Base Set, Pegasus Expansion, Exodus Expansion, Daybreak 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 Pegasus expansion adds a new scenario following the second leg of humanity’s journey, to the settlement of New Caprica and the subsequent escape after the Cylons discover and occupy the planet. Pegasus joins the fleet to provide support and additional options, and the new role of Cylon Leader is introduced, whose goals may differ from their fellow Cylons. 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 new NPCs among the fleet. The Daybreak expansion introduces Mutiny Cards that can help the humans but with risks and drawbacks and a final goal, Earth. The search for home requires a longer journey, but is aided by the presence of a new ship, the Demetrius, from which challenging but rewarding effects may be gained. The following rules apply to the new situations and rules introduced in the Pegasus, Exodus, and Daybreak Expansions. For rules that apply solely to the base set, look to one of the older games.
Rules and Utilities
Base Set Rules, from the publisher's website
Pegasus Expansion Rules, from the publisher's website
Exodus Expansion Rules, from the publisher's website
Daybreak Expansion Rules, from the publisher's website
FAQ and Errata, from the publisher’s website
Player Aid 1 (Base Set), on BoardGameGeek
Player Aid 2 (Base Set), on BoardGameGeek
Notes and Guidelines for this play-by-post game:
Secrecy is an important part of this game!
As such, the following rules must be followed at all times
All actions should be reported in the thread in bold forestgreen for them to be recognized.
- 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.
- If an ability or action allows you to look at the top card of any deck, you are not allowed to tell the other players what that card is or any specific information about it.
- When discussing Loyalty cards, specific information cannot be mentioned: for "You Are Not A Cylon" cards, no discussion of Personal Goals is allowed, if any is present, and for "You Are A Cylon" cards, no discussion of reveal effects is allowed. Similar applies for Cylon Leader Agendas and Motives.
- All communication between players must be made through this thread. No private conversations allowed!
- 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.
Movement, skill card use, ability use, discards, etc. all apply. 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, you can make a submission out of order if you know what you wish to play. 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.
Skill Cards that come before events:
Before die rolls: Strategic Planning
Before skill checks: Investigative Committee
, Support the People
, Political Prowess
, At Any Cost
, Restore Order
, Guts and Initiative
, A Second Chance
, Scientific Research
, Jury Rigged
Before combat rolls: Run Interference
, Best of the Best
Skill Cards that come after events:
After die rolls: Calculations
After skill checks: Declare Emergency
, Change of Plans
After combat rolls/results: Major Victory
, Evasive Maneuvers
After a discard: Sabotage
Observers can post with commentary, but should avoid strategic discussions. Observers should also post in dodgerblue italics to distinguish them from the players.
General Game Flow and Victory Conditions
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 Mk. II 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.
New Caprica also has a completely new board used at the end of the eponymous game scenario. This board will only come into play once New Caprica is reached. Details regarding New Caprica are located in the dedicated segment near the end of these rules.
The Cylon Fleet module from the Exodus Expansion adds a new Cylon location and a board mirroring the main game board. Cylon ships will be placed here when they are not in combat on the main board. The Cylon Fleet module also uses an advanced version of the Viper Mk. II, the Viper Mk. VII.
The Search for Home module from the Daybreak Expansion adds a new ship, the Demetrius, from which the humans may conduct missions. From here, a Rebel Basestar ship may be introduced into play for either side to control. The Daybreak Expansion also adds a new ship type independent of other modules, the Assault Raptor. The human fleet starts the game with one Assault Raptor in the reserves. Assault Raptors are combat units and may not be risked like normal Raptors. Instead, where a game effect would affect a Viper, an Assault Raptor may be used.
There are four 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, the Exodus expansion scenario following humanity's travel to and departure from the Ionian Nebula, and the Daybreak expansion scenario following the final leg of humanity's journey to the legendary planet of Earth.
- Human Victory: Kobol scenario: Reach Kobol by making one final jump after accumulating a Destination Score of 8 or more (Every time you jump you will earn a Destination Card with a score between 1 and 3), OR New Caprica scenario: Jump the fleet to New Caprica by accumulating a Destination Score of 7 or more, then subsequently jump the fleet away from New Caprica while maintaining at least one of each resource (Fuel, Food, Morale, Population) (See dedicated rules section for the New Caprica phase of the game.), OR Ionian Nebula scenario: Reach the Ionian Nebula by accumulating a Destination Score of 8 or more, then making one final jump. (See dedicated rules section for the Ionian Nebula scenario.) OR Earth scenario: Reach Earth by accumulating a Destination Score of 10 or more, then making one final jump.
- Cylon Victory: End humanity. This is done by destroying Galactica (damage six locations), dropping one of the fleet's resource stats to 0, or getting a Centurion Boarding Party far enough into Galactica's innards.
- Cylon Leader: (Daybreak expansion) Fulfill the conditions stated on at least three of their hidden Motive Cards (or all Motive Cards if the game ends before the Sleeper Phase) and at least two cards' allegiances match the winning faction.
