$10.00
Recommend
5 
 Thumb up
 Hide
122 Posts
1 , 2 , 3 , 4 , 5  Next »   | 

Battlestar Galactica: Exodus Expansion» Forums » Variants

Subject: Rebel Cylon Revisited rss

Your Tags: Add tags
Popular Tags: [View All]
David Turczi
United Kingdom
London
England
flag msg tools
designer
mbmbmbmbmb
The idea for Cylon Civil War as a Sympathizer mechanic was created here: http://boardgamegeek.com/article/7765787#7765787

It Evolved. (http://boardgamegeek.com/thread/720007/bsg-v7-rebel-blood-on...)

It rebelled. (http://boardgamegeek.com/thread/726804/bsg-v12-guess-whats-c..., http://boardgamegeek.com/thread/729004/bsg-v14-the-oath-beca...)

And now it needs a plan


It is a sympathizer mechanic for 4 and 6 players.
Loyalty Deck for 4: 1 YAAC, 1 RYAAC, 6 FF/YANAC (+1 YANAC if Exodus rules, Baltar, Boomer)
Loyalty Deck for 6: 1 YAAC, 1 RYAAC, 9 FF/YANAC (+1 YANAC if Exodus rules, Baltar, Boomer) and shuffle in 1 YAAC at sleeper phase.

Things I got from feedback:
d10-1 Mutineer is overkill.
d10-2 Cylon leaders without an Agenda, waiting to rebel or not is boring
d10-3 Having a condition to trigger (a la Sympathizer) is good, even better if Trigger is secret
d10-4 Rebel Basestar is nice (including the Indicator), but don't have it include lots of self damaging.

So with that in mind, here is my new idea for the Cylon Civil War module.
Special thanks to DTHz, Colonial One, LL6869 and MasterDinadan for ideas.

Loyalty Cards:
There are 4 new loyalty cards:
Quote:
You are a Cylon
CARES FOR THE PEOPLE
Action: Reveal this card. If you are not in the "Brig", you may look at the President's Quorum card hand and discard up to 3 cards.
You do not receive a Super Crisis upon revealing.
If Population falls to or below 7 while you are revealed, you immediately join the humans as a rebel cylon.

Action: If Population is 7 or less, reveal this card to join the humans as a rebel cylon.


Quote:
You are a Cylon
GALACTICA FEELS LIKE HOME
Action: Reveal this card. If you are not in the "Brig", you may force any player NOT on Galactica to discard all his skill cards.
You do not receive a Super Crisis upon revealing.
If Galactica gets 3 or more damage tokens while you are revealed, you immediately join the humans as a rebel cylon.

Action: If Galactica has 3 or more damage tokens, reveal this card to join the humans as a rebel cylon.


Quote:
You are a Cylon
SPREADS THE WILL OF GOD
Action: Reveal this card. If you are not in the "Brig", you may (before discarding down to 3 skill cards) draw and keep the skill cards in the Destiny Deck, and build a new Destiny Deck made of 4 Treachery Cards.
You do not receive a Super Crisis upon revealing.
If Morale and Food together is equal or less than 9 while you are revealed, you immediately join the humans as a rebel cylon.

Action: If Morale and Food together is equal or less than 9, reveal this card to join the humans as a rebel cylon.


Quote:
You are a Cylon
STOPS THE FIGHTING
Action: Reveal this card. If you are not in the "Brig", you may force the Admiral to discard a nuke token and 2 random skill cards. (next in line, if you're the admiral)
You do not receive a Super Crisis upon revealing.
If 12 or more raiders are on the board while you are revealed, you immediately join the humans as a rebel cylon.

Action: If 12 or more raiders are on the board, reveal this card to join the humans as a rebel cylon.

Note: CFB obviously doesn't count.

