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Mega64
May 23, 2008


T'aar!
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Chaos/Comedy Option: Wait until 2 Distance to hand out Agendas.

Waiting until Sleeper Phase would be too boring, but not giving them out immediately would create a bit of suspense and perhaps make things a bit more tipped toward the humans. Yeah, it's essentially cutting down the distance a bit, and it could prolong the game a bit since people wouldn't want to choose a 3 to milk more time to do their agendas, but I think there's potential for a bit of chaos in there if nobody knows what the hell they're going to do.

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Mega64
May 23, 2008


T'aar!
...me private shame!!



I just went back and read the DSC thread.

How appropriate that humans lost due to morale. Fun game to watch, though I imagine infuriating to play.

Mega64
May 23, 2008


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...me private shame!!



Cally's Quick Fix is pretty awesome, not only to obviously help tilt the skill check in her favor, but to get rid of Reckless Skill Checks and the 0-value skill cards. She's worth using just for that, even if you're not the type to pick Cally hoping to make a badass Cylon move by popping a bullet in Cain. Her downside's severe enough to balance her.

Yeah, QF only works on her turn, but that's true for several characters. Like most other once-per-turns, it's situationally useful but it's pretty great when you do have a skill check with her.

Mega64 fucked around with this message at Jan 12, 2012 around 16:48

Mega64
May 23, 2008


T'aar!
...me private shame!!



It was pretty awesome to be a part of that game.

Crackbone posted:

Welp, considering my current game ended a bit earlier than we anticipated, I'm up for starting a new game.

Any preference on 3 cylon or 2 cylon/hostile CL game?

EDIT: Dooooh, Cocks! You think there's enough people for 2 games?

I'd love to see how a 3 Cylon game would work. It would heighten the mindfrakkery.

Mega64
May 23, 2008


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...me private shame!!



I like the layout, though I think having the character's name on top would be great, especially if you end up playing these with people who aren't familiar with the game/show.

Edit: Re-reading your post, I'd definitely go with the former, as I love to pick my characters randomly, plus my group usually does "draw three pick one" for character selection. Plus new players wouldn't have to keep looking at the back to remember their character's name/role.

Mega64 fucked around with this message at Feb 4, 2012 around 18:01

Mega64
May 23, 2008


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...me private shame!!



Only one card makes sense to me. Sickbay's supposed to be punishing, and being able to draw two cards there makes it much easier to overcome being there.

Mega64
May 23, 2008


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...me private shame!!



I'd be up for another game.

Mega64
May 23, 2008


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...me private shame!!



Hell yes. I'll be signing up for sure.

Mega64
May 23, 2008


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...me private shame!!



Hahaha, holy poo poo. CYOR will be crazy.

I'm interested in what limitations there would be for it, if any.

Mega64
May 23, 2008


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...me private shame!!



I think it's just having more people around. I recently started my first game here a couple months ago, and I remember several other people also being new at the time.

Mega64
May 23, 2008


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...me private shame!!



I'm kinda interested to see how a BSG game would play out without secrecy rules. Letting players PM each other, let them say what cards they're playing into skill checks and what not, distance cards, all that stuff. Stuff the game itself keeps secret like Loyalty is still secret, but everything the players are supposed to keep secret would be fair game.

It sounds like it would be nuts. Letting humans say what cards they're playing would make most skill-checks very human-sided, but it would also allow Cylons to lie about what cards they're playing, if they even choose to say. Plus it would balance out by, say, an unrevealed Cylon asking advice from a revealed Cylon with the other players being unaware.

It sounds unbalanced as hell, but I'm still kind of curious as to how it'd work in practice.

Mega64
May 23, 2008


T'aar!
...me private shame!!



Ashenai posted:

And here's another idea, though a more ambitious one, and one that would obviously only work in PbP: The "You are a Cylon" cards could grant special covert abilities that only work while they're face down.

I love this idea and would love to play in a game with such abilities.

Though these abilities shouldn't work while a Cylon is brigged, obviously.

Mega64
May 23, 2008


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...me private shame!!



