There are three different scenarios that may be played: the original scenario following humanity's journey to the planet of Kobol, the Pegasus expansion scenario following the fleet to New Caprica and the escape from the planet that followed, and the Exodus expansion scenario following humanity's travel to and departure from the Ionian Nebula.
- Human Victory: Kobol scenario: Reach Kobol by making one final jump after accumulating a Destination Score of 8 or more (Every time you jump you will earn a Destination Card with a score between 1 and 3), OR New Caprica scenario: Jump the fleet to New Caprica by accumulating a Destination Score of 7 or more, then subsequently jump the fleet away from New Caprica while maintaining at least one of each resource (Fuel, Food, Morale, Population) (See dedicated rules section for the New Caprica phase of the game.), OR Ionian Nebula scenario: Reach the Ionian Nebula by accumulating a Destination Score of 8 or more, then making one final jump. (See dedicated rules section for the Ionian Nebula scenario.)
- Cylon Victory: End humanity. This is done by destroying Galactica (damage six locations), dropping one of the fleet's resource stats to 0, or getting a Centurion Boarding Party far enough into Galactica's innards.
- Cylon Leader/Sympathetic Cylon Victory: Fulfill the conditions stated on their hidden Agenda Card – these include allowing either the cylons or the humans to win the game alongside other requirements.
At the start of the game, each player (with the exception of Cylon Leaders) is given one Loyalty Card (Exception: Gaius Baltar, who receives two) that indicates whether or not a player starts out as a Human or a Cylon player. Players take turns in sequence, encountering crises and jumping the fleet towards the destination of Kobol or New Caprica. When a distance of 4 or greater has been reached, the Sleeper Agent Phase activates: each player, including Revealed Cylons, is dealt one more Loyalty Card (Exception: Sharon Valerii, who receives two) that may change that player's alignment. The total number of Cylons present in the game is fixed and dependent on the number of players in the game. It should be noted that with the Exodus expansion, the Loyalty deck will contain one more card than necessary for use with the new execution rules and new loyalty cards.
Certain "You Are Not A Cylon" cards have special designations as being a "Personal Goal" or as "The Final Five". "Personal Goal" Loyalty cards contain conditions that must be fulfilled by the owning players. While these goals may often be detrimental in nature, failure to fulfill the card objectives will result in the loss of resources at the end of the game. "The Final Five" Loyalty cards contain negative effects that trigger when the card is examined by a player other than its controller. There are increased penalties if the card is revealed as part of an execution result.
Instead of a loyalty card, Cylon Leaders start the game with an Agenda card that provides a special win condition. While the Cylon Leader may win with either the humans or the Cylons depending on the drawn Agenda, each Agenda requires an extra condition to be satisfied in order for the Cylon Leader to declare victory. In a 4- or 6-player game, the Cylon Leader draws an Agenda from the Sympathetic Agenda deck, which is more likely, but not necessarily, to be favorable to the humans. In a 5- or 7-player game, the Cylon Leader draws from the Hostile Agenda deck, which is more likely to be unfavorable to the humans.
Sympathetic Cylon Leader Agendas (4- and 6-player games)
Spoiler:
- Convert the Infidels - The humans have won AND All resources are at 3 or lower.
- Guide Them to Destiny - The humans have won AND Population and morale values are within 2 of each other.
- Join the Colonials - The humans have won AND you are Infiltrating and not in the “Brig” or “Detention”.
- Prove their Worth - The humans have won AND at least 5 Raptors/Vipers are damaged or destroyed.
- Illusion of Hope – The Cylons have won AND 6 or more units of distance have been travelled.
- Salvage their Equipment – The Cylons have won AND 2 or fewer Galactica locations are damaged.
Hostile Cylon Leader Agendas (5- and 7-player games)
Spoiler:
- Genocide – The Cylons have won AND Both food and population are at 2 or less.
- Reduce Them to Ruins – The Cylons have won AND 4 or more Galactica and/or Pegasus locations are damaged and Morale is at 3 or lower.
- Show Their True Nature – The Cylons have won AND Either you are in the “Brig” or “Detention”, or you have been executed at least once.
- Siege Warfare – The Cylons have won AND Every resource is at half or lower (in the red).
- Grant Mercy – The humans have won AND Population, morale, or food is 2 or lower.
- Mutual Annihilation – The humans have won AND You have played a Super Crisis Card.
