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

Subject: Super Crisis rss

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Dan
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From what I can tell from reading the rulebook (haven't played Peggy before):

* You get a free super crisis card if you reveal.
* You do not get a free super crisis card if you are executed.

* You can draw super crisis cards from the Resurrection Ship location, but because it takes an action, it will limit your draw next time. There is no limit to the number of Super Crisis Cards you may have (aside from component limitations).

* Once you move out of the Resurrection Ship location, you cannot move back (to draw more) because it is a hazardous location.

Is all of this correct? It seems to me the revised location would encourage a strategy of revealing early for the sake of drawing a few Super Crisis cards and then using them every turn for several rounds.
 
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Correct. See also the recent thread Daybreak: Is sitting at the Resurrection Ship and Drawing all the Super Crisis broken?.

Short summary:
- Early reveal makes humans more efficient.
- You lose an action and a card each time you spend in the Resurrection ship, which makes things easier for the humans in the mean time.
- You still need to spend an action to play the super crisis cards.

In practice the max number of super crisis cards you're going to get to play is 3, so you really have to hope that you get the three good ones and not 3 mediocre ones if you put your whole game on them.
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skribs15 wrote:
From what I can tell from reading the rulebook (haven't played Peggy before):

* You get a free super crisis card if you reveal.
* You do not get a free super crisis card if you are executed.

* You can draw super crisis cards from the Resurrection Ship location, but because it takes an action, it will limit your draw next time. There is no limit to the number of Super Crisis Cards you may have (aside from component limitations).

* Once you move out of the Resurrection Ship location, you cannot move back (to draw more) because it is a hazardous location.
Correct. Note that it's not uncommon for a cylon to be executed when it's NOT his turn, so it sort of comes out even if you spend your first cylon turn (which would've been to reveal) to snag a super crisis card anyways. Whether or not that's the best thing to do will heavily depend on circumstances.

I guess while we're on Pegasus stuff, note that when a CL who's infiltrating goes back to the Resurrection ship by using that "uninfiltrate" action, he does NOT get a super crisis card! That's NOT the same thing as a regular unrevealed cylon revealing.

skribs15 wrote:
Is all of this correct? It seems to me the revised location would encourage a strategy of revealing early for the sake of drawing a few Super Crisis cards and then using them every turn for several rounds.
It may. There are many factors at work here....

The new "shiney"
Some folks I've talked with admitted they grabbed extra super crisis cards because it was the new thing at the time, and they just wanted to try it out. Now that they've tried it, they do it a lot less now, knowing that sometimes, grabbing 0 to only 1 extra super crisis card is probably the better way to go, and to get a jump start on using the other cylon locations.

another variable
akin to Qcards, sometimes the super crisis cards aren't that great, so you'd need to make a judgment call about what else you can do. Some of the Pegasus super crisis cards that have been added in can be useful, but they're also unconventional that you need more specific situations for them to be great.

Not that many turns nor actions
Revealed cylons won't get actions between their turns, nor extra actions from XOs (Exodus expansion can muddle with this, but even then, it's not significant enough to sway this argument). In a quick game where there are only 5 to 10 turns per player (lower spectrum is win Cain's Blind Jump hits paydirt), even if you reveal turn one, or executed before turn one, you can expect to play 3 of them (agree with a1bert there).

varying Play styles
1) One game with all expansions, Cally revealed turn 1. Instead of shooting someone, she'd rather do the -2 on the jump track reveal power instead. Baltar revealed soon after, and they were able to force the centurions to human loss despite all the shots we took. They certainly made the right call to reveal early, but also made the right call to forgo extra super crisis cards and use the centurion window that opened up to them.

2) Other cases, some people are more skillful at sowing distrust, and will leverage that for a cylon win.

3) Then there are also cases where if a cylon has titles, they're more likely to stay hidden and use that towards cylon progress.
 
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skribs15 wrote:
It seems to me the revised location would encourage a strategy of revealing early for the sake of drawing a few Super Crisis cards and then using them every turn for several rounds.

First time we tried it with the new location overlay, the Cylon leader had cylon victory agendas and did just that.

Turns out it's not that great a strategy - cylons did win, but only because the other 2 actual cylons did most of the damage - the CL had very few skillcards all game, and actually was quite inefficient and wasted time (I think he still had a couple of unused super crisis cards at the end)

The new Super crisis cards dilute the deck - they are quite weak compared to base game super crisis.
It's also an incredibly boring and unsatisfying strategy.

Far more fun trying to stay hidden and just lie to the meatbags! devil
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