I think there's merit in soft-revealing by doing something small yet blatantly Cylon like moving civvies to raiders or attempting to Airlock someone, thus distracting the humans' attention from a larger threat, like damage or centurions.

As for Revealed vs Unrevealed, I'm kind of in the middle. On one hand, I don't think BSG really needs to be made more into a mafia-esque game, as part of the strategy as a Cylon is the optimal time to reveal. On the other hand, I'd really love to try out a game with Unrevealed Powers, though none of them really excite me that much other than the Auto-Fail Die Roll. I'd like more damaging stuff like that, with the early-reveal drawbacks as well to balance and to encourage wanton murder. Hell, maybe even a choice pre-game on whether you want a "regular" reveal power or an unreveal power should you turn toaster, made in PM of course after you're confirmed in a game.

Or hell, let's go crazy with this. Like the Cylon player gets to choose what is activated every two turns or so (or every turn or whatever), with the early reveal consequence being that all crises afterward give jump prep. Just crazy stuff like that, with obvious tweaking and the like to make it not broken.

Mega64
May 23, 2008


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...me private shame!!



Billy's OPG is amazing for both wasting cards and scoring a nice fail condition. His base is also great for burying good Quorum, like resource-boosting stuff, and it's really nice if he actually ends up as President, especially since he won't have the cards to do much else than Quorum whore anyway.

He can't easily sabotage skill checks, but that doesn't mean he can't still frak with the humans.

Mega64
May 23, 2008


T'aar!
...me private shame!!



I know there's talk of doing alternate versions of characters not so long ago, and it makes me wonder if you could pull off having a complete character change after the Sleeper phase. CAG Pilot Apollo to Politician Apollo, or Tigh going from his current self to insurgent leader, or Chief going political as a union leader.

I don't see the need to really change skill draws since even then the characters seem consistent, but perhaps alter their statics at least, and possibly downsides as well. Changing OPG's mid-game would be trickier, but feasible if there's interest. Of course, keeping track of essentially two characters' abilities for one may be a bit much, and it's much easier for things to become unbalanced, but it could be an interesting approach for the game. Not denying it'd take a lot of work for something that probably isn't worth the effort, of course.

Mega64
May 23, 2008


T'aar!
...me private shame!!



Resistance Leader Saul Tigh (LEA2 TAC3)

Sneak Attack - Whenever a Centurion is attacked during your turn, you may add 2 to the die roll.

Suicide Bombing - Action: Damage Galactica once and gain 1 morale. You may not damage Pegasus in this way.

Tortured - You may draw only one skill card each turn while you are in the Brig.

Sneak Attack could be +1 to rolls and/or apply to every turn instead of Tigh's, but I figured this way would make it both more useful and require more thought in its use. My other idea for Tortured was "Discard all your skill cards in the Sleeper," but it seems like something other characters probably already have as a drawback, so I went with the above.

Suicide Bombing took a bit of thought. First iteration let him select any location on the board to not be used until the start of his next turn. This included Cylon locations, which goes against the whole "not being able to affect revealed Cylons" thing, and the more I thought about it, the more I realized what a bad idea it could be. Without those, the OPG is near-useless for human Tigh. Second involved choosing an area to damage and executing everyone, with Tigh discarding all cards and heading to the Brig. Even doing that, it's still something only a Cylon Tigh would use.

As for the current iteration, I'm a bit torn on whether to let Tigh be able to draw two damage to add 2 morale, as it'd be easy for Cylon Tigh to use it to destroy Galactica, plus adding 2 morale would be extreme. At the same time, though, it'd be more useful and encourage a higher risk/reward for a human Tigh. I'm worried it might be a bit useless with a limit to 1. Either way, this is the best way I could find to make Tigh's OPG work in the context of both the show and the game without it being too ridiculous.

Mega64
May 23, 2008


T'aar!
...me private shame!!



The Personal Goal: "The Fleet has made a 1-Distance Jump: Reveal this card if a 1-Distance Destination Card has been resolved."

Legendary Discovery: "Place this card next to the Kobol Objective Card. It counts as 1 Distance."

