Endless Pursuit: Main changesJumping the fleet:
When Galactica jumps, the pursuit track goes back one step for every point of distance travelled in the jump. If this puts the track back on the start of the track, then any ships that were on the CFB prior to jumping are removed. Pursuit track changes:
- The pursuit track advances similar to the old CFB system, but no ships are being placed on the CFB.
- The placement of civilians on the track is reduced by 1 each.
- If there are no basestars when the pursuit track goes to auto attack, 1 gets placed using the CFB placement rules and then everything moves to the main board.Reinforcements:
- If the pursuit track doesn't advance during the cylon activation step of a crisis card, roll a die and jump the ships of the corresponding sector of the CFB in on the main board (these ships do not activate this turn).The reinforcement die cannot be modified.
- If the pursuit track advances, a raider activation icon will place 1 raider for every basestar in their corresponding CFB sectors. CAC changes:
- If ships have to be placed because of a CAC, the ships on the CFB will be used first, going from lowest to highest CFB numbered sectors.
- When a CAC comes up and there is a basestar already on the main board, ignore the text effect.Rebel Basestar: (In case of not going to Earth)
- The Rebel Basestar might appear, its allegiance and actually showing up depends fully on the distance that has been travelled, based on the last jump:
* Distance 4: The rebel basestar appears with human allegiance.
* Distance 5: The CL determines whether or not a player may enter the RB.
* Distance 6: The rebel basestar appears with cylon allegiance.
- A CL that resides on the Rebel Basestar is automatically infiltrated when the Basestar allegiance changes to Human.Misc:
- All the "CAG chooses" cards carry a jump icon now to make up for the jump icon ratio.
- Basestar bridge still follows the changes of Brutality.Additional changesSkill Cards0 - Red Tape:
After revealing the cards of a skill check, the current player must remove 1 other card from the check and then discards 1 card randomly from his hand.6 - Political Prowess
: Play as as an interrupt
to make either Politics or Leadership positive.0 - Trust Instincts:
The current player looks at the top 2 cards from the destiny deck, he must then play 1 of them into the check and add the other to his hand.6 - Scout for Fuel:
Action: Risk a raptor and roll a die:
1-2: Destroy a raptor.
3-5: Put Scout for Fuel back into your hand.
6-8: Gain 1 fuel.Full Throttle:
Movement or Action: Play when piloting a Viper to move to any space sector. You may then attack a Cylon ship in your sector. Add 2 to the result of the die roll. Evasive Maneuvers:
Play after a Viper is attacked to reroll the die. If the Viper was piloted, subtract 2 from the result of the die roll, except in case of Assault Raptors.0 - Protect the Fleet:
The current player may activate one unmanned viper for every 3 strength worth of Piloting skill cards in the check, up to a maximum of 3 activations.6 - Best of the Best:
Action: All characters with Piloting in their skill set (and is not in the "Brig") may immediately launch themselves in a viper. Then, all characters piloting a Viper may activate their viper 4 times.Change of Plans:
Play this card after a crisis
Skill Check is Passed. Instead of resolving the 'Pass' result, each Human draws two Skill Cards.Restore Order:
Playing this card will also block the consequence effect of a skill check on a NORMAL crisisLocationsHuman Fleet:
Choose two (in order): Look at the top card of the Crisis or Destination deck and place it on the top or bottom of that deck, or draw 2 Skill Cards, or infiltrate Galactica.Weapons Control:
Using Galactica, attack two Cylon ships of different types in the same space sector. Galactica hits Heavy Raiders on a roll of 6-8.Research Lab:
Draw 1 Tactics and 1 Engineering card, then discard a card.Basestar Bridge:
If a basestar is destroyed, all players on this location must discard a card and move to the "Resurrection Ship" location. The "tracks roll" has no effect on a roll of 8. When choosing options, players must choose one from the top and one from the bottom row.Assault Raptors
Assault Raptors hit Basestars and Heavy Raiders on a roll of 6-8 and Raiders on a roll of 4-8.
Assault Raptors cannot escort civilians.
The pilot of an Assault Raptor has the following extra ability:Action
: Spend a Piloting
card of at least 3 strength or higher to activate Weapons Control/Pegasus CIC/Main Batteries to attack any ships in the same or adjacent sectors as your current location.
Note: Any of the aforementioned locations cannot be triggered by this ability when damaged.Loyalty and ExecutionsThe normal (non-exodus) loyalty card distribution is used.
