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Jay Moore
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I admit that I have a streak of fanboy in me. When a game comes out that's based on one of my favorite series, whether it's books, film, or TV, I tend to get excited. It happened with Game of Thrones and War of the Ring, and I felt the same adrenaline surge of excitement with Battlestar Galactica. I mean, I LOVE that show. I can't wait for the last (half) season and of course I've been finding whatever I can to fill the long hiatus until it finally comes.

You know it, it happens to you, too. There's a reason you're on a site called Boardgame GEEK - because you're a geek. And part of being a geek is getting all into your stuff. But like me, you've been burned. You've bought the World of Warcraft keyboard or the Star Wars breakfast cereal or maybe watched the Lord of the Rings Saturday morning cartoon, and you've been a little disappointed. Like me, you've grown wary of tie-ins to your favorite stuff.

But boy, are you going to be happy with Battlestar Galactica.

BACKGROUND
(Very minor spoilers here, but nothing you wouldn’t get from the back of the DVD boxed set)

Alright, so maybe you don't watch Battlestar Galactica, and you need a little explaining to find out what the fuss is about. Of course you can Wiki it or whatever, but here's the basics: The Galactica is a battleship that guards what's left after some nasty robots all but wiped out the human race with a surprise nuclear attack. 40,000 humans remain, and they can barely stay civil with one another, let alone fight the Cylons. Admiral Adama is the military leader of the fleet, and was about to retire when the Cylons attacked. He bears a healthy hatred of the enemy and will do almost anything to win. His right hand man, Colonel Tigh, is even more vitriolic. The humans have a political leader, too - Laura Roslin, who was the Secretary of Education before the Cylons killed every person in the government, leaving her in charge even though she's something like 24th in the line of succession.

The rest of the cast is just great. There's Lee Adama, the Admiral's son, who is a crack pilot but barely speaks with his father. He has a love/hate relationship with Starbuck, another pilot who seems to always be one short step from the brig (who, by the way, was a male character in the original 1970s show, but is played by a very hot woman in the new version).

The big twist of the show is that the Cylons have evolved in the years since the humans first created them, and now some of them appear human. The first couple of seasons are full of paranoia, suspicion, and people getting shot out of airlocks or thrown in the brig whenever they act funny and are accused of being Cylons. Of course, some of them really are Cylons, but you don't ever quite know who is and who isn't.

And that's pretty much the premise of the game. A ship full of people who don't really get along, trying to get away from robots who want to kill them, and guessing who among them might be traitorous Cylons.

COMPONENTS

Let's just start with the obvious - the neat components. Battlestar is a Fantasy Flight game, so you know it's going to have good bits. In the box, you get a pretty cool board with the Galactica taking up most of it. Key locations on the ship are represented on the board, and you'll recognize most of them if you're a fan. There's the CIC, the Admiral's Quarters, the hangar bay, the brig. A separate area shows Colonial One, home of the civilian government. Another area details various locations for players who have been outed as Cylons.

One of the key elements of the game and a main feature of the board are the dials representing various resources that the good guys have to guard in order to stay alive. Fuel, food, water, and morale are tracked by these dials. If any of them get to zero, the Cylons win and the game is over.

There are a few molded plastic bits that represent various smaller fighter ships. The Colonials have Vipers and Raptors, and the Cylons have Raiders and Heavy Raiders. Sadly, the Cylon Basestars are only represented with large cardboard tokens rather than detailed plastic minis. The character pieces are also cardboard and stand up in plastic holders. Detail on the ships is pretty good, though the ships are a bit small.

Cards play a big role in the game, and there are several decks. Some of the decks are playing-card sized, while others are the smaller cards that are familiar to many a Eurogamer. The big cards are good enough, but the small ones are hard to shuffle, and you'll be running through them a lot, so that's a problem.

Overall the components are quite good. I think I would've liked a few more plastic bits, especially a few to represent the characters and the Cylon Basestars. But the art on all the pieces is nice, the pieces are sturdy, and so on.

GAMEPLAY

Battlestar Galactica is mostly a cooperative game, with the players trying to get the Galactica to Earth by making a series of faster-than-light jumps before the Cylons can stop them. Every cooperative game has some kind of programmed timing mechanism, and in BSG this mechanism is handled with a deck of Crisis Cards.

