I've printed out a (very rudimentary) copy of this game to test it out and my group enjoys this version quite a bit. We were able to play 3 games, the first was mostly just to figure out the rules and the following 2 were quite fun. We did have a couple of observations that we'd like to share:
The first thing we noticed in all 3 games is that, at the beginning of the game, there are few actions for humans to take. We had one game where the first player shot down the starting 2 Raiders and the humans subsequently passed the next 5 Crises. That entire round, players passed on their action. There should always be some action available during your turn other than passing; it isn't much fun to wait for bad things to happen.
We also had a couple of turns where a player would start their turn demoralized and with only one die. There isn't a logical action to take at that point, since you will most likely fail (and trying to re-moralize yourself would probably end in someone else being demoralized). Again, the player was forced to pass.
A couple of players remarked that damaging Galactica was uneventful. Usually, you let Galactica soak up a few hits along the way, but you didn't need to worry much about it as it didn't affect the options players' had on their turns (like it does in the board game).
We also never brigged a single player in 3 games. Cylons either revealed as soon as possible or played too undercover for us to risk throwing someone in the Brig. As such, Roslin's ability is viewed as very weak in our group. Also, Adama was a favorite as he was always the Admiral (and never lost the Admiral title, except the one game he was a Cylon and revealed).
The biggest component from the board game that players felt was missing was Executive Orders; the 'trust' component of the game.
As such, we had the following suggestions:
The first was with Galactica: make each damage remove a possible action on a player's turn. Here are the locations we came up with:
- Weapons Control: When damaged, you cannot Attack Raiders.
- Press Room: When damaged, you cannot Boost Morale.
- Admiral's Quarters: When damaged, you cannot Call a Vote.
- Hangar Deck: When damaged, you cannot repair other Galactica locations.
- Armory: When you pass in a skill check, you retrieve one fewer die.
- Engine Room: You cannot use the Jump Preparation action (explained later).
Give players a couple more options on their turn. The first being the above mentioned Jump Preparation action. The second being an Executive Order.
Jump Preparation: The player may attempt to ensure the movement of the jump preparation track after the next crisis. To do so, the player must roll all of their active dice and submit a pair of them. If the pair is of a positive value, the next crisis roll is treated as if it had a Jump Icon.
Executive Order: The player may choose another player to take an action. That player may take any action they could normally take on their turn (Character Abilities, Destroy Raiders, Repair Galactica, Boost Morale, Call a Vote, Reveal as a Cylon, Jump Preparation) or may instead retrieve 2 spent dice back to their active dice pool.
Executive Order now brings back in the trust component of the base game. If you are short on dice, or want to help someone else regain spent dice, you can trust them and give them your action. We also attached Adama's character ability to the Executive Order because we found it was by far the most common action Adama took; we wanted to spread that action around and make it more widely available. This way, if the humans are ahead (they have few or no matters to deal with as an action), they can continue to prepare for upcoming crisis events.
These two actions also always give a player a viable action on their turn.
I suggest the following changes to character abilities:
Adama: (-1) dice on Crisis Skill Checks on Adama's turn count as 0-strength.
This mimics his one-per-turn ability of the base game. With the Executive Order action taking his current ability, he needed something new.
Roslin: When Roslin attempts to Boost Morale, she may spend two dice instead of just one. If both are positive, she may remove two demoralized tokens.
The human's largest threat is Demoralization. Roslin can now help counteract that. It gives her more of a Presidential feel, as she can now give Inspirational Speeches much better than other players.
Starbuck: Once on your turn, if you submit all or all but one of your active dice to a single skill check, immediately retrieve them.
This one is to take care of a small technicality that occurred. In two games, one of our Cylons had the Number Six Cylon card, and both times they removed a die from Starbuck. That renders her character ability very weak; she can’t take an action on her turn (as they all currently use dice) and still use her character ability. The suggestion was to only have it trigger when she spent all of her dice (not all or
all but one). Either way would take some playtesting to see what felt correct.
Cylon #2: ACTION: Reveal this card and, if not currently brigged, draw two Galactica damage tokens and play one.
A quick tweak with the new Galactica damage tokens.
Cylon #4: ACTION: Reveal this card and, if not currently brigged, reduce the Jump Preparation track by 1.
Another idea someone suggested. It mimics a Cylon reveal power from Exodus.
The last suggestion was a change to the Crisis dice. Players felt there could be a bit more variety to the options on these dice; someone suggested using d8 dice instead of d6. Other Crisis events that were suggested:
-The Current player places 2 of his active dice into his reserves. No check. No jump.
-The Admiral player places 2 of his active dice into his reserves. No check. No jump.
-A skill check that, if failed, places the current player into the Brig. No jump.
-A skill check that, if failed, places the Admiral in the Brig. No jump.
Adding more non-jump sides on the Crisis dice also balances out the addition of the Engine Room/Jump Preparation action.
This is just a list of thoughts… things my group will probably try in the future. We had a blast with this game – it’s a great design and holds true very well to the original game. I’m working on making a much nicer set (actually making dice, creating heavier duty pieces, etc.) and when I end up finishing it, I’ll throw some pictures up here on the Geek.