Quorum Chamber - Action: If you are the President, draw 1 Quorum Card. You may then either draw 1 additional Quorum Card or play 1 from your hand.
Press Room - Action: Choose another player to draw 1 Mutiny Card. He does not move to the "Brig." He keeps 1 of his Mutiny Cards and discards the rest. You may then discard a Mutiny Card.
Administration - Action: Draw 1 Mutiny Card. If the President has any Mutiny Cards, choose a player to gain the President Title. If the "Accept Prophecy" card is in play, the President may discard it to keep his title.
Pegasus
Pegasus CIC - Action: Choose a Basestar and roll a die: On 1-3, damage Pegasus; on 4-6, damage Basestar; on 7-8, damage Basestar twice.
Airlock - Action: Choose a character and pass this skill check to execute him. Reduce the difficulty of this check by 4 if the character is in the "Brig". [Skill 12, Politics, Tactics, Treachery]
Main Batteries - Action: Choose a space area to affect and roll a die: On 1, destroy 1 Civilian Ship; on 2-3, damage 1 Viper; on 4-6, destroy 2 Raiders; on 7-8, destroy 4 Raiders.
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.
Demetrius
Bridge - Action: If there is no Mission Card on the "Active Mission" space, activate the top card of the Mission Deck. Do not draw a crisis card this turn.
Tactical Plot - Action: Look at the top card of the Mission Deck and place it on the top or bottom of the deck.
Captain's Cabin - Action: Choose a skill type (it may be from outside your skill set). Each player, including Cylon players, draws 1 Skill Card of that type.
Cylon Locations
Caprica - Action: Play 1 of your Super Crisis cards, or draw 2 Crisis Cards, choose 1 to resolve, and place the other on the bottom of the deck (No Activate Cylon Ships step).
Cylon Fleet - Action: Activate all Cylon ships of one type, or launch 2 Raiders and 1 Heavy Raider from each Basestar.
Human Fleet - Action: Look at the top card of the Crisis or Destination deck and place it on the top or bottom of that deck. Then draw 2 SkilL Cards of different types (may come from outside your skill set). Or, Infiltrate Galactica
Resurrection Ship: You draw only 1 Skill Card during your Recieve Skills step. You may not move to this location with your normal movement. Action: Draw 1 Super Crisis card.
Basestar Bridge (Cylon Fleet module) - Action: Choose 2 of the following abilities:
The CAG must place 1 civilian ship (following all placement rules).
Place 1 Basestar or 3 Raiders in any 1 area on the Cylon Fleet game board.
Roll a die: On 1-3, decrease the jump track by 1; on 4-8, increase the pursuit track by 1.
Roll a die. If the result is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve
Last edited by Sudo_Nym on Fri Aug 07, 2015 3:24 am, edited 226 times in total.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
In. Yes to first house rule, flat-out wouldn't play a game with fleet board AND cylon attack crises, that'd be insane. Prefer fleet board to cylon attack crises.
Also would prefer a gentleman's agreement not to pick Cain unless we variant the shit out of her OPG
EDIT: Misread your wording as a possible house rule of both Fleet Board & CACs. Yes to the Fleet Board, please, but I don't mind a great deal either way.
Last edited by ChannelDelibird on Sat Feb 14, 2015 4:14 am, edited 1 time in total.
That looks like 5; that's a good number, but 6 would also be good, so I'll leave it open until noon tomorrow for a sixth, or we'll just go with 5.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
Well, I'm on the west coast, so noon my time or whenever we get a sixth.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
Nah, I'm doing it right here in Mish Mash. Play-by-post.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
Alright, that's six. I've randomized turn order to :
Porochaz
ForWhomTheJellyRolls
ChannelDelibird
Lady Lambdadelta
Save The Dragons
JDGA
So, starting with Prozac, pick your character from the following list:
Military Leaders
William Adama
3
Leadership
, 2
Tactics
Inspirational Leader: When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
Command Authority: Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Emotionally Attached: You may not activate the “Admiral’s Quarters” location
Start: Admiral’s Quarters
Saul Tigh
2
Leadership
, 3
Tactics
Cylon Hatred- When a player activates the “Admiral’s Quarters” location, you may choose to reduce the difficulty by 3.
