Battlestar Galactica
Season 35 - Flight to Earth
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 planet of New Caprica, and to root out the hidden Cylons.
The Cylons' objective is to prevent the human fleet from reaching New Caprica 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 Earth destination, Pegasus Expansion, Exodus Expansion and Daybreak Expansion with Cylon Fleet, Personal Goals and the Final Five Loyalty cards. All other options are standard setup.
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:
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)
Official Daybreak Rules (pdf)
FAQs and Errata 2-1
Unofficial boardgamegeek FAQ
BoardGameGeek page
BoardGameGeek Pegasus page
BoardGameGeek Exodus page
Reference
These lists, along with reading the rules of play, should be all you need to know!
LINES OF SUCESSION
ADMIRAL
Helena Cain
William Adama
Saul Tigh
Karl “Helo” Agathon (Military Leader)
Felix Gaeta
Louis Hoshi
Tom Zarek (Military Leader)
Lee “Apollo” Adama (Pilot)
Anastasia “Dee” Dualla
Karl “Helo” Agathon (Pilot)
Kara “Starbuck” Thrace
Louanne “Kat” Katraine
Sharon “Boomer” Valerii
Brandon “Hot Dog” Constanza
Samuel T. Anders
“Chief” Galen Tyrol
Callandra “Cally” Tyrol
Sherman “Doc” Cottle
Lee Adama (Political Leader)
Tom Zarek (Political Leader)
Ellen Tigh
Gaius Baltar (Support)
Gaius Baltar (Political Leader)
Romo Lampkin
Tory Foster
Laura Roslin
PRESIDENT
Laura Roslin
Gaius Baltar (Political Leader)
Lee Adama (Political Leader)
Tom Zarek (Political Leader)
Romo Lampkin
Tory Foster
Ellen Tigh
Lee “Apollo” Adama (Pilot)
Tom Zarek (Military Leader)
Felix Gaeta
William Adama
Karl “Helo” Agathon (Military Leader)
“Chief” Galen Tyrol
Gaius Baltar (Support)
Callandra “Cally” Tyrol
Sherman “Doc” Cottle
Helena Cain
Anastasia “Dee” Dualla
Louis Hoshi
Karl “Helo” Agathon (Pilot)
Sharon “Boomer” Valerii
Saul Tigh
Brandon “Hot Dog” Constanza
Samuel T. Anders
Kara “Starbuck” Thrace
Louanne “Kat” Katraine
CAG
Lee “Apollo” Adama (Pilot)
Kara “Starbuck” Thrace
Louanne “Kat” Katraine
Karl “Helo” Agathon (Pilot)
Sharon “Boomer” Valerii
Brandon “Hot Dog” Constanza
Samuel T. Anders
Lee Adama (Political Leader)
Karl “Helo” Agathon (Military Leader)
William Adama
Helena Cain
Saul Tigh
Felix Gaeta
Anastasia “Dee” Dualla
Louis Hoshi
Tom Zarek (Military Leader)
“Chief” Galen Tyrol
Callandra “Cally” Tyrol
Sherman “Doc” Cottle
Tom Zarek (Political Leader)
Ellen Tigh
Gaius Baltar (Support)
Gaius Baltar (Political Leader)
Tory Foster
Romo Lampkin
Laura Roslin
Season 35 - Flight to Earth

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 planet of New Caprica, and to root out the hidden Cylons.
The Cylons' objective is to prevent the human fleet from reaching New Caprica 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 Earth destination, Pegasus Expansion, Exodus Expansion and Daybreak Expansion with Cylon Fleet, Personal Goals and the Final Five Loyalty cards. All other options are standard setup.
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 48 hours to post/PM to complete it. Once the 48 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, with the deadline moving 12 hours later if it is sooner then that after each player's play. After the deadline is reached, 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.
- Players are NOT allowed to send PMs to each other. All game posts must be made in the thread.
