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Erik Amberger
Germany
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Hello, fellow Battlestar players

I created a ruleset for a campaign that involves all 3 destinations and pretty much all content of both expansions in one game.
I know some of you may think this is insane, because one game will take about ten hours. For all others, that are interested here are the rules.
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Battlestar Galactica Campaign-Rules

Starting Ressources:

Fuel: 10

Food: 8

Moral: 10

Population: 12


Loyalty Deck:

4 Players: 9 Cards (1 "You are a Cylon"-, 8 "You are Not a Cylon"-cards)

5 Players: 11 Cards (2 "You are a Cylon"-, 9 "You are Not a Cylon"-cards)

6 Players: 12 Cards (2 "You are a Cylon"-, 10 "You are Not a Cylon"-cards)

7 Players: 14 Cards (2 "You are a Cylon"-, 12 "You are Not a Cylon"-cards)

Note:
No "Personal Goal"- or "Final Five"- cards should be in the starting deck.
If "Gaius Baltar" has been chosen, add another "You are Not a Cylon"-card.

Additional cards for sleeper Phase (1./2.):

4 Players: 2/1 "You are Not a Cylon"-cards + Sympathizer (1.)

5 Players: 3/2 "You are Not a Cylon"-cards

6 Players: 3/3 "You are Not a Cylon"-cards + Sympathizer (1.)

7 Players: 4/3 "You are Not a Cylon"-cards + 1 "You are a Cylon card" (1.)

Note:
The additional "You are Not a Cylon"-cards include Personal Goal- and Final Five cards. If "Sharon "Boomer" Valerii" has been chosen, add another "You are Not a Cylon"-card (1.).


Destinations:

Distance:

4 1. Sleeper Phase

8 Kobol

12 2. Sleeper Phase

15 New-Caprica-Phase

19 3. Sleeper Phase

23 Ionian Nebula


1. Sleeper Phase:
- add additional cards
- every player gets another loyalty card
- if a player becomes the "sympathetic cylon", he draws a "good" Agenda

Kobol:
- when Kobol is reached, distance counts as 8
- the next jump gets counted as usual
- after the next jump follow these steps in order
1) All ships stay on the board, place 1 Basestar and 3 raiders in front of
Galactica, Pegasus (+allies, +Cain +Mark VII Vipers) are now available
2) Increase all ressources by 2
3) The President chooses two ressources to increase by 1 (or 1 by 2)
4) The Admiral may do one of the following things:
- repair a location on Galactica
- move a player from the brig to another location on Galactica
- repair 1 raptor and up to 2 Vipers (damaged/destroyed)
- get a nuke (max. 3)
- choose one of the destroyed civilian ships, add the displayed
ressources and place it behind Galactica
- look at the top card from the destination- or crisis-deck and place
it on top or bottom
5) The CAG places two civilian ships on the board and activates two
unmanned vipers.
6) Every player draws 2 (revealed cylons only 1) skill cards (those may be
from outside of his skill set)
7) Draw and resolve the top Supercrisis-card

2. Sleeper Phase:
- add additional cards
- every player gets another loyalty card
- if a player becomes the "sympathetic cylon", he draws a "bad" Agenda

New-Caprica-Phase:
- when New-Caprica is reached, distance counts as 15
- the next jump gets counted as usual
- play the New-Caprica-Phase according to normal rules
- after the next jump follow these steps in order:
1) Draw half of the destroyed civilian ships (round down if necessary),
reduce their number by 1 and add the displayed ressources, then mix
them with the intact ones
2) Increase fuel and moral by 2
3) Cylon ships that came onto the main game board as a result of the
New-Caprica-set-up are removed from the game
4) 2 civilian ships are placed behind galactica
5) All revealed cylons reveal their Trauma tokens,
- a cylon with 2 or more benevolent tokens, discards all of his cards,
tokens, etc., he chooses a new character and is treated as a human
from now on
- a cylon with less than 2 benevolent tokens, keeps all tokens, skill-
and Supercrisis-cards, but chooses a cylon leader as his new character
6) Add loyalty cards to the deck (twice as much as there are human players,
among them 1 "You are a Cylon Card" for every "new" human)
7) Every player gets another loyalty card
- if a player becomes the "sympathetic cylon", he draws a "bad" Agenda
and a Supercrisis-card
8) Every player draws 2 (revealed cylons only 1) skill cards (those may be
from outside of his skill set)
9) Make the "administration-skill-check"
- if passed, nothing happens
- if failed, the player highest in line for presidency (except for the
current president) gets the president title

3. Sleeper Phase
- every player gets another loyalty card
- if a player becomes the "sympathetic cylon", he draws a "bad" Agenda
and a Supercrisis-card

Ionian Nebula:
- gets treated as usual


Notes:
- players begin the game with 3 Trauma tokens
- this variant is intended to be played with all elements of the game
- if a cylon leader is chosen in the beginning the loyalty deck has to be
adjusted
___________________________

I didn´t try this campaign myself yet, so there might be some shortcomings of rules explanations as well as game balance. Feel free to criticize me in that regard.
But I have played a campaign-variant with kobol and new caprica quite a few times in groups of 4 to 7, that has worked very well. Effectively we used the first half of this ruleset for those games. We also include a rule, we simply call "badass", that uses all four basestars in the game. I think this variant will work better with that rule, even if it makes the game harder. You could also include self-made allies for pegasus and new caprica, an idea that has come to my mind a while ago. But I´m wandering off the topic.

