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iceyman
Jul 11, 2001

ConorT posted:

I do not like the Cylon Fleet option included with Exodus and these are two reasons why. Sometimes Crisis card activations will ruin a Cylon player's carefully planned Fleet board and drop a single Basestar and maybe a handful of raiders onto the board.

This is a valid complaint, but can't you just remove or house rule these types of cards?

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iceyman
Jul 11, 2001

I like 5-player table top but 7-player forum. I just find 5-player forum lacks enough chatter especially if a few of the players are the shy types.

iceyman
Jul 11, 2001

ConorT posted:

My friends don't like house rules :negative:

Your friends suck. But yeah, Exodus is rough around the edges out of the box.

Malloreon posted:

After ~10 plays with my group varying from 3-6 players, no one wants to play unless we have exactly 5 people.

Does no one play 6-player no-sympathizer variant?

iceyman
Jul 11, 2001

ConorT posted:

How does this go again?

-2 pop, -1 morale, -1 food and revealed cylons draw 3 cards instead of 2

iceyman
Jul 11, 2001

Dexanth doesn't get to be a cylon enough.

So I know Pegasus changed Caprica to include jump prep, but does anyone know why they did this? And does Exodus do the same thing or keep the original Caprica?

iceyman
Jul 11, 2001

1) Too weak. Easily undone with a scout or two.
2) Too weak, but good enough idea to expand upon. Damage at least 2 vipers in space or 4 in the hangar bay. Consider the damage location reveal and how this would compare.
3) Decent.
4) I'm unsure of the value of this one. On its face, it seems weak. But moving everyone to a worthless location would disrupt the XO chain for a whole cycle.
5) Good idea but I think perhaps it should be look at the quorum hand and discard 3 of your choice.
6) Is this suppose to be used with Exodus? If not, then its rather weak. If so, then why not increase pursuit track instead of just adding civs?

Regarding the change to cards,
1) Fair enough.
2) I like this change, but I always though the cylon should get 3 cards.

iceyman
Jul 11, 2001

Crackbone posted:

1) Yeah, probably right, and I'm not sure how you could fix it. EDIT: What about look at top 4/5, and you can choose which to bury and which to put back on top?

2) If it's two in space, should it allow piloted vipers? 4 in hangar is kinda bad but popping two manned vipers seems really good.

4) Disrupting the XO chain is pretty good though. What if I bumped up the escape clause to two cards of player's choice?

5) I'm not against that, but thought it would be too powerful.

1) It seems okay, but just doesn't feel appropriate for a reveal power as a matter of taste. Maybe if the concept was applied to the crisis deck it would fit better?

2) Definitely should allow piloted vipers. The worst you could do is send two character to Sickbay and leave the humans in a pickle. Compare this to sending one character to Sickbay and forcing them to discard 5 cards. Sickbay is a slap on the wrist effect that is easily countered with some XOs. And 4 in the hangar is the equivalent of 2 repair cards which is the same as the damage Galactica reveal except you don't need to travel to seperate locations.

4) Sounds good.

5) I think it should definitely be the cylon's choice or else it would a crapshot. Plus it gets you a glimpse at the quorum hand which can be essentially for planning your future plays.

iceyman
Jul 11, 2001

I don't always have access to gimp, especially at work, so I prefer the ascii. You can edit a txt file anywhere.

iceyman
Jul 11, 2001

I really like that house rule as well. RAW Pegasus is skewed towards the humans. So that rule helps.

iceyman
Jul 11, 2001

Pegasus should get destroyed on 3 out of 4.

Also, you could just add Pegasus tokens to Galactica tokens and randomly draw from the combined pool. It would keep Pegasus from being a +4 HP shield. I want to do this in a forum game because I hate nothing more than to wait for players to pick between Galactica or Pegasus. It's my biggest pet peeve :)

Railing Kill posted:

How about Cally's OPG? That poo poo is broken

How is Cally's OPG any more broken that Political Prowess? If her OPG needs to be toned down, then Political Prowess would have to be addressed as well.

I proposed a while ago to make Cally's OPG only available on her turn, that way a cylon Cally would at least have to weigh the risks of surviving a full turn of potential retaliation. Plus it would give other hidden cylons some much needed breathing room with a human Cally.

iceyman
Jul 11, 2001

If you made it a movement ability, that would just make it stronger I would think. She'd shoot someone and then reveal with her action. There's no precedence for a Movement and Action types, but that's something I could support for Cally.