A Sympathetic Cylon may be introduced to the game at the Sleeper Phase in 4- and 6-player games that do not have a Cylon Leader. Sympathetic Cylons draw an Agenda from the Sympathetic Agenda deck, changing their win condition from the normal Human or Cylon condition to that on their drawn card.
Posts
Players have a maximum hand limit of 10 Skill Cards (Exception: Galen Tyrol, whose hand limit is 8). If they exceed this limit at the end of any player's turn, they must discard down to this amount. Players may still exceed this amount during any player's turn, including the start of their own turn after drawing Skill Cards.
Politics
Leadership
Tactics
Piloting
Engineering
Treachery
Activating Cylon Ships
Activate Raiders - Each raider on the board takes one action with the following priority:
- Attack a Viper - Attack a viper in the same space area; unmanned Vipers are attacked before player-piloted Vipers.
- Destroy Civilian Ship - The current player chooses a civilian ship in the Raider’s space area. The ship is destroyed and the listed resources lost.
- Move – The Raider moves toward the nearest space area containing a civilian ship, moving clockwise if there are two space areas equidistant from the Raider’s current location.
- Attack Galactica - If none of the above actions have been taken, the Raider will remain in its current area and attack Galactica.
If there are no Raiders on the board to activate, then each Basestar on the board will launch two Raiders. If there are multiple space areas containing Raiders, then the current player may choose the order in which they activate; all raiders in a space area are activated before moving to the next.Launch Raiders - Each Basestar in play launches three raiders. If there are not enough raiders, the current player may choose which raiders are launched.
Activate Heavy Raiders and Centurions - Each Heavy Raider on the board moves toward the closest Viper launch area, or if in a launch area, deposits a Centurion on the first space of the Boarding Party track. If there are no Heavy Raiders on the board, each Basestar in play launches one Heavy Raider. Each Centurion also advances one space on the Boarding Party track; if any has advanced to the end (a total of four activations), then the Cylons win. Centurions activate with Heavy Raiders with the Cylon Fleet location action.
Activate Cylon Basestars - Each Basestar in play attacks Galactica.
Cylon Fleet Module
When a Cylon ship activation is drawn and it would normally have no effect, they now have alternate effects. If "Activate Raiders" is revealed, one Raider is added to a random area on the Cylon Fleet board. If "Activate Heavy Raiders and Centurions" is revealed, one Heavy Raider is randomly added to the Cylon Fleet board. If "Launch Raiders" or "Activate Cylon Basestars" is revealed, one Basestar is randomly added to the Cylon Fleet board. In addition, for each of these additions, the Pursuit Track is advanced by one space. At the first and third steps, civilian ships are added to the main board. When the Pursuit Track advances four spaces to Auto Attack, all ships on the Cylon Fleet board jump in to attack the human fleet. If a ship cannot be added to the Cylon Fleet board, then all ships in the highest-numbered area containing that type of ship is jumped in.
The human fleet starts the game in this scenario with only six standard Viper Mk. IIs, but now have four damaged Viper Mk. VIIs that can be utilized. These advanced models are harder to shoot down and have increased move capabilities. A new title is added to the game, the CAG, who is responsible for certain Crisis decisions as well as civilian ship placement. Finally, jump mechanics are modified: while vipers are still moved to the reserves, civilian ships remain in their space areas and Cylon ships are returned to the Cylon Fleet board in their respective areas. Basestars are also repaired of all damage taken. To combat this, vipers may now use their activation to escort a civilian ship in their area off the board.
Combat Table
Jumping
The ultimate objective in the base set scenario for the humans is to jump the fleet enough distance to make it to Kobol. In the Pegasus expansion scenario, the first major objective is to jump the fleet to New Caprica; in the Exodus expansion scenario, the objective is to jump the fleet to the Ionian Nebula and then away from the Cylon fleet. The game starts with the Jump Prep marker on Start. Each Crisis Card drawn has a chance to advance the Jump Prep marker. When the Jump Prep marker reaches the -3 or -1 spots, any character can use the FTL Control location to initiate a jump, but will risk losing 3 or 1 population (on a roll of 6 or less). If the Jump Prep marker advances to the Auto Jump spot, the fleet automatically jumps with no risk of population loss.
