Base Set, Pegasus Expansion, Exodus Expansion
After forty years passing without a single word from the Cylons, they returned, and all but eradicated the human race. In this time of strife, they must put aside the petty differences that once separated them and focus on one thing — survival.
Humanity's only hope of a future is to find a new home; a place called Earth. The Cylons, however, are in constant and tireless pursuit. They now look, breathe and bleed exactly like humans. Cylons have infiltrated the Fleet, destroyed resources, and threaten to finish the extermination they have begun. The humans have no choice but to run, plagued by the paranoia of an indistinguishable enemy.
Are you a Cylon who will help to erase any memory of the human race? Or will your resilience and determination to survive prove to the Cylons that humanity is worth saving?
In the basic version of the game, players take the roles of prominent figures in the remainder of humanity working toward the goal of reaching Kobol, the first step on the long road toward the legendary planet Earth. However, hidden among their ranks are Cylon infiltrators, who seek to end humanity for once and for all. The Exodus expansion adds three modules to the game, including the Cylon Fleet board and CAG title, new Loyalty Cards in The Final Five and Personal Goals, and the Ionian Nebula goal, which introduces more effects through Trauma tokens that affect both the players as well as NPCs among the fleet. The following rules apply to the new situations and rules introduced in the Pegasus and Exodus Expansions. For rules that apply solely to the base set, look to one of the older games.
Rules and UtilitiesBase Set Rules, from the publisher's websitePegasus Expansion Rules, from the publisher's websiteExodus Expansion Rules, from the publisher's websiteFAQ and Errata, from the publisher’s websitePlayer Aid 1 (Base Set), on BoardGameGeekPlayer Aid 2 (Base Set), on BoardGameGeekPegasus and Exodus Expansion OP by MrBlarney, original Base Set OP borrowed from Akinos/Darian. (With minor modifications.)
Notes and Guidelines for the PbP Format:
Secrecy is an important part of this game! As such, the following rules must be followed
at all times:
- You may not tell other players the exact value/type of cards that are in your hand, that you plan to put into a Skill Check, or what you had put into a Skill Check after it is resolved. You may still use vague terms to describe the cards you hold/play: “this should help a lot” or “this should help a little” are reasonable; “this should help a medium amount” can be said for multiple cards.
- Outside of a skill check, it is permissible to state whether you have a certain card in hand ("I have a Strategic Planning for a FTL roll"); this rule should not be abused to communicate the detailed contents of your hand to other players.
- If an ability or action allows you to look at the top or bottom card of any deck, you are not allowed to tell the other players what that card is or any specific information about it.
- Specific information on a player's loyalty cards cannot be revealed beyond claiming/denying to be a Cylon. For "You Are Not A Cylon" cards, no specific discussion of Personal Goals or The Final Five is allowed, if any is present. For "You Are A Cylon" cards, no specific discussion of reveal effects is allowed. Similar rules apply for Cylon Leader Agendas.
- All communication between players must be made through this thread. Private conversations are not permitted.
- All players, whether Human or Cylons, must adhere to these rules; Revealed Cylons may not show their hands to other players or reveal their Super Crisis card until they play it.
All game actions should be reported in the thread in bold dodgerblue for them to be recognized. Movement, skill card use, ability use, discards, etc. all count as game actions. On skill checks, the rules state that submissions to the check are made beginning with the player after the active player then continuing in turn order, ending with the active player. However, in order to expedite gameplay,
you are encouraged to make card submissions out of order when appropriate, if your play does not depend on another player. It is recommended that you discuss with your fellow players if you are uncertain how much you should contribute. Final submission numbers will be given by the GM at the time of resolution.
There are a number of Skill Cards that can be played under certain conditions. Please refer to the Skill Cards section for the effects of each card. For the purposes of keeping things moving at a good pace,
I recommend sending me a PM with guidelines or instructions in advance, detailing the circumstances in which you want to use them. In the absence of "preloaded" orders, opportunities for card play may be
skipped at my discretion.
Skill Cards that come before events:
Before die rolls:
Strategic Planning
Before skill checks:
Investigative Committee,
Support the People,
Political Prowess,
At Any Cost,
Guts and Initiative,
Scientific Research,
Jury Rigged
Before combat rolls:
Run Interference,
Best of the BestSkill Cards that come after events:
After die rolls:
Calculations
After skill checks:
Declare Emergency
After combat rolls:
Major Victory,
Evasive Maneuvers
After a discard:
Sabotage
Observers can post with commentary but should avoid strategic discussion. Observers should also post in
deepskyblue italics in order to distinguish themselves from the players.
