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Eternaly_Lost

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Battlestar Galactica
Season 36 - Back to Basics

new-planet.jpg


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 Kobol destination, Pegasus Expansion, Exodus Expansion and Daybreak Expansion. 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. Weekends will add an additional 24 hours to this and all other deadlines.
  • Skill checks will have 48 hour time limit, with the deadline moving to at least 12 hours later 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! Please Preload what you can to keep this game moving smoothly and quickly.
  • 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.
  • This game does not allow Private messages between the players.

Violating any of these rules will incur a card discard of any kind (Normal hand card, Quorum Card or Super Crisis) per infraction of the GM choosing when the violation occurs, from future turns if needed.

The GM is allowed to wave this discard, if a player realizes that they made a mistake before the GM caught it and took their best effort to fix the mistake in a timely manner. GM ruling on if the player took the best effect in a timely manner is the final say.

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!
 
Characters
Characters

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.
 
LINES OF SUCCESSION
LINES OF SUCCESSION
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
 
Loyalty Cards
Loyalty Cards

You Are Not a Cylon

Our tests indicate that you are not a Cylon,
although you can never know for sure...


You Are a Cylon
CAN MAKE PLAYERS DRAW TREACHERY CARDS


Action: Reveal this card. If you are not in the "Brig,"
each human player discards 1 random Skill Card and
draws 1 Treachery Card. Then you draw 2 Treachery Cards
(after you discard down to 3 Skill Cards).


You Are a Cylon
CAN SEND A CHARACTER TO THE BRIG


Action: Reveal this card. If you are not in the "Brig,"
you may choose a character on Galactica. Move that
character to the "Brig."


You Are a Cylon
CAN SEND A CHARACTER TO SICKBAY


Action: Reveal this card. If you are not in the "Brig,"
you may choose a character on Galactica. That character
must discard 5 Skill Cards and is moved to "Sickbay."


You Are a Cylon
CAN REDUCE MORALE BY 1


Action: Reveal this card. If you are not in the "Brig,"
you may reduce morale by 1.


You Are a Cylon
CAN DAMAGE GALACTICA


Action: Reveal this card. If you are not in the "Brig,"
you may draw up to 5 Galactica damage tokens.
Choose 2 of them to resolve and discard the others.

You Are a Cylon
Draw Treachery -- Action: Reveal this card. If you are not in the Brig, each human player discards 1 random Skill Card and draws 1 Treachery Card. Then you draw 2 Treachery Cards (after you discard down to 3 Skill Cards).

You Are a Cylon
Place Centurion -- Action: Reveal this card. If you are not in the Brig, you may place a centurion token at the start of the Boarding Party track.


You Are a Cylon
Decrease Jump Prep -- Action: Reveal this card. If you are not in the Brig, you may decrease the Jump Preparation track by 2.

You Are NOT A Cylon - Personal Goal Card
Stand and Fight -- Action: Reveal this card if 10 or more raiders are on the main game board. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.

You Are NOT A Cylon - Personal Goal Card
Sacrifice -- Action: Reveal this card if 6 or more vipers are either damaged or destroyed. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.

You Are NOT A Cylon - Personal Goal Card
Devastation -- Action: Reveal this card if the Admiral has no remaining nuke tokens. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.

You Are NOT A Cylon - Personal Goal Card
Acquire Power -- Action: Reveal this card if you currently hold 2 or more Title Cards. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.

You Are NOT A Cylon - Personal Goal Card
Use Caution -- Action: Reveal this card if a 1-distance Destination Card has been resolved. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 population.

You Are NOT A Cylon - Personal Goal Card
Selfish -- Action: You may discard any number of Skill Cards with a combined strength of 20 to reveal this card. Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 fuel.

You Are NOT A Cylon - Personal Goal Card
Self-Destruction -- Action: Reveal this card if you are in the "Brig" or "Sickbay." Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 morale.

