Jumping prematurely - by player action ends player turn?

By Maze3, in Battlestar Galactica

Hi,

I'm uncertain what happens after the jump sequence when it was activated by a player (not auto-jump).

Is the player turn ended - i.e. no crisis step etc, but next player draw skill cards - or or do the jumping player complete the turn with crisis step etc?

Thanks /Maze

Player initiated jumps occur during the action step, so you draw a crisis card as usual after such a jump.

I'd love to get official confirmation of this. In the meantime, is this basically how everyone else plays? I figured that drawing a crisis card immediately after jumping could result in the fleet getting right back onto the jump track, which seemed like kind of an unfair advantage for the humans. But then again, they need all they help they can get, huh?

Pawprint said:

I'd love to get official confirmation of this. In the meantime, is this basically how everyone else plays? I figured that drawing a crisis card immediately after jumping could result in the fleet getting right back onto the jump track, which seemed like kind of an unfair advantage for the humans. But then again, they need all they help they can get, huh?

This is indeed the official rules of how to do it. The FTL location just can jump the ship as your action. So, then afterwards you still get the rest of your turn, aka Crisis Step, etc.

Also, this doesn't necessarily equal an advantage for humans. The Crisis card you draw right after could yes, start moving you down the jump track again already, but it also could be a Cylon Attack Crisis card.... sad.gif

We just interrupt the players turn for the Admiral to pick a destination, resolve the effects of the location and then continue on with the original player's turn. There's no reason to skip the remainder of the interrupted player's turn from the rules. The game supplies you with a token to identify the current player if it gets confusing (and it can, depending on where you jump, and what's going on when you jump).

Don't forget you still have to remove all ships from the board (usually the main reason for a risky early jump) and reset the Jump Track, and then draw your crisis card and and carry on any other turn steps as designated on it.