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Subject: BSG V29 - From Cylon with Love rss

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David Turczi
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Welcome to BSG PBF Variation 29 - From Cylon with Love

This will be a 7-player using everything from Base, Pegasus, Exodus (except CL and PG) and Revelations expansion.


Our mostly returning crew from V17, already randomized is:

d10-1 Valen200
d10-2 inkwizita
d10-3 Ripshawd
d10-4 Captain Crumpet
d10-5 Vufer
d10-6 oriecat
d10-7 markino


Basic rules

d10-1The game will be 7 players 3+1v3, loyalty deck will be built by Exodus rules, with 3 YAAC, 1 YAARC, 11 FF/YANAC (No personal goals). If at the end of the game the final card in the loyalty deck is a Cylon or the Rebel Cylon, the fleet will lose 1 of every resource.

d10-2 Pegasus damage-sponge effect rule:
Quote:
The destruction of Pegasus will carry a penalty of -1 population


d10-3 Any treachery discarded by human players from their hands will be shuffled into the Destiny deck.

d10-4 Execution loyalties rule:
Quote:

For executions before sleeper 1 F5 OR YANAC will be shuffled in, and a new loyalty will be dealt to humans. First execution after sleeper will be dealt the last loyalty. Humans executed after that will not receive a new loyalty, but will not be able to use their new character's OPG.


d10-5 The "posted and bolded happened" rule will be reinforced much more harshly. There will be no take-backs, rollbacks, stepbacks... We will however try to simulate the flow of a F2F game, so simultaneous resolving of things can happen.

d10-6 Public COs are strictly forbidden, and so are “CO sent” announcements.
All COs are strictly confidential in geekmail between you and me. Bolding actions when it's not your go is also forbidden (since they're public COs by another name). In the real game, you are never publicly bound to actions as you are with COs, so they should stay private. This is to protect an unrevealed Cylon’s right to lie, and to decrease the certainty of future events (and hence maintain paranoia).

d10-7 Do not quote or link to other posts that happened a page or more ago, but use your own words to describe what you think happened. Funny posts with lots of in-character images are greatly encouraged.

d10-8 For interrupt COs, I will wait till everybody who hasn't sent in a CO has played or passed, before adding in your COs. This gives you time to check in and revise your CO if needed, and allows me to pass late checkers who did not send in a CO but don't have the card, without giving away the information that they don't have the card. When I say "rest passes" or "passes by CO" I in no way confirm that anyone has or doesn't have an active CO for that situation. I may pass (and pretend you had a CO) if your intent is obvious, or wait for you even if you had a CO because the situation warrants it.

d10-9 Secrecy Rule Change:
Quote:
When discussing your contribution to a skill check (before you actually you put it in), you can only say a lot / medium / a little. And medium can only be used if you're playing in more than 1 card. Nothing more. Not # of cards. The # of cards is only published when you actually play the cards in.
Skill cards with specific effects (Red Tape, Iron Will, Higher Power, etc) can be alluded to before playing skill cards. They cannot be named or be confirmed to be in the check.
Failure to adhere to secrecy rules will result in harsh penalties.


d10-0 Be nice to each other.


Every accepting player must agree to check in at least twice daily (unless giving notification ahead of time)
The fine print. Read if this is your first BSG PBF game. Skim if it isn’t.
Post typography
* Normal text for discussions, etc
* Italics for flavour text/fluff - love reading it, keeps the game fun and interesting.
* Bold for in-game moves and actions. I won't process any decisions/actions unless bolded in the thread.

Images
Avatars change, images don't. Images can be found here. Please use an image or banner for all of your posts (especially in-character).