It's not a 1-Distance jump, and Legendary Discovery doesn't become a destination card, so it doesn't look like you can use LD to fulfill the PG.

Mega64
May 23, 2008


T'aar!
...me private shame!!



mp5 posted:

BSG Exodus: We Three Lees

We should make a few more Lees and then make an all-Lee game.

Crackbone posted:

Alternate Doc Cottle drawback:
Attending Physician: When another player starts their turn in Sickbay, immediately move to Sickbay.
(I don't think his current is BAD, but we have a tendency to make drawbacks discard-based).

Alternate Hot Dog drawback:
Green: When piloting a Viper, subtract 1 from any die roll to destroy a raider.
Training Wheels: You may not pilot a Mk7 Viper.

The Cottle drawback could be pretty nasty, as even though people starting their turn in Sickbay is pretty rare, it means someone will have to waste actions XOing Cottle or using an XO on a person in Sickbay with plenty of cards so that it doesn't screw over Cottle. To be fair, I think it's pretty balanced, but I like his current one since it requires some actual thought to be put into "Pres/Admiral and current player must discard X skill cards" crisis choices.

Hot Dog's static is pretty situational, though probably a bit stronger than his current static. It does give him opportunity to sabotage, at least. I think his new drawback is much better than his old.

And I threw this out a couple weeks ago, but here it is again with a couple tweaks.

quote:

Resistance Leader Saul Tigh (LEA2 TAC3)

Sneak Attack - Whenever a Centurion is attacked, you may add or subtract one to the die roll.

Suicide Bombing - Action: You may damage Galactica once or twice. Gain 1 morale per damage token resolved this way. You may not damage Pegasus in this way.

Tortured - You may draw only one skill card each turn while you are in the Brig.

Buffed Sneak Attack to affect all turns and give Cylon Tigh a way to screw people over. Also buffed SB to be a bit more powerful, though I'm still worried it's too situational. Maybe allow the option of increasing food as well? Also, should I boost the number of cards Tigh can draw in the Brig to two or three, or is one sufficient?

Mega64
May 23, 2008


T'aar!
...me private shame!!



Crackbone posted:

What's his new drawback? Do you mean the ones I posted or was there another new one?

I meant the one you just posted. Having to discard 2 PIL can be painful, but preventing him from using a MkVII could actually boost strategy a bit in Vipers. Not too much, but at least it requires a bit of thought.

quote:

RF Tigh's OPG strikes me as really dangerous. Being able to put two damage directly on Galactica at once is really powerful.

And as I mentioned before, the drawback is really punitive, as it almost ensures Tigh can't contribute to his own breakout. I'm wary of anything that can take a player out of the game for an extended period of time.

The original was just one damage, but it seemed kind of weak and not really worth the time. Then again, a Cylon could end the game with two damage. Maybe allow Pegasus to get hit with the current rule? I threw that in for the original so it couldn't be cheesed, but it's a moot point with two. Or maybe boost the resources gained so it's 1 Food and 1 Morale per damage.

As for the drawback, I can see it being painful. I guess I can have him draw only 3 or 4 cards while in the Brig, or have him discard 3 or 5 cards when Brigged.

Mega64 fucked around with this message at Apr 30, 2012 around 16:28

Mega64
May 23, 2008


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...me private shame!!



Amnistar posted:

Discard down to 3 cards at the end of any turn spent in the brig?

I'm liking this one. Gives him a fighting chance and gives him opportunities to contribute to checks while it still makes brigging hurt.

Now to figure out a good tweak for his OPG.

Mega64
May 23, 2008


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I dislike Basestar Bridge because besides for SCC's and Centurions there's no reason not to use it, and once all the Cylons are revealed games can come to a standstill between no-jump crises and toasters rolling low enough to knock back jump prep. It's dull for the humans because it prolongs the game and there's not really much to do about it besides Engine Room and Scouting, and it's dull for the Cylons because it's the optimal strategy.