I only bring up Political Prowess as a counter point to Cally because it is functionally equivalent to a OPG in and of itself and can be just as cheap as Cally's OPG. It's the luck of the draw in getting it, but it exists.

I'd like to see Political Prowess revised because it's just too powerful with the Airlock. Something like "play before a location based skill check and declare POL either positive or negative, then add then draw the top 3 POL cards and add them to the check"

iceyman
Jul 11, 2001

Pander posted:

I think the problem was the distances chosen: 1, 2, 1, 1, 1, 1

Are you sure your Admiral wasn't a cylon all along? The humans deserved to die with picks like those.

iceyman
Jul 11, 2001

I want to fix the cylon fleet before playing another expansion game. Plus I'm going to SDCC and wouldn't be able to start one until mid next week at the earliest.

iceyman
Jul 11, 2001

Snow Job posted:

How? What's wrong with it?

Too prone to breaking and doesn't integrate well with older crisis cards that place ships on the board as part of a fail condition or some such.

iceyman
Jul 11, 2001

AesirKnight posted:

You think so? I think our game was a rare case; in most games I've played with it, it's done its job quite well. I do think that things like Broadcast Location need to be tweaked to fit in with it, however.

I fixed Broadcast Location for that game and it seemed to help in one instance, but the same kind of fix is needed for other cards like say the Cylon Ambush destination. It should be an easy general rule of thumb kinda fix. If a card instructs you to place ships on the board and there are no basestars or none of that kind of ship on board, play it as an activate icon instead (also minus 1 civilian ship placement per activation too). Also, the way component limitations work need to change as well.

iceyman
Jul 11, 2001

AesirKnight posted:

How so? In most cases when component limitation has been reached, the humans are already in dire straits. Should it really be made worse?

Not really. The component limitation will most often affect the Basestars. Rarely does it affect Raiders (of which the pilots should be working to trim to manageable numbers, don't let murder swarms coalesce!). The way it works now, if component limitation is reached, you only port over what's in the sector which will often lead to the same problem as before, a neutered cylon showing for that cycle (the first jump cycle is boring for a reason). It should probably be changed to port over all ships of the same type, but only those type of ships.

Some Numbers posted:

Are you out of the loop, AesirKnight? Cocks Cable despises seeing the humans win games of BSG.

That's not true. I only hate human blow out games.

iceyman
Jul 11, 2001

For reference, here are all the crisis and destination cards that place ships on the board that could potentially break the cylon fleet. Most are from the base game, but a few were actually from Exodus itself :downs:

quote:

CRISIS: Cylon Tracking Device
Skill check: TAC/PIL/ENG = 10
PASS: No Effect
FAIL: Destroy 1 raptor and place a basestar in ALPHA and 2 civilian ships in DELTA.
POST CRISIS: Activate Raiders, NO JUMP PREP

CRISIS: Crippled Raider
Current Player Chooses
Skill check: TAC/ENG = 10
PASS: +1 Jump Prep
FAIL: -1 Population
OR
Roll a die. If 4 or lower, place 3 raiders in ALPHA and 1 civilian ship in DELTA
POST CRISIS: Activate Raiders, +1 Jump Prep


CRISIS: Rescue The Fleet
Admiral Chooses
-2 Population
OR
-1 Morale. Setup: ALPHA: Basestar DELTA: 3 Civilian Ships
POST CRISIS: Activate Raiders, +1 Jump Prep


CRISIS: Tracked by Radiation
CAG Chooses:
Place a basestar and 3 raiders in ALPHA and 2 civilian ships in DELTA.
OR
-1 Fuel
POST CRISIS: Launch Nukes, NO JUMP PREP


Cylon Ambush
Distance 3
Lose 1 Fuel. Then place 1 basestar and 3 raiders in sector ALPHA and 3 civilian ships in sector DELTA.

Derelict Basestar
Distance 2
Lose 1 Fuel. Then place 2 civilian ships in DELTA and 1 basestar in ALPHA. Damage the basestar once.

Cylon Raiders
Distance 3
Lose 2 Fuel and place 3 raiders in DELTA.

iceyman
Jul 11, 2001

The basic rule changes would be as follows:

If instructed by a any card text to place Cylon Ships (Basestars, Raiders, Heavy Raiders) on the main game board and there are no Basestars or cylon ships of that type already on the main game board, do not place any ships and instead treat that as a activate Cylon Ship icon. For each Cylon Ship activation, reduce any Civilian Ships placed by 1.