Players
- Rules & Regulations for the PBF games apply.
- To make things easier on myself, I will refer to all players by your character name and noun.
- For game speed, CO’s are a great way to keep things moving along.
- I will not wait for you to use your OncePerGame unless you say so, and if you’re going to interrupt in favor of the Cylons then please leave a CO beforehand, since I’m not going to check specifically for this every time there’s an attack.
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David Turczi
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Available Characters
- Note that Tory, Ellen, Kat and Anders are changed slightly, Cain changed heavily
- New characters: Lampkin (slightly changed from Opera House), Shaw (from Opera House), Racetrack (from Opera House), Hoshi (from Opera House), Laird (mine), Seelix (mine), Elosha (mine), Hot Dog(mine), Kelly(schmloof's)





Changes not yet reflected on these cards, but are in effect:
- Tigh's Cylon Hatred can be used on Airlock and Resistance HQ checks too
- Adama's Emotionally attached stands for Airlock and Resistance HQ, so he cannot activate them either.
- Apollo cannot launch from Sickbay.
- Kat can take out 2 civilian ships.

Note: Starbuck's Insubordinate does NOT stand for Airlock and Resistance HQ, thus it is not easier to execute her.

There are no character class limitations, you may play with 5 pilots for all I care.

Lines of succession:
Admiral
1. Cain
2. Adama
3. Tigh
4. Kelly
5. Helo
6. Gaeta
7. Shaw
8. Apollo
9. Hoshi
10. Dee
11. Starbuck
12. Kat
13. HotDog
14. Boomer
15. Racetrack
16. Anders
17. Seelix
18. Tyrol
19. Cally
20. Zarek
21. Ellen
22. Lampkin
23. Baltar
24. Tory
25. Roslin
26. Elosha
President
1. Roslin
2. Baltar
3. Zarek
4. Lampkin
5. Tory
6. Elosha
7. Ellen
8. Apollo
9. Gaeta
10. Adama
11. Helo
12. Tyrol
13. Cally
14. Seelix
15. Laird
16. Cain
17. Dee
18. Hoshi
19. Racetrack
20. Boomer
21. Tigh
22. Kelly
23. Shaw
24. Starbuck
25. Anders
26. HotDog
27. Kat
CAG
1. Apollo
2. Starbuck
3. Kat
4. Hotdog
5. Boomer
6. Racetrack
7. Anders
8. Helo
9. Kelly
10. Seelix
11. Adama
12. Cain
13. Tigh
14. Shaw
15. Gaeta
16. Hoshi
17. Dee
18. Tyrol
19. Cally
20. Zarek
21. Ellen
22. Baltar
23. Tory
24. Lampkin
25. Elosha
26. Roslin


Opera House skill cards
(my version, somewhat different from the ones in the OH downloadable)
Politics
1-3: 4-5:

Leadership
1-3: 4-5:

Tactics
1-3: 4-5:

Piloting
1-3: 4-5: 1-2 (instead of Full Throttle):

Engineering
1-3: 4-5:

Treachery
2: (3 copies) 2: (3 copies) 2: (2 copies) 4: (1 copy)


Quorum Cards
Four new:


Changes in existing cards:


Presidental Order must target ANOTHER player.
And Probation has been thrown out, because noone uses it


Colony Endgame
This is new Objective: Colony: upon reaching 7 distance or more setup the Battle of Colony.
It comes with a new board and a new victory condition.

Victory
Game ends when Hera is on position 1 or 2 and a human player activates the FTL location. At this time any human players on the Assault Track on position 3-6 are executed. If all resources are above 0 the humans win. FTL cannot be activated if Hera is NOT on position 1 or 2.
If Colony is destroyed (because of damage tokens) every human (anywhere) on Colony is executed. If Hera is NOT on position 1 or 2, lose an additional 3 morale. If all resources are still above 0 the humans win.

Setup
Remove all civilian ships from the board. Ignore any game effect that would place them.
Any human holding a Repair may immediately use it to repair vipers.
Place 1-1 vipers into sector 5 and 6.
(CAG has choice of placing MkII or Mk7 into either sector)
Any pilot may immediately launch into an additional viper to either sector. (even from the Brig)
Then place 3-3 raiders into sector 1 and 4.
Any human may immediately move to the leftmost position of the Assault Track (even from the Brig)

If the Destination selected going to Colony would place ships on the main game board:
- Remove heavies and civilians
- Keep raiders
- Exchange every basestar for 2 raiders
Pegasus and Colonial One becomes unavailable for the rest of the game. Place any characters on either ships to Command.
Basestar Bridge and the Cylon Fleet board becomes unavailable for the rest of the game. Place any cylons there to Cylon Command.