My intent was to make this campaign interesting because of game mechanics, but also thematically corresponding as far as possible.
I hope I did well with that and all of you can enjoy this variant.
Please post your thoughts/improvements/questions if you like
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Sean Westberg
United States
Ventura
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It takes around 3 hours to go distance 8, so you're looking at something like a 9 hour game here.

How do you handle the cylon fleet?

Are there enough crisis cards for what's going to be around 18 full turns?

The biggest problem I personally see is that this game variant probably pretty much promises a cylon win 100% of the time.

The biggest issue I can see is that you will never, ever have enough fuel to finish this game. Fuel is generally used on a 1-to-1 ratio of fuel to distance, sometimes more, very occasionally less. Which means you're going to need to give the humans around 20-24 points of fuel to have a chance at actually finishing the game.

In fact, I'm gonna say that all of your resources are *way* too low to stand a chance of jumping 8-12 times. If you're serious about this, I'd contemplate adding 6-10 points of resources to each leg of the journey. Not 2 or 3. I'd also handwave fuel probably and set it to 8 each game.

I'm not sure how the 3 sleeper phases would play out. After New Caprica everyone knew who all the cylons were. The 3rd sleeper phase isn't thematic for anything other than the final 5, and odds are the cylons will be out by then, which makes personal goals and the final 5 pointless from a tension standpoint. They need to be in the game from the beginning to add any tension.
 
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Carl Bussema
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Lansing
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Well my first thought was fuel but at a number of junctions you gain resources such as 2 to all +president's choice of 2 more single increases at distance 8, so you might be OK.

My second thought was "I hope he did something with the I. Nebula b/c I do NOT want to be eliminated from a 10-hour game."

My third thought was "3 sleeper phases? Seriously? I could have been playing for 6+ hours on the WRONG team?"

I don't have fixes for these, just throwing these out for discussion.
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Erik Amberger
Germany
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hi thanks for posting your comments

i actually saw the complaints about fuel and the 3rd sleeper phase comingcry

regarding fuel, of course you can add in something at certain check points
although i would not give too much in the beginning or else you´ll realise later that you might not have enough
But if you plan ahead (I´m thinking of the new "scout for fuel", tylium planets once in a while, quorum cards, or preventative policy right before a jump) you can manage your limited ressources quite well.

I wasn´t so sure about the 3rd sleeper phase either, but chose to include it to keep the tension up a bit. It also goes hand in hand with the whole cylon becomes human thing after new caprica. I had to include something like that or else every cylon would be eliminated at the end of the game, because they can´t get rid of their trauma.
I guess maybe you could just cut out the 3rd sleeper phase and let the cylons with two or more benevolent tokens become cylon leaders as well, but draw the "good" agendas.
And if I think about it, usually after all loyalties are revealed, players seem to develop a real team spirit and don´t care that one of the game´s main mechanics is gone.

another thing: I don´t know why the cylon fleet board wouldn´t work, still i haven´t tried this campaign yet

well i noticed the elimination mechanic doesn´t appeal to everybody, but several players have created their own variants for that.
In the Ionian nebula section I wrote it gets treated as usual
if you usually don´t play it according to official rules, then by all means don´t

i hope i can get a group together to play this campaign
and then i´ll write again
 
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Pieter
Netherlands
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Why not simply:

- At distance 3, the fleet reaches Kobol. This is the sleeper-agent phase, but nothing else happens.
- At distance 5, the fleet reaches New Caprica, and you get a New Caprica phase. If the last jump was from 2 to 5 (that may happen), this is also the sleeper-agent phase. If the Cylon Fleet Board is used, it is at a standstill until Galactica returns. When the fleet leaves New Caprica, distance traveled is increased by 1.
- At distance 8, the Ionian Nebula is reached, and the Crossroads phase starts.

This will still be a long game (I think you're looking at 4.5 hours), but it should be doable.
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Josef Addleman
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I'm just about to try Exodus for the first time, but I'm already trying to imagine a variant in which there's a choice between New Caprica and continuing on to the Ionian Nebula (presumably by the president, maybe with an automatic election first). Of course, trauma tokens don't really make sense if the I.N. ending doesn't happen, but maybe there's some way they could be integrated with NC in a satisfying manner, but not one not quite as intense as the player-removal/crossroads stuff.

