Interesting question on Helo's once per game ability

By Red_2, in Battlestar Galactica

Hi

We had an interesting situation last time we played. I was the only Cylon (unrevealed but known) in 4 player game, I had a crisis card with skill check and another option (A and B), we played the skill check and it failed. After failed skill check, player with Helo's once per game ability wanted to change my decision to B option. I didnt agree with that ... but eventualy I was outvoted 3 to1.

Their only argument was that it states "AFTER a player make a choice", and it doesn't matter if the skill check was allready played. As long as it's after the choice. Personaly it doesn't make any sence to me ... because then the ability could be used after I have completed my turn and next player started theirs..

Mine argument was that his ability is binded on a choice before that choice is played out. And isn't valid after a choice is allready played out.

What do you think?

Another problem we are constantly having is what to do if people forget to draw skill cards or destination cards after a jump if their turn to do so has passed. And they essentially want to do it in another players turn.

We have a House rule on this, that if you miss your window there is no turning back. How do you guys deal with this?

I don't think there is any specific rule stating this, but I assume the ability would have to be used before the skill check.

And for the cards, it all depends on house rules. We tend to be more lenient when people forget to draw their cards, but it's all personal. Again, no specific rule.

Well if you forget to draw a destination card after a jump, that has to be fixed and resolved before moving on, no matter what else is going on. If the destination card would have made them consider different choices then it is usually best to just leave things alone as best you can. But really this needs to not happen!

With regards to skill cards, we usually allow it if it hasnt been too long since they were supposed to draw cards and nothing has happend that would have affected their cards too much. The main culprit is baltar and remembering to get his extra card, it is usually ok to give him the card on the next players turn, but after that it is probably best to say tough luck.

It is best to make sure one player (probably you!) is keeping track of people drawing cards so you can make sure everyone gets the cards they should.

By your friend's definiton of "after" you could use Helo's ability to change a decision on a card from several turns ago. Which is obviously absurd, so I'm pretty sure they're wrong.

In regards to the Helo ability. I believe it's after the choice but before the resolution of that choice. Otherwise it would probably state that on the card that it could be done after the resolution of that choice. This is the way we have always played it.

We would also play that Helo can't change a choice after the skill check has been completed. It seems totally non-sensical to say that his ability can be used any time after the choice. As mentioned, that could mean after 7 turns. It also seems very unfair if the entire skill check is negated, then helo can just use his ability as come kind of back-up anytime a skill check is failed on any crisis card with choice. That seems completely unbalanced and cheap to me.