BSG
Actually, this is a good moment to talk about interrupt policy. Interrupts are one area where the game can slow down a lot. In order to try and avoid that, this is my policy:
1. We don't follow turn order for interrupts. If you want to play one, feel free to say so. If two players want to play conflicting interrupts, the current player decides who plays.
2. I will generally allow 12 hours for interrupts. After that time, I'll assume anyone who hasn't spoken up doesn't want to play one. (I will try to chase people up in email too.) For more crucial checks I'll make sure everyone has the opportunity to play or not.
3. I will solicit conditional orders from players who have interrupts. If you have an interrupt card, you may well get an email from me asking for conditions under which you will and will not play it (as far as you're able to visualise).
4. In fact, I encourage everyone to use COs as much as possible for anything - card draw, orders, plays into skill checks etc. It doesn't matter if you can't cover every possibility. In addition, if the situation changes materially (e.g. you put in COs for a skill check and before your turn, someone spiked it unexpectedly), I'll confirm whether your COs are still applicable.
5. If you don't have a relevant interrupt, I will treat you as having put in a CO to pass. (Allowing sufficient time to leave ambiguous whether you don't have one, or have one but chose not to play it.)
6. I am going to make some broad assumptions; for instance, that no one is going to play interrupts to make it easier for Cylon attacks to hit, unless you have put in orders to do so.
7. I will also usually not wait for players to declare whether they use their OPG. You can put in COs for that too, and if you do want to use it and things haven't moved on much, we may be able to rewind (no promises).
If you have any questions or suggestions about anything, let me know.