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. Taken from Tmoiy and restructured a bitNotes 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 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
via PM 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.
Conditional Orders
COs help keep the game flowing at a reasonable pace. I'll pause briefly to give players a chance to play interrupts, but many can and should be set up via CO. Just PM me the conditions under which you wish to automatically use a card, such as:
- I'll Evasive Maneuvers if a manned viper is damaged/destroyed, or if an unmanned viper is destroyed
- Strategic Planning on the roll if FTL is activated
- If I get an XO (Executive Order) this turn I'll activate Weapons Control twice targeting the basestar in sector 1
If there are any choices to be made (such as what ship to target, which deck to scout) please include those.
Don't feel pressured to CO things that you want time to think over. The idea is mostly to automate certain plays that you know you're going to make regardless of what else is going on.
Skill check interrupts:
The following cards can be played before a skill check to modify it in some way:
Investigative Committee,
Support the People,
Political Prowess,
At Any Cost,
Guts and Initiative,
Scientific Research,
Jury Rigged. Because every player will not always have an interrupt to play and to help keep contents of a player's hand secret, once a skill check has been revealed
if you would like to play one of these cards please do so by PM. I will PM each player that has an interrupt to ask if they'd like to use it and once everyone has made their decision I will go ahead with the check. If you decide to play one either reply to my PM saying such or simply post it in the thread.
If you do not want to play a skill check interrupt please do not post “Pass” in the thread. This can give away information about your hand (ex. We're waiting on interrupts, Apollo posts Pass and I immediately move into the check, he obviously had one he could play. This way we don't have to wait for every player to post Pass as a lot of the time not everyone will have a card they can play)
Posts
This is all standard from the rulebook stuff
The Board
General Game Flow and Victory Conditions
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)
Hostile Cylon Leader Agendas (5- and 7-player games)
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
Revealing as a Cylon
Revealed Cylon Game Turn
Cylon Leader and Sympathetic Cylon Game Turn
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.
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: orange
Leadership: green
Tactics: purple
Piloting: red
Engineering: blue
Treachery: brown
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.
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.
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 Daybreak expansion scenario sees the humans' objective at Earth. 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. If there are any Assault Raptors on the board, the piloting player or current player if the Assault Raptor is unmanned may elect to return the Raptor to reserves or to remain in its current space. 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.
Cast of Characters - Military Leaders and Political Leaders
Each character has a Miracle Ability and each player starts the game with one Miracle Token each. Each player may hold at most one Miracle Token at a time (Exception: Gaius Baltar, Daybreak version, may hold up to three Miracle Tokens); revealed Cylon players may not gain Miracle Tokens. Cylon Leaders are eligible to gain Miracle Tokens whether or not they are infiltrating.
[Military Leader] William Adama
General Ability: Inspirational Leader - When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
Miracle 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.
Miracle 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.
Miracle 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”.
Miracle 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.
Miracle 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: Dutiful - Once during your turn, if you activate "Command", "Communications", or "Weapons Control", you may discard 1 Skill Card to immediately activate that location again.
Miracle Ability: Organized - Action: Once per game, if you are not in the "Brig", activate any 3 undamaged locations, regardless of where you are. You cannot activate the same location more than once nor any Cylon locations.
Disadvantage: Reluctant - You must discard 1 Skill Card to use a Skill Card action.
Setup Location: Communications
General Ability: Necessary Steps - Each time a player draws a Mutiny Card, you instead look at the top 2 cards of the Mutiny deck, give 1 to that player, and place the other on the bottom of the deck.
Miracle Ability: Abuse Power - Action: Once per game, draw 4 Mutiny Cards. Choose 1 of them to play and place the other 3 Mutiny Cards on the bottom of the deck. Ignore your "Necessary Steps" ability and do not move to the "Brig".
Disadvantage: Disreputable - You start the game with 1 Mutiny Card.
Setup Location: Weapons 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.
Miracle 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).
Miracle 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.
Miracle 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.
Miracle 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).
Miracle 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: Deceitful - When a Crisis Card requires you to discard Skill Cards, reduce the number of cards you discard by 1 (once per Crisis Card).
Miracle Ability: Attorney - Action: Once per game, move a character in the "Brig" to any non-hazardous location on Galactica. If he belongs to another player, take all of that player's Skill Cards.
