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Subject: BSG 2.0 ... Everything that makes BSG FUN... rss

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Christopher James
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...with glut glut removed

It takes the crisis phase of bsg..makes it more interesting.

Keeps the semi coop aspect..with potential traitor

It's. Amazing.
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Mark Turner
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Oh, interesting.

I hadn't seen this as a BSG type game, so good to know that's what it's going for.

Though if I understand it, there's always a single winner, correct?
 
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Chris J Davis
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MrMT wrote:
Oh, interesting.

I hadn't seen this as a BSG type game, so good to know that's what it's going for.

Though if I understand it, there's always a single winner, correct?


No, there can be multiple winners.
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Christopher Best
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So I'm guessing you've played it and like it? Anything you care to elaborate on?

I've been hovering over the preorder button for the past few months, but so much of FFG's recent stuff has been a bust for me. Waiting for more reviews...
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Katharina Schrempf
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I'm also very curious for a review.
 
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Tyler DeLisle
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I demo'd this at BGG.Con over the weekend and fell completely in love. I'm canceling a pre-order for Adrenaline and putting this in it's place.

This is everything I love in a game... though it's definitely not for everyone. We played one third of a game and it took around an hour with teaching and questions. So expect a 2 and a half hour game at least, with 5, probably 3 with the full 6.

The game is all about negotiation, stiffing people, misleading your friends and devious machinations. So be aware of that. It definitely shares some DNA with Battlestar Galactica, but it reminded me more in feel to Bootleggers.

Each round there is a crisis that you need to cooperate to overcome (unless you're the Federalist traitor). This requires 3 rounds of bidding to see whose plan will be enacted to accomplish this. Anyone can propose better plans on the table, people can bet for the ones they want, and all the while things can be traded for, or promises made or broken. The person whose plans is enacted gets a new benefit that will last them the game.

There's a lot of things being manipulated both on the board, and between the players. The thing is, while everyone is working together, everyone has selfish goals. There is one player that you want to stay ahead of at all costs to win. As a corporation there is one thing that benefits you, for example you might earn points for eliminating gangs from the locations... so in order to get those points you might want to populate those gangs first. You might gain a power that gives you points when the threat level is increased by Viruses... so maybe a few viruses in locations wouldn't be such a bad thing... This is where the fun is for me, everyone has an agenda, everyone has a personal goal, the theme really comes through that you're selfish corporations looking out only for yourself. You keep the peace just enough to maintain the status qua and keep the government off your backs.

Man was it fun to be evil. I felt devious and was grinning the whole time.
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Justin G
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This sounds amazing . . .
 
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Christopher James
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I can write a mini review... I can surely expand...Ill try not to write wall of text:

1) Overall Game Flow/Strategy:

Think BSG Crisis - and that is this game. You have 2 ROUNDS of play to collectively ensure that the city of New Angeles has the supplies it needs.

If you do not provide for the city, the Government will take notice. If they take to much notice, they will come in and clean house. (If you get to 25 threat ALL players except the federalist lose).

Meanwhile you all have personal goals. You can either have your card as your goal (meaning you must be ahead of 3 other players), Have an opponents car, meaning you win as long as you are ahead of that person...even if you are behind EVERYONE else. Or the Federalist who wins if they have 25 points AND the Threat track reaches 25.

2) Game Play:

There are 3 rounds. First you draw a "DEMAND" card. It will tell you what level of Entertainment/Food/Credits/Technology ECT the City needs. Thing the reverse of BSG. Instead of not losing X amount of FUEL you need to gain X amount of FUEL to avoid Threat/Losing.

Each player will have 1 market card (chosen from 2 at random). These are your personal mission for that ROUND. Ranging from having epidemics in districts (IE you invest in pharma and make points the more districts that are sick). So while you are trying to collective get resources for demand...you also want to get them while covering off on YOUR personal goal for that round. Example: manipulating districts to gain resources for the primary goal when they are suffering a plague causes threat to go up (I.E. you are ignoring a problem in a district while trying to generate profits and this pisses off the government). So if you have the secret investment cards for plagues everywhere...you may not support removing plagues even as you look for ways to produce to not fail the main goal.

The meat of the game and how you manipulate the map is the Proposal/Counter Proposal phase. First an asset comes out (assets are upgrades that go to the player who passed the proposal...they give you game effects..for instance Caprice Nisei allows you to FORCE someone to tell the group how they will activate their proposal if we vote for it, and they can NOT go back on this. You can even use it on yourself to prove to the group you will do what you promise.

