Here's the scenario:

  • The fleet is one away from auto-jumping, i.e. at the -1 location on the jump track
  • Consult The Prisoner is drawn during the Crisis step
  • Current Player chooses to attempt the skill check
  • Humans pass the skill check
  • The jump track is advanced to auto-jump (from passing the check)
  • The jump is resolved

What happens next? Do we still resolve the Activate Cylon Ships (there are none) and Prepare For Jump steps? I see no reason not to, but it just seemed a little odd. So the fleet moves to the second spot on the jump track, right?


Yes. The situation is a little strange, but it's clear that the card is intended to increase the jump track twice on a passed check, and the rules for resolving cards are clear.

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