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Welcome to the Discussion Thread for Battlestar Galactica: The Board Game, a game of politics, betrayal, and survival! What is BSG all about? BSG is a semi-cooperative board game for 3-9 players (realistically 5 or 7). Each character has unique abilities and all must work together to save humanity. However, some number of players are secretly Cylons. The humans must uncover the traitors while managing their own resources and scrambling to escape the threat of Cylon ships pursuing their tiny fleet. Purpose of this thread This thread is designed to be a central BSG discussion thread. The OP will be kept up to date with all past and currently running games. Moderators can post their intent to run new games and post links to those games and players can check in to see what games are going to start up. In addition, any and all questions about the game, especially rules questions are welcome. DON'T FEEL BAD ABOUT ASKING RULES QUESTIONS. Apart from rules questions, please do not discuss ongoing games in this thread. Rules and Errata As we all know, BSG is a huge mess ruleswise. Here are some links. Rules for core game are here. Pegasus rules are here. Exodus rules are here. The official BSG rules errata and FAQ is here. The current version of our DEFCON rules variant can be found here. If there are any questions about this variant, please post and I will do my best to answer them. Completed Games pre:
If you want to host a game, you will probably want to download this attachment with easily updated copies of the DRADIS and character pictures. You will probably also want DeckManager to run the game for you; you can get there here. Credit Where Credit is Due CapnAndy gets a huge amount of credit for writing Deck Manager and making the moderation process a hell of a lot smoother. Cocks Cable gets a reasonable amount of credit for picking up the slack in Andy's absence and adding all the Exodus cards to the program. Some Numbers fucked around with this message at 19:48 on Feb 19, 2017 |
# ? Jun 24, 2011 00:14 |
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# ? Apr 26, 2024 10:42 |
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Ongoing game: http://forums.somethingawful.com/showthread.php?threadid=3417299&userid=0&perpage=40&pagenumber=1 [BSG Exodus] I'm here to frak toasters and chew gum and we're 0/10 gum. edit: also poo poo post tag. mp5 fucked around with this message at 00:43 on Jun 24, 2011 |
# ? Jun 24, 2011 00:38 |
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Point 1. Hooray for shitpost tag? Point 2. I am only mirroring files at http://dash-dash-dash-dash.com/chrisf/bsg/ and am not responsible for actual creation of anything found there. If you have something bsg forum game related you want mirrored (or taken down), PM me.
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# ? Jun 24, 2011 00:43 |
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mp5 posted:edit: also poo poo post tag. chrisf posted:Point 1. Hooray for shitpost tag? I'm not very good at this whole "thread making" thing. How do I fix that? Adding the other game to the OP.
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# ? Jun 24, 2011 00:53 |
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Quoting from the last thread:ChewyLSB posted:I think its just because Food isn't tied to an external resource besides Crises like Fuel (distance), Morale (executions), and Populations (Civilians). 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. I know Cylon attack cards are based entirely around the luck of the draw but hosting a base game on these forums made me remember how surprising and exciting getting a couple of attack cards during a single jump cycle can be, and I feel that this element is usually missing with the cylon fleet board. It's less exciting when you know that a mass of ships are coming, and from my limited (7-8 games) experience with the expansion, massive jump-ins don't happen more than once or maybe twice a game. I also don't like how the CAG title has been handled. Piloting has always been about protecting civilian ships but as CAG I feel like a janitor cleaning up civilian ships around the board. Additionally the extra activate you get each turn feels 'finicky' to use, and thanks to the dilution of Pegasus cards in the deck, "CAG chooses" cards seem to come up about as rarely as "consequence" cards. The CAG also makes protecting civilian ships a bit too easy; in most of the Exodus games I have played population hasn't ever been dangerously low compared to the other resources on the board, whereas games I've played without exodus have usually been lost by the humans because of this resource. One last complaint that I have is that the fleet is too reliant on having a CAG pilot, this had led to games where we draft more than one piloting character at the start. The back-up pilot usually doesn't get to do very much since the CAG is the go-to pilot for space actions, whereas the second pilot acts as a spare in case of a CAG reveal which may or may not happen somewhere down the road, which is not a lot of fun. Most of the things I've listed are minor and are probably subjective due to my personal experience with the expansion, but I feel that these things do drag the game down a bit compared to space combat in previous iterations of the game. EDIT: drat that's a lot of words about a board game based on a TV show ConorT fucked around with this message at 01:04 on Jun 24, 2011 |
# ? Jun 24, 2011 00:57 |
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Some Numbers posted:
find a mod who doesn't hate TGD and ask him very nicely to change it to
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# ? Jun 24, 2011 01:13 |
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Send a PM to Shalinor, she'll probably take care of it.
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# ? Jun 24, 2011 01:14 |
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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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# ? Jun 24, 2011 01:18 |
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Some Numbers posted:BSG is a semi-cooperative board game for 3-9 players (realistically 5 or 7). How is that possible? My BSG game box says 3-6 players.