Under standard rules, jumping clears the board of all ships. All Vipers, unmanned or piloted, return to the reserves. Any characters piloting Vipers are moved to the Hangar Deck. While jumping does clear the board of all Cylon ships, any Centurions in a Boarding Party remain on Galactica. After the jump, the Admiral draws 2 cards from the Destination Deck and chooses one, jumping the fleet a certain distance and initiating a special effect, and the Jump Prep marker returns to its starting position.
See the Cylon Fleet module section above for changes in Jump mechanics in that module.
New Caprica
The New Caprica phase uses a new deck of Crisis Cards that implement a couple of extra rules. Abilities that target the normal Crisis Card Deck also apply to the New Caprica Crisis Cards.
New Caprica Phase I: Before Galactica Arrives
The Activate Cylon Ships Step of players’ turns is ignored except for the new icon "Activate Occupation Forces" which may appear next to the normal Activate Cylon Ships command on New Caprica Crisis Cards. Occupation Forces start from the Occupation Authority location and move along a track to the Breeder’s Canyon and Shipyard locations. The "Activate Occupation Forces" icon in the Activate Cylon Ships step moves each Occupation Force one step along the track. If an Occupation Force moves from the Shipyard, the Locked Civilian Ship at the top of the stack is destroyed and the Occupation Force returned to the reserves. If there are no Locked Civilian Ships, then the top Prepared Civilian Ship is destroyed instead; if both stacks are empty, then no Civilian Ships are destroyed. If there are no Occupation Forces on the board when "Activate Occupation Forces" occurs, then one is placed on Occupation Authority.
Jump Preparation is treated as in the normal game as Galactica prepares to return to New Caprica. When the Auto Jump step of the Jump Track is reached, Galactica arrives and Phase II starts.
New Caprica Phase II: After Galactica’s Arrival
Jump Preparation icons are now ignored during the "Prepare for Jump" step, but a new icon now applies. When an "Evacuation Icon" is flipped, the top ship in the Prepared Civilian Ships stack is evacuated to one of the two port space areas on the Galactica board. If there are no Prepared Civilian Ships, the icon has no effect. Civilian Ships may also now be evacuated from the Shipyard location and placed in one of the port space areas.
As an action, the Admiral may order the fleet to jump away from New Caprica. All humans remaining on New Caprica are executed and any civilian ships remaining are destroyed. Resource losses from these events are incurred and victory is calculated.
Locations and General Actions
There are a number of special rules that apply to the Medical Center and Detention locations:
Ionian Nebula Module
When players draw Trauma tokens, they are secretly added to their personal supply. However, if a Disaster token is drawn, it is revealed to negative consequences. Human players who reveal a Disaster token are Executed; their new character discards all Trauma tokens and redraws up to three non-Disaster tokens. Cylons revealing a Disaster token draw two more Trauma, drawing two more if one of the two drawn is Disaster. Disaster tokens return to the supply once their effects have been resolved.
At the start of the game, three Allies are placed on the board with random facedown Trauma tokens. When a player ends their Movement in the same location as an Ally, the encounter is resolved. (If there are multiple Allies in the same location, one is chosen to encounter.) Effects are resolved according to if the ally's Trauma token is Beneficial or Antagonistic; Disaster tokens have no effect. The ally is removed from the game and a new ally drawn; the player who made the encounter places one Trauma token from their personal supply to the ally card facedown. Allies are not placed if their character is currently being controlled by a player, or that character has already been executed; instead, the card is removed from the game and a new Ally drawn. If the Ally deck has been depleted, then no more Allies will be placed for the remainder of the game. Allies can also be removed from the board if their locations are damaged or a player selects a character matching the Ally after an execution. In those cases, the Cylon player with the most Trauma draws the new Ally and places one of their Trauma tokens on the Ally. If a player needs to place a Trauma token but has none to place, then one is placed randomly from the supply.
Each player now draws a Crossroads card and secretly places a Trauma token on it from their personal supply if possible. Once all players have made their decisions, Crossroad cards are resolved in turn according to the Trauma tokens placed. If a player has no Trauma tokens to place, they may choose either of the Beneficial or Antagonistic outcomes freely. Once all Crossroads cards have been resolved, remaining Trauma in each players’ personal supply is checked to see if any player will be eliminated from the game. Humans count their Antagonistic tokens while Cylons count their Beneficial tokens. If any player has more than two such tokens, then the player with the most tokens is eliminated from the game, losing no matter the final game outcome. If there is a tie among human players, the President chooses the player to be eliminated. If there is a tie among Cylon players, then all tied players are eliminated. Ties between human and Cylon result in losses on both sides.
