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The first post is for information about characters/skill cards/location only. It is the same as previous seasons and have not been updated with information about Ionian Nebula, see second post regarding rules/features specific to this game.

Battlestar Galactica
Season 16 - The Battle for Ionian Nebula.

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

The previous game is here.


BSG is a board game based on the acclaimed SF tv show. The game contains references to several Seasons of the show. Some (minor) spoilers may be unavoidable!


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 Ionian Nebula, and to root out the hidden Cylons.

The Cylons' objective is to prevent the human fleet from reaching Ionian Nebula and Leaving by any means necessary, mostly covertly sabotaging their efforts or by exposing themselves and using special cylon actions to harm the humans.
This game will be using the Ionian Nebula destination.

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 New Caprica 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 48 hour time limit. After 48 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 48 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.

[*]This game allows Private messages between the players, with the following rules in place.

1) The GM must be copied on all PMs at the time they are sent.
2) Secrecy Rules must be maintained in all PMs.
3) All plays talked about in PM with regards to strength must be posted in the thread by that player when they make the play. If you tell a fellow human or cylon that you can throw 1 strong into the test, you must state you are playing 1 strong when you make the play.

Violating any of these rules will incur a card discard of any kind (Normal hand card, Quorum Card or Super Crisis) per infraction of the GM choosing when the violation occurs, from future turns if needed.

The GM is allowed to wave this discard, if a player realizes that they made a mistake before the GM caught it and took their best effort to fix the mistake in a timely manner. GM ruling on if the player took the best effect in a timely manner is the final say.

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)
Official Exodus Rules (pdf)
FAQs and Errata 1-1-3
Unofficial boardgamegeek FAQ
Deck Manager
BoardGameGeek page
BoardGameGeek Pagasus page
BoardGameGeek Exodus page



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 Action 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.


LINES OF SUCESSION

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.

Basestar Bridge
Action: Choose 2 of the following abilities:
-- The CAG must place 1 civilian ship (following all placement rules).
-- Place 1 Basestar or 3 Raiders in any 1 area of the Cylon Fleet.
-- Roll a die. If the number is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.
-- Roll a die. 1-3: Decrease the jump track by 1. 4-8: Increase the pursuit track by 1.



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 Space Area (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.

CAG
When a civilian ship needs to be placed on the main game board, you must choose the space area. You must choose an area that does not already contain civilian ships (if able).
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.




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.

Code:
[b][COLOR="Red"]You Are a Cylon[/COLOR][/b]
[i]Draw Treachery[/i] -- [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]
[i]Place Centurion[/i] -- [b]Action:[/b] Reveal this card. If you are not in the Brig, you may place a centurion token at the start of the Boarding Party track.


Code:
[b][COLOR="Red"]You Are a Cylon[/COLOR][/b]
[i]Decrease Jump Prep[/i] -- [b]Action:[/b] Reveal this card. If you are not in the Brig, you may decrease the Jump Preparation track by 2.

Code:
[b]You Are NOT A Cylon - [Color=red]Personal Goal[/color] Card[/b]
[i]Stand and Fight[/i] -- [b]Action:[/b] Reveal this card if 10 or more raiders are on the main game board. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.

Code:
[b]You Are NOT A Cylon - [Color=red]Personal Goal[/color] Card[/b]
[i]Sacrifice[/i] -- [b]Action:[/b] Reveal this card if 6 or more vipers are either damaged or destroyed. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.

Code:
[b]You Are NOT A Cylon - [Color=red]Personal Goal[/color] Card[/b]
[i]Devastation[/i] -- [b]Action:[/b] Reveal this card if the Admiral has no remaining nuke tokens. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.

Code:
[b]You Are NOT A Cylon - [Color=red]Personal Goal[/color] Card[/b]
[i]Acquire Power[/i] -- [b]Action:[/b] Reveal this card if you currently hold 2 or more Title Cards. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.

Code:
[b]You Are NOT A Cylon - [Color=red]Personal Goal[/color] Card[/b]
[i]Use Caution[/i] -- [b]Action:[/b] Reveal this card if a 1-distance Destination Card has been resolved. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.

