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Subject: Which skill cards to explain to noobs? rss

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Ecosmith Ecosmith
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I'd like to single out 4 or so skill cards to explain to noobs, and was wondering which would be best. I think XO and Investigatie committee. Any others that are vital and that could have their importance stressed?

Eco
 
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Cesar Puga
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Launch Scout for sure. It´s key for humans and cylons.

Then maybe Declare Emergency and Strategic Planning.

Noobs always want to use SP after the die roll or use Declare Emergency before totalling the results of the skill check. And these 2 cards are the ones that cylons would try to "hide" from the humans (along with ICs).


 
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Chris J Davis
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Launch Scout and Strategic Planning.
 
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Darren Nakamura
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Are you playing with only the base game skill cards? If so, the ones I would spend a minute talking about are Investigative Committee, Executive Order, and Launch Scout. New players don't quite grasp the importance of them until they really get a feel for how brutal the game can be.
 
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ackmondual
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Ecosmith wrote:
I'd like to single out 4 or so skill cards to explain to noobs, and was wondering which would be best. I think XO and Investigatie committee. Any others that are vital and that could have their importance stressed?

Eco
In terms of covering the important ones for gameplay, or covering the ones that are most confusing rules-wise?

For gameplay, I'd say XO, SP, LS, and IC.

For rules explanation: EM, DE (although you can probably cover this and SR under one fell swoop with skill check "interrupts"), XO, LS
 
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Robert Stewart
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If I were going to explain the base-game skill cards to new players, I'd probably go through all ten along with a little bit of an overview - "each deck has two effects - a common effect with strength 1 or 2 and a rare effect with strength 3, 4 or 5"

For most of the cards I wouldn't do more than paraphrase the text - CP lets you draw any two card; MF lets a pilot attack four times with their viper; SR adds blue to a skill check's colours; SP adds 2 to the die before you roll it; DE adds 2 to the check after you take it; EM lets you reroll an attack on a viper; Repair lets you repair your location (or damaged vipers).

Launch Scout naturally ties into an explanation of raptors (they're there to be risked until you run out) and has important strategic value.

XO tends to be massively underused by new players - I should start explaining more often that the ideal human turn is to move somewhere that will be useful and give an executive order to another player.

IC is the other card that is easily undervalued (particlarly the Pegasus version) - without a Committee, checks either tend to be overplayed by more than the 3-5 points the committee costs, or tend to fail depressingly often. Plus they keep hidden Cylons honest (or at least expose them when they do try something)
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ackmondual
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rmsgrey wrote:
If I were going to explain the base-game skill cards to new players, I'd probably go through all ten along with a little bit of an overview - "each deck has two effects - a common effect with strength 1 or 2 and a rare effect with strength 3, 4 or 5"

For most of the cards I wouldn't do more than paraphrase the text - CP lets you draw any two card; MF lets a pilot attack four times with their viper; SR adds blue to a skill check's colours; SP adds 2 to the die before you roll it; DE adds 2 to the check after you take it; EM lets you reroll an attack on a viper; Repair lets you repair your location (or damaged vipers).

Launch Scout naturally ties into an explanation of raptors (they're there to be risked until you run out) and has important strategic value.

XO tends to be massively underused by new players - I should start explaining more often that the ideal human turn is to move somewhere that will be useful and give an executive order to another player.

IC is the other card that is easily undervalued (particlarly the Pegasus version) - without a Committee, checks either tend to be overplayed by more than the 3-5 points the committee costs, or tend to fail depressingly often. Plus they keep hidden Cylons honest (or at least expose them when they do try something)


There's only 10 of them, so you really could explain it all. However, I just assumed the limit of 4 by the OP was to keep rules explanation as brief as possible
 
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Pieter
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I do not explain any of them up front. During the first rounds, whenever the cards could have an application, I mention them. Usually they all are explained by turn 5.
 
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Ecosmith Ecosmith
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Lol it looks like I'm also sonewhat noobish still. I didnt realise there were only 10 different types in all.

Actually, "dont panic at all these different coloured dexks-there are only ten different cards all told" is a good sentence to use in my initial rules explanation, I think.

Eco
 
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Robert Stewart
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It's Pegasus skill cards that add a lot to the required explanation - the Exodus 0-strength cards don't need much explanation, and the 6's, at most, need it mentioned that they exist.