Declare Martial Law- Action: Once per game, give the President title to the Admiral
Alcoholic: At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, discard it.
Start: Command
Karl “Helo” Agathon
2
Leadership
, 2
Tactics
, 1
Piloting
ECO Officer: During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
Moral Compass: Once per game, after a player makes a choice on a Crisis Card, you may change it.
Stranded: Your character is not placed on the game board at the start of the game. While not on the game board, you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the Hanger Deck location.
Tom Zarek (alt)
2
Politics
, 2
Leadership
, 1
Tactics
Necessary Steps: Each time a player draws a Mutiny Card, you instead look at the top 2 cards of the Mutiny deck, give 1 to that player, and place the other on the bottom of the deck.
Abuse Power - Action: Once per game, draw 4 Mutiny Cards. Chosoe 1 of them to play and place the other 3 Mutiny Cards on the bottom of the deck. Ignore your "Necessary Steps" ability and do not move to the Brig.
Disreputable: You start the game with 1 Mutiny Card.
Start: Weapons Control
Louis Hoshi:
2
Leadership
, 2
Tactics
, 1
Engineering
Dutiful: Once during your turn, if you activate "Command," "Communications," or "Weapons Control," you may discard 1 Skill Card to immediately activate that location again.
Organized - Action: Once per game, if you are not in the "Brig," activate any 3 undamaged locations, regardless of where you are. You cannot activate the same location more than once, nor any Cylon locations.
Reluctant: You must discard 1 Skill Card to use a Skill Card action.
Start: Communications
Felix Gaeta:
2
Tactics
, 1
Engineering
, 2
Leadership
/
Politics
FTL Operator: Anytime "FTL Control is activate, you may reroll the die. You must use the new result.
Coup - Action: Once per game, you may take the Admiral title. If you are in the "Brig" when you take this action, move immediately to "Command" before taking the title.
Misguided: You may not play more than 3 Cards into any skill check.
Start: FTL Control
Helena Cain:
2
Leadership
, 2
Tactics
, 1
Leadership
/
Tactics
Intolerant: When an "Admiral's Quarters" Skill check is passed with a 10 or more, you may choose to execute that character instead of sending him to the "Brig."
Blind Jump - Action: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space). The admiral draws only 1 Destination Card.
Bent on Revenge: You may not activate the "FTL Control" or "Engine Room" locations.
Start: Pegasus CIC or Command
Pilots
Lee “Apollo” Adama
1
Tactics
, 2
Piloting
, 2
Leadership
/
Politics
Alert Viper Pilot: 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 choose to do this if you are on a Galactica location, excluding the brig.
CAG- Action: Once per game, you may activate up to 6 unmanned vipers.
Headstrong: When you are forced to discard Skill Cards, you must discard randomly.
Start: Launch and pilot a viper
Kara “Starbuck” Thrace
2
Tactics
, 2
Piloting
, 1
Leadership
/
Engineering
Expert Pilot: When you start your turn piloting a viper, you may take 2 actions during your Action Step.
Secret Destiny: Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Insubordinate: When a player chooses you with the “Admiral’s Quarters” location, reduce the difficulty by 3.
Start: Hanger deck
Sharon “Boomer” Valerii
2
Tactics
, 2
Piloting
, 1
Engineering
Recon: At the end of your turn, you may look at the top card of the Crisis deck and place it on the top or bottom.
Mysterious Intuition: Once per game, before resolving a skill check on a Crisis Card, choose the result (Pass or Fail), instead of resolving it normally.
Sleeper Agent: During the Sleeper Agent phase, you are dealt 2 Loyalty Cards, and then moved to the Brig location.