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)
Official Daybreak Rules (pdf)
FAQs and Errata 2-1
Unofficial boardgamegeek FAQ
BoardGameGeek page
BoardGameGeek Pegasus page
BoardGameGeek Exodus page
Reference
These lists, along with reading the rules of play, should be all you need to know!
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 (Leadership/2, Tactics/2, Tactics/Piloting/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.
Louis Hoshi (Leadership/2, Tactics/2, Engineering/1) Setup: Communications
Dutiful – Once during your turn, if you activate “Command”, “Communications” or “Weapons Control”, you may discard 1 Skill Card to immediately activate that location again.
Organized -- Action: Once per game, if you are not in the “Brig”, activate any 3 undamaged locations, regardless of where you are. You cannot activate the same location more than once nor any Cylon locations.
Reluctant – You must discard 1 Skill Card to use a Skill Card action.
Tom Zarek (Military Leader) (Leadership/2, Politics/2, Tactics/1) Setup: Weapons Control
Necessary Steps – Each time a player draws a Mutiny Card, you instead look at the top 2 cards in the Mutiny Deck, give 1 to that player, and place the other on the bottom of the deck.
Abuse Power -- Action: Once per game, draw 4 Mutiny Cards. Choose 1 of them to play and place the other 3 on the bottom of the deck. Ignore your “Necessary Steps” ability and do not move to the “Brig”.
Disreputable – You start the game with 1 Mutiny Card.
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.)
Lee Adama (Political Leader) (Piloting/2, Leadership/Politics/2, Tactics/1) Setup: Admiral's Quarters
Forward Thinker – After you use an “Executive Order” Skill Card and the chosen player has finished moving and taking actions, you may activate your current location.
Choose a Different Path -- Once per game, when you must make a choice on a Crisis Card, you may choose the result to be: “The current player discards 5 Skill Cards.”
Moral Dilemma – When you draw a Mutiny Card, you must discard 2 Skill Cards.
Romo Lampkin (Politics/3, Tactics/2) Setup: Administration
Deceitful – When a Crisis Card requires you to discard Skill Cards, reduce the number of cards you discard by 1 (once per Crisis Card).
Attorney -- Action: -- Once per game, move a character in the “Brig” to any non-hazardous location on Galactica. If he belongs to another player, take all of that player’s Skill Cards.
Kleptomania – If you end your Movement Step in a location with another player, you must discard 2 Skill Cards. If you cannot, you are sent to the “Brig” at the end of your turn.
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".
Karl “Helo” Agathon (Pilot) (Leadership/2, Tactics/2, Piloting/1 Setup: Admiral’s Quarters
Raptor Pilot -- When you look at the top card of a deck as the result of a “Launch Scout” card, look at the top 2 cards instead and, in the order of your choosing, place each card on the top or bottom of the deck.
No One Gets Left Behind -- Once per game, during the Remove Ships step of Jumping the Fleet, lose 1 fuel to gain 2 population.
Family Commitments – If you are not on Galactica, draw 1 fewer Skill Cards during your Receive Skills step.
Brandon "Hot Dog" Constanza (Leadership/1, Tactics/1, Piloting/2, Engineering/1) Setup: Hangar Deck
Memento -- Once per turn, immediately after population is reduced, you may draw the top 3 cards from the Piloting Deck, discard 1 of them, and keep the other 2 cards.
Escort -- Once per game, before flipping over a civilian ship in a space area and destroying it, you may destroy an undamaged Viper instead. Shuffle the civilian ship back into the pile of unused civilian ships.
Forced to Eject – Any time a Viper you are piloting is damaged, destroy it instead.
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")
Sherman "Doc" Cottle (Politics/1, Tactics/2, Engineering/2) Setup: Research Lab
Treatment -- Action: Choose a human player and draw 2 Skill Cards from his skill set. Then give him 2 Skill Cards from your hand.
