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

Subject: Anyone wanna bet... rss

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Chris J Davis
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...that any treachery cards discarded by a human player get shuffled into the destiny deck?
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Allan Clements
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"adds an additional menace to every skill check. Since they’ll now appear in the destiny deck"

I think that just means that 2 of them will always be in the destiny deck along with the usual 2 of every card. Would make sense and make skill checks harder, since there is nothing more boring than the destiny deck helping out all the time

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Chris J Davis
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Kamakaze wrote:
"adds an additional menace to every skill check. Since they’ll now appear in the destiny deck"

I think that just means that 2 of them will always be in the destiny deck along with the usual 2 of every card. Would make sense and make skill checks harder, since there is nothing more boring than the destiny deck helping out all the time



Yes, but:

"The Cylons have several nefarious methods for seeing that treachery cards find their way into human hands, where they can do little good... and they can even unleash brutal punishments when human players discard them!"

...?
 
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Allan Clements
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The bad things about discarding them might come from other treachery cards though rather than outright rules, it will be fun to see humans put treachery skill cards into skill checks to get rid of them though.
 
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Cameron McKenzie
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Putting it in the discard doesn't seem like "brutal punishment."

I think the idea is if you don't throw it into a check something really bad will happen. Discarding it into the destiny deck just ultimately causes it to be played into a check. You don't know when, but it's still not that bad and may actually be better than discarding a card you actually want.

No, I'm thinking it's gonna be a lot worse. There is a symbol on the Human Weakness card that could have something to do with triggering on a discard.
 
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Sean McCarthy
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Yeah, that's one possibility (though not that brutal, really).

In any case, I look forward to drawing lots of pointless skill check crises like Weapons Malfunction to dump unwanted treachery cards into. I guess worst case, you just call for an election and fail it.
 
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Chris J Davis
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MasterDinadan wrote:
Putting it in the discard doesn't seem like "brutal punishment."

I think the idea is if you don't throw it into a check something really bad will happen. Discarding it into the destiny deck just ultimately causes it to be played into a check. You don't know when, but it's still not that bad and may actually be better than discarding a card you actually want.

No, I'm thinking it's gonna be a lot worse. There is a symbol on the Human Weakness card that could have something to do with triggering on a discard.


I think the symbol on the Human Weakness card is just the Pegasus expansion symbol.

Think about it though. You have two options:

1) Play treachery cards into a skill check. At least this way you have control over how bad the treachery is and when it occurs.

2) DON'T play treachery cards into skill checks and discard them instead. In this way the destiny deck becomes loaded with treachery cards which can pop up at any time and you have no control over whether they will appear in the crucial skill checks or not. Additionally, if too many treachery cards get dumped into the destiny deck, then the destiny cards will almost always be negative AND (more importantly) will never be replenished with "good" cards - you'll just keep cycling through an endless stream of treachery cards.

You may be right, though - the article does make it sound like it's something more devestating. Just can't think of what it could be, considering we now have some basic ideas in place about what the expansion contains. The only thing left that's still a bit of a mystery is the Cylon location overlay.
 
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Allan Clements
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The thing about the treachery cards is that if the Cylons can choose between treachery and engineering, why would they EVER choose engineering when treachery are always negative and have some nice game text for cylons to use?

Never really figured that out, though it might be that the treachery cards all have much lower numbers than the usual skill cards.
 
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Chris J Davis
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Kamakaze wrote:
The thing about the treachery cards is that if the Cylons can choose between treachery and engineering, why would they EVER choose engineering when treachery are always negative and have some nice game text for cylons to use?

Never really figured that out, though it might be that the treachery cards all have much lower numbers than the usual skill cards.


Remember, the Cylons may now want to help the humans sometimes, so the "normal" skills will be useful for them to draw.
 
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Cameron McKenzie
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Kamakaze wrote:
The thing about the treachery cards is that if the Cylons can choose between treachery and engineering, why would they EVER choose engineering when treachery are always negative and have some nice game text for cylons to use?

Never really figured that out, though it might be that the treachery cards all have much lower numbers than the usual skill cards.


Cylon Leaders have their own agendas that do not necessarily include the destruction of their human race. They may actually have a reason to help out.

So they could draw some blues to help out with blue skill checks, and if they infiltrate Galactica then presumably they count as human and can use them for the text as well.
 
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Allan Clements
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sure, but then that is fairly obvious they are helping if they start drawing blue cards, which makes it less secretive, unless of course its a bluff to pretend they are on the humans side.
 
