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Battlestar Galactica: The Board Game» Forums » Rules

Subject: Crisis Cards rss

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Karl G
United Kingdom
Taunton, England
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Hello all,

When I played this with a group the crisis cards were played as such:

Player A's turn to play a crisis card. They pick the card up. They decide in secret what they are going to do either the top part of the card to take it to the group or the other part of the card.

If player A choices the option to take the vote to the group they tell the group what colour cards are needed(e.g. red pilot cards and yellow cards) are needed. They have to tell the truth about this. They then can say whether the number needed is high low medium they are not allowed to say the exact number.

I want to check how everyone else is playing this?

If you need more clarity please let me know.

Thanks.
 
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H-B-G
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Halesowen
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SirKarlg wrote:
Hello all,

When I played this with a group the crisis cards were played as such:

Player A's turn to play a crisis card. They pick the card up. They decide in secret what they are going to do either the top part of the card to take it to the group or the other part of the card.

If player A choices the option to take the vote to the group they tell the group what colour cards are needed(e.g. red pilot cards and yellow cards) are needed. They have to tell the truth about this. They then can say whether the number needed is high low medium they are not allowed to say the exact number.

I want to check how everyone else is playing this?

If you need more clarity please let me know.

Thanks.


According to the rules, the first thing that happens is that the player draws the crisis and reads it aloud so everyone knows all the details before any decisions are made. The player does not keep anything about the card secret.
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Jason Beck
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Alexandria
Virginia
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This is not correct- it sounds as if you've gotten the secrecy rules about what can be played into a crisis mixed up with the crisis itself.

When a crisis comes up on a player's turn, the crisis itself is public information. So, everyone should be able to see what the crisis is, what kind of crisis it is, what the impacts are, and so on.

The decisions that some crises have- for example, "current player chooses" or "admiral chooses" and so on- are decisions made by the specified player, but these choices are not made in secret.

Every player should know exactly what difficulty the skill check is (if there is one- for example, a Food Shortage does not have a skill check). When playing cards into a skill check, players ARE bound by secrecy rules (for example, when playing multiple cards in they may say low, medium, or high).

A crisis is only not public information when it is not actually in play as a crisis- for example, if someone scouts the crisis deck successfully, they may not tell anyone what it is (though if they do not send the card to the bottom of the deck, you will find out shortly...).
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Pasi Ojala
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Tampere
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Are the other players to know what the Pass and Fail (and Partial Pass) consequencies are?

If they don't know, how are they going to decide if they want to help in the check? If they do, then they in theory also know what the OR choice was.


In my opinion this is taking things too far, and can only be used if you are otherwise burned out on the game (and then why not buy expansions to spice things up instead). You are taking away big part of trying to determine who is acting unwisely for the human team, and being possibly a cylon.

It will also be awkward mechanically, and you are trusting that the player understands correctly what the consequencies are. No-one can correct their interpretation or check that the consequencies are performed correctly. (Everyone makes mistakes, even us, after 90+ games.)

If your problem is too much discussion about the options, there are other solutions to that. Like, not arguing them back and forth, but offering suggestions and rationales and then shutting up and letting the current player/president/admiral decide.
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The only cases where crisis cards are dabbled in secret is when Roslin's using her special ability to look at 2 of them and deciding which one to do, or when someone has the ability to look at the top card in secret and deciding on whether or not to bottom deck it, like Boomer's Recon, or anybody playing Launch Scout.

When it comes time to resolve a crisis card, that's always made public to everyone.
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