Including Pegasus skill cards in a game mean you need to explain how Reckless works, and how Movement abilities work

 
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BT Carpenter
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Ecosmith wrote:
I'd like to single out 4 or so skill cards to explain to noobs, and was wondering which would be best. I think XO and Investigatie committee. Any others that are vital and that could have their importance stressed?

Eco


In the basic game there are 10 skill cards total, a 'low' and 'high' for each category. I recommend explaining them all, but grouping them by WHEN they are played.

As an Action:
Yellow-low: draw 2 cards of any kind
Green-low: give someone else a move/action or action/action
Purple-low: Risk Raptor to scout crisis or destination
Red-high: (pilot) attack 4 times
Blue-low: repair a location

As an Interrupt:
Before a Skill Check
Yellow-high: All cards played face up
Blue-high: All other blue cards count positive

After a Skill Check
Green-high: Lower difficulty by 2

Before a Die Roll:
Purple-high: +2 to die roll

After a Viper has been shot at:
Red-low: Reroll the attack (with bonus for manned Viper)
 
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Robert
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rmsgrey wrote:
XO tends to be massively underused by new players - I should start explaining more often that the ideal human turn is to move somewhere that will be useful and give an executive order to another player.


This!

You should make sure everyone understands its importance. It cannot be overstressed. The rest of the cards can be explained when opportunity arises.
 
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Darren Nakamura
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I think a brief mention of "there are only two types of cards in each deck" is as far as I usually go. I don't spend the time up front to explain each card, because a newbie playing Adama doesn't really care what Maximum Firepower does. At least, not when he's still trying to figure out the basic mechanics of the game.
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ackmondual
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Dexter345 wrote:
I think a brief mention of "there are only two types of cards in each deck" is as far as I usually go. I don't spend the time up front to explain each card, because a newbie playing Adama doesn't really care what Maximum Firepower does. At least, not when he's still trying to figure out the basic mechanics of the game.
But you'll still have to explain it to the pilot, and thus, end up explaining it anyways.
 
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ackmondual
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Ecosmith wrote:
Lol it looks like I'm also sonewhat noobish still. I didnt realise there were only 10 different types in all.

Actually, "dont panic at all these different coloured dexks-there are only ten different cards all told" is a good sentence to use in my initial rules explanation, I think.

Eco
That's one reason the base game can get boring... Adama draws 3 green, is asked to XO, and says he can't. You know he can put in at least 9 green in strength into the next skill check since if they aren't XOs, they gotta be DEs which are minimum 3-strength each
 
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Darren Nakamura
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ackmondual wrote:
Dexter345 wrote:
I think a brief mention of "there are only two types of cards in each deck" is as far as I usually go. I don't spend the time up front to explain each card, because a newbie playing Adama doesn't really care what Maximum Firepower does. At least, not when he's still trying to figure out the basic mechanics of the game.
But you'll still have to explain it to the pilot, and thus, end up explaining it anyways.


The point is that if you present too much information all at once, then people won't retain it. Better to bring up Maximum Firepower on a Pilot's turn, when there are 3+ targets near him. Explaining it at the beginning of the game is unnecessary at best and could lead to information overload at worst.

Also, Maximum Firepower is probably one of the most self-explanatory skill cards in the base game. I don't think I've ever had anybody ask me about the card for clarification, as opposed to the many questions that come up about some of the other cards.
 
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ackmondual
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Dexter345 wrote:
ackmondual wrote:
Dexter345 wrote:
I think a brief mention of "there are only two types of cards in each deck" is as far as I usually go. I don't spend the time up front to explain each card, because a newbie playing Adama doesn't really care what Maximum Firepower does. At least, not when he's still trying to figure out the basic mechanics of the game.
But you'll still have to explain it to the pilot, and thus, end up explaining it anyways.


The point is that if you present too much information all at once, then people won't retain it. Better to bring up Maximum Firepower on a Pilot's turn, when there are 3+ targets near him. Explaining it at the beginning of the game is unnecessary at best and could lead to information overload at worst.

Also, Maximum Firepower is probably one of the most self-explanatory skill cards in the base game. I don't think I've ever had anybody ask me about the card for clarification, as opposed to the many questions that come up about some of the other cards.
[shrug] the OP never specified at what point the skill cards get explained, so I assumed all of this couldve been after the game started.
 
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Ecosmith Ecosmith
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I might go quickly through them all after characters have been selected and skill cards drawn, I can say "pilots, listen up-the pilot cards do this and this' etc.
 
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