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Knight, came in at 9 o'clock and stayed until 12:30. I'll try to come back in tomorrow night, same time.
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Knight, if you read this, I'm sorry I was late getting into the chat. I completely forgot today was Friday (week's been kinda chaotic).
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Topic: BSG BoardGame "Status Header" (Read 2236 times)
CooperHawkes
Chief Petty Officer
Petty Officer 1st Class
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Posts: 350
NippleNeck
BSG BoardGame "Status Header"
«
on:
January 29, 2009, 04:28:58 AM »
TurnOrder
Spoiler
(click to show/hide)
1.
Starbuck
-
CooperHawkes
2.
Adama
-
M123
3.
Baltar
-
Tighfighter
4.
Helo
-
Kendrick
5.
Roslin
-
Adalla
6.
Tyrol
-
Bender
FleetStatus
Spoiler
(click to show/hide)
Food
:
08/08
Fuel
:
08/08
Morale
:
09/10
Population
:
12/12
Jump Prep
:
5/5
Distance
:
2/8
Vipers
Active:
6
Damaged:
0
Reserve:
2
Raptors
Reserve:
4
President
:
Roslin
Admiral
:
Adama
Nukes:
2
Cylon Boarding
:
0/5
Locations(Current Status)
Spoiler
(click to show/hide)
|Location|
|Dmg|
|Present|
Galactica
7
Command
2
Boomer
Apollo
Boxey
Communications
5
Roslin
Lampkin
Tigh
Weapons Control
0
FTL Control
0
Hangar Deck
0
Tyrol
Admiral’s Quarters
0
Armory
0
Research Lab
0
Sickbay
0
Adama
Brig
0
| |
|Location|
|Dmg|
|Present|
Colonial One
0
President’s Office
0
Administration
0
Press Room
0
Cylon Locations
Human Fleet
Cylon Fleet
Resurrection Ship
Caprica
In Space
Starbuck
In Transit
Helo
DRADIS
Spoiler
(click to show/hide)
GameStatus:
==> Adama Executive Order
------------
--------------------------------------
||
---------------
-------------------
FAQ
-
PM
-
Adama
Spoiler
(click to show/hide)
Military Leader
Leadership/3
Tactics/2
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 re-
solving 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.
||
Tactics
Spoiler
(click to show/hide)
(1-2) Launch Scout
Action:
Can only use if
there is an undamaged
Raptor in the reserves.
Roll die 3 or higher, look
at top Crisis or Destination
Card and place on top or
bottom of deck. Otherwise,
destroy a Raptor and re-
move it from the game.
(3-5) Strategic Planning
Play before a die roll to
add 2 to result. Limit 1 per
die roll.
Tigh
Spoiler
(click to show/hide)
Military Leader
Tactics/3
Leadership/2
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, you
must discard it.
||
Leadership
Spoiler
(click to show/hide)
(1-2) Executive Order
Action:
Choose another
player who takes 2 actions,
or moves and takes 1
action.
Cannot use on a revealed
Cylon or Sympathizer.
Limit1 per turn (Errata).
(3-5) Declare Emergency
Use after Skill Check is
totaled. Reduces difficulty
by 2. Cannot reduce partial
pass difficulty.
Limit 1 per Skill Check.
Helo
Spoiler
(click to show/hide)
Military Leader
Leadership/2
Tactics/2
Piloting/1
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 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 "Hangar
Deck" location.
||
Politics
Spoiler
(click to show/hide)
(1-2) Consolidate Power
Action:
Draw 2 Skill Cards
of any type, even outside
skill set on Character
Sheet.
(3-5) Invest. Committee
Play before cards are
added to Skill Check. All
are played face up in-
cluding from Destiny Deck.
Roslin
Spoiler
(click to show/hide)
Political Leader
Politics/3
Leadership/2
Religious Visions
When you draw Crisis Cards,
draw 2 and choose 1 to re-
solve. 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.
||
Piloting
Spoiler
(click to show/hide)
(1-2) Evasive Maneuver
Play after a Viper is
attacked to reroll. If Viper
is piloted subtract 2 from
the new roll.
(3-5) Max. Firepower
Action:
Play while piloting
a Viper to attack up to 4
times.
