Recommend
 
 Thumb up
 Hide
10 Posts

Battlestar Galactica: The Board Game» Forums » General

Subject: Base Game Only- Bored Silly After Revealing As Cylon rss

Your Tags: Add tags
Popular Tags: [View All]
Marcos Romero
United States
Jacksonville
FL -
flag msg tools
mbmbmbmbmb
Ok, so I'm not sure what we're missing but it seems like after you are revealed as a Cylon it's super boring. You have virtually no ability to affect the process of the game. It's very rare that a Cylon can directly cause a crisis to fail while only putting one card in. There's very little interaction in the game once you've been revealed and you're kind of trying to time your Super Cylon card play.

First off is there something we're missing in the base game rules that would cause a Cylon to be able to "do" more?

Second is there an expansion that helps with the boredom factor of being a cylon?

Thanks!
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Kārlis Jēriņš
Latvia
Riga
flag msg tools
I'm a sheep.
badge
A lovely, fluffy sheep.
Avatar
mbmbmbmbmb
There's Caprica. Every time you activate it, that's one more crisis for the humans to deal with, without getting any new skill cards unlike human players' turns. And being able to choose one of two crises is also a big thing, since you can choose where to hit the humans.
And getting a ship activation of your choice in Cylon Fleet is also nice. Get a centurion or two onboard Galactica and then abuse the hell out of that location.

As for expansions with more cylon options, Exodus adds the Cylon Fleet board that has more Cylon locations (I don't remember how good they are, though), and Daybreak might add the Rebel Basestar if you're going to Earth, and if you make that check fail then the basestar will side with the Cylons and you'll get even more powerful locations.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
JasX X
United Kingdom
London, UK
flag msg tools
Avatar
mbmbmb
Daybreak Treachery cards and the mutiny mechanic also give the cylons more opportunities for causing trouble
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Star Fox
United Kingdom
flag msg tools
Keep busy to keep happy.
badge
If you have fun, then even if you lose you still win!
Avatar
mbmbmbmbmb
MRomeo99 wrote:
Ok, so I'm not sure what we're missing but it seems like after you are revealed as a Cylon it's super boring.

Agreed. I always prefer it when people don't reveal early, and I never reveal early myself. A game with lots of suspicion is the most fun.

I like the 'rebirth' variant because cylons are rewarded for revealing at 6 or more distance.

Quote:
You have virtually no ability to affect the process of the game.

Well, that's not exactly true. They draw 2 skill cards, so you can play into 2 checks per cycle. Granted: only 1 card per check, but it can make a difference. Playing a high value card against the check could make the difference of them failing it, and low cards are still useful if you play them early in the turn cycle of the check; humans will waste more of their cards to try to counteract whatever damage you might be doing, just in case.
And by the time you reveal, you'l probably be targetting your win in one specific area. If lots of raiders are on the board, then keep spamming raider activations at the cylon fleet. If theres is a boarding party, spam heavy raider activations because boarding parties are difficult to kill.
If they are low on a resource, spam Caprica and keep making them play skillchecks that risk the low resource you're targetting. You get a choice of 2 cards, so you have more chance to target what you want.

Quote:
First off is there something we're missing in the base game rules that would cause a Cylon to be able to "do" more?

Well in the base game you arnt actually forced to reveal at all. Even in the brig you can still do skill card actions. Play evasive maneuvers when a shot against a viper already missed, or play strategic planning cards when basestars or raiders attack the humans.

Try to not reveal early; you can do more damage that way.
You can play multiple cards, and try to play types against the check that are quite common in peoples skillsets like tactics or leadership, so that even if the team knows someone is spiking checks they wont know who is doing it.

Quote:
Second is there an expansion that helps with the boredom factor of being a cylon?

The cylon fleet board from exodus certainly gives them a lot more to do.
Treachery cards from either daybreak or pegasus also give them far more playing power to do damage.
The ones from daybreak are particularly powerful.


4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Pasi Ojala
Finland
Tampere
flag msg tools
Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
badge
The next Total Solar Eclipse holiday in 2024 in USA? See you there!
Avatar
mbmbmbmbmb
MRomeo99 wrote:
First off is there something we're missing in the base game rules that would cause a Cylon to be able to "do" more?

Second is there an expansion that helps with the boredom factor of being a cylon?

