BSG Season 15 ~ Wagons West!...North!...someone find us a map!

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jacob-Lundgren

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Destination New Caprica. Game starting either after the other ends or right near the end, IE if the other is for certain 1 round or less away from ending. Pegasus rules+new exodus players and maybe with new exodus skill cards. That was workable before if players want me to toss them in also.


No cylon leaders from old way but I have a new idea if people like it. Generic cylon leader, draws 1 TRE and 2 other cards. So they draw normal for an outed cylon except they get 1 TRE also so they can double up on TRE but not any other card type. They also get a super crisis after sleeper mode starts. Opinions? :huh:


I will edit in everything into this post sometime later on as the game is not starting this weekend anyways but signup can start now if anyone knows they want in the next game.



IFIFIF we get enough players and people are able to start earlier on we can but only if everyone wants to start earlier.


Welcome to Battlestar Galactica: The Board Game, a game of politics, betrayal, and survival! Now with Pegasus Expansion

The previous game is here.

Copypaste from the original signup thread - changed and important bits in bold:


BSG is a board game based on the acclaimed SF tv show. The game contains references to only Season 1 of the show, and if any of the players so wish, I will ban discussing other seasons (most likely 4, as it's fairly new) entirely if they do not want to be spoiled. Readers and commenters should keep this in mind as well.

The game itself works on the basis of humans, cylons, actions and crises. All players are seemingly human in the beginning of the game, but one or two know privately that they are a Cylon.

The humans' task is to keep the Fleet alive and moving towards its objective, the planet of Kobol, and to root out the hidden Cylons.

The Cylons' objective is to prevent the human fleet from reaching Kobol by any means necessary, mostly covertly sabotaging their efforts or by exposing themselves and using special cylon actions to harm the humans.


Every round, every player has an action. After every player's action (unless they are a revealed Cylon), a crisis card is drawn. A crisis card is typically a scenario that if not resolved satisfactorily by expending resources (mostly skill cards that everyone draw on their turn) will cause some bad things to happen to the humans. This is the basis of the game - to survive the crises. The humans have the advantage of time, because crisis cards will automatically advance the time and the so called Jump Prep track, which allows the human fleet to progress towards Kobol when full.

Playing the game online works like this - I have a software tool called 'Deck Manager' which will handle the various decks in the game.
I will be the game master, handling game operations via private messages and public messages in this thread. I will keep the players up to speed on everything that is public information in the thread. Players will announce their public actions in the thread. Everything that only one player can know or find out, such as their true loyalty and their card hand, I communicate to them via PM.

The game also has a rule on communication - exact information should never be exchanged. For instance, you should be ambiguous on the strength of your card hand, instead of announcing "I have three strong red cards". You can always announce that you are a Cylon, but if you are actually a human, casting unnecessary doubt on yourself is bad sportsmanship, and if you are actually a Cylon, casting doubt on yourself is simply stupid. The paranoia between humans is what helps the Cylons the most, and makes the game so much fun.
(See also below ..)


Some things have been tweaked to help facilitate online play:
  • At the bottom of every GM post, there will be a helpful Action Queue that announces what we are waiting for to continue the game. This will usually be the current player's move/action, but could also include such things as a decision from the President/Admiral.
  • If you are at the top of the Action Queue, you have 24 hours to post/PM to complete it. Once the 24 hours pass, the top of the action queue will be auto-resolved, usually as a "do nothing" action.
  • Skill checks will have 24 hour time limit. After 24 hours, the check will be resolved.
  • If you do not play cards for the skill check, I'll let the other players berate you. If I have to auto-resolve a choice for you, 1st and 2nd offenses get a warning, 3rd time you get replaced. It might seem a bit harsh, but this is needed to keep the game moving.
  • There will be leniency with the 24 hour rule over weekends
  • All game actions should be bolded in Werewolf style (eg: ##move to Communications or ##use "Executive Order" on Helo).
  • All face-down cards, including Quorum Cards and Skill Cards will be delivered to the players via PM/AIM. If your draw is straightforward (eg: Adama) your cards will be auto-drawn for you at the beginning of your turn. Players with multi-skills (eg: Apollo) or abilities allowing them to draw cards (eg: Baltar) need to post in the thread what type of card they are drawing (eg: ##draw 1 Politics 1 Engineering). Discards are to be posted openly in the thread.
  • Skill Checks are handled slightly differently than in the regular rules. Players must announce the number of cards they are playing in the thread, then PM me the specific cards they are playing. This can be done in any order. Once everyone has PMed me, the check will be resolved.
  • During Skill Checks, players may play cards in any order they choose. You do not have to start with the current player. (However: the official turn order can be enforced in game critical situations on request.)
  • You may "pre-load" actions ahead of time; (eg: ##If my Viper is attacked, I'll use "Evasive Maneuvers".) This should be done via PM. Think about this, especially as most of the expansion skill cards are very timing-specific!
  • Players do not choose the order in which Cylon ships are activated, as in the normal rules. Instead, ships are activated starting in Sector Alpha and proceeding clockwise around Galactica.

