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Battlestar Galactica: Exodus Expansion» Forums » Variants

Subject: A Treacherous Beginning rss

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Klaus
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The main way for players to gain treachery cards are Pegasus Crisis cards. If you play with both expansions, those get significantly diluted.

Amongst other changes to Treachery to make it more significant, one variant I've seen used is that everyone starts with a Treachery card in addition to their normal draw.

Here's an alternative idea that should be pretty simple to implement, which can also be combined with other variants:

After the destiny deck is constructed, shuffle 2 Treachery cards into each skill deck.

Whenever a deck is rebuilt, shuffle 1 Treachery card into it.

Edit: The second part is probably not necessary, and it would easily lead to situations where the humans are crippled in the late game, once every skill card counts.
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Matt Vollick
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St. Thomas
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I've toyed around with effects that put different skill cards in the wrong skill decks but this is an interesting way to help treachery become more of an impact in the game.
 
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Mooseared Ferenczy
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The only thing that makes me hesitant for such a variant is that the skill decks really don't need to be more diluted. Still, I like anything that give treachery a bit more bite.
PS Vollick, don't listen to this variant. You don't need help making treachery hurt more. Turn away and never look back.
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Klaus
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I haven't played with both expansions yet myself, but going just from Pegasus, my experience has been that the added flexibility from reckless interrupts and the other cards helps the humans noticeably more than Treachery and deck dilution hinders them.

Apart from handing out Treachery cards more frequently, this variant will also make card counting a lot less reliable.

A while back, I made a suggestion on how to counteract deck dilution for any hypothetical third expansion; Add two value 3 common cards (i.e. XO, scout, etc.) and one value 2 uncommon card (i.e. DE, SP, etc.) to each deck.

Easy enough to implement for PBF games, but not really an option for FTF ones, however.
 
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Andy
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I like this idea. It's subtle enough that it won't have a huge impact on the game (2 cards in a deck of 30-40ish (just a guess)), but will still crop up a few times. It also means that if a Treachery card is found in a skill check it's never certain that it came from the Destiny deck.

Is there anything to stop these cards being put into the Destiny deck? For example, in the most extreme case you could end up with a deck full of Treachery!
 
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Klaus
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Battlestar Galactica: Exodus Expansion » Forums » Variants
Re: A Treacherous Beginning
With both expansions, you have 30 main skill cards, and 26 Treachery cards.

You build the destiny deck before you shuffle Treachery into the skill decks. Once destiny is rebuilt the first time from the remaining cards, however, it's easily possible there'll be more Treachery in it.

As you can see, I've removed the second change again. It's not really necessary, as by the time the first deck is rebuilt, the game should be already quite far along. The point is to make the beginning more unpredictable, not to continuously harm the humans.

Apart from the Pegasus Crisis cards, then main way to get Treachery is by a reckless interrupt triggering Special Destiny. The chance of that happening is already increased by this start, even without any hidden Cylon interference.

An additional change I've been considering:

After you've shuffled Treachery into the decks, take the top card from each deck, and shuffle them into the Treachery deck in return.

That would hinder card counting even further, and give anyone who has to draw Treachery a small chance to end up with something else instead. Very useful for Cylon Leaders, possibly useful for normal Cylons, and even helpful for humans.
 
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