I'm down with either a flat Pursuit Track increase or choosing only one option of the four. I'm also down with an overall Piloting buff to make it not horrible and help out against the raider swarms that have become common with Basestar activations. The suggested ones posted earlier were pretty good. If they're rarely good for skill checks, they should be powerful and actually encourage pilots to go out rather than going the easy route of XOing someone on Command.

I'd just like to see there be a good reason for a Cylon to actually want to use, say, Caprica for regular crises.

Mega64
May 23, 2008


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It's already kind of risky in the early game due to the potential of immediate reveals, and that's when the card itself is most useful. After you have a revealed Cylon, the majority of the time it's nothing but skill check fodder. Granted, it's still more useful than BotB, but Piloting in general is a giant mess anyway.

It'd be pretty powerful, but considering it's a frakking 6, it should be powerful.

Mega64
May 23, 2008


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...me private shame!!



Another thought dealing with the overpoweredness of Basestar Bridge is altering nukes so that they'd actually be more effective against raiders. They're handy for basestars, but the only way to take out raiders is to roll a 7 or 8, with a 7 only knocking out three of them. Maybe something like destroy 2 * die roll raiders, or some other sort of tier. It would also help in making nukes more valuable and require more thought in their use.

Mega64
May 23, 2008


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Minor detail, but Fat Lee's draw has TAC/POL listed in the wrong colors (yellow TAC, purple POL).

Mega64
May 23, 2008


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Since it was brought up in the "Fun Has Been Doubled" thread, might as well echo what I said there and suggest tweaking to Cottle's OPG. It's generally not going to be used in the early game, when it's most useful, and by the late game actions will be too precious to really use to gather on average 6-7 cards, assuming there's even a position where there's someone in Sickbay. Not to mention it'd be more effective to simply XO someone out of Sickbay anyway and ensure they draw four extra cards. The five or so max extra cards they'd get from Cottle's OPG isn't really worth, you know, wasting an XO on Cottle, or Cottle wasting an action on his OPG instead of XOing someone.

Someone suggested simply not making it an action, which sounds like a great idea. I also think having it work for anyone in the same location as Cottle would work. Of course, some care has to be taken to prevent the OPG from becoming an easy "discard all your skill cards" Cylon soft reveal, but not at the expense of making the positive part of it suck.

Mega64
May 23, 2008


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I just realized Fat Lee will pretty much never get a Movement unless he starts the turn with zero cards or in Sickbay.

Mega64
May 23, 2008


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I'd change Fat Lee's OPG to only remove 1 Food. I know it's Food and Apollo and all, but losing two of it just for what averages to be a few skill cards seems extreme.

Mega64
May 23, 2008


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I don't really like BM Lee's OPG, as it becomes very powerful for a Cylon and doesn't really benefit a human Lee. Perhaps have him discard his hand and draw a set number of TRE cards to increase a resource by one?

Interesting synergy with his static and downside, but I'm worried drawing 2PIL and 1TRE a turn would make him useless during skill checks not on his turn. I'd probably change it to 1PIL, 1LEA, 2POL/LEA, 1 TRE, but then having four lines bugs some people.

I'm just wary because he's a playable "At Any Cost" card, and you don't often see people using that card to begin with since TRE cards are low and their effects in reckless checks outweigh whatever small bonuses they add.

Mega64
May 23, 2008


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When you reveal them, you get +1 Action, you don't replace it with another Loyalty card, and for the rest of the game you draw an extra skill card of your choice.

Personal Goals are horrible for humans the way they are, as they require you to play sub-optimally to even reach the goals. You have to waste a valuable action to reveal them, and then if distance is six or less you just end up drawing another loyalty card anyway. They're supposed to encourage bad gameplay so as to help Cylons hide undercover, but all they do is hurt the hell out of humans with no actual reward. Exodus can already be rather Cylon-sided, and Personal Goals just hurt the humans even more.

This way, there's actually an incentive to do them besides the resource loss, and they're not a waste of time since you still get an action and you don't end up just drawing another P.G. instead. And the extra skill card per turn actually becomes pretty drat handy.

Mega64
May 23, 2008


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...me private shame!!



Or better yet, make whatever you choose to stagger triggers secret, to make things even more chaotic.