The Board
Above, the main game board at the beginning of the game, before characters are placed. The fleet has four resources that will deplete over the course of the game: Fuel (starts at 8), Food (starts at 8), Morale (starts at 10), and Population (starts at 12). One Basestar and three Raiders are deployed at the fore of Galactica, two civilian ships at the aft, and one Viper in each of the port-bow and port-quarter areas.
Battlestar Pegasus is located on a board separate from Galactica. Pegasus is not located in any specific space and does not have its own space areas. There are four locations on Pegasus that provide new options to the human fleet. Whenever Galactica would be damaged, the current player may choose to damage a location on Pegasus instead. However, there are only four damage tokens in the Pegasus stack, and so if all locations are damaged, Pegasus is destroyed. All players on Pegasus at such a time are moved to Galactica’s Sickbay, and no more use of Pegasus may be made for the remainder of the game.
General Game Flow and Victory Conditions
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 jump will yield a Destination Card with a score between 1 and 3.)
- 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, and Population). See the dedicated rules section for the New Caprica phase of the game.
- Ionian Nebula scenario: Reach the Ionian Nebula by accumulating a Destination Score of 8 or more, then making one final jump. See the 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, executing a human with no replacement character available, or getting a Centurion boarding party far enough into Galactica's innards to shut down life support.
Cylon Leader / Sympathetic Cylon Victory: Fulfill the conditions stated on their hidden Agenda Card – these include having either the cylons or the humans 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 "Boomer" Valerii, who receives two). Human players may secretly turn into Cylon players during this phase. 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" loyalty 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 also 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)
- 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.
- The 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)
- 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.
Human (and Unrevealed Cylon) Game Turn
- Receive Skills Step: The current player draws the number and types of Skill Cards listed on his character sheet.
- Movement Step: The current player may move to a different location. If he moves to a different ship (between Galactica, Colonial One, and Pegasus, or from a Viper to any of these ships), he must discard one Skill Card from his hand. Alternatively, the player may use a non-Treachery Skill Card with a Movement Ability.
- Action Step: The current player chooses one action to perform. Options include the actions listed on his location, character sheet, and non-Treachery Skill Cards. If piloting in a Viper, you may activate it as an action. Unrevealed Cylons may also reveal a Cylon Loyalty Card in this step.
- Crisis Step: The top card of the Crisis deck is drawn and then resolved.
- Activate Cylon Ships Step: If any are in play, Cylon ships are activated according to the Crisis Card drawn.
- Prepare for Jump Step: If the Crisis Card has the "prepare for jump" icon on it, the fleet token advances one space on the Jump Preparation track. If the token reaches the end of this track, then the fleet jumps automatically.
Revealing as a Cylon
Cylon players may reveal a Loyalty Card indicating their alignment as an action. The following steps are followed after a reveal:
- Resolve Loyalty Card Action: If the player is not in the Brig, then the effect on their Loyalty Card takes effect.
- Discard: The player's hand is discarded down to 3 Skill Cards.
- Lose Titles: If the player was Admiral or President, the title is passed to the human player that is highest in the line of succession.
- Receive Super Crisis: The player receives one random Super Crisis card from the ten available.
- Hand Off Excess Loyalty Cards (Pegasus Expansion): If Galactica has traveled 6 distance or less, all unrevealed Loyalty Cards are passed on to a single human player of the revealing player’s choice.
- Join Cylons: The player moves to the Resurrection Ship and their turn ends.
Revealed Cylon Game Turn
Revealed Cylons ignore all abilities and effects that were part of their original character. Cylon players may also choose to ignore effects on Crisis Cards and Loyalty Cards that might affect them unless the card specifically targets a Cylon player.
- Draw Skills Step: The current player may draw any two Skill Cards of different types.
- Movement Step: The current player may move to any of the Cylon Locations or use a Movement ability on an applicable Treachery card.
- Action Step: The current player activates his current location and performs the listed action or uses an Action ability on an applicable Treachery Skill Card.