To avoid people using the airlock or quorum cards to figure out who the human players are, the following additional rules are used: If somebody gets executed through a non-crisis execution:
- If the person who was executed is a cylon, use the normal execution rules.
- If the person who was executed is a human, the person who initiated the execution will be brigged
.A hidden Cylon player gets the option to reveal himself immediately using the normal brig rules, otherwise roll a die:
1-5 : Lose 1 Morale
6-8 : Nothing happens.Quorum CardsAssign VP:
Draw 2 politics Skill Cards and pass this card to any other player. That player draws a Quorum card
. Keep this card in play.
This player is now next highest in the Presidential Line of Succession. If this player becomes President, discard this card.Assign Arbitrator:
Draw 2 politics Skill Cards and pass this card to any other player. Keep this card in play.
Whenever a player activates the "Admiral's Quarters" or the "Airlock" location, this player may discard this card to reduce or increase the difficulty by 3.Presidential Order:
Choose any other player and give him either the Admiral or the CAG title. Then discard this card.Mutiny CardsMake A Deal:
Choose a character in the Brig and move him to any location on Galactica. Then, discard this card and choose a player currently without a Mutiny card to draw a Mutiny card.Crisis CardsThirty-Three:
Special Rule: Relentless Pursuit - Keep this card in play until a basestar or a civilian ship is destroyed. When the fleet jumps, do not remove basestars or civilian ships from the game board.Destination Cards3-Cylon Ambush:
-2 fuel. Place 1 basestar in front of Galactica and 1 basestar behind Galactica.2-Derelict Basestar:
-1 fuel. Place a basestar in front of Galactica and two civilian ships behind Galactica. Damage the basestar once. Remove the damage token and increase the pursuit track by 1 at the start of the Admiral's next turn.Cylon Leaders
At the start of the game, the Cylon Leader will be dealt 3 Motives. The first Motive will be a random Fuel/Food motive, the second motive will be a random Morale/Pop motive and the third motive has a random goal on it. Each card has certain conditions on it that will influence the final allegiance of the Cylon Leader. The allegiance of a Cylon Leader shifts throughout the game.Resource Motives Fuel/Food motives
Pro-Human Allegiance: Fuel ≤ 1 AND Food ≤ 4
Pro-Cylon Allegiance: Fuel ≥ 2 AND Food ≥ 5 AND Distance ≥ 7
Neutral Allegiance: Anything else
Pro-Human Allegiance: Fuel ≤ 2 AND Food ≤ 3
Pro-Cylon Allegiance: Fuel ≥ 3 AND Food ≥ 4 AND Distance ≥ 7
Neutral Allegiance: Anything elseMorale/Pop motives
Pro-Human Allegiance: Morale ≤ 2 AND Pop ≤ 5
Pro-Cylon Allegiance: Morale ≥ 3 AND Pop ≥ 6 AND Distance ≥ 7
Neutral Allegiance: Anything else
Pro-Human Allegiance: Morale ≤ 3 AND Pop ≤ 4
Pro-Cylon Allegiance: Morale ≥ 4 AND Pop ≥ 5 AND Distance ≥ 7
Neutral Allegiance: Anything else
Pro-Human Allegiance: Morale ≤ 4 AND Pop ≤ 3
Pro-Cylon Allegiance: Morale ≥ 5 AND Pop ≥ 4 AND Distance ≥ 7
Neutral Allegiance: Anything elseRandom motives Location damage motive:
Pro-Human Allegiance: Damaged locations ≥ 4
Pro-Cylon Allegiance: Damaged locations ≤ 3 and Distance ≥ 7 (otherwise you’re pro-human)Cylon Fleet motive:
Pro-Human Allegiance: Amount of Basestars = 2 OR ≥ 13 Raiders
Pro-Cylon Allegiance: Amount of Basestars ≤ 1 AND ≤ 12 Raiders and Distance ≥ 7 (otherwise you’re pro-Human)Colonial Fleet motive:
Pro-Human Allegiance : Amount of Vipers damaged/Destroyed ≥ 6
Pro-Cylon Allegiance: Amount of Vipers damaged/Destroyed ≤ 5 and Distance ≥ 7 (otherwise you’re pro-Human)Final allegiance
Cylon Leaders will end up with a number of Allegiance points at the end of the game. The greater amount of Allegiance points to a specific side will determine the final allegiance of the Cylon leader and thus who he needs to win with. Neutral allegiance is ignored. If the human and Cylon allegiance points are equal, then a die is used to determine the final allegiance of the CL. 1-4 : Human, 5-8 Cylon allegiance.Misc Rebel Basestar
The Rebel Basestar is accessible to Cylon Leaders characters during the whole game. If the Rebel Basestar didn't show up yet, it's only accessible from Cylon locations. Should its allegiance shift during the game to Human, then it's only accessible from Human locations.OthersPegasus Destruction:
