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Battlestar Galactica: The Board Game – Pegasus Expansion» Forums » Rules

Subject: Engine Room rss

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Justin Tholl
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If a player uses the Engine Room, and draws a crises card with a jump icon already printed, does the fleet token move two spaces on the jump prep track?

I am aware that this question has been answered on the board. I am just looking for an official response on this, if it has been written.

The only reason I question it is because the latest FAQ states a similar question regarding multiple cylon ship icons here:

Quote:
Q: How do you resolve multiple Cylon ship activation icons
when they appear on the same card?
A: Resolve each one separately in left-to-right order.


Similarly, wouldn't we treat the card as if it had multiple jump icons and resolve each one separately using this logic?

Again - just curious if there was ever an official response written about this either in an FAQ, rulebook or any of the boards.

Thanks!
 
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Pasi Ojala
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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One. Engine Room just guarantees a jump symbol.

Otherwise there would be no reason to not use Engine Room on every turn.

Reading the Engine Room text, you treat the next crisis card drawn this turn as-if it had a jump symbol whether it actually has or has not. No jump preparation symbols are added.


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Mindy G
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Agreed. Treating as if is not adding one.
 
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Justin Tholl
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Using it every turn would hurt the humans because they will be feeding the majority of their cards to the engine room, leaving very little for crisis cards.

Having it potentially move 2 spaces on the prep track would also equalize the Basestar Bridge action on the cylon fleet board.

The text states "treat the next Crisis Card drawn this turn as if it had a "prepare to jump" icon"

It does not state whether it actually has one or not. I could interpret this by treating the next Crisis Card as if it had a prepare to jump icon in addition of its printed prepare to jump icon.

Which is why I am still looking for my original ask - direction for a response from an official source on this matter.

Thanks!
 
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Pasi Ojala
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Get the Imperial Assault Campaign module for Vassal from http://www.vassalengine.org/wiki/Module:Star_Wars:_Imperial_Assault
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DarkJodo wrote:
It does not state whether it actually has one or not.

If the Engine Room were meant to advance the jump prep in addition to a potential jump preparation from the crisis, there would be no need for the "treat as" and it would read "Discard 2 skill cards to advance the jump preparation track", similarly to the Test the Limit skill card.
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Michael Aldridge
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The reason why there has been no "official response" is because it's plainly written on the game board: treat the next crisis drawn this turn as if it had a "prepare for jump" icon. Not an extra icon, not another icon, not a second icon, not icons (plural).

Plus, it's been 8 years, and nobody has publicly assumed that you can get two jump preps. You'd think after 8 years and 600+ PBF games, the designers would have said something here, on FFG's forums, or in the FAQ about everyone playing the game incorrectly.

Finally, if Engine Room did indeed give an extra jump prep, you'd get between 1.5 and 1.67 jump preps per turn, on average (depending on whether you use CACs or the CFB). That's way overpowered, enabling some games to end in 12 player turns WITHOUT using FTL (as few as 8 player turns with FTL, or as few as 6 player turns with Cain + FTL). That would be unplayable.
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BosonMichael wrote:
Finally, if Engine Room did indeed give an extra jump prep, you'd get between 1.5 and 1.67 jump preps per turn, on average (depending on whether you use CACs or the CFB). That's way overpowered, enabling some games to end in 12 player turns WITHOUT using FTL (as few as 8 player turns with FTL, or as few as 6 player turns with Cain + FTL). That would be unplayable.
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