Crisis Card after forcing FTL jump?

By apu2, in Battlestar Galactica

On last night's game a question among my group came up:

If a FTL jump is forced due to activating the FTL controll location, does the current player still draw a crisis card?

We played it this way but weren't to sure about it, because it happened twice that we forced a jump and the next crisis card turned out to be a setup card. Thus after having closely escaped the enemy fleet the fragging Cylons were right upon us again.

We had no porblem with it and it added much to the tension, but we were not sure, whether this is truley the game's intention?

Found nothing about this point in the rules.

A player's turn is split up into three phases:

1. Draw Cards

2. Action

3. Crisis Card

If by forced, you mean you used the ftl location to jump early then that was merely the action part of the players turn. Since the rules don't say that this action forfeits the crisis card phase of the players turn the crisis card would need to be drawn and resolved.

You played it correctly.

You played it correctly.

It's rough though. On the flip side I've seen cylon's hopes just sink when the humans force an FTL jump .. then the crisis card on that same turn has the FTL icon it. So in one turn .. they greatly moved up the track ... with just two more FTL icons away from another jump (which when it is the "winning" jump just stinks).

On the flip side I've seen someone force a jump and then draw a Cylon attack card. Now they have to deal with Cylons all over again, and if they didn't jump they would have just left the new cylons behind next turn.