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Turn 24 Actions and Crisis
It really doesn't matter. We're going to be out next turn.

Move to engine room discarding Politics-0 (Red Tape)
Activate engine room dicard:
Politics-0 (Force Their Hand)
Politics-0 (Force Their Hand)

Crisis!

Code:
CRISIS: Standoff with Pegasus 

Skill check: POL/LEA/TAC/PIL = 22 
PASS: Current player may move 1 character from the Brig to any other location 
FAIL: -1 Population -1 Morale and damage 1 Viper in space 

POST CRISIS: Launch Raiders, NO JUMP PREP

Action Queue
=> Players play cards
=> GM resolve crisis
 
Actually, you know what, screw waiting.

ACTIVATE OPG
Secret Destiny -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
 
Turn 24 - New Crisis
Actually, you know what, screw waiting.

ACTIVATE OPG
Secret Destiny -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.

Falc activates his OPG and replaces the crisis with a new one.

Crisis!

Code:
CRISIS: Cylon Tracking Device 

Skill check: TAC/PIL/ENG = 10 
PASS: No Effect 
FAIL: Destroy 1 raptor and place a basestar in ALPHA and 2 civilian ships in DELTA. 

POST CRISIS: Activate Raiders, NO JUMP PREP

Action Queue
=> Players play cards
=> GM resolve crisis
 
What? King isn't a Cylon? Do we have any Cylons on this game?

Please fail this crisis so the civs get placed and hence the raiders will chase the civs instead of shooting at us.

To be honest this crisis is meaningless, even if we pass it King can assign the damage to Pegasus, ensuring we can jump next turn.

0 cards
 
And if we now tank this one, there's going to be two civvies on the board right in the same spot as me.

So Galactica's safe AND we don't have to spend a bunch of cards on trying to save our two lowest resources.

I'm happy with this.

0 cards
 
Turn 25 - Game end
Since the fleet jumps next turn, I am going to autoresolve TheArchduke as playing 0 cards to speed this up.

Falc played 0 Cards
TheArchduke played 0 Cards
Dexander played 0 Cards
Kingepyon played 0 Cards
glasszon played 0 Cards
The Destiny Deck Played 2 Cards


Code:
[b]TAC/PIL/ENG = 10[/b]
Treachery-0 (Bait)
Treachery-3 (Personal Vices)

0 - 3 = -3 FAIL!

Personal Vices would trigger, but it does not effect the end of the game so I am not resolving it.

Bait places a civilian ship in Delta.


Destroy 1 raptor and place a basestar in ALPHA and 2 civilian ships in DELTA.

Raiders activate to just fly around due to the civilian ships in delta.

+1 jump prep because of engine room activation.

glasszon draws Politics/3, Leadership/2

What he draws does not matter, as he has preloaded the following.

If we are not playing with personal goals, please execute the following preload on my turn as long as no resources changes from now:

Move to FTL
Jump the fleet, discard any 2 cards and celebrate a human victory.

Roll would be a 4 + 2 (assuming that Falc or Glasszon does play their SP on it), so fail, and -3 population.

This has the ship at an end game population of 2.

All ships are intact, all resources are at or above 1.

Human win.

Everyone reveals Loyalty cards, with Dexander revealing the following two, You are a Cylon Loyalty cards.


You Are a Cylon
CAN REDUCE MORALE BY 1


Action: Reveal this card. If you are not in the "Brig,"
you may reduce morale by 1.


You Are a Cylon
CAN 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 others.

Winners:

Falc
TheArchduke
Kingepyon
glasszon
 
Dexander could've still hurt us a bit in the end... But he really should've revealed himself earlier. Although, that might be hindsight and all.
 
Ouch, double cylon card on the alternate Baltar.

Falc - he can sabotage, but he can't reveal due to his drawback:
Spiritual Crisis -- You cannot use an action printed on a “You Are a Cylon” Loyalty Card unless you are in the “Brig”.
 
Hindsight is 20/20, the only chance he have was to play really aggressively and force us brig/execute him asap, he's doomed when he got the second Cylon loyalty card after sleeper phase.
 
Hindsight is 20/20, the only chance he have was to play really aggressively and force us brig/execute him asap, he's doomed when he got the second Cylon loyalty card after sleeper phase.

This game was also very short. A normal game is 30-40 turns. This game was only 25 turns. Very, very hard even with 2 cylons playing perfectly to win a 25 turn game.
 
This game was also very short. A normal game is 30-40 turns. This game was only 25 turns. Very, very hard even with 2 cylons playing perfectly to win a 25 turn game.

True, but that's also a by-product of not having any revealed Cylons in the entire game, revealed Cylons don't draw a crisis card at the end of their turn so by definition the game will last longer.