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Battlestar Galactica: The Board Game» Forums » Variants

Subject: House rules I play with (including both expansions) rss

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Mark L
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Character Changes

Laura Roslin
Terminal Illness: Whenever the fleet jumps, discard a card and you are sent to "Sickbay".

Tom Zarek
Unconventional Tactics: During your turn, you may choose to lose 1 population instead of triggering the "Fail" effect on a Crisis card.

Friends in Low Places: Once per game, after the result of an "Administration" or "Brig" check has been revealed, you may change the result.

Tory Foster
Adaptable: Whenever the President plays a Quorum card, you may play a "Consolidate Power" Skill Card.

Influential: Action: Once per game, you may look at the top 5 cards of the Quorum deck. You may put up to 2 of them on the bottom of the deck and put the rest on top in any order.

Ellen Tigh
Adroit: Whenever you end your Movement step in the same location as another player, you pay pass him 1 Skill Card from your hand to draw 2 Skill Cards. They may come from outside your skill set.

Helena Cain
Intolerant: During your turn, if a player would be sent to the "Brig" as a result of a Crisis card or an "Admiral's Quarters" skill check, you may discard Skill Cards totaling 4 or more strength to execute that player instead.

Blind Jump: Action: Once per game, if at 6 or less distance, destroy 2 civilian ships to immediately jump the fleet; draw and resolve the second Destination card from the top. Then, if the fleet marker was on a red space, damage Galactica twice.

Bent on Revenge: If there is a basestar on the main game board, skip the “Prepare for Jump” step on your turn.

William Adama
Command Authority: Once per game, after a skill check has been resolved, you may take any or all Skill Cards used for the check into your hand instead of discarding them.

Emotionally Attached: The "Admiral's Quarters" and "Airlock" locations may not be activated by you or on your turn.

Saul Tigh

Cylon Hatred: Whenever a player activates the "Admiral's Quarters" or "Airlock" locations, you may reduce the difficulty by 3.

Karl "Helo" Agathon
Cylon Sympathiser: If there is a player in the "Brig", draw only 3 cards during your Receive Skills step.

Felix Gaeta
FTL Operator: Whenever you activate the "FTL Control" location, you may reroll the die. You must keep the new result.

Misguided: The Admiral makes the choice for you on all Crisis Cards that say "Current Player Chooses."

Lee "Apollo" Adama
Alert Viper Pilot: If a viper would be placed in a space area from the "Reserves", you may immediately pilot it and take one action. You may only do so if you are in a Galactica location, excluding the "Brig" or "Sickbay".

Kara "Starbuck" Thrace
Secret Destiny: Once per game, after a Crisis card has been drawn, you may discard it. Then look at the top two cards of the Crisis deck, put one on the bottom of the deck and resolve the other.

Insubordinate: Whenever you are the target of an "Executive Order" Skill Card, you must discard one random Skill Card.

Louanne "Kat" Katraine
Hotshot: If you would roll a die during an Action step, you may instead discard a Skill Card. Use that card's strength +2 instead of the die roll. You may not do this when activating the "FTL Control" location.

Sacrifice: Action: Once per game, if piloting a viper, send yourself to "Sickbay" to destroy 5 raiders, 2 heavy raiders, 1 basestar or 2 civilian ships in your space sector.

Samuel "Longshot" Anders
Star Player: Movement or Action: Once per turn, discard any number of Skill Cards. Then draw that number of Skill Cards from any one type within your skill set.

Longshot: Once per game, you may determine the result of a die roll instead of rolling it. This result may not be rerolled or modified.

Stranded: Your character is not placed on the game board at the start of the game. While off the game board, you may not move or take actions. At the start of your 2nd turn, move your character to the "Hangar Deck" location.

Callandra "Cally" Tyrol
Discharge of a Firearm: Action: Once per game, you may discard two cards to execute another player in your current location.

Quorum Cards Changes
Assign VP: Draw 2 politics Skill Cards and pass this card to any other player. Keep this card in play.
This player is now next highest in the Presidential Line of Succession. In addition, no other player may be targeted with "Administration" or "Resignation". If this player becomes President, shuffle this card into the Quorum deck.

Assign Arbitrator: Draw 2 politics Skill Cards and pass this card to any other player. Keep this card in play.
Whenever a player activates the "Admiral's Quarters" or the "Airlock" location, this player may discard this card to reduce or increase the difficulty by 3.