These proposals are cards in your have (private info). They come from 6 different schools of cards that have different specializations. Some are great at exploiting districts, some cure diseases, some build infrastructure making distracts better. My favorite is MEDIA as it basically uses news broadcasts and propaganda to stop protests and strikes.

The FIRST player places a proposal next to the asset which will manipulate the board in certain ways to allow for production of the resources you need. There are too many cards to explain but they are all interesting and many have advantages and drawbacks built in allowing you to put in a sub optimal one that helps you but keeps threat from causing everyone to lose.

Then you go around and everyone clockwise can put in a counter-offer. Only one counter-office can be active at a time. The second player (in order) may put in a counter-offer for free, each other player can replace that counter-offer..at the cost of discarding extra cards. If nobody counters the proposal passes and the player who played it activates it as they wish, and takes the asset. If there is a counter offer then starting from the first player each player can put in cards (face down) in support of the offer they wish to support. Sometimes you won't even care but can ask for bribes. Sometimes you REALLY need one to pass to help complete your goals. Sometimes its just obvious the one is the one we all need to pass and only the federalist would vote against it. Which offer succeed, it goes off. You then pull the next agenda and repeat.

Each PHASE of a ROUND (of which they are 3 rounds and 2 phases per round) you draw a crisis. The crisis will add things to the board , impact resources ect... it will also tell you many actions (player turns) you have for that phase. Can be from 3-6. So you may get 12 actions to fix the city or 6 over 2 rounds. So this is variable.

After the second PHASE of each ROUND you go to the MARKET phase and collect profits based on how well you accomplished it.

This repeats 3 times and then you determine a winner!

There is so much more so here are some highlights:

1) Each district in the city produces different resources.
2) You can only produce from 3 districts each PHASE within a ROUND.
3) Producing in a district (called exploiting - cuz mega corps bad!) causes that district to first protest, then strike, then riot so hard that the district gets blacked out until order can be restored. At Strike and Black Out no resources will be produced.
4) Org Crime units (mafia) show up on spaces taking a part of the profits if you don't get rid of them
5) Human First protesters cause districts to go on strike after the first production...skipping protests completely
6) PriSec (Cops/Security) can be used to keep Mafia and Human First people out of districts... but they DON'T get rid of them. They just protect that district and push the crime to neighboring districts. If ever there is no legal spaces for Mafia or Human first the go off the board increasing threat (similar to marching Cylons in BSG)

That is general the gist. All the mechanics work together SO well. You may have a mafia infestation and you want to fight OrgCrime as a team...but one person may have a personal investment in the mafia (meaning they get points for each mafia unit on the board). So you may try to get others to not remove mafia...even though they make it harder to generate city resources ect...

Each Mega Corp has a specialty. They all draw from different card types. Similar to characters in BSG. Cards are used for voting AND for proposing things to vote on...so hand management is important.

You have next to unlimited negotiations. Any promises made that can be done immediately are binding, any future promises are not.

If I say Ill give you 5 victory points to vote for my proposal, you MUST do it if you accept. If I promise to give you the agenda reward for passing my proposal...I may change my mind if we win.

Because not everyone is against everyone, it is possible for the majority of players to win which means you can ALWAYS find allies (if you trust them) and there is no such thing as a SPOILER in this game. If you are losing you can't just refuse to help and let the city burn...because the other players will band against you (because they aren't necessarily fighting each other!

In my game at BGG Con I had my own agenda card meaning I needed to be ahead of 3 other corps...and since NOBODY had my card ...nobody had to be above me (unless they had their card and couldn't get past 3 other corps). So I was able to negotiate HUGE point swings. I had a rare card that would help prevent the feds from coming in (threat hitting 25) ..so I am like (hey give me ALL your points up to where you need to be above your own opponent and I was able to get 75 points to play this card...without actually making anyone who gave me points LOSE. In any other game this would be a dick move because you are actively saying you will ruin the game if people don't support you...but here you can work together with allies so the deal isn't as bad as a dick extortion, and more of an acceptable extortion that doesn't hurt the people you extorted.

The game in short, is unbelievable.

There is next to 0 down time. Nearly everyone is always engaged at ALL times. Bribing people to vote for your proposals, asking for bribes to support others. There is NO alpha player issue because nobody knows what is best for everyone, and there will almost never be a move that IS best for everyone (especially if a federalist is in the game).

Some will lose but MANY can win together. And that knife edge balance creates this exciting, fun and NON-TOXIC negotiating game.

If I where to rate this game I would give is an easy 10/10 as it is one of the best designed games I have ever played.

If you enjoy player interaction, negotiation, and semi-coop with personal goals...this will be your favorite game, for a LONG, LONG time.
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