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Artell

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Apr 13, 2009
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This is a thread for an online play-by-post of Battlestar Galactica, the board game. Signups are closed but the earlier thread in the OT explains the basics of the game for those curious.

If you are not involved in this game, commenting on the game is allowed as long as you keep it civil and do not start campaigning against a certain player, harassing anyone, etc. Commentary will be fun as long as it's jovial.

The players and their characters:

Galle - President Gaius Baltar
sbr - Admiral William Adama
Jacob Lundgren - Chief Galen Tyrol
HisMajestyBOB (maartos for Aug 4th-11th) - Lt. Sharon "Boomer" Valerii
Acesand8s1003 - Cpt. Lee "Apollo" Adama

Yeah, the title is because two players are playing Boomer. Laugh, it's funny.

I'm going to explain a few things before we get started. I'm going to assume everyone playing knows the rules, if you don't, gods help us all and you in particular.

PRELOADING ACTIONS -

There are certain actions in this game that you can take when another player has their turn. Mainly, playing the cards Evasive Maneuver, Strategic Planning, or Declare Emergency. If you have one of these cards, you can state, in private message to me, a condition or a situation in which you wish to automatically play it, to aid in a die roll, a skill check, or a combat situation.

For example, you can state a trigger that if the FTL jump is initiated when the Jump Prep track is at the -3 or -1 position, you will play a Strategic Planning from your hand to aid it.

If several people are firing a preloaded action, I will pick the player next in playorder from the current player. Playorder will be randomized in the beginning.

You can also preload an action for your next action turn, if you are really confident about what you are doing. Skill card play can not be preloaded because you can not prognosticate what the crisis is (at least with our set of characters).

Preloading is highly recommended because it speeds up play considerably since we won't have to wait for everyone to decide whether they want to play a reaction card or not. I'll usually allow for half a day or something similar if no one has made a preloaded action in case someone wants to do it, i.e. if a die is rolled and no one has preloaded a Strategic Planning for it, I'll wait for a while before proceeding with the roll. (I'll wait even if no one has Strategic Planning so that the Cylons can sit on them if they want.)

PLAY ORDER -

1) Adama (3 LDR 2 TAC). Starts in Admiral's Quarters.
2) Boomer (2 TAC 2 PIL 1 ENG). Starts in Armory.
3) Baltar (2 POL 1 LDR 1 ENG). Starts in Research Lab.
4) Tyrol (2 ENG 2 LDR 1 POL). Starts in Hangar Deck.
5) Apollo (2 LDR/POL 2 PIL 1 TCT). Starts by launching and taking an action with a Viper.

PREPARING FOR PLAY -

Adama will draw a full set of skill cards, however everyone else will draw cards according to their skill sets, except reduced to three, by your choice. I.e. if you have Politics 2 Leadership 2 Tactics 1, you can take one of each, or two of Politics and one of Tactics, or so on, but never two of Tactics. Baltar does not get any card possible because this is not a Crisis card play.

REMEMBERING WEAKNESSES AND STRENGTHS -

Adama - On Adama's turn, every skill card worth 1 played on the crisis skill check is a positive. Once in a game, he can draw all the skill cards used on a skill check back into his hand. He cannot use the Admiral's Quarters location.

Boomer - At the end Boomer's turn, she may look at the top card of the Crisis deck and keep it on top or put it in the bottom. Once in a game, she can dictate the result of a skill check instead of resolving it. Is thrown in the Brig during Sleeper Phase and receives two loyalty cards.

Baltar - Baltar receives a skill card of any colour when the Crisis on his turn is revealed. Once a game, he can look at all the current loyalty cards of any player. He starts the game with two loyalty cards instead of one.

Tyrol - After using a Repair skill card as an action, may take another action. Cannot be chained. Once a game, before a skill check, may select one type to always add or deduct 0 from the check. Tyrol's hand limit is EIGHT instead of the usual ten.

Apollo - Can launch in a Viper from any location on Galactica instead of just the Hangar Deck (not the Brig!). He can, once a game, activate up to six unmanned Vipers. When Apollo is forced to discard skill cards, he must discard them randomly.

