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Even if Season 12 is a Cylon win, which frankly I'd have to be disappointed in myself if it wasn't, it's not the ratio that concerns me the most. Five wins on the trot is starting to get into slim odds territory for fair balance, and I'd want to know whether something changed. Other than me turning up.

Cylon's here play better or something. The rules do have a case for that in them. If Cylons win too often, the humans should have all resources increased by 2 at the start. (pop at 14, Food at 10, Morale at 12, fuel at 10). Where if the Humans win too often you do the inverse and reduce everything by 2 at the start.
 
EL= admiral Helo
king= leoben
tnt=boomer
glasszon= president ellen tigh
rand=cally

Sound good? Order not randomized.
 
Tnt~Sharon "Boomer" Valerii
Kingepyon~Leoben Conoy
EL~Karl "Helo" Agathon
Glasszon~Ellen Tigh
Randakar~Callandra "Cally" Tyrol

Turn order
 
REMEMBER THIS IS PEGASUS NOT EXODUS


Turn 1


## Glasszon is the president! He draws 1 quorum card!
## EL is the admiral! He gains control of two nuke tokens!


Code:
[b][u]Player Status[/u][/b]
[i]Bolded player has the turn.[/i]


[B]1: Tnt~Sharon "Boomer" Valerii   [5][/B]
2: Kingepyon~Leoben Conoy  [2]
3: EL~Karl "Helo" Agathon  [3,2N]
4: Glasszon~Ellen Tigh  [3,1Q]
5: Randakar~Callandra "Cally" Tyrol  [3]

Destiny Deck [12]


Code:
[b][u]Fleet Status[/u][/b]          [b]Distance[/b]       0/7

[b]Food[/b]       08/08      [b]Vipers[/b]         2 Active, 6 in Reserve, 0 Damaged
[b]Fuel[/b]       08/08      [b]Raptors[/b]        4 in Reserve
[b]Morale[/b]     10/10      [b]Jump Prep[/b]      1/5 (Cannot jump)
[b]Population[/b] 12/12      [b]Cylon Boarding[/b] None

Reserve   Civs 10
Active    Civs  2
Destroyed Civs  0

Ships and Resources Remaining
-- 1 Pop            x6
-- 1 Pop & 1 Morale x1
-- 2 Pop            x2
-- 1 Pop & 1 Fuel   x1
-- Empty            x2
-- Galactica Food Damage Token
-- Galactica Fuel Damage Token
Code:
[b]Galactica[/b]  (0/6 Damage)
[i]FTL Control[/i] 
[i]Weapons Control[/i]
[i]Command[/i]  
[i]Communications[/i] 
[i]Admiral’s Quarters[/i] [U]Glasszon~President Ellen[/U]
[i]Research Lab[/i] 
[i]Hangar Deck[/i] [U]Randakar~"Cally"[/U]
[i]Armory[/i] [U]Tnt~ "Boomer" [/U]
[i]Sickbay[/i]
[i]Brig[/i]

[b]Pegasus[/b] (0/4 Damage)
[i]Pegasus CIC[/i] 
[i]Airlock[/i]
[i]Main Batteries[/i] 
[i]Engine Room[/i]
Code:
[b]Colonial One[/b] 
[i]Press Room[/i] 
[i]President’s Office[/i] 
[i]Administration[/i] 

[b]Cylon Locations[/b]
[i]Caprica[/i] 
[i]Cylon Fleet[/i]
[i]Human Fleet[/i] [U]Kingepyon~Leoben [/U]
[i]Resurrection Ship[/i]

[b]Off-ship[/b] [U]EL~Admiral Helo[/U]

Code:
\      BRAVO   |   CHARLIE    /  
 \             |             /
  \            |            /
   \           |           /
    \          |          /
     \         |         /
      \        |        /
       \       |       /
        \      |      /
         \     |     /
          \    |    /
           \   |   /
A           \  |  /           D
L            \ | /            E
P   Basestar  \|/   Civ x2    L
H   Raider x3 /|\             T
A            / | \            A
            /  |  \           
           /   |   \
          /    |    \
         /     |     \
        /      |      \
       /       |       \
      /        |        \
     /         |         \
    /          |          \
   /           |           \
  /   Viper    |   Viper    \
 /             |             \
/    FOXTROT   |   ECHO       \



Action queue:
GM~Stuff
Players~Confirm Loyalty received and pick draw if required.
 
Last edited:
Confirm Loyalty
Draw 2 POL and 1 LEA
Haven't received my Q Card yet


EDIT: For those who haven't go to NC before: Morale is VERY important for NC Crisis and Pop is also important since the higher it is, the less ship we have to prep and hence the quicker we can jump. Fuel is rarely an issue unless you hit Lion's Head Nebula so normally taking a -1 fuel option isn't as bad as it seems compared to Kobol.
 
Last edited:
Confirm Loyalty
Draw 2 POL and 1 LEA
Haven't received my Q Card yet


EDIT: For those who haven't go to NC before: Morale is VERY important for NC Crisis and Pop is also important since the higher it is, the less ship we have to prep and hence the quicker we can jump. Fuel is rarely an issue unless you hit Lion's Head Nebula so normally taking a -1 fuel option isn't as bad as it seems compared to Kobol.

