Having not had the chance to purchase the game, I do not have photos or the rules to use during this review. Still, there are no other reviews of this game, so I'm going to do my best to some the game up from memory (which is a bit fuzzy since we played until after 4am!) So, this won't be the best review of this of this game, nor will it be the most complete. And it may have a few mistakes in it, too. Regardless, I think it'll give people a decent idea of how the game works. For those wanting to skip to what I think of the game overall, scroll down to the bottom where my Final Thoughts section is located.
Components
The components of this game are not exactly the most exciting that I've seen. The game board has Galactica sitting in the middle of it, the president's ship up to the top (sorry, I haven't watched Battlestar since the Cylons were all metal toasters and Starbuck was still a man, so I'm not up to date on all the names here.) Surrounding Galactica are six space zones where space combat takes place.
The board also has a few other trackers for keeping tabs on how many cylon raiding parties have boardesd the ship and for how close Galactica is to being able to make a jump. And the board has a place for holding some of the cards used in the game. Finally, the board has four dials on it that keep track of Galactica's fuel, food, population, and morale.
Each of the ships has multiple spaces on it that allow each of the players to do various acts (such as launching vipers, firing Galactica's weapons, etc.) And there are four spaces for any of the cylons that have revealed themselves.
There are cardboard markers for each character that get placed in little plastic stands and also small round ones to mark when you're out flying in a viper.
Speaking of vipres, the only molded plastic bits are the ships. Well, most of the ships. The population ships are just cardboard markers. So are the battlestars.
There are also a few decks of cards. There's a small deck of cards for revealed cylons to use, a deck for the president to pull from, a deck of event cards, and a deck of skill cards. The skill cards are broken into 5 different stacks (politics, leadership, engineering, piloting, and tactics.) Each stack is colored differently on the front, but all share the same backing.
There are few other bits here and there, but that sums up most of them. Frankly, I wasn't overly impressed with the components. They're nice enough, but you're not getting the stuff you'll find in Descent or Starcraft here. And I really didn't care for all the photos used on the components. That's a personal thing, I just like drawn stuff more than photos. Regardless, the compoents work just fine for the game.
Game Play
The game starts by assigning various characters from the show to each of the people playing the game. Each has different characteristics and special abilities. Importantly, each draws cards from a limited selection of the skill decks at the start of the turns, this ends up becoming quite important.
After each person has been given their character they are given loyalty cards that let them know whether they are or are not a cylon. Depending on how many people are playing the game changes how many cylons are going to turn up during the game. Either way, cylons will show up in each game. That being said, an interesting feature of the game is that cylons might now show up during the begining of the game. Once the humans have gotten 1/2 towards winning the game a second batch of loyalty cards are handed out, which can cause people who thought they were playing humans all along to really be cylons. And one person will end up getting a sympathizer card that switches the player to be on whichever side is currently doing worse.
Once everyone has been given their starting skill cards and they know if they're human or not, the game starts up.
Each turn a player decides what action they want to take, which could be playing one of their skill cards or taking one of the actions printed out on the board. What happens here can be important, obviously, but when the game really gets interesting is after the player has taken whatever action (or actions, sometimes you take more than one.)
After a person has taken their actions they draw a card off the event deck. These events are never good for the humans. Sometimes they are just bad, sometimes they are devestating. There are two general types of events. Some event cards have the cylons showing up to attack Galactica. The humans can't stop that from happening (there is an exception to this, some players have special powers that can stop it. For example, Starbuck can allow a revealed event replaced with a new one.)
The other event cards are where the game really shines. The other set of events the humans might be able to avoid. These events have a difficulty level that, if the humans can meet, will cause them not to happen or sometimes will give a benefit to the humans. If they can't meet the difficulty then they will typically lose food, morale, population, fuel, some combination of those, will send players to the sickbay or the brig, or to lose skill cards.
One thing I forgot to mention above, a destiny deck is made by taking two cards from each of the skill decks and shuffling them together. Two cards are taken from this deck to seed the challenge pile with random cards.
When these events turn up each player, starting with the player to the left of the current player, can play any of their skill cards in hopes of countering the event or at least minimizing its effects. Each of the skill cards has a number printed on them (I saw from 1-5.)
Each challenge has a combination of colors that show what type of skill cards will help the humans out. For example, if the challenge has a red and green square on it then piloting and leadership (I think it's leadership, again doing this from memory here) will help the humans out. Going around the table, each player can choose to add cards to the challenge or to pass. Cylons, of course, will often try to hurt the humans out by either passing when they have helpful cards or putting in cards that don't match the challenge.
Once everyone has played skill cards, they are gathered up, shuffled, and revealed. Any cards matching the challenge are added up while any that don't match subtract from that value.
Once it's known if the challenge was passed the effects of the card are played out. After that you'll look to the bottom left of the card. It shows whether the cylon ships activate or if they attack Galactica. Cylons will move towards the closest population ships (clockwise if it's the same going either way around Galactica.) If the humans have launched any vipers they will stop the cylons from moving through a space, instead they will attack the humans. If there's nothing but population ships, however, they will destroy them causing the population dial to get bumped down by whatever amount is printed on the back of the ship's marker.