Accept Prophecy: Draw 1 Skill Card of your choice (it may be from outside your skill set). Keep this card in play.
Whenever a player activates "Administration" or targets you with an "Admiral's Quarters" or "Airlock" skill check, increase the difficulty by 2. Then discard this card.

Presidential Order: Choose any other player and give him either the Admiral or the CAG title. Then discard this card.
Probation: Replaced by another copy of "Release Cylon Mugshots". (Choose another player and look at one of his loyalty cards at random. Then roll a die, if 3 or less -1 morale.)

Destinations Changes
3-Cylon Ambush: -2 fuel. Place 1 basestar and 3 raiders in front of Galactica and 1 basestar behind Galactica.

2-Derelict Basestar: -1 fuel. Place a basestar in front of Galactica. Damage it once. Remove the damage token at the start of the Admiral's next turn.

Skill Card Changes
Piloting Skill Cards
Full Throttle: Replaced with "Roll the Hard Six".
Roll the Hard Six: Reckless. Play before making a Skill Check. Roll a die. If 6 or higher, damage a basestar or destroy a Centurion. If the Skill Check is passed, you may roll again. These die rolls cannot be modified.

Treachery Rules
Destiny Deck is not made with Treachery. All players receive 1 Treachery card at the start of the game; all human players receive 1 as well as after the Sleeper Agent Phase. All Treachery cards discarded from human players' hands are shuffled into the Destiny Deck. (A player revealing as a Cylon is considered to be a Cylon player at time of discarding.)

Treachery Skill Cards
Broadcast Location: Reckless Skill Check: Increase the pursuit track by 1. (Obviously, only when playing with CFB.)

Human Weakness: Skill Check: This check is Reckless. Action: If at least 1 human player is in the "Brig", reduce the highest resource by 1. Then, you may do it again.

Sabotage: Play when a human player discards a Treachery Skill Card. Draw and resolve a damage token of your choice. Only one "Sabotage" card may be used per turn.

Cylon Leader Changes (if playing with 6)

"Caprica" Six
Conflicted Loyalties: You must discard a card to activate the "Cylon Fleet" and "Basestar Bridge" locations.

Leoben Conoy
Cryptic Message: Action: Once per game, you may swap your hand of skill cards with another player. Then choose either yourself or that player to take an additional Action.

Cylon Leader Agendas
Convert the Infidels: You win the game if the humans have won and the total resources are 12 or lower.

Prove Their Worth: You win the game if the humans have won and 7 or more raptors/vipers are damaged or destroyed.

The Illusion of Hope: You win the game if the Cylons have won and 7 or more distance has been travelled.

Reduce Them to Ruins: You win the game if the humans have won and 3 or more Galactica/Pegasus locations are damaged and Morale is 3 or lower. (Pegasus being destroyed counts.)

Salvage Their Equipment: You win the game if the Cylons have won and 1 or less Galactica location is damaged.

Grant Mercy & Guide Them to Destiny: Unchanged.

Other Important Misc. Stuff

Administration: (5YG) Choose a player and pass this check to give him the President title. That player may then move to the President's Office and activate it.

Pegasus Destruction: Admiral chooses: -1 fuel, -1 food OR -1 morale, -1 population.

Loyalty Deck: At the end of the game, if the last card in the loyalty deck is a "You are A Cylon" card, the other Cylon can reduce all resources by 1 OR damage Galactica twice OR activate Centurions.

Executions: Any titles the executed character held are transferred to the next character in the Line of Succession before the new character is picked.

Scar: Leave it in the deck (together with the Destination card "Mining Asteroid") even when playing with the CFB.
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Edward
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The way we resolved the Gaeta and Helo constant loyalty check was that they roll the die in secret. This neatly solves the problem of being a Cylon Gaeta/Helo while preserving their abilities (almost) as written.
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David F
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markino wrote:
I've always felt that Pegasus and Exodus, while good, really require house rules to really enhance the experience, unlike the base game, which is nearly perfect as is (perhaps Pegasus ICs and Cylon overlay, but that's all)...I try not to implement rules that are too far away from the original. Simplicity is your friend when you have so many house rules, unless you really have a fixed BSG gaming group, which isn't the case for me.

Couldn't say it any better! That's exactly my belief too. I need to seek a game of BSG with you the next time I'm in Singapore.

I've been in the process of collecting all the house rules I like, but most of them are here. I'll also put up some "rule reminder cards" to replace sleeved unused cards (like the base-game ICs and New Caprica crises), so you can place these beside the Brig, Sickbay, Admin etc.
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david hollin
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One house rule I play with is

After 3 turns in the brig you get out. This maybe because I always seem to play with new people. I do not want a new person stuck in the brig.