Do not forget the Secrecy Rules! (See also page 20 of the rulebook.)
In case of doubt, err on the side of caution.

The basic rule is that any statement made about cards in your hand should be one of two things:
1) A binary statement about card strength: "strong" or "weak". Players should never say "neither strong nor weak". Saying that you play "two big help cards and one small help" for instance is acceptable, though, since the player is still making binary statements.
2) A statement of possession for the purpose of using said posessed card for a specific purpose. For instance "I can XO Adama and then he can nuke the basestar" is acceptable. However, GM's discretion applies. It is not intended as a tool for figuring out other people's hand strengths, or as a roundabout way to divulge your own hand either.


Handy links:
Official Rules (pdf)
Official Pegasus Rules (pdf)
BoardGameGeek page
BoardGameGeek Pagasus page
BSG Reference sheet (Cards, Locations, Characters)
Deck Manager
FAQs and Errata
FAQs and Errata Version 2.0


Older links (Mostly superceded by the reference sheet)
Summary of Cards and locations (Artells)
New Caprica explanation
New Caprica locations
Pegasus characters (amongst other things ..)


All prospective players should read and comprehend the rules.

Old players and new players are welcome, but I won't hold your hand to explain the rules!

Logging in to give your orders and possible conditional orders at least daily is necessary so please have fun observing if you can not do that.


Reference

These lists, along with reading the rules of play, should be all you need to know!

Characters

Military Leaders

Helena Cain (Leadership/2, Tactics/2, Leadership/Tactics/1) Setup: Command or Pegasus CIC
Intolerant -- When an "Admiral's Quarters" Skill check is passed with 10 or more, you may choose to execute that character instead of sending him to the "Brig."
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.
Bent on Revenge -- You may not activate the "FTL Control" or "Engine Room" locations.

William Adama (Leadership/3, Tactics/2) Setup: Admiral's Quarters
Inspirational Leader -- When you draw a Crisis Card, all 1 strength Skill Cards count positive for the skill check.
Command Authority -- Once per game, after resolving a skill check, instead of discarding the used Skill Cards, draw them into your hand.
Emotionally Attached -- You may not activate the "Admiral's Quarters" location.

Saul Tigh (Tactics/3, Leadership/2) Setup: Command
Cylon Hatred -- When a player activates the "Admiral's Quarters" location, you may choose to reduce the difficulty by 3.
Declare Martial Law -- Action: Once per game, give the President title to the Admiral.
Alcoholic -- At the start of any player's turn, if you have exactly 1 Skill Card in you hand, you must discard it.

Karl "Helo" Agathon (Leadership/2, Tactics/2, Piloting/1) Setup: N/A
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 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.

Felix Gaeta (Tactics/2, Engineering/1, Leadership/Politics/2) Setup: FTL Control
FTL Operator -- Anytime "FTL Control" is activated, you may reroll the die. You must use the new result.
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.

Samuel T. Anders (LEA/2, TAC/2, TAC/PIL/1) Setup: Armory
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 instead of rolling it. This result cannot be modified or re-rolled.
Starts on the Bench -- Skip the receive skill step of your first turn.

Political Leaders

Laura Roslin (Politics/3, Leadership/2) Setup: President's Office
Religious Visions -- When you draw Crisis Cards, draw 2 and choose 1 to resolve. Place the other on the bottom of the deck.
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.
Terminal Illness -- In order to activate a location, you must first discard 2 Skill Cards.

Gaius Baltar (Politics/2, Leadership/1, Engineering/1) Setup: Research Lab
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.

Tom Zarek (Politics/2, Leadership/2, Tactics/1) Setup: Administration
Friends in Low Places -- When a player activates the "Administration" or "Brig" location, you may choose to reduce or increase the difficulty by 2.
Unconventional Tactics -- Action: Once per game, lose 1 population to gain 1 of any other resource type.
Convicted Criminal -- You may not activate locations occupied by other characters (except the "Brig").

