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Subject: Advice on First Expansion for Our Group rss

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Dan Killian
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Hi everybody,

I've been a massive fan of this game (and the series for a while now) but have only recently been able to get a 5 players around consistently (and I don't really want to try this game with any more or less).

I've searched the geek and found all sorts of posts about "what is the best expansion" and the variety of responses is staggering. I see a lot of people disagreeing (which is to be expected, and a good thing as it sparks debate) and even more reaching a general consensus on what is the best value for money.

I was hoping that my fellow geeks could maybe steer their advice towards my specific likes with regards to what expansion is likely to best fit my group. I was tempted to start picking them up in the order of release but have seen multiple posts about house ruling this and house ruling that and I've never been a big fan of house rules as it's another rule you have to remember that won't exist in the book.

What my group really enjoys with the base game is the uncertainty of who is and isn't on their team. The Cylon Leader introduced in Pegasus sounds interesting but I'm thinking that's one less person to be suspect and would mean you'd immediately narrow it down from 1 (or 2) in 4 (assuming I am player 5) to 1 in 3 (player 4 being a leader).

We also enjoy the competitive nature and quite often Cylons aren't revealed until well into the game as they have too much fun spreading distrust amongst the group. I really want to expand the game and introduce new elements but I'm concerned of messing with these interactions.

With that in mind, what would you recommend picking up? For those who say just try things out I'm absolutely open to that and will start at Pegasus but I'm just wondering what other people's views are.

Any and all advice is appreciated.

Thanks.
 
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Samual Grieve
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I feel Daybreak adds the most the to the game of the expansions.

The Cylon leader changes the game but not in as negative a way as you may think, especially with the revised Motives in Daybreak over Pegasus. Just because somebody is a CL you still rarely know which way they are pulling and often that can change rather quickly.

Earth is my preferred of the non-Kobol objectives as the 10 distance is a real challenge for human players. Caprica and Ionian Nebula just add a lot of "gumph" that doesn't really improve the game to me.
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Samual Grieve
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Oh, and always play with revised Investigative Committee. Basically IC only plays player cards face up into the check, leaving Destiny as a mystery.
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Pasi Ojala
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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If you play a lot of 4-player and 6-player games -> Daybreak
Cylons do not reveal because they don't have much to do after revealing -> Exodus
You want plastic basestars -> Pegasus
All of them provide new characters and cards. I think getting different skill cards is the best addition, crisis cards the next best.

It sounds to me any of the expansions will work with your group (which likes to make things interesting and tight experience, not just win at all costs).
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I H
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If you want something that is a smooth evolution of the base game, go with Daybreak.

If you want something significantly different, go with Exodus.

If you're a completionist or just really like particular characters or plastic basestars, consider Pegasus.

Daybreak is the most balanced and well-designed expansion (although the optional Earth objective isn't all that interesting). If you own it, I can't see why you would ever play without it.
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Dan Killian
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Thanks Samual, Pasi and Emagius.

With what you've all said I find myself leaning more towards Daybreak at this point, then Exodus and then Pegasus. I'm almost tempted to pick up all 3 in one go but maybe that'd be too much to just jump into.

It's interesting also Pasi when you said this;

a1bert wrote:

It sounds to me any of the expansions will work with your group (which likes to make things interesting and tight experience, not just win at all costs).


In our game on the weekend one of the guys were Executive Ordered right before their turn when things weren't going too great. He was already suspected of being a Cylon but (as always) adamantly denied it. Annoyingly we couldn't look at his Loyalty card, despite being given multiple opportunities, as we'd allowed a Crisis card to fail which said we could not look at those cards for the rest of the game!

Anyway, at this point a friend of mine who'd clearly been reading up on the game said that this would be a golden opportunity for him to come out. Reveal and then immediately do some damage. But no; he was honestly not a Cylon and helped us all out. Suffice it to say he royally screwed us over later on in that game as I figured he's definitely not a Cylon if he didn't take that opportunity..... turns out he just wanted to have a little fun and sow dissent!

And that's what I love about this game.

Thank you all once again for your feedback. If you feel like adding anything else please do as I shan't make my decision until tomorrow ready for me to collect it on Thursday.

On a seperate note; I've read in a few places that Daybreak makes 4 - 6 player games better. I do game with 4 occasionally so that is almost a big selling point for me as so far I've refused to play with 4 hearing the sympathizer card can be gamed too easily and removes some of the fun.
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Pasi Ojala
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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I think we tried the Cylon Leader Agendas (from Pegasus) twice. They felt swingy and thus not very fun for either the cylons or humans. The cylon leader Motives from Daybreak have resurrected the 4-player games for us.