Joining the humans as Rebel:
d10-1A cylon rebelled will win with the humans (and henceforth be called "rebel")
d10-2Rebel can use text of human cards, cannot use text of Treachery
d10-3Rebel can play up to 2 cards into skill checks
d10-4Rebel can move to any human ship (Galactica, C1, Pegasus), but cannot activate human locations (except the Brig) before the endgame triggers (Distance 8 for Kobol and IN, obvious for New Caprica and Colony)
d10-5Rebel CAN become President/Admiral/CAG, but considered last in line of succession for all three
d10-6Rebel draws three from any color (any combination)
d10-7If a revealed Rebel is executed he's moved to Meditation Chamber (do not lose morale)
d10-8If an unrevealed Rebel is executed and he's condition is met he immediately joins the humans as rebel. Otherwise he's sent to Resurrection Ship.

Rebel Basestar:
At the same time as the rebel joins the humans, following things happen:
d10-1 Revealed Cylons draw 3 cards per turn
d10-2 A Rebel Basestar is placed into sector 4.
d10-3 The Rebel Basestar is immediately damaged.
d10-4 The Rebel is moved to Meditation Chamber
d10-5 The Rebel may set the Indicator (see below) in any position he chooses

The Rebel Basestar is a ship AND a board.
The board has an Indicator (A, B and C position)
The Rebel Basestar has the following locations:

Missile Batteries - Action:
A: Attack 4 raiders in your current space area.
B: Attack a Basestar in your current space area.
C: Attack a Heavy Raider in your current space area.
Rebel Hybrid - Action:
A: Look at the top 2 cards of Crisis deck and place one on the top and one on the bottom.
B: Discard one card to draw 2 cards (they may come from outside your skill set).
C: Look at the top 2 cards of Destination deck and place one on the top and one on the bottom.
Data-font
Movement or Action: Move the Rebel Basestar to an adjacent area
Meditation Chamber - Hazardous Location
You only draw 2 skill cards at the beginning of your turn.
Action: Repair one location on the Rebel Basestar.

Additionally the Rebel Cylon gains the following ability while on the Rebel Basestar:
Movement or Action: Set the Basestar Indicator to any state.

Only those actions on Rebel Hybrid and Missile Battery can be activated which correspond to the current state of the Indicator.

Rebel Basestar also has abilities based on the indicator:
A: The Rebel Basestar may be moved to any space area using Data-font
B: Whenever a civilian ship would be destroyed (anywhere) the Rebel Cylon may damage the Rebel Basestar and escort the civilian instead of destroying it.
C: The first attack in every turn against the Rebel Basestar automatically fails.

d10-1 If a Rebel Basestar location is damaged while someone (humand or rebel) is standing on it or sent to Sickbay by a crisis card, he's sent to Meditation Chamber instead of Sickbay.
d10-2 If the Rebel is standing on any other ship he's sent to Sickbay as usual
d10-3 There are 3 damage tokens for Rebel Basestar (not for Meditational Chamber), they can be repaired the ordinary way
d10-4 If all 3 damage are assigned, remove the Rebel Basestar board and token from play, and move any player to Sickbay, every other human player draws 2 Treachery cards.
d10-5 The current player may NOT assign damage to Rebel Basestar.
d10-6 Rebel and human players can move to and from Rebel Basestar by discarding a skill card as usual.

Rebel Basestar Space Combat:
Rebel Basestar attacking:
Raider: 3-8 Damaged
Heavy Raider: 6-8 Damaged
Basestar: 4-7 Damaged 8 Damaged Twice

Rebel Basestar attacked:
Raider: 6-8 Damaged

Raiders attack Rebel Basestar BEFORE vipers.


More stuff to come
- Interaction with NC, IN and Colony
- Rebel Allies
- Possibly a Quorum Card and a SuperCrisis

Please give any and all feedback!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jason Beck
United States
Alexandria
Virginia
flag msg tools
designer
Felix alearum famis! Et posse impares sumus erimus en tui semper favoris.
badge
Proprietor of The Bored Gaymer, BGG's most popular blog with the words "Bored" and "Gaymer" in the title!
mbmbmbmbmb
There's a lot here, but my most immediate reaction was: Why can the Rebel Cylon become Admiral/President/CAG?