Place 3 defender tokens and Hera on position 6 of the Assault Track.

Colony Board
d10-1 Colony board has 7 locations and the Colony Assault Track (6 positions, each of them corresponding to one location). The Breach does not have any corresponding position on the Assault Track.
d10-2 Humans can move between Galactica and Colony locations WITHOUT discarding a skill card. Cylons can also move between the Cylon Locations and Colony without discarding a skill card.
d10-3 Each human gains the following abilities while on the Assault Track:
Quote:
Movement or Action: If there are no defenders on your position, you may move by one position in any direction. If you discard a skill card (and there is no defender in your new position either), you may move by an additional position. If Hera is on the same position (at either move) as you are, you may move her with you.

Quote:
Action: Roll a die, on 4-7 destroy one defender on the same position as you. On 8, destroy all defenders on your position. You may discard a Maximum Firepower to reroll this roll.

Quote:
Move: Discard a skill card to move any Galactica or Colony location

d10-4Cylons can only use locations which are to the right of any human player.
(including the one which the rightmost human is standing on)
Humans can only use locations which are to the left of any human player.
(including the one which the rightmost human is standing on)
Everyone can activate The Breach without restriction.



Damaging Colony
d10-1 Colony has 6 damage tokens, one for each location (except The Breach)
d10-2 Colony can be damaged by crisises or by Weapons Control, on a roll of 4+.
d10-3 Noone can activate damaged Colony locations (not even with The Plan)
d10-4 Humans standing on Colony locations (NOT the corresponding Track position) are sent to Sickbay, Cylons are sent to Resurrection Ship.
d10-5 Admiral gains the following action:
Quote:
Action: Discard a nuke token to damage Colony twice

d10-6 Humans can repair Colony using Repair as usual, while Cylons gain the following action:
Quote:
Action: Discard any Engineering Skill Card to repair your current Colony location and take another action.

d10-7 If all 6 Colony locations are damaged, Colony is destroyed. (see Victory section)

Cylon Activations
Raider icon: Activate all raiders (attacking vipers and Galactica as usual), then place 1 raider into a random sector determined by the following roll:
Quote:
1-6: corresponding sector
7: sector with the most raider (highest number if tied)
8: current player's choice

Heavy icon: Only activate centurions.
Defender icon: If the leftmost defender is on the same position as a human, roll a die. On 6+ that player is sent to Sickbay. An Evasive Maneuver may be discarded by humans to reroll this die (with the -2 on next roll)
Otherwise if the leftmost defender is on Position 1, remove the defender and roll a die:
Quote:
1-4: Damage Galactica
5-8: Place a centurion on the Boarding Party Track

Otherwise move the leftmost defender one position to the left.
If there are no defenders on the Assault Track, place one on position 6.
Sneak Attack icon: The Cylon player next in turn order may place a defender on any position.
All defender icon: same as defender icon, but perform with EVERY defender. (order is current player's choice)
Place defenders icon: Place 3 raiders in a random space area (ame roll as above), and 2 defenders on position 6.

There is a component limitation of 6 defenders on the Assault Track at any given time. If Place icon would place more, simply ignore it. If Sneak would place one, the cylon player doing the placing may remove one and place it elsewhere.

Hand of Fate
There are no jump icons on Colony crisises. Instead some of them have "Hand of Fate" marker. If a crisis has this marker, then during the "Prepare for Jump" phase increase the Hand of Fate counter by one. If it reaches 13, Colony is blown into the Black Hole and everyone loses.

