Non-Character TweaksQuorum 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.Accept Prophecy
: Draw 1 Skill Card of your choice (it may be from outside your skill set). Keep this card in play.
Whenever a player targets you with an "Admiral's Quarters" or "Airlock" Skill Check, increase the difficulty by 2. Then discard this card.Probation
: Replaced by a copy of "Establish Dogsville". (+1 population, -1 morale, 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.Selfish Act
: Draw 2 Skill Cards and discard this card. Then discard 4 Skill Cards or draw another 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.Super Crisis CardsMassive Assault
: Special Rule: Power Failure - Decrease the Jump Preparation Track by 1.Demand Peace Manifesto
: Admiral Chooses - The Admiral discards his hand of Skill Cards and all nuke tokens. If you do not have any nuke tokens, you may not choose this option.
OR -1 morale and damage Galactica twice.Psychological Warfare
: Replaced by "Labor Dispute".Frak Earth - 13(9)YG
Pass: No Effect;
9+: -1 Morale;
Fail: -1 Morale, -1 Population. Place this card next to the Kobol Objective card. It counts as -1 Distance.Skill CardsChange of Plans
: Play this card after a skill check is passed. Instead of resolving the "pass" result, the current player may choose to draw 3 Skill Cards.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.Test the Limits
: Action: If the Jump Preparation Track is not on a blue space, increase the Jump Preparation Track by 1. Then damage Galactica.
Two copies of the following (1-2 strength):Control Fate
: Play after cards in a Skill Check have been revealed. Shuffle 2 of them into the Destiny Deck, then add 2 cards from the Destiny Deck into the Skill Check. Limit of one "Control Fate" per Skill Check.Action Stations
: Movement or Action: Choose another player. He may move or take an Action. Limit of one "Action Stations", "Critical Situation" and "Executive Order" played a turn.Backup Plan
: Play after a die is rolled (except during the "Activate Cylon Ships" step)
to reroll the die. You must keep the new result. Limit of one "Backup Plan" played per die roll.Roll the Hard Six
: Reckless. Play before making a Skill Check. If the Skill Check passes by 4 or more, destroy a Centurion or damage a basestar twice.External Repairs
: Action: Risk a Raptor. On a 3+, repair any one damaged location. Otherwise, destroy a Raptor.LocationsWeapons Control
: Using Galactica, attack two Cylon ships of different types in the same space sector. Research Lab
: Draw one Tactics and one Engineering Skill Card, then discard a Skill Card.Human 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.Cylon Leaders
For the Cylon Leader to win with the Cylons, Galactica must have travelled 7 or more distance.New Motive (replaces Savour Their Demise)Crush their Resistance
: Reveal this card if “Command” or “Hangar Deck” is damaged.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.Assault Raptors
: Assault Raptors are destroyed on a roll of 5-8.
Assault Raptors hit Heavy Raiders and Basestars on a roll of 6-8.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.
After Sleeper Phase, if a human is executed, he draws the final card of the Loyalty deck. If the Loyalty deck is empty, reduce a random resource by 1 in addition to the other effects.When the humans reach distance 8 (Kobol, Ionian Nebula), 10 (Earth) or 7 (New Caprica)
reveal the final card of the Loyalty deck. If it is a "You Are A Cylon" card, remove it from the game. Cylon players then draw a Super Crisis card. The next time the humans would jump, reset the Jump Preparation Track instead.Cylon Reveals
: The "Damage Galactica" reveal can now only damage Galactica, while the "Draw Treachery" reveal now forces everyone to draw 2 Treachery cards instead of just 1.Final Fives
: Revealed Cylons may NOT ignore the discards on "Final Five" cards.Stop Soloing Checks: If only one human player plays into a Skill Check, resolve a "Reckless" penalty (even if the check was already Reckless).Character Tweaks
If I do not mention a ability or character, it is unchanged.
Setup: Quorum ChamberUnconventional Tactics
: Once per turn, during your Crisis step, you may replace a loss of 1 Food or 1 Morale with 1 Population.Friends in Low Places
: Once per game, if a title would be passed, take it instead.
: After you play an "Executive Order" Skill Card and the chosen player has finished moving and taking actions, you may play a Skill or Mutiny Card action.Choose a Different Path
: Once per game, when you must make a choice on a Crisis Card, you may choose to have the result be "The President discards 5 Skill Cards."Moral Dilemma
: If you have a Mutiny card, draw only 3 Skill Cards during your "Receive Skills Step".