1. Stay unrevealed and sabotage checks. If you reveal or are revealed, no.

2. Exodus and Daybreak mostly. They both give more possibilities for both covert and overt sabotage, and also create grey areas so that you can't tell immediately from player's actions whether they are human or cylon. (Exodus also comes with the Cylon Fleet Board, which can be used for great advantage by any revealed cylons, perhaps even too much.)
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Cameron McKenzie
United States
Atlanta
Georgia
flag msg tools
badge
Avatar
mbmbmbmbmb
We play a shorter game variant, as we find the best parts of the game are the middle parts, just before and just after the sleeper phase when tensions are highest.
That cuts out the the boring predictable end-game, and the boring early game where it is mostly scripted and cylons rarely do anything too nasty.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
United States
SoCal
flag msg tools
badge
Avatar
mbmbmbmbmb
Staying unrevealed is ideal, but the problem is, you reach 'crossroads' where in order to sabotage meaningfully, you'll out yourself. Sometimes, the humans are VERY WELL equipped to brig you.... Arrest Order Qcard, or they simply have the cards to deal with you and no fleet to worry about at the time. When it comes to that, you may as well reveal on your own terms... especially if the reveal power's helpful.


Pegasus
TREACHERY
Despite everyone knocking Pegasus Treachery now that the Daybreak one's are out, I actually think Day Tr is a "sidegrade" rather than an upgrade. Pegasus brown has more variety and can hit harder, whereas Daybreak Treachery activates more frequently.


-Sabotage only has 3 in the deck, but on rare occasions, the threat of it is more deadly.
-God's Plan - There was a thread on why you'd put a card on top of DD that the humans know what is and can account for. Well... this is a Movement ability, so if you weren't moving, it's "free". That, and if your cards suck, surely you can get a better one than the 2-brown.
-Human Weakness - someone's gotta be in the Brig, but that should happen enough with suspicious games. Also need to be lucky that the highest resource is the one you're after. If so, a free knock on a needed resource is worth its weight in gold, in where they have no direct control over it. Well, they can ensure no1's in the Brig, but they're not going to free a cylon just at the chance of this, and sometimes, that's not feasible to get a human out.

This card really plays a dynamic with Food, as that's often the dump resource. If they kept Food, then alas they're protected from this, but usually at the cost of something else. Otherwise, hitting Morale or Pop can be a very good thing. One time, I was able to hit Fuel with this :cool:

These require a human to play a "pre-skill check card"/"interrupt" first, so that's one major reason why Peg brown cards are harder to fully utilize.
-Special Destiny - gives players, even humans an avenue to spike since every gets one. Free cards are always nice for cylons since they only draw 2 now.
-By Your Command - In a very rare moment, I managed to Critical Situation (purple card that lets you do 2 actions, or like XO-ing yourself), made 2 Brig skill checks reckless, then thrown these in to activate their text effects too. Managed to keep them from FTL Control since killing enough civvies on my turn in the Brig brought population low enough for that, and bought some time for my other cylon buddy
-Broadcast Location - A way to meta-game the CFB from Exodus, but with CAC, it ain't bad

NEW RESS. SHIP LOCATION
You can't move back here once you leave, as the overlay is now a hazard location for this spot, but if it's early enough, you can draw multiple super crisis cards, and hopefully have the time to play them all (or at least the ones you wanted to). This is sort of balanced out how the new super crisis cards, the CAC can be useful immediately, whereas the other 2.5 of the 4 are more long term. Contrast that to base game super crisis cards where 3 of them target resources.

Also, Caprica now counts jump icons in the corner, so that's a less appealing option now.

Exodus
0-STR SKILL CARDS (THAT SAY "SKILLCHECK" ON THEM)

The common knowledge that cylons can't play skill cards for their text ability or that "text on skill cards no longer matters" gets changed with these. I explicitly tell unrevealed cylons to 0-str skill cards, or otherwise new to the SKILL CHECK keyword that since it doesn't trace who put the cards in, you, as a cylon, can put them in and get the effect triggered.

Red Tape - This is mostly a cylon/anti-human card, so it does give reason to hold onto this when you reveal, or to actively draw yellow. It's scary how you can negate A LOT of strength with this one card alone, like below...


Iron Will - Pegasus Treachery failed to provide a reason to keep humans from just dumping unwanted Treachery into skill checks to be tanked (and making a skill check reckless to enable triggering of the RECKLESS SKILL CHECK effects required a human to do so, which they wouldn't if they discussed ahead of time they were going to tank). Iron Will knocking a Morale will deter dumping Treachery (unless At Any Cost made them positive, but then, at least Reckless Skill Check now comes back on the table.) Sometimes, the threat of Iron Will can be enough for humans to waste a skill card or two to ensure it won't knock off a Morale. Of course, it can also backfire :)

Trust Instict - Humans use it as a "hail mary"... a revealed cylon can do the same. Sometimes, this one card can bring out 2 nasty cards for the desired results.