Start: Armory
Brendan "Hot Dog" Costanza
1
Leadership
, 1
Tactics
, 2
Piloting
, 1
Engineering
Memento: Once per turn, immediately after population is reduced, you may draw the top 3 cards of the Piloting deck, discard 1 of them, and keep the other 2 cards.
Escort: Once per game, before flipping over a civilian ship in a space area and destroying it, you may destroy an undamaged viper instead. Shuffle the civilian ship back into the pile of unused civilian ships.
Forced to Eject: Any time a Viper you are in is damaged, destroy it instead.
Start: Hangar Deck
Karl "Helo" Agathon (alt)
2
Leadership
, 2
Tactics
, 1
Piloting
Raptor Pilot: When you look at the top card of a deck as a result of a "Launch Scout" card, look at the top 2 cards instead and, in the order of your choosing, place each card on the top or bottom of the deck.
No One Gets Left Behind: Once per game, during the Remove Ships step of Jumping the Fleet, lose 1 fuel to gain 2 population.
Family Commitments: If you are not on Galactica, draw 1 fewer Skill Card during your Receive Skills step.
Start: Admiral's Quarters
Samuel T. Anders
2
Leadership
, 2
Tactics
, 1
Tactics
/
Piloting
Star Player - Action: Discard any number of Skill Cards. Then draw that number of Skill Cards from any one type within your skill set.
Longshot: Once per game, you may choose the result of a die roll on your turn instead of rolling it. This result cannot be modified or rerolled.
Starts on the Bench: Skip the Recieve Skills step of your first turn.
Start: Armory
Louanne "Kat" Katraine
1
Leadership
, 2
Tactics
, 2
Piloting
Hotshot: When you would roll a die during your Action step, you may instead discard a Skill Card. Use the card's strength +2 instead of the die roll.
Sacrifice - Action: Once per game while piloting a Viper, send yourself to "Sickbay" to destroy 5 raiders, 2 heavy raiders, 1 basestar, or 1 civilian ship in your space area.
Stim Junkie: At the end of your Action Step, if you are in the same location or space area that you were in at the start of your turn, you are moved to Sickbay.
Start: Hangar Deck
Political Leaders
Laura Roslin
3
Politics
, 2
Leadership
Religious Visions: When you draw a Crisis Card, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
Skilled Politician- Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability.
Terminal Illness: In order to activate a location, you must first discard 2 Skill Cards.
Start: President’s Office
Gaius Baltar
2
Politics
, 1
Leadership
, 1
Engineering
Delusional Intuition: After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
Cylon Detector- Action: Once per game, you may look at all Loyalty Cards belonging to a single player.
Coward: You start the game with 2 Loyalty Cards.
Start: Research Lab
Tom Zarek
2
Politics
, 2
Leadership
, 1
Tactics
Friends in Low Places: When a player activates the “Administration” or the “Brig” location, you may choose to reduce or increase the difficulty by 2.
Unconventional Tactics- Action: Once per game, lose 1 Population to gain 1 of any other resource type.
Convicted Criminal: You may not activate locations occupied by other characters (excluding the Brig)
Start: Administration
Lee Adama (alt)
1
Tactics
, 2
Piloting
, 2
Leadership
/
Politics
Forward Thinker: After you use an "Executive Order" Skill Card and the chosen player has finished moving and taking actions, you may activate your current location.
Choose a Different Path: Once per game, when you must make a choice on a Crisis Card, you may choose to have the result be: "The current player discards 5 Skill Cards."
Moral Delimma: When you draw a Mutiny Card, you must discard 2 Skill Cards.
Start: Admiral's Quarters
Romo Lampkin
3
Politics
, 2
Tactics
Deceitful: When a Crisis Card requires you discard Skill Cards, reduce the number of cards you discard by 1 (once per Crisis Card).