I think there is thematic justification for CAG, but not for the other two:

Spoiler (click to reveal)
Cylon pilots actively collaborated with the Colonial Fleet after the Rebel Basestar joined them- the most obvious example of this, of course, being the attack on the Resurrection Hub.

The only examples of known Cylons (aside from this) holding positions of power among the humans are basically Tigh and Tyrol, but they are very distinct from the rebellious Cylons.

You might also count the re-organization of the Quorum of Twelve following the mutiny, wherein the Rebel Basestar was given a representative (Sonja) on the Quorum, but that's about it.


Of course, this is just a thematic quibble, really, but I'm not sure I see a whole lot of reason to allow such a wonky thing to happen.

If you do want to keep that mechanic, might I suggest that if a Rebel Cylon is executed *and* has a title, you *do* lose a morale? (This may illustrate the extent of the Cylon's integration into the Colonial Fleet, such as it were.)
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Carl Bussema
United States
Lansing
Michigan
flag msg tools
mbmbmbmbmb
Not explicit but I assume the RebBasestar Missile Batteries & Hybrid are limited to taking the action based on the current indicator

Data-font should be written as an OR, not two Action: lines (see Human Fleet).

If the Basestar has abilities based on the indicator, why not just make those an extra location which can't be damaged? I suppose there's minor balance concerns with not having to move there?

Needs to be explicit: who can use the Rebel basestar (humans, Cylons), discard a card to move, etc.

Med chamber text should be reversed, the constant modifier before the action.
"You only draw 2 skill cards at the start of your turn.
Action: Repair one Rebel Basestar location."

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Turczi
United Kingdom
London
England
flag msg tools
designer
mbmbmbmbmb
Colonial One wrote:
If you do want to keep that mechanic, might I suggest that if a Rebel Cylon is executed *and* has a title, you *do* lose a morale? (This may illustrate the extent of the Cylon's integration into the Colonial Fleet, such as it were.)


I thought of that, but I feel that's a "Do X, unless Y is true. But if Y and Z is also true do X anyway" kind of rule, and those frankly suck

What about the other stuff?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Turczi
United Kingdom
London
England
flag msg tools
designer
mbmbmbmbmb
InfoCynic wrote:
Not explicit but I assume the RebBasestar Missile Batteries & Hybrid are limited to taking the action based on the current indicator
Yes
Quote:
Data-font should be written as an OR, not two Action: lines (see Human Fleet).
Will fix immediately.
Quote:
If the Basestar has abilities based on the indicator, why not just make those an extra location which can't be damaged? I suppose there's minor balance concerns with not having to move there?
I don't think that's a good idea

Quote:
Needs to be explicit: who can use the Rebel basestar (humans, Cylons), discard a card to move, etc.

Humans and rebel also can
Humans and rebel also move to and from Rebel Basestar by discarding 1 card.

Quote:
Med chamber text should be reversed, the constant modifier before the action.
"You only draw 2 skill cards at the start of your turn.
Action: Repair one Rebel Basestar location."
Already noticed that myself
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jason Beck
United States
Alexandria
Virginia
flag msg tools
designer
Felix alearum famis! Et posse impares sumus erimus en tui semper favoris.
badge
Proprietor of The Bored Gaymer, BGG's most popular blog with the words "Bored" and "Gaymer" in the title!
mbmbmbmbmb
TDaver wrote:
I thought of that, but I feel that's a "Do X, unless Y is true. But if Y and Z is also true do X anyway" kind of rule, and those frankly suck

What about the other stuff?


I don't disagree, I only meant that I think it might help, thematically, if you want to keep the Rebel Cylon able to get titles (but, as noted above, I don't think you should).

Can you explain how the loyalty cards work? I don't really understand them. Who gets one? A brief run-down of the overall rules might help. I mean, like, in V14 a CL gets a Rebel card at Sleeper. So do you just get dealt a Rebel Cylon loyalty card like normal?