Disadvantage: Kleptomania - If you end your Movement Step in a location with another player, you must discard 2 Skill Cards. If you cannot, you are sent to the "Brig" at the end of your turn.
Setup Location: Administration
General Ability: Forward Thinker - After you use an "Executive Order" Skill Card and the chosen player has finished moving and taking actions, you may activate your current location.
Miracle Ability: Choose a Different Path - Once per game, when you must make a choice on a Crisis Card, you may choose to have the result be: "The current player discards 5 Skill Cards."
Disadvantage: Moral Dilemma - When you draw a Mutiny Card, you must discard 2 Skill Cards.
Setup Location: Admiral's Quarters
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".
Miracle 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).
Miracle 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.
Miracle 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.
Miracle 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.
Miracle 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: Memento - Once per turn, immediately after population is reduced, you may draw the top 3 cards from the Piloting deck, discard 1 of them, and keep the other 2 cards.
Miracle Ability: Escort - Once per game, before flipping over a civilian ship in a space area and destroying it, you may destroy an undamaged viper instead. Shuffle the civilian ship back into the pile of unused civilian ships.
Disadvantage: Forced to Eject - Any time a viper you are piloting is damaged, destroy it instead.
Setup Location: Hangar Deck
General Ability: Raptor Pilot - When you look at the top card of a deck as a result of a "Launch Scout" card, look at the top 2 cards instead and, in the order of your choosing, place each card on the top or the bottom of the deck.
Miracle Ability: No One Gets Left Behind - Once per game, during the Remove Ships step of Jumping the Fleet, lose 1 fuel to gain 2 population.
Disadvantage: Family Commitments - If you are not on Galactica, draw 1 fewer Skill Card during your Receive Skills step.
Setup Location: Admiral's Quarters
General Ability: Maintenance Engineer - During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
Miracle 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.
Miracle 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.
Miracle 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: Treatment - Action: Choose a human player and draw 2 Skill Cards from his skillset. Then, give him 2 Skill Cards from your hand.
Miracle Ability: Quarantine - Action: Once per game, look at each civilian ship on the board. Choose 1 and draw a new civilian ship to replace it if possible. Shuffle the chosen ship back into the pile of unused civilian ships.
Disadvantage: Specialized - You cannot use actions printed on Engineering Cards.
Setup Location: Research Lab
General Ability: Cult Leader - Action: Choose a player in the same location as you and either give him one of your miracle tokens or take his miracle token.
Miracle Ability: Broadcast - Action: Discard 3 miracle tokens to raise any resource by 2. You can have up to 3 miracle tokens.
Disadvantage: Spiritual Crisis - You cannot use an action printed on a "You are a Cylon" Loyalty Card unless you are in the "Brig".
Setup: Admiral's Quarters
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.
Miracle 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.
Miracle 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).
Miracle 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
General Ability: Visions - Action: If you are Infiltrating, choose a human player and look at 1 of his Loyalty Cards at random. Then, end your Infiltration and move to the "Resurrection Ship."
Miracle Ability: Don't Trust Anyone - Action: Once per game, draw 2 Super Crisis Cards.
Disadvantage: Heretic - If you are on the "Resurrection Ship" location (but not the "Hub Destroyed" location), you must discard a Super Crisis Card to move to a different location.
Setup Location: Human Fleet
General Ability: Calculating - You may contribute 2 Skill Cards to skill checks, or 3 Skill Cards when Infiltrating. Disregard this ability while you are in the "Brig".
Miracle Ability: Modifications - Once per game, at the start of a player’s "Activate Cylon Ships" step, either choose a Cylon ship type to activate or launch raiders. Ignore any Activate Cylon Ships icons on the bottom of the Crisis Card.
Disadvantage: Logic-Bound - When you play any Skill Cards into a skill check, you must play one face up.
Setup Location: Cylon Fleet
General Ability: Industrious - While infiltrating, draw 2 extra Skill Cards on your turn instead of 1. Disregard this ability while you are in "Sickbay."
Miracle Ability: Meticulous - Once per game, when you use an action to end your Infiltration, you may move to any Cylon location and take another action instead of moving to the Resurrection Ship.
