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[?] Battlestar Galactica the board game
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<blockquote data-quote="JiffyPopTart" data-source="post: 5001583" data-attributes="member: 4881"><p>Object of the game: To fly the Battlestar Galactica and its fleet a distance of 8 "spaces" and then hyperspace jump one more time before any of the following happens; The Galactica takes too much unrepaired damage, the Galactica is boarded by cylons for too long a time without them being destroyed, the counters for Population, Morale, Food, or Fuel go to 0.</p><p></p><p>Game setup: Each player grabs a character. Each characters has an (to use DnD terms as often as possible) at-will power, a daily power, and an always on downside. The characters are divided into 4 roles; Military, Pilot, Political, Support. The highest ranking Military character picked for that game becomes the Admiral and the highest ranking Political character becomes the President. Each player is randomly given a card that indicates either "You are a Cylon" or "Your are NOT a Cylon". In a 3-4 player game one person will be a cylon (although not perhaps until halfway through the game). In a 5-6 player game two people are cylons (although once gain perhaps not until halfway through the game)</p><p></p><p>Gameplay: On your turn you do the following things in order. Note that all this is generally true, sometimes you might skip steps or alter how the steps work depending on various factors.</p><p></p><p>1. Draw a hand of skill cards from the following decks; Leadership, Tactics, Politics, Piloting, Technical. Each character draws different amounts from different decks as listed on their card.</p><p></p><p>2. Move somewhere if you want to.</p><p></p><p>3. Perform ONE action. Sometimes the action you perform will be the action listed for the space you character moved to. For example you might move to the Galactica Guns space to be able to use an action to shoot guns at cylon ships. Sometimes the action you perform will be the action listed for one of the skill cards you drew. For example you might play a Repair card (from the Technical deck) to fix the Galactica Guns location that had been blown up earlier by cylons, thus making it usable.</p><p></p><p>4. Draw and process a Crisis Card. These are the cards that move the game along and throw roadblocks in your path. There are several kinds of crisis cards. One type forces a player (not necessarily the one whose turn it is, as a lot of choices are made by the President or Admiral) to make a tough choice between two evils (Lose 1 Food and get sent to the brig OR lose 2 Morale). A second type will have an enemy fleet of ships appear next to the Galactica ready to blast you into smithereens. A third type will have a skill challenge. In a skill challenge all the players will take turns adding skill cards in secret (all skill cards have a value from 1 to 5) to a pile that is also seeded with two random cards from the 5 types. To resolve the skill challenge the value of the cards matching the types of actions that are "good" for the challenge are counted as positive and the "bad" cards are counted as negative. To beat the challenge you must equal or beat the DC listed on the card.</p><p></p><p>Also on the bottom corners of the crisis card are two important places icons may or may not show up. If an enemy ship icon shows on the bottom left corner, the enemy ships of that type take a turn. If a little star icon shows up on the bottom right, the Galactica moves one step closer towards being able to make a hyperspace jump. After 5 "moves" the Galactica can jump safely (less than 5 if you want to risk loosing Population) and will move 1-3 "spaces" towards the goal of 8. When you reach 4 "spaces" moved in the game every player is dealt an additional "You are a Cylon" or "Your are NOT a Cylon" card. Remember that there will only be 1 Cylon in a 3-4 player game and 2 in a 5-6 player game.</p><p></p><p>5. Cylon Players. Your goal to win the game is to make the players lose by any of the above mentioned methods. Since almost all cardplay and many special abilities are done in secret, it is very easy to sabotage the good guys behind the scenes. One example is the character Boomer, who is the scout ship pilot. Her at-will special ability is to look at the top Crisis card in the deck and decide to keep it on the top or move it to the bottom of the deck. If you are being a sneaky cylon Boomer you will always do this, and then be sure to put not-so-bad Crisis cards on the bottom. Another example of tricky play is if the Admiral happens to be a cylon, he can sabotage how many "spaces" the Galactica moves after a jump. The Admiral always draws two cards and picks whichever one he wants to represent how far the galactica jumped. Those cards can move it anywhever from 1 to 3 spaces towards the 8. Since the card you choose is done secretly, you can always ditch that 3 and instead go with the 2. Eventually the most secretive of cylons is gonna get nailed for doing something blatant. That is when you reveal your character as being a cylon. From that point on you move to a separate section of the board and can take actions that directly target the good guys.