Battlestar Galactica Boardgame 3 - Exodus

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El Guapo
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

Then Tory discards:

Consolidate Power 2, Executive Order 1, Iron Will 0
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Basestars Attack Galactica - No basestars on the main board. Since both Basestars are already out on the Cylon Fleet board, the Basestar in sector 3 jumps to the Main Board.

Pursuit Track is increased to position 3.

Cylon Cally must choose her 2 cards for this turn.

Player pages updated.
Last edited by Turtle on Wed Dec 07, 2011 6:11 pm, edited 1 time in total.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

Turtle wrote:Basestars Attack Galactica - No basestars on the main board. Since both Basestars are already out on the Cylon Fleet board, all ships in the highest numbered sector with a Basestar in it are moved randomly to sector 5.

Cylon Cally must choose her 2 cards for this turn.

Player pages updated.
Whoa! Forgot about this rule. The highest numbered sector with a basestar in it is 5 (on the CFB), right? So... that basically means that the one base star in sector 5 of the CFB is now in sector 5 of the main board?
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Turn 44: Remus West/Cylon Cally
Enlarge Image

Decks, Hand Sizes, and Ongoing Effects:
Spoiler:
Destiny Deck: 8

Player hand sizes:
1. El Guapo - Tory: 0
2. Remus West - Cylon Cally: 3
3. Grundbegriff - Boomer: 0
4. Scoop20906 - Cylon Helo: 3 Supercrisis: 1
5. Zurai - Apollo: 0 Quorum: 0
6. Lars - Sympathetic Cylon Dee: 2

Ongoing Card effects:
Last edited by Turtle on Wed Dec 07, 2011 6:07 pm, edited 2 times in total.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

Oh, they're moved within the CFB. Never mind!
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Bleh, this rule is confusing to read. But going over it the third time, it looks like they appear on the main game board.

Fixed.

Someone check my interpretation of this:
If all ships of the appropriate type are already on either the
main game board or the Cylon Fleet game board, the current
player finds the highest-numbered Cylon space area on the
Cylon Fleet game board that contains at least one of that type
of ship. He then moves all the ships in that Cylon space area
to the corresponding space area on the main game board.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

Yeah, that's pretty unquestionably right I think. It says to move all the ships in that sector to the "main game board" (as opposed to the cylon fleet board) which is unambiguous.

So...all ships in sector 5 (the highest numbered sector with at least one of the relevant ships in it) move to sector 5 of the main game board. So the one basestar that started the turn in sector 5 jumps in at sector 5.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Actually, the sector numberings are an addition I made to help players keep things straight when writing things out in text, they're not on the original boardgame.

The Cylon Fleet board adds numbers to the space sectors corresponding to 1-8 on the d8. You can see those numbers below the larger sector numbers in parenthesis. These are the numberings that this rule refers to. So everything in cylon fleet board 3 jumps into main board sector 3.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Remus West »

Cylon Cally chooses a Piloting and a Treachery.

I think it is a given that I need to use the Basestar bridge to try and decrease the jump track so that die roll will be part 1.
Also, place three Raiders in Sector 3 of the Cylon fleet board.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

Turtle wrote:Bleh, this rule is confusing to read. But going over it the third time, it looks like they appear on the main game board.

Fixed.

Someone check my interpretation of this:
If all ships of the appropriate type are already on either the
main game board or the Cylon Fleet game board, the current
player finds the highest-numbered Cylon space area on the
Cylon Fleet game board that contains at least one of that type
of ship. He then moves all the ships in that Cylon space area
to the corresponding space area on the main game board.
One correction on the above board: I think from reading the rules that the cylon pursuit marker isn't advanced this past turn. The above rules quote doesn't say anything about advancing the cylon pursuit marker, it just says to move ships to the main fleet board (the advancing the marker comes under the other rules for placing cylon ships on the CFB when they are available).

Plus there's this:
The Cylon pursuit marker on the Pursuit track advances primarily when a Cylon ship is placed on the Cylon Fleet game board but may be advanced by other game effects.
And nothing's being placed on the Cylon Fleet Board.

It's not unambiguous, but I'd read that as the cylon fleet pursuit advances when ships are placed on the cylon fleet board, or through other effects like crises. Since neither happened this turn, I think the pursuit marker remains at 2.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Zurai »

Yeah, it'd be a real double whammy to not only get a Cylon ship on the main board but also to advance the Cylon pursuit track. The intent seems to be to advance the track only when no ships are placed on the main game board. At least, from what I can tell.