Once "The Trial/Boxing The Line" phase has been resolved, Allies and Trauma are removed from play. The humans win if they can jump a final time without reducing any resources to 0.
General Ability: Inspirational Leader - When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
One-Time Ability: Command Authority - Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Disadvantage: Emotionally Attached - You may not activate the "Admiral’s Quarters" location.
Setup Location: Admiral’s Quarters
General Ability: Cylon Hatred - When a player activates the "Admiral Quarters" location, you may choose to reduce the difficulty by 3.
One-Time Ability: Declare Martial Law - Action: Once per game, give the President title to the Admiral.
Disadvantage: Alcoholic - At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, you must discard it.
Setup Location: Command
General Ability: ECO Officer - During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
One-Time Ability: Moral Compass - Once per game, after a player makes a choice on a Crisis Card, you may change it.
Disadvantage: Stranded - Your character is not placed on the game board at the start of the game. While not on the game board, you may not move, be moved, or take actions. At the start of your 2nd turn, place your character on the "Hangar Deck" location.
General Ability: Intolerant - When an "Admiral Quarters" Skill Check is passed with a 10 or more, you may choose to execute that character instead of sending him to the “Brig”.
One-Time Ability: Blind Jump - Action: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space). The Admiral only draws 1 Destination Card.
Disadvantage: Bent on Revenge - You may not activate the "FTL Control" or "Engine Room" locations.
Setup Location: Pegasus CIC or Command
General Ability: FTL Operator - Anytime "FTL Control" is activated, you may reroll the die. You must use the new result.
One-Time Ability: Coup - Action: Once per game, you may take the Admiral title. If you are in the "Brig" when you take this action, move immediately to "Command" before taking the title.
Disadvantage: Misguided - You may not play more than 3 cards in to any Skill Check.
Setup Location: FTL Control
General Ability: Religious Visions - When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
One-Time Ability: Skilled Politician - Action: Once per game, draw 4 Quorum Cards. Choose 1 to resolve and place the rest on the bottom of the deck. You do not need to be President to use this ability.
Disadvantage: Terminal Illness - In order to activate a location, you must first discard 2 Skill Cards.
Setup Location: President's Office
General Ability: Delusional Intuition - After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
One-Time Ability: Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Disadvantage: Coward - You start the game with 2 Loyalty Cards (instead of 1).
Setup Location: Research Lab
General Ability: Friends in Low Places - When a player activates the "Administration" or the "Brig" location, you may choose to reduce or increase the difficulty by 2.
One-Time Ability: Unconventional Tactics - Action: Once per game, lose 1 population to gain 1 of any other resource type.
Disadvantage: Convicted Criminal - You may not activate locations occupied by other characters (except the "Brig").
Setup Location: Administration
General Ability: Politically Adroit - When you end your Movement step in the same location as another player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
One-Time Ability: Manipulative - Once per game, you may take the Admiral or President title at the start of your turn. Return that title to its previous owner at the end of your turn.
Disadvantage: Nothing But Trouble - Your Skill Set includes Treachery. (Human players can’t use text abilities of Treachery Cards.)
Setup Location: Admiral’s Quarters
General Ability: Adaptable - After any player uses the action on a Quorum Card, you may draw 2 Skill Cards of your choice (they may be from outside your skill set).
One-Time Ability: Influential - Once per game, you may examine the top 5 cards of the Quorum deck, and then return them to the top of the deck in any order you choose (even if you are not currently the President).
Disadvantage: Amoral - When you are the current player, you must choose the first option listed on any Crisis Cards that say "Current Player Chooses".
Setup Location: Press Room
General Ability: Alert Viper Pilot - When a viper is placed in a space area from the "Reserves", you may choose to pilot it and take 1 action. You may only do this when you are on a Galactica location, excluding the "Brig".
One-Time Ability: CAG - Action: Once per game, you may activate up to 6 unmanned vipers.
Disadvantage: Headstrong - When you are forced to discard Skill Cards, you must discard randomly.
Setup Location: Launch and pilot a Viper
General Ability: Expert Pilot - When you start your turn piloting a viper, you may take 2 actions during your Action Step (instead of 1).
