Sean McCarthy
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This was our first game with the expansion, with four players.

I picked Ellen, Shane picked Cain, Alex picked Caprica Six and Ryan chose Kat.

I started off with an amazing hand, and since three advances before Kat's turn was fairly plausible, I gave her my 5. We advanced.

Cain went next and Scouted, leaving the "President can execute the Admiral" crisis on top. This made her pretty likely good, so I chose not to execute her. We advanced again. Six went next and advanced us, choosing a forced morale loss. This made me suspect she had Guide Them to Destiny as her Agenda.

Kat, it turned out, was human, and went and 5-FTLed us out of there. Yay! Cain chose A Civilian Convoy, AKA the best destination ever, gaining a pop and losing a morale and two fuel. Also clearly human. I XO'd her to scout and Blind Jump us. The scout failed but the jump (Misjump into Barren Planet) was just fine, and the sleeper phase hit on the fifth turn of the game.

My crisis had a Morale skill check, which was spiked with Red, Blue, Treachery, Treachery in a way that made me suspect Kat (along with 2 from the destiny deck and 1 from Six). Kaine agreed and we used Admiral's Quarters to execute her. Of course, she was a Cylon. Six lost us another Morale and Kat failed to accomplish anything good on her turn. I made Cain the Mission Specialist and we jumped. It's a Cylon ambush (AKA -1 fuel, 2 or more distance, and three raiders). So we reached New Caprica on turn 9.

We then spent the second half the game (2 more rounds) doing things that didn't matter. Cain prepared some ships (irrelevant) and I managed a free advance via Breeder's Canyon and Preventative Policy, just to speed things up. Six killed some ships which were going to die anyway. We lost a couple resources from crises because we didn't care. Then Galactica returned and Cain immediately jumped us. Yay. Kat lost, and we won. (Six had Guide us to Destiny, which is actually one of the more interesting ones. But really it just means you reduce morale so that when all the civilians die at the end, you win.)

Overall there were some pros and cons to adding the expansion.

Cons:
- Most boring game I've ever played, including the one where we accidentally didn't have any Cylon Loyalty cards, the Sympathizer turned human, and we never drew a Cylon attack.
- Sucked to be Kat, who had no chance of winning a quarter of the way through the game.
- Six could have been controlled by a clown with no significant effects on the game's outcome. The only real choice she made was to laugh when she forced me to draw treachery cards.

Pros:
- Ellen and Kat are interesting characters.
- Didn't take very long (1.5 hours).
- The level of ridiculousness was kind of amusing. For example, Kat's jump ability, Cain's jump ability, the silliness of adding another 3 distance destination that's even better than the existing ones, the entire New Caprica phase where no one's actions had any effect on the game, the ludicrous mechanic where civilian ships don't matter because most of them are left behind anyway, and the part where Cylon ships were irrelevant because the jump track advanced faster than raiders could move, and the chance of basestars blowing up Galactica was practically eliminated by the addition of four throwaway locations on Pegasus.

Overall a lot of the new components (crisis cards, skill cards, characters) are very interesting but the pacing was relatively poor in the base game (too much jumping for much space combat, and too many draws and actions to have to make hard decisions on crises) and it's gotten even worse with the expansion. And then the New Caprica phase is a gigantic, thematic design mess.

I forgive all of this for now because the basestars look seriously awesome.
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Nick Short
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I'd at least partially blame this one on groupthink. By choosing to do two very early and safe jumps, you put the humans in a position where it was very difficult for them to lose. This despite the fact that no one (well, except Six) even knew where their loyalty truly was.

Kat lost the game for herself by forcing a jump without knowing if it was in her interest to do so.
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Chris J Davis
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bsushort wrote:
I'd at least partially blame this one on groupthink. By choosing to do two very early and safe jumps, you put the humans in a position where it was very difficult for them to lose. This despite the fact that no one (well, except Six) even knew where their loyalty truly was.

Kat lost the game for herself by forcing a jump without knowing if it was in her interest to do so.


I don't think this logic holds. In such a 4-player game, it will always be in the humans' best interests to jump as early and as often as possible. There is only a 1-in-3 chance that you will become a Cylon during the Sleeper Agent phase (or is it 1-in-5, as the You Are A Cylon card may already have been handed out at the beginning of the game?), and so to play sub-optimally during the first half of the game to prepare against this contingency is playing against the odds.

The game has always had this imbalance in it - that a game where the Cylon card(s) are handed out post-Sleeper will be easier for the humans than one where they are handed out pre-Sleeper. Pegasus seems to have exacerbated this problem in some way though, possibly related to the shorter distance to New Caprica.

Additionally, Helena Cain's once-per-game is insanely overpowered.
 
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Brian Mc Cabe
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Our group played our first game the other night and it was the first time while using the sympathizer mechanic that we didn't even have the opportunity to get down into the red with at least one resource to ensure the extra human player.

Cain used her special ability early because two of the first three Crisis cards placed Cylons, including both deathstars, all over the board and the next jump brought us up to five locations in very short order. Only jumped three times total to get to seven and New Caprica.

We did a couple of things wrong, including the civilian-ship preparation track, but it was really no contest.

We'll see how it goes when we do things right, since the pop was getting low and our mistakes brought the civilian ships on-line too soon.

Brian
 
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Sean McCarthy
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bleached_lizard wrote:
I don't think this logic holds. In such a 4-player game, it will always be in the humans' best interests to jump as early and as often as possible. There is only a 1-in-3 chance that you will become a Cylon during the Sleeper Agent phase (or is it 1-in-5, as the You Are A Cylon card may already have been handed out at the beginning of the game?), and so to play sub-optimally during the first half of the game to prepare against this contingency is playing against the odds.


Yeah, this is a mathematical fact. Improving the humans' position does increase your chances of winning (except sometimes when you're Boomer). The question is whether you could be doing something else that is even more likely to help you win. In this case, since I had given Kat the 5, declining to jump us was just going to make us never trust her again which - I think she judged correctly - would be quite counterproductive in her victory.

Also, to be honest, we were all motivated towards a quicker end, all other things being equal.
 
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