But it still keeps the brig as a bad place to be. A human player loses three turns and a cylon can either go ahead and reveal or stay to make people think they are human.

Also I like the change to treachery cards, that they are discarded to the destiny deck, but we always play that the discarded cards are face down.
It is too much information if you know which cards someone is discarding.

But I think we can play both, just let people be honest when they discard treachery cards.

DHollin
 
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David F
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Also the change to Political Prowess has not worked out well in my experience. Better to just keep the original text, but add "May not be used for the Airlock location" since that's the only problem.

Also appended State of Emergency with "Players may not reveal as cylon during this entire action".

 
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Aaron Cappocchi
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selwyth wrote:

Also appended State of Emergency with "Players may not reveal as cylon during this entire action".



Why? That seems to take away most of the risk and make SOE even more super-pro-human. To maintain the essence of the game design, I think every big gain for humans should remain a potential double-edged sword.
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David F
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I find SoE super-pro-cylon. Only useful if you draw it really early, and downright useless after sleeper (except for the 6 of course).
 
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@OP
If you're going for 'thematics', I'd suggest to add to Cap6's weakness that she also has to discard a skill card to activate Basestar Bridge as well.

selwyth wrote:
Also the change to Political Prowess has not worked out well in my experience. Better to just keep the original text, but add "May not be used for the Airlock location" since that's the only problem.
In more than one game, Airlock was damaged and "beyond repair", so that naturally balanced that out. And we often do use Pegasus as a damage sponge, so it did happen a good amount of the time.


agentzen wrote:
selwyth wrote:

Also appended State of Emergency with "Players may not reveal as cylon during this entire action".

Why? That seems to take away most of the risk and make SOE even more super-pro-human. To maintain the essence of the game design, I think every big gain for humans should remain a potential double-edged sword.
selwyth wrote:
I find SoE super-pro-cylon. Only useful if you draw it really early, and downright useless after sleeper (except for the 6 of course).
Agreed. If I didn't know better, I think that was the whole point of SoE.... to have a card that can give cylons another angle to reveal. If you nerf that, then humans have so little fear of using it. You may as well go even further and also append that to an XO saying "you can not reveal as a cylon while being XO-ed" . Sure, revealed cylons still get their move or action from an SoE, but both parts make up for a good cylon uses. And besides, hording this one card for the entire game instead of using it to spike skill checks is a tradeoff that all players have to deal with, cylon and human. Just like XOs, SoE needs to be used carefully is all. Giving cylons an extra action, or to reveal from the Brig, may be far outweighed by what the humans can do.

Add to the fact that Scouting For Fuel, Best Of The Best, and Build Nuke are pro-human.... I feel cylons deserve to have a reveal on SoE.
 
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Mark L
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@ackmondual

Good point about Cap.6, I think I'll add it.

Not convinced about SoE. My main problem with it right now is that it's completely unthematic in that you use it not during an actual emergency but rather when skies are clear and Cylons are peaceful (or non-existent) so the President can build up the quorum and the pilots can do some escorting and everyone else just CPs or Scouts. When there's an actual emergency no one is ever going to use it to give revealed Cylons a free action.

In that sense I think a full remake is needed, but again, simplicity. But I've had little first-hand experience with SoE - once it kept being discarded due to Shortages and random discards, and the other time it never came out until the CL had turned against us and it was 3v3, so no one would dream of using it...

As for PP, why doesn't the change work well? Isn't it still a "get out of jail free" card for both human and Cylon? And if you want the check to succeed, isn't it still a 6-point card?
 
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Mark L
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Added Cap.6, Scar, and made a further tweak to Hotshot. Also threw out an idea for buffing Anders.
 
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markino wrote:
Not convinced about SoE. My main problem with it right now is that it's completely unthematic in that you use it not during an actual emergency but rather when skies are clear and Cylons are peaceful (or non-existent) so the President can build up the quorum and the pilots can do some escorting and everyone else just CPs or Scouts. When there's an actual emergency no one is ever going to use it to give revealed Cylons a free action.
Well, from what I'm getting... Declare Emergency also works for when you have clear skies. As the main "protagonist" of the game is the crisis mechanic and not necessarily the cylon ships themselves, there's always an emergency preparing for the next crisis card. Escorting civvies do you can spend time repairing, drawing Qcards, or just gettig mor cards in general through one of several card draw abilities. In the show, the fleet running low on water was just as bad as bunch of cylons showing up on their doorstep.


markino wrote:
As for PP, why doesn't the change work well? Isn't it still a "get out of jail free" card for both human and Cylon? And if you want the check to succeed, isn't it still a 6-point card?
Some people have deemed that having PP reduces things to a game of "who can get PP first and what team will that person end up on?". Again, unless we're strang and different, our group has had games where we successfully to auto-execute a cylon and we STILL lose... badly. In some cases, we opted NOT to execute the cylon since it would give him a head start in the cylon locations.
 
