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.
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
Plutonium as
Darian as
General Ability: Cylon Hatred - When a player activates the "Admiral Quarters" location, you may choose to reduce the difficulty by 3.
Disadvantage: Alcoholic - At the start of any player’s turn, if you have exactly 1 Skill Card in your hand, you must discard it.
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.
Disadvantage: Emotionally Fragile - When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.
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.
Previously on Battlestar Galactica...
Casting Call | Game Preparation
Turn 1: Tom Zarek (Plutonium) | Crisis: Cylon Tracking Device | Zarek gets to work as President, and a Cylon tracking device is disposed of.
Turn 2: Felix Gaeta (Darian) | Crisis: Scouting for Fuel | Gaeta helps Lee organize the vipers and decides to not let a risky raptor scouting mission launch.
Turn 3: Anastasia "Dee" Dualla (Stiles) | Crisis: Declare Martial Law | Starbuck causes trouble that has to be cleaned up by Gaeta, and Admiral Cain takes control of the Presidency.
Turn 4: Lee "Apollo" Adama (Dracil) | Crisis: Haunted by the Past | Lee and Felix continue to clear up Raiders, and everyone has a moment to move beyond the past.
Turn 5: Helena Cain (Professor Phobos) | Crisis: Controversial Manuscript | The Admiral takes out a Basestar with Pegasus' guns and a controvertial, but inspiring manuscript is allowed to continue circulation.
Turn 6: Tom Zarek (Plutonium) | Crisis: Weapon Malfunction | Zarek takes back the presidency and friendly fire damages a couple of vipers.
Turn 7: Felix Gaeta (Darian) | Crisis: Water Shortage | Gaeta oversees the repair of some Viper Mk VIIs and helps the president with logistics for a water shortage.
Turn 8: Anastasia "Dee" Dualla (Stiles) | Crisis: Truth and Reconciliation | Dee has a chat with Sam Anders and reviews scouting reports. Zarek fights with his past but chooses not to take extreme measures. The fleet jumps to the Lion's Head Nebula, a step ahead of the Cylon fleet.
Turn 9: Lee "Apollo" Adama (Dracil) | Crisis: Analyze Enemy Fighter | Apollo launches in a Viper and a lone Raider is eliminated.
Turn 10: Helena Cain (Professor Phobos) | Crisis: Defending a Prisoner | Cain looks over some scouting information and gets her doubters back in line.
Turn 11: Tom Zarek (Plutonium) | Crisis: Water Sabotaged | Zarek drafts up legislation for the Quorum and oversees repairs to Galactica after sabotage to its water supply. The fleet jumps once more, arriving at a remote planet.
Turn 12: Felix Gaeta (Darian) | Crisis: Guilty Conscience | Gaeta readies the vipers for the fleet's defense and turning away a concerned Saul Tigh suspicious of hidden Cylon activity. Gaeta pulls on his inner strength to keep the fleet operations together. The Cylon Fleet returns to harass the humans.
Turn 13: Anastasia "Dee" Dualla (Stiles) | Crisis: Riots | The human fleet prepares for the Cylon attack in a flurry of activity. Riots are quelled with the extension of extra supplies.
Turn 14: Lee "Apollo" Adama (Dracil) | Crisis: Food Shortage | Lee and the other pilots of the fleet take down a number of enemy raiders while Zarek faces a severe food and water shortage.
Turn 15: Helena Cain (Professor Phobos) | Cain orders the arrest of Anastasia Dualla, before disappearing completely from the human fleet...
Turn 16: Tom Zarek (Plutonium) | Crisis: Cylon Genocide | Zarek has Apollo thrown in the brig, and a plan to unleash a virus on the Cylons backfires heavily.
Turn 17: Felix Gaeta (Darian) | Felix Gaeta jumps the fleet to the Ionian Nebula. In a trial, Zarek causes Gaeta to be executed from implicated crimes.
Turn 18: Anastasia "Dee" Dualla (Stiles) | Tigh takes control of the presidency and launches a nuke with spectacular effects.