Attorney - Action: Once per game, move a character in the "Brig" to any non-hazardous location on Galactica. If he belongs to another player, take all of that player's Skill Cards.
Kleptomania: If you end your Movement Step in a location with another player, you must discard 2 Skill Cards. If you cannot, you are sent to the "Brig" at the end of your turn.
Start: Administration
Tory Foster
3
Politics
, 1
Leadership
, 1
Tactics
Adaptable: After any player uses the action on a Quorum Card, you may draw 2 Skill Cards of your choice (they may be from outside your skill set).
Influential - Action: Once per game, you may examine the top 5 cards of the Quorum deck, and return them to the top of the deck in any order you choose (even if you are not the President).
Amoral: When you are the current player, you must choose the first option on any Crisis Cards that say "Current Player Chooses"
Start: Press Room
Ellen Tigh
2
Politics
, 2
Leadership
, 1
Treachery
Politically Adroit: When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
Manipulative: Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn.
Nothing But Trouble: Your skill set includes Treachery (Human players cannot use text abilities on Treachery cards).
Start: Admiral's Quarters
Support
“Chief” Galen Tyrol
1
Politics
, 2
Leadership
, 2
Engineering
Maintenance Engineer: During your turn, after you use a “Repair” action card, you may take another action (once per turn).
Blind Devotion: Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a Skill type. All cards of the chosen type are considered strength 0.
Reckless: Your hand limit is 8 (instead of 10).
Start: Hanger Deck
Sherman "Doc" Cottle
1
Politics
, 2
Tactics
, 2
Engineering
Treatment - Action: Choose a human player and draw 2 Skill Cards from his skill set. Then, give him 2 Skill Cards from your hand.
Quarantine - Action: Once per game, look at each Civilian ship on the board. Choose 1 and draw a new civilian ship to replace it, if possible. Shuffle the civilian ship back into the pile of unused civilian ships.
Specialized: You cannot use the actions printed on Engineering Cards.
Start: Research Lab
Gaius Baltar (alt)
2
Politics
, 2
Leadership
, 1
Engineering
Cult Leader - Action: CHoose a player in the same location as you and either give him one of your miracle tokens or take his miracle token.
Broadcast- Action: Discard 3 miracle tokens to raise any resource by 2. You may have up to 3 miracle tokens.
Spiritual Crisis: You cannot use an action printed on a "You Are a Cylon" Loyalty card unless you are in the "Brig"
Start: Admiral's Quarters
Callandra "Cally" Tyrol
1
Politics
, 1
Leadership
, 1
Tactics
, 2
Engineering
Quick Fix: On your turn, once all Skill Cards played into a skill check have been revealed, you may choose 1 card to discard before resolving skill check abilities and totalling strength.
Discharge of a Firearm - Action: Once per game, you may execute another player who is in your current location.
Impulsive: You may not contribute only 1 Skill card to a check. You must either contribute no cards or contribute 2 or more skill cards (disregard this ability while in the "Brig"
Start: Hangar Deck
Anastasia "Dee" Dualla
1
Leadership
, 3
Tactics
, 1
Engineering
Efficient: When you activate the "Communications" Location, you may look at every ship on the game board and may move any number of them.
Fast Learner: Once per game, before making a Skill Check, look at the top 3 cards of any Skill deck (even outside your Skill set), and add all of them to either the Skill check or your hand.
Emotionally Fragile: When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.
Start: Communications
Cylon Leaders
Aaron Doral
1
Treachery
, 1
Politics
/
Tactics
Industrious: While Infiltrating, draw 2 extra Skill Cards on your turn instead of 1. Disregard the ability while you are in Sickbay.
Meticulous: Once per game, when you use an action to end your Infiltration, you may move to any Cylon location and take another action instead of moving to the Resurrection Ship.
Vanity: You cannot contribute to skill checks during another player's Action Step.