You Are NOT A Cylon - Personal Goal Card
Political Intrigue -- Action: Reveal this card if the President is in the "Brig." Then, if distance is 6 or less, shuffle 1 "You Are NOT A Cylon" cards into the Loyalty Deck and draw a new Loyalty Card. If you are human player and this card has not been revealed by the end of the game, lose 1 food.



You Are NOT A Cylon -The Final Five Cards
Note: If any of these cards are revealed as a result of an execution, all players must discard 2 Skill Cards.

You Are NOT A Cylon - The Final Five Card
Examiner Executed -- If this card is examined by another player, it is immediately revealed. The player who examined this card is executed. Then reshuffle this card with any other Loyalty Cards you possess.

You Are NOT A Cylon - The Final Five Card
Cylon Ships Activated -- If this card is examined by another player, it is immediately revealed. Then Activate Raiders, Launch Nukes, and Activate Heavies. Then reshuffle this card with any other Loyalty Cards you possess.

You Are NOT A Cylon - The Final Five Card
Damage Galactica Twice -- If this card is examined by another player, it is immediately revealed and Galactica is damaged twice. Then reshuffle this card with any other Loyalty Cards you possess.

You Are NOT A Cylon - The Final Five Card
You Are Executed -- If this card is examined by another player, it is immediately revealed, you are executed and all other players must discard 2 random Skill Cards.

You Are NOT A Cylon - The Final Five Card
Examiner Sent to Brig -- If this card is examined by another player, it is immediately revealed. The player who examined this card is sent to the "Brig." Then reshuffle this card with any other Loyalty Cards you possess.



And finally:

You are a Symphatizer

IMMEDIATELY REVEAL THIS CARD
If a least 1 resource is half full or lower (red),
you are moved to the "Brig."

Otherwise, you become a revealed Cylon player.
You do not receive a Super Crisis Card and
may not activate the "Cylon Fleet" location.


You are a Sympathetic Cylon

IMMEDIATELY REVEAL THIS CARD
You become a revealed Cylon player, but do not receive a Super Crisis Card.
Draw 1 card from the Sympathetic Agenda deck [you win only by fulfilling this card's criteria].
You may also Infiltrate as if you were a Cylon Leader.

(This is for if we use the associated game variant. See the pegasus rulebook.)

You are the Mutineer

IMMEDIATELY REVEAL THIS CARD
If you receive this card facedown, immediately reveal it and draw another Loyalty Card. Any time you receive this card, lose your titles and draw a Mutiny Card. If you reveal yourself as a Cylon, give this card face up to a human player of your choice.
Do not move to the “Brig” when you gain a second Mutiny Card. If you gain a third Mutiny Card, you must move to the “Brig”.
When you resolve a “Prepare for Jump” icon, you must draw a Mutiny Card.


Hostile Agenda Deck (Cylon Leader in NOT in Daybreak)

You win the game if...

Show Their True Nature: The Cylons have won and either you are in the Brig/Detention or you have been executed at least once.
Siege Warfare: The Cylons have won and every resource is at half or lower.
Reduce Them To Ruins: The Cylons have won and 4 or more locations are damaged and Morale is at 3 or lower.
Genocide: The Cylons have won and both Food and Population are at 2 or lower.
Mutual Annihilation: The humans have won and you have played a Super Crisis Card.
Grant Mercy: The humans have won and Population, Morale, or Food is at 2 or lower.


Sympathetic Agenda Deck (Cylon Leader in NOT in Daybreak)

You win the game if...

Guide Them to Destiny: The humans have won and Population and Morale are within 2 of each other.
Convert the Infidels: The humans have won and all resources are at 3 or lower.
Join the Colonials: The humans have won and you are Infiltrating and not in the Brig/Detention.
Prove Their Worth: The humans have won and at least 5 raptors/vipers are destroyed or damaged.
Salvage Their Equipment: The Cylons have won and 2 or fewer locations are damaged.
The Illusion of Hope: The Cylons have won and 6 or more units of distance have been traveled.