And what happens if the conditions listed on the loyalty card never come to pass?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Carl Bussema
United States
Lansing
Michigan
flag msg tools
mbmbmbmbmb
The more I look at the extra space, it's just weird. Changing what amounts to a passive ability is a little confusing. I don't know how to fix it, but I'm not sure it's a fabulous idea.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Turczi
United Kingdom
London
England
flag msg tools
designer
mbmbmbmbmb
Colonial One wrote:
Can you explain how the loyalty cards work? I don't really understand them. Who gets one? A brief run-down of the overall rules might help. I mean, like, in V14 a CL gets a Rebel card at Sleeper. So do you just get dealt a Rebel Cylon loyalty card like normal?


It's a seemingly ordinary YAAC card. With a twist. No CLs, no special dealing involved. It's a sympathizer that can be dealt at the start of the game (and doesn't have to be immediately revealed, because that's awful )

Quote:
And what happens if the conditions listed on the loyalty card never come to pass?


The player dealt with the RYAAC wins with the cylons.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Atomic Robo
United States
Nebraska
flag msg tools
mbmbmbmbmb
Loyalty Card wrote:

You are a Rebel Cylon
When you reveal this card, place the Rebel Basestar token directly behind Galactica and move to the Meditation Chamber.
You win if the humans win, are considered and are a human for targeting purposes and for skill card use. You may not activate Galactica or Colonial One locations.
On your turn you may draw three cards of any color.

Rebel Basestar wrote:

--Meditation Chamber: Hazardous Location
You only draw two skill cards at the start of your turn. Action: Repair a Rebel Basestar location.
--Missile Batteries:
Action: Roll to attack a Cylon ship in this space area.
Action:Discard a Maximum Firepower to make four attacks against Cylon ships in this space area.
--Raider Bays:
Action: Roll a die, on a 3 or higher, look at the top card of the Crisis or Destination deck and place it on top or bottom of that deck. Otherwise, damage this location. (If damaged, you are sent to the Meditation Chamber.)
--Rebel Hybrid:
Action: Draw a card.
Action: Discard a card to draw two cards. (These cards may be from outside your skill set.)


I really dislike those Loyalty cards. A Cylon shouldn't get to choose what side they're on. In that event, there's no reason to NOT join the humans, since then the game is a cake walk as it's a x Vs Y-1 which is exactly what the game shouldn't be. I do support having an alternative to Sympathizer, but it shouldn't be a choice of the player who has the card.

------
Edit:
Rules: The Rebel Basestar is a token that exists on the board. In addition to moving, the Rebel Cylon can as a move action move the Rebel Basestar to an adjacent space sector.

When revealed, the Rebel Cylon immediately moves to the Meditation Chamber, any action that would place the Rebel Cylon in Sickbay or the Brig instead places them at the Meditation Chamber (if the Rebel Basestar has not been destroyed.) (This includes if they're in the Brig when they reveal.)

Cylon ships especially hate the Rebels and they are given attack priority. The attack priority for Cylon raiders is now: Rebel Basestar, Unmanned Vipers, Manned Vipers, Civilian ships. If a Rebel Basestar is in the same location as Cylon Basestars, Basestar attack activations will cause them to attack the Rebel Basestar instead.

The Rebel Cylon and human characters may discard a card to move between the Rebel Basestar and Galactica or Colonial One. Humans may activate Rebel Basestar locations and if they are sent to Sickbay while aboard the Basestar they are instead sent to the Meditation Chamber. (If they are sent to the Brig, they are still sent to the Brig.) If characters are sent to the Meditation Chamber and trauma is being used, they draw 1 trauma.

Crisis cards and other effects that damage Galactica may not damage the Rebel Basestar. The Rebel Basestar has four damage tokens; Missile Batteries, Raider Bays, Rebel Hybrid, Draw 2 Trauma Tokens. If three Rebel Basestar locations are damaged and it is damaged a fourth time, ignore the fourth damage token and immediately destroy the Rebel Basestar.

If the Rebel Basestar is destroyed, move the Rebel Cylon to Sickbay; all human players draw two treachery cards and one trauma.

Basestar Damage Chart!
With Raider: 6-8 Damaged
With Basestar: 4-8 Damaged
With Nuke: 8 Destroyed (Along with every other ship in that sector of space.)