Thus something like...
FAIL: Destroy 1 raptor and place a basestar in ALPHA and 2 civilian ships in DELTA.

Now becomes...
FAIL: Destroy 1 raptor and Activate Basestar and place 1 civilian ship in DELTA.

But only if the board is clean. If there is a Basestar already out, you'd follow the normal placement instructions.

Also, the way component limitation works needs to be altered as well to prevent it from breaking the cylon fleet. Instead of..

Placing Cylon Ships on the Cylon Fleet Game Board posted:

When a Cylon ship activation places a raider, heavy raider, or basestar on the Cylon Fleet game board, the current player rolls a die and places the ship in the Cylon space area that matches the result.

If all ships of the appropriate type are already on either the main game board or the Cylon Fleet game board, the current player finds the highest-numbered Cylon space area on the Cylon Fleet game board that contains at least one of that type of ship. He then moves all the ships in that Cylon space area to the corresponding space area on the main game board.

Change this to...

quote:

If all ships of the appropriate type are already on either the main game board or the Cylon Fleet game board, the current player moves all the ships of that type to the corresponding space areas on the main game board.

This would prevent many stupid cases where something like a single Basestar and Raider are ported over the main game board and halt any further advancement of the pursuit track while the humans lounge out on deck chairs admiring the patheticness of the cylon fleet.

iceyman
Jul 11, 2001

ChewyLSB posted:

I think I would like it better if it was just "Instead of placing ships on the main game board, place them on the Cylon Fleet Board in the corresponding section". And instead of placing civilian ships, move the Pursuit track up for each civilian you were supposed to place.

I sort of like this better, but then placement of ships will never be an immediate concern if there are ships already on the main game board. Small price to pay I guess.

What about the second rule concerning component limitation?

iceyman
Jul 11, 2001

ChewyLSB posted:

I would almost prefer a component limitation forcing the entire cylon fleet to come over if it maxes out.

That would be a bit much. Basestars are going to cause component limitation fast and be constantly porting over the entire cylon fleet. The humans would never have a moment's rest. By the one true god, you tricked me into advocating for those fleshies!

I think it would work better if all but only those ship types ported over. Most of the time that will be 2 Basestars which is sufficient enough of a threat to start things simmering for a cycle. A single raider activation later spawns 4 Raiders, enough to chase around civies. Once in a while the pursuit track will reach the end and you'll get a (hopefully) even stronger showing a few times a game. It would also protect you from weird corner cases if you say hit component limitation on Heavy Raiders or Raiders.

iceyman
Jul 11, 2001

Can someone summarize what happened? Why was it so short and such a human blow-out game at the end?

iceyman
Jul 11, 2001

Sounds like the stars just aligned for the humans. I doubt any expansion material would have helped. Probably would have made things worse.

iceyman
Jul 11, 2001

You had guarunteed -2 jump prep and didn't use it on the last turn? :psylon:

iceyman
Jul 11, 2001

Some Numbers posted:

Wait, what.

SONUVABITCH.

You deserve this emoticon :allears:

iceyman
Jul 11, 2001

BSG: Game of Titles. Nuclear Winter is Coming!

iceyman
Jul 11, 2001

Is another game starting up or do I need to make one?

iceyman
Jul 11, 2001

I'll wait and join your game (and run one later). I don't think there is demand for more than 3 games at a time.

iceyman
Jul 11, 2001

Snow Job posted:

Would Anders be comparable to Apollo and Starbuck if 'Star Player' could be used as a Movement ability too (with or without a limit of 1 use per turn)? I think he's perfectly playable and that might be too much of an upgrade, but on the other hand we have ALERT VIPER PILOT which is proof positive that Lee Adama is actually a Sun God.

Anders is pretty okay in my book. He's better than Kat and Boomer IMHO. The additional advantage that many may over look is that he is a pilot that draws 0 worthless piloting every turn. If I could change one thing, it would be to make his OPG usable outside of his turn.

iceyman
Jul 11, 2001

Why does no one seem to like conflicted loyalties?

iceyman
Jul 11, 2001

Well they are 0 for 2 on changing the end game with their expansions. Not sure how well a 4th would fair with such a track record.

As far as characters, they are starting to scrape the bottom of the barrel. For support, you could have Doc Cottle or Seelix (support/pilot hybrid), Political, Romo or Billy are the big missing two. Pilots need Hotdog and Racetrack. But Military is where it really starts to get iffy. Hoshi, Kendra, Fisk, or Kelly are the only that seem to fit, but they are all rather minor characters in the scope of the show.