Next: let's get started! Remember to announce your initial skill card draw, as the colours are public knowledge.
 
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Remember that the contents of the cards in your hand and your loyalty cards are private knowledge! This is a game of deceit and limited information.

Turn 1

The Destiny Deck has 10 cards.

Player Status

Bolded player has the turn.

ADAMA - Admiral's Quarters
BOOMER - Armory
BALTAR - Research Lab
TYROL - Hangar Deck
APOLLO - Launch in a Viper to Sector Echo or Foxtrot (will choose)

DRADIS

bsg0101.jpg


Combat Status

Jump Preparation:
1 [X]
2 [ ]
3 [ ]
4 [ ] (may jump by risking 3 population)
5 [ ] [may jump by risking 1 population)

Intruder alert: None detected.

Viper reserves: 0 destroyed, 0 damaged, 8 operational

Raptor reserves: 0 destroyed, 4 operational

Nuclear warheads: 2 remaining

Distance travelled: 0

Resource Status

Fuel: 8
Food: 8
Morale: 10
Population: 12
 
Galle - President Gaius Baltar
sbr - Admiral William Adama
Jacob Lundgren - Chief Galen Tyrol
HisMajestyBOB (maartos for Aug 4th-11th) - Lt. Sharon "Boomer" Valerii
Acesand8s1003 - Cpt. Lee "Apollo" Adama

I'm going to explain a few things before we get started. I'm going to assume everyone playing knows the rules, if you don't, gods help us all and you in particular.

PLAY ORDER -

1) Adama (3 LDR 2 TAC). Starts in Admiral's Quarters.
2) Boomer (2 TAC 2 PIL 1 ENG). Starts in Armory.
3) Baltar (2 POL 1 LDR 1 ENG). Starts in Research Lab.
4) Tyrol (2 ENG 2 LDR 1 POL). Starts in Hangar Deck.
5) Apollo (2 LDR/POL 2 PIL 1 TCT). Starts by launching and taking an action with a Viper.

dry.gif


*wanders off to find the rule book*

;)
 
1 card of each type please for my 3. :cool:
 
I'll type up what each skill card does for quick reference. All rolls are 1d8.

TACTICS
Launch Scout - Action. Risk a Raptor on a die roll to look at the top card of the Destination or Crisis deck. You may put the card back on top or in the bottom. If the die roll is 1-2, you lose a Raptor and do not get to look.
Strategic Planning - Play before a die roll. Two is added to the die roll. Only one play per roll.

POLITICS
Consolidate Power - Action. Draw two skill cards of any colour, even outside your skill set.
Investigative Committee - Play before cards are added to a skill check. Cards in this skill check are played face up.

RESEARCH
Repair - Action. Use on any location to repair it, or in the Hangar Deck to repair two damaged Vipers.
Scientific Research - Play before a skill check to make all blue cards count as positive towards the check.

LEADERSHIP
Executive Order - Action. Select another player. They receive two actions, or one move and an action. They cannot play Executive Order with those actions.
Declare Emergency - After the result of a skill check is tallied, play to reduce check difficulty by 2. Only one card per check.

PILOTING
Evasive Maneuver - Play after any Viper is attacked to reroll the attack die. If the Viper is piloted by a character, subtract 2 from the new roll.
Maximum Firepower - Action. Play while piloting a Viper to attack up to 4 times.
 
Might as well do the locations.

GALACTICA

Command - Activate up to two unmanned Vipers. They get one move or one attack.

FTL Control - Force the Fleet to jump if it's at 4/5 or 5/5 on the Jump Prep track.

Admiral's Quarters - On a TAC/LDR skill check of 7 difficulty, throw another character in the Brig.

Weapons Control - Fire Galactica's weapons on a Cylon ship once.

Communications - Find out the contents of up to two civilian ships and then move them one sector.

Research Lab - Draw one Research or Tactics skill card.

Armory - If the ship has been boarded, roll a die, on a result of 7-8, one intruding Centurion is destroyed.

Hangar Deck - Launch in a Viper and then take an extra action, OR, repair two Vipers with a Repair skill card.

