Re: BSG V60b - Revelations: Alpha - West
Revelations skill cards
Quorum Debate (value 1-3, 1 copy each) wrote:
Play before strength is totaled in a skill check to draw one skill card of any color and put it in the skill check. Limit of 1 "Quorum Debate" per skill check.
Positive Spin (value 4-5, 1 copy each) wrote:
Play immediately after 1 or more resources are lost due to a Crisis. Draw 2 skill cards of your choice (it may come outside your skillset). Limit of 1 Positive Spin per turn.
Give the Order (value 1-3, 1 copy each) wrote:
Action: Activate an undamaged location you do not occupy. You may not use this while you are in the "Brig".
Action Stations (value 4-5, 1 copy each) wrote:
Action: Choose any two other players. They may each move their characters OR take 1 action. Only 1 "Action Stations", "Critical Situation" or "Executive Order" card may be used per turn.
Coordinate Defense (value 1-3, 1 copy each) wrote:
Action: Play when you are either in "Armory" or "Command" to activate that location twice. You may not use this card if that location is damaged. Limit of 1 "Coordinate Defense" per turn.
Mission Brief (value 4-5, 1 copy each) wrote:
Play before any die roll. You may reroll that die. You must use the new result. Limit of 1 "Mission Brief" card per die roll.
Fight or Flight (value 1-3, 1 copy each) wrote:
Play before raiders are activated. Activate an unmanned viper already in space. Limit of 1 "Fight or Flight" per raider activation.
Raptor Assault (value 4-5, 1 copy each) wrote:
Action: Risk 1 raptor to roll a die. If 4 or higher, choose a space area and destroy up to 3 raiders, 1 heavy raider or damage 1 basestar. Otherwise destroy 1 raptor.
Roll the Hard Six (value 1-2, 1 copy each, replaces Full Throttle) wrote:
Reckless. Play before cards are added to a Skill check. Roll a die, if 6 or higher destroy a centurion or damage a basestar. If the skill check passes, roll once more for the same results. These rolls cannot be modified.
Damage Control (value 1-3, 1 copy each) wrote:
Play when Galactica is damaged by a cylon ship or a Crisis Card effect, but before the damage token is drawn. Draw two and pick one to resolve.
Calculate Coordinates (value 4-5, 1 copy each) wrote:
Play after a destination card is selected. Discard that destination card and draw and resolve the next destination. Limit of 1 "Calculate Coordinates" per turn.
Seeds of Doubt (value 0, 3 copies) wrote:
Skill Check: This skill check is Reckless.
Broadcast Location (value 1, 6 copies) wrote:
Reckless Skill Check: Place 1 basestar in front of Galactica and 1 civilian ship behind Galactica. Place 3 raiders in front of Galactica instead if at Colony. Only 1 of this ability may be resolved in each Skill check.
By Your Command (value 1, 4 copies) wrote:
Reckless Skill Check: Raider. Heavy. Occupation. Defender. Ignore centurions. Only 1 of this ability may be resolved in each Skill check.
Betrayal From Within (value 1, 2 copies) wrote:
Reckless Skill Check: Place 1 centurion marker on the start of the Boarding Party Track. Only 1 of this ability may be resolved in each Skill Check
Price of Failure (value 2, 3 copies) wrote:
Skill Check: If the Skill Check is failed, current player must discard a random skill card. If the total strength is 0 or less, current player must discard 2 more skill cards. Only 1 of this ability may be resolved in each Skill Check.
Change of Command (value 3, 2 copies) wrote:
Play when Admiral title changes hand (except if caused by the Admiral revealing as a Cylon). Decrease morale by 1.
The Plan (value 4, 1 copy) wrote:
Action: Activate two different cylon locations. You don't have to occupy either.
Higher Power (value 1-2, 8/6 copies) wrote:
Skill Check: If this skill check is not reckless, all Faith cards in this skill check count as positive strength. Movement or Action: Draw 2 Treachery cards.
Touch their Souls (value 1-2, 1 copy each) wrote:
Movement or Action: Choose any other player (human or cylon) to discard 2 skill cards and then draws skill cards from a color of your choice. Treachery discarded this way does not add to Destiny deck. Draw another Faith card.
