Chris Person
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Many people (including myself) do not like the +1 loyalty card rule in Exodus that is needed for Conflicted Loyalties/Execution rules. Others argue that executions are too "light" using the Pegasus rules and it's way too easy to prove loyalty. This variant can't be used with Conflicted Loyalties,

My Solution: Don't add the extra loyalty card. When a Human player is executed follow the Pegasus rules for execution however the player does not get to choose his/her new character. You shuffle ALL of the character cards and the new player is dealt a Random character. To me, the idea of being able to choose whatever character you want makes the executions too easy on the humans.
 
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Michael Aldridge
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Choosing a specific character is not what makes it "too easy" for the humans... having a guaranteed human character is what gives the humans a major advantage.
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Make executions permanent, or simply play without executions. devil

A human execution loss results in only a morale loss and that players hands of skill cards. It's like losing a crisis with -1 morale. Big whoop. I think the mechanic is unnecessary, but that's just like, my opinion, man.
 
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Michael Aldridge
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If playing with Daybreak, you also lose your Miracle token (OPG).
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Issues with executions not having enough impact for humans are balanced out by executions not having enough impact for cylons too
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Kārlis Jēriņš
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But executions shouldn't have an impact on cylons. It's just one of a thousand copies.

To increase the impact of executions on the humans, here's what I think.
1) Do use the +1 loyalty card rule. It's good. If you're afraid of the second cylon being stuck in the deck, lose 1 of every resource at the end or something.
2)If a human player is executed, lose the resources listed on their personal goals
3) Shuffle that player's personal goals back into the YANAC deck
4) Only then deal the extra YANAC to the loyalty deck and have the player draw their loyalty.

And maybe, if the execution happened post-sleeper, deal 2 extra YANACs and have the player draw 2 loyalty cards?
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TheNameWasTaken wrote:
But executions shouldn't have an impact on cylons. It's just one of a thousand copies.

To increase the impact of executions on the humans, here's what I think.
1) Do use the +1 loyalty card rule. It's good. If you're afraid of the second cylon being stuck in the deck, lose 1 of every resource at the end or something.
2)If a human player is executed, lose the resources listed on their personal goals
3) Shuffle that player's personal goals back into the YANAC deck
4) Only then deal the extra YANAC to the loyalty deck and have the player draw their loyalty.

And maybe, if the execution happened post-sleeper, deal 2 extra YANACs and have the player draw 2 loyalty cards?
In the show, there were a bunch of human jerks too, so some of them getting the chopping block shouldn't have been a hindrance. If anything, it should've been a boon going by that.
 
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And the game does have a way how human execution can be a boon - if the character's skill set, abilities or drawback make them unsuitable for the game the way the cylons have made it. For instance, if there was only one character drawing blue and they revealed, then anyone else getting executed and being replaced by the Chief is a boon.
A strange sort of boon, but so is getting rid of a jerk via their death.
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TheNameWasTaken wrote:
And the game does have a way how human execution can be a boon - if the character's skill set, abilities or drawback make them unsuitable for the game the way the cylons have made it. For instance, if there was only one character drawing blue and they revealed, then anyone else getting executed and being replaced by the Chief is a boon.
A strange sort of boon, but so is getting rid of a jerk via their death.


yukgulpyuk I came back as chief one game because we needed Repairs. Despite drawing 4 blues over 2 turns, NOT A SINGLE REPAIR! It's worse with him since being denied the bonus action from his special is like a double whammy. Sometimes, it doesn't always work out.
 
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ackmondual wrote:
TheNameWasTaken wrote:
And the game does have a way how human execution can be a boon - if the character's skill set, abilities or drawback make them unsuitable for the game the way the cylons have made it. For instance, if there was only one character drawing blue and they revealed, then anyone else getting executed and being replaced by the Chief is a boon.
A strange sort of boon, but so is getting rid of a jerk via their death.


yukgulpyuk I came back as chief one game because we needed Repairs. Despite drawing 4 blues over 2 turns, NOT A SINGLE REPAIR! It's worse with him since being denied the bonus action from his special is like a double whammy. Sometimes, it doesn't always work out.


If you don't have anyone who can draw blue, then you're guaranteed to not get a Repair. I'd rather have a small chance than no chance... just sayin'.
 
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BosonMichael wrote:
If you don't have anyone who can draw blue, then you're guaranteed to not get a Repair. I'd rather have a small chance than no chance... just sayin'.

CP.
 
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a1bert wrote:
BosonMichael wrote:
If you don't have anyone who can draw blue, then you're guaranteed to not get a Repair. I'd rather have a small chance than no chance... just sayin'.

CP.


...or Research Lab, or Captains Cabin, sure... if you want to spend actions to fish them out. And you still won't have as good of a chance as Chief (or any other blue-drawing player).
 
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If you really need the repair, you surely are willing to use one action and three cards (XO and two CP's) to fish for it. It is not optimal, but that is still much, much less than what an execution and a change to a Support Character costs..
 
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a1bert wrote:
If you really need the repair, you surely are willing to use one action and three cards (XO and two CP's) to fish for it. It is not optimal, but that is still much, much less than what an execution and a change to a Support Character costs..


In my case, they didn't have CP on hand. And the execution wasn't something we invoked on our own.

Still, point taken is that many people over look CP.
 
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a1bert wrote:
If you really need the repair, you surely are willing to use one action and three cards (XO and two CP's) to fish for it. It is not optimal, but that is still much, much less than what an execution and a change to a Support Character costs..


Will agree to disagree with you on that.
 
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BosonMichael wrote:
a1bert wrote:
If you really need the repair, you surely are willing to use one action and three cards (XO and two CP's) to fish for it. It is not optimal, but that is still much, much less than what an execution and a change to a Support Character costs..

Will agree to disagree with you on that.

Sure, but disagree on what exactly?

You said you wanted a small chance of getting repair rather than no chance. There certainly is a small chance in getting a repair from the Research Lab and using CP, and they are both quicker than executing someone and waiting for their next turn. If you actually meant something else than getting a repair (for example reliably drawing blue throughout the rest of the game), that's a different thing.
 
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a1bert wrote:
BosonMichael wrote:
a1bert wrote:
If you really need the repair, you surely are willing to use one action and three cards (XO and two CP's) to fish for it. It is not optimal, but that is still much, much less than what an execution and a change to a Support Character costs..

Will agree to disagree with you on that.

Sure, but disagree on what exactly?

You said you wanted a small chance of getting repair rather than no chance. There certainly is a small chance in getting a repair from the Research Lab and using CP, and they are both quicker than executing someone and waiting for their next turn. If you actually meant something else than getting a repair (for example reliably drawing blue throughout the rest of the game), that's a different thing.


If you need a repair, you almost always need more than one, even if not exactly at that time.
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a1bert wrote:
BosonMichael wrote:
a1bert wrote:
If you really need the repair, you surely are willing to use one action and three cards (XO and two CP's) to fish for it. It is not optimal, but that is still much, much less than what an execution and a change to a Support Character costs..

Will agree to disagree with you on that.

Sure, but disagree on what exactly?

You said you wanted a small chance of getting repair rather than no chance. There certainly is a small chance in getting a repair from the Research Lab and using CP, and they are both quicker than executing someone and waiting for their next turn. If you actually meant something else than getting a repair (for example reliably drawing blue throughout the rest of the game), that's a different thing.


Disagree on whether the cost is too great to make the switch to a support character (or pilot, or whatever is needed). Unless morale is in danger, I'll usually recommend someone "take one for the team", often volunteering myself.
 
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