Colony Crisis deck


Other stuff

- Roll the Hard Six and Raptor Assault can also be used to damage Colony
- By Your Command activates the leftmost defender.
- Major Victory CAN be used on defenders (a way for the humans to boost morale)
- Hand of Fate icon can be ignored by using Blind Faith and failing the check by 4 or more...
- Authorization of Brutal Force can be used to kill defenders.
- Broadcast Location places 2 raiders in front of Galactica (in accordance with the Destination placement rules)


Playing with Faith
- Everybody (except the starting player) starts with 1 Faith in his hand
- Everybody (Humans, Cylons, brigged people, etc) gain the following ability:
Quote:
Movement: Draw 1 Faith card

- Faith is negative by default in every skill check.
Faith skill cards
1-2: 1-2: 1-3: 3-5: 3-5: 4-5: 0: 6:


Crisis cards
Prove Faith (infinity symbol) wrote:
If amount of Skill Cards with the infinty symbol reach or exceed the number printed next to the infinity symbol (or 1, if nothing is printed) trigger the printed effect



Destinations

Changes in existing destinations:



Super Crises


Rebel Cylon

Loyalty Card
Quote:
You are a Rebel Cylon
You cannot win with this card unrevealed, once revealed, you win with the Humans.
Action: If there is a revealed cylon in play and any of these conditions are met reveal this card:
- 2 or more civilian ship has been destoryed
- There are 2 or more damage tokens on Galactica
- Pegasus has been destroyed
- There is a centurion on the boarding party track
- A human has been executed
If you are in the Brig when revealing, discard down to 3 cards.
After revealing this card proceed to Cylon Civil War phase (see rules)


Cylon Civil War phase
d10-1 The Rebel Basestar is placed behind Galactica.
d10-2 The Rebel Basestar is damaged once for each resource dial in the red.
d10-3 The rebel is moved to any undamaged location of his choice on the Rebel Basestar.
d10-4 The rebel may set the Condition Level to any position he chooses.
d10-5 Revealed cylons draw 3 skill cards per turn (any color, 1 max each)

If an unrevealed rebel (a human player holding a YAARC card) is executed he discards all his skill cards and the Cylon Civil War is immediately triggered, but he is sent to Meditation Chamber instead of a location of his choice. Lose morale as usual.

If a player holding a YAAC and YAARC is executed, he is considered a Cylon, and can pass off his YAARC loyalty as usual.
If after revealing the rebel has other loyalty cards he may immediately pass them of as usual.


Playing as the Rebel Cylon
d10-1 Rebel draws three cards at the start of their turn from any colors, max one of each.
d10-2 The effects on the rebel's character card are no longer in effect (as it is for revealed cylons)
d10-3 Rebel can use the text of all cards except Treachery. He can be the target of XOs, and can benefit from Support the People.
d10-4 Rebel can play up to 2 cards into skill checks
d10-5 Rebel can move to any human ship (by discarding a skill card) but must spend a Trust token (see below) to activate a Galactica or Colonial One location other than the Brig. He cannot activate Pegasus locations.
d10-6 Rebel CAN become President/Admiral/CAG, but considered last in line of succession for all three. To become CAG, the Rebel Cylon must have 2 Trust tokens, to become President or Admiral they must have 4.
If at the end of the rebel's turn he holds a title, but doesn't have the necessary amount of trust, roll a die (for each undeserved title):
Quote:
1-2: Draw a Civilian ship to destroy (civ leaves the fleet in protest)
3-4: Rebel is sent to Brig
5-6: Rebel must pass that title along to the next in the Line of Succession
7-8: Nothing happens

d10-7 If a (revealed) rebel is executed, he's sent to Meditation Chamber and must discard all his skill cards and one trust token. (If the Rebel Basestar is destroyed, he is sent to Sickbay instead.)


Rebel Basestar
d10-1 The Rebel Basestar is a ship AND a board.
Rebel and human players can move to and from Rebel Basestar by discarding a skill card as usual.
The ship itself is NOT a Cylon ship. (i.e. not removed by Cylon Genocide or Leoben)
d10-2 Ship locations have three separate functions, dependent on the Condition Level of the ship.
d10-3 Characters on the Rebel Basestar gain the following action:
Quote:
Action: Once per turn move the Rebel Basestar to an adjacent area, then take another action. Human players must discard a trust token to do this.

d10-4 If a Rebel Basestar location is damaged while characters (human or rebel) are there, or a character currently on the Rebel Basestar is sent to Sickbay via a crisis card, they're sent to Meditation Chamber instead.
d10-5 At the beginning of his Movement phase the rebel may set the ship's Condition Level to any level.