Motive Cards (Cylon Leader in Daybreak)
The cylon leader receive 2 motive cards at the beginning of the game and 2 more motive cards at sleeper phase.
To win the game the cylon leader must have at least 3 motive cards revealed at the end of the game AND at least 2 of the revealed motive cards must have the same allegiance as the winning team.

Subjects for Study (Cylon Allegiance)
Reveal this card if the game is over and population is at 4 or more.

Harvest their Resources (Cylon Allegiance)
Reveal this card if the game is over and food is at 2 ore more.

A Justified Response (Cylon Allegiance)
Reveal this card if the fleet marker is on a blue space of the Jump Preparation track and there are no raiders, heavy raiders, or basestars on the board.

Savor their Demise (Cylon Allegiance)
Reveal this card if the game is over and 7 or more distance has been traveled.

Fight with Honor (Cylon Allegiance)
Reveal this card if the game is over and you have at least 3 Treachery cards in your hand of skill cards.

No Unnecessary Force (Cylon Allegiance)
Reveal this card if 5 or more distance has been traveled and no centurions are on the Boarding Party track.

A False Sense of Security (Cylon Allegiance)
Reveal this card if the game is over and morale is at 3 or more.

Make an Ally (Human Allegiance)
Reveal this card if another player is in the Brig and you have a Mutiny card.

Improve Efficiency (Human Allegiance)
Reveal this card if the game is over and you have at least 1 Politics card, 1 Tactics card, and 1 Engineering card in your hand of skill cards.

Keep Them Docile (Human Allegiance)
Reveal this card if the game is over and food is 4 or less.

Pressure their Leaders (Human Allegiance)
Reveal this card if the game is over and morale is 5 or less.

Remove the Threat (Human Allegiance)
Reveal this card if the game is over and at least 4 vipers are damaged or destroyed.

End the Chase (Human Allegiance)
Reveal this card if FTL Control or Admiral's Quarters is damaged.

Learn to Cherish (Human Allegiance)
Reveal this card if the game is over and population is 6 or less.
 
Locations
Locations

GALACTICA
Note: A character moving to Galactica from Colonial One, Pegasus, or a piloted Viper must discard a skill card.

FTL Control
Action: Jump the fleet if the jump preparation track is not in the red zone. Roll a die; if the result is 1-6, lose a number of population indicated on the fleet’s space on the jump preparation track.

Weapons Control
Action: Attack one Cylon ships with Galactica. Roll 3-8 to hit a raider, 7-8 to hit a heavy raider, and 5-8 to hit a Basestar.

Command
Action: Activate up to two unmanned vipers. An activation can be used to a.) launch a viper from either of the two launch zones, b.) move an unmanned viper to an adjacent space area, or c.) fire an unmanned viper’s weapons (3-8 to hit a raider, 7-8 to hit a heavy raider, 8 to hit a Basestar).

Communications
Action: Look at the back of 2 civilian ships. You may then move them to adjacent area(s). Only the player taking the action may look at the back of the ships.

Admiral’s Quarters
Action: Choose a character; then pass a Tactics/Leadership Skill Check of 7 to send him to the “Brig.” Characters in the “Brig” can only add 1 skill card to skill checks, and being in the Brig prevents a Cylon from doing any damage if he reveals himself.

Research Lab
Action: Draw 1 engineering OR 1 tactics Skill card.

Hangar Deck
Action: Launch yourself in a viper. You may then take 1 more action. You must be in the Hangar Deck to use a “Repair” skill card action on damaged Vipers.

Armory
Action: Attack a centurion on the Boarding Party track (destroyed on roll of 7-8),

Sickbay
You may only draw 1 Skill Card during the Receive Skills step of your turn. A character can (and should) move out of sickbay during the Movement step of his turn.

Brig
You may not move, draw Crisis Cards, or add more than 1 card to skill checks.
Action: Pass a Politics/Tactics Skill Check of 7 to move to any location.

COLONIAL ONE (Not when using Daybreak)
Note: A character moving to Colonial One from Galactica, Pegasus, or a piloted Viper must discard a skill card.