Crisis Cards come in a couple of varieties. The more common type is the card that has some kind of skill check on it - if the players can cooperate and pass the skill check, then maybe nothing bad will happen. But if they fail the check, then bad things happen. The other type of Crisis Card represents a major Cylon attack. When these are drawn, a number of Cylon Basestars, Raiders, and/or Heavy Raiders are placed on the board.

Most Crisis Cards have an icon that shows how the Cylons already on the board will behave. For example, if the Raider icon is shown, then all Cylon Raiders on the board will perform an action. The action performed depends on what's happening on the board. If a Colonial Viper is nearby, the Raider will attack that Viper. Otherwise, the Raider will move toward the nearest civilian ship, and attempt to destroy it, which will reduce one of the resources that the good guys have to protect. Heavy Raider icons move Cylon boarders to Galactica, and once on board, the Cylons will try to reach the bridge and blow it up. Basestar icons represent heavy attacks directly from the large Basestar against the Galactica.

Finally, Crisis Cards may or may not have an icon on them that allows the Galactica to prepare for an FTL jump. Since the object of the game is to make a certain number of jumps to get to Earth, this icon is very important to the Colonial players. When the icon is revealed, the ship moves one step along a track that will eventually let it jump. Jumps are great because when they occur, all the enemy ships are left behind, and all the Raiders, Basestars, and Heavy Raiders are cleared from the board. The players can decide to attempt a jump before the fleet is completely ready, but doing so risks population, and if you lose too much population, you lose the game.

On a player's turn, he first draws some skill cards that vary in type depending on his character's specialties. Then he moves his token to location on either the Galactica or Colonial One. Finally, he performs an action. The action might come from one of the skill cards, from a character's unique special skills, or from the location he occupies. Actions might include such things as:
- Moving some of the ship's Viper defenders to attack the Cylons
- Having an election and taking over the role of President
- Repairing a damaged location on the Galactica
- Drawing new or extra skill cards to use in the skill checks

Skill checks deserve some discussion as well. As I mentioned before, most of the Crisis Cards involve some kind of skill check. These have a target number which is known to all players. After the skill check is described, everyone discards skill cards that match the required type - for example, a Rescue Mission Crisis Card might involve Tactics and Piloting skill cards. Each skill card has a value, and the idea is for everyone to discard cards so that the target number is met. This is made more complicated because a couple of cards are thrown in at random, and if they don't match the required type of card (say, one of them is a Leadership card instead) it will count against the players. And then there's always the possibility of Cylon traitors aboard the ship...

THE CYLON TRAITOR

If you know anything about this game, you probably already know that there's at least one Cylon traitor on board. At the beginning of the game, a traitor deck is constructed with mostly "You Are Not A Cylon" cards, and a couple of "You ARE A Cylon" cards. Before the game starts, half of this deck is dealt out to the players, one card to each person. So you've got a 50/50 chance of somebody being a Cylon from the beginning of the game. If you wind up with a Cylon card, you pretend to be working with the humans, but you're secretly trying to hurt them. At first it's tough to do this, as the only way you can really hurt is to throw in cards that screw up Skill Checks. When Skill Checks are made, everyone discards their cards face down, so that nobody knows who discarded what. And remember, two random cards are added to the mix as well, also face down. This means that on any Skill Check there should be, at most, two "bad" cards, and that's only if the two random cards both happened to be against the humans. So if the humans start seeing three, or four, or more cards against them, they can be sure that somebody is sabotaging them. But who?

Here's one of the coolest bits of the game, and a place where they really managed to capture the spirit of the show. Halfway through the game, the other half of the traitor deck is dealt out. Now somebody's a Cylon for sure - but even better, somebody's likely just found out that whoops, sorry, they're a Cylon after all. Suddenly more sabotage cards start showing up, and players begin questioning one another's loyalty.

At any time, a Cylon player can reveal himself and escape from the ship. Everybody’s “You Are A Cylon” card has a special ability that you can perform once when you reveal yourself and run – such as “Send a character to the brig” or “Damage the Galactica.” From then on, they play as a revealed Cylon player. Doing so removes a lot of their ability to mess with the other players, but they now have access to Cylon-only actions, and the very cool Supercrisis Cards. These are like Crisis Cards on steroids - on one (my favorite), an entire Cylon fleet suddenly jumps in to sneak attack Galactica just as the power fails and the ready for jump track is reset to zero.

