Who wants to play a forum board game of Battlestar Galactica? You won't need the actual board game to play. I'll use images to show you where your pieces are (they have a neat program for that), and I'll draw your cards for you and PM them to you. They do this on Board Game Geeks all the time (check that site for a .pdf of the rules to the game, as well).
To sign up, just pick one of the 10 characters. We have a limit of six.
PLAYERS
1. Admiral Saul Tigh (Org)
2. "Chief" Galen Tyrol (NOW OPEN APPLY WITHIN)
3. Starbuck (Ein)
4. Sharon "Boomer" Valerii (Criptfiend)
5. Tom Zarek (LordMelvin)
6. President Gaius Baltar (EagleV)
BRIEF CARD RUNDOWN
These are some of the cards in your hand. When you play them, make sure you list their number and name. Remember that you want to keep most of them for secret use during Crisis Phases.
Launch Scout (Purple 1s and 2s) - Risk 1 raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination deck and place it on the top or bottom. If you fail the roll (roll a 1 or 2), the raptor is destroyed, and you don't get anything.
Strategic Planning (Purple 3-5s) - Play before you roll a die to add a 2 to the result. You can only use one of the per die roll.
Executive Order (Green 1s and 2s) - Potentially the most powerful card. As an action, you can choose another player. He may move his character and the take 1 action OR stay where he is and take 2 actions. You can only use one of these per turn (which means he can't use his second action to XO the next player in a semi-infinite loop).
Declare Emergency (Green 3-5s): After strength is totaled in a skill check in order to reduce its difficult by 2. You can only use one of these per skill check, but it's useful if it will just barely nudge you over the top (I've never seen anyone use it, though, since Leadership is the most common card, and these are individually worth more than 2 on their own, meaning that saving it for use is operating at a loss in most cases).
Repair (Blue 1s and 2s): As an action, you can fix damage to the Galactica where you are standing. If you're in the Hangar Deck, you can use this to fix 2 damaged (not destroyed) Vipers, instead.
Scientific Research (Blue 3-5s): Before anybody plays any cards into a check, you can play this to make all blue cards count as positive instead of negative (this is only useful if the Crisis does not already accept blue cards).
Consolidate Power (Yellow 1s and 2s): As an action, draw 2 skill cards of any type, even if they are not in your skill set.
Investigative Committee (Yellow 3-5s): Play before cards are added to a skill check. All Skill Cards are played up during this skill check, including those from the Destiny Deck (Which means everybody can see what you're playing, and whether or not you're trying to screw the check).
Evasive Maneuvers (Red 1s and 2s): After a Viper is attacked, play this to force a reroll of the attack die. If the viper is piloted, subtract 2 from the new roll.
Maximum Firepower (Red 3-5s): As an action, play this to instantly attack 4 times (as long as you're actually in a Viper).
Board Game Geek has a list of the rooms and locations on their site. Here's a download link (Word Document)
http://files.boardgamegeek.com/file/download/3fm82frz43/Battlestar_Galactica_Tips_and_Locations.doc?