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    B at t l es t a r Ga l ac t ic a2

    The desperate journey continues. The Battlestar Galactica shepherds humanitys last survivors through the stars,searching for a new home. But now, they are no longer alone.The formidable Battlestar Pegasus has joined the st ruggle against t he Cylon forces t hat r elentlessly pursue them.

    However, the war is turning the humans colder, crueler, and more paranoid. Cylon agents may still be hidden in the fleet,

    perhaps not even aware of their true nature. Anyone may secret ly be waiting for the perfect moment to betray humanity.

    Expans ionO v er v iewThe Pegasus expansion for Bat t lest ar Galact ica: the Board Game provides a wealth of new options to expandyour gameplay experience. Players can t ake command of theBattlestar Pegasus , forge an alliance with Cylon leaders, andspearhead the New Caprican resistance, all while continuingtheir search for a new home.

    The components of this expansion the Pegasus gameboard, the new characters, and the new cards aredesigned to work together. In most cases, if the playerswant to use at least one element from the expansion, theyshould use all of the elements, incorporat ing them into theBat t lest ar Galact ica core game. For rules on using individualcomponents, see Selective Variants on page 18.

    Compon en t L is tIn this box you will find the following:This Rulebook

    Pegasus Game Board

    New Caprica Game Board

    7 Character Sheets

    18 Cardboard Tokens consisting of

    7 Character Tokens

    1 Piloting Token

    4 Occupation Forces Tokens 4 Pegasus Damage Tokens

    1 Scar Token 1 Cylon Locations Overlay

    82 Large Cards consisting of:

    20 Crisis Cards

    30 New Caprica Crisis Cards

    3 Loyalty Cards

    12 Agenda Cards

    9 Quorum Cards

    5 Super Crisis Cards

    1 Admiral Title Card

    1 President Title Card

    1 Infiltration Reference Card

    64 Small Cards consisting of:

    5 Leadership Skill Cards

    5 Tactics Skill Cards

    12 Politics Skill Cards

    5 Piloting Skill Cards

    5 Engineering Skill Cards

    26 Treachery Skill Cards 5 Destination Cards

    1 New Caprica Objective Card

    2 Plastic Basestars7 Plastic Character Stands

    ComponentB r eak d o wnThe following sections briefly describe and identify thedifferent components of the Pegasus expansion.

    Pegas us Game bo ar dThis game boardfeatures locations onBattlestar Pegasus ,and it pr ovideshumans with valuablenew abilities duringtheir travels. At the

    bottom of the board,a space has beendesignated for placingthe Treachery Skill deckduring play.

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    New Capr ic a Game bo ar dThis game boardfeatures locations onthe surface of NewCaprica that maybe used by eitherhumans or Cylons.

    Characters aremoved to this boardat the start of theNew Caprica phase (seepage 13) as the Cylons holdhumanity prisoner. This board isonly used when playing with theNew Caprica Object ive Card.

    Ch a r ac t er S heet sThese charact er sheetsfeature four new humancharacters and three CylonLeaders (a new charactertype described in detail onpage 10).

    Ch a r ac t er To k en sa nd S t a nd sThese tokens r epresent t he newplayable characters (including CylonLeaders) included in this expansion.Before playing your first game, thetokens are slotted into plastic stands.

    Pil o t in g To k enThis token is used with the new pilotcharacter, Louanne Kat Katraine. Itfunctions exactly like the piloting tokens

    found in the core game.

    O ccupat ionF o r c es To k en sThese special tokens are only used on theNew Caprica game board. They representthe Cylon forces t hat patrol New Caprica.

    Pega s us Damage To k en sThese tokens are used in a similar fashionas the Galactica Damage tokens fromthe core game, to randomize and markdamaged locations on Pegasus . There isone token for each Pegasus location (seepage 9).

    S c a r To k enScar is a dangerous Cylon raider occasionallyencountered by the human fleet. This tokenis used to mark which Cylon raider is Scar,when called for by a Crisis Card.

    Cyl o nL o c at io nOv er l ayThis large overlay ismeant to be placedover the Cylon locations ofthe core game board. The new locations on theoverlay are used instead of the Cylon locations on theoriginal board.

    Cr is is Ca r d sThese cards augment theexisting Crisis deck found inthe core game. They featurenew mechanics specific t o thePegasus expansion, and depictevents surr ounding Galacticas encounter with Pegasus .

    N e w C apr ic a Cr is isCar d sThese alternate Crisis Cardsare used during the NewCaprica phase at the end ofthe game (see page 13).

    o

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    L o ya l t y Ca r d sThese cards are periodicallydealt to players t o informeach player whether or not heis a Cylon. The new You Area Cylon car d may be usedin constr ucting any Loyalty

    deck that includes Pegasus component s. The You Area Sympathetic Cylon cardis included for playing theSympathetic Cylon variant(see page 18).

    AgendaCar d s

    There are two sets of AgendaCards for the Cylon Leaders- Hostile and Sympathetic.These cards provide CylonLeaders with specificobjectives they need to fulfillin order to win the game. Thenumber of players determinesthe deck from which the CylonLeader draws his Agenda (seethe Cylon Leader rules onpage 10 for more details).

    Qu or u mCar d sThese cards are added tothe Quorum deck of the coregame. The President may usethese cards to help augmentthe humans resources andfend off threats fr om theCylon forces.

    S uper Cr is is C ar d sThese cards are added to t hecore games Super Crisis deck.They represent extr emelychallenging situations playersmust face, including some thatforce devastat ing decisions on

    the humans.

    Pr es id en t a n d A d mir a lTit l e Ca r d sWhen using the New CapricaObjective Card, replace theTitle Cards from the coregame with these cards. Thenew Title Cards are givento the players who hold thecorr esponding title, and theyinclude abilities specific tothe New Caprica phase of thegame (see page 13).

    In l t r at io nRef er en c eCar dThis reference card is usedby a Cylon Leader when he isInfiltrating the human fleet.

    P o l it ic s , L e ad er s h ip,Ta c t ic s , Pil o t in g , a n dEn g in eer in g Sk il l Ca r d sThese new cards, five for eachdeck, augment t he existing Skill

    Card decks with excit ing newabilities. There are also sevenreplacement InvestigativeCommit tee Politics Skill Cardsfor the Politics deck (see page 6).