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# ? Jun 24, 2011 03:52 |
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Mr. Ali posted:How is that possible? My BSG game box says 3-6 players. It becomes possible with the expansion (more loyalty cards). I don't think there is enough in the base game to account for 7. I imagine with both expansions it can jump to 9. Whether anyone actually wants to play with 9 players is debatable. It can quickly becoming boring when theres a big gap between turns and you don't get many actions before the game ends.
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# ? Jun 24, 2011 04:03 |
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Gravy Train Robber posted:It becomes possible with the expansion (more loyalty cards). I don't think there is enough in the base game to account for 7. From custom made rules? The box on Pegasus and Exodus also show 3-6 players. I know there are single player and two player variants from Fantasy Flight Games but nothing about having over 6 players. If you guys have a method that works I am all ears.
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# ? Jun 24, 2011 04:10 |
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7 player base game is possible if nobody picks baltar/boomer and you use the sympathizer card as another human loyalty, and pegasus rulebook has rules for 7 player (one player forced to be cylon leader).
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# ? Jun 24, 2011 04:15 |
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Mr. Ali posted:How is that possible? My BSG game box says 3-6 players. Someone on these forums ran a 9 player game once so it is possible, just not for the faint of heart.
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# ? Jun 24, 2011 04:25 |
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Cocks Cable posted:This is a valid complaint, but can't you just remove or house rule these types of cards? My friends don't like house rules
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# ? Jun 24, 2011 04:26 |
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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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I vaguely remember that, it ended really fast due to a hilarious series of crisis cards, I think.
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# ? Jun 24, 2011 04:28 |
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I played an in-person game with 7 players once and it was really slow. 5 really is the magic number for this game.
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# ? Jun 24, 2011 04:45 |
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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.
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# ? Jun 24, 2011 04:48 |
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ConorT posted:I played an in-person game with 7 players once and it was really slow. 5 really is the magic number for this game. After ~10 plays with my group varying from 3-6 players, no one wants to play unless we have exactly 5 people.
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# ? Jun 24, 2011 04:48 |
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ConorT posted:My friends don't like house rules 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?
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# ? Jun 24, 2011 04:50 |
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Cocks Cable posted:Does no one play 6-player no-sympathizer variant? How does this go again?
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# ? Jun 24, 2011 05:05 |
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ConorT posted:How does this go again? -2 pop, -1 morale, -1 food and revealed cylons draw 3 cards instead of 2
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# ? Jun 24, 2011 05:12 |
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I like seven player games best on the forums, since having three cylons maximizes the drama of the ~*~*~SECRETS AND LIES~*~*~ section of the game. I've never played it on the tabletop, though, so maybe five is better in person.
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# ? Jun 24, 2011 06:52 |
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chrisf posted:I vaguely remember that, it ended really fast due to a hilarious series of crisis cards, I think. No. No it didn't. The 9 player game was Panic! At the Opera House moderated by CapnAndy and it took FOREVER. I played in that game and it went all the way to New Caprica. It's actually a pretty great read. Highlights include a first turn Cylon Attack followed by a turn 3 Cylon reveal Brigging Boomer (me) followed by Cavil OPGing and destroying half the civilians. Also Mills coined as code for Consolidate Power.
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# ? Jun 24, 2011 07:21 |
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7 players is already a bit problematic, due to reduced number of turns each player gets. It's much more difficult for the hidden cylons to pick the right time to reveal, and once they do, with only a 2 card draw and 6 player turns inbetween, they'll have little effect on skill checks. And if the cylon leader draws a 'Humans Win' agenda, it'll be 2 vs 5 at some point. I think giving and additional card to revealed cylons and the leader makes sense, like in the No Sympathizer variant. As for my game, it's come down to a win or lose skill check. If they pass Prison Revolt, they jump. If they fail, or hit the partial, they're at 0 pop. Apparently, those prisoners are the only people left alive in the fleet. No wonder they want out. Not if President Tyrol has anything to say about it.
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# ? Jun 24, 2011 11:33 |
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I've never played on the forums, but I've played the hell out of this at the table. I've checked out some of the past forum games and some of them use some SA house rules, so I'm curious if someone has a comprehensive list. We've started using some of the SA house rules that I remember, but I want to take a look at a complete list to see if there's anything else worth incorporating. I agree that Exodus is a little rough without a couple of house rules, but having used the Cylon Fleet board enough times, I now find it as necessary to the cylons as the Pegasus is to the humans.
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# ? Jun 24, 2011 13:16 |
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Hannibal Rex posted:7 players is already a bit problematic, due to reduced number of turns each player gets. It's much more difficult for the hidden cylons to pick the right time to reveal, and once they do, with only a 2 card draw and 6 player turns inbetween, they'll have little effect on skill checks. The thing is that by the time all the Cylons are out, the only skill checks are on crisis cards, and there are a lot of crisis cards without skill checks. In 5 player games in my experience this leads to giant toaster hands and the ability to sabotage -everything-; in 7 player games they actually have to make hard choices.