Disadvantage: Vanity - You cannot contribute to skill checks during another player's Action Step.
Setup Location: Caprica
General Ability: For Love - Once per turn, when another player must discard 1 or more Skill Cards (except when discarding own to his hand limit), you may draw 1 Treachery Card to reduce the number of cards he discards by 1.
Miracle Ability: Resolute - Action: Once per game, activate any undamaged location.
Disadvantage: Grieving - When you are in a hazardous location, you cannot draw Skill Cards during your "Receive Skills" or "Draw Skills" step.
Setup Location: Hangar Deck (Infiltrating)
Pegasus, Exodus, and Daybreak Expansion OP by MrBlarney, original Base Set OP taken from Akinos/Darian.
Location: Hangar Deck
Benevolent Result: Inspirational Pilot - Each unmanned viper may destroy a raider in its current space area.
Antagonistic Result: Under Too Much Pressure - Activate the following Cylon ships: Launch Raiders
William Adama
Location: Admiral's Quarters
Benevolent Result: Veteran Commander - Draw 3 Leadership Skill Cards.
Antagonistic Result: No Man Left Behind - Decrease the Jump Preparation track by 1.
Karl "Helo" Agathon
Location: Weapons Control
Benevolent Result: Devoted Officer - Draw 3 Tactics Skill Cards.
Antagonistic Result: Unpopular Decisions – Roll a die. On a 4 or lower, lose 1 morale.
Samuel T. Anders
Location: Armory
Benevolent Result: Athlete - Move all centurion tokens on the boarding party track one space towards the "Start" space.
Antagonistic Result: Rookie Pilot - Choose two unmanned vipers in space areas to move to the "Damaged Vipers" box.
Gaius Baltar
Location: Research Lab
Benevolent Result: Brilliant Scientist - You may look at 1 random Loyalty Card belonging to any player.
Antagonistic Result: Odd Behavior - If distance is 7 or less, shuffle 1 "You are Not a Cylon" card into the Loyalty deck. Then draw 1 Loyalty Card. Otherwise, no effect.
Helena Cain
Location: Command
Benevolent Result: Uncompromising - You may choose another human character to be executed.
Antagonistic Result: No Room For Mistakes - The Admiral is sent to the "Brig".
Brendan "Hot Dog" Costanza
Location: Weapons Control
Benevolent Result: Fearless Pilot - Choose 1 space area on the main game board and destroy 2 raiders in that area.
Antagonistic Result: Troublemaker - Roll a die. On a 4 or lower, lose 1 morale.
Dr. Sherman Cottle
Location: Sickbay
Benevolent Result: Expert Surgeon - Discard 3 of your trauma tokens and then move to any location.
Antagonistic Result: Chain Smoker - Discard 3 Skill Cards, then move to any location.
Anastasia "Dee" Dualla
Location: Communications
Benevolent Result: CIC Officer - Look at every civilian ship on the game board and then you may move any number of them to adjacent areas.
Antagonistic Result: Despondent - Draw 2 trauma tokens.
Margaret "Racetrack" Edmondson
Location: Weapons Control
Benevolent Result: Gifted Raptor Pilot - Gain 1 fuel.
Antagonistic Result: Kill Them All! - Draw 1 trauma token and discard 1 random Skill Card.
Priestess Elosha
Location: President's Office
Benevolent Result: Religious Leader - Look at the top of the Crisis deck, and place it on the top or bottom of the deck.
Antagonistic Result: Crisis of Faith - Draw 2 trauma tokens.
Tory Foster
Location: Press Room
Benevolent Result: Political Strategist - Draw 3 Politics Skill Cards.
Antagonistic Result: Questionable Ethics - Discard 2 random Skill Cards.
Felix Gaeta
Location: FTL Control
Benevolent Result: Tactical Officer - Advance the Jump Preparation track by 1.
Antagonistic Result: Consumed with Bitterness - Draw 2 trauma tokens or discard 3 Skill Cards.
Louis Hoshi
Location: Communications
Benevolent Result: Communications Officer - Choose 1 civilian ship in a space area to shuffle back into the pile of unused civilian ships.