Baltar
Spoiler
(click to show/hide)
Political Leader
Politics/2
Leadership/1
Engineering/1
Delusional Intuition
After you draw a Crisis Card,
draw 1 Skill Card of your
choice (it may be from out-
side your skill set).
Cylon Detector
Action:
Once per game, you
may look at all Loyalty Cards
belonging to another player.
Coward
You start the game with 2
Loyalty Cards instead of 1.
||
Engineering
Spoiler
(click to show/hide)
(1-2) Repair
Action:
Repair your current
location, or if in the Hangar
Deck repair up to 2
damaged Vipers.
(3-5) Scientific Research
Play before any cards are
added to a skill check.
All Engineering cards count
as positive strength.
Zarek
Spoiler
(click to show/hide)
Political Leader
Politics/2
Leadership/2
Tactics/1
Friends in Low Places
When a player activates the
"Administration" or "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 (except the
"Brig").
||
Locations
Apollo
Spoiler
(click to show/hide)
Pilot
Piloting/2
Leadership/Politics/2
Tactics/1
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 do
this when you are on a
Galactica location, ex-
cluding the "Brig".
CAG
Action:
Once per game, you
may activate up to 6 un-
manned Vipers.
Headstrong
When you are forced to
discard Skill Cards, you
must discard randomly.
||
Galactica
Spoiler
(click to show/hide)
Command
Action:
Activate up to 2
unmanned Vipers. An
activation can be used to
a.)
launch a Viper from
either of the two Launch
Zones
b.)
move an unmanned
Viper to an adjacent space
area
c.)
fire an unmanned Viper’s
weapons.
Weapons Control
Action:
Attack one Cylon
ship with Galactica.
Communications
Action:
Look at the back of
2 Civilian ships. You may
then move them to ad-
jacent area(s). Only the
player taking the action
may look at the back of
the ships.
FTL Control
Action:
Jump the fleet if
the Jump Preparation is
higher than 2.
Roll a die;
if the result is 1-6, lose a
number of population.
JumpPrep
Population
1-3
-
No Jump
4
-
-3
5
-
-1
Hangar Deck
Action:
Launch yourself in
a Viper. You may then take
1 more action. You must be
in the Hangar Deck to use
a “Repair” Skill Card action
on damaged Vipers.
Armory
Action:
Attack a Centurion
on the Boarding Party track.
Admiral’s Quarters
Action:
Choose a character;
then pass a Skill Check of
7 in Leadership/Tactics to
send him to the “Brig”.
Characters in the “Brig” can
only add 1 skill card to Skill
Checks, and being in the
Brig prevents a Cylon from
doing any damage if he
reveals himself.
Research Lab
Action:
Draw 1 engineering
or 1 tactics Skill card.
Sickbay
You may only draw 1 Skill
Card during the Receive
Skills step of your turn. A
Character can (and should)
move out of Sickbay during
the Movement step of his
turn.
Brig
You may not move, draw
Crisis Cards, or add more
than 1 card to Skill Checks.
Action:
Pass a Skill Check
of 7 in Politics/Tactics to
move to any location.
Starbuck
Spoiler
(click to show/hide)
Pilot
Tactics/2
Piloting/2
Leadership/Engineering/1
Expert Pilot
When you start your turn
piloting a Viper, you may
take 2 Actions during your
Action Step (instead of 1).
Secret Destiny
Once per game, immedia-
telyafter 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.
||
Colonial 1
Spoiler
(click to show/hide)
Administration
Action:
Choose a character;
then pass a Skill Check of 5
in Politics/Leaderhsip to give
him the President title.
Revealed Cylons may not
be given the President title.
President’s Office
Action:
If you are President,
draw 1 Quorum Card. You
may then draw 1 additional
Quorum Card or play 1 from
your hand.
Press Room
Action:
Draw 2 politics Skill
Cards.
Boomer
Spoiler
(click to show/hide)
Pilot
Tactics/2
Piloting/2
Engineering/1
Recon
At the end of your turn, you
may look at the top of the
Crisis Deck and place it on
the top or bottom.
Mysterious Intuition
Once per game, before re-
solving 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 (instead of 1)
and are moved to the "Brig"
location.
||
Cylon
Spoiler
(click to show/hide)
Caprica
Action:
Play your Super
Crisis Card or draw 2 Crisis
Cards, choose 1 to resolve,
and discard the other.
