Brad Beattie
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Personnel Adjustment Variant

At the start of the game, shuffle the human character cards not selected into the new Personnel Deck and place it by the side of the board.

New action for the president title card: Adjust Personnel. The president targets another human player in the same location to draw the top 4 characters from the Personnel Deck. They then choose one of their 4 drawn characters or their current character, discarding the remaining 4 to the bottom of the Personnel Deck. If the player's character changed, they follow the typical effects of character death excluding the revelation of loyalty cards and consequently the possible loss of morale. (When playing with Daybreak, exclude the discarding of miracle tokens and mutiny cards. When playing with Cylon leaders, the president may not target revealed infiltrating Cylons.)

Further, whenever a human player is forced to choose a new character (typically through death after revealing all You are not a Cylon loyalty cards) instead of choosing any character, they instead draw 4 characters from the Personnel Deck, choose one, and discard the remaining 3 to the bottom. All other effects typical of character death are followed as per usual (e.g. the player's old character card is removed from the game).
 
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Brad Beattie
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Re: Mid-game character selection variant
Example #1

President Baltar moves to Zarek's location in the Research Lab and executes Adjust Personnel from the president title card, targeting Zarek.

Zarek draws the top 4 cards from the Personnel Deck, doesn't like any of them, and places them on the bottom.

President Baltar continues his turn by drawing a crisis card.

Example #2

President Roslin moves to Baltar's location in the Hanger Deck and executes Adjust Personnel from the president title card, targeting Baltar (Daybreak Alternate Baltar). Roslin does not discard 2 cards for doing so as the action is on the title card, not the space in question.

Baltar draws the top 4 cards from the Personnel Deck and selects Starbuck. Baltar and the other 3 character cards are placed on the bottom of the deck. Starbuck discards all of Baltar's skill cards, mutiny cards, and obtains the C.A.G. title from Hot Dog. Starbuck further discards all but one of Daybreak Alternate Baltar's miracle tokens.

President Roslin continues her turn by drawing two crisis cards and choosing one.

Example #3

Adama is executed. He reveals all You are not a Cylon loyalty cards. He discards his hand of skill cards and, instead of choosing a new character card, instead draws the top 4 cards from the Personnel Deck. He selects Tyrol, passes the admiral title to Gaeta, and the game continues.
 
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Joe Trigiani
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Very interesting. Like an execution but without the bad stuff. It would actually allow cylons to switch characters instead of just humans. It looks like fun.
 
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Brad Beattie
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We played with it last night and it worked fairly well. Not overpowered, not used often, but still useful.

trigiani wrote:
Like an execution but without the bad stuff.


Well, it does take a move and action on the part of the president. Further, the targeted player loses all their skill cards if they choose a new character. So not entirely without cost.

Still, it helps with those situations where both your pilots turned out to be Cylons and you desperately need a new pilot.

trigiani wrote:
It would actually allow cylons to switch characters instead of just humans. It looks like fun.


Hrm. Unrevealed cylons only though, right? The president has to move to the square with the player and then takes an action to give them the option. The president can't move to Cylon locations nor can they target infiltrating Cylons.
 
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Would this work on Cylon Leaders?
 
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JCChrono wrote:
Would this work on Cylon Leaders?


Nope. The president can only target human players and Cylons never take a new character anyway.

I've adjusted the initial description to hopefully make this more clear.
 
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bradbeattie wrote:
Nope. The president can only target human players and Cylons never take a new character anyway.

Infiltrating Cylon Leader are human players. Although executing a Cylon Leader does not get rid of them with normal rules, they could still decide to change models with Personnel Adjustment, if the variant allows that. (Although, with at least two of the Motives they would probably choose to keep their skill cards instead.)
 
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bradbeattie wrote:
Still, it helps with those situations where both your pilots turned out to be Cylons and you desperately need a new pilot.

Red is rarely a positive color for skill checks, so in the base game you probably don't desperately want to draw piloting. To handle things in space, parking someone in Command and/or Communications and throwing XO's that way would be quite efficient. Switching one of the remaining 3 or 4 players into a pilot would let you draw less of the other colors, all of them important. (But in the base game you can at least expect to get a card you need in a few tries.)
 
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a1bert wrote:
bradbeattie wrote:
Nope. The president can only target human players and Cylons never take a new character anyway.

Infiltrating Cylon Leader are human players. Although executing a Cylon Leader does not get rid of them with normal rules, they could still decide to change models with Personnel Adjustment, if the variant allows that. (Although, with at least two of the Motives they would probably choose to keep their skill cards instead.)


My group's playing with all three expansions, but never with Cylon leaders (so this situation would honestly never arise for us). I suppose as with any variant, it's up to you to play it as you'd like.

Still, I'd suggest against it. Cylon leaders never go through the "die, choose a new character" process. This variant tries to adhere to that process, but expedite it if done pre-emptively.

But yeah, play it as you'd like!
 
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a1bert wrote:
To handle things in space, parking someone in Command and/or Communications and throwing XO's that way would be quite efficient.


As an aside, how would you deal with the build up of civilian ships when playing with the Exodus expansion with no pilots? That would be a lot of turns on communications moving them into one space.
 
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bradbeattie wrote:
As an aside, how would you deal with the build up of civilian ships when playing with the Exodus expansion with no pilots? That would be a lot of turns on communications moving them into one space.

This is on the base game forum, so I assumed base game (and indicated so).

Secondly, yes, in the same way, using XO to Command, Critical Situation and Unorthodox Plan (and Test the Limits), and take advantage of the Assault Raptor, which stays in space during jumps.

Thirdly, use Communications to move civilians to the launch tube sectors. Let the 'extra' population just die. You are not winning by having the most people left, just 1 is enough. If you have a choice, use your actions to what's critical.

Fourthly, if you have both pilots reveal pre-sleeper, give up.
 
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a1bert wrote:
If you have both pilots reveal pre-sleeper, give up.


This was, unfortunately, the exact situation that arose that prompted this variant. It was... painful.
 
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bradbeattie wrote:
a1bert wrote:
If you have both pilots reveal pre-sleeper, give up.


This was, unfortunately, the exact situation that arose that prompted this variant. It was... painful.


Pilots are always Cylons... especially when you have two of them. robot
 
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BosonMichael wrote:
Pilots are always Cylons... especially when you have two of them. robot

Used to be, until I picked a pilot.

(But Starbuck was wonderful in the Assault raptor..)
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