    Sympathetic Agenda Cards

    Hostile Agenda Cards

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    Tr eac h er yS k il l Car d sThis new skill type providespowerful new abilities for Cylonplayers and adds a constantmenace to every skill check.

    D es t in at io nCar d sThese cards are mixed into theexisting Destination deck, andprovide new locations for t hehuman fleet to discover.

    N ew Capr icaObj ec t iv e Car dThis card replaces the KobolObjective Card found in the basegame. The New Caprica ObjectiveCard is designed to only be usedin conjunction with t he otherPegasus expansion components,such as the Pegasus game boardand Treachery Cards.

    Pl as t ic B as es t a r sThese sculpted plastic basestarsreplace the basestar t okensfound in the core game. Whenthe basestar is damaged, simplyplace the basestar damage tokenadjacent to it on the game board.

    Pegas us Ex pans ion I c o nAll cards in this expansion are marked with the Pegasus expansion icon on their fr ont, to allow easy distinct ion fromthe core game of Batt lestar Galact ica: t he Boar d Game .

    The Pegasus Expansion Icon

    A s s embl e t h eB as es t a r s

    The two plastic basestars are packaged in the Pegasusexpansion as two separat e halves. To assemble them,gently snap the halves together as shown in the diagram.

    Once assembled, place the basestars adjacent to thegame board. The basestar models replace the basestartokens in the core Bat t lestar Galact ica game do notuse the basestar t okens in addition to the models.

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    E x pa n s io n S et u pBefore playing, set up the cor e game as normal while usingthe following instr uctions for incorporat ing the expansion.

    New Charact ers:1. Add the seven new character sheets tothe mix of available characters.

    Pegasus Game board:2. Place the Pegasus game board tothe right of t he core game board, lining up the bottom ofthe two boards.

    New Caprica Game boar d:3. Set the New Caprica gameboard aside. It will not be needed until t he New Capricaphase (see page 13). If you are not using the New CapricaObjective Card, return the New Caprica game board tothe box (see Selective Variants on page 18).

    Cylon Overlay:4. Place the Cylon Overlay over the Cylonlocations on the core game board.

    New Skill Cards:5. Add the new Politics, Leadership, Tact ics,Piloting, and Engineering Skill Cards to their respectivedecks. Remove the core games Investigative Commit teecards from the Politics Skill deck and return them to thebox. Shuffle the Treachery Skill Cards and place thembelow the area marked for t hem on the Pegasus gameboard. When creating a Destiny deck, include t wo Treacher y Cards, for a t otal of 12 car ds in the deck.

    New Crisis, Destinat ion, Quorum, and Super Crisis6.Cards: Shuffle the new Crisis, Destinat ion, Quorum, andSuper Crisis Cards into their r espective decks.

    New Loyalt y Cards:7. Add the new Loyalty Cards to theones provided in the core game. These will be used whenconstr ucting the Loyalty deck.

    New Caprica Crisis & Object ive Cards:8. Shuffle the NewCaprica Crisis Cards and set t hem aside. They will not beneeded until the New Caprica phase (see page 13). Placethe New Caprica Objective Card by the Destination deckand return the Kobol Objective Card to the box. (If youprefer to play with the Kobol Objective Card, see No NewCaprica on page 18.)

    Agenda Cards:9. Separate the Agenda Cards into theSympathetic and Hostile Agenda decks. (Using AgendaCards is descr ibed on page 10.) If you are playing a thr eeplayer game, do not use Cylon Leaders or t he Agendadecks.

    The Scar Token, Occupat ion Forces Tokens, and10.Pegasus Damage Tokens: Place these tokens adjacent tothe core game board. Keep the Pegasus damage tokensseparate from the Galactica damage tokens.

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    TimingIf two or more players wish to play a card at the sametime, (such as two players wishing to use differ ent SkillCard abilities befor e resolving a Skill check), the curr entplayer decides which player may play his card fir st. If a cardcannot be played as a result (for example if both car ds wereReckless see page 9), it is returned to the hand of the

    player who tried to play it.

    Revised L ine ofSucces s ion

    Should the President or Admiral be r evealed to be a Cylon, thehighest player in the line of succession for that t it le claims thetitle. In addition, if the Admiral (but not the President) is placedin the Brig, then the highest player in line claims the Admiraltitle. If an Admiral st ripped of his title later moves out of theBrig, he does not automat ically reclaim the ti t le . (Note thatwhen the Admiral is sent to Detent ion he retains his title.)

    Should the President or Admiral be executed (see page 12),the highest player in the line of succession (including the newcharacter r eplacing the executed character, if any) for t hattit le claims their t itle.

    If a new character is chosen after an execution that is higheron the line of succession than the current President or Admiral,the new character does not automatically gain that title.

    The orders of succession are:

    Admiral

    Helena Cain1.

    William Adama2.

    Saul Tigh3.

    Karl Helo Agathon4.

    Lee Apollo Adama5.

    Anastasia Dee Dualla6.

    Kara Starbuck Thrace7.

    Louanne Kat Katraine8.

    Sharon Boomer Valerii9.Chief Galen Tyrol10.

    Tom Zarek11.

    Ellen Tigh12.

    Gaius Baltar13.

    Laura Roslin14.

    President

    Laura Roslin1.

    Gaius Baltar2.

    Tom Zarek3.

    Ellen Tigh4.

    Lee Apollo Adama5.

    William Adama6.

    Karl Helo Agathon7.Chief Galen Tyrol8.

    Helena Cain9.

    Anastasia Dee Dualla10.

    Sharon Boomer Valerii11.

    Saul Tigh12.

    Kara Starbuck Thrace13.

    Louanne Kat Katraine14.

    Note that if the President is in the Brig, she keeps thePresident tit le and all associated abilities.

    Qu o r u m H a n dThe President has a maximum hand size of 10 Quorum Cards.At the end of any turn, if she has more than 10 Quorum Cardsin her hand, she must discar d Quorum Cards until she has 10.

