BSG
I feel like I have to apologise to our Cylons this game. Both Cylons turned at the Sleeper Phase; prior to that, everyone was playing human. As if that weren't enough, the fleet reached the Sleeper Phase at 6 Distance - just two jumps left to go, and thanks to the Lion's Head Nebula, already halfway to the next one. They really never had a chance to work much mischief. (At least you both got to exercise your reveal powers, and play a super crisis.)
On a wider note, IMO a human walkover also makes for a rather dull game. It felt to me like we had a flurry of excitement from Apollo's second State of Emergency through the Cylons' two super crises, but aside from that, it was just playing out a foregone conclusion. The most exciting games are the cliffhangers, of course; but even a one-sided Cylon victory doesn't lack for action.
Nonetheless, kudos to the humans for playing a solid game. Everyone plays the hand they're dealt, and you played yours well. Some other observations:
You had 17 skill checks this game. You failed five (though one was tanked for no effect), avoided the fail effect on two more with Iron Will, and got the partial pass once. You passed the other nine.
Skill cards were in short supply at game start; but by the Sleeper Phase, you had an average of 7 cards each. After all the super crises and all, however, the humans had only 2 cards apiece, and the Cylons only 1.
Finally, I'm planning one small tweak to future No Sympathiser games. In a standard game, revealed Cylons can draw 2 cards, but only 1 on the Resurrection Ship. Under No Sympathiser rules, they can draw 3 cards. We've been playing that they draw just 1 on the Resurrection Ship. I'm going to change that so that they draw 2 - that is, under No Sympathiser rules, revealed Cylons always draw one extra card compared to the standard rules.