Hope they add a rebel basestar into the mix somehow (maybe as a Pegasus alternative?).

iceyman
Jul 11, 2001

Some Numbers posted:

Thought experiment: how do we get all the resources up to max? Fuel, Morale and Pop and relatively easy, but Food is a bit harder.

What are the max values?

Quorum can take care of alot of them except for Pop. There's only one pop increasing quorum card introduced in the new expansion. Would need civilian convoy and perhaps another crisis to help.

iceyman
Jul 11, 2001

Dexanth posted:

Eulogy is +1 Morale as long as you Execute someone. That's morale.

This card is a wash. You have to execute a human which is -1 morale already.

iceyman
Jul 11, 2001

:doh: That ridiculous.

If I was actually concerned about this hypothetical quorum whoring strategy, those cards would need to be fixed. Luckily a real game rarely even cycles the quorum deck once.

So tempted to turn this thought experiment into an actual game!

iceyman
Jul 11, 2001

Louis Hoshi (LEA/2 TAC/2 ENG/1) Setup: Communications
Communications Officer -- When activating Communications, you may move Civilian Ships up to 2 spaces.
Field Promotion -- Movement or Action: Once per game, take a Title Card of your choosing (unless you are in the Brig) and then take 1 Action.
Junior Officer -- At the end of your turn, if you hold any Title Cards, you must pass them to the next player highest in the line of succession (other than yourself).

Margaret "Racetrack" Edmunson (TAC/2, PIL/2, TAC/ENG/1) Setup: Weapons Control
Raptor Courier -- Whenever you move to a new location, you may also move one other character at your current location to your new location.
Lead Scout -- Action: Once per game, you may examine the top 5 cards of the Destination Deck. Then return them to the top or bottom of the deck in any order you choose.
High Risk Assignments -- Anytime a Raptor or unmanned Viper is destroyed (not just damaged), move to Sickbay (unless you are in the Brig).

Diana "Hardball" Seelix (TAC/2, ENG/2, TAC/PIL/1) Setup: Armory
Avionics Specialist -- Once per turn, you may draw a Piloting Card if a Viper is damaged, repaired, or launched.
Knuckle Dragger -- Action: Repair or damage up to 6 Vipers in reserves.
Critical Skillset -- You can not launch yourself in a Viper if any Vipers are currently damaged.

iceyman fucked around with this message at 04:23 on Aug 3, 2011

iceyman
Jul 11, 2001

Brendan "Hot Dog" Costanza (LEA/PIL/1, TAC/2, PIL/2) Setup: Weapons Control
Wingman -- If you end your movement in a space with unmanned Vipers, you may activate each of them once.
Draw Fire -- Once per game, before Raiders are activated, you may move any Raiders on the main board to an adjacent space.
Green -- If the fleet jumps while you are piloting a Viper, you are moved to Sickbay instead of the Hangar Deck.

Billy Keikeya (POL/2 LEA/2 POL/LEA/1) Setup: Administration
Presidential Aide -- After the President uses an action on a Quorum Card, you may look at the top card of the Quorum Deck and then place it on the top or bottom of the deck.
Sacrafice -- Once per game, after a location based Skill Check is passed, you may change the target character.
Ideal to a Fault -- You may not play into skill checks triggered by a location.

iceyman fucked around with this message at 07:29 on Aug 3, 2011

iceyman
Jul 11, 2001

Vulpes posted:

5 cards seems overpowered from the destination deck - particularly in a game where there's not a lot of scouting going on. Maybe 3? Otherwise you have the potential to trim (or add) multiple jumps to the game. (e.g. you draw 3,3,2,1,1).

Yeah, I am leaning towards agreement with you. Or maybe 4 and she can only put them back on top in any order. Or maybe add in crisis card option too.

iceyman
Jul 11, 2001

Pander posted:

Racetrack's static seems kinda dumb to me.

Think of the fun possibilities! If your a cylon and they brig you, you can drag someone along as well. As a human, you can help move peeps out of sickbay for a single XO, or bump a fellow pilot into position with you. Might be the possibilities are skewed to cylon fun.

iceyman
Jul 11, 2001

You guys do realize his drawback limits his OPG? He can only keep a title for so long.

iceyman fucked around with this message at 17:23 on Aug 3, 2011

iceyman
Jul 11, 2001

Pander posted:

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.

