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ConorT posted:Someone on these forums ran a 9 player game once so it is possible, just not for the faint of heart. Did it take like a week per skillcheck?
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# ¿ Jun 24, 2011 04:27 |
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# ¿ Apr 26, 2024 13:54 |
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I'm trying to play around with deckmanager. Just d/led it. How do you get the nice exodus boards up and running?
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# ¿ Jul 1, 2011 04:23 |
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Humans Win and 5 Raptors/Vipers have been damaged/destroyed was a lot harder than I anticipated it being. I'd never seen a team with 3 humans fall apart so magnificently against 2 cylons when I was also trying to help them more often than not (minus activating command to throw unmanned vipers into the meat-grinder). What made it worse was that both cylons came after sleeper phase, so it was a walk through four distance. I think the problem was the distances chosen: 1, 2, 1, 1, 1, 1 or something thereabouts. It was a silly-long game for no Ionian Nebula. Humans died at the 7 distance jump due to fuel. Doh.
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# ¿ Jul 18, 2011 18:30 |
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Cocks Cable posted:Are you sure your Admiral wasn't a cylon all along? The humans deserved to die with picks like those. Our first crisis was the one that gives one distance (Legendary discovery?), we passed. Things seemed good. Then barren planet. Fine, fine. Then came a string of 1's, 1st one was legit, the rest were all cylon-muddling. The last 1 was chosen by a human, but his other choice was misfire or misjump or whatever.
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# ¿ Jul 18, 2011 18:45 |
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DontMockMySmock posted:Humans should always take Misjump over a 1-distance, unless you think you're going to lose by population. Very real possibility. We went from near-maxxed resources at midway point to full-red at 6 distance in the blink of an eye.
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# ¿ Jul 18, 2011 19:15 |
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I like two changes. (1) Any time a card comes up regarding placing a ship on the main board, instead treat it as activating that type of ship. If this would lead to the activation of more than one ship type, either do only the first ship type activation listed on the card, or if there are cylon players they may choose which activation to utilize. (2) Any time a cylon ship type is activated, when there are no cylon players, follow the normal rules. If there are cylon players, they may choose to EITHER activate the ships on the main board, or follow the CFB placement/pursuit track rules. This would allow a bit more strategy in Cylon Fleet usage, as well as allowing for a single-sector deployment to occur during component limitations as per the official rules without crippling cylon effectiveness that jump cycle.
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# ¿ Jul 20, 2011 14:22 |
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There could probably be prodigious pre-loading. "Assumed order of activation: Raiders, Basestars, Heavies. Prefer CFB placement unless it's a raider activation." It should be fairly amenable to context-dependent preloads. It should be no worse a modding issue than waiting for the CAG to place civvies after every other pursuit step.
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# ¿ Jul 22, 2011 15:45 |
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It'd only apply if there are forces on the human fleet board, so after every jump it's a non-issue. Like I said, it's basically the same drat thing as having the cag choose something. Typically the situation is pretty stark: one raider on the main board should be a no-brainer. ditto with lots of raiders on the main board. It'd really only be a dicussion for things like launching one missile vs. bringing other basestar over. I just figure it'd help fix some rules that don't really jive. Perhaps you could just simplify it to a die roll. 1-4 = CFB, 5-8 = main board UNLESS the cylon players preload it.
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# ¿ Jul 22, 2011 21:31 |
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Some Numbers posted:I was actually a Cylon from minute one, but never really saw a beneficial time to reveal, so I kept waiting. Even if there's no great time to reveal, I figure it's best to do it sooner rather than later. You were mostly screwed given the cards coming, but who knows, cutting down on those bountiful crises via caprica might have helped some.
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# ¿ Jul 25, 2011 19:31 |
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Some Numbers posted:Nah, you guys are probably right. I wasn't playing very well and made a lot of poor decisions. Basestars have a 5/8 chance of hitting, but you hit 3/4. That seems pretty friendly. The damage tokens being useless is a separate matter, of course, heh.
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# ¿ Jul 25, 2011 19:57 |
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For Hot Dog, instead of choosing to draw or not, he can choose to draw or not. If he chooses not to, he may instead draw one card of any type within his skillset. Drawing a card this way can only occur once per turn.
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# ¿ Aug 3, 2011 02:29 |
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I like em. Hoshi's stuff is almost tongue-in-cheek, fun. Billy's OPG is hilarious and quite possibly over-powered for an unrevealed cylon. Might wanna specify that his OPG doesn't work with the Brig location? Hardball's OPG is also worded oddly. Maybe "Repair up to 6 damage vipers or damage up to 6 vipers in the reserves." Racetrack's static seems kinda dumb to me. OPG is nice, although it seems like something most players would insist gets done ASAP, since there's a lower likelihood of Racetrack being a cylon before 4 distance. Drawback is pretty rough considering raptors are basically currency. Hot Dog's static is fantastic, but his OPG is meh, and his drawback is kinda harsh for a pilot.