    H a z ar d o us L o c at io n sLocations with a yellow-striped border are consideredhazardous. These locat ions include the Brig, Sickbay, theResurrection Ship, t he Medical Center, and Detention.Players may not move to a hazardous location as part oftheir normal movement. They may only move to a hazardouslocation when a card or effect sends them to it .

    Example of a Hazardous Location

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    H o w To Us e Th isExpans ionThis sect ion describes in detail how to use all of the newcomponent t ypes and new game rules. It is important to notethat all of the rules in this section should be used when usingthe Pegasus expansion. Many of the components and rules

    in this section rely on one another to function correctly. Forrules on using selective components see Select ive Variantson page 18.

    P egas us Game Bo a r dThe four locations on the Pegasus game board are nowavailable for humans to visit and use, and collectively theygive the humans several powerful new options. Pegasus is aseparate ship, similar to Colonial One , and characters mustdiscard one Skill Card to t ravel bet ween ships (see page 10of the core game rules).

    Characters piloting vipers may move to Pegasus bydiscarding one Skill Card and moving their viper to thereserves, just like moving to Galactica or Colonial One .

    Damaging and Dest roying Pegasus

    Pegasus locations, like Galactica locations, may be damagedby Cylon attacks, and follow similar r ules for damage andrepair. Each time Galactica would be damaged, the curr entplayer may choose to draw a Pegasus damage t okeninstead of a Galactica damage token. These tokens behaveidentically to Galactica damage tokens, except that theydepict Pegasus locations.

    If all four Pegasus locations have a damage token on them atthe same time, Pegasus is destr oyed. Move all charact erson Pegasus to Sickbay, and characters may not move toPegasus for the rest of the game.

    Rev is ed C y l o n L o c at io n sThis expansion includes revised Cylon locat ions depicted on

    a punchboard overlay. These locat ions replace the existingCylon locations from the core game. Pay careful at tentionto how these locat ions have changed (for example, theResurr ection Ship is now a Hazardous locat ion).

    S k il l Ca r d sNew Abilities

    This expansion includes new Skill Cards for each Skill type, aswell as a new Skill type: Treachery. There are a variet y of newSkill Card abilities, some of which are actions while othersare t riggered effect s similar t o those found in the core game.

    There are, however, some new game concepts introduced onthese cards that are described below:

    Movement powers are abilities that a player may useduring the Movement step of his turn in lieu of moving. Aplayer may either move or use a Movement ability during hisMovement st ep, but not both. Note that a player may notuse a Movement ability when he is allowed to move duringsomeone elses turn (such as when he has been targeted byan Executive Order Skill Card).

    Example: Beth, a human player, chooses to not leave her location during her Movement step and instead plays a Crit ical Situat ion Tactics Card. She may not move or play any additional Skill Cards with Movement powers this turn.

    Reckless Skill Cards are played before any cards are addedto a Skill check. They represent an effor t to cut cornersor make sacrifices to help resolve the challenge. Only 1Reckless Skill Card may be played for each Skill check .

    When a Reckless Skill Card is played, the current Skill checkis considered Reckless. Some Treachery Cards have effect sthat are tr iggered when they are revealed in a Reckless Skillcheck (see page 10).

    Example: Carlos, a human player, has decided a Skill check is import ant enough to t ake some risks, so before any cards are added, he plays the Jur y Rigged Engineering Card. The card reduces the difficulty of the check by 4, but makes it a Reckless Skill Check. No fur ther Skill Cards with Reckless

    effects may be played to affect this Skill Check.

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    Reckless Skill Check abilities appear only on Treachery Cards,and are tr iggered when revealed as part of a Skill check thathas been made Reckless through the use of a Reckless SkillCard. Unlike other Skill Cards, Reckless Skill Check card text isnot ignored during a Skill check.

    The effects of these cards are triggered regardless ofwhether they were played by a human player, Cylon player, or

    were simply added from the Dest iny deck.

    Example: Aft er Carlos has made a Skill Check Reckless by playing his Jury Rigged card, it is discovered that 2 Broadcast Location cards have been played into the Skill check. Each Reckless Skill Check abilit y is triggered only once in a Skill check, so 1 basestar is placed in front of Galactica and 1 civilian ship is placed behind Galact ica.

    Note that any card that has a Skill Check Ability icon nextto its strength number has an ability that is only resolvedwhen it is included in a Skill check (in addition to its strengthcounting in the Skill check).

    The Skill Check Abilit y Icon

    Treachery

    Treachery is a new Skill type, represent ing nefarious andunderhanded tactics. Unlike other Skill types, it is primarilyused by Cylon players.

    Text abilit ies on Treachery Cards may not be used byhuman players. These abilities may only be used by Cylonplayers. (Note, however, that Reckless Skill Check powers onTreachery Cards will take effect r egardless of who playedthem, see above.) This is an exception from the normal r ulesgoverning revealed Cylon players (who normally may not

    use abilities fr om Skill Cards), and makes Treachery a highlydesirable Skill type for Cylon players.

    Treachery Cards range in value fr om 1 to 3. Unless otherwisespecified, Treacher y is counted as a negat ive in all Skillchecks. A human player should be wary of drawing Treachery

    other humans will almost certainly accuse him of being aCylon if he does so voluntar ily! Treachery Skill Cards do countas positive strength when activating either the Airlock orResistance HQ locat ions (as noted on these locat ions).

    When players choose Skill Cards to discard, they may selectTreachery Cards, but should be careful. A Cylon player mayplay Sabotage, a Treachery Card that will damage Galactica when played immediately after a human player discards aTreachery Card.

    Finally, it is important to remember t hat t wo TreacheryCards are added when creat ing a Dest iny deck (for a total of

    12 cards in the deck).

    Cy l o n L ead er sThree of the characters included in this expansion are CylonLeaders, a new type of character t hat begins the game as arevealed Cylon. Cylon Leaders have powerful abilit ies and offera fun and unique gameplay experience. However, their Agendasmake them more challenging to play than other characters.

    These characters are recommended for experienced playersonly. Cylon Leaders follow all the normal r ules for revealedCylons, except as noted in this section.

    Choosing a Cylon Leader

    At t he beginning of the game, up to one player may choose toplay as a Cylon Leader. Cylon Leaders may not be used in at hree player game.

