Melissa Makak
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Several years ago, I received BSG as a gift and my group and I absolutely loved it. The only thing we were missing were the expansions, but we were broke and the base game would just have to do. However, this past year I went searching for the expansions only to find out that the game had been discontinued and had recently gone out of print.

I am not sure what the future of this game will be or if it will have one, but for now, does anyone have any tips or variants or anything we can use to improve upon the base-game gameplay without having any of the expansions?
 
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Definitely print out the cylon fleetboard (the image could be found on Google) and substitute 4 upgraded vipers and a CAG card with proxies.

That's what we did before we purchased the expansion and it was a good decision
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Melissa Makak
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Don Sombrero wrote:
Definitely print out the cylon fleetboard (the image could be found on Google) and substitute 4 upgraded vipers and a CAG card with proxies.

That's what we did before we purchased the expansion and it was a good decision


Thank you so much! We will definitely do this.
 
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starbuck7660 wrote:
Several years ago, I received BSG as a gift and my group and I absolutely loved it. The only thing we were missing were the expansions, but we were broke and the base game would just have to do. However, this past year I went searching for the expansions only to find out that the game had been discontinued and had recently gone out of print.

I am not sure what the future of this game will be or if it will have one, but for now, does anyone have any tips or variants or anything we can use to improve upon the base-game gameplay without having any of the expansions?


Stuff you can freely adapt without additional costs:
-Make IC (Investigative Committees) EX-clude DD (Destiny Deck) - from Pegasus
-Hand limit of 10 Qcards (Quorum cards) - from Peg

-automatic handoff of Loyalty cards upon reveal/Execution if distance is 6 or less,
-Ress. Ship loc to get an additional SCC, but also make it a hazard location like in Peg and/or Daybreak - from Peg and/or Day

-Whether you play with CL or not, when using Caprica location, the other card not chosen is bottom-decked instead of discarded (face up) - from Peg & Day

Stuff you can PnP with low effort
-New character cards
However, some chars are dependent on other components missing. For example, Ellen without Treachery (Peg), Tom (aka alt-Zarek) without Mutiny (cards) (Day), and CL without Motives nor Agendas

-CFB (Exo)
No "CAG Chooses" crisis cards though

-AR (Assault Raptors, Day)
Use proxies like pennies, short of ordering a proxy, or 3D printing your own. However, cards in Daybreak that reference these won't be around (e.g. Raptor Specialist skill card)

-Extra YAAC (You Are A Cylon) cards, esp. if you use sleeves (Peg, Exo)
Peg won't work without Treachery, so you can just sub that to the revealing Cylon player gets to just draw 2 of any cards instead

-SCC cards, esp. if you proxy them via sleeves (Peg, Exo)
Some of them reference Executions. You can still do that. If not, one alternative is to Brig someone and they discard all skill cards

-YANAC (You Are NOT A Cylon) cards, again, easier if you use sleeves (Exo)
Final Five (FF/F5) and Personal Goals (PG) make up the Conflicted Loyalties optional module (CL, but this is heavily context based since most of the time, CL = Cylon Leaders)
Again, you'll have to decide on what to do with executions
Also, Exo has a way to get back nukes, and go beyond the starting 2, and a few other PG are somewhat different due to Exo stuff... core or optional modules, but the differences should be trivial enough.

.

Another thing to consider is to try out some of the fan variants, like the alternative implementation of the New Caprica, and Rebel Basestar/civil war. Of course, these were made in my such that you'd need to be able to come up with your own components in a reasonable way, and/or des. to work with what you already have (although, the ones that work off exps. will be trickier).



EDIT: added a few more items in the PnP section
Formatting and typos
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Melissa Makak
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ackmondual wrote:
starbuck7660 wrote:
Several years ago, I received BSG as a gift and my group and I absolutely loved it. The only thing we were missing were the expansions, but we were broke and the base game would just have to do. However, this past year I went searching for the expansions only to find out that the game had been discontinued and had recently gone out of print.

I am not sure what the future of this game will be or if it will have one, but for now, does anyone have any tips or variants or anything we can use to improve upon the base-game gameplay without having any of the expansions?