Press Room
Action: Draw 2 politics Skill Cards.

President’s Office
Action: If you are President, draw 1 Quorum Card. You may then draw 1 additional Quorum Card or play 1 from your hand.

Administration
Action: Choose a character; then pass a Politics/Leadership Skill Check of 5 to give him the President title. Revealed Cylons may not be given the President title.

COLONIAL ONE (Daybreak Only)
Note: A character moving to Colonial One from Galactica, Pegasus, or a piloted Viper must discard a skill card.

Quorum Chamber
Action: If you are the President, draw 1 Quorum Card. You may then either draw 1 additional Quorum Card or play 1 from your hand.

Press Room
Action: Choose another player to draw 1 Mutiny Card. (He does not move to the “Brig”.) He keeps 1 of his Mutiny Cards, and discards the rest. You may then discard a Mutiny Card.

President’s Office
Action: Draw 2 Politics skill cards.

Administration
Action: Draw 1 Mutiny Card. If the President has any Mutiny Cards, choose a player to gain the President title. If the “Accept Prophecy” card is in play, the President may discard it to keep his title.

PEGASUS
Note: A character moving to Pegasus from Galactica, Colonial One, or a piloted Viper must discard a skill card.

Pegasus CIC
Action: Choose a basestar and roll a die: 1-3 Damage Pegasus, 4-6 Damage Basestar, 7-8 Damage Basestar twice

Airlock
Action: Choose a character and pass a Politics/Tactics/Treachery Skill Check of 12 to execute that character. Reduce the difficulty by 4 if the character is in the "Brig".

Main Batteries
Action: Choose a space area and roll a die. 1: Destroy 1 civilian ship 2-3: Damage 1 viper 4-6: Destroy 2 raiders 7-8: Destroy 4 raiders

Engine Room
Action: Discard 2 Skill Cards to treat the next Crisis Card drawn this turn as if it had a "prepare for jump" icon.

DEMETRIUS
Note: A character moving to Demetrius from Galactica, Colonial One, Pegasus or a piloted Viper must discard a skill card.

Bridge
Action: If there is no Mission Card on the "Active Mission" space, activate the top card of the Mission deck.
Do not draw a Crisis Card this turn.

Tactical Plot
Action: Look at the top card of the Mission deck and place it on the top or bottom of the deck.

Captain's Cabin
Action: Choose a skill type (it may be from outside your skill set). Each player, including Cylon players, draw 1 Skill Card of that type.

Active Mission
When the fleet jumps:
If this card is faceup and has a distance number on it, place it next to the Earth Objective Card.
If this card is faceup and does not have a distance number, discard it.
If this card is facedown, reshuffle it back into the Mission deck.

Rebel Basestar:
Note: Depending on the outcome of the Mission card spawning it, the Rebel Basestar may either align with the humans or the Cylons. Only the side the basestar align with may use it.

Hybrid Tank
Action: Discard a miracle token or a Super Crisis Card to look at the top 5 cards of the Crisis deck. Then, place them on the top of the deck in any order of your choosing.

Datastream
Action: Discard a miracle token or a Super Crisis Card to search 1 Skill deck and its discard pile for any 3 cards. Then add these cards to your hand and shuffle the discard pile into the deck.

Raider Bay
Action: Discard a miracle token or a Super Crisis Card to choose a space area. Place either 2 Raiders or 4 unmanned Vipers in this area and immediately activate them.


CYLON LOCATIONS
Note: These locations may only be used by a revealed Cylon player or a non-infiltrated Cylon Leader.

Caprica
Action: Play 1 of your Super Crisis Cards or draw 2 Crisis Cards, choose 1 to resolve, and bury the other on the bottom of the deck. Cylon Activations are not triggered after this Crisis.

Cylon Fleet
Action: Activate all Cylon ships of one type, or launch 2 raiders and 1 heavy raider from each basestar. Activating heavy raiders will advance the centurions one step on the boarding party track, even if there are no heavy raiders on the board.