- Prepare for Jump Step: In the base game, the Activate Cylon Ships Step and Prepare for Jump Step are always skipped on Cylon players’ turns. With the Pegasus expansion, the Prepare for Jump Step is not ignored when Crisis cards are played from the Caprica location. The Activate Cylon Ships step continues to be skipped.
Cylon Leader and Sympathetic Cylon Game Turn
Cylon Leaders start out the game in the Cylon locations and are normally treated as Cylon players, but can use the Human Fleet location to move to a Galactica location and infiltrate, acting as a human player in most respects while among the human players. While infiltrating, the Cylon Leader may return to the "Resurrection Ship" location and stop infiltration as an action, discarding down to three skill cards if they performed the action in the "Brig" or "Detention Center". Whether infiltrating or not, Cylon Leaders will be able to use the special abilities listed on their character sheets as well as suffering from the listed disadvantage.
When not infiltrating, Cylon Leaders are considered to be Cylon players and follow the Revealed Cylon Game Turn steps, with the exception that on the Draw Skills Step, the Cylon Leader must take cards from the distribution listed on their character sheet. When infiltrating, Cylon Leaders are considered to be human players and follow the Human Game Turn steps, with the exception that on the Draw Skills Step, the Cylon Leader may draw an extra card from any of the types they normally draw from, in addition to their regular skill card draw. In addition, a Cylon Leader can never be made President or Admiral, and can play up to two skill cards per Skill Check as long as they are not in the "Brig".
Sympathetic Cylons operate almost exactly like a regular Cylon, but may use the Human Fleet location to infiltrate like if they were a Cylon Leader. When not infiltrating, a Sympathetic Cylon draws any two Skill Cards of different types (like a normally revealed Cylon). When infiltrating, a Sympathetic Cylon draws any three Skill Cards of different types. Whether infiltrating or not, Sympathetic Cylons cannot use any character abilities, like regular Cylons.
It should be noted that the Cylon Leader does not start with a Super Crisis, and the Sympathetic Cylon does not obtain a Super Crisis when revealed. The only way for either to obtain one is via the Resurrection Ship Action.
Posts
Executions
If the player has no "You Are a Cylon" cards, he reveals all Loyalty Cards as a human character. Morale is reduced by 1 and the player’s character is removed from the game. All the player’s Loyalty Cards are discarded. If Sharon "Boomer" Valerii is executed before the sleeper phase, her player receives an additional Loyalty Card. Trauma tokens from the Ionian Nebula module are also discarded and replenished. The player may then choose any unselected character outside of the Cylon Leader category. If the player has not yet used a character’s once per game ability thus far, his new character’s once per game ability is available; otherwise it cannot be used. If the player does not have any characters to choose from, then the humans lose the game. If the Admiral or the President is executed, the title passes to the character highest in the line of succession after the new character is chosen. Once a new character has been selected, an additional "You Are Not A Cylon" card is added to the Loyalty deck, and the executed player draws a new Loyalty card from the newly modified deck.
A number of exceptions to the character procedure may apply. If Karl "Helo" Agathon is selected, his "Stranded" disadvantage applies for the player's next turn. If Lee "Apollo" Adama is selected, he starts in the "Hangar Deck" location if no vipers are available for launch. If Sharon "Boomer" Valerii is selected before the Sleeper Phase, add one "You Are Not a Cylon" card to the Loyalty deck; if selected after the Sleeper Phase, she starts in the Brig. If Gaius Baltar is selected before the Sleeper Phase, add one "You are Not a Cylon" card to the Loyalty deck and immediately deal a Loyalty card to his player; if selected after the Sleeper Phase in the Pegasus Expansion, his one-time "Cylon Detector" ability is unavailable, even if his player has not yet used a one-time ability. If Samuel T. Anders is selected, his "Starts on the Bench" disadvantage applies for the player's next turn.
Skill Checks
A Skill Check will involve two to four types of Skill Cards, and a difficulty number. A Skill Check always includes 2 cards from the Destiny Deck (see below), and then each player may add as many cards as they like in turn (exception: Players in Brig and Revealed Cylons may only contribute one card to each check; Cylon Leaders and Sympathetic Cylons may play up to two cards per check if they are infiltrating). All skill cards are submitted without revealing their values, including cards that come from the Destiny Deck. Only after all players have made a submission are cards revealed, without noting which card came from which player. PM the host the specific cards you wish to contribute after declaring the amount of cards in the game thread.