Any thoughts?
 
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Peter Brichs
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Flyboy Connor wrote:
Why not simply:

- At distance 3, the fleet reaches Kobol. This is the sleeper-agent phase, but nothing else happens.
- At distance 5, the fleet reaches New Caprica, and you get a New Caprica phase. If the last jump was from 2 to 5 (that may happen), this is also the sleeper-agent phase. If the Cylon Fleet Board is used, it is at a standstill until Galactica returns. When the fleet leaves New Caprica, distance traveled is increased by 1.
- At distance 8, the Ionian Nebula is reached, and the Crossroads phase starts.

This will still be a long game (I think you're looking at 4.5 hours), but it should be doable.


I like this variant a bunch. I can see myself playing this game, the other would be too long a game for my group, I think.
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Robert Stewart
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If I try another game of BSG with both NC and IN in play, I intend to go for:

Distance 4 Sleeper
Distance 7 Crossroads Phase followed by New Caprica endgame

It's unthematic, but the gameplay fits better that way than having the game continue after departing New Caprica. It might work better having Crossroads when Galactica returns rather than on arrival at New Caprica - I'd have to playtest to decide.
 
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David Turczi
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I'd like to point to the several PBF games we had (or are having) in which we went to NC first (4 or 5 distance) and then to IN (8 or 10 distance)

BSG Omega - The Long Road Home
BSG Infinity - The Rematch
BSG PBF V8 - Infinity of this has happened before, Infinity of this will happen again.
 
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Gerry Smit
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Speaking to BSG Infinity & Infinity+:

I gotta say, jumping to New Caprica at distance 4, and then continuing on at distance 5 when you leave New Caprica is VERY satisfying from a thematic recreate-the-flow-of-the-show's-plot-line kind of thing.

Now it's a case of finding the balance so humans and cylons can each win 50/50.

(ps. Didn't like Daybreak, don't need to put that into a mega campaign)
(but of course, will do so anyway, if FFG ever release it).
 
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Michael Bacigalupo
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North Carolina
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So, I've been trying to combine the three expansions, and I have a version I intend to run next week to combine everything, anyone think this will work?

AFTER FIRST JUMP: Pegasus Arrives
Pegasus board added and increase Population by 3 (to help offset the units you will lose during New Caprica, and also for thematic-ness!)

4 DISTANCE OR GREATER: Sleeper Agent phase
As per usual.

AFTER NEXT JUMP: New Caprica Phase
Regardless of distance, do NOT draw destination cards, proceed immediately to New Caprica phase. Leave all ally cards on the Main Game Board.

New Caprica Phase: No change

IMMEDIATELY AFTER NEW CAPRICA: Add distance, clear boards
Once New Caprica is finished, gain 1 distance (putting you at either 5, 6, or 7, depending on distance reached when you entered Sleeper Agent), and clear both the main game board and the Cylon board of all ships to further counteract the huge drain on the humans from doing New Caprica.

Distance 8: Crossroads
Crossroads phase as normal.

My own concerns:
1. Pegasus Resource Bump -
Should I give more resources with the arrival of Pegasus? Basically, I want to give the humans right at, or just under, what they would typically lose from New Caprica) Maybe give 1 morale and 1 food, as well?

2. Clearing the board after New Caprica
Is clearly everything after NC too much? Perhaps it would be better to clear all the vipers, raiders, and basestars, but keep all the civilian ships out? I don't want TOO much of a break for the humans.

3. "Free" distance
While I like the "free distance" after NC idea, I don't like it happening at the exact same time as Sleeper Agent, which is why I want to set it at "the next jump". I'm not sure if being forced to go distance 1 is offset by the fact that there are no possible destination costs, though.

4. Cylon Admiral in Sleeper = Nearly instant death
My final concern is the very short amount of time between sleeper agent and NC - your admiral could easily be dealt a "you are a cylon" card, and you'd have no time to figure that out and stop him. I guess that fits theme, and you are at least halfway through the game at that point.

Any other feedback would be appreciated. My main concern is that New Caprica is intended to take your resources down to the brink, and you have to offset that if you ever want humans to have a chance to win.

A really small change we're making is that Personal Goals can be revealed at any time after they have happened as a Free Action. It's an obnoxious way to waste an action, and personal goals are hard enough without tabletalking.
 
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Robert Stewart
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Battlestar Galactica: Exodus Expansion » Forums » Variants
Re: Battlestar Campaign variant for all 3 destinations
One suggestion I've seen to reduce the Cylon Admiral on New Caprica problem is to allow the President to veto the jump. Of course, having a Cylon PrAdmiral or having both President and Admiral be Cylons (meaning no Cylon reveals to that point) would still be a disaster, but either one that could be anticipated, or one that requires the game to be out to get you in a big way...
 
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