Start: Caprica
Simon O'Neill
1
Engineering
, 1
Treachery
/
Tactics
Calculating: You may contribute 2 Skill Cards to Skill checks, or 3 Skill Cards while Infiltrating. Disregard this ability while in the "Brig"
Modifications: Once per game, at the start of a player's "Activate Cylon Ships" step, either choose a Cylon ship type to activate or launch raiders. Ignore any Activate Cylon Ships icons on the bottom of the Crisis Card.
Logic-Bound: When you play any Skill Cards into a Skill check, you must play 1 face up.
Start: Cylon Fleet
Sharon "Athena" Agathon
1
Piloting
, 1
Leadership
/
Engineering
For Love: Once per turn, when another player must discard 1 or more Skill Cards (except when discarding down to his hand limit), you may draw 1 Treachery Card to reduce the number of cards he discards by 1.
Resolute - Action: Once per game, activate any undamaged location.
Grieving: When you are in a hazardous location, you cannot draw skill cards during your "Receiving Skills" or "Draw Skills" step.
Start: Hangar Deck (infiltrating)
D'Anna Biers
1
Politics
/
Leadership
, 1
Treachery
/
Engineering
Visions - Action: If you are Infiltratin, choose a human player and look at 1 of his Loyalty Cards at random. Then, end your Infiltration and move to the "Resurrection Ship."
Don't Trust Anyone - Action: Once per game, draw 2 Super Crisis Cards.
Heretic: If you are on the "Resurrection Ship" location (but not the "Hub Destroyed" location), you must discard a Super Crisis Card to move to a different location.
Start: Human Fleet
"Caprica" Six
1
Leadership
, 1
Treachery
/
Engineering
Intimate - Movement: Draw 1 Skill Card at random from a player's hand. Then, that player draws 1 card from the skill deck of your choice (it may be from outside his Skill set).
Human Delusion: Once per game, after all Skill cards played into a Skill check have been revealed, you may play any number of Skill Cards from your hand into the check.
Conflicted Loyalties: You must discard 1 Skill Card to activate the "Cylon Fleet" location.
Start: Caprica
Cavil:
1
Tactics
, 1
Treachery
/
Engineering
Primacy - Action: Place 1 basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the game board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.
Aggressive Tactics - Movement: Once per game, you may take 2 actions.
Lies and Secrets: When a player reveals a "You are a Cylon" card, you must discard all Skill cards in your hand.
Start: Cylon Fleet
Leoben Conoy
1
Politics
, 1
Treachery
/
Engineering
Glimpse the Face of God - Movement: Draw 2 Cards from the top of the Destiny deck, then place 2 cards from your hand on the top of the Destiny deck.
Cryptic Message - Action: Once per game, exchange your hand of Skill cards with another player's hand of Skill cards.
Clouded: You may not voluntarily move to a location that contains another character.
Start: Human Fleet
Field is open to you, Prozac.
Also, since CDB is the only person to weigh in so far, unless I hear a sea change by the end of character choosing, we're going to Earth with Final Five cards and the pursuit board.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
Also not played with Earth yet, so I may be a pain about it in needing to ask questions. Not a huge issue but something that you may need to be aware of.
Mostly retired. Unless you ask or it's something interesting.
FWTJR, pick any character that isn't a Military Leader.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
By PM, CDB takes Leoben Conoy. So, LLD to pick a Pilot or Support.
One time, back in 'nam, Sudo was set upon by an entire squadron of charlies. He challenged them all to a game of Pictionary, which he won resoundingly. The charlies were forced to not only surrender the skirmish, but also their world-famous chili recipe, which Sudo sold to Texas for a hefty profit. Sudo is a master of diplomacy.
I'm going to make myself very clear. I'm happy to hear your suggestions, and your ideas, but if you step out of line once, I've got an itchy trigger finger and I'm not afraid to waste it on you.
Yes my Lord, but questions are dangerous, for they have answers.
13 heads and counting now, plurality is adaptive. If our experience might help you,