Basestar Damaging Chart!
Vs Raiders: 3-8 Destroyed
Vs Heavy Raiders: 7-8 Destroyed
Vs Basestar: 4-7 Damaged 8 Damaged twice

Why:
Well, first off, it makes the location frakking useful. As it is, the Rebel Basestar is entirely a burden. Here, you get three very useful locations (but not overpoweringly so) at the expense of the player being able to draw their full five cards and losing their OPT and OPG. (Potentially.)

It also brings another layer of complexity to space combat without making it too complex. Now the Cylons can consider the advantages of trying to blow up the Rebel Basestar, the humans can consider the advantages of using it to protect the civies, the Cylon in charge is left with the problem of the trauma they might accrue if the Raiders get to be too much. And do they burn movment actions moving into position if two Basestars show up? Those things can seriously hurt the Rebel Basestar, and fast.

Over all, I think it's a lot more interactive and a lot more interesting. Hope to hear what you think soon!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Atomic Robo
United States
Nebraska
flag msg tools
mbmbmbmbmb
And the freaking mode change thing is waaay too complicated, needlessly complicated. It gives players even less of an incentive to use the location.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jan Itor
Scotland
Dundee
Angus
flag msg tools
mbmbmbmbmb
So combine mutineer and rebel.

If condition x human if conditino y cylon.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mindy G
United States
Portland
Oregon
flag msg tools
Mold the chaos into something beautiful
mbmbmbmbmb
I hate the Indicator! It feels like a waste of an action.

I do like a lot of these changes though, definitely seems improved from the Rebel Base I'm sitting on now.

More later!
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Atomic Robo
United States
Nebraska
flag msg tools
mbmbmbmbmb
I updated my original post with just basically a transcript of my original post to tdaver.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jan Itor
Scotland
Dundee
Angus
flag msg tools
mbmbmbmbmb
oriecat wrote:
I hate the Indicator! It feels like a waste of an action.

I do like a lot of these changes though, definitely seems improved from the Rebel Base I'm sitting on now.

More later!


I could see that from where i stood. abc and i once talked about making it a move or an action. or have it be something that can be done at the start of every rebel turn once.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Atomic Robo
United States
Nebraska
flag msg tools
mbmbmbmbmb
Valen200 wrote:
oriecat wrote:
I hate the Indicator! It feels like a waste of an action.

I do like a lot of these changes though, definitely seems improved from the Rebel Base I'm sitting on now.

More later!


I could see that from where i stood. abc and i once talked about making it a move or an action. or have it be something that can be done at the start of every rebel turn once.

I really feel that the A/B/C conditions are really just redundant, needless book-keeping and make a mediocre location more mediocre.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jan Itor
Scotland
Dundee
Angus
flag msg tools
mbmbmbmbmb
I like the idea of locations that have "a fighting stance" so that the rebel has the ability to adapt to game flow. I like the idea inconcept really.


It just needs to be smoother and easier to transiton.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Atomic Robo
United States
Nebraska
flag msg tools
mbmbmbmbmb
Valen200 wrote:
I like the idea of locations that have "a fighting stance" so that the rebel has the ability to adapt to game flow. I like the idea inconcept really.


It just needs to be smoother and easier to transiton.

Rebel Basestar is in Condition B, I want to on my Rebel turn, move to attack the three Raiders in the next space over...
I have to:
Movement: Move to the Data-Font
Action: Move the ship.
(Sigh, as a player, I feel this has been a productive and pro-active turn. I obviously wouldn't have been better served by XOing an actual pilot, or someone sitting in Command, or someone sitting at Weapons Control, or someone sitting at Main Batteries)
Wait a turn.

Movement: Do nothing.
Action: Switch to Condition A
(Hooray! Now I can attack Raiders!)
Wait a turn.

Movement: Darn it! Those Raiders have moved during the last 10 Crisis cards we've faced in our five player game! *grumble* Do Nothing.
Action: Move the Basestar to the Raider's Location.

Wait a turn.

