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Battlestar Galactica: Exodus Expansion» Forums » General

Subject: Consequence with daybreak rss

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Peter F
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Im gonna play a game with exodus and daybreak(without pegasus) and im thinking about removing the consequence cards.
With daybreak its too easy to trigger those cards, espacially with the treachery cards (and cylons beeing able to draw one of these cards).

Some of these cards seem fun but especially the super crisis card seems too punishing for the humans with a guaranteed consequence.

i would just remove those but then a noticed that each of these cards had an "activate heavy raiders" and a jump symbol printed on it and im afraid it might influence the game balance.

what are your thoughts on it?
 
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Josh
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There are only about a half dozen Consequence cards in a pretty beefy Crisis Deck; I think you'll be fine leaving them as-is, and dealing with the bad luck of triggering them if they even show up at all...
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1 Super Crisis with

5 Crisis cards with

All of them with activate heavies icons
4 of them have jump icons


OTOH, you'd be surprised how consequence does NOT come up, as without any Treachery going around (early enough in the game), it's hardly a guarantee. About 16% chance of getting a 0-str card from any one deck with Exo and Day, but no Pegasus. For revealed cylon players, it can be quite a dilemma of getting a guarantee consequence with a 0-str skill card, or playing something that's spikes a skill check. The 3s to 5s in Treachery make up only somewhat more than half that deck. What can also "backfire" is if Destiny Deck or somebody else puts in a consequence triggering skill card anyways, so you wasted your card for nothing, or could've played something else instead.


In the whole scheme of things, it sounds like a case of "you're damned if you do, and you're damned if you don't".
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