This gives the humans more effective guns against raider swarms, and another way to hurry up jumps. It also adds the lethal "airlock" location - don't want to try to brig that suspect? Just kill them! Of course, a good cylon player can con people into executing other humans This variant makes "destroy Galactica due to damage" cylon win nearly impossible, because the humans can soak 4 extra hits on Pegasus if need be. The idea was to replace the uncertainty of "I don't know who's a cylon" with "I don't know which side the cylon is on".
In practice implementation isn't perfect, and this variant reduces the uncertainty. This definitely favours the cylons, as it's harder than just making one extra fleet jump. If the change from 8 to 7 even saved you one. However, it's hardest if fleet attacks have been light, because there's more civilian ships left to protect, so it evens out a bit.
New skill cards: Some 0 cards for each deck, which have some other effect on the skill check when played. One 6 card for each deck, with special text so good you want to play it for that instead of the 6.
For example, Engineering 6 can be used to build a new nuke. New crisis cards: A lot of interesting crises that play off the new rules. There are no new fleet attacks, so if you don't play the Cylon Fleet variant, you'll be sharply reducing the proportion of fleet attacks in the deck if you use them. Major variant: Cylon Fleet. There are no fleet attacks. Instead, cylons build up forces on their own fleet board with it's own jump track.
When the cylons jump, they arrive en masse on the main board. When the fleet jumps, surviving cylons move back to their board to build up for next time, but civilian ships are not removed. They can be escorted off by vipers instead, but that uses up precious actions. Humans get an extra title, CAG, which helps command unmanned fighters, as well as some better Vipers. This evens out the randomness of fleet attacks, but with competent cylons can make the buildup of raiders harder to deal with in the endgame Works better when used in conjunction with the Pegasus; otherwise the humans can be a touch outgunned.
You will need your nukes. So this variant emphasizes character interaction more, and gives you a whole new set of possible suspicious behaviours to indulge in. Properly managed by humans it can result in a lot of extra fleet bonuses This variant makes life much harder for the humans, as they're wasting resources and suspicion dealing with extra side issues. There's plenty to like in both sets. Which is "better" depends a bit on what you like most about Galactica, and especially on what you like least.
If you dislike the random distribution of fleet attacks, and want to avoid games where there are very few or very many, get Exodus. If you don't play often, you'll get more out of Pegasus, as Exodus has fewer 'every game' rules changes and more major variants.
I have played both, and each one adds a lot to te game. The first thing they each add is time. My favorite version of BSG is playing with both expansions using the end game condition of Exodus. The Pegasus Expansion adds a second Battlestar ship with 4 extra rooms. These tend to give great power to the human players. They also act as extra damage tokens. My favorite aspect of Pegasus is the treachery cards, which are brown cards that are beneficial for cylons hidden and revealed.
The end game of this expansion is New Caprica, which is a separate board and gives a chance for the Cylons to destroy civilian ships before the game ends.
Humans are the exact opposite: they may use the text abilities on all Skill Cards except Treachery cards. Unless otherwise specified, Treachery cards always count as negative when totaling Skill checks. Additional copies of the same card are not resolved. Since Skill Check Abilities are played anonymously, both human and Cylon players can contribute them to Skill Checks whether they are Treachery or non-Treachery. They are always abilities that apply at the beginning of a Skill check.
When a Reckless ability is used, it makes the subsequent Skill check a Reckless one. These function like regular Skill Check Abilities, but are resolved only if the Skill check was made Reckless. A Reckless Skill check has a chance of triggering additional Treachery cards. Only one Reckless card may be played per Skill check. To create the Destiny deck, take two of each type of Skill Card including Treachery and shuffle. These are used in each Skill Check to add uncertainty and plausible deniability for hidden Cylons.
After the last card is used from the Destiny deck, form a new one. The ships shown are new ships to be placed. If there are not enough ships, follow the component limitation rules. The indicated player must choose which box to resolve before play can continue.
In some cases, both boxes simply have text to be resolved. In others, one of the choices is to attempt a Skill check. When making a choice, unless specifically stated otherwise a player may select which box gets resolved even if they know that they will not be able to actually fulfill that option.
However, remember that restrictions apply to which players can be sent to the Brig or Sickbay. Abilities that apply to Crisis cards do not apply to Super Crisis cards. Super Crisis cards are also immune to all character abilities affecting Skill checks. Otherwise, they are resolved using the same procedure as Crisis cards. Each Skill check has a strength in the top left corner, a title, a picture, and colors which count as positive. Two cards from the Destiny deck are secretly added to the Skill check when it begins.