Quarantine -- Action: Once per game, look at each civilian ship on the board. Choose 1 and draw a new civilian ship to replace it if possible. Shuffle the chosen ship back into the pile of unused civilian ships.
Specialized -- You cannot use actions printed on Engineering cards.
Gaius Baltar (Support) (Politics/2, Leadership/2, Engineering/1) Setup: Admiral’s Quarters
Cult Leader -- Action: Choose a player in the same location as you and either give him one of your miracle tokens or take his miracle token.
Broadcast -- Action: Discard 3 miracle tokens to raise any resource by 2. You may have up to 3 miracle tokens.
Spiritual Crisis -- You cannot use an action printed on a “You Are a Cylon” Loyalty Card unless 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.
Aaron Donal (Treachery/1, Politics/Tactics/1) Setup: Caprica
Industrious -- While Infiltrating, draw 2 extra Skill Cards on your turn instead of 1. Disregard this ability while you are in the “Sickbay”.
Meticulous -- Once per game, when you use an action to end your Infiltration, you may move to any Cylon location and take another action instead of moving to the Resurrection Ship.
Vanity -- You cannot contribute to skill checks during another player’s Action Step.
Simon O’Neill (Engineering/1, Treachery/Tactics/1) Setup: Cylon Fleet
Calculating -- You may contribute 2 Skill Cards to skill checks, or 3 Skill Cards while Infiltrating. Disregard this ability while you are in the “Brig”.
Modifications -- Once per game, at the start of a player’s “Activate Cylon Ships” step, either choose a Cylon ship type to activate or launch Raiders. Ignore any Activate Cylon Ships icons on the bottom of the crisis card.
Logic-Bound -- When you play any Skill Cards into a skill check, you must play 1 face up.
Sharon “Athena” Agathon (Piloting/1, Leadership/Engineering/1) Setup: Hangar Deck (Infiltrating)
For Love -- Once per turn, when another player must discard 1 or more Skill Cards (except when discarding down to his hand limit), you may draw 1 Treachery card to reduce the number of cards he discards by 1.
Resolute -- Action: Once per game, activate any undamaged location.
Grieving -- When you are in a hazardous location, you cannot draw Skill Cards during your “Receive Skills” or “Draw Skills” step.
D’Anna Biers (Politics/ Leadership/1, Treachery/ Engineering/1) Setup: Human Fleet
Visions -- Action: If you are Infiltrating, choose a human player and look at 1 of his Loyalty Cards at random. Then, end your Infiltration and move back to the “Resurrection Ship”.
Don’t Trust Anyone -- Action: Once per game, draw 2 Super Crisis Cards.
Heretic -- If you are on the “Resurrection Ship” location (but not the “Hub Destroyed” location), you must discard a Super Crisis Card to move to a different location.
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 (Leadership/2, Tactics/2, Tactics/Piloting/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.
Louis Hoshi (Leadership/2, Tactics/2, Engineering/1) Setup: Communications
Dutiful – Once during your turn, if you activate “Command”, “Communications” or “Weapons Control”, you may discard 1 Skill Card to immediately activate that location again.
Organized -- Action: Once per game, if you are not in the “Brig”, activate any 3 undamaged locations, regardless of where you are. You cannot activate the same location more than once nor any Cylon locations.
Reluctant – You must discard 1 Skill Card to use a Skill Card action.
Tom Zarek (Military Leader) (Leadership/2, Politics/2, Tactics/1) Setup: Weapons Control
Necessary Steps – Each time a player draws a Mutiny Card, you instead look at the top 2 cards in the Mutiny Deck, give 1 to that player, and place the other on the bottom of the deck.
Abuse Power -- Action: Once per game, draw 4 Mutiny Cards. Choose 1 of them to play and place the other 3 on the bottom of the deck. Ignore your “Necessary Steps” ability and do not move to the “Brig”.
Disreputable – You start the game with 1 Mutiny Card.
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.)