The three Condition Levels has corresponding passive abilities printed on the board.

The Rebel Basestar has four locations. Three of them have different actions depending on the Condition Level. You can only use the action corresponding to the current Condition level.




If an action (or a damage token) directs a player to discard a Trust token and he doesn't have any, he must discard one skill card randomly.
(But you can't discard skill card to ACTIVATE a location instead of a Trust token...)

Rebel Basestar Combat

d10-1 Cylon ships automatically target the Rebel Basestar. Order of target preference is now: Rebel Basestar, Unmanned Vipers, Manned Vipers, Civilian Ships, Galactica
d10-2 If the Rebel Basestar is in the same space area as a Basestar, the Basestar will attack the Rebel Basestar on a Basestar Attack activation instead of Galactica.
d10-3 There are 4 damage tokens for Rebel Basestar; Missile Batteries, Rebel Hybrid, Basestar Control, Loss of Trust. Locations may be repaired using any effect that would repair a Galactica location, or by using the Meditation Chamber. If Loss of Trust is drawn, every human and the rebel must discard a Trust token then discard the Loss of Trust damage token.
d10-4 If all 3 location damage tokens are drawn (or the Rebel Basestar is destroyed by a nuke), remove the Rebel Basestar board and token from play. Any characters aboard the Rebel Basestar are sent to Sickbay, every revealed cylon rolls a die:
Quote:
1-4: Draw another Super Crisis
5-8: Draw 3 skill cards

d10-5 The current player may NOT assign Galactica damage to Rebel Basestar.

Rebel Basestar damage table:
Quote:
Attacked by Raider: 6-8 damaged
Attacked by Basestar: 4-8 damaged
Hit With Nuke: 8 destroyed (Along with every other ship in that sector of space.)

Missile Batteries attack table:
Quote:
Raider: Automatically destroyed
Heavy Raider: 6-8 destroyed
Basestar: 4-7 damaged, 8 damaged twice


Trust Tokens
d10-1 Every time a human targets the rebel with an effect that would grant him an action, or the rebel is the target of a Quorum Action (except Arrest Order and Execute Prisoner) the rebel may choose himself or the human targeting him to gain a Trust token.
d10-2 Every time the rebel targets a human with an effect that would grant them an action the human may choose himself or the rebel to gain a Trust token.
d10-3 To use a Rebel Basestar location, a human must discard a Trust token. For the rebel to use a Galactica (or Colonial One) location (except the Brig), he must discard a Trust token. (Rebels may never use Pegasus locations.)
d10-4 If activating a location with Give the Order players still need to discard Trust token if they would normally

Rebel Cylon on Colony
The Rebel is treated as a human player during the Battle of the Colony (but still only draws 3 cards) and can activate Colony locations' human actions without discarding a Trust token. At the beginning of the Battle of Colony, the rebel may decide whether to bring the Rebel Basestar along. If he decides NOT to (he joins the battle fully and personally), he may activate Galactica locations without discarding a Trust token, if he decides to bring it along (noone to protect the civilians) lose 2 population (and he still has to discard Trust to activate Galactica locations).
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David Turczi
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Poll
1. What modules should we use?
  Must have Yes please No please Veto
Pegasus, Treachery
CFB
Opera House 1.5 Skill Cards
Faith Skill Cards
Rebel Cylon
Revelations crises and destinations
Hybrid board
Flashbacks
2. What should our flightplan be?
  Must have Yes please No please Veto
To Kobol
To New Caprica
To Ionian Nebula
To Colony
To Kobol via New Caprica
To Ionian Nebula via New Caprica
To Colony via New Caprica
To Colony via Ionian Nebula via New Caprica
      7 answers
Poll created by TDaver
 
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I'd love to play again. Here's how I voted (so I can explain my votes a bit more):

I didn't veto anything, which means I'm up for anything at this point. But, my preference includes Pegasus, Treachery, CFB (I think they're a must-have at this point), I'd love to try out Faith again with the added Crises/Super Crises/etc. from Revelations.