</p><p></p><p>Lots of pics can be found at Boardgamegeek.com for examples of all the above mentioned things.</p><p></p><p>DS</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 5001583, member: 4881"] Object of the game: To fly the Battlestar Galactica and its fleet a distance of 8 "spaces" and then hyperspace jump one more time before any of the following happens; The Galactica takes too much unrepaired damage, the Galactica is boarded by cylons for too long a time without them being destroyed, the counters for Population, Morale, Food, or Fuel go to 0. Game setup: Each player grabs a character. Each characters has an (to use DnD terms as often as possible) at-will power, a daily power, and an always on downside. The characters are divided into 4 roles; Military, Pilot, Political, Support. The highest ranking Military character picked for that game becomes the Admiral and the highest ranking Political character becomes the President. Each player is randomly given a card that indicates either "You are a Cylon" or "Your are NOT a Cylon". In a 3-4 player game one person will be a cylon (although not perhaps until halfway through the game). In a 5-6 player game two people are cylons (although once gain perhaps not until halfway through the game) Gameplay: On your turn you do the following things in order. Note that all this is generally true, sometimes you might skip steps or alter how the steps work depending on various factors. 1. Draw a hand of skill cards from the following decks; Leadership, Tactics, Politics, Piloting, Technical. Each character draws different amounts from different decks as listed on their card. 2. Move somewhere if you want to. 3. Perform ONE action. Sometimes the action you perform will be the action listed for the space you character moved to. For example you might move to the Galactica Guns space to be able to use an action to shoot guns at cylon ships. Sometimes the action you perform will be the action listed for one of the skill cards you drew. For example you might play a Repair card (from the Technical deck) to fix the Galactica Guns location that had been blown up earlier by cylons, thus making it usable. 4. Draw and process a Crisis Card. These are the cards that move the game along and throw roadblocks in your path. There are several kinds of crisis cards. One type forces a player (not necessarily the one whose turn it is, as a lot of choices are made by the President or Admiral) to make a tough choice between two evils (Lose 1 Food and get sent to the brig OR lose 2 Morale). A second type will have an enemy fleet of ships appear next to the Galactica ready to blast you into smithereens. A third type will have a skill challenge. In a skill challenge all the players will take turns adding skill cards in secret (all skill cards have a value from 1 to 5) to a pile that is also seeded with two random cards from the 5 types. To resolve the skill challenge the value of the cards matching the types of actions that are "good" for the challenge are counted as positive and the "bad" cards are counted as negative. To beat the challenge you must equal or beat the DC listed on the card. Also on the bottom corners of the crisis card are two important places icons may or may not show up. If an enemy ship icon shows on the bottom left corner, the enemy ships of that type take a turn. If a little star icon shows up on the bottom right, the Galactica moves one step closer towards being able to make a hyperspace jump. After 5 "moves" the Galactica can jump safely (less than 5 if you want to risk loosing Population) and will move 1-3 "spaces" towards the goal of 8. When you reach 4 "spaces" moved in the game every player is dealt an additional "You are a Cylon" or "Your are NOT a Cylon" card. Remember that there will only be 1 Cylon in a 3-4 player game and 2 in a 5-6 player game. 5. Cylon Players. Your goal to win the game is to make the players lose by any of the above mentioned methods. Since almost all cardplay and many special abilities are done in secret, it is very easy to sabotage the good guys behind the scenes. One example is the character Boomer, who is the scout ship pilot. Her at-will special ability is to look at the top Crisis card in the deck and decide to keep it on the top or move it to the bottom of the deck. If you are being a sneaky cylon Boomer you will always do this, and then be sure to put not-so-bad Crisis cards on the bottom. Another example of tricky play is if the Admiral happens to be a cylon, he can sabotage how many "spaces" the Galactica moves after a jump. The Admiral always draws two cards and picks whichever one he wants to represent how far the galactica jumped. Those cards can move it anywhever from 1 to 3 spaces towards the 8. Since the card you choose is done secretly, you can always ditch that 3 and instead go with the 2. Eventually the most secretive of cylons is gonna get nailed for doing something blatant. That is when you reveal your character as being a cylon. From that point on you move to a separate section of the board and can take actions that directly target the good guys. Lots of pics can be found at Boardgamegeek.com for examples of all the above mentioned things. DS [/QUOTE]
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