Code:
[b]You Are NOT A Cylon - [Color=red]Personal Goal[/color] Card[/b]
[i]Selfish[/i] -- [b]Action:[/b] You may discard any number of Skill Cards with a combined strength of 20 to reveal this card. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.

Code:
[b]You Are NOT A Cylon - [Color=red]Personal Goal[/color] Card[/b]
[i]Self-Destruction[/i] -- [b]Action:[/b] Reveal this card if you are in the "Brig" or "Sickbay." Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.

Code:
[b]You Are NOT A Cylon - [Color=red]Personal Goal[/color] Card[/b]
[i]Political Intrigue[/i] -- [b]Action:[/b] Reveal this card if the President is in the "Brig." Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.



You Are NOT A Cylon -The Final Five Cards
Note: If any of these cards are revealed as a result of an execution, all players must discard 2 Skill Cards.

Code:
[b]You Are NOT A Cylon - [Color=red]The Final Five Card[/color][/b]
[i]Examiner Executed[/i] -- If this card is examined by another player, it is immediately revealed. The player who examined this card is executed. Then reshuffle this card with any other Loyalty Cards you possess.

Code:
[b]You Are NOT A Cylon - [Color=red]The Final Five Card[/color][/b]
[i]Cylon Ships Activated[/i] -- If this card is examined by another player, it is immediately revealed. Then Activate Raiders, Launch Nukes, and Activate Heavies. Then reshuffle this card with any other Loyalty Cards you possess.

Code:
[b]You Are NOT A Cylon - [Color=red]The Final Five Card[/color][/b]
[i]Damage Galactica Twice[/i] -- If this card is examined by another player, it is immediately revealed and Galactica is damaged twice. Then reshuffle this card with any other Loyalty Cards you possess.

Code:
[b]You Are NOT A Cylon - [Color=red]The Final Five Card[/color][/b]
[i]You Are Executed[/i] -- If this card is examined by another player, it is immediately revealed, you are executed and all other players must discard 2 random Skill Cards.

Code:
[b]You Are NOT A Cylon - [Color=red]The Final Five Card[/color][/b]
[i]Examiner Sent to Brig[/i] -- If this card is examined by another player, it is immediately revealed. The player who examined this card is sent to the "Brig." Then reshuffle this card with any other Loyalty Cards you possess.



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.


Play order will be randomized. 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.
 
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Details for this game, please ask me if you are unsure about any of those optional rules:

Destination: Ionian Nebula (Hence include allies, trauma tokens, crossroad phase and battle for Ionian Nebula)
No. of Players: 4-6
Cylon Leaders: No
Final Five: Yes
Personal Goal: No
Cylon Fleet Board: Yes
Expansions: Pegasus + Exodus

Specific rules for this game:
PMs: They are allowed provided the secrecy rule is being followed, however please make sure to include me when you send them unless my inbox is full.
Card strengths: If you mentioned to play a certain card strength into the skill check via PM, then you must state that publicly in the thread when you make the play.
Helena Cain: Her OPG may NOT be used if she is picked after sleeper phase, with random executions going on via trauma tokens her OPG is ridiculously overpowered if she is picked after sleeper phase.
Loyalty deck: They will be built using the basegame rules, hence there WILL be 1 cylon (in a 4 player game) or 2 cylons (in a 5/6 player game) after sleeper phase.
Software used: I will use the Deck Manager EL sent me for normal game play and a software called vassal is used to handle the extra mechanics regarding Ionian Nebula.
 