Lee Adama (Political Leader) (Piloting/2, Leadership/Politics/2, Tactics/1) Setup: Admiral's Quarters
Forward Thinker – After you use an “Executive Order” Skill Card and the chosen player has finished moving and taking actions, you may activate your current location.
Choose a Different Path -- Once per game, when you must make a choice on a Crisis Card, you may choose the result to be: “The current player discards 5 Skill Cards.”
Moral Dilemma – When you draw a Mutiny Card, you must discard 2 Skill Cards.
Romo Lampkin (Politics/3, Tactics/2) Setup: Administration
Deceitful – When a Crisis Card requires you to discard Skill Cards, reduce the number of cards you discard by 1 (once per Crisis Card).
Attorney -- Action: -- Once per game, move a character in the “Brig” to any non-hazardous location on Galactica. If he belongs to another player, take all of that player’s Skill Cards.
Kleptomania – If you end your Movement Step in a location with another player, you must discard 2 Skill Cards. If you cannot, you are sent to the “Brig” at the end of your turn.
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".
Karl “Helo” Agathon (Pilot) (Leadership/2, Tactics/2, Piloting/1 Setup: Admiral’s Quarters
Raptor Pilot -- When you look at the top card of a deck as the result of a “Launch Scout” card, look at the top 2 cards instead and, in the order of your choosing, place each card on the top or bottom of the deck.
No One Gets Left Behind -- Once per game, during the Remove Ships step of Jumping the Fleet, lose 1 fuel to gain 2 population.
Family Commitments – If you are not on Galactica, draw 1 fewer Skill Cards during your Receive Skills step.
Brandon "Hot Dog" Constanza (Leadership/1, Tactics/1, Piloting/2, Engineering/1) Setup: Hangar Deck
Memento -- Once per turn, immediately after population is reduced, you may draw the top 3 cards from the Piloting Deck, discard 1 of them, and keep the other 2 cards.
Escort -- Once per game, before flipping over a civilian ship in a space area and destroying it, you may destroy an undamaged Viper instead. Shuffle the civilian ship back into the pile of unused civilian ships.
Forced to Eject – Any time a Viper you are piloting is damaged, destroy it instead.
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")
Sherman "Doc" Cottle (Politics/1, Tactics/2, Engineering/2) Setup: Research Lab
Treatment -- Action: Choose a human player and draw 2 Skill Cards from his skill set. Then give him 2 Skill Cards from your hand.
Quarantine -- Action: Once per game, look at each civilian ship on the board. Choose 1 and draw a new civilian ship to replace it if possible. Shuffle the chosen ship back into the pile of unused civilian ships.
Specialized -- You cannot use actions printed on Engineering cards.
Gaius Baltar (Support) (Politics/2, Leadership/2, Engineering/1) Setup: Admiral’s Quarters
Cult Leader -- Action: Choose a player in the same location as you and either give him one of your miracle tokens or take his miracle token.
Broadcast -- Action: Discard 3 miracle tokens to raise any resource by 2. You may have up to 3 miracle tokens.
Spiritual Crisis -- You cannot use an action printed on a “You Are a Cylon” Loyalty Card unless 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.
Aaron Donal (Treachery/1, Politics/Tactics/1) Setup: Caprica
Industrious -- While Infiltrating, draw 2 extra Skill Cards on your turn instead of 1. Disregard this ability while you are in the “Sickbay”.
Meticulous -- Once per game, when you use an action to end your Infiltration, you may move to any Cylon location and take another action instead of moving to the Resurrection Ship.
Vanity -- You cannot contribute to skill checks during another player’s Action Step.
Simon O’Neill (Engineering/1, Treachery/Tactics/1) Setup: Cylon Fleet
Calculating -- You may contribute 2 Skill Cards to skill checks, or 3 Skill Cards while Infiltrating. Disregard this ability while you are in the “Brig”.