This is getting tense.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Remus West »

On page 13 there is an example with a Basestar being needed and the ships being brought to the Human fleet board. The last step of the example says to advance the pursuit track.
page 13 wrote:1. Cylon Ships step, raiders are activated.
2. Since there are no raiders or basestars in space areas
on the main game board, the current player rolls a die,
(resulting in a 7) and places a raider in the corresponding
Cylon space area.
3. The current player advances the Cylon pursuit marker
one space on the Pursuit track onto the space with one
civilian ship printed under it, and as a result, the CAG
must place one civilian ship on the main game board.
4. Later in the game, during another Activate Cylon Ships
step, raiders are launched.
5. Since there are no basestars in space areas on the main
game board, the current player would normally roll a die
and place a basestar in a Cylon space area.
However, there are currently no more basestars
available to place, so the current player instead finds
the highest-numbered Cylon space area that contains
at least one basestar, in this case the “5–6” Cylon space
area, and moves all of the ships in that area to the
corresponding space area on the main game board.
6. The current player advances the Cylon pursuit marker
one space on the Pursuit track.
So the basestar jumps in AND the pursuit track advances.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Zurai »

Yeah, that seems pretty definitive. Oh well. At least it didn't bring any Raiders with it, and BaseStars won't attack civilians.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Remus West wrote:Cylon Cally chooses a Piloting and a Treachery.

I think it is a given that I need to use the Basestar bridge to try and decrease the jump track so that die roll will be part 1.
Also, place three Raiders in Sector 3 of the Cylon fleet board.
Cylon Cally rolls a 7 for the Basestar Bridge Pursuit/Jump track option, causing the Pursuit track to move up to position 4.

CAG must place 2 civilian ships.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Remus West »

Turtle wrote:
Remus West wrote:Cylon Cally chooses a Piloting and a Treachery.

I think it is a given that I need to use the Basestar bridge to try and decrease the jump track so that die roll will be part 1.
Also, place three Raiders in Sector 3 of the Cylon fleet board.
Cylon Cally rolls a 7 for the Basestar Bridge Pursuit/Jump track option, causing the Pursuit track to move up to position 4.

CAG must place 2 civilian ships.
Poop.

There is no choice for the civvies though. They have to go in 4 and 6 as those are the only two places that do not already have Civvies.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Turn 45: Grundbegriff/Boomer
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Decks, Hand Sizes, and Ongoing Effects:
Spoiler:
Destiny Deck: 8

Player hand sizes:
1. El Guapo - Tory: 0
2. Remus West - Cylon Cally: 5
3. Grundbegriff - Boomer: 5
4. Scoop20906 - Cylon Helo: 3 Supercrisis: 1
5. Zurai - Apollo: 0 Quorum: 0
6. Lars - Sympathetic Cylon Dee: 2

Ongoing Card effects:
Player pages updated.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Zurai »

That civilian in sector 4 has to be covered or we risk losing due to fuel loss. One way to do that would be to launch yourself in a Viper via the Hangar, use the CAG's second action to move the Mk 7 in sector 5 to sector 4, then do whatever else (such as using the first CAG action to have the Mk 7 escort the civilian in 4, then passing the title back to me).
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

The trick is though that if we spend our time trying to put out fires then we'll lose sight of the fact that we're currently one jump activation and a jump away from winning. Our priority to the extent possible is jump activation.

I guess my first question is whether Grund has a launch scout card. If so I'd say his optimal action would be to jump in a viper, use the first CAG action to move the unmanned viper into sector 4, and then use his bonus action to play launch scout. Then junk any crisis that lacks a jump activation icon unless it has a huge upside or something.

And of course if Grund happened to draw Scout for Fuel then play that with the bonus action.

If not...I'm almost tempted to suggest he use Pegasus' engine room anyways, and just hope for the best with that civvie, though that's probably too risky.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

So, Grund's action is up.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Grundbegriff »

El Guapo wrote:If so I'd say his optimal action would be to jump in a viper, use the first CAG action to move the unmanned viper into sector 4, and then use his bonus action to play launch scout.
I do have Launch Scout. So Boomer jumps in a viper, uses the first CAG action to move the unmanned viper into sector 4, and uses the bonus action to play Launch Scout 2.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Turn 45 Crisis: Food Hoarding in the Fleet
PRESIDENT CHOOSES
-1 Morale and roll a die. If 3 or less, draw 1 civilian ship and destroy it.
OR
-2 Food
Raiders Activate
Jump Track Advancement
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Grundbegriff »

Either we can lose the Food, taking us down to 1 food, or we can roll.

I can help with the roll, but a 1 on the die will still kill that civ.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Zurai »

Wow, that's a pretty hard choice. Dropping a second resource to 1 is risky, but so is rolling a die to destroy a civvie. I'm still inclined to take the first option, since you can help with it, but I'll wait for El Guapo's input.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

Yeah, I lean towards #1 as well (with Grund playing strategic planning). The only way that bones us is if we roll a 1 AND the civvie that gets destroyed has fuel (or I guess if it's the -2 pop one that'd be pretty inconvenient) Meanwhile #2, by putting us at 1 in another resource, opens up a whole new world of bone-age.

I gave some thought as to whether Grund should save the strategic planning given how low in cards we are, but then given how short we are, and given that any crisis next turn would likely of the super variety, we probably wouldn't pass either way.

So yeah, #1 with the strategic planning seems like the way to go.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Grundbegriff »

On the assumption that the President will require it, Boomer plays Strategic Planning 3.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Zurai »

Admiralident Apollo chooses option #1.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Morale decreased to 2.

Crisis roll is a 1 +2 = 3. A Civilian ship is destroyed. -1 Population.