One-Time Ability: Secret Destiny - Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Disadvantage: Insubordinate - When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.
Setup Location: Hangar Deck
General Ability: Recon - At the end of your turn, you may look at the top card of the Crisis Deck and place it on the top or bottom.
One-Time Ability: Mysterious Intuition - Once per game, before resolving a skill check on a Crisis Card, choose the result (Pass or Fail), instead of resolving it normally.
Disadvantage: Sleeper Agent - During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and then moved to the "Brig" location.
Setup Location: Armory
General Ability: Hotshot - When you would roll a die during your Action step, you may instead discard a Skill Card. Use the card’s strength +2 instead of the die roll.
One-Time Ability: Sacrifice - Action: Once per game while piloting a viper, send yourself to “Sickbay” to destroy 5 Raiders, 2 Heavy Raiders, 1 Basestar, or 1 civilian ship in your space area.
Disadvantage: Stim Junkie - At the end of your Action step, if you are in the same location or space area you were in at the start of your turn, you are moved to "Sickbay".
Setup Location: Hangar Deck
General Ability: Star Player - Action: Discard any number of Skill Cards. Then draw that number of Skill Cards from any one type within your skill set.
One-Time Ability: Longshot - Once per game, you may choose the result of a die roll on your turn instead of rolling it. This result cannot be modified or rerolled.
Disadvantage: Starts on the Bench - Skip the Receive Skills Step of your first turn.
Setup Location: Armory
General Ability: Maintenance Engineer - During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
One-Time Ability: Blind Devotion - Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0.
Disadvantage: Reckless - Your hand limit is 8 (instead of 10).
Setup Location: Hangar Deck
General Ability: Efficient - When you activate the "Communications" location, you may look at every civilian ship on the game board and may move any number of them.
One-Time Ability: Fast Learner - Once per game, before making a Skill Check, look at the top 3 cards of any Skill deck (even outside your Skill set) and add all of them either to the Skill Check or to your hand.
Disadvantage: Emotionally Fragile - When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.
Setup Location: Communications
General Ability: Quick Fix - On your turn, once all Skill Cards played into a skill check have been revealed, you may choose 1 card to discard before resolving skill check abilities and totaling strength.
One-Time Ability: Discharge of a Firearm - Action: Once per game, you may execute another character who is in your current location.
Disadvantage: Impulsive - you cannot contribute only 1 Skill Card into a skill check. You must either contribute no Skill Cards or contribute 2 or more Skill Cards. (Disregard this while you are in the “Brig”.)
Setup Location: Hangar Deck
General Ability: Primacy - Action: Place 1 Basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the game board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.
One-Time Ability: Aggressive Tactics - Movement: Once per game you may take 2 Actions.
Disadvantage: Lies and Secrets - When a player reveals a "You are a Cylon" Loyalty Card, you must discard all Skill Cards in your hand.
Setup Location: Cylon Fleet
General Ability: Glimpse the Face of God - Movement: Draw 2 cards from the top of the Destiny deck, then place 2 cards from your hand on the top of the Destiny Deck.
One-Time Ability: Cryptic Message - Action: Once per game, exchange your hand of Skill Cards with another player’s hand of Skill Cards.
Disadvantage: Clouded - You may not voluntarily move to a location that contains another player.
Setup Location: Human Fleet
General Ability: Intimate - Movement: Draw a Skill Card at random from a player’s hand. Then, that player draws 1 card from the skill deck of your choice (it may be from outside their skill set).
One-Time Ability: Human Delusion - Once per game, after all Skill Cards played into a skill check have been revealed, you may play any number of Skill Cards from your hand into the check.
Disadvantage: Conflicted Loyalties - You must discard 1 Skill Card to activate the "Cylon Fleet" location.
Setup Location: Caprica
Pegasus and Exodus Expansion OP by MrBlarney, original Base Set OP taken from Akinos/Darian.
Starring Cast (Players)
Tenek as
General Ability: Intimate - Movement: Draw a Skill Card at random from a player’s hand. Then, that player draws 1 card from the skill deck of your choice (it may be from outside their skill set).
Disadvantage: Conflicted Loyalties - You must discard 1 Skill Card to activate the "Cylon Fleet" location.
El Skid as
General Ability: Quick Fix - On your turn, once all Skill Cards played into a skill check have been revealed, you may choose 1 card to discard before resolving skill check abilities and totaling strength.