Modifications -- Once per game, at the start of a player’s “Activate Cylon Ships” step, either choose a Cylon ship type to activate or launch Raiders. Ignore any Activate Cylon Ships icons on the bottom of the crisis card.
Logic-Bound -- When you play any Skill Cards into a skill check, you must play 1 face up.
Sharon “Athena” Agathon (Piloting/1, Leadership/Engineering/1) Setup: Hangar Deck (Infiltrating)
For Love -- Once per turn, when another player must discard 1 or more Skill Cards (except when discarding down to his hand limit), you may draw 1 Treachery card to reduce the number of cards he discards by 1.
Resolute -- Action: Once per game, activate any undamaged location.
Grieving -- When you are in a hazardous location, you cannot draw Skill Cards during your “Receive Skills” or “Draw Skills” step.
D’Anna Biers (Politics/ Leadership/1, Treachery/ Engineering/1) Setup: Human Fleet
Visions -- Action: If you are Infiltrating, choose a human player and look at 1 of his Loyalty Cards at random. Then, end your Infiltration and move back to the “Resurrection Ship”.
Don’t Trust Anyone -- Action: Once per game, draw 2 Super Crisis Cards.
Heretic -- If you are on the “Resurrection Ship” location (but not the “Hub Destroyed” location), you must discard a Super Crisis Card to move to a different location.
LINES OF SUCESSION
ADMIRAL
Helena Cain
William Adama
Saul Tigh
Karl “Helo” Agathon (Military Leader)
Felix Gaeta
Louis Hoshi
Tom Zarek (Military Leader)
Lee “Apollo” Adama (Pilot)
Anastasia “Dee” Dualla
Karl “Helo” Agathon (Pilot)
Kara “Starbuck” Thrace
Louanne “Kat” Katraine
Sharon “Boomer” Valerii
Brandon “Hot Dog” Constanza
Samuel T. Anders
“Chief” Galen Tyrol
Callandra “Cally” Tyrol
Sherman “Doc” Cottle
Lee Adama (Political Leader)
Tom Zarek (Political Leader)
Ellen Tigh
Gaius Baltar (Support)
Gaius Baltar (Political Leader)
Romo Lampkin
Tory Foster
Laura Roslin
PRESIDENT
Laura Roslin
Gaius Baltar (Political Leader)
Lee Adama (Political Leader)
Tom Zarek (Political Leader)
Romo Lampkin
Tory Foster
Ellen Tigh
Lee “Apollo” Adama (Pilot)
Tom Zarek (Military Leader)
Felix Gaeta
William Adama
Karl “Helo” Agathon (Military Leader)
“Chief” Galen Tyrol
Gaius Baltar (Support)
Callandra “Cally” Tyrol
Sherman “Doc” Cottle
Helena Cain
Anastasia “Dee” Dualla
Louis Hoshi
Karl “Helo” Agathon (Pilot)
Sharon “Boomer” Valerii
Saul Tigh
Brandon “Hot Dog” Constanza
Samuel T. Anders
Kara “Starbuck” Thrace
Louanne “Kat” Katraine
CAG
Lee “Apollo” Adama (Pilot)
Kara “Starbuck” Thrace
Louanne “Kat” Katraine
Karl “Helo” Agathon (Pilot)
Sharon “Boomer” Valerii
Brandon “Hot Dog” Constanza
Samuel T. Anders
Lee Adama (Political Leader)
Karl “Helo” Agathon (Military Leader)
William Adama
Helena Cain
Saul Tigh
Felix Gaeta
Anastasia “Dee” Dualla
Louis Hoshi
Tom Zarek (Military Leader)
“Chief” Galen Tyrol
Callandra “Cally” Tyrol
Sherman “Doc” Cottle
Tom Zarek (Political Leader)
Ellen Tigh
Gaius Baltar (Support)
Gaius Baltar (Political Leader)
Tory Foster
Romo Lampkin
Laura Roslin