Raiders Activate
Raider in sector 4 attacks an unmanned Mk7 Viper, rolling an 8. Viper destroyed!

Jump Track Advancement - Jump track advances to position 4.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Grundbegriff »

Turtle wrote:Morale decreased to 2.

Crisis roll is a 1 +2 = 3. A Civilian ship is destroyed. -1 Population.
This is high drama, baby.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Cylon Helo must choose his two skill cards for this turn.

Turn 46: Scoop/Cylon Helo
Enlarge Image

Decks, Hand Sizes, and Ongoing Effects:
Spoiler:
Destiny Deck: 8

Player hand sizes:
1. El Guapo - Tory: 0
2. Remus West - Cylon Cally: 5
3. Grundbegriff - Boomer: 4
4. Scoop20906 - Cylon Helo: 5 Supercrisis: 1
5. Zurai - Apollo: 0 Quorum: 0
6. Lars - Sympathetic Cylon Dee: 2

Ongoing Card effects:
Player pages updated.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Remus West »

Scoop, you must use the Basestar bridge and try to back that Jump track up a notch - otherwise they force jump and win. Other than that move, I suggest using your other action to place three Raiders in sector 6 so we have some in each. That way if we do jump in they have to defend every where. Although, as mentioned, if we jump in on your turn we have lost as they will jump.

If your SuperCrisis does anything to help slow down their jump then now would be the time to use that. Otherwise, place the Raiders and then roll to see what happens.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Scoop20906 »

This is for all the marbles.

Cylon Helo/Scoop will move to to the Basestar Bridge and perform the following:

1. Place 3 raiders in Sector 5 on the cylon fleet pursuit board.
2. Roll a die: On 1-3, decrease the jump track by 1; on 4-8, increase the pursuit track by 1.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Cylon Helo's Basestar Bridge roll is a 1, Jump Track decreased by 1 to position 3.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Scoop20906 »

Whew!
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Remus West »

Scoop20906 wrote:Whew!
Well, now we just have to hope for a good crisis.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Turtle »

Cylon Helo still needs to choose his two skill cards for this turn.

Apollo must choose between his two skills for this turn.

Turn 47: Zurai/Apollo
Enlarge Image
Decks, Hand Sizes, and Ongoing Effects:
Spoiler:
Destiny Deck: 8

Player hand sizes:
1. El Guapo - Tory: 0
2. Remus West - Cylon Cally: 5
3. Grundbegriff - Boomer: 3
4. Scoop20906 - Cylon Helo: 5 Supercrisis: 1
5. Zurai - Apollo: 5 Quorum: 0
6. Lars - Sympathetic Cylon Dee: 2

Ongoing Card effects:
Last edited by Turtle on Wed Dec 14, 2011 1:02 am, edited 1 time in total.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Remus West »

While I have no objection to it the filthy meatbags are likely to whine about you placing 5 raiders in sector 5 rather than just 3. The little cry babies. Maybe if they were not made of so much water they would not consistently be looking for ways to rid themselves of it.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

Remus West wrote:
Scoop20906 wrote:Whew!
Well, now we just have to hope for a good crisis.
I'd have thought a better way of achieving this effect would've been to activate Caprica, for what it's worth.
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

Anywho, I guess we have Apollo activate the Pegasus Engine Room (either that or launch scout).

Say, and this is important - did Boomer do her end-of-turn scout ability? If so, did she put the crisis back on the top of the deck?
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by Remus West »

El Guapo wrote:
Remus West wrote:
Scoop20906 wrote:Whew!
Well, now we just have to hope for a good crisis.
I'd have thought a better way of achieving this effect would've been to activate Caprica, for what it's worth.
Caprica could not move the jump track back at all. If we had left it where it was you could simply have force jumped out. Also, crisises played at Caprica do not activate our ships but can advance the jump track. I personally think it the single most useless place on the board good only for using Supercrisises and nothing else.
“As democracy is perfected, the office of president represents, more and more closely, the inner soul of the people. On some great and glorious day the plain folks of the land will reach their heart's desire at last and the White House will be adorned by a downright moron.” - H.L. Mencken
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Re: Battlestar Galactica Boardgame 3 - Exodus

Post by El Guapo »

Remus West wrote:
El Guapo wrote:
Remus West wrote:
Scoop20906 wrote:Whew!
Well, now we just have to hope for a good crisis.
I'd have thought a better way of achieving this effect would've been to activate Caprica, for what it's worth.
Caprica could not move the jump track back at all. If we had left it where it was you could simply have force jumped out. Also, crises played at Caprica do not activate our ships but can advance the jump track. I personally think it the single most useless place on the board good only for using Supercrisises and nothing else.
But here's the thing - since we can guarantee a jump activation through the Pegasus Engine Room, the only way this helps you is if the next crisis kills us (for example, if it causes -1 fuel), otherwise all that's changed is that we jump a turn later. Given that a crisis is the only way that I can see that you could win, I'd think Caprica would be more useful in that it lets you look at two crises and pick one. That way you would win if EITHER of the next two crises would cause a fuel loss, rather than only if the NEXT crisis caused fuel loss.

But what do I know, I'm just a meatbag.
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