Another somewhat risky, but rather good move if you can pull it off is to use Preventive Policy on population, move a civilian ship into a raider space and hope for raider activation. I seen this done quite a bit IRL, along with sending the empty ships into the raiders right away. Works quite nicely as you do have about a 50% chance of being right that the crisis has an activate raiders and you remove a 1 pop ship, but keep the population, making it an effective 2 ships you don't have to evac on NC, and removing the Empties makes sure that all ships evaced, count for something.

@GM given that I can't take an action on my turn as I am stranded, can I get my hand and a preview of my crisis so I could preload what I can on it? Likely it going to be a current player, skill test or Admiral chooses, and only in a President chooses do I have nothing that I can preload for it.

EDIT:

Forgot to bring this up. Average cost for distance is something like .9 fuel per unit of distance. But given that you can't spend anything less then a full unit, you end up spending often 1 to 1, sometimes you get 1 for 2 or 2 for 3, and that is what brings the average down to that.
 
Boomer is up first and can mess with crisis situation.
 
Another somewhat risky, but rather good move if you can pull it off is to use Preventive Policy on population, move a civilian ship into a raider space and hope for raider activation. I seen this done quite a bit IRL, along with sending the empty ships into the raiders right away. Works quite nicely as you do have about a 50% chance of being right that the crisis has an activate raiders and you remove a 1 pop ship, but keep the population, making it an effective 2 ships you don't have to evac on NC, and removing the Empties makes sure that all ships evaced, count for something.
EDIT:

Forgot to bring this up. Average cost for distance is something like .9 fuel per unit of distance. But given that you can't spend anything less then a full unit, you end up spending often 1 to 1, sometimes you get 1 for 2 or 2 for 3, and that is what brings the average down to that.

It's very situational, that's similar to jumping at -1 pop and use preventative policy on pop/fuel. But I will keep that in mind if it becomes a possibility.
 
I decided to run some raw numbers, here the exactly how the Destination cards work out.

Average distance: 1.815
Average fuel cost: 1.259

Average number of special effects(more or less*): 48% of the Destinations

Average morale lost: .111
Average Civilian Ship lost: .07 (less on average you lose more morale due to where you go then ships)
Average raptor lost .07 (not counting may risk, only must destory)
Average population GAIN 0.03.


I think those numbers are rather interesting.
 
Boomer is up first and can mess with crisis situation.

... I see what you did here. I copied down the list of players when you assigned them, not realizing that was not turn order, so I though I was first...

I will draw one of each color then. 1 Lea, 1 Tac, 1 Pil.
 
Cylon's here play better or something. The rules do have a case for that in them. If Cylons win too often, the humans should have all resources increased by 2 at the start. (pop at 14, Food at 10, Morale at 12, fuel at 10). Where if the Humans win too often you do the inverse and reduce everything by 2 at the start.

I have to say that variant was not well designed. Increasing resources by 2 makes fuel totally irrelevant provided you don't take multiple -1 fuel options on crisis, pop at 14 means for NC you can order a jump away without prepping a single ship.

On the other hand, decrease all resource by 2 would be totally brutal, imagine starting fuel is at 6 when you are going to Kobol or IN, you need to somehow get 8 distance with 5 fuel and you better not lose fuel any other way (fuel civ ship, fuel galactica damage token, Crisis)
 
I figured there was something amiss.


edit: I gave thought one time to some kind of sleeper phase boost system. Like pick 1 extra of two resources and then either an extra raptor or 2 damaged vipers or 1 undamaged viper to boost out a horrible colonial start. Not totally sure how to go about the same for cylons as it is a bit more unpredictable since 2 crisis and an outing or OPG abuse can massively help the cylons.
 
I have to say that variant was not well designed. Increasing resources by 2 makes fuel totally irrelevant provided you don't take multiple -1 fuel options on crisis, pop at 14 means for NC you can order a jump away without prepping a single ship.

On the other hand, decrease all resource by 2 would be totally brutal, imagine starting fuel is at 6 when you are going to Kobol or IN, you need to somehow get 8 distance with 5 fuel and you better not lose fuel any other way (fuel civ ship, fuel galactica damage token, Crisis)

That the reasoning it only used when you have a group of people that never seem to have the other side win. Normally that does not come up, but sometimes people are much better at being cylons then humans or the opposite, and if they play the game all the time they need to adjust it. Maybe moving things up by 1 or down by 1 would be a bit less powerful, but the rulebooks says by 2. (Page 28 of the core rules)
 
That the reasoning it only used when you have a group of people that never seem to have the other side win. Normally that does not come up, but sometimes people are much better at being cylons then humans or the opposite, and if they play the game all the time they need to adjust it. Maybe moving things up by 1 or down by 1 would be a bit less powerful, but the rulebooks says by 2. (Page 28 of the core rules)

Once you get into the areas of variants (which this falls under, even though it is designed by FFG), normally it is better to make up your own house-rules instead. They normally play-test very little on variants and as a result they normally don't work particularly well. This is very different from optional rules like cylon fleets where they do playtest it a lot and have support on those rules afterwards via FAQs.
 
Loyalty Confirmed

Draw 1 pol 1 eng
Don't you mean Agenda confirmed? Everyone here knows you are a Cylon...

Also, is there a reduced list of what Kingepyon would have been given from, or should we just assume the whole set?