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

Subject: 8 player session rss

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Bill Robot
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My group tried an 8 player session tonight and it went well besides a little too much down time. The roles we played with were:

Either Gaius or Boomer not both (Gaius chosen for this game)

2 Cylons
11 Loyalty cards
1 Sympathetic Cylon (shuffled in after the initial loyalty hand out).
and 1 cylon leader (hostile agenda)

Overall the game was close.
Some key events/factors:

- 2 Loyal humans were executed before the sleeper phase.
- The Admiral jumped to four different people (this is high for our group)
- The only Cylon attacks before Caprica were the intial units and Scar who arrived after the sleeper phase.
- Both cylons got to use there reveal action (-1 moral and 2 damage).
- There were no supercrisis cards played.
- Both Agenda cards were cylons wins (genocide and salvage)
- Both nukes were used after Galaticas return to new caprica

The game state at the end was as follows:
- Six raiders and four vipers in space
- All ships evacuated but 3 and those were prepared.
- Two humans on ships yards ready for last evact.
- one human player (me as Ellen Tigh in detention giving execs)
- Last human on Galatica
- Morale and Population on 3 and 2 respectively Food and fuel both fine (like 4??)

Game ended with betrayal by sympathetic cylon Rosin and her moving vipers away from colony ships before crisis resoves and activates 2 raiders reducing population. The sympathetic Cylon was being helpful all game and this was his only betrayal.

Has anyone else tried this and what were your results? After one play it seemed fine but that's a superficial result. Furthermore would anyone have a different way to oragnize the loyalty cards? I did them in the spur of the moment and there is bound to be a better way.

Opinions?
 
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Adrian V.
Germany
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Yes, in fact our very fist session of Pegasus was an 8 player game. 7 players knew the core game.

Our only modifications:
- disallow Sharon and Baltar
- 3 cylons, 1 cylon leader, no sympathetic cylon
- the cylon leader draws 2 agenda cards from the combined deck of hostile and friendly agendas, choosing one of them, secretly discarding the other (so that the other players don't know whether he chose a friendly or an hostile card)
- executed humans draw a new loyality card before the sleeper phase
(- after an execution, the corresponding player reveals his identity only on his turn, not immediately - the idea was to just keep the story more plausible, not to fix some broken mechanics).

The Cylon Leader chose a "win along with the humans" agenda.

Result: The Cylons won, but on their very last turn (population 0). The next player in order would have been the admiral, who would have ended the game with no further loss of resources. Obviously, the game was pretty well balanced, but I think the cylons could have won the game easier, had one player only decided to reveal himself earlier.

Findings:
Apart from modifications of some mechanics for the Pegasus game in general (treachery cards count negatively in ALL skill checks; ending the game is no longer the admiral's decision, but a skill check with yellow and green on 12), the outcome of our after-play discussion was:

- to allow 2 cylon leaders with opposite agendas, but only 2 cylon players. OR
- 3 cylons, 1 leader, but start with additional 2 morale and population
- Generally: to completely revise most agendas in order to make them cause more mayhem and chaos. Further modifications for an 8-player would then be required, depending on the new agendas' content.

One more thing: The game took 9 (n i n e !) hours to complete. Make it 7 for regular players, but anyway, it was a loooong game. No one complained about it, so apparently, it still was exciting, but I suspect non-players won't enjoy it.
 
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John Fanjoy
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Panzerknacker wrote:
ending the game is no longer the admiral's decision, but a skill check with yellow and green on 12
You might want to make it yellow and purple (like the Brig) instead, so that all characters get the option of voting in either direction. If your check is yellow-green, political leaders can't really oppose it, and pilots can't really try to pass it.
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Adrian V.
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Yes, that's right. Thanks!
 
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