Line of Succession: is now below Political ZarekAdaptable
: 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.
Setup: President's OfficeAdroit
: 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.Cylon Hatred
: Whenever a player activates the "Admiral's Quarters" or "Airlock" locations, you may reduce the difficulty by 3.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, skip the “Prepare for Jump” step on your turn.Inspirational Leader
: Movement: Discard an "Executive Order" skill card to activate a location occupied by another 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
: Draw one fewer Leadership card during your "Receive Skills Step" for each player in the "Brig" location.Executive Officer
: Whenever you are the target of an "Executive Order" Skill Card, you may take one Action, then choose another player. That player may take one Action.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.FTL Operator
: Whenever 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 3 or less, draw a Mutiny card.Dutiful
: Once during your turn, if you activate "Communications", "Pegasus CIC" or "Main Batteries", you may discard 1 Skill Card to activate another one of these locations.Organised
: Once per game, after your "Receive Skills Step", activate any two Galactica or Pegasus locations.
Setup: Communications/Main Batteries
2 TacticsNecessary Steps
: Before another
player would draw a Mutiny card, look at the top card of the Mutiny deck. You may place it on the bottom of the deck.Alert Viper Pilot
: If a viper would be placed in a space area from the "Reserves", you may immediately pilot it and activate it or play a Piloting Skill Card action
. You may not do this if you 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.
: Once per turn
, when you look at the top card of the Crisis or Destination deck as a result of a "Launch Scout" card, look at the top 2 cards and instead and, in the order of your choosing, place each card on the top or the bottom of the deck.No One Left Behind: Once per game, when resolving the Choose Destination step, gain 1 population. The Admiral then only draws 1 Destination card (second from the top).Conflicted: Whenever a basestar or centurion is destroyed, discard 2 skill cards.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.Longshot
: Once per game, determine the result of a die roll instead of rolling it.Starts on the Bench
: Draw only 2 cards during the "Receive Skills Step" of your first 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 cards of the Crisis deck and then place them on the top or bottom in any order.Fast Learner
: If added into the check, cards are not revealed with the "Investigative Committee" Skill Card.Discharge of a Firearm
: Movement: Once per game, execute another player in your current location.Quarantine
: Once per game, after a player has played cards into a Skill Check, look at them. You may take one of the cards into your hand.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.Aggressive Tactics: Action: Once per game, look at the top two cards of the Super Crisis deck. Put one into your hand and play the other, treating it as though it had a "Prepare for Jump" icon on it. Do not draw a Crisis card this turn.1 Politics
: At the start of your turn, look at the top card or the bottom card of the Crisis deck, then draw a skill card. It may come from outside your skill set.The Opera House Discovery
: Once per game, after a "You are a Cylon" or a "Final Five" card is revealed, draw 3 Skill Cards and 2 Super Crisis cards.Boxed
: If you are on the "Resurrection Ship" location, you must discard 3 Skill Cards or 1 Super Crisis card to move to another location.For Love
: Once per turn, when another Player is forced
to discard 1 or more Skill Cards (except when discarding down to Hand Limit), you may draw 1 Treachery Skill Card to reduce the number of cards he discards by 1.
Setup: President's OfficePresidential Aide:
If you are not the President, you have a maximum Quorum hand size of 2. At the end of your turn, you may give a Quorum card in your hand to the President. Reveal Secrets:
Once per game, as a Quorum card is played, you may negate its effect. Then, you may play a Quorum card from your hand.No Combat Experience:
Die rolls you make during Action steps may not be rerolled or modified.
(Military Leader) 2 Leadership2 Tactics1 Tactics
Setup: Weapons Control/Main BatteriesRazor
: Whenever the President or the Admiral targets you with an "Executive Order" Skill Card, you may discard a skill card to move and then take two Actions.At Any Cost
: Once per game, after a Crisis Card is drawn, you may draw and destroy a civilian ship to discard the Crisis. Skip the "Activate Cylon Ships" and "Prepare for Jump" steps of this turn.Take the Edge Off:
If you have two or less Skill Cards in hand, you may not activate any locations.
(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.Mutineer
: If the President or Admiral reveals a "You are a Cylon" card as an Action, you are sent to the "Brig".
(Yes, this is the Opera House Racetrack, just slightly nerfed. All credit goes to the original creator.)
(Support) 2 Tactics1 Politics
Setup: 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, if the President or Admiral would make a choice on a Crisis card, discard 3 Engineering Skill Cards to make the choice instead. 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 Skill Cards with your variable draw.