Tory Foster (Politics/3, Leadership/1, Tactics/1) Setup: (Press Room)
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)
Influential -- Action: Once per game, you may examine the top 5 cards of the Quorum deck, and return them to the top of the deck in any order you choose (even if you are not currently the President)
Amoral -- When you are the current player, you must choose the first option listed on any Crisis Cards that say 'Current Player Chooses'

Ellen Tigh (Politics/2, Leadership/2, Treachery/1) Setup: Admiral's Quarters
Politically Adroit -- When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
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.
Nothing But Trouble -- Your skill set includes Treachery cards. (Human players can't use text abilities of Treachery Cards.)

Pilots

Lee "Apollo" Adama (Piloting/2, Leadership/Politics/2, Tactics/1) Setup: Launch and Pilot Viper
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".
CAG -- Action: Once per game, you may activate up to 6 unmanned Vipers.
Headstrong -- When you are forced to discard Skill Cards, you must discard randomly.

Kara "Starbuck" Thrace (Tactics/2, Piloting/2, Leadership/Engineering/1) Setup: Hangar Deck
Expert Pilot -- When you start your turn piloting a Viper, you may take 2 Actions during your Action Step (instead of 1).
Secret Destiny -- Once per game, immediately after a Crisis Card is revealed, discard it and draw a new one.
Insubordinate -- When a player chooses you with the "Admiral's Quarters" location, reduce the difficulty by 3.

Sharon "Boomer" Valerii (Tactics/2, Piloting/2, Engineering/1) Setup: Armory
Recon -- At the end of your turn, you may look at the top of the Crisis Deck and place it on the top or bottom.
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.
Sleeper Agent -- During the Sleeper Agent Phase, you are dealt 2 Loyalty Cards (instead of 1) and are moved to the "Brig" location.

Louanne "Kat" Katraine (Leadership/1, Tactics/2, Piloting/2) Setup: Hangar Deck
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.
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.
Stim Junkie -- At the end of your Movement step, if you are in the same location or space area that you were in at the start of your turn, you are moved to "Sickbay".

Support Crew

"Chief" Galen Tyrol (Engineering/2, Leadership/2, Politics/1) Setup: Hangar Deck
Maintenance Engineer -- During your turn, after you use a "Repair" Skill Card, you may take another action (once per turn).
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 O.
Reckless -- You hand limit is 8 (instead of 10).

Anastasia "Dee" Dualla (Leadership/1, Tactics/3, Engineering/1) Setup: Communications
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.
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 your hand.
Emotionally Fragile -- When morale is reduced to 2 or less, you are executed. If you are human, do not lose 1 morale.

Callandra "Cally" Tyrol (Politics/1, Leadership/1, Tactics/1, Engineering/2) Setup: Hangar Deck
Quick Fix -- On your turn, once all Skill Cards played into a skill check have been revealed, you may choose one card to discard before resolving skill check abilities and resolving 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 one Skill card into a skill check. You must either contribute no Skill cards or contribute two or more Skill cards. (Disregard this while you are in the "Brig")

Cylon Leaders

Cavil (Tactics/1, Treachery/Engineering/1) Setup: Cylon Fleet
Primacy -- Action: Place 1 basestar in front of Galactica, or if all basestars are in play, you may remove 1 from the board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica.
Aggressive Tactics -- Movement: Once per game you may take 2 Actions.
Lies and Secrets -- When a player reveals a "You are a Cylon" Loyalty Card, you must discard all Skill Cards.

Leoben Conoy (Politics/1, Treachery/Engineering/1) Setup: Human Fleet
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.
Cryptic Message -- Action: Once per game, exchange your hand of Skill Cards with another player's hand of Skill Cards.
Clouded -- You may not voluntarily move to a location that contains another character.

"Caprica" Six (Leadership/1, Treachery/Engineering/1) Setup: Caprica
Intimate -- Movement: Draw 1 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 outside that player's 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.