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Mårten Cederholm
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Why nerfing William Adama, he isn't even tier 1.
Same with Geata, it isn't THAT good and it's thematically correct, from where I see it.

I agree with you on most of the characters, especially Cally.
Having a non-stoppable kill with no backside for the player is just STUPID.
This is the most boring OPG just because it doesn't take any skill (well sure, you might kill an ally) and there are no drawbacks.
Would probably just exchange it for something, don't know what though.

Haven't played with all the characters yet, but I now see how broken Kat can be IF she is human and not stopped (Cally could )
 
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Mark L
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MuRRe wrote:
Why nerfing William Adama, he isn't even tier 1.
Same with Geata, it isn't THAT good and it's thematically correct, from where I see it.

I agree with you on most of the characters, especially Cally.
Having a non-stoppable kill with no backside for the player is just STUPID.
This is the most boring OPG just because it doesn't take any skill (well sure, you might kill an ally) and there are no drawbacks.
Would probably just exchange it for something, don't know what though.

Haven't played with all the characters yet, but I now see how broken Kat can be IF she is human and not stopped (Cally could )


Well Adama and Caprica Six are only tweaked for thematic reasons, since they were released before Airlock and Basestar Bridge were added respectively. They aren't really big changes, at least for Adama. But Six is already quite weak if pro-cylon, so perhaps the nerf is unwarranted.

As for Gaeta, yeah it isn't that good and it's probably thematic, but it's just to give an unrevealed Gaeta the option of remaining unrevealed past a jump, haha.
 
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markino wrote:
MuRRe wrote:
Why nerfing William Adama, he isn't even tier 1.
Same with Geata, it isn't THAT good and it's thematically correct, from where I see it.

I agree with you on most of the characters, especially Cally.
Having a non-stoppable kill with no backside for the player is just STUPID.
This is the most boring OPG just because it doesn't take any skill (well sure, you might kill an ally) and there are no drawbacks.
Would probably just exchange it for something, don't know what though.

Haven't played with all the characters yet, but I now see how broken Kat can be IF she is human and not stopped (Cally could )


Well Adama and Caprica Six are only tweaked for thematic reasons, since they were released before Airlock and Basestar Bridge were added respectively. They aren't really big changes, at least for Adama. But Six is already quite weak if pro-cylon, so perhaps the nerf is unwarranted.

As for Gaeta, yeah it isn't that good and it's probably thematic, but it's just to give an unrevealed Gaeta the option of remaining unrevealed past a jump, haha.
If anything, I would do something to nerf Cavil. I don't feel his weakness is enough, but I suppose that's moreso how his resource management skills isn't as good as the other 2 unless Pop is involved.
 
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Mark L
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Added changes to Anders.

Thoughts on Cain:

With all the furore about her OPG, one tends to overlook the fact that her Intolerant ability really kinda sucks. In fact I'd rank it as one of the worst "always-on" abilites in the game.

So what about this...

Intolerant: If a character would be moved to the "Brig" location as a result of a Crisis Card or "Admiral's Quarters" check, you may discard 5? strength points worth of skill cards to execute that character instead. (This is worded so that she can't free-execute Boomer at Sleeper.)

Makes it much more flexible, doesn't it? Also a good tool for a Cylon Cain, who can turn Brig crises into execution. Still situational, but much better than the current lame one. They could at least have made it synergise with things like Cylon Hatred and Insubordinate, but of course they had to make it a fixed value. Whatever.

As for people going "BLIND JUMP IS ALREADY TOO GOOD, WITH A GOOD OPT SHE'LL BE BROKEN!"

Blind Jump: OPG, if 4 or more Galactica and/or Pegasus locations are damaged, ... etcetc, only draw 1 Destination Card (2nd from the top).

This makes Blind Jump only usable if you are in a bad situation (4 locations are damaged or Pegasus is destroyed). This is thematic, prevents random jumping with clear skies just to get distance and cut an hour off the game, and generally makes the OPG only used when you are in trouble.

