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Battlestar Galactica: The Board Game – Daybreak Expansion» Forums » Rules

Subject: New Caprica + New Treachery rss

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Joe Trigiani
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When choosing to go to New Caprica with the Daybreak expansion, could the new treachery cards be used? Obviously bait would do nothing on New Caprica so players could always dump them in any skill check. Also, the new reckless rules wouldn't be as bad during New Caprica except for mutiny. Some mutiny cards seem to cause conflicts or cannot be carried out completely like the strong survive. Would the civilian have to be in a space area or maybe the locked stack? Also the only way to get rid of mutiny cards would be to use them or discard for hand limit in the brig since Colonial One is out of play.

Has anyone tried this before? It doesn't look like it would work that well.
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Ian Madsen
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We are trying it out right now in a PBF:

BSG 4XX-2 Superteam 2: Mutiny Boogaloo
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Mindy G
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We haven't reached NC yet tho!
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Joe Trigiani
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You're close and you have a ton of population and morale! Good luck! I'll be stalking. ninja
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Carl Bussema
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At the risk of making nc harder (didn't check your variant if any), bait could be "lock one prepared civilian ship" for a similar feel.
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trigiani wrote:
When choosing to go to New Caprica with the Daybreak expansion, could the new treachery cards be used? Obviously bait would do nothing on New Caprica so players could always dump them in any skill check. Also, the new reckless rules wouldn't be as bad during New Caprica except for mutiny. Some mutiny cards seem to cause conflicts or cannot be carried out completely like the strong survive. Would the civilian have to be in a space area or maybe the locked stack? Also the only way to get rid of mutiny cards would be to use them or discard for hand limit in the brig since Colonial One is out of play.

Has anyone tried this before? It doesn't look like it would work that well.
In anticipation of this, I shot off a whole slew of questions, by way of question train to FFG...
original questions
http://www.boardgamegeek.com/article/13311667#13311667
responses
http://www.boardgamegeek.com/article/13490089#13490089

As for your questions here, keep in mind that Treachery cards like Broadcast Location and By Your Command were not as dangerous on NC before G returns either. BYC did at least activate OF, but just like with new Treachery, they're not really at "full strength".

InfoCynic wrote:
At the risk of making nc harder (didn't check your variant if any), bait could be "lock one prepared civilian ship" for a similar feel.
Given how there are 6 Baits in the deck, this may be too much. OTOH, there are some circumvention gaming maneuvers for NC that this could end up balancing out.

Otherwise, I was thinking if there are 2 or more Baits in the skill check, then go ahead and do that (1 prepped civvy backed to locked stack)

I was thinking the same thing with Dradis Contact... 2 or more of them in a skill check, and activate all OF (Occupation Forces). When the fleets jump back, continue with the usual space stuff on here as written.

One notable difference between Peg Treachery and Day Treachery is Peg Tr is harder to activate the text pertaining to a skill check (you need a human to make it Reckless via StP, AAC, G&I, or Jury Rigged, which is really only ever done if they're that desperate). But when it does, it can pack quite a wallop (putting out a whole basestar... barring CFB issues, and activating 1.5 to 2.5 types of cylon stuffs).

Day Tr OTOH, is easy to activate and thus happens very frequently. They don't do as much per card, since it'd be too overwhelming otherwise.
 
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Kwijiboe
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Sure, you can use the new Daybreak treachery cards.

But, executions are going to be much easier for both humans and cylons before New Caprica via Pegasus' Airlock. Post New Caprica, humans will be able to execute players much more efficiently with the 3, 4, 5 treachery skill cards.

This actually makes New Caprica harder for Cylons since only Humans have access to Resistance HQ. Humans could kill a Cylon early in the turn order and be safe from any and all skill card spikes. It's a boost to humans that's for sure.

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Kwijiboe wrote:
Sure, you can use the new Daybreak treachery cards.

But, executions are going to be much easier for both humans and cylons before New Caprica via Pegasus' Airlock. Post New Caprica, humans will be able to execute players much more efficiently with the 3, 4, 5 treachery skill cards.

This actually makes New Caprica harder for Cylons since only Humans have access to Resistance HQ. Humans could kill a Cylon early in the turn order and be safe from any and all skill card spikes. It's a boost to humans that's for sure.

unless you have Restore Orders, all of the 3s, 4s, and 5 Treachery will take toll and should come out about even.

Besides, if Pop's an issue, you need to be sinking actions in peeping civvies.
 
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Kwijiboe
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It's more of the ease with which to kill people and not the text on the card.
 
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Kwijiboe wrote:
It's more of the ease with which to kill people and not the text on the card.
But I'm arguing that all of those Mcards going around, Treachery getting tossed around, and Violent Outbursts causing XO targets to become less effective (not to mention having to XO those who got sent to Med Center so they'd get their full card draw) can make for some side effects that are far worse than having cylons running around. If they're already revealed, it may not be as worth it since they're only drawing 2 cards per turn anyways.
 
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ackmondual wrote:
Kwijiboe wrote:
Sure, you can use the new Daybreak treachery cards.

But, executions are going to be much easier for both humans and cylons before New Caprica via Pegasus' Airlock. Post New Caprica, humans will be able to execute players much more efficiently with the 3, 4, 5 treachery skill cards.

This actually makes New Caprica harder for Cylons since only Humans have access to Resistance HQ. Humans could kill a Cylon early in the turn order and be safe from any and all skill card spikes. It's a boost to humans that's for sure.

unless you have Restore Orders, all of the 3s, 4s, and 5 Treachery will take toll and should come out about even.

Besides, if Pop's an issue, you need to be sinking actions in peeping civvies.

With NC, dealing with Mutiny is also a larger pain in the neck. You don't have C1 to harmlessly discard them anymore. This of course is tied to Mutiny being very prominent with the new Treachery deck.

Speaking of Mutiny, if you really wanted to be safe, you need to execute anybody with a Mcard, as on an XO or Critical Situation, they could just play Assume Command to grab the admiralty and then order the jump in one fell swoop.
 
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Kwijiboe
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Then there's even more reason to not mix New Caprica with Daybreak.
 
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Kwijiboe wrote:
Then there's even more reason to not mix New Caprica with Daybreak.
I'd beg to differ. I've had some complaints about NC that it was too easy, so this should put it at an enjoyable level of challenge.

Even then, there are those who think Mutiny and Daybreak Treachery on its own is simply too harsh.
 
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Mark L
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NC might well be too easy, but I highly doubt increasing the prevalence of the Cylon Admiral auto-win and hence forcing more executions of probably human players is the way to fix it.
 
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markino wrote:
NC might well be too easy, but I highly doubt increasing the prevalence of the Cylon Admiral auto-win and hence forcing more executions of probably human players is the way to fix it.
Well, not just that. Daybreak's nastier Treachery in adding more Treachery to DD and player's hands, doling out Mutiny, which in turn increases the odds of sending players to Detention more often, can make it harder on the humans too.
 
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