The only thing I almost hit veto on were the Opera House Crisis Cards (unless they're different than V1... they weren't stellar there).

I've never played with the Hybrid and I'm still foggy on the Colony, but I'd be game to learn either one. My preferred destination is Ionian Nebula via New Caprica as seen in V8.
 
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Mark L
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No option for my tweaks? cry
 
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David Turczi
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Ripshawd wrote:
The only thing I almost hit veto on were the Opera House Crisis Cards (unless they're different than V1... they weren't stellar there).


I'd hit veto on OH CRISIS cards. That's why the poll says OH SKILL Cards...
 
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David Turczi
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markino wrote:
No option for my tweaks? cry


Send me a list of anything you'd really want.
Consider my character tweaks (last seen in V22) in effect...
 
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Mark L
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Is this 6p or 7p?
 
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David Turczi
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markino wrote:
Is this 6p or 7p?


Exactly.

(obviously, if 7p, then no Rebel Cylon...)
 
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Mindy G
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Mold the chaos into something beautiful
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IN!
 
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Deniss Zilajevs
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Oklahoma City
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Any free vacancies? (If there are any, I'd like to participate)
 
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Anthony Simpson
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Count me in.

 
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David Turczi
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Vufer wrote:
Any free vacancies? (If there are any, I'd like to participate)


if anyone gives up a space...
 
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Andy
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I'd like to play again, last time was fun

Seeing as the last game was my first PBF game, I might be a little slow on the uptake with new variant rules - sorry in advance.

Also, is paying $30 the only way to get an avatar here?
 
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David Turczi
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order is not yet randomized:
1. Ripshawd
2. markino
3. oriecat
4. inkwizita
5. Captain Crumpet

Still waiting to hear from:
Valen200
schmloof

Backup:
Vufer
 
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Daniel Loke
Canada
Richmond
British Columbia
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BUT MY DREAMS THEY AREN'T AS EMPTY
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I'm out - I'd love to be in but things are a-changing around here and I need to get my affairs in order.

Good luck!
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David Turczi
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Vufer is IN!
 
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Mateusz Kominiarczuk
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V20 is great, but will be done quickly. I'd love to play some more -- please, count me in as a backup player .
 
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David Turczi
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ZsuEtAm wrote:
V20 is great, but will be done quickly. I'd love to play some more -- please, count me in as a backup player .


I have promises from a few people willing to mod me a Colony game so I can finally play too. After your performance in V20, I'll insist you'll be there too
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Jan Itor
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Dundee
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Checking in, fashionably late.
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David Turczi
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So here we go, the crew is

1. Ripshawd
2. markino
3. oriecat
4. inkwizita
5. Captain Crumpet
6. Vufer
7. Valen200

I'll post the first two posts from home, hopefully later today.
 
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David Turczi
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Destination is obviously Colony (thank you people!), as for the ruleset:
Pegasus, Treachery, CFB, OH1.5, Faith, Revelation Crises & Destination are in.

As for team distribution we have 3 options:
Poll
What should our team distribution be?
4v3, +1 morale, +1 damage token (same as last game)
3v3, Rebel Cylon is with humans (no -1pop and -1 morale unlike V21)
5v2, -2 pop, -1 food, -1 morale, Rebel Hybrid (and Hybrid deck) is with cylons (see V2 for rules)
      7 answers
Poll created by TDaver


Also, if you choose the 3rd option, I SWEAR schmloof WON'T be playing the rebel hybrid.

Honestly, I'd go for 2nd option, just to test RC some more, but I have always wanted to mod a Hybrid game, so I'm game for option 3 too.

If you choose option 1, you're all chicken
 
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Deniss Zilajevs
United States
Oklahoma City
Oklahoma
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Abstain.
 
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Anthony Simpson
United Kingdom
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Always good to give the mod what he wants

Option 3 it is

T
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David Turczi
United Kingdom
London
England
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inkwizita wrote:
Always good to give the mod what he wants

Option 3 it is

T


Smart toaster.
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