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Chris J Davis
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Kamakaze wrote:
sure, but then that is fairly obvious they are helping if they start drawing blue cards, which makes it less secretive, unless of course its a bluff to pretend they are on the humans side.


There ya go.

And of course, those blue cards can still usually be used against skill checks, so the bluff would work rather well.
 
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Cameron McKenzie
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And blue cards may be useful for cylons in certain situations. If you infiltrate Galactica and actually want to screw the humans over, you can use Scientific Research to make it easier to brig innocent humans, get your buddies out of the brig, and things like that. There's also at least one new kind of blue card. We've seen one that has something to do with brigging people, so that could be useful too if you want to have a say in who goes to the brig, and who doesn't want that?

I'm assuming you have to be on Galactica to use the cards for this purpose though.
 
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David Morgan
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Don't forget that the Cylon Leader win conditions are mixed. The one we know about is that you win if the humans win but one resource other than fuel must be 2 or lower. In this way sometimes a Cylon leader will want to hinder the humans to reduce the dials and then sometimes help out so they don't lose the game. Therefore there will be times they will want to draw engineering to help the humans out and then other times draw treachery cards to hinder the humans to get the dials down.

Not much bluffing required, the humans will find it hard to work out if the Cylon Leader wants them to win and is just knocking down some resource or if the Cylon leader wants them to lose and is helping occasionally to fulfil another win condition.

 
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Konstantine G.
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bleached_lizard wrote:

Think about it though. You have two options:

1) Play treachery cards into a skill check. At least this way you have control over how bad the treachery is and when it occurs.

2) DON'T play treachery cards into skill checks and discard them instead. In this way the destiny deck becomes loaded with treachery cards which can pop up at any time and you have no control over whether they will appear in the crucial skill checks or not. Additionally, if too many treachery cards get dumped into the destiny deck, then the destiny cards will almost always be negative AND (more importantly) will never be replenished with "good" cards - you'll just keep cycling through an endless stream of treachery cards.

You may be right, though - the article does make it sound like it's something more devestating. Just can't think of what it could be, considering we now have some basic ideas in place about what the expansion contains. The only thing left that's still a bit of a mystery is the Cylon location overlay.


The "devastating" effect is the human players hand size... You cannot have more than ten cards in hand...So by keeping your treachery cards and not discarding them or playing them on crisis checks you are actually limiting your hand size...
Now see the two characters that actually have a connection with the Cylons, Saul and Tyrol...Saul cannot hold a single card in hand (imagine Saul with no cards and Caprica Six feeding him one each turn which he must discard...sick) and Tyrol can hold up to eight( if someone feeds him regularly with treachery cards and the right skill checks dont come up he is going to be able to keep two to three useful cards only...sick)
 
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Chris J Davis
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sed1010 wrote:
bleached_lizard wrote:

Think about it though. You have two options:

1) Play treachery cards into a skill check. At least this way you have control over how bad the treachery is and when it occurs.

2) DON'T play treachery cards into skill checks and discard them instead. In this way the destiny deck becomes loaded with treachery cards which can pop up at any time and you have no control over whether they will appear in the crucial skill checks or not. Additionally, if too many treachery cards get dumped into the destiny deck, then the destiny cards will almost always be negative AND (more importantly) will never be replenished with "good" cards - you'll just keep cycling through an endless stream of treachery cards.

You may be right, though - the article does make it sound like it's something more devestating. Just can't think of what it could be, considering we now have some basic ideas in place about what the expansion contains. The only thing left that's still a bit of a mystery is the Cylon location overlay.


The "devastating" effect is the human players hand size... You cannot have more than ten cards in hand...So by keeping your treachery cards and not discarding them or playing them on crisis checks you are actually limiting your hand size...
Now see the two characters that actually have a connection with the Cylons, Saul and Tyrol...Saul cannot hold a single card in hand (imagine Saul with no cards and Caprica Six feeding him one each turn which he must discard...sick) and Tyrol can hold up to eight( if someone feeds him regularly with treachery cards and the right skill checks dont come up he is going to be able to keep two to three useful cards only...sick)


But there has to be some kind of negative effect for if a human player DOES discard a treachery card... Otherwise there's no problem.
 
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Konstantine G.
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There will be...the actual card...
There will be treachery cards that will penalize the player for discarding them but not all of them will be so.
I think that the most major impact will be the hand size of the players. I find ten cards to be limited already...Let alone now that almost 50% of them cannot be discarded without a penalty.

And I really think that the Cylon location that is going to change is the "Human Fleet" Location for this reason. The do damage to galactica is gone and the take treachery cards enters play...
 
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