Being a Cylon is a lot of fun.

POLITICS

In the TV show, politics plays an important role. The civilian government is always at odds with the military, and themes such as freedom versus security are explored in very interesting ways. The board game simulates this with a couple of roles that are taken by characters throughout the game - the Admiral and the President.

The Admiral is really non-negotiable. The Admiral controls the nukes, and also gets to choose where the fleet jumps. When the FTL track reaches the end, and the fleet jumps, the Admiral secretly draws two destination cards and picks one. Some take the fleet closer to Earth, some have extra resources, and some are just plain bad. If the Admiral is a Cylon, it can be bad news for the players. Their best weapon, the nukes, won't be used well, and they will progress to Earth at a crawl. Unfortunately, the only way to get rid of the Admiral is to throw him in the brig.

The President controls the government and gets a special deck of cards with good stuff in it. Food or water rationing can implemented to raise the fleet's stocks of resources, a speech can be given that raises morale, or "brute force" can be authorized to destroy Cylon ships. The Presidency can be taken by another player with a skill check, so these cards can rotate around a bit. Of course, when someone seems to be overzealous about taking the Presidency, certain questions are usually raised...

FANBOY REACTIONS

If you are a fan, you're going to have so much fun playing this. From the outset, the Cylons are breathing hard down the Galactica's neck, and the ship is nowhere near ready to jump. That first jump is very tense as everyone shakes out the bugs, the pecking order is established, suspicions are raised, and maybe a person or two is thrown in the brig. It's so easy to jump right into TV-quote mode as you, playing Admiral Adama, shout to your buddy who's playing Chief Tyrol, "Jump, damn you, I don't care if the FRAKKIN civvie ships are in position or not!"

In every BSG episode (or all the best ones, anyway) there's a moment where the nukes are flying in toward the ship, and the Galactica jumps at just the last second. Then the scene switches to empty space, and the fleet appears at the other end of their jump. Everything is quiet - the DRADIS shows no contacts, the civilian ships are all accounted for, and everybody breathes a sigh of relief. Probably the best thing I can say about this game is that it recreates this moment really well. When the ship finally jumps and all the enemy ships are cleared from the board, and Galactica floats alone in space, you really feel like you're in the TV show.

GAMEBOY REACTIONS

But I would be remiss if I didn't at least try to approach this game from the point of view of someone who's not a big fan, or maybe has never even seen the show. Will your Eurogaming buddies enjoy the game, too?

The cooperative element of the game is nothing new, and is in fact getting more and more common with games like Pandemic and Shadows Over Camelot. The hidden traitor element is unique (as far as I know) to this game and Shadows Over Camelot, but I think BSG does it just a little better. Since traitors might not know they're traitors until halfway through the game, there's a fun shift that occurs at the mid-point. And the powers the traitors get when they reveal themselves are such fun, most Cylon players will be chomping at the bit to start openly playing the bad guy.

The real problem, I think, is going to be replayability. The novelty of playing Battlestar characters is going to wear off after a few plays, and then you're left with the core mechanic. A lot of the fun of playing is seeing those Crisis Cards for the first time - "Oh no, a water shortage! Whatever will we do?" That's fun the first few times, but eventually even hard-core fans get tired of repeats. I think the skill checks will get repetitive after a while, and the Crises will seem less like Crises and more like more of the same.

CONCLUSIONS

So does Battlestar get the job done? Does it capture the spirit of the TV show while at the same time providing a good game experience? I think it does both. During our plays at GenCon, those who had never seen the show had just as much fun as those of us who were big fans. It must be acknowledged that everybody, even the non-fans, had some idea what the show was about and that might have influenced them a little bit. But I'm happy to report that everybody enjoyed the game.

I would say that if you're a fan, pick up the game for sure, and give it a whirl. If you're not a fan, probably hold off and wait for one of your fanboy buddies to get it and join them for a game or two.

And in the meantime, practice your Colonel Tigh impression - "I'll shoot those FRRRRRRAKKIN' skin jobs outta the airlock, Bill!
Last edited on 2008-08-21 12:17:35 CST (Total Number of Edits: 1)
Jim Cote
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Does a Crisis Card get drawn on each player's turn? What percentage of them require a skill check?
Xander Fulton
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Good review - would be possible to do a little formatting with it to break sections up easier (bold the section headings), and incorporate some of the games photos from the gallery to illustrate items being described in a section? That would make this about ideal!
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Well done! That's a great review. As a big BSG fan, I'm really looking forward to this!

