Battlestar Galactica Player Guide

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  • 7/25/2019 Battlestar Galactica Player Guide

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    GAME SETUP

    1. Place the Fleet Token on the START square of the jump track. Set re-

    source dials, and place ships in the reserves on Galactica.

    FOOD 8 7 RAPTORS 4

    FUEL 8 VIPERS 8

    MORALE 10 9 OFFICIALNOSYMPATHIZERVARIANTFOR4 OR6

    POPULATION 12 10 PLAYERSMODIFYTHREESTARTINGRESOURCES

    2. Group and shuffle damage tokens and civilian ships facedown off the

    board. Place Cylon ships and Centurion markers here as well.

    3. Separate the decks (5 Skill Decks defined by colour, a Destination

    Deck, Quorum Deck, Crisis Deck, and Super Crisis Deck), shuffle, and

    place by board. Group Skill Decks under their sections at bottom of

    board; place Kobol card faceup by the Destination Deck.

    4. Randomly decide first player; they receive the Player Token. Play pro-

    ceeds clockwise, with the Token passed at each turn end.

    5. Players choose characters based on turn order. At any time, Support

    character Galen Tyrol may be chosen; otherwise, the most plentiful

    type must be chosen from (Pilots, Military Leaders, and Political Lead-

    ers). Consider well-rounded groups that can receive a variety of Skill

    Cards (Politics, Leadership, Tactics, Piloting, and Engineering).

    6. Determine who begins with Admiral and President Titles based on the

    LINEOFSUCCESSION. Give the Admiral 2 Nuke Tokens which may be usedfrom any location as an action, and the President 1 Quorum card.

    7. Build Loyalty Deck based on characters and number of players; shuffle

    the You Are a Cylon cards separately, choose facedown however

    many are required, mix it into the appropriate number of You Are Not a

    Cylon (human) cards, and shuffle thoroughly.

    THREEPLAYERS 5 HUMANS 1 CYLON

    FOURPLAYERS 6 HUMANS 1 CYLON

    FIVEPLAYERS 8 HUMANS 2 CYLONS

    SIXPLAYERS 9 HUMANS 2 CYLONS

    +1 HUMAN GAIUSBALTARCHOSEN

    +1 HUMAN SHARONBOOMERVALERIICHOSEN

    SHARONMAYNOTBECHOSENWITH6 PLAYEROFFICIALNOSYMPATHIZERVARIANT. REMEDY

    8. Distribute a Loyalty Card to each player (2 for Gaius Baltar to start). Toprotect player identities, it is advisable to agree upon a short duration

    of time when players must spend reading their card (such as a count-

    down from 10) before continuing.

    9. If 4 or 6 players, shuffle Sympathizer into the remaining Loyalty Deck, or

    add 1 more human card if playing the official No Sympathizer variant.

    10. Clockwise from the Player Token, players receive 3 Skill Cards of their

    choice, but restricted by type and number as shown on their character

    sheet. The beginning player does not receive cards at this time, but will

    obtain their full range of Skill Cards on their starting turn.

    11. Create Destiny Deck by taking 2 cards from each Skill Deck. Shuffle

    and place in Destiny Deck location. Create whenever depleted.

    12. Place 1 Basestar and 3 Raiders in front of Galactica, 2 facedown civil-ian ships behind, and 1 unmanned Viper in both bottom spaces.

    OBJECT OF THE GAME

    Humans winwhen 1 final jump made to Kobol (no destination drawn

    or fuel lost) after 8 or more distance already traveled towards Kobol.

    Cylons and Cylon Sympathizers winif anyof following occurs:

    ANYRESOURCEIS0 ORLESSBYTHEENDOFANYPLAYERSTURN;

    ASSOONASGALACTICAACCUMULATES6 DAMAGETOKENS;

    ACENTURIONBOARDINGTOKENREACHESTHEENDOFTHEBOARDINGTRACK

    LINE OF SUCCESSION

    Revealed Cylon players may neither hold a title or use actions or abili-ties found on their character sheets.

    Admiral President

    WILLIAMADAMA LAURAROSLIN

    SAULTIGH GAIUSBALTAR

    KARLHELOAGATHON TOMZAREK

    LEEAPOLLOADAMA LEEAPOLLOADAMA

    KARASTARBUCKTHRACE WILLIAMADAMA

    SHARONBOOMERVALERII KARLHELOAGATHON

    GALENTYROL GALENTYROL

    TOMZAREK SHARONBOOMERVALERII

    GAIUSBALTAR SAULTIGH

    LAURAROSLIN KARASTARBUCKTHRACE

    Admiralty lost to next in line if Title holder sent to Brig location.If all

    human players are in the Brig, topmost in succession receives Title.

    President exclusively controls hand of Quorum Cards, and is normally

    the only one able to draw more. Administration location may pass this

    Title. Presidency is retained even if the character is sent to the Brig.