At the start of the game, each player (with the exception of Cylon Leaders) is given one Loyalty Card (Exception: Gaius Baltar, Base version, who receives two) that indicates whether or not a player starts out as a Human or a Cylon player. Players take turns in sequence, encountering crises and jumping the fleet towards the destination of Kobol or New Caprica. When a distance of 4 or greater has been reached, the Sleeper Agent Phase activates: each player, including Revealed Cylons, is dealt one more Loyalty Card (Exception: Sharon Valerii receives two cards if not a revealed Cylon) that may change that player's alignment. The total number of Cylons present in the game is fixed and dependent on the number of players in the game. It should be noted that with the Exodus expansion, the Loyalty deck will contain one more card than necessary for use with the new execution rules and new loyalty cards.
Certain "You Are Not A Cylon" cards have special designations as being a "Personal Goal" or as "The Final Five". "Personal Goal" Loyalty cards contain conditions that must be fulfilled by the owning players. While these goals may often be detrimental in nature, failure to fulfill the card objectives will result in the loss of resources at the end of the game. "The Final Five" Loyalty cards contain negative effects that trigger when the card is examined by a player other than its controller. There are increased penalties if the card is revealed as part of an execution result.
In certain game setups, a Mutineer role is added to the Loyalty Card deck at the start of the game. Whenever a player gains the "You are the Mutineer" card, they must immediately give all of their titles to the highest players in succession (excluding themselves) and draw a Mutiny Card (see section below on Mutiny Cards). If the Mutineer card was gained during Loyalty Card distribution at the start of the game or Sleeper Phase, the card is revealed, effects performed, and the player receives an additional Loyalty Card. In this way, a Mutineer may be either human- or Cylon-aligned. If, after the Sleeper Phase, the Mutineer card is not revealed, the current player at that time chooses a human player to draw an additional Loyalty Card. If the Mutineer card is then revealed, the revealing player does not need to draw a replacement Loyalty Card (as the original card drawn during Sleeper Phase will count for that).
Instead of a loyalty card, Cylon Leaders in the Daybreak Expansion start the game with two Motive cards, drawing two more Motive cards at the start of the Sleeper Phase. Motives are similar to the Agendas of the Pegasus Expansion in that each card contains a faction to side with (humans or Cylons) and an extra condition that must be fulfilled. In order to win, a Cylon Leader must fulfill the conditions on at least three Motive cards (or all Motive Cards if the game ends before the Sleeper Phase) and at least two cards must have an alignment corresponding to the winning faction. While many Motives may only be fulfilled at the end of the game, certain cards have conditions that may be fulfilled during the game; these cards may be revealed as met any time conditions are satisfied.
- Keep them Docile - (Allegiance: Human) Reveal this card if the game is over and food is 4 or less.
- Pressure their Leaders - (Allegiance: Human) Reveal this card if the game is over and morale is 5 or less.
- Learn to Cherish - (Allegiance: Human) Reveal this card if the game is over and population is 6 or less.
- Improve Efficiency - (Allegiance: Human) Reveal this card if the game is over and you have at least 1 Politics card, 1 Tactics card, and 1 Engineering card in your hand of Skill Cards.
- Remove the Threat - (Allegiance: Human) Reveal this card if the game is over and at least 4 vipers are damaged or destroyed.
- End the Chase - (Allegiance: Human) Reveal this card if "FTL Control" or "Admiral's Quarters" is damaged.
- Make an Ally - (Allegiance: Human) Reveal this card if another player is in the "Brig" and you have a Mutiny Card.
- Harvest their Resources - (Allegiance: Cylon) Reveal this card if the game is over and food is 2 or more.
- A False Sense of Security - (Allegiance: Cylon) Reveal this card if the game is over and morale is 3 or more.
- Subjects for Study - (Allegiance: Cylon) Reveal this card if the game is over and population is 4 or more.
- Fight with Honor - (Allegiance: Cylon) Reveal this card if the game is over and you have at least 3 Treachery Cards in your hand of Skill Cards.
- Savor their Demise - (Allegiance: Cylon) Reveal this card if the game is over and 7 or more distance has been traveled.
- No Unnecessary Force - (Allegiance: Cylon) Reveal this card if 5 or more distance has been traveled and no centurions are on the Boarding Party track.
- A Justified Response - (Allegiance: Cylon) Reveal this card if the fleet marker is on a blue space of the Jump Preparation track and there are no raiders, heavy raiders, or basestars on the board.
Each player chooses a character in turn order. Selection of Political Leaders, Military Leaders, and Pilots is restricted if there are more of the other types of characters, Support characters may be chosen at any time, and at most one Cylon Leader character may be selected. In addition, the Daybreak Expansion introduces alternate versions of four of the characters from the base game; if one of these characters is chosen, the other version of them may not be selected.
Human (and Unrevealed Cylon) Game Turn
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. (Exception: Sharon "Athena" Agathon draws three cards, as she starts the game Infiltrating.)
Revealing as a Cylon
- 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, Pegasus, Demetrius, Rebel Basestar, 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.
Revealed Cylon Game Turn
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 must discard all Mutiny Cards and Miracle Tokens.
- 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: 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. If the revealing player held the "You are a Mutineer" card, then it is passed to a human player regardless of distance travelled.
- Join Cylons: The player moves to the Resurrection Ship and their turn ends.
Cylon Leader 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. A Skill Card must be discarded to make a move between a location on the Rebel Basestar and any non-Rebel Basestar location and vice versa.
- 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 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 claim a title, and can play up to two skill cards per Skill Check as long as they are not in the "Brig".
It should be noted that the Cylon Leader does not start with a Super Crisis. The only way to obtain one is via the Resurrection Ship Action.