There are no Activate Cylon
Ships or Prepare for Jump
steps during this Crisis.
Cylon Fleet
Action:
Activate all Cylon
ships of one type, or launch
2 Raiders and 1 Heavy
Raider from each Basestar.
Activating Heavy Raiders will
advance the Centurions one
step on the Boarding Party
track, even if there are no
Heavy Raiders on the board.
Human Fleet
Action:
Look at any
player’s hand, and steal 1
Skill Card (place it in your
hand). Then roll a die, and
if 5 or higher, damage
Galactica.
Resurrection Ship
Action:
You may discard
your Super Crisis Card to
draw a new one. Then, if
distance is 7 or less, give
your unrevealed Loyalty
Card(s) to any player.
Tyrol
Spoiler
(click to show/hide)
Support
Engineering/2
Leadership/2
Politics/1
Maintenance Engineer
During your turn, after you
use a "Repair" Skill 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 O.
Reckless
You hand limit is 8 (instead
of 10).
||
AttackTbl
Spoiler
(click to show/hide)
Centurion
7-8
Dstryd
Raider
3-8
Dstryd
HeavyRaider
7-8
Dstryd
Viper
5-7
Dmgd
8
Dstryd
Galactica
with Raider
8
Dmgd
with Basestar
4-8
Dmgd
Basestar
with Viper
8
Dmgd
with Galactica
5-8
Dmgd
with Nuke
1-2
Dmgd
3-6
Dstryd
7-8
Dstryd
+3 Rdrs
in sector
Titles
Spoiler
(click to show/hide)
Admiral
When the fleet jumps, you
draw 2 Destination Cards
and choose 1.
You control the Nukes (2).
Action:
Launch 1 Nuke at
a Basestar (Nuke is re-
moved from the game).
Nukes damage a Basestar
twice on a roll of 1-2, auto-
matically destroy a Base-
star on a roll of 3-6, and
automatically destroy a
Basestar and 3 Raiders in
the same area on a roll
of 7-8.
Succession
01. Adama
02. Tigh
03. Helo
04. Apollo
05. Starbuck
06. Boomer
07. Tyrol
08. Zarek
09. Baltar
10. Roslin
President
At the start of the game,
draw 1 Quorum Card. You
control the hand of Quorum
Cards.
Action:
Draw a Quorum
Card into your hand.
Quorum cards can be
played as an action and
specialize in increasing
resources and dealing with
unrevealed Cylons.
Succession
01. Roslin
02. Baltar
03. Zarek
04. Apollo
05. Adama
06. Helo
07. Tyrol
08. Boomer
09. Tigh
10. Starbuck
||
QC&SCC
Spoiler
(click to show/hide)
||
Spoiler
(click to show/hide)
FAQ
Link to FAQ.pdf.
PM
Link to PM Folder.
Rules
Link to Rules.pdf.
Spoiler contains
the basic and most
common rules.
Link to an article
about Cylon strategy.
Spoiler contains the
rules for revealed
Cylon players.
-------------------------------------
Expand the Spoilers to get
more information (yes,I know
you had to do it to read this).
-------------------------------------
Character names are linked
to pictures of corresponding
Character Sheets.
-------------------------------------
Skill Card names are linked
to pictures of corresponding
Skill Cards.
-------------------------------------
Location names are linked
to pictures of corresponding
Locations.
-------------------------------------
Some headlines are linked
to corresponding pictures
(e.g.
AttackTbl
).
-------------------------------------
Happy gaming!
wishes Lj1983 (Mr. GameMaster himself) & Cooper"Insomnia makes me worcaholic"Hawkes
*mechanical voice*
Rules
Spoiler
(click to show/hide)
Objectives
Human
: travel 8 units of distance and make one final jump.
Cylon
: deplete one ressource to 0 / damage 6 locations on Galactica / get the boarding Ceturions to step 5/5.
GameTurn
1. Receive Skills Step
: current player draws the number and types of SkillCards listed on his Character Sheet. Some character sheets list multi-skills. When a character with a multi-skill receives SkillCards, he must first decide how many cards he will draw from each type. The total number of cards that he draws must be equal to the number listed on his sheet.