Stuff you can freely adapt without additional costs:
-Make IC (Investigative Committees) EX-clude DD (Destiny Deck) - from Pegasus
-Hand limit of 10 Qcards (Quorum cards) - from Peg

automatic handoff of Loyalty cards upon reveal/Execution if distance is 6 or less, and perhaps automatically get a free SCC (Super Crisis Card, if you weren't executied) - from Peg and/or Day


Stuff you can PnP with low effort
-New character cards
However, some chars are dependent on other components missing. For example, Ellen without Treachery (Peg), Tom (aka alt-Zarek) without Mutiny (cards) (Day), and CL without Motives nor Agendas

-CFB (Exo)
No "CAG Chooses" crisis cards though

-AR (Assault Raptors, Day)
Use proxies like pennies, short of ordering a proxy, or 3D printing your own. However, cards in Daybreak that reference these won't be around (e.g. Raptor Specialist skill card)

-Extra YAAC (You Are A Cylon) cards, esp. if you use sleeves (Peg, Exo)
Peg won't work without Treachery, so you can just sub that to the revealing Cylon player gets to just draw 2 of any cards instead

.

Another thing to consider is to try out some of the fan variants, like the alternative implementation of the New Caprica, and Rebel Basestar/civil war. Of course, these were made in my such that you'd need to be able to come up with yuour own components in a reasonable way, and/or des. to work with what you already have (although, the ones that work off exps. will be trickier).


Thank you for your detailed response! This is much appreciated. I will do my best to implement all these features as best I can without the actual expansions. Yea I saw many of the fan variants utilized the expansions.
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To add into this there are also official variant rules of this game that you can download. They don't give out so much difference if you don't want to play with the rules, but do have some options that you can play with. Especially non-sympathizer variant is very popular in a 4 or 6-player-game. Although I have never used it so I cannot say how well it works. To me the sympthizer rule works well enough, but apparently I am the only person who thinks this way.
There is also a rule for a fully co-op play and for a solitaire variant.

I would stay far away from the 2-player-game rules. That game is not fun.

You can download the rules from here: https://images-cdn.fantasyflightgames.com/ffg_content/Battle...
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jutuomin wrote:
To add into this there are also official variant rules of this game that you can download. They don't give out so much difference if you don't want to play with the rules, but do have some options that you can play with. Especially non-sympathizer variant is very popular in a 4 or 6-player-game. Although I have never used it so I cannot say how well it works. To me the sympthizer rule works well enough, but apparently I am the only person who thinks this way.
There is also a rule for a fully co-op play and for a solitaire variant.

I would stay far away from the 2-player-game rules. That game is not fun.

You can download the rules from here: https://images-cdn.fantasyflightgames.com/ffg_content/Battle...


Thank you! I have actually already downloaded these variants, but have not attempted them yet. Haha yea the two-player variant does not seem like something I would be interested in. However, the solo-variant seems the most intriguing to me.
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ackmondual wrote:
perhaps automatically get a free SCC (Super Crisis Card, if you weren't executied) - from Peg and/or Day


That's base game rule already.
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oriecat wrote:
ackmondual wrote:
perhaps automatically get a free SCC (Super Crisis Card, if you weren't executied) - from Peg and/or Day


That's base game rule already.
Fixed!
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I don’t have anything to contribute but AWESOME responses!
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You can also make the change to Caprica to have jump icons still take effect.
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downeymb wrote:
You can also make the change to Caprica to have jump icons still take effect.
This could be adapted if Cylons are winning too many games, but the whole premise of this change was because of CL right? If the OP isn't going to use CL (or its equivalent), I wouldn't be too sure about using this one.

OTOH, I did propose a variant you make it such that it reverts back to base game for Cylons, while the CL (infiltrating or not, possible since Athena can use her OPG to remotely activate Caprica location) gets to choose if it counts.
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downeymb wrote:
You can also make the change to Caprica to have jump icons still take effect.

I'm a little confused. What do you mean by this?
 
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starbuck7660 wrote:
downeymb wrote:
You can also make the change to Caprica to have jump icons still take effect.