    As long as these restrict ions are followed, any player maychoose to play as a Cylon Leader. If mor e than one playerwants to play as a Cylon Leader, priority goes to the playerwho chooses his character first.

    Agenda Cards

    When a player chooses to play a Cylon Leader, he receivesan Agenda Card instead of a Loyalty Card. When the otherplayers are being dealt Loyalty Cards during setup, he drawsone Agenda Card from either t he Hostile Agenda deck (whenplaying a five-player game) or the Sympathetic Agenda deck(when playing a four or six-player game).

    The Sympathetic Agenda deck is more likely to be favorable tothe human team, and the Hostile Agenda deck is more likely to beunfavorable to the human team. See Creating the Loyalty Deck

    in Games with a Cylon Leader on page 11 for more information.

    The Agenda Card details unique vict ory conditions for t heCylon Leader, All condit ions listed on the card must bemet in order for the Cylon Leader t o win . Note that CylonLeaders may win with the humans or the Cylons, as specifiedby their Agenda Card. However, Cylon Leaders ar e consideredrevealed Cylon players unless Infilt rating (see next page).

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    Under no circumstances should a Cylon Leader ever revealhis Agenda Card during t he game. He may claim to be t ryingto help either Cylon players or human players (although heis not obliged to t ell the tr uth). Any other information on theAgenda Card may not be discussed.

    Playing a Cylon Leader

    Cylon Leaders follow all r ules for revealed Cylons, except asnoted here:

    Cylon Leaders have a Skill set, and must draw their Skill Cardsfrom within their Skill set. At the star t of the game, CylonLeaders draw only two Skill Cards, not three.

    The abilities (including the negative ability) print ed on a CylonLeaders character sheet are always in effect. Cylon Leadersmay use action-abilities printed on their charact er sheet,instead of using the action listed on their current location (oran Action on a Treachery Card.)

    Infiltrating

    A Cylon Leader may Infilt rate the humans by using the r evisedHuman Fleet location. When a Cylon Leader Infiltrates,he may move from the Human Fleet location to anyGalactica location. When Infiltrating, a Cylon Leader followsthese special rules, which are summarized on the InfiltrateReference Card:

    While Infiltrating, a Cylon Leader is t reated as a humanplayer , except as noted below. He may move to any locationavailable to human players, and may not move to Cylonlocations (as long as he remains Infilt rating). This means thata Cylon Leader draws a Crisis Card at the end of his turn,cannot use the text abilities of Treachery Cards, and can usethe text abilities of other Skill Cards.

    An Infiltrating Cylon Leader (Infiltrator) may draw oneextr a Skill Card (from within his Skill set) during his ReceiveSkills step (for a total of three cards instead of two). Thisadditional card may be of a type that he has already drawn.

    An Infiltrator may never become President or Admiral.

    An Infilt rator may play a maximum of two Skill Cards intoeach Skill check. (An Infilt rator in the Brig may only playone Skill Card into each Skill check.)

    An Infiltrator still wins or loses as determined by hisAgenda Card; they do not necessarily win or lose with thehuman team.

    A Cylon Leader may always return to the ResurrectionShip as an act ion. When using this act ion in the Brigor in Detent ion, he must t hen discard all but threeSkill Cards f rom his hand (of his choice). If a CylonLeader returns to the Resurrection Ship for any reason(including being executed), he is no longer Infiltrating.

    Cr eat in g Th eL o ya l t y D ec k

    in Games wit h aCy l o n L ea d er

    When building the Loyalty deck in a game wit h a CylonLeader, use the following mix of cards inst ead of themixes found under st ep 2 of the Creating the LoyaltyDeck section of the core game rules.

    Three Players : Cylon Leaders ar e not available in a threeplayer game.

    Four Players : Create a six-card deck consisting of:1x You Are a Cylon car d5x You Are Not a Cylon cardsDeal one random Sympathetic Agenda Card to theCylon Leader.

    Five Players : Create an eight-card deck consist ing of:1x You Are a Cylon car d7x You Are Not a Cylon cardsDeal one random Host ile Agenda Card to the Cylon Leader.

    Six Players : Create a 10-card deck consisting of:2x You Are a Cylon cards8x You Are Not a Cylon cardsDeal one random Sympathetic Agenda Card to theCylon Leader.

    Important Notes: Remember to add one extra You AreNot a Cylon card for each Gaius Baltar or SharonValerii charact er playing before shuffling and distributingthe Loyalty Cards.

    If a Cylon Leader is in play, do not use t he You are aSympathizer Card, regardless of the number of players.

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    E x ec u t io nThere are various effect s in this expansion that will resultin the execut ion of a character, most notably the Airlocklocation on Pegasus . Being executed is extremely unpleasantand should be avoided at all costs. If too many humans areexecuted, the fleets morale will plummet, so players shouldonly execute their fellows when they are sure a player is

    secretly a Cylon!

    When a charact er is executed, the player contr olling thatcharacter performs the following steps.

    Discard Cards:1. He discards his hand of Skill Cards.(Quorum Cards in his hand are unaffected.) He alsodiscards any Quorum Cards played on his character (forexample the Assign Mission Specialist Quorum card).

    Prove Loyalt y:2. If one or more of the players Loyalty Cardsis a You Are a Cylon card, he reveals one You Are aCylon card and gives all his remaining facedown Loyalty

    Cards to a human player of his choice. (The player does nottake the Act ion on his You Are a Cylon Loyalt y Card.) Hethen proceeds to step 4, Cylon.

    If all of the players Loyalt y Cards are You Are Not a Cyloncards, he reveals all of them and proceeds to st ep 3,Human. (If a player is a Cylon Leader, he has no LoyaltyCards to reveal, but instead proceed to step 4, Cylon. Hedoes not r eveal his Agenda Card .)

    Human:3.

    Lose 1 morale.A.

    The player r eturns his character sheet and token toB.the game box this character may no longer be usedduring the game.

    If Sharon Boomer Valerii is executed before theC.Sleeper phase, immediately deal a new card from theLoyalty deck to her player.

    The player then chooses a new character, placing thatD.character in his st arting location. He may choose anycharacter without regard to character type, excludingCylon Leaders (however, the player should consider theidentities of known humans and suspected Cylons whenselect ing his charact er).