Starting with the player to the left of the current player, each player secretly contributes their choice of cards, face down, into the Skill check. The current player goes last. Human players may normally contribute any number of cards, including zero. The number of cards added is public knowledge.
Cylon players and players in the Brig may only contribute up to 1 card. The result of the Skill check will determine which of the boxes at the bottom will take effect.
A Skill check is passed if it meets or exceeds the strength in the top left corner. If multiple cards with the same name appear, only one is resolved and the rest are skipped. If multiple Skill Check Abilities are present, the current player decides what order they are resolved in. If the Skill Check Ability icon appears as a result, that result is triggered if at least 1 Skill Card with a Skill Check Ability icon was played into the check, in addition to the result of the Skill check.
Appropriately, Cylon ships follow certain programming when activated. If there are not enough tokens to place ships on the board, the current player chooses which to place, and the rest are skipped due to component limitations. When the Cylon Fleet board is present and a ship must be placed on the main board, first draw from the regular reserves if possible, then draw from the Cylon Fleet board starting in the lowest numbered space.
This does not move other ships in the space area and does not increase the Pursuit track. Ships on the Cylon Fleet board do not move or launch other ships unless otherwise stated. Cylon raiders follow a simple program when they are activated. An individual Cylon raider always does the first available action in this list and then stops:. When all Cylon raiders are activated, they are resolved one entire space area at a time.
If multiple space areas have raiders in them, the current player chooses what order they are resolved in, and sometimes this makes a big difference! Make sure to keep it separate from the ships that have not been activated yet. If something does say to activate heavy raiders but not Centurions, skip the first step but do all of the rest. If a heavy raider would normally enter a viper launch tube, but there are no Centurion tokens, it stays on the board since it cannot be converted to a Centurion.
As always, the current player decides which order to resolve them in. After this is finished, the jump can begin. The executions still occur during the final jump , and could cause the humans to lose.
Players who were not Cylons may discover that they were sleeper agent Cylons all along. It begins when the distance specified on the Objective card is reached. Upon reaching this distance or more, deal 1 Loyalty card to every player who is not a Cylon Leader , including revealed Cylon players.
Deal 2 more Motive cards to the Cylon Leader. If they draw and reveal The Mutineer, they should ignore the card text about drawing another Loyalty card. Revealed Cylon players who receive Loyalty cards must look at them, then immediately pass them face down to one human player of their choice.
Instead, they can choose to pass them off as an action in the Resurrection Ship when the game resumes. Existing Cylons are never allowed to reveal another Loyalty card. Only deal her 1 Loyalty card if she has revealed as a Cylon. When a human combat ship is destroyed, it is removed from the game. If it was piloted, that character is moved to Sickbay. Cylon ships are not permanently destroyed by an attack, they are just returned to the pile next to the board. Basestars are destroyed after taking 3 damage tokens.
When a basestar is damaged, draw a token and put it face up next to the damaged basestar. Each token has an additional side effect:. Additionally, do not draw a damage token if a basestar with 2 damage is damaged again. A basestar with 2 damage tokens that is damaged again should have another token drawn before destroying it, since some types of damage have effects outside of the basestar itself.
Galactica is the main military ship in the fleet. It is destroyed when it has 6 damage tokens on it. If Galactica is destroyed, the humans lose. When Galactica is damaged, draw a Galactica damage token randomly and reveal it. If it shows a resource icon, lose 1 of that resource and remove that damage token from the game. If it shows an image of a location, that location is damaged. When a location is damaged, any characters in that location at that time are sent to Sickbay. Leave the token on that location to indicate that it is damaged.
Damaged locations can be moved to as normal, but the action on a damaged location cannot be used until it is repaired again. When it is repaired, the damage token is shuffled back into the damage token pile. When Galactica is damaged, the current player may choose to have Pegasus take the damage instead.
Pegasus is destroyed if all 4 locations on it are damaged. Any characters on board Pegasus when it is destroyed are sent to Sickbay, and the Pegasus board is removed from the game. Scar is a special raider. He can only be destroyed as the result of a die roll of 7 or 8. If a nuke is used, and one of its effects is to destroy raiders, Scar can only be chosen if the die roll for the nuke was a 7 or 8. If a game effect allows you to destroy a raider without a die roll, Scar cannot be chosen.