Yes, Cylon Cain still can't use this properly, but IMO, she never could anyway. With her new Intolerant she has that as a tool anyway. I'm not actually sure how many Crisis cards send people to the Brig, but I think it's a fair amount?


Thoughts?
 
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Pascal Gollin
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I have an idea for changing your Starbuck a bit.

Starbuck
Expert Pilot - Movement: When you are in space you may activate your Viper twice or activate it once and play a Piloting skill card.
Secret Destiny: Once per game, after a Crisis card has been drawn, you may discard it. Then look at the top two cards of the Crisis deck, put one on the bottom of the deck and resolve the other.
Insubordinate: Whenever you are the target of an "Executive Order" Skill Card, you must discard one random Skill Card.

That way Expert Pilot can be used even if it's not Starbucks turn. On an XO she could get one extra activation of her Viper, but only if she wanted to play a Piloting card in the first place.
This would restrict her options when using Expert Pilot but making it available more often. I considered allowing playing two Piloting skill cards as well (as Movement ability) but that might be overpowered.
Personally I think the new Expert Pilot is a slight improvement, maybe countering the more vicious Insubordinate. The fact that it's more thematic is a bonus :-)

By the way, can one use Movement abilities on the move granted by an XO? This proposal assumes that.
 
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Mark L
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You can't use Movement abilities on an XO.

Interesting, but it exacerbates the problem we faced: everyone wants to XO Starbuck because of efficiency but Starbuck doesn't want to be XOed because she'll lose her high cards.
 
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Pascal Gollin
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markino wrote:
You can't use Movement abilities on an XO.

Okay, with that in mind maybe leaving it a Movement ability and strengthening it.

Expert Pilot - Movement: When you are in space you may activate your Viper twice or activate it once and play a Piloting skill card.

markino wrote:
Interesting, but it exacerbates the problem we faced: everyone wants to XO Starbuck because of efficiency but Starbuck doesn't want to be XOed because she'll lose her high cards.


This might alleviate the need to XO her and she had more incentive to stay in space in her own turn, because she can't double activate a location anymore.

Not brilliant I suppose and she could still use high cards whenever someone feels the need to XO her, but a new proposal anyway
 
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Pascal Gollin
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Or give her a free Maximum Firepower to make up for the loss of cards.

Expert Pilot - Movement: When you are in space you may activate your Viper four times.

Okay, with this wording she could escort 4 civilians as well (with CFB), that might be too strong, isn't it?
 
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Mark L
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jpg87 wrote:
Or give her a free Maximum Firepower to make up for the loss of cards.

Expert Pilot - Movement: When you are in space you may activate your Viper four times.

Okay, with this wording she could escort 4 civilians as well (with CFB), that might be too strong, isn't it?

Definitely too strong.

If you want to fix the "Starbuck should stay in space" problem, an easier way would be to just make Expert Pilot "If you are piloting a Viper at the end of your Action step, you may take an additional Action."

That way launching on your turn qualifies you for the bonus, but going back to Galactica on your Movement doesn't.
 
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Pascal Gollin
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Your Action step implies that it works only on her turn, right? Otherwise it would be too strong.

I like it especially because now noone needs to XO her to get her into space (one random discard less, improvement). She would want to stay outside (no XO to get her out again, improvement) but has less option (thematically good but a restriction).
She would still get XO's to do her pilot stuff outside, even if she might not want to. But that's okay in my opinion. If she's the only pilot in the crew she has to live with it.
 
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Pascal Gollin
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Oh, but a Cylon Starbuck looses a reason to get an XO (maybe even a Next-O) to reveal.
 
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Neil Armstrong
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I think the new discarding drawback is definitely interesting, and thematic.

That said, the OPT could probably use a buff (in addition to the OPG) because the drawback is probably the second/third worst in the game after Roslin and perhaps Anders.

What about a straightforward +1 to combat dice rolls she makes? People will still want to XO her to make the roll but there's none of this landing/get back into space business.
 
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V Mars
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How about this for Cally's OPG?

Discharge of a Firearm: Action: Once per game, you may execute another player in your current location. If the executed player was not a cylon, move to sickbay.

Came to my mind just now. Seems reasonable to me, because it's still a free kill, but prevents you from executing a random player.
 
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Mark L
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Thank you for the advice. This thread has been superseded by http://boardgamegeek.com/thread/854989/the-daybreak-mini-exp... - please make future comments there. Thank you.
 
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