    If the player has already used his characters once-per-

    game ability, the new characters once-per-game abilitywill not be available for use. Each player only gets to useone once-per-game ability, regardless of t he number ofcharacters he plays.

    Cylon:4.

    Move to the Resurrection Ship Cylon location.A.

    Follow the normal procedure for a revealed Cylon, butB.do not draw a Super Cr isis Card .

    If a human is executed and there are no available charactersleft to be selected, then the humans immediately lose the game.

    If the Admiral or President is executed, the title will changehands after the new character is selected. See the RevisedLine of Succession section on page 8 for mor e informat ion.

    Example: Aarons character has been executed. He immediately

    discards all of his Skill Cards. Since one of his Loyalty Cards is a You Are a Cylon card he reveals it, but keeps his other Loyalty Card facedown. Aaron chooses a human player, Carlos, and gives him the remaining facedown Loyalty Card.

    Since he was not r evealed to be a human, no morale is lost and no new charact er is chosen. Aaron moves his charact er to the Resurrection Ship location, but does not draw a Super Crisis Card.

    Rules for Selecting SpecificCharacters after an Execution

    Sharon Boomer Valerii, Karl Helo Agathon, Lee ApolloAdama, and Gaius Baltar all have unique rules that complicatetheir selection as charact ers after an execution as follows.

    Sharon Boomer Valerii

    If Sharon Boomer Valerii is selected as a new characterbefore the Sleeper phase, shuffle one You are Not a CylonLoyalty Card into the Loyalty deck.

    If selected after the Sleeper phase, she is immediately placedin the Brig. (If the character she is replacing was executedon a New Caprica location, send her to Detention instead.)

    Karl Helo Agathon

    If Karl Helo Agathon is selected, he will count as strandedduring his players next turn, even if its not the first t urn ofthe game.

    Lee Apollo Adama

    If Lee Apollo Adama is selected as a new charact er,immediately launch a viper and place him in it as a pilot. Ifthere are no vipers available in the reserves, he is insteadplaced on the Hangar Deck.

    Gaius Baltar

    If Gaius Baltar is selected as a new charact er before theSleeper phase, immediat ely add one You Are Not a Cyloncard to the Loyalty deck, shuffle it , and deal one Loyalty Cardto his player.

    If Gaius Baltar is selected as a new charact er after t heSleeper phase, he may not use his Cylon Detector ability.

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    New Caprica Locations

    There are six New Caprica locations pr inted on the NewCaprica game board. The following special rules apply to theMedical Center and Detention.

    Until Galactica returns to orbit, when a character wouldbe sent to the Resurrection Ship (either due to revealing

    himself as a Cylon or being executed), he is instead sentto the Medical Center. After Galactica returns to orbit,characters are sent t o the Resurrection Ship as normal.

    Any effect that would send a character on a New Capricalocation to the Brig sends them to Detention instead.

    Any character ability that applies to the Brig appliesinstead to Detent ion while that character is on a NewCaprica location.

    While the President is on a New Caprica location, anyQuorum Card effects that apply to the Brig apply toDetent ion instead. (Note that, as stated on the newPresident Title Card, when the President plays a QuorumCard while on a New Caprica locat ion, she rolls a die. If 3or less, she is sent to Detention.)

    As is the case with the Brig, players may not use thereveal actions on Loyalty Cards while in Detention.

    When the Admiral is sent to Detent ion, he retains hisAdmiral title card.

    Cylon players cannot be sent to Detention.

    Human Action and Cylon Action Locat ions

    Some locations on New Caprica have actions listed asHuman Action or Cylon Action. Only a human player mayuse a Human Act ion abilit y. Only a Cylon player may use aCylon Action ability. (For clar ification on the different t ypes ofplayers, see Cylon Players and Human Players on page 7.)

    Attacking Occupation Forces

    A human player on New Caprica may always use an action toattack occupation forces (see page 15) in his locat ion. To doso, he rolls a die. If the result is a 5 or higher, the att ack is asuccess and one occupation forces token in that location isremoved from the board. The human player may also discard aMaximum Firepower Skill Card t o reroll the die. (Note that if a

    Strategic Planning Tactics Card has been played on this roll,the reroll also receives +2 to its result.)

    Example: Beth, a human player, has moved her character to the Breeders Canyon location to destroy the occupation forces located there. As her Action she attacks and rolls a die. Her r esult is a 2, which fails to destroy the occupation forces. However she discards a Maximum Firepower Piloting Card to roll again. The second result is a 4, which also fails.

    Detaining a Human

    If a Cylon players character is in the same location as a humancharacter and an occupation forces token (see page 15), hemay use an action to attempt t o detain that human. To do so,the Cylon player rolls a die. If the result is a 1-3, the human ismoved to the Detention. If the result is a 4-7, the human ismoved to Medical Center.

    Example: Aaron is a Cylon player, and on his turn he moves his character to the Breeders Canyon location. Since there is both an occupation forces token and Beths human character also in this location, he may use his Action to detain the human. He rolls a die and gets a result of 6. Beths character is sent to the Medical Center.

    New Caprica Crisis Cards

    During a players Crisis st ep in the New Caprica phase, hedraws fr om the New Caprica Crisis deck instead of thenormal Crisis deck. New Caprica crises are resolved in thesame manner as normal crises, with a number of exceptionsand special rules as listed in this section.

    Any game effect that targets the Crisis Deck also affect theNew Caprica Crisis Deck (for example, the Launch ScoutTactics Card).

    Cylon Ship and Occupat ion Forces Icons

    Until the Galactica returns to orbit (see page 17), all Cylonship activation icons are ignored . During the New Capricaphase, however, occupation forces are activated by theoccupation forces icon (see page 15).

    Activate Occupation Forces Icon

    Note the activate heavy raiders and centurions icons do notactivate occupation for ces, and occupation forces icons donot activate centur ions on the Boarding Par ty track.

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    Activating Occupat ion Forces

    Occupation forces tokens represent the Cylons armedcenturion patrols.