Guide them to their Destiny (value 1-3, 1 copy each) wrote:
Play before cards are added to a Skill Check. Examine the top two cards of Destiny deck.
Godsent (value 3-5, 4/2/1 copy) wrote:
Movement or Action: Move up to 3 raiders in one space sector to an adjacent space sector.
Blind Faith (value 3-5, 1 copy each) wrote:
Skill Check: Shuffle the cards played into this skill check together (including this one) and randomly discard one. Only 1 of this ability may be resolved in each Skill check.
Worthy of Survival (value 4-5, 1 copy each) wrote:
Reckless. Play after cards have been added to a Skill Check, but before revealing them. Choose a skill type that is not positive to make it count as positive strength.
Prayer Heard (value 0, 3 copies) wrote:
Skill Check: All players may draw 1 Faith skill card. Only 1 of this ability may be resolved in each Skill check.
Leap of Faith (value 6, 1 copy) wrote:
Action: Decrease the Jump preparation track by 2, or increase the Hand of Fate counter by 2 (if at Colony) to increase any one resource by 1.
Lampkin (Political Leader, 3Po 2L/T) wrote:
Courtroom Theatrics wrote:
During any Skill Checks on your turn, the highest value Treachery Card counts as positive.
Tested at Gunpoint wrote:
Action: Once per game, you may look at a random Loyalty Card of one character in the "Brig". You may then choose to move that character from the "Brig" to a location of their choice.
Whenever you and your turn in the same location as another character, you draw 1 Treachery card.
Starting Location: Administration
Elosha (Political Leader, 2Po 1L 1F) wrote:
Spiritual Advisor wrote:
On your turn, before making a skill check, you may look at the top 2 cards of Destiny deck and place them back on top. You may then choose to reshuffle the Destiny deck.
All This Has Happened Before wrote:
Action: Once per game, you may discard 3 random Skill Cards to look through the discarded Crisis Cards, choose 1 of them and place it back on top of the Crisis Deck.
Will Not Fight wrote:
You only draw 4 Skill Cards during your Receive Skills Step.
Starting Location: President's Office
Shaw (Military Leader, 1Po 2L 2T) wrote:
Necessary Action wrote:
Movement: Look at the top 3 Skill Cards of the Leadership or Tactics deck. You may discard a card from your hand to keep 1 and put the remaining cards to the bottom of the approriate deck.
Once per game, you may draw and and destroy 1 Civilian Ship to cancel the effects of a Crisis Card. Proceed to "Cylon Activation" step.
Authority Issues wrote:
You draw 2 Treachery Cards whenever you are the target of a Quorum or Skill Card effect.
Starting Location: Pegasus CIC or Command
Kelly (Military Leader, 3L 1T 1E) wrote:
Landing Signals Officer wrote:
Whenever a viper in space would be activated on your turn, you may move that viper to an adjacent space area immediately prior to activation.
Clash with Centurions wrote:
Action: Once per game, damage an occupied location on Galactica. Then you may destroy up to two centurions on the Boarding Party Track.
All skill check on your turn are resolved as Reckless, even if no Reckless cards are played.
Starting Location: Command
Racetrack (Pilot, 3T 2L/Pi) wrote:
Expert Raptor Pilot wrote:
Once per turn, whenever you risk a raptor, you may re-roll the die. You must use the new result.
Critical Discovery wrote:
Action: Once per game, look at the top 3 cards of the Destination deck, then place them on the top or bottom of the deck in any order, in any combination.
Whenever the President or Admiral reveals a "You are a Cylon" Loyalty card (except because an execution), you must move to the "Brig".
Starting Location: Hangar Deck
Hot Dog (Pilot, 2L 1T 2Pi) wrote:
Fast Fire wrote:
Once per turn, if you are piloting a viper and activate it to make an attack, you may attack again.
Weapons Free wrote:
Action: Once per game, if you are piloting a viper, you may activate your viper or use an action on a Piloting Skill Card from your hand up to 4 times in any combination.
First in Trouble wrote:
Raiders attack you before attacking any other vipers in your space area.
Starting Location: Armory
Hoshi (Support, 1L 3T 1L/E) wrote:
Comms Officer wrote:
Once per turn, when you activate the "Command" location, you activate 3 unmanned Vipers instead of 2.