When Pegasus is destroyed, -1 to all resources that are not in the red zone.Civilian Ships:
One -1 population ship is replaced with -1 population, -1 food.Loyalty Deck and Executions:
Any titles the executed character held are transferred to the next character in the Line of Succession before the new character is picked.Cylon Reveals:
The "Damage Galactica" reveal can now only damage Galactica.Final Fives:
Revealed Cylons may NOT ignore the discards on "Final Five" cards.Earth
The Demetrius board will not be used (except for maybe the Active Mission space).Missions:
The CAG card is appended with the following:Action:
If there is no Mission card on the "Active Mission" space, draw the top 2 cards of the Mission Deck and resolve 1 Mission, then place the other Mission on the bottom of the Mission Deck. Do not draw a Crisis card this turn.Cylon Civil War:
- Same Pass AND if the humans have 2 or less miracle tokens then add +1 distanceDestroy the Hub:
- Same Pass AND if both cylons are revealed then add +1 distance.Rescue Hera:
- Same Pass AND if there are less than 3 miracle tokens given out then add +1 distance.Digging Up the Past:
- UnchangedThe Red Stripes:
- Same Pass AND if there are currently no centurions on the boarding track then add +1 distance.Attack on the Colony:
- UnchangedThe Search for Home:
- Altered Pass: The CAG looks at the top 4 destination cards and then place them on the top or bottom of the Destination deck in any order.Needs of the People:
- Same Pass AND add +1 distanceAdditionally,
6 Mission cards are added to the Mission Deck labeled "Unimportant Mission"
with the following text: The CAG draws 2 Piloting
cards. Character TweaksPolitical Leaders:
Changes to this character in Brutality are reverted to its original version because of the inclusion of the CACs.
Starting location: Quorum ChamberUnconventional Tactics
: On your turn, if the "Fail" effect of a Crisis card loses resources or destroys civilian ships, you may lose 1 population instead of triggering these effects.Friends in Low Places
: Once per game, after cards played into an "Administration" or "Brig" Skill Check have been revealed, you may add or remove up to 3 Skill Cards (in total) into or from the check.Adaptable
: Whenever a Quorum card is played, you may play a "Consolidate Power" Skill Card.Influential
: Action: Once per game, you may look at the top 5 cards of the Quorum deck. You may put up to 3 of them on the bottom of the deck and put the rest on top in any order.Adroit
: Whenever you end your Movement step in the same location as another player, you pay pass him 1 Skill Card from your hand to draw 2 Skill Cards. They may come from outside your skill set.Military Leaders:Inspirational Leader
: Movement: Discard an "Executive Order" skill card to activate a location occupied by another Human character. You may not do this if you are in the "Brig" location.Command Authority
: Once per game, after a Skill Check has been resolved, you may take any or all Skill Cards used for the check into your hand instead of discarding them.Emotionally Attached
: The "Admiral's Quarters" and "Airlock" locations may not be activated on your turn.Cylon Sympathiser
: If there is a player in the "Brig" location, draw only 3 Skill Cards during your Receive Skills step.
Setup: Weapons Control FTL Operator
: Whenever the fleet jumps on your turn or if you activate the "FTL Control" location, before Destination cards are drawn, look at the Destination card second from the top. You may place it on the bottom of the Destination deck.Amputee
: Whenever you are sent to "Sickbay", draw a Treachery card and roll a die. On a result of 1-3, draw a Mutiny card.Intolerant
: If another player would be sent to the "Brig" as a result of a Crisis card or an "Admiral's Quarters" Skill Check and this player has at least 1 mutiny card, you may discard 1 Leadership Skill Card to execute that player instead.Stamp Authority: Action:
Once per game, take all Mutiny Cards of other players into your hand. (Do not go to the Brig.) Choose one to play and discard the rest.Bent on Revenge
: If there is an undamaged basestar on the main game board, ignore all "Prepare for Jump" icons on your turn.