I'm a little confused. What do you mean by this?
In the base game, when a Cylon goes to Caprica and activates it you ignore both the jump icon (step) if it's there (bottom left corner), and the Cylon ship icon (step) (bottom right corner.

In Peg and/or Day, you no longer ignore the jump icon in the corner of the crisis card.


Oh that's right... face up discard vs. bottom decked!
 
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ackmondual wrote:
starbuck7660 wrote:
downeymb wrote:
You can also make the change to Caprica to have jump icons still take effect.

I'm a little confused. What do you mean by this?
In the base game, when a Cylon goes to Caprica and activates it you ignore both the jump icon (step) if it's there (bottom left corner), and the Cylon ship icon (step) (bottom right corner.

In Peg and/or Day, you no longer ignore the jump icon in the corner of the crisis card.


Oh that's right... face up discard vs. bottom decked!


Ohhh ok thank you!
 
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ackmondual wrote:
downeymb wrote:
You can also make the change to Caprica to have jump icons still take effect.
This could be adapted if Cylons are winning too many games, but the whole premise of this change was because of CL right? If the OP isn't going to use CL (or its equivalent), I wouldn't be too sure about using this one.

OTOH, I did propose a variant you make it such that it reverts back to base game for Cylons, while the CL (infiltrating or not, possible since Athena can use her OPG to remotely activate Caprica location) gets to choose if it counts.


I thought it was a response to removing destiny from ICs.
 
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ackmondual wrote:
starbuck7660 wrote:
downeymb wrote:
You can also make the change to Caprica to have jump icons still take effect.

I'm a little confused. What do you mean by this?
In the base game, when a Cylon goes to Caprica and activates it you ignore both the jump icon (step) if it's there (bottom left corner), and the Cylon ship icon (step) (bottom right corner.

In Peg and/or Day, you no longer ignore the jump icon in the corner of the crisis card.


That rules change is also in Exodus (p.9 of the rulebook), along with the "Cylon draws have to come from different decks" rule (that's therefore not there to prevent double-Treachery draws).

My best guess is that the Jump icons thing was to make Human Fleet more viable in comparison, and the mixed draw requirement is to prevent the Engineering-sink exploit.
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I think in Exodus that rule has been made so the Cylon player cannot fish out so effectively the Scout for Fuel card (or something similar) when the humans would need it?
 
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jutuomin wrote:
I think in Exodus that rule has been made so the Cylon player cannot fish out so effectively the Scout for Fuel card (or something similar) when the humans would need it?


Back before Pegasus came out, there was an exploit discovered where early Cylons get hold of as many Engineering cards as possible, fill their hands with Repairs, and then spam Human Fleet or other damage sources, and the humans are stuck with gradually accumulating damage and no recourse. With Human Fleet letting Cylons steal cards from player hands, two early Cylons can fairly reliably get hold of all 14 Repair cards before the humans can get to Kobol, and have a reasonable chance of getting critical damage in that time too.

Fishing for 6s is also a possible reason to outlaw double-dipping, but 6s are sufficiently useful for both sides that they're unlikely to sit on them indefinitely - depriving the humans of a core effect like Repair seems more likely to need patching than depriving them of a 6's effect that they couldn't count on anyway.
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rmsgrey wrote:
jutuomin wrote:
I think in Exodus that rule has been made so the Cylon player cannot fish out so effectively the Scout for Fuel card (or something similar) when the humans would need it?


Back before Pegasus came out, there was an exploit discovered where early Cylons get hold of as many Engineering cards as possible, fill their hands with Repairs, and then spam Human Fleet or other damage sources, and the humans are stuck with gradually accumulating damage and no recourse. With Human Fleet letting Cylons steal cards from player hands, two early Cylons can fairly reliably get hold of all 14 Repair cards before the humans can get to Kobol, and have a reasonable chance of getting critical damage in that time too.

Fishing for 6s is also a possible reason to outlaw double-dipping, but 6s are sufficiently useful for both sides that they're unlikely to sit on them indefinitely - depriving the humans of a core effect like Repair seems more likely to need patching than depriving them of a 6's effect that they couldn't count on anyway.
About this, people actually hoarded Repairs (and used this strategy)? It still seems hit or miss.