After the skill cards are revealed, you ADD all of the numbers from the appropriately colored Skill Cards, and then SUBTRACT all of the numbers from the non-matching Skill Cards. If this total meets or beats the Skill Check difficulty, the check is passed; otherwise, the check is failed. Passing a crisis usually does nothing but avoid negative results, but some crises can yield positive results. Some Skill Checks have a number value that allows for a partial pass; in these cases the negative results are lessened to some extent.
The Destiny Deck is composed of two cards from each of the six Skill Card types. Two are drawn for each Skill Check, and the deck is only replenished when it is exhausted (after six Skill Checks).
Before cards are played in a Skill Check, certain cards may be played to increase the chances of a successful pass. A number of these cards are labeled as Reckless Skill Cards. At most one Reckless Skill Card can be played in a single Skill Check - if multiple people wish to play such a card, the current player can choose who plays their card.
Certain skill cards also have additional Skill Check abilities when they appear in a Skill Check. If multiple cards with the same name are present, only one copy of the card is resolved. If the check has been made Reckless, then Treachery cards with Reckless skill Check abilities also activate. There are also some Crisis Cards that have additional Consequences if a Skill Check card appears in the Skill Check.
Skill Cards
Players have a maximum hand limit of 10 Skill Cards (exception: "Chief" 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 temporarily exceed this amount during any player's turn, including the start of their own turn after drawing Skill Cards.
Color guide:
Politics: goldenrod
Leadership: limegreen
Tactics: mediumorchid
Piloting: crimson
Engineering: dodgerblue
Treachery: chocolate
Politics
Leadership
Tactics
Piloting
Engineering
Treachery
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 automatically 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 launches two Raiders instead. 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 Basestars - Each Basestar in play attacks Galactica.
Combat Table
Jumping
The ultimate objective for the humans in the base set scenario is to jump the fleet enough distance to make it to Kobol. In the Pegasus expansion scenario, the objective is to jump the fleet to New Caprica and then escape; 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 human 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 below for changes in Jump mechanics in that module.
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 immediately jump in instead.
In this scenario, the human fleet starts the game with only six standard Viper Mk. IIs, but now have an additional four damaged Viper Mk. VIIs. These advanced models are harder to shoot down and have greater movement 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 an activation to escort a civilian ship in their space area off of the board.
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 immediately 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 a 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 then removed from the game and a new ally drawn; the player who encountered the ally places one Trauma token from their personal supply facedown on the new ally card. An Ally is not placed if the character it represents is currently being controlled by a player, or if that character has already been executed; instead, the card is removed from the game and a new Ally is 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 new character that matches an Ally after an execution. In those cases, the Cylon player with the most Trauma draws a new Ally to replace the old one, and places one of their Trauma tokens on the new Ally. If a player ever needs to place a Trauma token on an Ally but has none in his or her supply, 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 freely choose either outcome. Once all Crossroads cards have been resolved, remaining Trauma in each player's 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 such tokens is eliminated from the game. Eliminated players lose, regardless of the final game outcome. If there is a tie among human players, the President chooses one tied 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 having any resources reduced to 0.
Crossroads Cards
It Wasn't Real: Discard 2 trauma tokens and 2 Skill Cards.
Antagonistic: What have you done?: Each Cylon player draws 2 trauma tokens. Then the Admiral is immediately executed.
Miraculous Return
I Believe: Gain 1 morale. If any vipers have been destroyed, move 1 destroyed viper to the Reserves. Then activate raiders twice.
It's a Trick: Lose 1 morale. Draw a civilian ship to destroy. Then choose one basestar on the main game board and damage it.
The Opera House
The Opera House Revealed: Draw 3 trauma tokens. Then choose another player to also draw 3 trauma tokens.
The Door is Shut: There is no effect.
Perjury
Gain sympathy: You must discard 2 random skill cards and may then discard 2 trauma tokens.
Cast Aspersions: You must draw 2 trauma tokens and may then draw 2 skill cards.
Scanned
Order a Retreat: Remove 4 raiders of your choosing from the main game board, lose 1 morale.
Order an Attack: Activate all raiders on the main game board and increase the Jump Prep track by 1.
Strange Music
Nothing but Static: You must choose a player and look at all of his Loyalty Cards. Then discard 1 trauma token.