Human Fleet
Action: Look at the top card of the Crisis or Destination deck and place it at the top or bottom of that deck. Then draw 2 Skill Cards of different types (may come from outside of your skill set). OR Infiltrate Galactica.

Resurrection Ship
You may not voluntarily move to this location (as the Brig or Sickbay). You may only draw 1 Skill Card during your Receive Skill Cards step. Action: Draw 1 Super Crisis Card.

Basestar Bridge
Action: Choose 2 of the following abilities:
-- The CAG must place 1 civilian ship (following all placement rules).
-- Place 1 Basestar or 3 Raiders in any 1 area of the Cylon Fleet.
-- Roll a die. If the number is less than the number of raiders on the main game board, draw 2 Galactica damage tokens and choose 1 to resolve.
-- Roll a die. 1-3: Decrease the jump track by 1. 4-8: Increase the pursuit track by 1.



New Caprica Locations

(Humans in the same space as an Occupation Force may use an Action[/b] to roll a die. If 5 or higher, destroy an Occupation Force.
Players may use "Maximum Firepower" to re-roll.)

(Cylons in the same space as a human and an Occupation Force may use an Action[/b] to roll a die. If 1-3, move human to Detention. If 4-7, move human to Medical Center.)

Medical Center
You may only draw 1 skill card during your Receive Skills step.

Detention
You may not move or add more than 2 cards to skill checks.
Action: Skill check Politics/Tactics = 9 to move to another location.

Resistance HQ
Human Action: Choose a character on New Caprica (human or Cylon). Skill check LEA/Tactics/Treachery = 7 to execute.

Occupation Authority
Human action: If you are the president, you may draw 1 Quorum Card. Then you may play 1 Quorum Card.
Cylon action: Activate 1 occupation force and then place 1 occupation force on this location.

Breeder's Canyon
Human action: Reduce the highest resource by 1 to advance the fleet marker 1 space up the Jump track.
Cylon action: Draw and resolve the top card of the Crisis deck. Skip the Prepare for Jump step of this turn.

Shipyard
Human action: Prepare or evacuate 1 civilian ship. If you evacuate a civilian ship, you may move to any Galactica location.
Cylon action: Look at the top ship of the Locked Civilian Ship stack, and place it on the top or bottom of the stack.
 
Skill Cards
Skills
Note: Only 1 Reckless card may be played per skill check. Humans may not use the text abilities on Treachery Cards. All Treachery cards in Daybreak, The Pegasus Treachery Cards Broadcast Location, By Your Command, and Special Destiny, as well as all strength 0 Skill Cards have the icon that triggers the Consequence Result on certain Crisis Cards.

Politics

(0) Red Tape: Skill Check: Discard all 5 and 6 strength cards from this skill check (before totaling strength).
(0) Force Their Hand: Skill Check: If the current player is a human player, he may play 1 Skill Card face up into this check. If he does not, he must draw 1 Mutiny Card.
(1-2) Consolidate Power: Action: Draw 2 Skill Cards of any type, even outside skill set on Character Sheet.
(1-2) Support the People: Reckless: Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill cards.
(3-4) Popular Influence: Action: Draw 2 Quorum Cards and choose 1 to give to the President. Then, either play or discard the other card.
(3-5) Investigative Committee: Play before cards are added to skill check. All are played face up (excluding the Destiny Deck).
(3-5) Preventative Policy: Movement: Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1.
(5) Negotiation: Action: Place a basestar in front of Galactica and draw a Politics card. Do not launch or activate any Cylon ships (including centurions) for the rest of the turn.
(6) Political Prowess: Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice).