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A very quick explanation of trauma tokens:
There are three types of trauma tokens, they are: Benevolent tokens, Antagonistic tokens and Disaster tokens.
At the beginning of the game, 1 trauma token is placed at sickbay and brig, you will receive that token if you start your turn at those locations (so there is even more incentives to XO someone out of sickbay before his turn).
After this, everyone will be dealt 3 trauma tokens face down, if any player receives a disaster token in this phase, then it will be immediately revealed, shuffled back into the trauma token deck and dealt a new token (if this happens I will say this publicly since it affects the odds the starting trauma tokens in sickbay and brig is a disaster token).
Trauma tokens can also be gained or lost as a result of certain ally effects.
So let's run through what each trauma token represents:
Disaster tokens: As the name suggests, it represents your character encounter a disaster event. As a Human, if you draw this trauma token except via the initial draw, then your character will be immediately executed. As a cylon, you will have to reveal and discard this token when drawn, then draw 2 more traumas (this process can repeat if the 2 new trauma you draw also have disaster symbol).
Benevolent tokens: Those are beneficial to humans and harmful for cylons, they can be placed on allies (will explain later) which will help the Humans and if a cylon have more than 2 Benevolent tokens after the crossroad phase, then they will be boxed (will also explain later).
Antagonistic tokens: Basically the opposite of benevolent tokens. Those are beneficial to cylons and harmful to humans, they can be placed on allies which will hurt the humans and if a human have more than 2 Antagonistic tokens after the crossroad phase, then they will be executed (not the usual execution, will explain later too)

Allies:
At the start of the game, three allies will be placed on board Galactica, a trauma token will be drawn from the trauma token pool and placed on the ally. They will be placed at specific locations on Galactica.
If a character ends his movement phase at the same location as an ally, then he must encounter the ally. Then trauma token on the ally will be revealed, if it is a Benevolent token, then the first listed effect will resolve (generally helpful to Humans). If it is a Antagonistic token, then the second listed effect will resolve (generally harmful to Humans). If it is a disaster token, then neither effect resolves (so nothing happens).
Note: If you receive an XO, you do NOT have a movement phase, hence ally cannot be triggered via an XO.

After the effects on the ally is resolved, the ally will then be discarded and a new one drawn, they cannot be the same character as the players and cannot be characters that has been executed in this game already. The player who encountered the ally will place a trauma token from what he have face down on the ally, as a reminder the secrecy rule applies which means you cannot say exactly what token you have placed on the ally.

Executions:
For a normal execution (not via the trial at crossroad phase), you discard all trauma tokens and draw 3 new trauma tokens just like at the beginning of the game.

Alternate basestar damage tokens:
Note that there are two new basestar damage tokens:
Collateral Damage: When drawn, destroy up to three raiders in the same space area as this basestar. Place this token on the basestar. While the token remains, it counts as one damage token.
Damage to Personnel: When drawn, each Cylon player draws two trauma tokens. Place this token on the basestar. While the token remains, it counts as one damage token.

Battle for Ionian Nebula:
When the fleet gets to distance 8, the battle for Ionian Nebula will begin. It will involve 2 basestar, 8 raiders and 4 vipers. Do note that it will not place any civ ships on board, so if you don't want the raiders to immediately open fire on Galactica, make sure you don't escort all the civ ships away before you jump.

Crossroad phase:
Each player will be dealt a crossroad card face down, they will then select a trauma token they have to place on the crossroad card face down. As a reminder you cannot discuss with others what card you have and what trauma tokens you placed. The crossroad card is similar to ally cards and is resolved the same way. (Except it cannot have a disaster token on it because the trauma token would have came from the player and a player cannot hold any disaster tokens)

The trial/boxing:
After the crossroad phase is finished, every player reveals their trauma tokens face-up (I will handle that part to avoid premature reveals). Human players discard all Benevolent tokens they have and cylon players discard all Antagonistic tokens they have. If no player have more than 2 trauma tokens left, then nothing happens. Otherwise the player with the most trauma tokens remaining will be eliminated from the game and he/she take no further part in the game and for all purposes count as losing no matter which side wins at the end.
If a human player have the most tokens, then his character will be executed, (human can lose 1 morale if he is not a unrevealed cylon) and he is out of the game entirely, he may not choose a new character.
If a cylon player have the most tokens, then his cylon model is boxed and he is out of the game entirely, he may not choose a new character.
So essentially if someone is eliminated this way, he loses and his team will be down 1 player.