Line of succession

Line of Succession

ADMIRAL
1. Helena Cain
2. William Adama
3. Saul Tigh
4. Karl "Helo" Agathon
5. Felix Gaeta
6. Lee "Apollo" Adama
7. Anastasia "Dee" Dualla
8. Kara "Starbuck" Thrace
9. Louanne "Kat" Katraine
10. Sharon "Boomer" Valerii
11. Samuel T. Anders
12. Margaret "Racetrack" Edmunson
13. "Chief" Galen Tyrol
14. Cally Henderson
15. Tom Zarek
16. Tory Foster
17. Ellen Tigh
18. Gaius Baltar
19. Laura Roslin

PRESIDENT
1. Laura Roslin
2. Gaius Baltar
3. Tom Zarek
4. Tory Foster
5. Ellen Tigh
6. Lee "Apollo" Adama
7. Felix Gaeta
8. William Adama
9. Karl "Helo" Agathon
10. "Chief" Galen Tyrol
11. Cally Henderson
12. Helena Cain
13. Anastasia "Dee" Dualla
14. Margaret "Racetrack" Edmunson
15. Sharon "Boomer" Valerii
16. Samuel T. Anders
17. Saul Tigh
18. Kara "Starbuck" Thrace
19. Louanne "Kat" Katraine


Locations

GALACTICA
Note: A character moving to Galactica from Colonial One, Pegasus, or a piloted Viper must discard a skill card.

FTL Control
Action: Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.

Weapons Control
Action: Attack one Cylon ships with Galactica. Roll 3-8 to hit a raider, 7-8 to hit a heavy raider, and 5-8 to hit a Basestar.

Command
Action: Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons (3-8 to hit a raider, 7-8 to hit a heavy raider, 8 to hit a Basestar).

Communications
Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.

Admiral’s Quarters
Action: Choose a character; then pass a Tactics/Leadership Skill Check of 7 to send him to the “Brig.” Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Cylon from doing any damage if he reveals himself.

Research Lab
Action: Draw 1 engineering OR 1 tactics Skill card.

Hangar Deck
Action: Launch yourself in a viper. You may then take 1 more action. You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.

Armory
Action: Attack a centurion on the Boarding Party track (destroyed on roll of 7-8),

Sickbay
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can (and should) move out of sickbay during the Movement step of his turn.

Brig
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.
Action: Pass a Politics/Tactics Skill Check of 7 to move to any location.

COLONIAL ONE
Note: A character moving to Colonial One from Galactica, Pegasus, or a piloted Viper must discard a skill card.

Press Room
Action: Draw 2 politics Skill Cards.

President’s Office
Action: If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.

Administration
Action: Choose a character; then pass a Politics/Leadership Skill Check of 5 to give him the President title. Revealed Cylons may not be given the President title.

PEGASUS
Note: A character moving to Pegasus from Galactica, Colonial One, or a piloted Viper must discard a skill card.

Pegasus CIC
Action: Choose a basestar and roll a die: 1-3 Damage Pegasus, 4-6 Damage Basestar, 7-8 Damage Basestar twice

Airlock
Action: Choose a character and pass a Politics/Tactics/Treachery Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the "Brig".

Main Batteries
Action: Choose a space area and roll a die. 1: Destroy 1 civilian ship 2-3: Damage 1 viper 4-6: Destroy 2 raiders 7-8: Destroy 4 raiders

Engine Room
Action: Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a "prepare for jump" icon.`

CYLON LOCATIONS
Note: These locations may only be used by a revealed Cylon player or a non-infiltrated Cylon Leader.

Caprica
Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and bury the other on the bottom of the deck. Cylon Activations are not triggered after this Crisis.

Cylon Fleet
Action: Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar. Activating heavy raiders will advance the centurions one step on the boarding party track, even if there are no heavy raiders on the board.

Human Fleet
Action: Look at the top card of the Crisis or Destination deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set). OR Infiltrate Galactica.

Resurrection Ship
You may not voluntarily move to this location (as the Brig or Sickbay). You may only draw 1 Skill Card during your Receive Skill Cards step. Action: Draw 1 Super Crisis Card.


New Caprica Locations

(Humans in the same space as an Occupation Force may use an Action[/b] to roll a die. If 5 or higher, destroy an Occupation Force.
Players may use "Maximum Firepower" to re-roll.)

(Cylons in the same space as a human and an Occupation Force may use an Action[/b] to roll a die. If 1-3, move human to Detention. If 4-7, move human to Medical Center.)

Medical Center
You may only draw 1 skill card during your Receive Skills step.

Detention
You may not move or add more than 2 cards to skill checks.
Action: Skill check Politics/Tactics = 9 to move to another location.