Yes, the idea would be that it could work pulling people out of the brig too.

But you are probably right. It's probably a little too wonky to be that useful. Just thought it was cute idea shamelessly stolen from the Make Your Own character game.

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iceyman
Jul 11, 2001

Updated to include everyone's input thus far. Shamelessly stole Chewy's Chain Smoker for Cottle because it was adorable. Still have a few holes to fill which are mainly OPGs. OPGs are hard! They have to be unique, worthwhile, and versatile for both human and cylon application.

Thinking that Billy's OPG is too powerful and needs to be fixed. Hot Dog's special might need to be toned down (maybe discard a PIL and activate number of vipers = to strength?), but not sure.

POTENTIAL NEW UNOFFICIAL CHARACTERS posted:

MILITARY LEADERS

Louis Hoshi (LEA/2 TAC/2 ENG/1) Setup: Communications
Communications Officer -- When activating Communications, you may move Civilian Ships up to 2 spaces.
Field Promotion -- Action: Once per game, take a Title Card of your choosing (unless you are in the Brig) and then take 1 Action.
Junior Officer -- At the end of your turn, if you hold any Title Cards, you must pass them to the next player highest in the line of succession (other than yourself).

Kendra Shaw (LEA/1 TAC/3 LEA/ENG/1) Setup: FTL Control
Battle Repairs -- You may activate damaged locations.
:siren:Awesome OPG -- Still Needed!:siren:
Razor -- Whenever you must make a choice on a Crisis Card that says "Current Player Chooses", the Admiral (or the next highest in succession if you are the Admiral) chooses for you.

POLITICAL LEADERS

Billy Keikeya (POL/2 LEA/2 POL/LEA/1) Setup: Administration
Presidential Aide -- After the President uses an action on a Quorum Card, you may look at the top card of the Quorum Deck and then place it on the top or bottom of the deck.
Sacrifice -- Once per game, after a location based Skill Check is passed, you may change the target character.
Ideal to a Fault -- You may not play into Skill Checks triggered by a location.

Romo Lampkin (POL/2 LEA/2) Setup: Hangar Deck
Pickpocket -- If you end your movement in a location other characters, you may draw 1 Skill Cards from within each of their skill sets (unless you are in the Brig).
:siren:Awesome OPG -- Still Needed!:siren:
Defender of the Reveilled -- Anytime another player is sent to the Brig, move to Sickbay (unless you are in the Brig).

PILOTS

Margaret "Racetrack" Edmunson (TAC/2, PIL/2, TAC/ENG/1) Setup: Weapons Control
Raptor Courier -- At the end of your turn, if you are not on a hazardous location, you may move any human character (except those in the Brig) to any non-hazardous location.
Lead Scout -- Action: Once per game, you may examine the top 3 cards of the Crisis or Destination Deck. Then return them to the top or bottom of the deck in any order you choose.
High Risk Assignments -- Anytime a Raptor is destroyed, move to Sickbay (unless you are in the Brig).

Brendan "Hot Dog" Costanza (LEA/PIL/1, TAC/2, PIL/2) Setup: Weapons Control
Wingman -- If you end your movement in a space with unmanned Vipers, you may activate each of then once.
:siren:Awesome OPG -- Still Needed!:siren:
Draw Fire -- Once per game, before Raiders are activated, you may any Raiders on the main board to an adjacent space. Pander thought this one was lame.
Green -- If the fleet jumps while you are piloting a Viper, you are moved to Sickbay instead of the Hangar Deck.

SUPPORT CREW

Diana "Hardball" Seelix (TAC/2, ENG/2, TAC/PIL/1) Setup: Armory
Avionics Specialist -- Once per turn, you may draw a Piloting Card if a Viper is damaged, repaired, or launched.
Knuckle Dragger -- Action: Repair up to 6 damaged Vipers or damage up to 6 Vipers in the reserves.
Critical Skillset -- You can not launch yourself in a Viper if any Vipers are currently damaged.

'Doc' Sherman Cottle (POL/LEA/2, LEA/1, ENG/2) Setup: Sickbay
Chief Medical Officer -- You are immune to Sickbay limiations. You may freely move to Sickbay and you draw your full hand during your Recieve Skills step if you start your turn there.
:siren:Awesome OPG -- Still Needed!:siren:
Chain Smoker -- Whenever another human player is forced to discard 3 or more Skill Cards, you must discard 1 Skill Card.

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