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Subject: The crisis deck and managing ressources rss

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Battlestar Galactica » Forums » Strategy
The crisis deck and managing ressources




Here is a general overview of the ressources and how to keep them.
English is not my first language so please excuse every mistake or fix it yourself.

General

1) Its very hard to increase ressources. Galactica is not a game where you can kill your opponents, refresh your armies and conquer the world. Instead you are always on the run, tring not to lose ressources and make it to Kobol.

2) Fast jumping and wide jumps are very important. It is often not possible to control the board or skill checks. You will fail skill checks and you will fail to protect your fleet. When you jump fast you have less opportunity to fail.

3) Most cards only lose one step of a ressource. If you only have two of one ressources left you need to fail 2 crisis cards. There is no sudden death (except when a cylon chooses devil)

4) 10 cards in the crisis deck are cylon attacks. They dont come from a prepared direction. 7 of the attacks threaten your civilian ships in 2 raider activation steps if you dont to something. 3 are less urgent.


Fuel

The most important loss and gain of fuel is due to jumping. Nearly every jump cost fuel and if you are not careful you might run out before reaching 8 distance.

6 out of the 21 destination card use 1 fuel for 1 distance. Because you only have 8 fuel and need to travel 8 distance it is obvious that you somehow have to save fuel.
7 destination cards let you save 1 fuel (so instead of 2 fuel for 2 distance you only pay one fuel).
8 destination cards allow you to save a lot of fuel, but have other problems. (Most are very short jumps or require a dice roll to actually gain fuel or end in an cylon ambush).

Another possible loss of fuel are choice or skill check cards. There are only 10 in the deck that reduce fuel directly which compared to the other ressources is very few.
In 5 of these the admiral can save fuel by reducing other ressources.
Only 2 cards in the deck force you to lose fuel if you cant pass the 12+ skill check. All other cards have choices to avoid losing fuel.
Skill checks in combination with fuel always require tactic cards.

Minor loss of fuel is possibly by damaging galactica or losing the one civilian with fuel on board.

Conclusion:
1) It is pretty safe to hang around 1 fuel before the last jump, because there are so few cards that reduce fuel without a choice.
I still dont recommend it but it is safer than having 1 morale or food left.

2) The admiral is the most important person in fuel management. If the admiral is not a cylon it is very unlikely that you will run short on oil.

3) Shortage of fuel forces you to make bad jumps. It is not possible to gain fuel without sacrificing distance.

4) Dont try to delay your victory by holding fuel at a high number. I would often aggressivly down fuel to 2 or 1 if that allows me to win one jump earlier. It is just not worth it to save fuel in exchange for another cylon chance at beating you when you know the admiral to be human. When you suspect the admiral to be cylon, well good luck devil

Food

The food supply is under direct command of the president. The most important card for this ressource is water shortage and food shortage. Together these cards are 9 times in the crisis deck and can drain the food supplies fast. The president decides in all these cases to either throw cards or food away.
6 skill checks destroy food without a choice. They are pretty varied in color, so you cant protect against them.

It is quite possible to gain food by skill checks, quorum card or jumps.

Conclusion:
1) It is quite hard to lose because of food shortage. On the other hand if you let food supplies shrink a lot of cards can end your game without a choice and without a skill check. Try keeping the food supply at a safe level which shouldnt be to hard.

2) Food can be a volatile ressource. If you dont draw food shortage you wont have problems. If you draw it a lot then you are bound to die a painful death. Food is one of the few ressources where you can lose 2 steps in one turn multiple times.

3) The president is important for food management. If the president is generous with her cards you will rarely have a problem. Remember: A cylon president never gives her cards away in exchange for food (public opinion or brig threats might change this), so your food suplly shrinks to a point where every crisis card can bring the end. Try to persuade the president to give cards for food if your stock goes to 5 or below.