Resistance HQ
Human Action: Choose a character on New Caprica (human or Cylon). Skill check LEA/Tactics/Treachery = 7 to execute.

Occupation Authority
Human action: If you are the president, you may draw 1 Quorum Card. Then you may play 1 Quorum Card.
Cylon action: Activate 1 occupation force and then place 1 occupation force on this location.

Breeder's Canyon
Human action: Reduce the highest resource by 1 to advance the fleet marker 1 space up the Jump track.
Cylon action: Draw and resolve the top card of the Crisis deck. Skip the Prepare for Jump step of this turn.

Shipyard
Human action: Prepare or evacuate 1 civilian ship. If you evacuate a civilian ship, you may move to any Galactica location.
Cylon action: Look at the top ship of the Locked Civilian Ship stack, and place it on the top or bottom of the stack.



Skills
Note: Only 1 Reckless card may be played per skill check. Humans may not use the text abilities on Treachery Cards. The Treachery Cards Broadcast Location, By Your Command, and Special Destiny, as well as all strength 0 Skill Cards have the icon that triggers the Consequence Result on certain Crisis Cards.

Politics
(0) Red Tape: Skill Check: Discard all 5 and 6 strength cards from this skill check (before totaling strength).
(1-2) Consolidate Power: Action: Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.
(1-2) Support the People: Reckless: Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill cards.
(3-5) Investigative Committee: Play before cards are added to skill check. All are played face up (excluding the Destiny Deck).
(3-5) Preventative Policy: Movement: Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.
(6) Political Prowess: Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice).

Leadership
(0) Iron Will: Skill Check: If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.
(1-2) Executive Order: Action: Choose another player who takes 2 actions, or moves and takes 1 action. Cannot use on a revealed Cylon or Sympathizer. Limit 1 XO or "Critical Situation" per turn.
(1-2) Major Victory: Play after you destroy a basestar or centurion on the boarding party track. Roll a die. If 5 or higher, gain 1 morale. Limit 1 per turn.
(3-5) Declare Emergency: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce partial pass difficulty. Limit 1 per skill check.
(3-5) At Any Cost: Reckless: Play before cards are added to a Skill check. All Treachery Cards count as positive strength.
(6) State of Emergency: Action: Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).

Tactics
(0) Trust Instincts: Skill Check: Add the top 2 cards from the Destiny Deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.
(1-2) Launch Scout: Action: Can only use if there is an undamaged Raptor in the reserves. Roll die 3 or higher look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy a Raptor and remove it from the game.
(1-2) Guts and Initiative: Reckless: Play before cards are added to a Skill check. Do not add cards from the Destiny Deck to the Skill Check.
(3-5) Strategic Planning: Play before a die roll to add 2 to result. Limit 1 per die roll.
(3-5) Critical Situation: Movement: Take 1 Action. Limit 1 CS or "Executive Order" per turn.
(6) Scout for Fuel: Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor.

Piloting
(0) Protect the Fleet: Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.
(1-2) Evasive Maneuvers: Play after a Viper is attacked to reroll. If Viper is piloted subtract 2 from the new roll.
(1-2) Full Throttle: Movement or Action: If piloting a viper, you may move to any space area. You may attack 1 Cylon ship in that area (even if you didn't move).
(3-5) Maximum Firepower: Action: Play while piloting a Viper to attack up to 4 times.
(3-5) Run Interference: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them).
(6) Best of the Best: Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.

Engineering
(0 Establish Network: Skill Check: Each engineering Skill Card in this skill check counts as double strength (before totaling strength).
(1-2) Repair: Action: Repair your current location, or if in the Hangar Deck repair up to 2 damaged Vipers.
(1-2) Jury Rigged: Reckless: Play before cards are added to a Skill Check to reduce its difficulty by 4.
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering cards count as positive strength.
(3-5) Calculations: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll.
(6) Build Nuke: Action: The Admiral gains 1 nuke token.

Treachery
Note: "Reckless Skill Check" abilities activate when the card is part of a Skill Check in which a Reckless ability was activated.
(1) Broadcast Location: RSC -- Place 1 basestar in front of Glactica and 1 civilian ship behind Galactica. Only trigger this ability once per check.
(1) By Your Command: RSC -- Activate all raiders, heavy raiders, and occupation forces (but not Centurions). Only trigger this ability once per check.
(2) God's Plan: Movement: Exchange this card with the top card of the Destiny Deck.
(2) Special Destiny: RSC -- Each player draws 1 Treachery Skill Card. Only trigger this ability once per check.
(3) Human Weakness: Action: If at least 1 human is in "Brig" or "Detention", reduce the highest resource by 1.
(3) Sabotage: Play when a human player discards a Treachery Skill Card. Damage Galactica. Limit 1 per turn.