    Occupation forces tokens are activated during the ActivateCylon Ships step by New Caprica Crisis Cards (see previouspage) or by the Occupation Authority location. Each time

    they are activated, each occupation forces token is movedone space to the right following the tr ack along the bot tom ofthe board.

    If an occupation forces token on the Shipyard location isactivated, remove it fr om the game board and destroy thecivilian ship on the top of the Locked Civilian Ships box. If theLocked Civilian Ships stack is empty, destr oy the civilian shipon top of the Prepared Civilian Ships stack. If both st acks areempty, no civilian ship is destroyed.

    If there are no occupation forces t okens on the gameboard when occupation forces are activated, place one onthe Occupation Authority location. Note that occupationforces tokens are subject to the same rules of componentlimitat ions as all other tokens in the game. If there are notenough tokens to place more occupation forces, no newtokens are placed.

    E x a mpl e o f A c t ivat in gOc c u pat io n F o r c es

    During the Activate Cylon Ships step, occupation1.forces are activated.

    Each occupation forces token is moved to the next2.location to the right.

    The occupation forces token on the Shipyard location3.is activated. It is r emoved from t he board and thecivilian ship on top of the Locked Civilian Ships stackis destroyed.

    The dest royed civilian ship is flipped over. The4.resources listed on its face are lost and the tokenis removed from the game.

    Durin th Act ivat e Cylon Sh ips step , oc upa tion.1. orc s t vat e ..

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    11

    Preparing for Jump and EvacuatingCivilian Ships

    New Caprica Crisis Cards have two icons used during thePrepare for Jump step, the evacuation icon and the preparefor jump icon.

    Evacuation Icon and the Prepare for Jump Icon.

    Until Galactica returns to orbit, disregard the evacuation icon.However, use the prepare for jump icon as normal. Once thefleet marker r eaches the Auto Jump space of t he JumpPreparation track, Galactica ret urns to orbit . During thePrepare for Jump step of every subsequent New CapricaCrisis Card, when an evacuation icon appears, the currentplayer takes one civilian ship from the top of t he PreparedCivilian Ships stack and moves it to any space area with aviper launch icon. If the Prepared Civilian Ships stack is empty,ignore the evacuation icon. Once Galactica has returned toorbit , the Jump Preparation t rack will no longer be used andthe jump icons may be ignored.

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    Prepared Civilian Ships andLocked Civilian Ships

    The New Caprica phase star ts with the civilian ships stackedon the Locked Civilian Ships box. When a player preparesa civilian ship, he moves the ship on the top of the LockedCivilian Ship stack to the bottom of the Prepared CivilianShips stack.

    Ships stacked on the Prepared Civilians Ships box may onlybe evacuated (moved to a space area with a viper launch iconon the Galact ica board) once Galactica has returned to orbit.

    From that point on, any time a civilian ship is evacuated, thecurrent player moves the top ship on the Prepared CivilianShips stack to a space area with a viper launch icon.

    When the Admiral ends the game (by using the action onthe new Admiral Title Card), any civilian ships in either thePrepared Civilian Ships box or the Locked Civilian Ships boxare destroyed.

    Before Galact ica Returns to Orbit

    During the New Caprica phase, ignore any effect t hat wouldplace, destroy, or move ships in any space area aroundGalactica or centurions on the Boarding Party tr ack, untilthe Galactica returns to orbit (see page 17). Additionally,locations on Galactica and Pegasus may neither be damagednor repaired until Galactica returns to orbit. After Galactica returns, however, this rule is suspended and the normal rulesagain apply.

    Raptors may still be risked as normal throughout the NewCaprica phase.

    If a new character is introduced to the game as a resultof an execution before Galactica returns to orbit, use theResistance HQ location instead of the characters normalstar ting location.

    Pr epa r in g an dE va c u at in g

    Civ i l i a n S h ips

    Civilian Ships begin the New Caprica phase stacked on1.the Locked Civilian Ships box.

    When a civilian ship is prepared, move it fr om the top2.of the Locked Civilian Ships stack to the bott om of thePrepared Civilian Ships stack.

    Civilian ships may only be evacuated after3. Galactica has returned to orbit (see next page). When a civilianship is evacuated, the current player moves thecivilian ship on the top of the Prepared Civilian Shipsstack to a space area with a viper launch icon.

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    Galact ica Returns to Orbit

    Once the fleet marker has reached the Auto Jump space ofthe Jump Preparation track, Galactica jumps into orbit andthe final evacuation of New Caprica begins.

    Once Galactica reaches orbit , do the following, in order:

    Place a basestar and four r aiders in each of the two space1.areas above Galactica (adjacent to its starboard side).

    Launch 2 vipers into2. each space area containing a viperlaunch icon.

    From this point forward, Cylon ship act ivation icons are nolonger ignored.

    When an evacuation icon is revealed, the current playermoves one civilian ship from the Prepared Civilian Ships stackto any space area with a viper launch icon.

    Humans may now move between New Caprica and Galactica (or Pegasus ) by discarding one Skill Card. Cylons may movebetween New Caprica and the Cylon locat ions by discardingone Skill Card.

    At any point aft er Galacticas return, the Admiral may, asan action, order Galactica to leave. This ends the game (seeWinning the Game to the right).

    Winning the Game

    Once the Admiral has ordered Galactica to leave and endedthe game, destr oy all civilian ships st ill on New Caprica, andexecute any human players st ill on a New Caprica location. Ifafter resolving those losses, no resource has been reducedto 0 or lower, the humans win the game!

    If any resource has been reduced to 0 or lower, or at leastsix locations on Galactica (not including locations on Pegasus )have been damaged, or a centurion has reached the end ofthe Boarding Party track, the Cylons win the game!

    After t his has been resolved, the Cylon Leader reveals hisAgenda card to see if he can claim victor y as well!

    Example: Deirdre is playing a Cylon Leader with the Join the Colonials Sympathetic Agenda Card. According to the card,Deirdre wins if the humans have won and her character is Infiltrating at the end of the game (and not in either the Brig or Detention).