Leadership
(0) Iron Will: Skill Check: If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.
(0) All Hands On Deck: Skill Check: For each Skill Card in this check with a strength of “0”, add 1 to the check’s total strength.
(1-2) Executive Order: Action: Choose another player who takes 2 actions, or moves and takes 1 action. Cannot use on a revealed Cylon or Sympathizer. Limit 1 XO or "Critical Situation" per turn.
(1-2) Major Victory: Play after you destroy a basestar or centurion on the boarding party track. Roll a die. If 5 or higher, gain 1 morale. Limit 1 per turn.
(3-4) Restore Order: Play before cards are added to a skill check. Do not resolve skill check abilities while resolving this skill check.
(3-5) Declare Emergency: Use after skill check is totaled. Reduces difficulty by 2. Cannot reduce partial pass difficulty. Limit 1 per skill check.
(3-5) At Any Cost: Reckless: Play before cards are added to a Skill check. All Treachery Cards count as positive strength.
(5) Change of Plans: Play this card after a skill check is passed. Instead of resolving the “pass” result, each human player draws 2 Skill Cards.
(6) State of Emergency: Action: Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).

Tactics
(0) Trust Instincts: Skill Check: Add the top 2 cards from the Destiny Deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.
(0) Quick Thinking: Skill Check: The current player may choose 1 card with a strength of 3 or less (not a “Quick Thinking” card) to remove from this check and add to his hand.
(1-2) Launch Scout: Action: Can only use if there is an undamaged Raptor in the reserves. Roll die 3 or higher look at top Crisis or Destination Card and place on top or bottom of deck. Otherwise, destroy a Raptor and remove it from the game.
(1-2) Guts and Initiative: Reckless: Play before cards are added to a Skill check. Do not add cards from the Destiny Deck to the Skill Check.
(3-4) Unorthodox Plan: Action: Activate one of the following locations, even if it is damaged: “Command”, “Armory”, “Weapons Control” or “Communications”.
(3-5) Strategic Planning: Play before a die roll to add 2 to result. Limit 1 per die roll.
(3-5) Critical Situation: Movement: Take 1 Action. Limit 1 CS or "Executive Order" per turn.
(5) A Second Chance: Play before cards are added to a skill check. If the check passes the printed difficulty by 4 or more, the current player gains 1 miracle token.
(6) Scout for Fuel: Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor.


Piloting
(0) Protect the Fleet: Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.
(0) Dogfight: Skill Check: The current player may damage 1 Viper in a space area or in the “Reserves” to remove 1 other card from this skill check.
(1-2) Evasive Maneuvers: Play after a Viper is attacked to reroll. If Viper is piloted subtract 2 from the new roll.
(1-2) Full Throttle: Movement or Action: If piloting a viper, you may move to any space area. You may attack 1 Cylon ship in that area (even if you didn't move).
(3-4) Combat Veteran: Action: Choose 1 unmanned Viper in the “Reserves” or a space area and activate it up to 3 times.
(3-5) Maximum Firepower: Action: Play while piloting a Viper to attack up to 4 times.
(3-5) Run Interference: Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them).
(5) Launch Reserves: Action: Place up to 2 unmanned Vipers from the “Reserves” into a space area containing a piloted Viper. Then, activate those unmanned Vipers.
(6) Best of the Best: Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.

Engineering
(0 Establish Network: Skill Check: Each engineering Skill Card in this skill check counts as double strength (before totaling strength).
(0) Install Upgrades: Skill Check: If this skill check passes, the current player draws 2 Engineering cards. If it fails, he draws 1 Engineering card.
(1-2) Repair: Action: Repair your current location, or if in the Hangar Deck repair up to 2 damaged Vipers.
(1-2) Jury Rigged: Reckless: Play before cards are added to a Skill Check to reduce its difficulty by 4.
(3-4) Raptor Specialist: Action: Either destroy a raptor to gain an assault raptor or return a destroyed raptor to the “Reserves”.
(3-5) Scientific Research: Play before any cards are added to a skill check. All Engineering cards count as positive strength.
(3-5) Calculations: Play after a die is rolled to add or subtract 1 from the result. Limit 1 per die roll.
(5) Test the Limits: Action: If the fleet is not on a blue space of the Jump Preparation track, increase the track by 1 and roll a die. If 5 or lower, damage Galactica.
(6) Build Nuke: Action: The Admiral gains 1 nuke token.