Morale

Morale is dependent on skill checks. 19 skill checks in the deck can lose morale. You often have no choice but to take the test because the choices are dice throwing and therefore a possibility to lose morale or bad effects like cyclon baseships.
Most morale skill checks use yellow politics and/or green leadership. A clear third is tactics (9 of 19 use them). Pilot or engineering are rarely used. Only one skill check loses 2 morale and it is quite easy to pass.
The morale skill checks are generally easy and provide other bonuses such as loyality checks when passed. If you fail a morale check the group is often forced to discard.

Another way to lose morale is through choice crisis cards. There are 9 possible morale drops and the admiral decides in 8 of them.

The president can raise moral through inspirational speeches which are quite common in the quorum deck.

Conclusion:

1) If you are having trouble with morale hoard green and yellow cards.

2) The admiral has a lot of possibilities to either lose morale or other ressources and can therefore tip the balance in either direction.

Population

Population is often lost through the destruction of civilian ships. Every civilian ship has (on average) 1 population on board.
Another important point is the FTL control.

There are 12 skill checks who can lose population. 4 of them offer a choice which leaves 8 "must pass" skill checks if you are low on people.
These skill checks need very diverse colors with a emphasis on tactics and are often hard and therefore not a priority if you can let cilians die instead.

Conclusions:

1) Control the space and you control population. Defend your civilian ships.

2) The amount of civilian ships you lose indicates your further strategy. If you lose only a few, you can fail most skillchecks and pull the ftl early. Even if you jump 3 times on the -3 and fail 5 skill checks you are still not dead. When you dont lose ships you have a lot of possibilities so use them.
If you lose around 4 civilian ships (one bad cylon attack) you are more limited in the FTL part and cannot jump early just to avoid crisis cards (you can still jump to avoid an attack).
If you lose a lot of ships you are in trouble. Not only it is very dangerous to FTL early but you might need to pass the population skill checks who are often hard and require a lot of cards.



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Alex Rockwell
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Generally I have found that fuel losses to be the worst (though paying more fuel to go extra distance on a planet is great), because you have very little spare fuel. Population loss is the second worst, because there is potential to lose a bunch at once from cylon attacks. Food and Morale are much less critical, and can be restored using quorum cards. It is ok to sometimes choose to ignore food/morale losses when you are needing to build up cards. Doing so means that you probably have enough cards to pass other, possibly more important crises later.

A Cylon should pretty much be willing to out themself by doing a significant sabotage on a crisis that results in fuel loss if you fail. Often that one fuel lost will cause a human loss later on, OR a trip to a Tylium planet thus buying you an extra jump worth of time to win some other way.

If the board is a mess with Cylon ships and civilians, it is usually worth going to communications and moving 2 civilian ships into immediate danger to cause some extra population losses. While this does reveal you, the damage caused swings the game well in your favor. This is expecially good to do if they just XOed you, as then it means you have less time until your turn (less time for them to brig you before you get a turn again). If they ever XO you in this position to have you do FTL, you should not FTL, you should move to communications and send 2 ships into imminent danger, then hope a raider activation card is drawn as a crisis.
 
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ackmondual
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As for Headstrong, it's a pain in the ass if you've got a small pool of cards to discard and also have several good cards among them.

Otherwise, people are not aware that moving from ship to ship is the one exception to his Headstrong weakness.




Alexfrog wrote:
If the board is a mess with Cylon ships and civilians, it is usually worth going to communications and moving 2 civilian ships into immediate danger to cause some extra population losses. While this does reveal you, the damage caused swings the game well in your favor. This is expecially good to do if they just XOed you, as then it means you have less time until your turn (less time for them to brig you before you get a turn again). If they ever XO you in this position to have you do FTL, you should not FTL, you should move to communications and send 2 ships into imminent danger, then hope a raider activation card is drawn as a crisis.


Better yet, if you're already on Communications when XO-ed, move 2 civvy ships into harms way, then scout the deck for a crisis card with Raider activation icon to garuantee those civilian ships will be gone.