Protect The Fleet - unique in where for the first time, revealed cylons get to unmanned viper activations. Do this to put vipers out of position, or to escort the last civvy to switch raiders into shooting at Gally

Est. Netw - obviously play this when blue's negative, or if it's positive and you want to pass the skill check. I've seen skill checks exceed the difficulty by 30 because of this card, so it can be impossible if human's have to fight all of these blue strength in negatives.


.CFB
Basestar Bridge (BB) is the new shiny, and it provides some interesting choices. A bonus if they go backwards on jump track, but the other options can force some interesting decisions in humans. Once the fleet's out on the MGB though, switch to Cylon Fleet (location).

CONSEQUENCE
very rare, with all of them below, but if you have that circle with hash symbol, there's no way humans can stop it, save for Cally's ability, or a Daybreak 0-str skill card.


Daybreak
0-STR SKILL CARDS HERE TOO

Force Their Hand - risky, but if you'd really like to see if they'll be forced to take Mutiny, and possibly be brigged. Should be more suitable if current player has a low hand count

All Hands On Deck - "pro-positive", so only used on checks you'd want to pass, like AQ Brigging a human

Quick Thinking - a way to take cards to make the skill check lower, AND bolster your hand

Dogfight - failing a skill check here, but also damaging a viper in space protecting stuff

Install Upgrades - I'd only play this if I've got nothing else. Otherwise, it's a nice bonus if DD or someone else played it for you.

TREACHERY NOW ALL SAYS "SKILL CHECK" ON THEM

so you don't need a human to enable anything anymore. Adding Treachery cards to DD, sending a player to Sickbay (ie Starbuck or Apollo in space, defending lots of ships), or potentially brigging someone with a Mutiny card (2nd one in hand does the trick)

REBEL BASESTAR
Until you play enough times, or scout aggressively for these, don't count on RBs coming out, let alone being on the cylon team.

NEW OVERLAY
Human Fleet location now lets you draw duplicate cards, so if you were fishing for something in particular. 2 draws of that color can be helpful now.
4 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Robert Stewart
United Kingdom
Newcastle-upon-Tyne
flag msg tools
mbmbmbmbmb
ackmondual wrote:
CONSEQUENCE
very rare, with all of them below, but if you have that circle with hash symbol, there's no way humans can stop it, save for Cally's ability, or a Daybreak 0-str skill card.


Of course, the Daybreak 0s that remove your consequence-triggering card will trigger consequence themselves, so it's only Cally who can stop you from invoking consequences...
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Allison Macrae
Canada
Victoria
BC
flag msg tools
Avatar
mbmbmbmbmb
ackmondual wrote:

-Sabotage only has 3 in the deck, but on rare occasions, the threat of it is more deadly.


Why is everyone convinced that there are only 3 Sabotage in the deck? This isn't a dig at you, ackmondual; my game group has been convinced since we got Pegasus that there are only 3 Sabotages, despite me going through the deck multiple times and proving that there are four. We've lost games to collectively forgetting this and discarding Treachery when we think all the Sabotages are gone.

Where did this come from? I thought we were just mistaken, but seeing people post it here to really gets me confused.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
United States
SoCal
flag msg tools
badge
Avatar
mbmbmbmbmb
gathraawn wrote:
ackmondual wrote:

-Sabotage only has 3 in the deck, but on rare occasions, the threat of it is more deadly.


Why is everyone convinced that there are only 3 Sabotage in the deck? This isn't a dig at you, ackmondual; my game group has been convinced since we got Pegasus that there are only 3 Sabotages, despite me going through the deck multiple times and proving that there are four. We've lost games to collectively forgetting this and discarding Treachery when we think all the Sabotages are gone.

Where did this come from? I thought we were just mistaken, but seeing people post it here to really gets me confused.
Huh... odd fancy that.

I don't know about your groups, but for me, I suspect it's a 2-parter...
1) I probably visually mixed up the columns in my excel spreadsheet, so I see "3", thinking there's 3 of them, when 3 denotes the strength.
2) I don't always check it... sometimes when I post, I just go from memory, so go figure why this mistake stuck with me.
 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
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.