Also, odd thing was Daybreak Human Fleet no longer lets you draw outside your skillset, but then no longer restricts you to drawing different types. Daybreak does introduce 5 new skill cards into the Eng./blue deck, but it doesn't seem that far off.

 
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In the variants forums there are fan-made expansions, including one where you attack the Cylon Daybreak base as per the shows finale. And Gray cards for spiritual nature things, and ALL SORTS of other Characters to play. None of which is available for purchase but instead print and play. You could make your own expansions.
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ackmondual wrote:
rmsgrey wrote:
jutuomin wrote:
I think in Exodus that rule has been made so the Cylon player cannot fish out so effectively the Scout for Fuel card (or something similar) when the humans would need it?


Back before Pegasus came out, there was an exploit discovered where early Cylons get hold of as many Engineering cards as possible, fill their hands with Repairs, and then spam Human Fleet or other damage sources, and the humans are stuck with gradually accumulating damage and no recourse. With Human Fleet letting Cylons steal cards from player hands, two early Cylons can fairly reliably get hold of all 14 Repair cards before the humans can get to Kobol, and have a reasonable chance of getting critical damage in that time too.

Fishing for 6s is also a possible reason to outlaw double-dipping, but 6s are sufficiently useful for both sides that they're unlikely to sit on them indefinitely - depriving the humans of a core effect like Repair seems more likely to need patching than depriving them of a 6's effect that they couldn't count on anyway.
About this, people actually hoarded Repairs (and used this strategy)? It still seems hit or miss.

Also, odd thing was Daybreak Human Fleet no longer lets you draw outside your skillset, but then no longer restricts you to drawing different types. Daybreak does introduce 5 new skill cards into the Eng./blue deck, but it doesn't seem that far off.



I no longer remember the details with full confidence - I know it was discussed on these forums years ago, and I think people said they'd actually done it - that it works, but makes the game kinda boring - you need two pre-Sleeper Cylons and for both to reveal early.

Also, with Human Fleet no longer letting you pluck cards from humans' hands, it's a lot more viable to defend against it - even if you don't draw blues naturally, a combination of Research Lab and Consolidate Power can let someone stockpile some Repairs for later use.

Plus, actually getting the damage is a lot less guaranteed than when Human Fleet gave a shot regardless of what's in the sky.
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GerryRailBaron wrote:
In the variants forums there are fan-made expansions, including one where you attack the Cylon Daybreak base as per the shows finale. And Gray cards for spiritual nature things, and ALL SORTS of other Characters to play. None of which is available for purchase but instead print and play. You could make your own expansions.


Oh awesome! Thank you!!
 
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starbuck7660 wrote:
GerryRailBaron wrote:
In the variants forums there are fan-made expansions, including one where you attack the Cylon Daybreak base as per the shows finale. And Gray cards for spiritual nature things, and ALL SORTS of other Characters to play. None of which is available for purchase but instead print and play. You could make your own expansions.


Oh awesome! Thank you!!

To further that point, the Exodus expansion is where the Variant PBF (play-by-forum) groups play, keeping it separate from published materials PBF which is done in the Galactica PBF area, regardless of which Expansions are or are not in use. That means you can see the Variant Fan-made expansion in use in some of the games, and get an idea if that would be of interest to you.

You'll need to figure out a solution for mixing cards, perhaps sleaving everything. But that can be overcome.
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GerryRailBaron wrote:
starbuck7660 wrote:
GerryRailBaron wrote:
In the variants forums there are fan-made expansions, including one where you attack the Cylon Daybreak base as per the shows finale. And Gray cards for spiritual nature things, and ALL SORTS of other Characters to play. None of which is available for purchase but instead print and play. You could make your own expansions.


Oh awesome! Thank you!!

To further that point, the Exodus expansion is where the Variant PBF (play-by-forum) groups play, keeping it separate from published materials PBF which is done in the Galactica PBF area, regardless of which Expansions are or are not in use. That means you can see the Variant Fan-made expansion in use in some of the games, and get an idea if that would be of interest to you.

You'll need to figure out a solution for mixing cards, perhaps sleaving everything. But that can be overcome.


Thank you for the suggestion! I'll check that out
 
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