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# ¿ Aug 3, 2011 07:08 |
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I guess SOME aspects could work (get starbuck from hangar out to space turn one so starbuck's static works, XOing out of sickbay). It seems like a kind of goofy way to soft-reveal...move to the same location as someone (like say the President's Office). Could it pull someone OUT of the brig? I suppose it's something. I just don't remember 'same location' restrictions/benefits like Ellen's really mattering much in past experience.
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# ¿ Aug 3, 2011 07:34 |
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I'd say make it an action only, not a movement. That'd reduce the ease of OPG->arrest orders->reveal.
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# ¿ Aug 3, 2011 17:13 |
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Cocks Cable posted:Yes, the idea would be that it could work pulling people out of the brig too. You take this poo poo seriously mister or I will turn this battlestar around RIGHT NOW.
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# ¿ Aug 3, 2011 17:33 |
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For Racetrack, perhaps allow whoever Racetrack transports to immediately activate the location she brings them to? It'd give it a functional use that could be situationally useful without being overpowered. Hot Dog's isn't LAME, it's just pretty weak for a OPG. Perhaps something a bit more badass might be... "ACTION: If Hot Dog is in a viper, destroy any combination of up to three raiders or heavy raiders in one space area, and then destroy up to one raider, heavy raider, or civilian ship in each other space area surrounding Galactica". I think this would put it in line in terms of overall destruction...if there's a couple big raider masses it wouldn't save the world, but it'd still be on OPG-level power I think. It'd also be a pretty goddamn large incentive to either have hot dog clear the board of civvies or brig him ASAP, since a board full of civvies would be a dinner bell for a cylon Hot Dog. Perhaps Seelix could "repair up to 6 and immediately launch up to 2, or damage up to 4 and destroy up to 2." Just straight up repairing or damaging doesn't seem to be very powerful, adding a launch/destroy option could help just a little more. Romo Lampkin's OPG: "Action: Target player may move out of the Brig. Each player must randomly discard one card." Perhaps his drawback could be to randomly discard 2 or 3 cards rather than move to sickbay whenever someone gets brigged. Doc Cottle's OPG: Cylon Blood! "ACTION: Target player gains an additional use of their once-per-game ability, OR target player may ignore their drawback for the remainder of the game, OR target player loses the use of their once-per-game ability." It's kind of like an empowerer ability. I'm thinking he should only be able to give an additional OPG use to someone else IF they'd already used it (IE No stockpiling Starbuck's OPG for end-game shenanigans).
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# ¿ Aug 3, 2011 19:56 |
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Perhaps add a drawback to it then, "return all unmanned vipers to the reserves". Or "Destroy all raiders and heavy raiders in space areas, then damage all vipers, both in space and in the reserves." It'd sure give support characters something to do!
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# ¿ Aug 4, 2011 18:02 |
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Billy OPG: After anyone plays a quorum card, you may also immediately play that quorum card. If the card involves a die roll, you may choose the number. If this would result in an invalid target or action, there is no effect. I think this would be a pretty fun power, you're basically a quorum card mirror. Eulogy? Add another morale! Authorize Brutal Force? Let's kill another dude! Arrest Orders? No Mr. President, I insist you go to the brig too!
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# ¿ Aug 4, 2011 19:08 |
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Billy OPG try 2: Before cards are played into a skill check, politics skill cards count double, and you may also have one type of skill cards not be counted at all.
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# ¿ Aug 4, 2011 20:17 |
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Gaeta's OPG also gives him a title. Romo's shouldn't give an extra action, but I do like how it can be done at almost any time. It also shouldn't work on himself.
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# ¿ Aug 6, 2011 20:49 |
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How about for Cottle's OPG Once per game, when a player is sent to sickbay, you may instead send them to any other Galactica location. That player then gets one action. Could result in some crazy poo poo...instead of gaining an action I was thinking about "you may also choose to have that player either draw or discard up to three cards." but it felt clunkier.
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# ¿ Aug 7, 2011 19:57 |
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Cocks Cable posted:--OPG 1--> Life and Death -- Once per game, when another player is sent to or starts their turn in Sickbay, you may return their character to the game box. It may no longer be used during the game. That player then chooses a new character, placing that character in his starting location. Follow rules for selecting specific characters after an Execution. Cocks Cable posted:--OPG 2--> Good as New -- Action: Once per game, choose a player in Sickbay to draw Skill Cards up to their hand limit. Cocks Cable posted:--OPG 3--> Triage -- Once per game, when a player would be sent to Sickbay, you may instead move them to any other location on Galactica (except the Brig). That player may then immediately take 1 Action.
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# ¿ Aug 7, 2011 20:57 |
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Some Numbers posted:Drawing 5 =/= drawing up to 10. Oh I think I misread it. That does make it better I suppose, but no real use for an unrevealed cylon.
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# ¿ Aug 7, 2011 23:35 |
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Nice comeback of sorts. I find that it's a lot easier forquote:Basically, humans went from completely stomping to dead in more or less one round. Probably CFB/removing cylon attack crises related.