Otherwise people are most likely going to assume there are three Cylons out at sleeper, which there usually are after the first couple post-sleeper turns.

Mega64
May 23, 2008


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Dexanth posted:

If one gets sickbayed post-personal goal, do you draw only 1 or draw 1 + bonus draw?

Consensus seems to be drawing only one, else Sickbay would lose quite a bit of bite.

Mega64
May 23, 2008


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That, and she doesn't draw LEA, which means she won't be handing out XO's while on the Brig (not that it's usually a good idea to while there's Cylons still hidden, but still). But she can Scout, though! Except she already can do so for Crises with her static.

poo poo, can Boomer really do anything besides try to get out of the Brig, something that's kind of a big deal considering she gets two Loyalty post-Sleeper? She's not even that good a pilot, beating out Anders and Helo because of their crappy drawbacks (and even then Helo's reroll could be handy at times).

Mega64
May 23, 2008


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I mean as a pilot, considering Helo only draws 1PIL. Even that's arguable though because of Helo's static.

Of course Helo's better overall. Better draw and a much less horrible drawback.

Mega64
May 23, 2008


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I remember a week or so ago playing with a new player as cylon Apollo, who lied about having an XO only to randomly discard it from a crisis. Oops.

Also, our group has a tendency to execute Baltar, especially since one person keeps picking him whenever possible.

Mega64
May 23, 2008


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I'm running my first game. Nothing too fancy, just a five-player game with a few minor modifications.

Mega64
May 23, 2008


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...me private shame!!



So it's probably best to just get rid of the damage option completely and replace it with something else, or at least not make it based on raiders since filling the board with raiders is pretty nice on its own anyway.

How about just a flat roll of 5-8 or 6-8 to damage once? That way, humans can better counter raider swarms since Cylons will focus more on sending in more Civvies, plus the Cylons lose the ability to draw two damage and choose one, which is pretty drat handy and heightens the chance of hitting something vital like Fuel or FTL. 6-8 would probably be best, since it'd still give a reason to activate Basestars on Cylon Fleet and would serve more as something to do if you want to increase pursuit track or add raiders/Civvies and don't really have anything else to do.

Mega64
May 23, 2008


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How about:

OPG: Action: You may use a nuke, even if you are not the Admiral, on a space area to destroy all ships in that area.

Gives plenty of flexibility for Human and Cylon Tigh, can be a lifesaver for either side, and makes nukes slightly more useful.

As for a static, maybe something to do with Centurions? When I drew up a Resistance Leader Tigh variant awhile back, the static for him was "Whenever a Centurion is attacked, you may add or subtract 1 to the roll." That could probably use a bit of fixing up, though.

Mega64
May 23, 2008


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Question about a game I'm running.

Cain just used her OPG that lets her draw three Civilian Ships and destroy one. The problem is that there are only three Civilian Ships left, and one is on the board. Does that mean the active Civvie wouldn't be replaced on the board after being drawn, even if it's not chosen to be destroyed?

I figured I'd double-check here since it's a custom character and thus the rules for drawing Civvies to destroy are a little different since you draw three, choose one instead of drawing, then resolving.

Here's the Exodus rules for reference:

quote:

When a player is instructed to “draw a civilian ship to
destroy,” the current player draws a random civilian ship
token from the tokens not currently on the board and
destroys it. If all remaining civilian ships are currently on the
board, the current player may choose any civilian ship on the
board to destroy.

Mega64
May 23, 2008


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Battlestar Galactica: Battlestar Galactica Edition has ended with a Cylon victory!

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Mega64
May 23, 2008


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Centurion losses come down to either horrible luck (like the game I just ran, with six rolls, two with SP, biffing) or simply not paying attention (the first game I played here, which ended memorably with the humans losing before the first frakking jump, though that was also partly bad luck with all the Heavy activations).

Unless there's much bigger poo poo going down like vulnerable Civvies or tons of damage to repair, it's usually good idea to go after Centurions ASAP unless you've been feeding enough Quorum to the President to destroy them with cards.

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