Disadvantage: Impulsive - you cannot contribute only 1 Skill Card into a skill check. You must either contribute no Skill Cards or contribute 2 or more Skill Cards. (Disregard this while you are in the “Brig”.)
General Ability: Hotshot - When you would roll a die during your Action step, you may instead discard a Skill Card. Use the card’s strength +2 instead of the die roll.
Disadvantage: Stim Junkie - At the end of your Action step, if you are in the same location or space area you were in at the start of your turn, you are moved to "Sickbay".
General Ability: Adaptable - After any player uses the action on a Quorum Card, you may draw 2 Skill Cards of your choice (they may be from outside your skill set).
One-Time Ability: Influential - Once per game, you may examine the top 5 cards of the Quorum deck, and then return them to the top of the deck in any order you choose (even if you are not currently the President).
Disadvantage: Amoral - When you are the current player, you must choose the first option listed on any Crisis Cards that say "Current Player Chooses".
General Ability: Maintenance Engineer - During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
Disadvantage: Reckless - Your hand limit is 8 (instead of 10).
General Ability: Delusional Intuition - After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
Disadvantage: Coward - You start the game with 2 Loyalty Cards (instead of 1).
Previously on Battlestar Galactica...
Casting Call | Game Preparation
Turn 1: "Caprica" Six (Tenek) | Crisis: Sabotage Investigated | The fleet is rocked by sabotage, resulting in the loss of precious resources.
Turn 2: Felix Gaeta (Void Slayer) | Crisis: The Black Market | Gaeta orders the launch of more Vipers, and a black market operating within the fleet is quashed.
Turn 3: Callandra "Cally" Tyrol (El Skid) | Crisis: Assassination Plot | Baltar returns to his office and allows the execution of Admiral Gaeta. Gaeta is revealed to be a Final Five Cylon, and his death sends repercussions through the fleet.
Turn 4: Louanne "Kat" Katraine (The Ender) | Crisis: Raiders Inbound | Kat launches in a viper and moves to protect the civilians, holding off a sudden raider strike force.
Turn 5: Tory Foster (Diorinix) | Crisis: Medal of Distinction | Tory Foster meets with the press, and with D'anna Biers' help increases the fleet morale by honoring the veterans who liberated humanity from New Caprica.
Turn 6: Samuel T. Anders (Gene Parmesan) | Crisis: An Offer of Peace | Anders uses his abilities to damage the Basestar fore of Galactica.
Turn 7: Gaius Baltar (Capfalcon) | Crisis: Labor Dispute | President Baltar continues to write up agendas for the Quorum and settles a labor dispute with the fuel ships, ordering them back to work.
Turn 8: "Caprica" Six (Tenek) | Crisis: Keep Tabs on Visitor | Caprica decides to spend some time on Galactica, and guards keep an eye on her activities. The fleet jumps only to find more Cylons waiting for them.
Turn 9: Saul Tigh (Void Slayer) | Crisis: Analyze Enemy Fighter | Tigh orders the launch of a nuke, destroying a number of civilian ships, and takes control of the presidency through Martial Law. An enemy Raider is captured and analyzed.
Turn 10: Callandra "Cally" Tyrol (El Skid) | Crisis: Guilt by Collusion | Cally, sensing foul play in the military, kills Saul Tigh, citing him as a Cylon agent. Anders is thrown into the brig as a conspirator.
Turn 11: Louanne "Kat" Katraine (The Ender) | Crisis: Review Camera Footage | Chief sends Kat to Sickbay, a State of Emergency is declared, and a couple of vipers in the hangar are damaged.
Turn 12: Tory Foster (Diorinix) | Crisis: Cylon Screenings | Tory assists the coordination of vipers aboard Galactica, and requests for the testing of the fleet leadership are assuaged.
Turn 13: Samuel T. Anders (Gene Parmesan) | Anders stews in the brig and works on his leadership skills.
Turn 14: Gaius Baltar (Capfalcon) | Crisis: Crash Landing | Baltar assigns Cally as part of his cabinet. Colonial One is docked in Galactica for repairs, to no incident.
Turn 15: "Caprica" Six (Tenek) | Crisis: Standoff with Pegasus | Caprica meets with the people of the fleet and gets into some trouble, but also helps to defuse a tense standoff with Helena Cain and Pegasus.