Movement: Move to Missile Batteries. (Woohoo! There are Raiders in my location! Granted the Raiders I originally wanted to destroy got taken care of last turn by a Pilot, but there are Raiders!)
Action: Fire on 4 Raiders.

Edit: In hindsight the Raiders wouldn't have moved, since they attack the Rebel Basestar. That means that instead of taking 4 turns, this would have taken 3 turns. That is, if the Raiders hadn't ripped the Basestar to shreds before then.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Carl Bussema
United States
Lansing
Michigan
flag msg tools
mbmbmbmbmb
Let's take a page from CAG:

TITLE CARD: Rebel Cylon (Give this title card to the Rebel Cylon when they join the humans)
Action: Once per turn, if you are on the Rebel Basestar, change the condition / indicator / thingy on the Rebel Basestar, then take another action.
Movement or Action: Change the condition on the Rebel Basestar.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Atomic Robo
United States
Nebraska
flag msg tools
mbmbmbmbmb
InfoCynic wrote:
Let's take a page from CAG:

TITLE CARD: Rebel Cylon (Give this title card to the Rebel Cylon when they join the humans)
Action: Once per turn, if you are on the Rebel Basestar, change the condition / indicator / thingy on the Rebel Basestar, then take another action.
Movement or Action: Change the condition on the Rebel Basestar.

Do you feel having multiple 'modes' on the Rebel Basestar add to the mechanic?
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jan Itor
Scotland
Dundee
Angus
flag msg tools
mbmbmbmbmb
LL6869 wrote:
Valen200 wrote:
I like the idea of locations that have "a fighting stance" so that the rebel has the ability to adapt to game flow. I like the idea inconcept really.


It just needs to be smoother and easier to transiton.

Rebel Basestar is in Condition B, I want to on my Rebel turn, move to attack the three Raiders in the next space over...
I have to:
Movement: Move to the Data-Font
Action: Move the ship.
(Sigh, as a player, I feel this has been a productive and pro-active turn. I obviously wouldn't have been better served by XOing an actual pilot, or someone sitting in Command, or someone sitting at Weapons Control, or someone sitting at Main Batteries)
Wait a turn.

Movement: Do nothing.
Action: Switch to Condition A
(Hooray! Now I can attack Raiders!)
Wait a turn.
Movement: Darn it! Those Raiders have moved during the last 10 Crisis cards we've faced in our five player game! *grumble* Do Nothing.
Action: Move the Basestar to the Raider's Location.

Wait a turn.

Movement: Move to Missile Batteries. (Woohoo! There are Raiders in my location! Granted the Raiders I originally wanted to destroy got taken care of last turn by a Pilot, but there are Raiders!)
Action: Fire on 4 Raiders.



or you could try that again without being a passive agressive jerk.

did you entirely miss the point where maybe it could be a opt ability at the start of the rebels turn? like choosing a stance in some of the d and d versions.


what I am saying is that i like the concept. It makes the game a little bit less static and encourages forward planning and strategy.

Locations that could be used in different ways is something I am not opposed to exploring.


 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jan Itor
Scotland
Dundee
Angus
flag msg tools
mbmbmbmbmb
LL6869 wrote:
InfoCynic wrote:
Let's take a page from CAG:

TITLE CARD: Rebel Cylon (Give this title card to the Rebel Cylon when they join the humans)
Action: Once per turn, if you are on the Rebel Basestar, change the condition / indicator / thingy on the Rebel Basestar, then take another action.
Movement or Action: Change the condition on the Rebel Basestar.

Do you feel having multiple 'modes' on the Rebel Basestar add to the mechanic?



When did I piss in your cheerios today? Apparently the very notion that maybe a mutil-use location is good is something to deride.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Atomic Robo
United States
Nebraska
flag msg tools
mbmbmbmbmb
Valen200 wrote:
LL6869 wrote:
InfoCynic wrote:
Let's take a page from CAG:

TITLE CARD: Rebel Cylon (Give this title card to the Rebel Cylon when they join the humans)
Action: Once per turn, if you are on the Rebel Basestar, change the condition / indicator / thingy on the Rebel Basestar, then take another action.
Movement or Action: Change the condition on the Rebel Basestar.