Admiral
When the fleet jumps, you draw 2 Destination Cards and choose 1.
You control the nuke tokens.
Action: Launch 1 nuke at a Basestar (nuke is removed from the game).

President
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards.
Action: Draw a Quorum Card into your hand.
Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed cylons.


Loyalty Cards

Code:
[b]You Are Not a Cylon[/b]

[i]Our tests indicate that you are not a Cylon, 
although you can never know for sure...[/i]


Code:
[b][COLOR="Red"]You Are a Cylon[/COLOR][/b]
[b]CAN MAKE PLAYERS DRAW TREACHERY CARDS[/b]

[b]Action[/b]: Reveal this card. If you are not in the "Brig," 
each human player discards 1 random Skill Card and 
draws 1 Treachery Card. Then you draw 2 Treachery Cards 
(after you discard down to 3 Skill Cards).


Code:
[b][COLOR="Red"]You Are a Cylon[/COLOR][/b]
[b]CAN SEND A CHARACTER TO THE BRIG[/b]

[b]Action[/b]: Reveal this card. If you are not in the "Brig," 
you may choose a character on Galactica. Move that
character to the "Brig."


Code:
[b][COLOR="Red"]You Are a Cylon[/COLOR][/b]
[b]CAN SEND A CHARACTER TO SICKBAY[/b]

[b]Action[/b]: Reveal this card. If you are not in the "Brig," 
you may choose a character on Galactica. That character
must discard 5 Skill Cards and is moved to "Sickbay."


Code:
[b][COLOR="Red"]You Are a Cylon[/COLOR][/b]
[b]CAN REDUCE MORALE BY 1[/b]

[b]Action[/b]: Reveal this card. If you are not in the "Brig," 
you may reduce morale by 1.


Code:
[b][COLOR="Red"]You Are a Cylon[/COLOR][/b]
[b]CAN DAMAGE GALACTICA[/b]

[b]Action[/b]: Reveal this card. If you are not in the "Brig," 
you may draw up to 5 Galactica damage tokens.
Choose 2 of them to resolve and discard the others.


And finally:

Code:
[b][COLOR="DarkOrange"]You are a Symphatizer[/COLOR][/b]

[b]IMMEDIATELY REVEAL THIS CARD[/b]
If a least 1 resource is half full or lower (red), 
you are moved to the "Brig."

Otherwise, you become a revealed Cylon player. 
You do not receive a Super Crisis Card and 
may not activate the "Cylon Fleet" location.


Code:
[b][COLOR="DarkOrange"]You are a Sympathetic Cylon[/COLOR][/b]

[b]IMMEDIATELY REVEAL THIS CARD[/b]
You become a revealed Cylon player, but do not receive a Super Crisis Card.
Draw 1 card from the Sympathetic Agenda deck [you win only by fulfilling this card's criteria]. 
You may also Infiltrate as if you were a Cylon Leader.
(This is for if we use the associated game variant. See the pegasus rulebook.)


Hostile Agenda Deck

You win the game if...

Show Their True Nature: The Cylons have won and either you are in the Brig/Detention or you have been executed at least once.
Siege Warfare: The Cylons have won and every resource is at half or lower.
Reduce Them To Ruins: The Cylons have won and 4 or more locations are damaged and Morale is at 3 or lower.
Genocide: The Cylons have won and both Food and Population are at 2 or lower.
Mutual Annihilation: The humans have won and you have played a Super Crisis Card.
Grant Mercy: The humans have won and Population, Morale, or Food is at 2 or lower.


Sympathetic Agenda Deck

You win the game if...

Guide Them to Destiny: The humans have won and Population and Morale are within 2 of each other.
Convert the Infidels: The humans have won and all resources are at 3 or lower.
Join the Colonials: The humans have won and you are Infiltrating and not in the Brig/Detention.
Prove Their Worth: The humans have won and at least 5 raptors/vipers are destroyed or damaged.
Salvage Their Equipment: The Cylons have won and 2 or fewer locations are damaged.
The Illusion of Hope: The Cylons have won and 6 or more units of distance have been traveled.


All prospective players should read and comprehend the rules.