(We no longer need to have 5 players to play BSG, and it shows. See Item for Geeklist "The 100 Play Challenge: In Support of Deeper Exploration of Games (Update: Now with GeekGold!)" for a list of session reports.)
 
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Robert Stewart
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a1bert wrote:
I think we tried the Cylon Leader Agendas (from Pegasus) twice. They felt swingy and thus not very fun for either the cylons or humans. The cylon leader Motives from Daybreak have resurrected the 4-player games for us.


Pegasus CL Agendas are a lot more viable with New Caprica than Kobol.

For my money, the main benefit of Pegasus is the Pegasus board - two specialist combat locations, the Airlock, and the Engine Room.

Exodus does offer the Cylon Fleet Board as an option, but that's mostly going to shift emphasis firmly onto space combat rather than fleet politics, which sounds like a bad fit for your group. On the other hand, Conflicted Loyalties may be more your cup of tea - both offering reasons for non-Cylons to behave suspiciously, and adding an element of risk to loyalty checking.

Daybreak does Cylon Leaders better than Pegasus, improved Vipers better than Exodus, has better Treachery than Pegasus, makes Cylon attacks a real threat better than Exodus's CFB does, and has a better alternate Objective than either. Mutineer avoids the problems of the Sympathizer, and Mutiny does what the Personal Goals aspect of Conflicted Loyalties sets out to do - forces players to invest actions to suit a personal agenda rather than the public goals of the fleet.

It's probably worth getting the other two expansions eventually too, but I'd suggest starting with Daybreak unless you're looking for something very specific one of the others does better.
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Adam Lucas
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I would go with Pegasus. You get the improved Investigative Committee cards, the Pegasus board, more Quorum cards, and more destinations. You also have a lot of Movement abilities on the skill cards and some characters, which gives you more things to do if you give up your movement. This mechanic doesn't really get repeated in Exodus or Daybreak. If your group loves the political side of the game then Ellen Tigh and Caprica Six can really muddy the waters for the humans and make things more interesting overall.
Daybreak has a lot of good stuff going for it as well, but I feel it gets more attention from the Cult of the New.
 
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Robert Stewart
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Svengaard wrote:
I would go with Pegasus. You get the improved Investigative Committee cards, the Pegasus board, more Quorum cards, and more destinations. You also have a lot of Movement abilities on the skill cards and some characters, which gives you more things to do if you give up your movement. This mechanic doesn't really get repeated in Exodus or Daybreak. If your group loves the political side of the game then Ellen Tigh and Caprica Six can really muddy the waters for the humans and make things more interesting overall.
Daybreak has a lot of good stuff going for it as well, but I feel it gets more attention from the Cult of the New.


There's a reason the Movement mechanic didn't get repeated.
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Allen Michaels
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rmsgrey wrote:

There's a reason the Movement mechanic didn't get repeated.


I hate that there is an exception for XOs that say you can't use these. I figure it can't hurt if you're able to do it, and it's a crappy thing for an occasional player to remember.
 
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Mindy G
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Only Critical Situation is an exception for XOs. And it makes sense, as you are basically XOing yourself instead of someone else.
 
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Sir Bolo
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oriecat wrote:
Only Critical Situation is an exception for XOs. And it makes sense, as you are basically XOing yourself instead of someone else.


I think he meant "you cannot play a Movement ability when XO'ed (because it's not your Movement Step)" - this applies to all Movement abilities, not just Critical Situation.

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Allen Michaels
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SirBolo wrote:
oriecat wrote:
Only Critical Situation is an exception for XOs. And it makes sense, as you are basically XOing yourself instead of someone else.


I think he meant "you cannot play a Movement ability when XO'ed (because it's not your Movement Step)" - this applies to all Movement abilities, not just Critical Situation.


Yep...that's what I meant.
 
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Allen Michaels
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Figured I'd answer the OP:

First...I don't like Exodus because the CFB changes the game from the unknown cylon attack, to Cylon Management. I also dislike the Ionian mechanics.

Anyways...I'd say Daybreak, because it pretty much fixes a lot of what Pegasus tried to do. Everything in the module is a winner, except for the Earth destination, which I give a B- at this point.

Pegasus after this will still give you some good stuff: Destinations, quorum, crisis, Peggy herself, more super crisis, characters, skill cards, reckless checks...which is still pretty good. I don't play New Caprica, so again not a home run.

To satify my Exodus needs...I printed out the few characters that come with it...and sometimes add a Final Five loyalty card (DIY) in a sleeved YANAC deck.
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