I Hear It: Shuffle 1 "You are not a Cylon" card into the Loyalty deck. Then choose 1 human player to draw 1 Loyalty Card. Each Cylon player draws a trauma token.
Testimony
Forgiven: Choose another player: that player discards 2 random Skill Cards and may discard 2 trauma tokens.
Scapegoat: Choose another player. That player draws 2 Skill Cards and must draw 2 trauma tokens.
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's 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 into 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
Character Selection
The first player draws their full Skill Card Draw to start the first turn, while all other players draw three cards from their normal Skill Card Draw to start the game. Cylon Leaders draw only two cards to start, the size of their normal draw.
Admiral, President, and CAG
Admiral
You control the nuke tokens. (There are 2 nuke tokens available at the start of the game with an additional token that can be gained.) You also give the order to jump from New Caprica when Galactica returns.
Action: Launch 1 nuke at a space area (the nuke is discarded).
Nukes damage a Basestar twice on a roll of 1-2, automatically destroy a Basestar on a roll of 3-6, automatically destroy a Basestar and 3 Raiders in the same area on a roll of 7-8. In the Cylon Fleet module, a roll of 8 destroys all ships in the area instead.
Action: If Galactica is in orbit around New Caprica, jump the fleet. All human characters left on New Caprica are executed. All civilian ships left on New Caprica are destroyed.
Line of Succession
The title of Admiral is lost if the holder is sent to the Brig, and is given to the human player highest in succession that is not in the Brig. If all human players are in the Brig, then the title goes to the player highest in the normal succession until a human player manages to leave the Brig.
President
Action: Draw a Quorum Card into your hand.
The maximum size of the Quorum Card hand is 10; if at the end of any turn there are more than 10 cards in the Quorum Card hand, the President must discard down to 10 cards. Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed Cylons. When you play a Quorum Card while on a New Caprica location, roll a die. If 3 or less, you are sent to "Detention".
Line of Succession
Note that if the President is in the "Brig," she keeps the President title and all associated abilities.
CAG (Cylon Fleet module only)
Action: Activate 1 unmanned viper and then give the CAG Title Card to any other human player.
Action: Once per turn, if you are piloting a viper, you may activate 1 unmanned viper and then take another action.
Line of Succession
The title of CAG is lost if the holder is sent to the Brig, and is given to the human player highest in succession that is not in the Brig. If all human players are in the Brig, then the title goes to the player highest in the normal succession until a human player manages to leave the Brig.
House rules:
The exact mechanics of the game are still flexible, so feel free to chime in. In addition to the house rules above, I will propose the following as a starting point:
Express your interest in joining the game by posting in bold limegreen. If push comes to shove, preference will be given to players who are not already in an active BSG game. (Sorry, 38th.)
Sign-ups will close on Friday at 9:00 PM (PDT).
Our cast:
lodwilk as Gaius Baltar
Delusional Intuition - After you draw a Crisis Card, draw 1 Skill Card of your choice (it may be from outside your skill set).
Cylon Detector - Action: Once per game, you may look at all Loyalty Cards belonging to another player.
Coward - You start the game with 2 Loyalty Cards (instead of 1).
jdarksun as "Caprica" Six
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).
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.
Conflicted Loyalties - You must discard 1 Skill Card to activate the "Cylon Fleet" location.
El Skid as Felix Gaeta
FTL Operator - When you activate the FTL Control location, you may roll the die twice and choose which result to use.
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.
Misguided - You may not play more than 3 cards into any Skill Check.
antherem as Samuel T. Anders
Star Player - Action: Discard any number of Skill Cards. Then draw that number of Skill Cards from any one type within your skill set.
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.
Starts on the Bench - Skip the Receive Skills Step of your first turn.
Rius as Callandra “Cally” Tyrol
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.
Discharge of a Firearm - Action: Once per game, you may execute another character who is in your current location.
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”.)
stever777 as Karl "Helo" Agathon
ECO Officer - During your turn, you may reroll a die that was just rolled (once per turn). You must use the new result.
Moral Compass - Once per game, after a player makes a choice on a Crisis Card, you may change it.
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.
Grudged... ;-)
edit: oh reading comprehension instead of skimming for your name
So say we all.
