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Battlestar Galactica: The Board Game» Forums » Rules

Subject: Moving Cylons vessels rss

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Patrice Larivée
Canada
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Please, correct me if I am wrong...

When the fleet jumps, we have to put all the Vipers back in the hangar and the pilots on the Deck. We also have to remove all Cylon ships (cruisers, heavy cruisers, and basestars). Right? (That seems to be in harmony with the series.)

If so, when we played, I found that after the fleet jumped there could be many turns where there were no Cylon ships to activate and attack. As a unrevealed Cylon, I was trying to sabotage Galactica and ruin the competencies tests. But I was longing for a nice attack on civilian vessels to drop the human population as fast as possible.

The thing is that there is only 10 Crisis cards that put Cylon ships on the board (out of 70 crisis cards): that doesn't seem much...

Were we playing it wrong by removing all Cylon ships when the fleet jumps?
 
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Janne
Finland
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bancdeneige wrote:
If so, when we played, I found that after the fleet jumped there could be many turns where there were no Cylon ships to activate and attack. As a unrevealed Cylon, I was trying to sabotage Galactica and ruin the competencies tests. But I was longing for a nice attack on civilian vessels to drop the human population as fast as possible.

The thing is that there is only 10 Crisis cards that put Cylon ships on the board (out of 70 crisis cards): that doesn't seem much...
That's the big problem in the basegame. The total randomness of the cylon attacks, unless you seed the deck in some way (like Pandemic). Cylon Fleet Board from Exodus fixes this.

Quote:
Were we playing it wrong by removing all Cylon ships when the fleet jumps?
No. (Edit: Correction, I read that wrong ...)
 
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Chris Ley
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You played it correctly. Some people prefer the Cylon fleet board for putting out cylon ships more consistently.

I prefer the Cylon Attack Cards (CAC), some games you don't have many cylon ships and some games a couple come out in a row and overwhelm the humans. I think the randomness is more thematic, but can lead to some games that seem boring.
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Eric P
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Nope, you were doing it right.

A common complaint of this game is the fact that the Cylon Attacks being in the Crisis deck means they often will take forever to appear, or only appear right before a jump and therefore have no chance to cause damage.
The threat of one or more attacks early in a jump cycle is still there, though.

The Cylon Fleet Board added in the Exodus expansion is intended to counter this by making the Cylon Fleet an everpresent threat, though some feel it goes too far.
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Joe O'Donnell
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Daybreak also "fixes" this by adding other ways that ships may be added to the board. I think it does this more elegantly than the Cylon Fleet Board. I loved the idea of the CFB, but I didn't like it after playing with it a few times. This is not a space battle game. It's supposed to be a game of treachery and deceit and flavor. Good human players can manipulate the CFB pretty well and it just isn't worth it to stay hidden as a cylon. It is a fun alternate to give pilots and revealed cylons more choices, but I would rather seed the deck than play with the CFB. Exodus is a fine expansion otherwise, but Daybreak is allover better as far as I'm concerned.

So get the expansions or seed the deck or don't rely just on ships. Sew seeds of doubt in the humans and force them to play sub-optimally, bide your time and choose the perfect moment to reveal.
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Jason Harris
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No that is corrent...


We use a house variant that borrows ideas from some of the later expansions:
This is because we
o) do like the randomness
o) don't like that you can get "no" attacks
o) we do like the ability to "jump away" wholesale from a big nasty fleet surrounding you

We:
o) "Build up" a pursuing fleet.
We don't use the cylon board, but instead just keep a cup of cylon ships. Every activation that "cant" be done because there are no appropriate ships on the main board - we put that type into the cup.
o)
When an attack fleet does appear - it does not deploy the ships in the cup - (but may have to pull ships from the cup to satisfy the attack crisis card)
o)
When we hit the jump that triggers sleeper phase...
AND when we hit the jump that means we now have distance 8 (10) or more...
... we deploy all the ships in the cup, using a "front first" "biggest cylon vessel first" deployment (so that not all the ships are in the front sector and can just be insta-nuked).
We deploy:
Front; Front Top; Front; Front bottom; Back top; Front Top; Front; Front Bottom; Back Bottom (and then repeat as necessary until the cup is empty, "biggest" vessel first (usuallyl basestar but not always)


This way we know there "always" be some action, but there could be more random attacks via cards, but the two reduce each other, so you dont get a massive combination.


Then depending on the variant we are playing, we generally do combine this with "escorting off ships" (but you dont need that for base game.


We then adjust (as this makes the game harder for humans) - with either some simple human bonuses for 5 player, or some simple penalties for 6 player - done as fixed resource gains/losses on the dials at start of game
We then don't find we need the "sleeper" player for 6.
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Geoff C
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Some see it as a problem but I dont. If the attack cards arent showing up something else is. Tailor your strategy to that and/or influence it by scouting.
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