Turn 16: Saul Tigh (Void Slayer) | Saul Tigh takes command of the Cylon fleet, setting back human jump preparations.
Turn 17: Callandra "Cally" Tyrol (El Skid) | Crisis: Unwelcome Faces | Cally gets Kat back into space to fight the Cylon fleet, while saboteurs damage Pegasus.
Turn 18: Louanne "Kat" Katraine (The Ender) | Crisis: Unfair Bias | Kat takes care of a Basestar, though it causes her to be taken to sickbay. Claims of unfair treatment in the fleet are addressed.
Turn 19: Tory Foster (Diorinix) | Crisis: Resistance | Tory has Helena Cain execute Anders, and declares a state of emergency. A buildup of civilian resistance to the fleet's rationing plans is successfully negotiated down.
Turn 20: Galen Tyrol (Gene Parmesan) | Crisis: Joe's Bar | Chief fixes some Viper Mk VIIs as the fleet jumps to safety. Using the time of relative peace they have, the members of Galactica list their spirits in Joe's Bar.
Turn 21: Gaius Baltar (Capfalcon) | Crisis: Training a Rookie | Baltar looks over some Cylon testing results, while pilot training goes poorly, resulting in a number of damaged vipers.
Turn 22: "Caprica" Six (Tenek) | Crisis: Rescue The Fleet | Caprica and Kat work to prepare the fleet for the incoming Cylon ships, but they arrive earlier than expected, cutting off some of the civilians from protection.
Turn 23: Saul Tigh (Void Slayer) | Saul Tigh orders the Raiders' attack, destroying another civilian ship and bringing humanity closer to their doom.
Turn 24: Callandra "Cally" Tyrol (El Skid) Crisis: Jump Computer Failure | Cally and Kat try their best to protect the fleet, but rampant computer failure across the fleet causes a delay of jump preparation and more civilian ships to fall to the Cylon attack.
Turn 25: Louanne "Kat" Katraine (The Ender) | Crisis: Water Shortage | Kat uses Pegasus to destroy some Raiders, while President Baltar deals with a water crisis.
Turn 26: Tory Foster (Diorinix) | Crisis: Network Computers | Tory Foster tries to prepare for the worst and enacts a desperate plan to network the fleet's computers together. Unfortunately, the cylon virus is too powerful and humanity succumbs to the darkness...
Cylon Victory has been achieved on Turn 26, due to depletion of the Population resource!
Game Replay / Host Notes
Signups will be open for 24 hours, or 48 hours, depending on demand. Players will be randomly selected from all players that sign up in bold lime. In addition, modules to be used in this game will be decided upon via vote from the players that are selected, as made during the signup period.
Components that may be voted upon
The game will automatically include all other cards, characters, and components from the base set and both expansions.
SPACESHIPS!
BOOM!
ZAP!
I should caution other potential applicants that I tend to use Pegasus's guns with little fear for anyone's safety.
I promise I wont choose Roslin again, that was such a mistake.
As for the vote:
* Game Objective: Ionian Nebula (inc. Trauma, Allies, and Crossroads Phase)
* No Pegasus
* Number of players 6
* Yes Conflicted Loyalties module (Personal Goals & Final Five)
* No Cylon Fleet module
My Votes:
* Yes for Pegasus
* Max Players
* Ionia Benula
* Yes Conflicted Loyalties
* Yes Cylon Fleet thingamajig
Fuck 11 - I want this shit dialed up to twenty seven.
* Ionian Nebula
* Cylon Fleet
* Conflicted Loyalties
* WITH Pegasus
* any number of players
TSK!
TSK!
You should be ashamed of yourself.
- Expansions are most playtested with the base set only, so less balance issues
- Pegasus crisis cards will dilute the deck when we want to see new stuff, dammit
- Less things to keep track for mr moderator (especially since we voted for all 3 exodus modules)
- It already went kablooey on the escape from New Caprica
In the future, hell yes Pegasus, but rather not for the first game. (This is of course only my opinion)
- Full power to the main batteries! Those toaster sons of bitches will bemoan the Gods of probability when they see all the 8s I roll! BLAM! POW! ZAP! BANG!
- ...?
Okay, maybe my reasons aren't as well laid out & eloquent, and maybe there's only one, but...
I want
my big guns
I'll edit my post with my voting options in a bit, going to think about it.