You also have the benefit of knowing what resources exactly will be lost.
 
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ackmondual
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Alexfrog wrote:
If the board is a mess with Cylon ships and civilians, it is usually worth going to communications and moving 2 civilian ships into immediate danger to cause some extra population losses. While this does reveal you, the damage caused swings the game well in your favor. This is expecially good to do if they just XOed you, as then it means you have less time until your turn (less time for them to brig you before you get a turn again). If they ever XO you in this position to have you do FTL, you should not FTL, you should move to communications and send 2 ships into imminent danger, then hope a raider activation card is drawn as a crisis.


Better yet, if you're already on Communications when XO-ed, move 2 civvy ships into harms way, then scout the deck for a crisis card with Raider activation icon to garuantee those civilian ships will be gone.

You also have the benefit of knowing what resources exactly will be lost.

EDIT: portions that were in the wrong forum
 
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BT Carpenter
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Alexfrog wrote:
If they ever XO you in this position to have you do FTL, you should not FTL, you should move to communications and send 2 ships into imminent danger, then hope a raider activation card is drawn as a crisis.


If humans ever XO someone who might be a skin-job to go pull the FTL lever, they deserve everything they get.

Unless someone is standing on the FTL switch (in which case, you might as well paint 'I AM A CYLON' on your forehead), there is never anything to be gained by XO'ing an unknown entity to pull the lever when you can instead walk there yourself and do it.

Possible exceptions are, of course:
You are in the brig
You are on C-ONE (though in that case, probably better to save the XO and shuttle over and do it yourself).

 
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Allan Clements
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Also if you are on Colonial 1, it often is better to XO someone else to FTL since it is the same cost (discard 1 card) and you can stay on a more useful space to be XO'd later. Should definitely XO someone else to jump if you are Roslin aswell!
 
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Alexfrog wrote:
Generally I have found that fuel losses to be the worst (though paying more fuel to go extra distance on a planet is great), because you have very little spare fuel. Population loss is the second worst, because there is potential to lose a bunch at once from cylon attacks. Food and Morale are much less critical, and can be restored using quorum cards. It is ok to sometimes choose to ignore food/morale losses when you are needing to build up cards. Doing so means that you probably have enough cards to pass other, possibly more important crises later.


I agree

Although fuel is more of a limiting ressource. If you dont have enough fuel you need one extra jump. It is very rare that the humans lose because fuel goes to 0 (except when the admiral is cylon) but they often get destroyed while doing the extra jump.

 
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First and foremost, Excellent post detailing resource management!

Alexfrog wrote:
Generally I have found that fuel losses to be the worst (though paying more fuel to go extra distance on a planet is great), because you have very little spare fuel. Population loss is the second worst, because there is potential to lose a bunch at once from cylon attacks. Food and Morale are much less critical, and can be restored using quorum cards. It is ok to sometimes choose to ignore food/morale losses when you are needing to build up cards. Doing so means that you probably have enough cards to pass other, possibly more important crises later.


I am going to have to chime in that while all things may be relative in terms of resources, Moral may be more dangerous than it first seems. Games can be lost very quickly due to moral shortage because moral comes up as a hit on crisis cards, this and there are only so many rousing speeches a president can make, and even these are not fool proof.

Anyway, I used to think Moral was an easy choice, I'd say "We can afford to take this hit, Moral is the only resource that can be gained back easily" but the sheer number of ways Moral can be lost easily outweighs this.

Just my thoughts on this.
 
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Mark Johnson
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I have to agree with you YOTC. We had a game with the revealed Cylon using the Caprica location to burn through the Crisis Deck (he revealed pretty early) and he burned through moral way faster than we could hope to raise it simply by using the choices on the card.

In the games we've played so far, moral seems to be the easiest way to lose by. It's even worse when there's an unrevealed Cylon Boomer too. With Tactics cards (launch scout) and her ability she can rip through the deck pretty fast. And choosing Moral crises seems pretty un-Cylon like too.
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