    Players revealing as a Cylon forfeit all Titles to highest player in line

    of succession,and may not receive any Titles for the rest of the game.

    JUMPING THE FLEET

    Advance Fleet Token 1 space on Jump Preparation track

    (jump instantly if AUTO JUMP reached). Resolve last

    on Crisis Cards after all else.

    1. If FTL Control location activated as Action, roll die. 6 or lower depletes

    population by amount on Jump Preparation track Fleet Token is on.2. A jump: clears all Cylon ships from board, returns Vipers to reserves,

    places pilots in Hangar Deck, and reshuffles civilian ships back into

    pile, but any Centurion boarding party tokens remain.

    3. Reset Jump Preparation track (return Fleet Token back to START).

    4. Admiral draws 2 Destination Cards, places 1 at the bottom of the deck,

    and reveals and resolves the other; these travel 1-3 distance to Kobol.

    5. If resulting total distance to Kobol now 4 or higher for first time, begin

    SLEEPERAGENTPHASE.

    SLEEPER AGENT PHASE

    All players including revealed Cylons receive 1 last Loyalty Card (2 for

    Sharon Boomer Valerii). Normally in a 4 or 6 player game, remaining

    Loyalty Cards include a You Are a Sympathizer card; the player whoreceives it must reveal and resolve it. See RECEIVINGTHESYMPATHIZERCARD.

    RECEIVING THE SYMPATHIZER CARD & PLAYERS ONLY

    If revealed Cylon,show it, then may pass to another player to resolve.

    If human or unrevealed Cylon,show it. Players other Loyalty Card(s)

    stay hidden; if sent to Brig, card is treated as human. Otherwise, play-

    er becomes a revealed Cylon Sympathizer. See REVEALINGASACYLON.

    RESOLVING SKILL CHECKS

    1. Always draw 2 cards from Destiny Deck to start facedown pile.

    2. Beginning left of current player and continuing clockwise, all players

    contribute any number of Skill Cards to the pile once. Humans in Brigand all players in Cylon locations may only put in 1.

    3. Shuffle pile, reveal, separate all Skill Cards that help from Skill Cards

    that hinder, and determine the difference; resolve the pass or fail effect.

    4. If strength value equal to or greater than the skill check difficulty, pass.

    If player must be sent to Br ig/Sickbay, cannot target any already there.

    Revealed Cylon players and players in Brig do not draw a Crisis Card.

    SKILL CARDS REFERENCE

    POLITICS Baltar, Roslin, Tyrol, and Zarek receive (Apollo may)

    Consolidate Power(strength 1-2)

    DRAW2 SKILLCARDSOFANYTYPE, EVENIFOUTSIDECHARACTERSHEETRESTRICTIONS

    Investigative Committee(strength 3-5)

    PLAYBEFORECARDSCOMMITTEDTOANYSKILLCHECK. ALLCARDSINCLUDINGTHOSEFROM

    DESTINYDECKAREADDEDFACEUP(TYROLMAYSTILLUSEBLINDDEVOTIONATTHEEND)

    LEADERSHIP all except Boomer receive (Apollo and Starbuck may)

    Executive Order(strength 1-2)

    LIMIT1 PERTURN. CHOOSEANOTHERPLAYERTOTAKE2 ACTIONS, ORMOVEANDTAKE

    1 ACTION. CANNOTTARGETREVEALEDCYLONSORSYMPATHIZER

    Declare Emergency(strength 3-5)

    LIMIT1 PERSKILLCHECK. PLAYAFTERASKILLCHECKISTOTALLED; DIFFICULTYREDUCED

    BY2, BUTCANNOTREDUCEPARTIALPASSES

    TACTICS Adama, Apollo, Boomer, Helo, Starbuck, Tigh, and Zarek receive

    Launch Scout(strength 1-2)

    MAYONLYUSEIFUNDAMAGEDRAPTORAVAILABLEINRESERVES. ROLL3 ORHIGHERTO

    LOOKATTOPCRISISORDESTINATIONCARDANDPLACEONTOPORBOTTOMOFTHEDECK.

    FAILEDROLLDESTROYSANDREMOVESTHERAPTORFROMTHEGAME

    Strategic Planning(strength 3-5)

    LIMIT1 PERDIEROLL. PLAYBEFOREROLL: +2 TORESULT(STILL+2 IFHELOREROLLSDIE).