EDIT:
* Game Objective: Ionian Nebula (inc. Trauma, Allies, and Crossroads Phase)
* Inclusion/Exclusion of Pegasus: Board + Cards, not New Caprica.
* Number of players: 6
* Conflicted Loyalties module: No.
* Cylon Fleet module: Yes.
SWTOR: Allanna (Shadowlands) / TSW: Sara-Luna
Nebula
No opinion on Pegasus
7 players
Yes conflicted loyalties
Yes cylon fleet
Ionian Nebula
No Pegasus
6 or 7 players
Yes to Conflicted Loyalties
Yes to Cylon Fleet
He never said you were voting on Pegasus components. He said you were voting on the presence of the Pegasus BOARD. Having Ellen available without the treachery-based skill cards and crisis cards would be just silly.
And given the nature of the Cylon fleet locale, I'd personally be more than happy to have the big guns at your back. After all, the show runners specifically said they did what they did to Pegasus because it was just too frakkin' powerful!
NNID and many other services: Athenor or Myridiam // 3DS: 3883-5283-0471
I would like to see as much of the new Exodus parts as possible, of course, but I'd be happy with just the Ionian Nebula as destination, including the new ally and token mechanics. Having said that, here are my votes;
* Game Objective: Ionian Nebula (inc. Trauma, Allies, and Crossroads Phase)
* No Opinion on Pegasus
* No Opinion on # of Players... whatever avoids the Cylon Sympathizer cards
* Yes to Conflicted Loyalties
* Yes to Cylon Fleet Module
Yeah, that's like... way too much stuff in one game, lol. But if you're willing to run it, I think it would all be easier to track and manage online in a slower paced game.
Ionian nebula
Yes to Pegasus
7 players
Yes to conflicted loyalties
Yes to cylon fleet
Hm, if that's the case then I'd amend my vote to Yes Pegasus. I've played a couple of games of "Pegasus without Pegasus" and it felt markedly harder, which makes sense since the expansion is designed with Peggy's 4 additional hit points in mind. The last thing I want is a first round Cavil Aggressive Tactics + Primacy + Double Cylon Fleet combo
Include everything new:
Select Ionian Nebula destination,
Pegasus Included,
7 players,
Include conflicted loyalty
Include cylon fleet.
Total Overload mode with everything included, Ionian Nebula as destination and 7 players
I'm a relatively new player (I've played only 5 or so games IRL). I haven't played with New Caprica, as our group chooses only to use the Pegasus board w/o Caprica. We'll be adding it in soon, as our competency is increasing.
If chosen, I'll abstain from voting and go along with the majority.
Mmmmm....toasty.
Total overload sounds good to me!
Happy with throwing everything in there-no sympathizer please-pegasus board should be ok-not too worried with balance as everyone's inexperience with the expansion will be more of a difference
Details, details...
-Ionian Nebula
-7 players, although 6 is fine. If necessary to avoid Sympathizer with 6 I'll take a Cylon Leader (assuming Pegasus.)
-Yes to Pegasus (isn't that required for 7 players anyways?)
-Yes to Conflicted Loyalties/Final Five, sure
-Yes to Cylon Fleet
I am good with all the new rules but would prefer no sympathizer.
Google +
Player selection courtesy of RANDOM.ORG's Sequence Generator, these will be the players for our game:
- Tenek
- Void Slayer
- El Skid
- The Ender
- Diorinix
- Gene Parmesan
- Capfalcon
and a list of first reserves if needed:[list=8][*]pablo_price
[*]DarkPrimus
[*]SeGaTai[/list]
Based on votes given in the thread, this will be a full-expansion game including all components and modules:
- Destination: Ionian Nebula (inc. Trauma, Allies, and Crossroads Phase)
- Battlestar Pegasus supporting
- Conflicted Loyalties module (Personal Goals & Final Five)
- Cylon Fleet module (inc. CAG, Viper Mk. VIIs, and Cylon Fleet board)
Tenek, you are up to select your character first, and going down the line from there. Make your selections in cyan. Conditional character selection orders can be made. You can also draw your starting skills if desired, or you may wait until characters have been selected and starting loyalties have been distributed.Void Slayer is up to choose!
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Choosing Felix Gaeta taking 1 politics 1 leadership 1 tactics
El Skid gets the next pick - can't be a Military Leader.
Draw 1 Pol, 1 Lea, 1 Tac
Can I be a reserve?