    The Admiral orders t he Galactica to leave after it has returned to orbit , ending the game. No human characters were left on a New Caprica location, but one civilian ship was left on the Prepared Civilian Ships box. When it is destroyed,the humans lose 2 population, reducing the resource to zero.The Cylons have won. Deirdres character is Infiltrating in the Armory, but since the humans did not win, Deirdre has also lost.

    yo e won. e r re s c ara c er s n ra ng n the A y, bu t sinc e the hu ma ns d id n ot w in , Deir dr e has also los .

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    Game Var ian t sHere are some variations on the rules that modify the gameto provide a different play experience. Before each game, theplayers should decide as a group if they would like to use oneof the following variants, or a combination of several.

    S el ec t iv e Va r ia n t sMany of the new characters and Crisis, Skill, and DestinationCards assume players are playing with Treachery Cards, thenew Cylon locat ions, and the Pegasus game board. It is notrecommended to use any elements of this expansion withoutusing all the new Crisis, Skill, Destination, and TreacheryCards, new Cylon locat ions, and the Pegasus game board. Thefollowing two variants are for players who prefer not to playwith the New Caprica Objective Card or Cylon Leaders.

    No New Caprica

    If the group elect s to not play with New Caprica, simply playwith the Kobol Objective Card (as if playing the core game).Leave the New Caprica game board, New Caprica CrisisCards, and occupation forces tokens in the game box.

    No Cylon Leaders

    If the group elect s to not play with a Cylon Leader, or if no onechooses a Cylon Leader during character select ion, ret urnthe Cylon Leader character sheets and the Agenda decks tothe game box. The Loyalty deck is then built according to therules in the core game.

    S y mpat h et ic C y l o nWhen constructing a Loyalty deck that would include theYou Are a Sympathizer card, instead add the You Are aSympathetic Cylon card. When a human player r eceives thiscard during the Sleeper phase, he must immediately reveal it.However, rather than following normal Sympathizer rules, thisplayer becomes a revealed Cylon and draws an Agenda from

    the Sympathetic Agenda deck. All conditions on the card mustbe met for the Sympathetic Cylon to win.

    The Sympathetic Cylon does not r eceive a Super Crisis Card,but may Infiltrate from the Human Fleet location as if he werea Cylon Leader. When Infiltrating, a Sympathetic Cylon does nothave a Skill set. During his Receive Skills step (while Infiltrating),he draws three Skill Cards of any type, but each card mustcome from a different Skill type. He may draw no more thanone Skill Card of any type during his Receive Skills step.

    Seven P l ayer GameTo play a seven player game, one player must play a CylonLeader. Construct a twelve-card Loyalty deck made up of 2You Are a Cylon cards and 10 You Are Not a Cylon cards.Deal the Cylon Leader one random Hostile Agenda Card.When using this variant, each player should anticipate alonger wait bet ween his turns.

    ComponentCl a r i c at io n sResist ance Bombing New Caprica Crisis Card : RevealedCylons may not ignore the execution effect on this Crisis Card.

    Gas Cloud Destinat ion Card: If drawing this Destinationcard brings the game to the New Caprica phase, the Admiralexamines the New Caprica Crisis deck instead of the normalCrisis deck.

    Louanne Kat Katraines Stim Junkie ability does not moveher t o Sickbay if she is in the Brig.

    Fr eq uen t l yOv er l o o k ed Rul es

    The President has a maximum hand size of 10 QuorumCards. At t he end of any turn, if she has more than 10Quorum Cards, she must discard Quorum Cards until shehas 10.

    Players may not choose to move their characters to anyHazardous location through normal movement. They mayonly be moved to these locations by game effects.

    A player may only use a Movement ability on his tur n (notwhen allowed to move during another players turn, as withan Executive Order Skill Card). A player may either moveor use a Movement ability during his Movement step, butnot both. He may not use more than one Movement abilit yper t urn.

    When a Cylon player r eveals himself, he gives all of hisfacedown Loyalty Cards to one human player of his choice

    (do this before the End Turn step of revealing himself).When a player is r evealed as a Cylon as a result of beingexecuted, he does not receive a Super Crisis Card.

    When a Cylon player draws Skill Cards, he may not drawmore than one card from each Skill type.

    During the New Caprica phase, players may no longermove to Colonial One , even after Galactica returns to orbit.

    Two Treachery Skill Cards ar e added to t he Destiny Deckeach time it is built.

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    Cr ed it sBatt lestar Galactica: the Board Game Design:Corey Konieczka

    Expansion Design and Development : Corey Konieczka,Daniel Lovat Clark, and Tim Uren

    Edit ing: Sam Stewart

    Graphic Design: Andrew Metal Navaro andBrian Schomburg

    Cover Composit ion: Brian Schomburg

    Sculpt Direction: Zo Robinson

    Art work Provided by: NBC Universal

    Product ion Manager: Gabe Laulunen

    Publisher: Christ ian T. Petersen

    NBC Universal Consumer Pr oducts: Jessa Bouso, SteveCoulter, Kim Niemi, Mitch Steele, and Neysa Gordon

    Syfy: William Lee and Mozhgan Setoodeh

    Playtester Coordinator : Robert A. Kouba

    Playtesters: Megan Beaman, Fred Beukema, Rita Boersma,Bryan Bornmueller, Jamison Bruce, Kat Coughlan, Tod Gelle,Laura Gerald, J.R. Godwin, Just in Har tke, Sally Karkula, RobertA. Kouba, Eric Lang, Nels Lennes, Seniz Y. Lennes, the Lurkersin the Valley (Ed Browne, Meric England, Loren Overby, JeffPoff, Lisa Poff, and Vernon Wester), Andrew Metal Navaro,Jacob Overbo, Ruth Reimer, Zo Robinson, Brian Schomburg,Joseph Scrimshaw, Sara Scrimshaw, Sam Stewar t, JeremyStomberg, Katie Talmadge, Dominic Tauer, Amy Tucker, DylanC. Vidas, James Voelker, Jason Walden, and Jamie Zephyr

    Special Thanks t o: Blake Callaway, Maril Davis, Shelli Hill, JillJarosz, Klay Kaulbach, Loretta Kraft , William Lee, Tom Lieber,Ron Moore, Ann Morteo, Jerry Petr y, Ed Prince, Mat thewRumford, Chris Sanagustin, Adam Stotsky, Joy Tashjian,

    Stacey Ward

    We would also like to thank everyone at Syfy and NBC Universalfor not only creating the amazing universe of Battlestar Galactica , but also for giving us the opport unity to br ing all themagic of the series into the world of board gaming.