Civilian ship tiles represent vulnerable ships in the human fleet. Civilian ships have no defenses; when attacked they are immediately destroyed with no die roll. The tile is turned over to reveal its contents. The fleet loses the indicated resources usually population and the ship token is removed from the game. When instructed to place a civilian ship and no space area is specified, the CAG places it in an area without a civilian ship if possible the Admiral may place it in any space area.
During the New Caprica phase, when a ship is evacuated, the current player chooses which space area to place it in. When evacuating, the only choices are either bottom left or bottom right. If the only civilian ships left are those on the main board, however, the current player must choose one to destroy. During the New Caprica phase, draw ships to be destroyed from the regular pile first, then the Locked civilian ship stack, then the Prepared civilian ship stack, and finally the main game board.
Note that this is only for drawing a civilian ship to destroy it, not for any other placement or drawing of civilian ships.
Just like the other human ships, when destroyed they are removed from the game. If there are no raptors left, players may not use abilities that require risking a raptor. Unlike other combat ships, raptors are usable during the entire New Caprica phase. Players may risk raptors even before Galactica returns to orbit. It may not be launched or used until it is repaired.
A pilot moving their own ship during their Movement step or with the first step of an Executive Order is performing a move, not an activation, so a card does not need to be discarded.
The mark VII is a more advanced model of viper. Although they start out damaged, when repaired they are more powerful than regular vipers. Except where noted here, they are treated exactly the same as vipers for all game effects.
When moving, a mark VII viper may move 2 space areas instead of 1. This includes both manned and unmanned vipers. A mark VII viper is damaged on a 6 or 7, and destroyed on an 8. When placing, destroying, activating, or launching a viper, players may choose to use a mark VII viper if one is available instead. Instead, except where noted here, they are treated exactly the same as vipers for all game effects.
When the fleet jumps, a character piloting an assault raptor may choose to stay in their space area. An unmanned assault raptor may remain in space if the current player chooses. Assault raptors are destroyed on a 7 or an 8 and are never damaged. When placing, destroying, activating, or launching a viper, players may choose to use an assault raptor if one is available instead.
Any character with piloting in their skill set is allowed to fly a viper themselves. These characters have a piloting token in addition to their regular character token, used to represent which viper they are flying. These are manned vipers, as opposed to unmanned ones. Manned vipers follow the same rules for activation , however a manned viper can only be activated by its pilot. The pilot of a viper that is damaged or destroyed is sent to Sickbay.
When granted a move , a pilot may move their ship to an adjacent space area at no cost. By discarding 1 Skill card, a pilot may move to a location on any other ship just like other characters. A pilot may activate their own viper as an action. This could mean moving twice in a single turn, first as a move and again as a viper activation. Note that discarding a card to move to another ship is not available as an action or activation, it is strictly a move. Unless otherwise indicated, whenever a pilot stops piloting, their viper is returned to the Reserves.
This includes voluntarily moving to a ship location by discarding a card or being involuntarily moved to the Hangar Deck, Sickbay, Brig, Resurrection Ship, etc. If you were the current player when you were executed, resolve the execution and then skip your remaining move, action, and Crisis steps. If an Ally executed you, replace the Ally as if it were in a location that got damaged after your execution is finished.
Do not take the action on that card. Take 1 Trauma token from the pile not the Mood Pool. Follow the rest of the normal procedure for revealing as a Cylon, but do not draw a Super Crisis card. If piloting a ship, that ship is returned to the Reserves. As always, Cylon Leaders do not reveal their agenda or motive! A new character can, however, use an ability on things that happen soon after. He cannot, however, influence any choices that must be made within that box. Kat cannot use this ability outside of her regular action step on her turn, and she also cannot use this ability if another player is taking an action during her action step for example, if she used an Executive Order.
If she attempts to return it but the player it belonged to is no longer capable of holding the title, it goes to the first in the appropriate line of succession. As always, the current player in this case, Ellen Tigh herself may choose which order they are resolved in. Doc Cottle can use abilities on Engineering cards, just not actions and by extension, not Movement actions either.
The Resurrection Ship is Hazardous, so he could only choose to move there if it were explicitly listed as a choice. This also means that you may launch a viper for the first activation and then activate it again for the second.
Players may use any action they wish in the Brig. They are also allowed to use Movement actions during their Movement phase. The only restrictions that apply to them are the move restriction and the number of cards they may play into Skill checks. In general, players are allowed to make choices even if they know that they cannot actually fulfill the consequences of that choice.