2. Movement Step
: current player may move to a different location. If he moves to a different ship (from Galactica to Colonial One or vice versa), he must discard one Skill Card from his hand. Human characters may not move to Cylon locations, and revealed Cylons may only move to Cylon locations. If the player’s character is piloting a viper, he may move to an adjacent space area during this step, or may discard a Skill Card to move to a location on Galactica or Colonial One and return his Viper to the “Reserves.”
3. Action Step
: current player chooses one action to perform, as described in "Action Step".
4. Crisis Step
: Crisis Card is drawn and then resolved.
5. Activate Cylon Ships Step (if necessary)
: if any are in play, Cylon ships are activated according to the Crisis Card drawn.
6. Prepare for Jump Step (if necessary)
: if the Crisis Card has the “Prepare for jump” option on it , Jump Prep goes up by 1. If it reaches 5, then the fleet jumps.
Action Step
Activate Location
: current player may perform the action listed on his Character’s current location.
Skill Card Action
: current player may play a Skill Card from his hand to perform the action specified on the card.
Character Action
: current player may perform an action listed on his Character Sheet.
Activate his Viper
: if the player is piloting a Viper, he may activate it to move or to attack a Cylon ship.
Title and Quorum Cards
: if the player has a Title or Quorum Card that provides him with an action, then he may perform it during this step.
Loyalty Card
: Character may reveal one of his “You are a Cylon” Loyalty Cards to perform the specified action on it.
Do Nothing
: if the player does not wish to perform any actions, he may decide to do nothing during this step
and proceed to the Crisis step.
Skill Checks
Many Crisis Cards and game board locations require skill
checks. All skill checks are resolved as follows:
1. Read Card
: The current player reads the entire card (or location) out loud to all players. Players may then discuss what they would like to do. If the card requires the current player, the President, or the Admiral to make a choice, he must make the decision at this time. Any choice that does not have a pass/fail effect requires players to carry out specific instructions instead of a making a skill check.
2. Play from Destiny Deck
: Two cards from the Destiny deck are dealt facedown.
3. Play Skills
: Each player may play any number of Skill Cards from his hand facedown. Only the strength and types of skills on each Skill Card is relevant when played into a skill check.
4. Divide Cards
: All cards that match a skill type listed on the Crisis Card are placed in one pile, and all other cards (i.e., those that do not match) are placed in the other pile.
5. Total Strength
: The total strength of each card pile is totaled. The total strength of the nonmatching pile is subtracted from the total strength of the matching pile, giving a final strength.
6. Determine Result
: If the final strength is equal to or greater than the skill check’s difficulty, then the “pass”
result of the skill check is carried out. Otherwise, the “fail”
result is followed. All Skill Cards contributed toward the
skill check are then discarded.
Activating Vipers (from Command location)
When a player activates a Viper from the Command location, he must choose one of the following options
:
Launch a Viper
: The player takes a Viper from the “Reserves” and places it in one of the two space areas marked with the Viper Launch icon (Foxtrot & Echo).
Move a Viper
: The player chooses a Viper that is already in a space area. He may move the Viper to an adjacent space area. Vipers may not fly “over” Galactica; they may only move clockwise or counterclockwise around it, between directly adjacent space areas.
Attack with a Viper
: The player chooses a Viper and a Cylon ship that are in the same space area. He then rolls one eight-sided die to resolve an attack.
Each Viper may be activated any number of times during a player’s turn, but players may not activate ships that are being piloted by another player.
Piloting Vipers
A player who wants his character (with Piloting Skill) to pilot a Viper simply moves his character to the “Hangar Deck” location and uses the action listed there. He then launches a Viper as normal
.
Moving and Actions when Piloting
: While a character is piloting a Viper, his player still takes his turn as normal. During his Movement step, he may move the Viper to an adjacent space area or move his character back to a location. In addition to the normal things that a player may do during his Action step (for example, play a Skill Card), he may also choose to activate his Viper (to move again or attack).
Viper Destruction
: If a character is piloting a Viper when it is damaged or destroyed, his Character is placed in “Sickbay,” and the Viper is placed in the appropriate space (the “Damaged Vipers”).