Pegasus Treachery (Not this Game)
Note: "Reckless Skill Check" abilities activate when the card is part of a Skill Check in which a Reckless ability was activated.
(1) Broadcast Location: RSC -- Place 1 basestar in front of Glactica and 1 civilian ship behind Galactica. Only trigger this ability once per check.
(1) By Your Command: RSC -- Activate all raiders, heavy raiders, and occupation forces (but not Centurions). Only trigger this ability once per check.
(2) God's Plan: Movement: Exchange this card with the top card of the Destiny Deck.
(2) Special Destiny: RSC -- Each player draws 1 Treachery Skill Card. Only trigger this ability once per check.
(3) Human Weakness: Action: If at least 1 human is in "Brig" or "Detention", reduce the highest resource by 1.
(3) Sabotage]: Play when a human player discards a Treachery Skill Card. Damage Galactica. Limit 1 per turn.

Day Break Treachery
Note: All of these trigger in a Skill test and Trigger Consequence results
(0) Bait: Skill Check: Place 1 civilian ship behind Galactica. When a player chooses to discard this card, he draws 1 Mutiny card.
(0) Dradis Contact: Skill Check: Place 2 Raiders in front of Galactica. When a player chooses to discard this card, he draws 1 Mutiny card.
(3) A Better Machine: Skill Check: The current player shuffles 2 Treachery cards in the Destiny Deck.
(3) Personal Vices: Skill Check: Each human player draws 1 Treachery card. If the current player is a human player, he also draws 1 Mutiny card.
(4) Violent Outbursts: Skill Check: The current player is sent to “Sickbay”.
(5) Exploit a Weakness: Skill Check: The current player must choose a human player to draw 1 Mutiny card.
 
Titles
Admiral
When the fleet jumps, you draw 2 Destination Cards and choose 1.
You control the nuke tokens.
Action: Launch 1 nuke at a Space Area (nuke is removed from the game).

President
At the start of the game, draw 1 Quorum Card. You control the hand of Quorum cards.
Action: Draw a Quorum Card into your hand.
Quorum cards can be played as an action and specialize in increasing resources and dealing with unrevealed cylons.

CAG
When a civilian ship needs to be placed on the main game board, you must choose the space area. You must choose an area that does not already contain civilian ships (if able).
Action: Activate 1 unmanned viper and then give the CAG Title Card to any other human player.
Action: Once per turn, if you are piloting a viper, you may activate 1 unmanned viper and then take another action.
 
Start of Signups
All prospective players should read and comprehend the rules.

Old players and new players are welcome, but I won't hold your hand to explain the rules!

Logging in to give your orders and possible conditional orders at least daily is necessary so please have fun observing if you can not do that.


Play order will be randomized. Each player should make a wishlist with at least 3 characters of different types they prefer in the order they prefer them in. The first player will get their first preference, all others may or may not get their first preference based on what has been chosen already. Kingepyon, as the previous GM, will get to choose his character, all others may or may not get their first preference based on what has been chosen already.


Action queue:
=> Players Sign Up on this thread With a pick of 3 characters of different types. Turn order will be randomized.
 
Signing up.

1. Tom Zarek (original)
2. Helo
3. Baltar (original)
 
Do we need a certain amount of players to have a Cylon Leader?

Cylon Leaders generally work best with either 6 or 7 players. I really want to avoid doing it with 5 players because it can cause cases were the Cylon leader is the sole hostile player and is trying to beat 4 other players if he has a hostile set. But I run the Cylon Leader with 5 if we want to. I rather not run it with less the 5 players. It not balanced for that few players in the game.
 
Right now we only have 3 players that have signed up and one that I think was planning on doing so. In about 24 hours I start ending out invites to past players to join if they are interested.

@Falc If you are planning to play, please select your characters options
 
Player Assignments
BSG Season 36 Starring (In turn order)

Falc as

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.


TheArchduke as

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.


Dexander as

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.


Kingepyon as

Admiral 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.


glasszon as

President 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.