The worst part is the FFG release window - this game could be out in September, but which year? :p
Robert Drake
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Who gets the starting Admiral and President titles? Do Roslin/Adama automatically start as the Prez/Admiral? If so, what if Roslin/Adama are not in the game?

You say that the Admiral title is pretty non-negotiable, but is there any way to change who is Admiral? What if the Admiral turns out to be a cylon? Surely that frakkin skinjob wouldn't be able to keep that title.
Todd Lang
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razzer99 wrote:
Who gets the starting Admiral and President titles? Do Roslin/Adama automatically start as the Prez/Admiral? If so, what if Roslin/Adama are not in the game?

You say that the Admiral title is pretty non-negotiable, but is there any way to change who is Admiral? What if the Admiral turns out to be a cylon? Surely that frakkin skinjob wouldn't be able to keep that title.


There is an included "line of succession" for both the admiral and president titles. And no, if you're revealed as a cylon you don't get to keep your title.
Jay Moore
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Replies:

Formatting - okay, okay, you're right, but man, this already took me so long. I'll try to gussy it up a little.

Crisis Cards - Yes, you draw a Crisis Card after each player's turn, except for after a Revealed Cylon's turn. However, there is a Cylon Action which allows a Revealed Cylon to draw and execute a Crisis Card on each turn - but that's the Cylon player's action for the turn.

Ratio of Crisis Cards - I'd say it's probably 60% Skill Checks, 40% Cylon attacks. Something like that.

Titles - At the beginning of the game, the person with the highest rank on the list below gets the title. If someone is revealed as a Cylon or is in the brig, the title goes to the next person in line. Not sure what happens if the last person in line IS the person thrown in the brig!
Admiral: Adama -> Apollo -> Helo
President: Roslyn -> Zarek -> Baltar
- Bob -
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Well written Jay! thumbsup

I'm looking forward to giving this one a try...
Let F[n+1] = F[n] + F[n-1]. lim n→∞ F[n+1]/F[n] = φ
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MUKid wrote:
The real problem, I think, is going to be replayability. The novelty of playing Battlestar characters is going to wear off after a few plays, and then you're left with the core mechanic. A lot of the fun of playing is seeing those Crisis Cards for the first time - "Oh no, a water shortage! Whatever will we do?" That's fun the first few times, but eventually even hard-core fans get tired of repeats. I think the skill checks will get repetitive after a while, and the Crises will seem less like Crises and more like more of the same.

Start the petition for an expansion deck of crisis cards now. :)
Ben Rankin
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On the Crisis Cards, not all of the non-Cylon attack cards are a skill check. Some of them present two bad choices and indicate that the President or the Admiral chooses which one occurs.

I believe that only the Admiral is stripped of his title when he is thrown in the brig. To remove the President's title, you have to use the location action on Colonial One to have a new "election". It's an easy skill check and the person who selected the action gets to decide which character is now President, including them self.

There is a listed order of succession for both the Admiral and the President that includes all 10 characters, so there is never a situation where it isn't clear who it passes to.
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Wow! Good review. :)
Jason Henke
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A game I am greatly looking forward to.
Joel Tamburo
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One thing that was critical in the series (which basically went in the tank quality wise after the first half of season 2) was the whole Boomer / Sharon situation.

Boomer was a sleeper Cylon which the game covers. But the dynamic changed a bit (and the chances of the fleet definitely improved) when Sharon the known Cylon defected to the humans, in several cases using her specialized knowledge (and internal circuitry) to help the humans win when they should have been toast.

How does the game show this?
Xander Fulton
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Joelist wrote:


I'm spoiler-i-fying part of that, as those who haven't caught up...

ANYWAY, I doubt that should be an issue here. Over on the official forums, someone mentioned a conversation with the game designer at GenCon that basically ran along the lines of:

Designer: 'This game is Galactica just getting to Kobol and then moving on...basically covers up to season 1.5'
Fan: 'So...this means expansions?'
Designer: [just grins]

As noted in another thread, there are several VERY OBVIOUS expansion choices to take the game further into the series. Not just addressing that potential mechanic, but adding new locations (events) and new ships (Pegasus, for one).
Darren M
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Excellent review.thumbsup

I couldn't care less about the TV show... I've never seen it and have no intention of ever seeing it. Actually the show sounds pretty stupid from all I've heard of it. Aliens... traitors... battling in space... blah blah blah.

