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Rainbow Racers
Joined: Mar 22, 2011

Post by ToastGhost (?) » Mon Jan 16, 2012 4:37 pm

##Draw 1 Tac
##Steal from Gilda
##Move to Human Pony Fleet
##Infiltrate to Communications


Well, you managed to lose the ship with no civilians on it. I can't say I'm happy about that. Not because I'm not happy, but because I can't say. After all, I must keep my agenda under wraps.

Oh dear Luna, you will certainly have a number of ships resting on your hooves. Good thing you can prevent any cylon ships from activating. Of course that wouldn't get them out of harms way, though if you want you could give me an XO and I could move them so far away we wouldn't lose any more civilian ships for at least 2 or 3 turns.
ImageImage
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i told you about the violent videogames minty
i told you bro
ToastGhost
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The smuggest damn horse.
Rarity's Roughnecks
Joined: Mar 27, 2011

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