In the meantime, pipe in if you have any opinions on the ruleset and house rules. It's all a bit experimental, and I will take everyone's preferences into account before settling on a final decision on these issues.
And yeah, having to type out colors is a bloody nuisance. It's [color="colorhere]text[/color] with the closing color double quote to do colors.
Like this
There's a Firefox extension that helps you with BBcode tags, and probably other solutions out there as well. Personally I'm pretty used to typing them out by hand.
I am like some kind of robot
Well, that addon works. Yay!
Edit: I have no preferences as to game type though it feels like it'll be weird playing with Exodus stuff and not the Cylon Fleet board. I think that's one of the best parts of Exodus, personally.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Pick me Pick me, I want to join!
Hopefully, dead BSG #5 doesn't count as an active game.
Never finished but we all pretty much decided it was a Cylon victory, thank you very much.
The Black Hole of Cygnus X-1
The Cylon Fleet definitely adds a lot of cool stuff, and I do enjoy the module. However, I also think it introduces several drawbacks:
I'll still end up going with whatever the players prefer, but I figured that I'd at least explain why I wanted to try the Exodus stuff without it.
Still in BSG:Pegasus game 10 but it seems to have stalled out for a bit.
I find the cylon fleet Battlestar Bridge options so great when I reveal I just park there. Also there are reasons to not park all your civilians in one spot...
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
lodwilk - Gaius Baltar
jdarksun - "Caprica" Six
El Skid - Felix Gaeta
antherem - Samuel T. Anders
Rius - Callandra "Cally" Tyrol
stever777 - Karl "Helo" Agathon
Many thanks to everyone who signed up; I hope you'll check by and spectate on occasion. If I should ever need replacements, you guys will get priority.
Since many of the players seem to prefer the Cylon Fleet, we will be using that module as well. To recap, this will be a 6-player game with Pegasus components and all of the Exodus modules. As stated above, this will be a 6-player game with Pegasus components and the Conflicted Loyalties and Ionian Nebula modules from Exodus. Any player may pick a Cylon Leader; if no Cylon Leader is chosen, then the no-sympathizer variant will be used instead.
Unless there are any objections, the following house rules will be in use:
TODO:
Players should go ahead and pick their starting characters. Use boldface to designate your chosen character. Everyone but lodwilk should decide on their starting draw of three cards. Players who pick Helena Cain or Lee Adama should also specify their starting locations. If it's not yet your turn to pick but you are relatively sure of your own preferences, I encourage you to provide a short preference list of your favorite characters from a few different categories.
Feel free to discuss party composition at this time; the game will begin in earnest once everyone has chosen.
For convenience, here is the rules information relevant for character selection (updated with the house rules above):
Character Selection
The first player draws their full Skill Card Draw to start the first turn, while all other players draw three cards from their normal Skill Card Draw to start the game. Cylon Leaders draw only two cards to start, the size of their normal draw.
Cast of Characters
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" or "Airlock" locations.
Setup Location: Admiral’s Quarters
General Ability: Cylon Hatred - When a player activates the "Admiral's 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). Shuffle the Destination deck. 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 - When you activate the FTL Control location, you may roll the die twice and choose which result to use.
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 into 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 - Once per game round, 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" or "Basestar Bridge" locations.
Setup Location: Caprica
Lines of Succession
President
CAG
Sympathetic Cylon Leader Agendas
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
I didn't want to delay the game any further since people's character picks would probably depend on what rules we were using. But since Rius suggested it... if you can, go ahead and make a quick vote for the Cylon Fleet module: yay, nay, or abstain.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
nay
The Black Hole of Cygnus X-1
lodwilk: Gaius Baltar (2 Politics, 1 Leadership, 1 Engineering)
jdarksun:
El Skid:
antherem:
Rius:
stever777:
jdarksun is up to pick any non-Political character along with his/her starting draw. Players further down the line may provide a preference list if desired.
lodwilk: Gaius Baltar (2 Politics, 1 Leadership, 1 Engineering)
jdarksun: "Caprica" Six (1 Leadership, 1 Engineering)
El Skid:
antherem:
Rius:
stever777:
El Skid is up to pick any Military, Pilot, or Support character, along with his/her starting draw. Players further down the line may provide a preference list if desired.
Edit: Also, both Baltar and Six are in the game? I expect roleplaying!
I'll take a leadership and two tactics, please!