Secrecy rules, please read:
Secrecy rules also apply to trauma tokens and trauma tokens you placed on ally, specifically:
You may NOT say what trauma tokens you currently have.
You may NOT say what trauma tokens you have placed on the ally, however you can tell others whether it is a good idea to encounter the ally.
You may NOT say anything about what crossroad card you received and you may NOT say what trauma token you placed on it.
 
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I'll be watching with interest.

(and NO. Really. :p)
 
1. William Adama
2. Anastasia "Dee" Dualla
3. Tom Zarek

Also could you please add the ally effects to the rule post? It would be really handy to be able look up the possible outcomes in one place.
 
1. William Adama
2. Anastasia "Dee" Dualla
3. Tom Zarek

Also could you please add the ally effects to the rule post? It would be really handy to be able look up the possible outcomes in one place.

I haven't found a good source that lists all ally effects, until I do I will post them as they come up. (What I can do is update the third post with the effects of the current ally that is on board, that will be far easier than me going to type all the ally effects)
 
@glasszon: Why not just update the first post?

Speaking of which: There's an error in the "full throttle" card listing (a too many before the Action listing).. and possibly others as well. Might be nice to go over it with a fine comb.
 
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Admiral Adama
 
We have 4 players right now, do we want to start or wait for a fifth player? I know a friend of mine who is keen to join but since he signed up to the forum yesterday he cannot post for another 4 days. So that's a possibility if we can't find a fifth player. (I am happy to start with 4 players if you guys want, just asking since I have no idea how balanced it is for a 4 player game)

By the way, please confirm you have read the additional secrecy rules at the end of the third post about what you can and what you can't say about trauma tokens.

randy: There's too much formatting in first post, since I have to keep updating what ally is on Galactica I rather not mess with the first post and ruin the formatting.

EDIT: come on randy, you know you want to play :p

A quick note to everyone: if you have more than 3 trauma tokens that is the wrong type (eg. Antagonistic tokens for Humans), then you have a good chance of being eliminated from the game. Hence you want to avoid that at all cost.
 
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Start with 5, make him 3rd to 5th spot in the turn order. Talk to him to get his character/card info and post it for us.
 
First player: EL - Kat
Second player: JL - William Adama
Third player: TNT - Dee
Fourth player: King - Tory
Fifth player: realviper - Saul Tigh

(That's also the turn order)

EL: You are the only person that listed any pilots in your choice, so I had to give you the third choice to finish this team, sorry :p.
 
Public information:
EL - Draw 3 trauma tokens
JL - Draw 3 trauma tokens, reveal 1 disaster token. Returned it back to the pile and draw a new trauma token. (So still 3 total, just needed to tell you a disaster token was revealed)
TNT - Draw 3 trauma tokens
King - Draw 3 trauma tokens
realviper - Draw 3 trauma tokens

Allies:
William Adama - set aside since he is represented in game already

Ellen Tigh - Admiral's Quarter
Benevolent: Savy Manipulator - You may choose any Human player to receive either the President or Admiral title.
Antagonistic: Bad influence - You are sent to the "Brig"

Gaius Baltar - Research Lab
Benevolent: Brilliant Scientist - You may look at 1 random loyalty card belonging to any player.
Antagonistic: - If distance is at 7 or less, shuffle 1 "You are not a cylon" card into the loyalty deck, then draw 1 loyalty card. Otherwise, no effect.

Sam T. Anders - Armory
Benevolent: Athlete - Move all centurion tokens on the boarding party track one space towards the "start" area.
Antagonistic: Rookie Pilot - Choose two unmanned viper in space areas to move to the "damaged viper" box.

Loyalty card has been dealt, please confirm loyalty.

Players: Pick initial draw (except EL)

realviper: initial draw - 1 LEA, 2 TAC
 
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Alright, I am going to preload my turn right now, and I should point out that you have the old card data on Kat up. She was FAQed to say at the end of her actions step, not the end of her movement step.

Anyway. ##Preload move to Research Lab, have encounter. I will decide my action based on my cards in hand, my trama tokens and what effects happens. But if it is a Benevolent on him, look at at our Admiral. I think that is likely the very best turn 1 move I can make with Baltar here.