However, one exception is targeting players to be sent to the Brig or Sickbay. Players who are incapable of moving to the indicated location for any reason are not allowed to be chosen as the target. If possible, a character must be targeted that can actually be moved from somewhere else to the indicated location. If no characters exist that can be legally targeted, nothing happens and gameplay continues.
Note that this restriction only applies to choosing which character gets moved. Again, the result is that nothing happens. Any characters on board are sent to Sickbay, and the locations on Colonial One are inaccessible for the rest of the game.
The Cylon Fleet board is only involved if launching the ships happens to trigger the normal component limitation rules. Basestars on the Cylon Fleet board do not launch ships as a result of this action, only basestars on the main board. It is not necessary to discard a Skill card to move to the Basestar Bridge from the regular Cylon Locations. The two abilities that are chosen must be decided before resolving either of them. The activating player may not switch after the first has been resolved.
This is an exception to the normal rules. For most other game decisions, players are allowed to make their choices as they go. Attempting to use the Basestar Bridge to place a basestar on the Cylon Fleet board when both basestars are already placed on one of the two boards does nothing. Both basestars remain wherever they are. The humans reach New Caprica and attempt to settle there. However, they are discovered by the Cylons and both Galactica and Pegasus are forced to flee.
The humans will have to suffer through the Cylon occupation while waiting for their battlestars to return. Once they do, the humans will have to evacuate New Caprica and jump away to safety. Until Galactica returns to orbit, as described below, all players may only move to New Caprica locations.
Even when it does, Colonial One will not return. In the show, it was the last ship to leave New Caprica, and it was under Cylon control until then. Both human and Cylon players can move to New Caprica locations.
There are also 2 actions at the top of the board that can be used while on any New Caprica space. As stated on the alternate President card, when the President plays a Quorum card, they must roll a die, and if 3 or lower move to Detention. The New Caprica Crisis deck replaces the regular Crisis deck for the rest of the game.
Game effects that target the Crisis deck now target that deck. When they are activated:. Centurions do not advance when Occupation Forces are activated and vice versa, they are completely separate from one another although they look similar. Civilian ships may only be moved out of the Locked or Prepared Civilian Ship stacks via game effects that specifically refer to those places. When another game effect requires drawing or placing civilian ships, they must be drawn from the regular pile by the board as usual.
Just like the Brig, a Cylon who reveals in Detention does not get to use the ability on their Loyalty card. Unlike the Brig, the Admiral does not lose their title when sent to Detention. Neither does the CAG. Players still draw a Crisis card in Detention. Players are only allowed to move to New Caprica locations.
All other locations are completely inaccessible, and cannot be moved to or activated remotely. The Galactica space areas , Cylon Fleet board, and any Cylon ships or Centurions in them are not affected by any game mechanics. Game effects that would normally send a player to the Resurrection Ship instead send them to the Medical Center. This includes ending Infiltration, execution, and revealing as a Cylon. It is not possible to begin Infiltrating because that would require first moving to the Human Fleet location.
In addition, ignore anything that says to place, move, destroy, repair, or damage any ships including vipers, Galactica, and Pegasus. Civilian ships cannot be placed in space areas. Instead, Galactica returns and the final battle is set up. When Galactica returns, first place 1 basestar and 4 raiders in each of the 2 top space areas. Place 2 vipers in each of the 2 bottom space areas 4 total. Human players may now move between New Caprica, Galactica, and the other human ships by discarding a Skill card.
Colonial One is not accessible during the New Caprica phase even after Galactica comes back. Cylon players may also move between New Caprica and the other Cylon locations by discarding a Skill card. Ships and Centurions are once again affected by game effects as normal. Once Galactica is in orbit, the Admiral has an action available on their title card which initiates the final jump and ends the game.
The Cylons are lying in wait to ambush the human fleet, and each character faces an important decision. There are 3 steps to the Crossroads phase:. After the Crossroads phase is finished, resume play at the point that the Crossroads phase interrupted. If the Crossroads phase was reached via a jump, since the jump track was already reset do not reset it again even though technically that is the next step in the procedure.
The next jump will end the game. To eliminate a player from the game, follow the rules for execution , but stop when told to either choose a new character or move to the Resurrection Ship. Their character sheet and token is removed from the game, and they must discard any Super Crisis cards.
The eliminated player no longer takes turns and is entirely removed from the game. If they were the current player, the next player is now the current player. Any former titles are given to the first in the line of succession.