Do you feel having multiple 'modes' on the Rebel Basestar add to the mechanic?



When did I piss in your cheerios today? Apparently the very notion that maybe a mutil-use location is good is something to deride.

Are you ok? I was providing a concrete example of why the mechanic wouldn't work well as implemented, as I hadn't explained myself well enough before to be understood.

And this question wasn't directed towards you and wasn't sarcastic. I know my opinion, I know your opinion, I know Tdaver's opinion. For me we're already adding a new mechanic with the entire board. Making that board unlike any other board in the game seems like over-kill. So I was asking for another person's view on the matter as I know my opinion isn't the only one. I'm waiting for someone to sway me.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Jan Itor
Scotland
Dundee
Angus
flag msg tools
mbmbmbmbmb
LL6869 wrote:
Valen200 wrote:
LL6869 wrote:
InfoCynic wrote:
Let's take a page from CAG:

TITLE CARD: Rebel Cylon (Give this title card to the Rebel Cylon when they join the humans)
Action: Once per turn, if you are on the Rebel Basestar, change the condition / indicator / thingy on the Rebel Basestar, then take another action.
Movement or Action: Change the condition on the Rebel Basestar.

Do you feel having multiple 'modes' on the Rebel Basestar add to the mechanic?



When did I piss in your cheerios today? Apparently the very notion that maybe a mutil-use location is good is something to deride.

Are you ok? I was providing a concrete example of why the mechanic wouldn't work well as implemented, as I hadn't explained myself well enough before to be understood.

And this question wasn't directed towards you and wasn't sarcastic. I know my opinion, I know your opinion, I know Tdaver's opinion. For me we're already adding a new mechanic with the entire board. Making that board unlike any other board in the game seems like over-kill. So I was asking for another person's view on the matter as I know my opinion isn't the only one. I'm waiting for someone to sway me.



so making it so that it moves around the board, which is something that no other game board does, isn't overkill?


I was not at any point saying that as implemnted it worked well. All I said was I like the idea. Which you then wrote a very long post saying

and I am fine actually. I don't overly care for "are you ok" tone. It implies that by default you are logical/rational and I am not. You were being condensending, and subtly sneaking in an example that used your variant rules while saying in a very heavy handed tone that obviously anytype of switching location is bad. It's classic strawman shenanigans.

 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Turczi
United Kingdom
London
England
flag msg tools
designer
mbmbmbmbmb
Hey people! Play nice!

I really like the CAGish feeling

I'll edit the first post to include

Rebel Cylon gains the following ability while on the Rebel Basestar:
Movement or Action: Change the Indicator to any setting.
and Data-font will be:
Movement or Action: Move the rebel basestar to an adjacent area.

And please play nice.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Allan Cybulskie
Canada
Ottawa
Ontario
flag msg tools
mbmbmbmbmb
I'm going to be a bit radical here: make it an actual, ever-present loyalty card, from the beginning, with no trigger. Make it so that the Cylon can reveal it at any time to move to and bring in the rebel basestar. Design the locations of the basestar with that in mind.

In V14, my biggest problem was that early in the game I really had no idea how to play. It worked out, basically, that I played bad cop and Simon played good cop, and we ended up as the Cylon and Rebel Cylon respectively. But how do you play early in the game? But if you give it out as a loyalty card, then we have a chance to plan. The Cylon locations have some really decent ones for a Rebel Cylon working behind the scenes (Caprica, for example, is amazing). If you make it so that there are benefits to staying hidden and benefits for revealing -- I found the Rebel Basestar options unimpressive, myself -- then you get into a nice cat and mouse game for the Cylon Leaders trying to prove their worth. And since you're using leaders, infiltration is an option and one that isn't available if they reveal.

There are issues with how that loyalty could be revealed otherwise, but the humans will have the uncertainty and the Cylons the attempts to prove and deceive, which is nice and thematic.

I personally didn't mind being the Leader early except for not knowing whether to be aggressive or benevolent.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
1 , 2 , 3 , 4 , 5  Next »   | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.