Antagonistic Result: Emotionally Compromised - Activate the following Cylon ships: Activate Basestars
Louanne "Kat" Katraine
Location: Hangar Deck
Benevolent Result: Hotshot Pilot - Draw 3 Piloting Skill Cards.
Antagonistic Result: Stim Addiction - Discard 3 Skill Cards.
Billy Keikeya
Location: Administration
Benevolent Result: Populist Politician - Gain 1 morale.
Antagonistic Result: Jealous Nature - Draw 1 trauma token and discard 1 random Skill Card.
Aaron Kelly
Location: Command
Benevolent Result: Landing Signal Officer - Activate up to 4 unmanned vipers.
Antagonistic Result: Extreme Measures - Damage Galactica.
Romo Lampkin
Location: Brig
Benevolent Result: Clever Lawyer - Move out of the "Brig" location.
Antagonistic Result: Kleptomaniac - Discard all of your Skill Cards.
Alex "Crashdown" Quartararo
Location: Armory
Benevolent Result: Loyal ECO - Look at the top card of the Destination deck and place it on the top or bottom of the deck.
Antagonistic Result: Inexperienced Leader - Roll a die. On a 4 or lower, lose 1 population.
Laura Roslin
Location: President's Office
Benevolent Result: Gifted Leader - Discard 2 trauma tokens.
Antagonistic Result: Debilitating Illness - Draw 2 trauma tokens.
Diana "Hardball" Seelix
Location: Armory
Benevolent Result: Avionics Specialist - Move 3 vipers from the "Damaged Vipers" box to the "Reserves".
Antagonistic Result: Unforgiving - You are sent to "Sickbay".
Kendra Shaw
Location: Weapons Control
Benevolent Result: Razor - You may lose 1 morale to gain either 1 fuel or 1 food.
Antagonistic Result: Went Too Far - Draw a civilian ship to destroy.
Kara "Starbuck" Thrace
Location: Hangar Deck
Benevolent Result: Skilled Pilot - Choose 1 unmanned viper to activate 4 times.
Antagonistic Result: Risky Maneuvers - Activate the following Cylon ships: Activate Raiders
Ellen Tigh
Location: Admiral's Quarters
Benevolent Result: Savvy Manipulator - You may choose any human player to receive either the President or the Admiral title.
Antagonistic Result: Bad Influence - You are sent to the "Brig".
Saul Tigh
Location: Command
Benevolent Result: Executive Officer - You may choose another character to send to the "Brig".
Antagonistic Result: Heavy-handed - You are sent to the "Brig".
Callandra "Cally" Tyrol
Location: Hangar Deck
Benevolent Result: Gifted Deckhand - Draw 3 Engineering Skill Cards.
Antagonistic Result: Mood Swings - Roll a die. On a 4 or lower, lose 1 morale.
"Chief" Galen Tyrol
Location: Hangar Deck
Benevolent Result: Senior Chief Petty Officer - Repair up to 2 locations on Galactica or up to 4 damaged vipers.
Antagonistic Result: Depression and Anger - You are sent to the "Sickbay".
Sharon "Boomer" Valerii
Location: Armory
Benevolent Result: Talented Raptor Pilot - Gain 1 food.
Antagonistic Result: Botched Landings - Damage Galactica.
Tom Zarek
Location: Administration
Benevolent Result: Resourceful - You may lose 1 population to gain 1 of any other resource type.
Antagonistic Result: Dubious Associations - You are sent to the "Brig".
Brother Cavil
Location: Research Lab
Benevolent Result: Unconventional Counselor - Choose 1 trauma token to discard. Then choose a second trauma token at random to discard.
Antagonistic Result: Primary Cylon - Place a basestar and 3 raiders in front of Galactica. Place 1 civilian ship behind Galactica.
Leoben Conoy
Location: Communications
Benevolent Result: Tuned In - Choose 1 space area on the main game board and destroy all Cylon ships from that area.
Antagonistic Result: Unstable Cylon - Draw 2 trauma tokens.
D'Anna Biers
Location: Press Room
Benevolent Result: Investigative Journalist - Gain 1 morale.
Antagonistic Result: Opportunistic Cylon - Draw 2 trauma tokens or discard 3 Skill Cards.
Simon O'Neill
Location: Sickbay
Benevolent Result: Cylon Medic - Draw 2 Skill Cards of any type (they may be from outside your skill set). Then move to any location.