If the humans lose, the game immediately ends and the Cylon team has won. Note that if the humans run out of a resource, they have until the end of the turn to replenish it before they have actually lost. Players with Agenda cards may now reveal them to see if they have won along with the Cylons. Refer to those rules to resolve the end of the game. After the final distance indicated on the Objective card is reached, the next time the fleet jumps will end the game. At the distance indicated on the New Caprica objective card, the New Caprica phase begins.
Gameplay continues, with all players interacting on New Caprica. The jump track is used one last time to bring back Galactica, and after Galactica returns the final jump will end the game. Instead, follow the rules listed above for ending the game in New Caprica. When resolving any end of game effects, unrevealed Cylons continue to be treated as human players but they still ultimately win or lose with the Cylons.
Infiltrators continue to be treated as human or Cylon players depending on whether or not they are Infiltrating. Resolve game effects that take place at the end of the game such as unfulfilled Personal Goal cards. Note, however, that Personal Goal cards do not apply at the end of the game if they are held by a revealed Cylon.
If the humans have not run out of resources or lost by any other means when everything is resolved at the end of the game, the humans win! Configuration: Pegasus Variant: use "extra card" style Loyalty deck from Exodus. Help Use the checkboxes and menus above to select a configuration of Battlestar Galactica expansions, modules, and variants.
All endings Many variants exist that add all the endings to the game. All you have to do is: Give the Cylon Leader a Hostile for a 5 or 7 player game or Sympathetic 4 or 6 player game Agenda card when the first round of Loyalty cards goes out.
Ignore any mention of Motive cards in the rules. Use the text of the Agenda card to determine whether the Cylon Leader wins or loses at the end of the game. Some examples include: Exodus rules, then at distance 7, all human players roll the die. The lowest receives the final Loyalty card, guaranteeing that the last Cylon gets out at some point.
Exodus rules, then at the end of the game, if the remaining card was a Cylon, deduct 1 from each resource as a handicap before declaring a human victory. Jump to Ignore all negative character abilities in this variant. Fully cooperative game These rules in particular do not account for any of the expansions. Characters in the Brig still draw Crisis cards. One additional nuke token next to the board. The Admiral still only receives 2 to start, but now humans may earn more through game effects.
In addition, follow these steps to set up the Cylon Fleet module: Remove all Cylon attack cards from the Crisis and Super Crisis decks. Add the 4 additional Cylon raiders to the stock of Cylon raiders, for a total of Add the CAG title card with the other title cards for distribution later.
Replace the Admiral title card with the alternate version from Exodus. It changes how nukes work. This Admiral card is used together with the New Caprica Admiral card. Place one assault raptor in the Reserves, and the rest next to the game board with the other ships.
Shuffle the Mutiny deck and place it next to the board. Add the new character sheets and tokens. Note that the Daybreak and Pegasus Treachery cards are not intended to be mixed.
When playing both expansions, use the Daybreak Treachery cards and remove the Pegasus Treachery cards from the game. Give each player 1 miracle token. Kobol ending The Kobol ending does not require any additional setup.
Follow its instructions at the indicated distances. Replace the regular basestar damage tokens with the larger, rectangular damage tokens. Remove the old damage tokens from the game. Place the trauma tokens facedown and randomize them. Shuffle and set aside the Crossroads Cards. Shuffle the Ally cards and put the Ally tokens next to the board. There are more setup instructions for Ionian Nebula after players choose their characters.
Players Cylon cards Not a Cylon cards 3 1 5 4 1 6 5 2 8 6 2 9. Players Cylon cards Not a Cylon cards 4 1 5 5 1 7 6 2 8 7 2 It was a potent mix of thematic event cards and cunning deception that has given the game an extraordinary reputation among hobbyists.
Unfathomable rolls the clock forward to the year The action is set aboard a Titanic analogue, the steamship SS Atlantica. This voyage began like any other, but now it seems that the Atlantica may never reach its destination. Unlike Battlestar Galactica , this game does include plastic miniatures. Pre-orders are available now , with copies hitting retail by September.
Genre bending puzzle game The Initiative is the latest from acclaimed designer Corey Koniezcka. Cookie banner We use cookies and other tracking technologies to improve your browsing experience on our site, show personalized content and targeted ads, analyze site traffic, and understand where our audiences come from. By choosing I Accept , you consent to our use of cookies and other tracking technologies. Gaming PlayStation Xbox Nintendo.
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