This is a combination of the Brutality and Revelations versions of Cain. Obviously Cain needed some tweaks to work with this variant.Cylon Hatred
: Whenever a player activates the "Admiral's Quarters" or "Airlock", you may limit the maximum contribution of the targetted player to only 1 skill card to be played into this skill check. Blind Devotion
: Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0.Disreputable
- You start the game with 1 Mutiny Card (you cannot use your "Necessary Steps" ability on this).Dutiful
- One during your turn, if you activate "Command", "Communications" or "Pegasus CIC"
, you may discard 1 Skill card to immediately activate that location again.Organized
- Action: Once per game, if you are not in the "Brig" activate any 3 undamaged locations, regardless of where you are. You cannot activate the same location more than once nor any Cylon or Colonial One
locations. Pilots:Alert Viper Pilot
: If a viper would be placed in a space area from the "Reserves", you may immediately pilot it and take one action. You may not do this if you were already piloting a Viper at the start of the turn, are currently piloting a Viper, or are in the "Sickbay", "Brig", or "Colonial One" locations.Expert Pilot
: If you are piloting a viper at the end of your Action step, you may take another Action.Secret Destiny
: Once per game, after a Crisis card has been drawn, you may discard it. Then look at the top two cards of the Crisis deck, put one on the bottom of the deck and resolve the other.Insubordinate
: Whenever you are the target of an "Executive Order" Skill Card, you must discard one random Skill Card.Hotshot
: Once per turn, if you would roll a die during an Action step, you may instead discard a Skill Card. Use that card's strength +2 instead of the die roll. You may not do this when activating the "FTL Control" location. Sacrifice
: Action: Once per game, if piloting a viper, send yourself to "Sickbay" to destroy 5 raiders, 2 heavy raiders, 1 basestar or 2 civilian ships in your space sector. Star Player
: Movement or Action: Once per turn, discard up to 3 Skill Cards of any one type. Then draw that number of Skill Cards from any one type within your skill set.Scanned
: Action: Once per game, when piloting a viper, move all Raiders on the main game board to a single space sector of your choice. These Raiders may not be activated this turn.Stranded
: Your character is not placed on the game board at the start of the game. While off the game board, you may not move or take actions. At the start of your 2nd turn, move your character to the "Hangar Deck" location.
If picked after an execution, is only "Stranded" until the start of your next turn.Support:Fast Learner
: If added into the check, cards are not revealed with IC.Maintenance Engineer:
During your turn, after you use a "Repair" Skill Card, you may draw 1 Engineering Skill Card or discard 1 Engineering skill card to take another action (once per turn).The Blackbird
: Action: Once per game, destroy two damaged Vipers to either destroy all Basestars on the main game board OR look at the top 3 Crisis cards and then place them on the top or bottom of the Crisis deck in any order.Broadcast:
Action: Discard 3 miracle tokens to raise any resource by 2 OR discard 2 miracle tokens to use an action OPG text effect of another Human character currently in play.Cylon Leaders:Conflicted Loyalties
: You must discard a card to activate the "Cylon Fleet" and "Basestar Bridge" locations.Cryptic Message
: Action: Once per game, you may swap your hand of skill cards with another player. Then choose either yourself or that player to take an additional Action.Primacy
: Action: Place 1 basestar in front of Galactica, or if all Basestars are in play you may remove 1 from the game board. You may then place 3 raiders in front of Galactica and 1 civilian ship behind Galactica. OR Activate the Basestar Bridge location. Aggressive Tactics
: Movement: Once per game, take 1 action or activate a Cylon location. (You do not have to move to that location before activating it.)Lies and Secrets:
When a player reveals "You are a Cylon" Loyalty Card, you must discard an equal number of skill cards as the revealing player (in case of execution, discard an equal amount of cards still).New characters:
(Support) 2 Tactics1 Politics
Hangar DeckAvionics Specialist
: Whenever you end your Movement step in the "Hangar Deck" location, you may repair 1 damaged Viper.Union Empowerment
: Action: Once per game, discard 4 Engineering Skill Cards to gain 1 Morale. Then, draw 4 Skill Cards (within your skill set) or damage a location of your choice.Knuckle Dragger
: If Distance is 5 or less or you have not used your once-per-game ability, you must draw at least 2 Engineering cards with your variable draw.
(Pilot)1 Leadership2 Tactics1 Piloting1 Tactics
Setup: Hangar DeckExpert Raptor Pilot
: Whenever you risk a Raptor, you may reroll the die. You must keep the new result.Critical Discovery
: Action: Once per game, look at the top 3 cards of the Destination deck, then place them on the top or bottom of the deck in any order.Collaborator:
Every time another player draws a Mutiny card, draw 1 treachery card.