Old players and new players are welcome, but I won't hold your hand to explain the rules!

Logging in to give your orders and possible conditional orders at least daily is necessary so please have fun observing if you can not do that.


Sign up now!
Play order will be in order of signup. Each player should make a wishlist with characters they prefer in the order they prefer them in. The first player will get their first preference, all others may or may not get their first preference based on what has been chosen already.

Action queue:
=> Players, sign up with character preferences
=> GM: process signups, hand out loyalty / agenda cards
 
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I don't mind joining this game, and I like that Cylon Leader idea. Just normal for a Cylon or not?
I don't quite follow what you mean on the last part?
 
I don't quite follow what you mean on the last part?

Does the Cylon Leader get an agenda, or does he start the game trying to win it for the cylons? The humans might need a slight boost in that case, but that was the question there.
 
Does the Cylon Leader get an agenda, or does he start the game trying to win it for the cylons? The humans might need a slight boost in that case, but that was the question there.
No agenda, just a straight up cylon trying to win like he outed himself, imagine he outed himself in the attacks on the planets. As far as any boost goes that is easy, whatever the lowest most important resources is at sleeper phase can get a 1 bump if people feel it a bit unbalanced. Since this is new cap I would say Pop,Morale,Fuel,Food in that order of importance?
 
I will probably sit this one out unless you are really, really short on players as I forsee lots of work during March.
 
Rawr In

<3 this game

Also, new Cylon leader is kind of imbalanced. 3 cards + super crisis + starts as a cylon which already hurts the humans then they also get an OPG.

I'd say cut the super crisis, they can waste a turn to draw that, and 2 cards. Treat them as a normal Cylon leader minus the agenda. Cylon leaders are already powerful Cylons, balanced by an agenda, if you remove the agenda they are powerful Cylons. The humans have enough issues with 2 normal Cylons.

If it's a 4 player game with 3 humans and 1 cylon leader, then it's imbalanced to the humans, as they can safely XO each other from the start. In that case, let the Cylon draw 4 cards(2 restricted to his character sheet and 2 random), and give him a super crisis on his second turn, as well as sleeper. That should balance out the spamming of XO, and let him sabotage checks better with 3 humans - assuming no sympathizer.
 
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If we are going to New Caprica and it is 4 players, why don't we play with the normal sympathizer role from the base game? It seems to be well balanced for New Caprica (no humans in their right mind would deliberately reduce morale or pop just to get an extra Human on their side after sleeper phase), maybe change the condition from if none of the resources is red, you become a cylon to if none of the resources (except fuel) is red, you become a cylon since fuel isn't a good indicator of Human's success.

So I think we can have 2 humans, 1 (normal) cylon and 1 sympathizer, without a normal cylon it takes a large portion away from this game with the mistrusts between Humans as they try to find who the missing cylon is.
 
Thank you Commander Adama. However, I am a Galactica nerd/freak, and can name any fact if needed.

Would a Cylon win or lose a fight with a Dalek?

I won't be playing this one, but I'll be watching.
 
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I'll play. I not too enthusiastic about the Cylon leader idea. I don't really like Cylon leaders in the first place. The best part of the game is trying to figure out who the Cylons are (or trying to hide the fact you're one!), and anything that removes from that aspect won't get support from me.
 
Ok rather than the new cylon idea now, would rather keep discussing it a little and maybe do it later. Since the other is nearing some end I will start putting this game together but starting date is still at a minimum next weekend. As per my rule regarding past game GMs (14 being before 15 EL counts) EL gets to pick his character straight up, others can set up a list of 3 characters to choose from. Will be editing in info into 1st post soonish but everyone should either know the characters or be able to look up the other thread anyways. :cool:

If we get to 6 we can do the regular sympathizer role though if anyone not in atm wants to join in? Having 6 also makes the game more relaxing with more time between turns and to do card plays etc. Though obviously it will stretch the game out probably.
 
I am going to grab someone that I don't think we seen played that well yet.

I shall be:

Ellen Tigh (Politics/2, Leadership/2, Treachery/1) Setup: Admiral's Quarters
Politically Adroit -- When you end your Movement step in the same location as another human player, you may give that player 1 Skill Card from your hand to draw 2 Skill Cards.
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.
Nothing But Trouble -- Your skill set includes Treachery cards. (Human players can't use text abilities of Treachery Cards.)

Also, I would not mind if this was a full Cylon Fleet game.