Antagonistic Result: Experimental Procedures - Draw 2 trauma tokens. Then move to any location.
Aaron Doral
Location: Administration
Benevolent Result: Bureaucrat - Draw 3 Quorum Cards, choose 1 to resolve and place the rest on the bottom of the deck (even if you are not President).
Antagonistic Result: Calculating Cylon - Damage Galactica.
Caprica Six
Location: Brig
Benevolent Result: Cooperative Cylon Prisoner - Advance the Jump Preparation by 1.
Antagonistic Result: Delusional - Discard 3 random Skill Cards and then draw the top 2 cards of the Destiny deck and add them to your hand of Skill Cards.
Welcome once again to the Battlestar Galactica, we hope you do have a pleasant stay before inevitably turning on the humans
Sign up colourfully. Also indicate if you would prefer to play in a daybreak game - if there are enough interested I may run a second game as daybreak with those people (and if so they would be low priority signups for this game)
Choices!
Final five cards?
Personal goals?
Ionian nebula?
18-card DD variant? (rebuild at 6 remaining, essentially makes destiny card counting useless after the first few checks)
Majority of votes from players selected to play will decide these
I will allow some daybreak characters - helo & all the new leaders, as they can work without daybreak
Signups will remain open through the weekend
!Signup
I'm indifferent to most of them, except the DD variant. I like the original.
Twitch Stream
I don't see why not, iirc none of them were daybreak specific.. However I might as well leave that choice up to whoever picks the leader
For boardgame stuff you probably shouldn't feel bad about doing that.
Up to anything but I wouldn't like Personal Goals, humans have it hard enough without them. Between Nebula and daybreak, I'll prefear daybreak.
- I haven't actually played with Cylon Fleet or Ionian Nebula, so I'd be down for trying either/both of those.
- Vastly prefer motives to agendas if anyone picks a Cylon Leader.
- Don't really care about destiny deck variant. I guess if we do the variant, I won't feel as compelled to try to track cards, which might make things more relaxed for me.
- I'm fine with final five and/or personal goals, depending on how many basic YANACs they are mixed in with.
@tayrun
@doctorstrongbad
@void slayer
@MrBlarney
@segatai
@cutfang
@kaneski
I create a deck of however many vanilla not a cylon cards there are plus any special ones we decide to use, shuffle it and draw from that. The remainder of the deck is used during executions. Overall, especially for FF cards, the frequency is pretty low
Daemonis, Phobos, Capfalcon, jdark, Preda, Fry, Void
Let's see if I can remember the permutation syntax
Geth roll 7p7 for turn order
Geth roll 7d1000
Report in nuggets! Who do we have in the fleet this time out?
Whoever picks the cylon leader should post whether they want motive cards or an agenda. Everyone should vote on the loyalty/goal options if they haven't yet
It also seems to have worked for blarney in the TI3 games too, I did get an error popup so maybe it's a one-off thing
Gaius Baltar, OG.
Twitch Stream
Going with Six if we are, Helena Cain if not.
Nutshell for why I don't like Agendas:
* Special shout out to Mutual Annihilation, which dictates most of the actions you get to take during the game (infiltrate, stop infiltrating, draw super crisis, play super crisis is four actions. In 7p, you very well might not get a sixth action), while also being a big hit on your skill cards (you probably have to dump some when you stop infiltrating, and you lose draws sitting in the resurrection ship) so you're useless on most other players' turns, too.
Motives, on the other hand, allow you to play the same "I don't know which team I'm on" game as everyone else. Also, their conditions tend to do a better job forcing a cylon-affiliated leader to help the humans some, or forcing a human-affiliated leader to let some bad things happen.
Done. @Professor Phobos
military, pilot or support
Twitch Stream
We have 7 with a cylon leader so we don't use the sympathiser anyway, and we don't have mutiny cards (just motives which are self contained and some characters) from daybreak so mutineer won't do anything
Daybreak zarek, Lee and baltar are invalid choices because their abilities revolve around mutiny and miracle tokens, but daybreak helo and the leaders can work so I figured why not let people pick from them
@Preda
Let's be Ellen Tigh!
@Fry to choose between support military or pilot.