    PILOTING Apollo, Boomer, Helo, and Starbuck receive

    Evasize Maneuvers(strength 1-2)

    PLAYAFTERAVIPERISATTACKEDANDREROLLDIERESULT. IFVIPERISPILOTED, ROLLIS-2

    Maximum Firepower(strength 3-5)

    PLAYIFPILOTINGAVIPERTOATTACKUPTO4 TIMES

    ENGINEERING Baltar, Boomer, and Tyrol receive (Starbuck may)

    Repair(strength 1-2)

    REMOVEDAMAGETOKENFROMGALACTICALOCATIONYOUCURRENTLYOCCUPY(RESHUFFLE

    BACKINTOPILE), ORIFINHANGARDECK, RETURNUPTO2 DAMAGEDVIPERSTORESERVES

    Scientific Research(strength 3-5)

    PLAYBEFORECARDSCOMMITTEDTOANYSKILLCHECK. ALLENGINEERING(BLUE) CARDS

    COUNTASPOSITIVETOPASSIT

    http://www.boardgamegeek.com/filepage/39731http://www.boardgamegeek.com/filepage/39731
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    HUMAN OR UNREVEALED CYLON GAME TURN

    1. Draw Skill Cardsas indicated on your character sheet.

    2. Moveto any location except Brig or Sickbay. To move between ships

    (Galactica to Colonial One, Colonial One to Galactica, or piloting Viper

    to either ship), choosea Skill Card to discard (even Apollo). Piloted Vi-

    pers may move to 1 adjacent space section. May choose not to move.

    3. Perform 1 action. All are labeled Action:, and can be found at loca-

    tions, your character sheet, Skill Cards, Title Cards, and Quorum Cards.

    May do nothing. Roslin mustbe able to discard 2 Skills to use locations.

    While piloting a Viper or activating unmanned ones, ship may be used

    to attack Cylons after movement as an action. See ATTACKTABLE.

    Revealing as a Cylon is also an action. See REVEALINGCYLONLOYALTY.

    4. Draw and resolve top Crisis Card.

    5. Activate Cylon ships (if applicable. See ACTIVATINGCYLONSHIPS).

    6. Advance Fleet Token on jump track(if applicable. See JUMPINGTHEFLEET).

    7. Discard down to 10 Skill Cards (if applicable). Pass Player Token

    clockwise, and begin that players turn.

    Current player chooses the order events resolve if multiple instances

    of it occur. For example, which Raiders activate first in a space, and

    the order Vipers are targeted (see ACTIVATINGCYLONSHIPS). Current play-

    er may also choose order used abilities of other players resolve.

    Unless stated otherwise, players do not need to have cards to fulfill a

    chosen action; crises or decisions that force the player to discard a

    number of Skill Cards may be chosen even if their hand is empty.

    Brig:player may not move or draw a Crisis Card, may only contribute 1

    Skill Card max to skill checks, but can still be sent to Sickbay.

    Communications:do not reveal the back of viewed civilian ships.

    REVEALING CYLON LOYALTY ACTION

    You may reveal yourself as a Cylon on your turn as action by showing

    your Cylon Loyalty Card. Perform following (skip to step 2 if in Brig):

    1. If not in Brig,resolve the 1 of 4 possible actions on the Loyalty Card:

    Damage GalacticaDRAWUPTO5 GALACTICADAMAGETOKENS, CHOOSE2 TORESOLVE, ANDRESHUFFLEREST.

    Reduce Morale by 1

    Send Character to Brig

    CHOOSECHARACTERONGALACTICAANDSENDTOBRIG.

    Send Character to Sickbay

    CHOOSECHARACTERONGALACTICATODISCARD5 SKILLCARDSANDSENDTOSICKBAY.

    2. Discard down to 3 Skill Cards.

    3. Lose any Titles (Admiralty and/or Presidency) to highestin succession.

    Also, discard all of your keep in play Quorum cards.

    4. Move immediately to Resurrection Ship location, and receive topmost

    Super Crisis Card from deck (may use at Caprica location).

    5. End turn (even if revealing on first of two Executive Order actions).

    REVEALED CYLON & CYLON SYMPATHIZER GAME TURN

    1. Draw 2 Skill Cards of any type and combination (3 if No Sympathizer).

    2. Moveto another Cylon location. May choose not to move.

    3. Perform 1 action. May activate current Cylon location and perform the

    action described. May not perform any other human or unrevealed

    Cylon actions (activating Galactica locations, piloting Vipers, or playing

    cards). All abilities on your character sheet are null and ignored.

    Cylon Sympathizer may not activate Cylon Fleet locati on or use Super

    Crisis Card, having received none.4. Discard down to 10 Skill Cards (if applicable). Pass Player Token

    clockwise, and begin that players turn.

    Do not draw and resolve a Crisis Cardat the end of your turn.

    Crisis Cards drawn and played from Caprica location do not activate

    Cylon ships or progress the fleet along the Jump track. Should a Crisis

    Card pose a choice for the current player, you still make the decision.

    Immune to Skill Cards, Quorum Cards, and Crisis Card or skill check

    consequences, and cannot be forced to move anywhere or discard.

    Super Crisis Cards unaffected by special character sheet abilities, but

    Investigative Committee and Scientific Research may still be played.