Moving from a Viper
: When the fleet jumps, all characters who were piloting Vipers are placed in the “Hangar Deck,” and their Vipers are returned to the “Reserves.” A player may also choose to move to Galactica or Colonial One from a Viper during his Movement step. In order to do this, he must discard one Skill Card, and then he simply places his Viper in the “Reserves” and his Character on the location of his choice. He may do this from any space area. If a player is sent to “Sickbay” or the “Brig” while piloting a Viper, he is moved to the appropriate location, and his Viper is returned to the “Reserves.”
Secrecy
A key element of Battlestar Galactica: The Board Game is the paranoia and tension surrounding the hidden Cylon players. Because of this, secrecy is very important, and the following rules must be observed at all times:
Blind Accusations
: Players may accuse each other of being Cylon operatives at any time. Although these blind accusations have no game rule effects, they can help, or confuse, the human players in their hunt to find the Cylons.
Open Accusations
: Should one player gain the ability to look at another player’s Loyalty Cards, he may choose to keep this information to himself, share it with the group, or even lie about it.
Skill Cards and Skill Checks
: Players are prohibited from revealing the exact strength of cards in their hands. They may use vague terms such as “I can help out on this crisis a little bit,” but they may not make more specific statements such as “I am playing 5 piloting.” In addition, after a skill check is resolved, players may not identify which cards they played.
The reason for these restrictions is to keep hidden information secret and to protect Cylon players from being discovered too easily.
Cards in the Decks
: If a player has the ability to look at cards on the top of a deck, he may not disclose specific information about that card.
Revealed Cylons
: Revealed Cylon players must also follow all rules of secrecy. They may not show their hands to other players and may not say which Super Crisis Card they have in their hands.
Spoiler
(click to show/hide)
Revealed Cylon Players
A player who has a “You are a Cylon” Loyalty Card may reveal it as an action. After a player has revealed himself as a Cylon, he performs the following steps:
1. Discard
: The player discards down to three Skill Cards.
2. Lose Titles
: If the player had any Title Cards, they are given to a different player (following the “Line of Succession”).
3. Resurrect
: The player moves his character to the “Resurrection Ship” Cylon location.
4. Receive Super Crisis
: The player receives one random Super Crisis Card. This card remains in his hand and may be played by activating the “Caprica” Cylon location. Super Crisis Cards are treated like normal Crisis Cards, but are immune to all character abilities that affect Crisis Cards.
5. End Turn
: The player’s turn then ends.A player who reveals himself as a Cylon does not draw a Crisis Card at the end of this turn, or any of his future turns.
Revealed Cylon Players’ Turns
On a revealed Cylon player’s turn, he does not receive Skill Cards based on his skill set or draw Crisis Cards. He simply draws 2 cards, moves to any Cylon location, and then may use the action on it.
1. Draw Skills Step
: The Cylon player may draw two Skill Cards of any type(s).
2. Movement Step
: The Cylon player may move to any other Cylon location.
3. Action Step
: The Cylon player may perform the action listed on his current location. Revealed Cylons may not perform other actions, such as those found on Skill Cards or Quorum Cards. All of the abilities listed on a revealed Cylon player’s character sheet are also ignored.
Important Note
: There are no “Activate Cylon Ship” and “Prepare for Jump” steps during a revealed Cylon player’s turn.
Revealed Cylons and Crises
Although revealed Cylon players do not automatically draw a Crisis Card on their turn, they may draw and play a Crisis Card by using the “Caprica” Cylon location. When a revealed Cylon player draws a Crisis Card that poses a choice for the current player, that player makes the decision.
Revealed Cylon players are unaffected by abilities on Crisis Cards and skill checks. They cannot be sent to the “Brig” or “Sickbay” locations, and cannot be forced to discard Skill Cards.
Revealed Cylon Players’ Skill Cards
Revealed Cylon players only draw two Skill Cards on their turns. A revealed Cylon player may – at his option – play one (and only one) Skill Card into each skill check that is resolved.
Revealed Cylon players may not use actions or abilities listed on Skill Cards. They must continue to obey the hand limit rule, and discard down to 10 Skill Cards at the end of each player’s turn.