And after that you'll look to the bottom right to see if Galactica moves up the jump track. The jump track has six spots on it. There's a starting spot, two spots where Galactica cannot make a forced jump, two where it can, and one where it automatically jumps. Forcing a jump causes a loss of fuel, an automatic jump is free. When Galactica jumps any ships outisde of Galactica are removed from the board, which can be a life saver for the humans if there's a lot of population ships and cylons out.
Those are the basics of what takes place. Various skill cards can influence many things. For example, there is a declare an emergency card that can be played after its shown whether the humans passed a challenge or not. It reduces what was needed to pass the challenge by two. There are other cards that can allow other people to take two actions right away. Other cards benefit space fights by either giving extra attacks or forcing cylons to reroll when they've succeeded.
Final Thoughts
The challenge system is great. It is what makes the game so good. If only two non-matching skill cards show up during a challenge it leaves all the players trying to figure out if it was just plain bad luck from the destiny deck or if a cylon was out there that dropped in some cards to screw things up. It makes for a great meta-game. It's a perfect time to start throwing out accusations and to even throw people into the brig, which limits what they can do dramatically. Also, once a person's in the brig the only way out is through a challenge that they cylons can continue to screw up (I was told whoever is the president can get a pardon card that will let them out, but I didn't get a chance to look through the president's deck.)
Regardless, watching what cards show up, seeing who had the chance to get whatever color cards screwed things up, who played cards, etc. It leaves all the humans guessing about who they can trust (and having been a cylon in a demo game, it often leaves the cylon wondering if there's someone else out there working with them.)
When I first heard about the hidden cylons, etc., being in the game I immediately though it was going to just be a Shadows Over Camelot clone, a game I don't really care about. It's not. Not knowing what cards people are throwing in on the challenges, not knowing if the destiny cards screwed things up (although if three cards show up you'll know that there's a cylon out there.) Those things make things fun and makes this a game that I really, really enjoy.
In the end, this is a game that I will buy when I get the chance. I know it'll hit the table a lot.
And I do want to take a second to say thanks to Mike from Arizona (at least I think your name was Mike, if not well, it's the guy from Arizona that was originally from New Zealand) who let me play this game at GenCon.
Things I realized I forgot
The following is from a message I put together further down in this thread, but I realize that not everyone will read that far down. I've cut and pasted that message here for those who just want to stick with this review and not with things that followed it up:
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Most the questions that have been asked so far have been answered. Your first question, however, made me notice that I really lacked any description on how either side wins.
The humans win in they manage to make 8 jumps. Once they either force a jump (which anyone can do) or an automatic jump happens two cards are pulled off a deck (what it's called, I'm not sure, I'll just call it the jump deck). One of the players looks at two cards and picks one of them to play. Each contains events (from my recollection some are bad, but none of the ones I saw were that bad) and has a number on the bottom that shows how far of a jump is made. Once that totals to 8 then one final jump of any distance needs to be made and the humans win.
The cylons have a number of ways of winning. Running the humans out of food, population, morale, or fuel will do them in. Getting four cylons raiding parties onto Galactica will win the game for them. And destroying 6 parts of Galactica will also win the game for them (whenever the battlestars successfully hit Galactica it destroys one area of the ship, the area is randomly determined by flipping over a damage marker.)
Moving on to the sympathizer, that card must be immediately revealed. I'm not sure how to tell if the humans are losing, I think if any of the four dials are showing red numbers the humans are considered to be losing, but the sympathizer always went to the cylons in the games I played.
There are rules for what to do if one person ends up with the sympathizer and a you are a cylon card as well as what to do if one person ends up with two you are a cylon cards. I'm not certain of the rule for the earlier, but in the later situation the cylon can give one of his cards to another player to force them into being a cylon.
Someone expressed concern over the theme of the game. I've only seen the pilot episode of the new Battlestar series and I was bored to tears with it (I've heard it gets better, but meh.) And while the game does drip with theme that didn't detract from my enjoyment of the game. I couldn't care less about the theme here. Its the mechanics of the game that really drive the game and make it so enjoyable. Unlike Shadows where there's some chance that there won't be a traitor there's always going to be one or more in Battlestar. And unlike Shadows where the traitor has nothing to really cover up their acts, the destiny deck (which does get recreated if it runs out, I think that was answered earlier, but it may not have been) gives a great way of hiding whether the cylons are being played.
I don't care for Shadows much at all. And that's a theme that I typically would have enjoyed more.
Finally, as for the person who felt that their demo of the game wasn't done well, give the game a chance. The people demoing at Fantasy Flight were getting slammed with one demo after another with barely a break. I think they sometimes changed what game they were demoing with someone else. Regardless, given that amount of demoing I think it's a shame that you didn't get a great demo, but it is somewhat understandable. They're only human (and overwhelmed humans at that.) Anyhow, hopefully you'll get a chance to try it out because it really did suprise me about how good this game was.
Last edited on 2008-08-18 15:43:48 CST (Total Number of Edits: 1)


















































































