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# ? Jun 24, 2011 15:45 |
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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?
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# ? Jun 24, 2011 17:08 |
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Cocks Cable posted:Dexanth doesn't get to be a cylon enough. Exodus definitely uses the new Caprica, the game slows down a bit when Cylons use that location non-stop in the base game.
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# ? Jun 24, 2011 17:14 |
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Ah well. Humans won. With three resources at 1, it was a close game, in the end.
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# ? Jun 25, 2011 07:19 |
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Some Numbers you should start another game like you were saying you might. The one I am in is probably the slowest PBF game in the history of mankind.
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# ? Jun 25, 2011 07:57 |
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I can't! I can't run Deck Manager in Linux!
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# ? Jun 25, 2011 08:04 |
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Just played my first game with Exodus where the alternate human loyalty cards actually affected the game. I got shot by Cally, apparently our one regular cylon, just before the sleeper phase. I picked Chief Tyrol and promptly got handed the sypathetic cylon loyalty card at the sleeper phase. I had to help the humans get to distance 6 and then kill them, so I convinced Kat to bite the bullet and go to the brig as the result of a crisis, promising to help get her out. I flushed her out the airlock instead, being at distance 7, and was promptly killed by Cain thereafter. All the while, The crises, Cally, and I took the humans from 7 Morale to 1 between distance 6 and 8 (going to Kobol). Cain had an unresolved human loyalty card that asked her to use all her nukes or lose 1 morale at the end of the game. Other than the hilariously nasty Final Five cards that execute people who look at them, I haven't had any of the new Exodus loyalty cards affect the game all that much. Has anyone else run into anything fun or interesting or problematic with those? Also, what do people think of the Exodus rule adding the extra, possibly unused, loyalty card to the deck? It amazes me that there is nothing in the rules that compensate for the possibility that a "You are a Cylon" card is never drawn.
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# ? Jun 26, 2011 14:16 |
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I play a bit with friends using the Pegasus expansion and we seem to always find the cylon ships to be lacking, whether it's because attack cards get pushed to the bottom of the crisis deck or the basestars get jumped away from. There's just nothing to shoot. Next game we'll house-rule basestars remain after jumping, but I was wondering if anyone else feels this way.
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# ? Jun 26, 2011 14:43 |
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The worst submarine posted:I play a bit with friends using the Pegasus expansion and we seem to always find the cylon ships to be lacking, whether it's because attack cards get pushed to the bottom of the crisis deck or the basestars get jumped away from. There's just nothing to shoot. Exodus can cure what ails you, but short of that you could consider a few things: You could keep civvies in play when you jump. Exodus does this because it gives the pilots the option to escort them off the board as an action (which you would also have to do, because there would be no way off the board for the civvies other than getting blown up). This won't increase the cylons, but it will make every one of them that appears much more of an immediate threat. You could also borrow something from Exodus and add cylons to the board when you get do-nothing activations (like when you are called to activate, say, base stars when there are none of the board). Exodus has you add cylons to the cylon fleet board and increase their own, separate, "pursuit track" when you get one of these. You don't have that board, so you could just drop one ship of the appropriate type onto your board when you get a do-nothing activation. If there is one of the appropriate type, just act as normal. If not, find a way (a six-sided die) to randomize where the new cylon is going to go and drop one on the board. That might be a good middle-ground between having not enough cylons and leaving base stars on the board. You wouldn't want to use both of these at once, though. Exodus makes both work but it has a cylon fleet board between the cylons and the Galactica board.
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# ? Jun 26, 2011 14:59 |
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I need a new game!
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# ? Jun 27, 2011 01:51 |
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Mills posted:I need a new game! Yeah, let's play man. Let's play.
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# ? Jun 27, 2011 08:29 |
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I was thinking about doing up a custom deck of loyalty cards given how cheap it is at Artscow right now. Any opinions on these? New cylon reveals: - you may look at the top 3 cards of the Destination Deck. You may choose to bury all three or return them in any order. - you may damage 2 Vipers in the Hanger Bay, or damage 1 Viper in space. - you may force the Admiral to discard 1 Nuke token. - name a location on Galactia other than the Brig or Sickbay. Each human player must randomly discard 1 Skill Card or immediately move to the named location. - you may force the President to randomly discard 3 Quorum Cards. - you may add two Civs to the board Changed: - Damage Galactia goes from 5 tokens to 4 - Draw treachery changes to allow the cylon to pick and keep two of the discarded cards Also, anybody have thoughts on other interesting personal goals I could add? Crackbone fucked around with this message at 20:15 on Jun 27, 2011 |
# ? Jun 27, 2011 20:07 |
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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.
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# ? Jun 27, 2011 20:20 |
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# ? Apr 26, 2024 10:42 |
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Cocks Cable posted:1) Too weak. Easily undone with a scout or two. 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. Crackbone fucked around with this message at 20:38 on Jun 27, 2011 |
# ? Jun 27, 2011 20:30 |