The Destiny deck is still used after a Cylon player has been
revealed.
«
Last Edit: February 16, 2009, 09:30:08 PM by CooperHawkes
»
Logged
take me out to the black,
tell 'em i ain't coming back,
i don't care, i'm still free,
you can't take the sky from me
...still waiting for the day when the military recruits their dronepilots out of a group of flightsimgamers...
lj1983
BSG Board Game Gamemaster
Petty Officer 2nd Class
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Posts: 166
Re: BSG BoardGame "Status Header"
«
Reply #1 on:
January 29, 2009, 09:44:17 AM »
thats frakkin sweet
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CooperHawkes
Chief Petty Officer
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Offline
Posts: 350
NippleNeck
Re: BSG BoardGame "Status Header"
«
Reply #2 on:
January 29, 2009, 08:01:36 PM »
updated:
changed style so it matches lj's needs
added nukes to fleet status
added distance to fleet status
added some more basix
«
Last Edit: January 29, 2009, 08:09:21 PM by CooperHawkes
»
Logged
take me out to the black,
tell 'em i ain't coming back,
i don't care, i'm still free,
you can't take the sky from me
...still waiting for the day when the military recruits their dronepilots out of a group of flightsimgamers...
CooperHawkes
Chief Petty Officer
Petty Officer 1st Class
Offline
Posts: 350
NippleNeck
Re: BSG BoardGame "Status Header"
«
Reply #3 on:
January 29, 2009, 09:44:45 PM »
updated
added AttackTable
decluttered Galactica location description
Logged
take me out to the black,
tell 'em i ain't coming back,
i don't care, i'm still free,
you can't take the sky from me
...still waiting for the day when the military recruits their dronepilots out of a group of flightsimgamers...
Adalla
Admiral
Site Administrator
Petty Officer 1st Class
Offline
Posts: 1596
It seems that God has chosen me to Sing his Song
Re: BSG BoardGame "Status Header"
«
Reply #4 on:
January 29, 2009, 10:38:23 PM »
Man that was you who did that?
That's fantastic work! So it's the same as the one in the game thread that appears at the top of each page?
It really rocks thanx coops!
Logged
I layed out the cabin today. It's gonna have an easternly view. You should see the light we get here when the sun comes up from behind those mountains. It's almost heavenly. Reminds me of you.
- Admiral William Adama
CooperHawkes
Chief Petty Officer
Petty Officer 1st Class
Offline
Posts: 350
NippleNeck
Re: BSG BoardGame "Status Header"
«
Reply #5 on:
January 29, 2009, 10:45:46 PM »
np. as i said to lj earlier: i just didnt want to switch between the gamerules.pdf, the actual game-thread, the initial post with rules and descriptions and my PMs constantly and think about some game strategy all at the same time.
so i tried to get as much information as possible on as less space as possible.
and i hope it helps lj a bit, too.
you know, i really like the game, i think ill buy it.
Logged
take me out to the black,
tell 'em i ain't coming back,
i don't care, i'm still free,
you can't take the sky from me
...still waiting for the day when the military recruits their dronepilots out of a group of flightsimgamers...
CooperHawkes
Chief Petty Officer
Petty Officer 1st Class
Offline
Posts: 350
NippleNeck
Re: BSG BoardGame "Status Header"
«
Reply #6 on:
January 30, 2009, 01:05:16 AM »
updated:
changed "husker" back to "Adama"
rearranged character and skill card order:
military-poltics-pilots-support
decluttered colonial 1 locations
character names are now clickable and linked to pictures
location names are now clickable and linked to pictures
titles
is now clickable and linked to picture
SkillCards
is now clickable and linked to picture
Basics
is now clickable and linked to official rules PDF
Logged
take me out to the black,
tell 'em i ain't coming back,
i don't care, i'm still free,
you can't take the sky from me
...still waiting for the day when the military recruits their dronepilots out of a group of flightsimgamers...
Adalla
Admiral
Site Administrator
Petty Officer 1st Class
Offline
Posts: 1596
It seems that God has chosen me to Sing his Song
Re: BSG BoardGame "Status Header"
«
Reply #7 on:
January 30, 2009, 01:13:54 AM »
Amazing job. It really makes things so much smoother.