(I've never felt the desire to watch the goof ball themed LotR movies either or read the Game of Thrones series... although AGoT does sound interesting and I'd likely watch that when the series is made for TV).

All that means nothing as this BG game sounds like a great co-operative boardgame with some interesting mechanisms. I'm really looking forward to playing it.

I also like the Game of Thrones boardgame (although I haven't had the chance to play it very often). War of the Ring is a great game as well once you sort through 60 pages of faqs and rules clarifications.

From a non-fanboy point of view... all these highly thematic games can be excellent boardgaming experiences as long as the gameply itself is interesting and enjoyable and from all reports so far... BG is shaping up to be a great game as well.
Nathan Baumbach
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Wait ... aliens?

There are no aliens in BSG.

Spoiler (mouseover to reveal):


But no aliens.
Jim Nave
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Quote:
I couldn't care less about the TV show... I've never seen it and have no intention of ever seeing it. Actually the show sounds pretty stupid from all I've heard of it. Aliens... traitors... battling in space... blah blah blah.


your loss :wow:
Chris J Davis
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nexttothemoon wrote:
I couldn't care less about the TV show... I've never seen it and have no intention of ever seeing it. Actually the show sounds pretty stupid from all I've heard of it. Aliens... traitors... battling in space... blah blah blah.


Why are traitors stupid as a plot device? :what:
Darren M
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Just ignore my comments about the show... they are just tangential really... I was just making a comment that this game sounds great even to non fan boys like me and that the game sounds mechanically interesting and this looks like it's a great co-operative experience.
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I played this over the weekend, and although I loved the theme, there were a few things that left me wanting. First, once you reveal yourself as a Cylon, the things you can do in this game become severely limited. You're restricted to the Cylon locations which, under certain conditions, such as no Basestars or Cylon ships in the area, are pretty limited in what can be done to mess w/ the humans. If you're a Cylon sympathizer, it's even worse yet, because you can't use Super Crisis cards or command any Cylon ships. The other thing I didn't care for regarding the playing of revealed Cylons was, you can no longer use the text on your skill cards, rendering drawing them pretty mundane. One thing that may liven things up a bit in this department would be if a revealed Cylon could use a skill card text, but to the opposite effect, i.e. instead of repairing damaged sections of Galactica, sabotaging them instead.

Just my 2c.
Kris Verbeeck
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thanks for the review!!!


What's not clear is the face down card skill checks.

With a little of observation skills it should be easy to detect who played the minus cards.

How does the game prevent this from happening ??
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KrisVerbeeck wrote:
thanks for the review!!!


What's not clear is the face down card skill checks.

With a little of observation skills it should be easy to detect who played the minus cards.

How does the game prevent this from happening ??

Shuffle (before revealing).
Ben Cole
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Also from what I've read two cards from a fate/destiny deck are also included in the mix - and no-one will know which these were.
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This sounds similar to Shadows Over Camelot wrt the play once a traitor reveals themself. They no longer have their initial "special ability" and are restricted to fewer actions, but they no longer have the worry of being killed and so can mess with the good guys till the game ends. Is it similar here? Is there a mechanic for revealing (accusing) a traitor other than self-revelation? Is a cylon once revealed freed from further harm? Just curious, as a fan of the series I will have to buy a copy in any event. Hmmm, now I suppose we'll have to watch for a BSG Risk and BSG the CCG...
Nathan Baumbach
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Well, one thing that accusations do in this game is get people thrown into the brig. Once there, they can't do much to help/hinder. So if you want to activate your Cylon powers, you have to off yourself and basically reveal you are a Cylon.

Of course, some Cylons don't do that, and stay hidden the entire game right up to the end, thus using their human ability to screw the humans over. That's the true purpose of a Cylon - not to reveal yourself too early, or at all, if you can help it, so you can actually hinder the cause from within (using skill cards that screw with the check).

Since no one except a traitor is allowed to show their loyalty cards to each other (except when Baltar uses his one-time ability to look at someone's card), you can never be sure who isn't a Cylon unless both have revealed themselves.

That's how it works. And I think that works ten times better than Shadows Over Camelot.

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