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# ¿ Aug 15, 2011 03:59 |
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I would argue that the more casual gamers have liked the expansions, and the more nuts-and-bolts game theorists have disliked the disorder generated. I play BSG offline just for fun, and it's only been one or two random games out of 20 or so that haven't been fun (usually tied to lack of interest/terribly slow game). In generally they're loads of fun, whether cylons walk all over the humans or its down to the wire. Cylon Leaders may have fundamental issues with their goals (some are stupidly easy, others are insanely hard) but it's still at some base level very fun for me to keep choosing them. Gau posted:Is anyone planning on starting a game soon? I've always wanted to play this game, and online would be a better way for me to get an idea of how the damned thing works before I try to buy the game. I actually would strongly recommend trying to meet someone who has the game or a group that plays before trying online. There are so many rules that are glossed over or assumed to be understood that are hard to teach online, but take like 30 minutes -while playing- to understand in person. It's a great game to learn-as-you-go when you see hands played and turns taken. It's different online...it's a lot slower, and a lot more strategy is put into each move/action/crisis. If you still wanna go ahead and play, if you haven't already then check out the instructions (free online at FFG's page) and perhaps check out one of the games as you read along. The easiest ongoing game to follow is Aesirknight's, since it's base game with no crazy poo poo.
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# ¿ Aug 23, 2011 02:34 |
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fitsfadda posted:Piloted vipers only, or through command too? I'd be a fan of piloted only, since it's pilots who draw PIL anyway. They should be the ones out there being the best of the best.
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# ¿ Aug 24, 2011 00:16 |
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Baron Porkface posted:My first game is complete. We had four players, so when the sleeper phase happened, I passed out 4 loyalty cards. You will have a game with all cylons. You will also have a game with no cylons. It just happens sometimes!
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# ¿ Aug 25, 2011 18:23 |
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Thing is, engine room is less powerful with Exodus' Cylon Fleet Board, since that removes all no-jump cylon attack cards. A higher proportion of cards will now have jump icons. I think Exodus skews heavily Cylon. The Cylon fleet keeps pumping out civilian ships, which requires more XOs AWAY from the President or other uses, and more to pilots to keep clearing the board. More harried lifestyle, and such. I've seen a lot more cylon wins in Exodus than I ever saw in base game or pegasus.
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# ¿ Aug 27, 2011 17:54 |
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The cylon fleet...
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# ¿ Aug 27, 2011 23:00 |
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Yeah Leoben with a pro-human agenda is incredible. I could tell people "you should probably tank this" or "Maybe go light on this one". Takes a while for them to trust me, but I'd always tell the truth, so eventually I was MOSTLY human (had the easiest agenda, so not hard...forgot which one it was but it was stupid-easy). Pro-cylon agenda is great too. Draw TRE/ENG and throw em at the top every time.
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# ¿ Aug 27, 2011 23:07 |
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Some Numbers posted:Was it "Join the Colonials," aka "You Are Not a Cylon?" Don't remember, probably was, not too important, the point is that Leoben rocks and is probably underused wherever Cylon Leaders are in play. Cavil's ability is limiting in my opinion. gently caress UP PEOPLE or DON'T gently caress UP PEOPLE is all he's good at. Absolutely no subtlety.
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# ¿ Aug 27, 2011 23:33 |
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mp5 posted:Caprican Idol: The Search for the Final Five has concluded in victory for the Cylons. Thanks for hosting, Aesirknight!
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# ¿ Sep 3, 2011 18:06 |
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AesirKnight posted:Anytime, glad y'all had fun! Sure. We could even take feedback from the new characters game and maybe keep some of them available. Turns out Doc Cottle's drawback is pretty painful!
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# ¿ Sep 3, 2011 20:41 |
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Cocks Cable posted:How has his drawback been painful? I should have clarified, it's painful to remember that it exists. It's like Baltar or Adama's static: often forgotten when it should be invoked.
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# ¿ Sep 3, 2011 22:16 |
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bowmore posted:FINE. "I didn't know the President could draw quorum cards outside of the PO"
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# ¿ Sep 7, 2011 03:57 |
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Dexanth posted:Executive Order is the best skill card in the human's arsenal, and also the primary reason characters who can't draw LEA are universally bad. racetrack
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# ¿ Sep 14, 2011 17:50 |
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PeterWeller posted:Mal is supposed to be 49 when the series starts? Yeah the ages surprised me too. Hard to accept Mal as so much older than everyone considering he looks like 40 at the oldest.
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# ¿ Sep 21, 2011 16:35 |
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I'd argue that the exodus board DOES increase the frequency of boardings, as it keeps heavy raiders exactly where they were during jumps. Without the CFB, heavy raiders would disappear if you jump in space. Now they just queue up and inch inevitably closer, REQUIRING some turns hoping for 7/8 rolls.
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# ¿ Oct 12, 2011 15:25 |
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Crackbone posted:Or letting the President kill them off with double AoBF, like the last two goddamn games I've played as a Cylon. Dealing with the cents is almost always a crapshoot. I was only referring to the probability of getting them, as in CFB guarantees a lot more than no CFB. We got so lucky that game, heh.
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# ¿ Oct 12, 2011 17:25 |
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# ¿ Apr 26, 2024 13:54 |
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I sort of like it, but mostly because I think SCCs are underutilized and fun. There should be other outside-the-box ways to handle it too.
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# ¿ Nov 29, 2011 22:49 |