Quote
you know, i really like the game, i think ill buy it.
Yeah me 2! Where can we buy it again?
Logged
I layed out the cabin today. It's gonna have an easternly view. You should see the light we get here when the sun comes up from behind those mountains. It's almost heavenly. Reminds me of you.
- Admiral William Adama
CooperHawkes
Chief Petty Officer
Petty Officer 1st Class
Offline
Posts: 350
NippleNeck
Re: BSG BoardGame "Status Header"
«
Reply #8 on:
January 30, 2009, 01:37:19 AM »
updated:
PM
brings you to your PMs
Logged
take me out to the black,
tell 'em i ain't coming back,
i don't care, i'm still free,
you can't take the sky from me
...still waiting for the day when the military recruits their dronepilots out of a group of flightsimgamers...
CooperHawkes
Chief Petty Officer
Petty Officer 1st Class
Offline
Posts: 350
NippleNeck
Re: BSG BoardGame "Status Header"
«
Reply #9 on:
January 30, 2009, 01:40:19 AM »
Quote from: Adalla on January 30, 2009, 01:13:54 AM
Yeah me 2! Where can we buy it again?
its on amazon, for sure.
«
Last Edit: January 30, 2009, 01:57:39 AM by CooperHawkes
»
Logged
take me out to the black,
tell 'em i ain't coming back,
i don't care, i'm still free,
you can't take the sky from me
...still waiting for the day when the military recruits their dronepilots out of a group of flightsimgamers...
CooperHawkes
Chief Petty Officer
Petty Officer 1st Class
Offline
Posts: 350
NippleNeck
Re: BSG BoardGame "Status Header"
«
Reply #10 on:
January 30, 2009, 02:33:53 AM »
updated:
decluttered locations(current status)
lj, if you [return] after each name on a location (like in the command exmaple), something could be added below the fleet status, without throwing everything else out of shape.
«
Last Edit: January 30, 2009, 02:35:45 AM by CooperHawkes
»
Logged
take me out to the black,
tell 'em i ain't coming back,
i don't care, i'm still free,
you can't take the sky from me
...still waiting for the day when the military recruits their dronepilots out of a group of flightsimgamers...
CooperHawkes
Chief Petty Officer
Petty Officer 1st Class
Offline
Posts: 350
NippleNeck
Re: BSG BoardGame "Status Header"
«
Reply #11 on:
January 30, 2009, 02:57:00 AM »
updatet:
added information about the loss of population, when jumping manually, to the ftl control location description
Logged
take me out to the black,
tell 'em i ain't coming back,
i don't care, i'm still free,
you can't take the sky from me
...still waiting for the day when the military recruits their dronepilots out of a group of flightsimgamers...
TighFighter
Head of Security and BSG TV Show Dept.
Captain
Petty Officer 1st Class
Offline
Posts: 1389
It's in the FRAKKIN SHIP!!!
Re: BSG BoardGame "Status Header"
«
Reply #12 on:
January 30, 2009, 06:47:47 AM »
Good job on the header Cooper. It really is a big help.
Like you I was going through the first page and pdfs like mad.
Logged
CooperHawkes
Chief Petty Officer
Petty Officer 1st Class
Offline
Posts: 350
NippleNeck
Re: BSG BoardGame "Status Header"
«
Reply #13 on:
January 30, 2009, 12:11:23 PM »
update
Basics
changed to
Rules
, still linked to rules PDF
??
linked to official game FAQ PDF
is linked to an article about cylon strategy. the spoiler features the most common rules for revealed cylon players
«
Last Edit: January 30, 2009, 12:21:42 PM by CooperHawkes
»
Logged
take me out to the black,
tell 'em i ain't coming back,
i don't care, i'm still free,
you can't take the sky from me
...still waiting for the day when the military recruits their dronepilots out of a group of flightsimgamers...
Kendrick
Gaming Dept. Staff
Ensign
Petty Officer 1st Class
Offline
Posts: 558
Re: BSG BoardGame "Status Header"
«
Reply #14 on:
January 30, 2009, 12:46:57 PM »
Looking good. Keep up the good work.
Logged
Ok...dude...you're not my nemesis. My nemesis...is Captain Hammer. Captain Hammer, corporate tool!
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