    Skill Cards may only be used for skill checks, but you may only play 1

    Skill Card to each skill check.

    Heavy Raiders may be activated with Cylon Fleet location to move

    Centurion token along Boarding Track on Galactica even if Basestars

    or Heavy Raiders not present on board. Remember, if Basestars are

    present but no Heavy Raiders are, each Basestar launches 1.

    May not use actions on any remaining unrevealed Loyalty Cards, but

    Cylons may pass them all facedown to one other player by activating

    the Resurrection Ship location to sow suspicion.

    ACTIVATING & PILOTI NG VIP ERS

    Unmanned Vipers are typically activated from the Command location

    (Lee Apollo Adama may activate up to 6 unmanned Vipers once per

    game anywhere). Piloted Vipers may not be activated, and the same or

    different Vipers may be activated any number of times. For 1 activationeach, perform 1 of the following:

    Launch a Viper from reserves to 1 of the 2 Viper Launch location spac-

    es below Galactica. Pilots launch and man a Viper with Hangar Deck

    location action; if no Vipers available in Reserves, pilot may choose

    one in space to use. Damaged Vipers cannot launch until repaired.

    Move a Viperto an adjacent space location. Do not fly over Galactica.

    Attack a Cylon ship with a Viper if the Viper shares the space with its

    target. Roll the die and refer to the ATTACKTABLE.

    Pilots choosingto move from Viper to a ship must discard a Skill Card.

    Characters piloting Vipers damaged or destroyed are immediately sent

    to Sickbay. Destroyed Vipers are removed from game.

    Only characters with Piloting in their skill set may pilot Vipers (and

    have a token to do so).

    ACTIVATING CYLON SH IPS

    Each Cylon ship activates at most once a turn; if a card activates more

    than 1 kind of ship, resolve symbols left to right.

    Current player chooses: space areas to resolve first, order players are

    attacked if multiple pilots are in the area, and which units are placed if

    there are not enough pieces to fulfill complete directions.

    Activate Raiders.Each only 1 action in this priority:

    I. ATTACKANUNMANNEDVIPERINITSCURRENTSPACE.

    II

    .ATTACK

    A

    PILOTED

    VIPER

    IN

    ITS

    CURRENT

    SPACE

    .III. DESTROYACIVILIANSHIPINITSCURRENTSPACE, ANDLOSERESOURCESFROMBACK.

    IV. MOVETOADJACENTSPACEAREATOWARDSCLOSESTCIVILIANSHIP. IFCIVILIANSHIPS

    AREANEQUALDISTANCEAWAY, THERAIDERSMOVECLOCKWISE.

    V. ATTACKGALACTICA(SEEATTACKTABLE).

    VI. IFNORAIDERSONBOARD, LAUNCH2 FROMEACHBASESTARPRESENT.

    Launch Raiders,3 from each Basestar on the board.

    Each Basestar attacks Galactica once (SEEATTACKTABLE).

    Activate Heavy Raiders and Centurions. Resolve steps:

    1. Advance centurions on Boarding Party track one space.

    2. Move Heavy Raiders on board 1 space towards closest Viper Launch

    location at bottom of Galactica. If any starts activation in a Viper Launch

    location space, remove from board and add 1 Centurion Token to firstspace on Boarding Party Track (may stack if multiple added at once).

    3. If no Heavy Raiders on board, launch 1 from each Basestar present.

    ATTACK TABLE

    3 damage tokens destroy a Basestar (any 4 below). Destroyed Cylon

    ships return to supply; remove destroyed human ships from game.

    2 DAMAGETOKENS CANNOTLAUNCHSHIPS ITMAYNOTATTACK ATTACKITWITH+2

    Unit Attacked Die Result

    RAIDER 3-8 = DESTROY

    HEAVY

    RAIDER

    ,CENTURION

    7-8 =DESTROY

    BASESTAR WITHVIPER 8 = DRAW1 DAMAGETOKEN

    W/ GALACTICA 5-8 = DRAW1 DAMAGETOKEN

    W/ NUKE 1-2 = DRAW2 DAMAGETOKENS

    3-6 = DESTROY

    7-8 = DESTROYALSO3 RAIDERSINAREA

    VIPER 5-7 = DAMAGE

    8 = DESTROY

    CIVILIANSHIP N/A = IMMEDIATELYDESTROY

    GALACTICA WITHRAIDER 8 = DRAW1 DAMAGETOKEN

    W/ BASESTAR 4-8 = DRAW1 DAMAGETOKEN

    Players may never attack human ships with Vipers or the Galactica.

    Damaged Galactica location tokens indicate a room may not be used

    (activated) until repaired, and all players there when damage inflicted

    are sent to Sickbay. Resolved resource damage tokens ar e removed

    from game, but repaired locations are shuffled back to the supply.