Turn 19: Lee "Apollo" Adama (Dracil) | Saul continues to shake up the political order, setting Dee as president and Apollo as vice president.
Turn 20: Helena Cain (Professor Phobos) | Helena Cain takes command of the Cylon fleet, reinforcing their numbers and assaulting Galactica.
Turn 21: Tom Zarek (Plutonium) | Zarek, deciding his actions have sown enough chaos and distrust, shuttles back to the Cylon fleet.
Turn 22: Saul Tigh (Darian) | Crisis: Witch Hunt | Saul fires another nuke, destroying another enemy basestar. An angry mob demanding answers injures the Admiral, who is taken to sickbay.
Turn 23: Anastasia "Dee" Dualla (Stiles) | Crisis: Hangar Accident | Dee finally escapes from the Brig, and launches a scout for an escape. The raptor returns and makes a miraculous landing back onto Galactica.
Turn 24: Lee "Apollo" Adama (Dracil) | Lee orders his supporters to help Dee. The FTL Control is repaired, and humanity jumps to safety.
[url=http://forums.penny-arcade.com/showthread.php?p=18748517#post18748517[/url]Game Summary[/url]
With a final jump without reducing any resource to 0, Human Victory has been achieved on Turn 24!
Players will be randomly selected from all players that sign up in bold lime. Signups will be open for 24 hours unless there are insufficient signups, at which point signups will be extended a further 24 hours. Priority will be given to players who did not play in the first Exodus game or who are not currently playing in the second Exodus game.
Game Parameters:
Come talk about boardgames with us
Be careful of those nukes.
Ditto
I, like Darian, am new to Exodus on the forums.
With a 5 player game, if someone picks a Cylon Leader, do they get a sympathetic or aggressive agenda? Don't think I've ever seen that scenario played out before.
Come talk about boardgames with us
Pretty sure they get a aggressive agenda, since there would only be four players who could get a "You are a Cylon" card.
Tzeentch in CitOW Game 53
I'd like to also propose that in a 5 player game, we refrain from using cylon leaders.
MH3U Veggie Elder Ticket Guide
What i have learned:
1. Don't play Laura Roslin
2. Don't play admiral or president right off the bat as you can screw things up if you don't know what your doing
3. Play admiral or the president to prevent other people from messing it up
4. If you make a mistake in the card checks just own up to it
Also, the rules state that you can't talk about what you did or didn't put into card checks.
Come talk about boardgames with us
On the other hand, when everyone else proves that there is no other place the card could have come from, it's better than saying "Nope, wasn't me."
Seventeen players have signed up to play, of which fourteen have not played in a previous Exodus game. These fourteen are randomized to determine our players:
- Plutonium
- Darian
- Stiles
- Dracil
- Professor Phobos
with our first few reserves if needed:- Mordenthral
- Caprica
- Phyphor
Plutonium, you are up to select your character first. Make your selections in cyan. For other players, conditional character selection orders can be made. Players may also draw their starting skills if desired, or may wait until characters have been selected and starting loyalties have been distributed.Reminder: Spectators will be allowed to make limited commentary as long as they do not interfere with the strategic play of the game. Observers should also post in lightskyblue italics to distinguish them from the players.
That being said, I'll play as Big Time Tommy Z aka Zarek.
Uncooperative quorum members may or may not be shot and chucked into the fuel tanks. We'll find out!
MH3U Veggie Elder Ticket Guide
As much as I'd like to try out some of the new stuff, being a Cylon Leader is fun too, so I might have to go with Leoben Conoy or barring that, Felix Gaeta
Come talk about boardgames with us
Lee "Apollo" Adama with Leadership, Piloting, and Tactics.
MH3U Veggie Elder Ticket Guide
What do you have in mind Professor Phobos?
Edit: Nm, I'll just stay with Apollo. Looks like I essentially get 1.5 actions with CAG anyway.
MH3U Veggie Elder Ticket Guide