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<blockquote data-quote="Asmor" data-source="post: 4595199" data-attributes="member: 1154"><p>Just got BSG via a trade on BGG (traded away Kingsburg, which it turns out I wasn't so enamored with after all...).</p><p></p><p>I've skimmed the rules and I'm really excited for it. The way people do skill checks is absolutely brilliant and allows for a hidden cylon to subtly manipulate results without confirming his presence and-- and this is the big thing-- preserves the air of mystery even if the cylon doesn't act or there is no cylon yet!</p><p></p><p>The idea is that there are 5 different types of skills (tactics, piloting, engineering, diplomacy, forget the 5th). Every crisis has a list of 2-3 skills which are allowed. There's a "destiny deck" with 2 cards of each skill type shuffled into it.</p><p></p><p>Every time a crisis is drawn, 2 cards off the top of the destiny deck are played face down, and then players may each choose to contribute cards from their hands (or not) face down. The cards are then shuffled and revealed so you don't know which cards came from where.</p><p></p><p>Cards matching the crisis are positive. Cards not matching the crisis are negative. Higher totals are better.</p><p></p><p>That's just the tip of the iceberg, of course. There's a ton of things in this game that really help preserve the tension and suspicion, and I suspect that will make this an amazing not-completely-coop game.</p></blockquote><p></p>
[QUOTE="Asmor, post: 4595199, member: 1154"] Just got BSG via a trade on BGG (traded away Kingsburg, which it turns out I wasn't so enamored with after all...). I've skimmed the rules and I'm really excited for it. The way people do skill checks is absolutely brilliant and allows for a hidden cylon to subtly manipulate results without confirming his presence and-- and this is the big thing-- preserves the air of mystery even if the cylon doesn't act or there is no cylon yet! The idea is that there are 5 different types of skills (tactics, piloting, engineering, diplomacy, forget the 5th). Every crisis has a list of 2-3 skills which are allowed. There's a "destiny deck" with 2 cards of each skill type shuffled into it. Every time a crisis is drawn, 2 cards off the top of the destiny deck are played face down, and then players may each choose to contribute cards from their hands (or not) face down. The cards are then shuffled and revealed so you don't know which cards came from where. Cards matching the crisis are positive. Cards not matching the crisis are negative. Higher totals are better. That's just the tip of the iceberg, of course. There's a ton of things in this game that really help preserve the tension and suspicion, and I suspect that will make this an amazing not-completely-coop game. [/QUOTE]
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