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Battlestar Galactica: Daybreak Expansion» Forums » General

Subject: Which components to add to the base game? rss

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Dirk S
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Which components (edit: of the Daybreak expansion) can I add to the base game to expand the card pools and other without introducing new mechanics, but only to increase the variety of the base game?

Thanks for your time/effort to reply.




EDIT: my question concerns only the Daybreak expansion. My apologies if this wasn't clear in my original question.
 
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Janne
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EDIT: This is for Daybreak only, see post below for more.

If you don't want any new mechanics:

New characters that don't mention mutiny (New Zarek & New Lee). New Baltar has miracle token ability, but I don't consider miracle tokens a new mechanic, just a nice reminder for once per game ability.

Crisis cards that don't mention mutiny or executions (I think there's just one crisis in Daybreak that mentions execution, don't remember about mutiny).

Same with Quorum.

Assault raptors are new, but if you don't want them then you can't add skill cards (there's an engineer card that creates assault raptor from a regular raptor). There might be a crisis that creates one, so leave that one also out.

I think that's all. It doesn't add much variety, if you want a bit more variety, the new mechanics in Daybreak aren't that bad or complex and are actually very good addition for the basegame.



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Robert Stewart
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Fluffy James wrote:
Which components can I add to the base game to expand the card pools and other without introducing new mechanics, but only to increase the variety of the base game?

Thanks for your time/effort to reply.


The plastic Basestars from Pegasus and the plastic Centurions from Daybreak.

Possibly some expansion characters, though unless you pick-and-mix across multiple expansions, you won't get even numbers of Pilots, Political Leaders and Military Leaders, so you'd need to house rule character selection.

Aside possibly from Mining Asteroid, which requires you to have the Scar Crisis available, the new Destinations should be okay.

Most of the Quorum cards are okay, but Execute Prisoner definitely isn't.

For Crisis cards, you'd have to go through by hand, and you'd inevitably end up with a messed-up balance of Jump/non-Jump, Attack/non-Attack, and the various Cylon activation types.

Super Crisis cards are mostly okay, though, again, you'll need to go through them to get rid of the ones that aren't (at least 3 - 1 from Pegasus and 2 from Exodus).

The new Cylon Loyalty cards from Exodus are fine; the Pegasus one isn't.

Skill cards: don't even think about it. With Pegasus, once you've eliminated Reckless cards and Movement cards, you're left with 1,2 Major Victory, 3,4,5 Run Interference and 3,4,5 Calculations. Exodus, you can at least make a complete cycle with the 6s, but Daybreak again leaves holes at every value. Also, using either the Exodus or Daybreak cards that aren't tied to new mechanics will raise the strength of the average skill card by an appreciable amount, messing with the balance of skill checks.
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Carl Bussema
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There shouldn't be any Daybreak crises that deal with execution (it's not a Daybreak mechanism; the rules don't even cover it except for in the "combining with Pegasus and/or Exodus" section), so that should be safe. But yes, many deal with Mutiny, so I'd probably just leave them all out so you don't weirdly skew things in the crisis deck.

Assault raptors are so simple, that I would just add them, or if you want to keep it really simple you can just pretend all the cards that say "assault raptor" just say "raptor" and I don't think you'll break the game.

All the non-treachery non-zero skill cards are safe, although "Restore Order" is useless with no 0's; that's not a horrible problem; it's still a mid-strength green card and useful in a lot of skill checks. If you want to have it do something, just pretend it's another Declare Emergency.
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ackmondual
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Fluffy James wrote:
Which components (edit: of the Daybreak expansion) can I add to the base game to expand the card pools and other without introducing new mechanics, but only to increase the variety of the base game?

Thanks for your time/effort to reply.




EDIT: my question concerns only the Daybreak expansion. My apologies if this wasn't clear in my original question.


Daybreak does NOT add any new cards of the following:
Destination
Quorum
Super crisis
YAAC cards (You Are A Cylon)


However, these should be left out:
Loyalty cards
Mutineer

CAC
Trial By Fire. This one's special rule actually gives you an AR
https://boardgamegeek.com/thread/1025322/huh-theres-actually...

other crisis
Some of the crisis cards dole out Mutiny

Skill cards
Force Their Hand - yellow - Mutiny
Raptor Specialist - blue - AR
A Second Chance - purle - mt (miracle token)

TREACHERY
Dradis Contact, Bait, Personal Vices, Exploit A Weakness - Mutiny

character
MUTINY
new Zarek, Lee

MIRACLE TOKEN
Cultar

Motives
Make An Ally - pro-human - Mutiny
Fight With Honor - pro-Cylon - Treachery

Mission
Cylon Civil War - Rebel Basestar
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Janne
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InfoCynic wrote:
There shouldn't be any Daybreak crises that deal with execution (it's not a Daybreak mechanism; the rules don't even cover it except for in the "combining with Pegasus and/or Exodus" section), so that should be safe. But yes, many deal with Mutiny, so I'd probably just leave them all out so you don't weirdly skew things in the crisis deck.


Perhaps I was remembering some earlier setup thinking for new players with some expansions, but yes, no executions on Daybreak crisis. Exactly half of the Daybreak crisis (12 of 24) deal with either mutiny or treachery.
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Carl Bussema
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ackmondual wrote:
Motives
Make An Ally - pro-human - Mutiny
Fight With Honor - pro-Cylon - Treachery

Mission
Cylon Civil War - Rebel Basestar


Motives and Missions would constitute an entirely new mechanic on their own.
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Robert Stewart
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ackmondual wrote:
Skill cards
Force Their Hand - yellow - Mutiny
Raptor Specialist - blue - AR
A Second Chance - purle - mt (miracle token)

TREACHERY
Dradis Contact, Bait, Personal Vices, Exploit A Weakness - Mutiny


0-Strength and Treachery skill cards add the Skill Check Ability mechanic
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ackmondual
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rmsgrey wrote:
ackmondual wrote:
Skill cards
Force Their Hand - yellow - Mutiny
Raptor Specialist - blue - AR
A Second Chance - purle - mt (miracle token)

TREACHERY
Dradis Contact, Bait, Personal Vices, Exploit A Weakness - Mutiny


0-Strength and Treachery skill cards add the Skill Check Ability mechanic
True that. I'm biased as this has always been a relatively painless/seamless thing to add to any game with newbies that I didn't really think of it that way,
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