Brig - To move to any location, succeed on a TAC/POL skill check of 7 difficulty. You may not move, draw Crisis cards, or add more than one skill card to checks while inside.

Sick Bay - If you start your turn in the Sick Bay, you draw only one skill card of your choice from your set.





COLONIAL ONE (to move between ships, use your move action and discard a skill card)

Press Room - Draw two POL skill cards.

President's Office - If you are the President, draw one Quorum card, then either play a Quorum card or draw a second Quorum card.

Administration - Choose a character. If you pass a LDR/POL skill check of difficulty 7, that character becomes President. They receive the Quorum cards the current President holds.

(Reminder: all players may take part in any skill check, even revealed Cylons.)
 
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2 Piloting, 1 Tactics.

Also, I will be Galactica Boomer, maartos can be Caprica Boomer.
Sharon_Agathon.jpg
 
I don't know if it was necessary; but in order to move things along I have PM'd my first move to Artell.

If anyone has any bright ideas before my move is revealed let me know, I could potentially change it.

Kill Cylons? :p

Is it okay to announce our planned moves before our turn, to facilitate planning? Since I move second, Adm. Adama might want to know what I'm doing before he moves, for example. Well, probably not the first turn, but maybe in later turns.
 
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A few notes on space combat:

- When you launch in a Viper from the Hangar Deck, you can take one more action when in space.
- You can launch only into Foxtrot or Echo. The arrows on the DRADIS are to indicate this. The other side's launching facility is now a museum, remember?
- If your Viper is damaged or destroyed while you pilot it, you are moved to the Sick Bay.
- If the Fleet jumps while you are in a Viper, you return to any location of your choice on Galactica. When the Fleet jumps, the Cylon ships are cleared away and none will reappear unless another crisis card that adds them is drawn.
 
Can the Cylon ships that are in space now be attacked? Or do we need to wait until they're activated?
 
Let's kick some toaster ass!
Admiral, on my turn I plan to launch in a Viper and join the battle. Don't kill too many of them before I get out there. :cool:

[OOC: I need to rewatch Season 1. I'm sounding more like Starbuck than pre-preggers Boomer.[/OOC]
 
Cylon ships can always be attacked. Also, Cylon ships move according to a number of preset rules. Basestars do not move at all. Raiders will move towards the closest civilian ships, always moving clockwise if there is a choice between CW and CCW. Heavy raiders will move towards the closest Galactica launch bay (i.e. Echo or Foxtrot) - once they are in either one of those sectors and are activated they board the ship.

If a sector has Colonial forces, a raider will attack an unmanned Viper first, a piloted Viper next, and a civilian ship if there are no Vipers. If space is completely empty the Raiders will attack Galactica herself.

Attacks are always rolls of d8 and the result depends on the unit getting attacked.

Raider - destroyed on 3-8
Heavy raider - destroyed on 7-8
Viper - 5-7 damaged, 8 destroyed
Civilian - automatically destroyed
Battlestar Galactica - with a Raider, damaged on an 8, with a Basestar, damaged on 4-8
Basestar - with a Viper, damaged on an 8, with the Galactica, damaged on 5-8.

Nukes. Shoot them at a Basestar, on a 1-2 it is damaged twice (can be killed if the other damage token is a critical hit), on 3-6 it is destroyed outright and on 7-8 it is destroyed along with up to three Raiders in the same sector.
 
Turn 1

With DRADIS pinging with Cylon contacts, the Admiral moves to Weapons Control and orders the Battlestar to fire all the batteries on the Basestar before throwing up a flak screen for the incoming Raiders.

I will wait for eight hours for someone to play a Strategic Planning, or I'll proceed if everyone with a Tactics card states they won't. For that matter, are all the players from North America, i.e. EST, Mountain or PST?
 
Lee Adama looks impatiently at the launch clock slowly ticking down and longed to back in one of the more modern Mercury-class ships, where pilots didn't have to wait hours to launch. "No wonder they made her into a museum," he mumbled. He made sure to mumble quietly, as the Chief (not to mention the Commander) was known to be rather protective of the old girl.

[OCC]Currently residing in the North American EST time zone...and now, for my next great adventure, off to do laundry.[/OCC]