    Battlestar Galactica USA Cable Entertainment LLC. All Rights Reserved. Board game mechanics and rules Fantasy Flight Publishing. No par t of this product may be reproduced without specific permission. Fantasy Flight Games, and the FFG logo are trademarks of Fantasy Flight Publishing,Inc. Fantasy Flight Games is located at 1975 West County Road B2, Suite 1, Roseville, Minnesota, 55113, USA, and can be reached by telephone at 651-639-1905.

    Visit Us on the Web www.FantasyFlightGames.com

    IndexActivating Occupation Forces: page 15Agenda Cards: page 10Assemble the Basestars: page 5Component Breakdown: pages 25Component Clarifications: page 18Component List: page 2Creating The Loyalty Deck with a Cylon Leader: page 11Cylon Leaders: page 10Cylon Players: page 7Destroying Civilian Ships: page 7Execution: page 12Expansion Overview: page 2Frequently Overlooked Rules: page 18Galactica Returns to Orbit: page 17Game Variants: page 18Handing Off Excess Loyalt y Cards: page 7Hazardous Locations: page 8How to Use this Expansion: pages: 917Human Players: page 7Infiltrating: page 11Movement Abilit ies: page 9New Caprica Board Setup: page 13New Caprica Crisis Cards: page 14New Caprica Phase: page 1317Pegasus Game Board: page 9Pegasus Expansion Icon: page 5Preparing and Evacuating Civilian Ships: page 16Quorum Hand: page 8Reckless Abilit ies: page 9Reckless Skill Check Abilities: page 10Revealed Cylon Players: page 7

    Revised Cylon Locations: page 9Revised Line of Succession: page 8Rules Changes and Clar ificat ions: pages 78Setup: page 6Ships in Space Before Galactica Returns to Orbit: page 17Skill Cards: page 910Skill Check Abilit y Icon: page 10Timing: page 8Treachery Cards: page 10Winning the Game: page 17

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    Qu ic k R ef er en c eRev ea l ed as a C yl o n

    Discard:1. The player discards down to three Skill Cards (orto zero if he has been revealed as a result of execution). Healso discards any Quorum Cards played on his character.(If the player was President, the hand of Quorum Cards isnot discarded. It is given to the new President instead.)

    Lose Titles:2. If the player had any Title Cards, they are givento a different player (see Revised Line of Succession onpage 8).

    Resurrect:3. The player moves his character token to theCylon Resurr ect ion Ship location.Receive Super Crisis:4. The player receives one randomSuper Crisis Card. This card remains in his hand andmay be played by activating t he Caprica Cylon locat ion.If the player was revealed as a Cylon as a result of beingexecuted, he does not r eceive a Super Crisis Card.

    Pass Loyalt y Cards:5. The player gives all of his facedownLoyalty Cards to one human player of his choice.

    End Turn:6. The players turn ends. Note that a player whoreveals himself as a Cylon does not draw a Crisis Card atthe end of this turn, or any of his future turns.

    New Capr icaP h a s e S et u p

    Place New Caprica Game Board:1. Place the New Capricagame board to the right of the core game board, alignedwith the top edge of the Pegasus game board.Main Game Board:2. Leave any centurion tokens on theBoarding Par ty track in their curr ent position, as well asany Cylon ships placed in a space area by the DestinationCard. These will remain in place and are unaffected by anygame mechanic until Galactica returns to orbit.

    Move Humans:3. Human players move their characters toResistance HQ.

    Move Cylons:4. Cylon players move their characters toOccupation Authorit y.

    Move Civilians:5. Place all (non-destroyed) civilian ships,

    including any in space areas by the Destinat ion Card,in a st ack on the Locked Civilian Ships box next t o theShipyard location.

    Place t he New Caprica Crisis Deck:6. Shuffle the NewCaprica Crisis deck and place it by the game board. Returnthe normal Crisis deck to the box. It will not be used duringthe remainder of the game.

    Reset Fleet Marker:7. Place the fleet marker on the Startspace of the Jump Preparation track.

    On c e Ga l ac t ic aRet u r n s t o Or bit

    Place one basestar and four r aiders in1. each of thetwo space areas above Galactica (adjacent to itsstarboard side).

    Launch 2 vipers into2. each space area containing a viperlaunch icon.

    R es o l v in g a n E x ec u t io nDiscard Cards:1. The player whose character was executeddiscards his hand of Skill Cards. (Quorum Cards in hishand are unaffect ed.) He also discards any Quorum Cardsplayed on his character (for example the Assign MissionSpecialist Quorum card).

    Prove Loyalt y:2. If one or more of the players Loyalty Cardsis a You Are a Cylon car d, he reveals one You Are aCylon card and gives all his remaining facedown LoyaltyCard to a human player of his choice. (The player does not

    take the Action on his You Are a Cylon Loyalt y Card.) Hethen proceeds to step 4, Cylon.

    If all of the players Loyalty Cards are You Are Not a Cyloncards, he reveals all of them and proceeds to st ep 3,Human. (If a player is a Cylon Leader, he has no LoyaltyCards to reveal, but instead proceed to step 4, Cylon. Hedoes not r eveal his Agenda Card .)

    Human:3.

    Lose 1 morale.A.

    The player r eturns his charact er sheet and token toB.the game box this character may no longer be used

    during the game.If Sharon Boomer Valerii is executed before theC.Sleeper phase, immediately deal a new card from theLoyalty deck to her player.

    The player then chooses a new character, placing thatD.character in his st arting location. He may choose anycharacter without regard to character type, excludingCylon Leaders (however, the player should consider theidentities of known humans and suspected Cylons whenselect ing his charact er).

    If the player has already used his characters once-per-game ability, the new characters once-per-game abilitywill not be available for use. Each player only gets t o useone once-per-game ability, regardless of t he number ofcharacters he plays.

    Cylon:4.

    Move to the Resurr ection Ship Cylon location.A.

    Follow the normal procedure for a revealed Cylon, butB.do not draw a Super Crisis Card .