Destined For Greatness wrote:
Once per game, if the current Admiral, CAG or President is sent to either the "Sickby" or "Brig" locations, you may take their title(s).
Burdens of Command wrote:
If you are the Admiral, CAG and/or President at the beginning of your turn, discard a random skill card or pass your title(s) to the character(s) next in the Line of Succession.
Starting Location: Communications
Laird (Support, 1L 1T 3E) wrote:
Engineering Designs wrote:
Draw a skill card whenever you play an Engineering skill card for its text.
Unconventional Deck Chief wrote:
Once per game, when a Galactica or Pegasus damage token is to be resolved, instead of resolving it you may pick a Galactica or Pegasus location to damage. (It can come from a different ship than originally assigned by the current player.)
Drafted into Service wrote:
You may never become the Admiral or the CAG.
Starting Location: Engine Room or Hangar Deck
Seelix (Support, 1L 2T 1E 1E/Pi) wrote:
Avionics Expert wrote:
Action: Once per turn, if you are in the "Hangar Deck" location, you may play a "Repair" Skill Card from your hand to repair up to 3 damaged vipers.
Break the Chains of Society wrote:
Movement or Action: Once per game, draw 6 Piloting or Engineering Skill Cards in any combination.
Knuckle Dragger wrote:
You may not launch yourself in a viper as long as there are any damaged vipers.
Starting Location: Hangar Deck
Cylon Civil War
Galactica can hit Rebel Basestar (with Weapons Control) on 5-8.
Revelations rule clarification wrote:
If the Intermediary is executed or reveals as a Cylon, a new Nomination process is held immediately after the executed player chooses a new character or is moved to the Resurrection Ship. Discard all Trust tokens at the time of the execution or reveal.
The Intermediary title cannot be passed to the next in the Line of Succession, as there is no such thing involved. Ignore any such effect (for example Haunted by the Past crisis card). If the Intermediary title is passed by any other mean (like the Presidential Order Quorum card), give all Trust tokens in the Intermediary’s possession to the player gaining the title.
Intermediary Title Card wrote:
At the beginning of your turn, if you are not in the Brig, draw one Trust token.
Action: Once per turn change the Condition Level of the Rebel Basestar to any setting, then take another action.
Rebel Basestar Board
Characters on this board gain the following ability: Movement or Action: T0, Move the Rebel Basestar to any space area.
Every attack against the Rebel Basestar has a -1 die roll modifier.
Whenever a civilian ship would be destroyed in a space area adjacent to the Rebel Basestar, the Intermediary may escort the civilian ship instead of destroying it to roll a die: on 4 or lower damage the Rebel Basestar.
Any player on the Rebel Basestar may use Evasive Maneuvers and Run Interference, as if the Rebel Basestar were a piloted viper.
Characters on this board gain the following ability: Movement or Action: T0, Move the Rebel Basestar to any adjacent space area.
Missile Batteries wrote:
Action: T2, roll a die: 1-3 Damage two vipers in your space area. 4-8: Destroy 4 raiders or 1 heavy raider or damage a basestar twice in your area, or damage Galactica.
Action: T+1, Move one Basestar or 3 Raiders in this area or any adjacent space area away one space area away from this space area.
Rebel Hybrid wrote:
Action: T3, Increase the Jump Preparation track.
Action: T1, Roll a die: 1-3 Damage the Rebel Hybrid. 4-8: You may look at the top 2 cards of the Crisis or Destination deck and place one on the top and one on the bottom.
Basestar Control wrote:
Acton: T+1, Escort up to 2 civilian ships in this space area.
Action: T+2, Discard a Skill Card to draw any 2 Skill Cards (they may come from outside of your skill set).
Meditation Chamber (Restricted) wrote:
You may only draw 2 Skill Cards during your Receive Skill Cards step.
Action: T0, Repair one location on the Rebel Basestar, then you may move to that location.
One - Reinforcements wrote:
When activating Cylon Fleet location, roll a die before activating cylon ships. If 6, or less place 3 raiders into any sector already containing cylon ships.
Two - Held for Mind Games wrote:
Action: Discard a skill card to move a human character off board. While not on the game board, he may not move, be moved or take actions. At the start of his next turn, that character may move to any Galactica location. You can only take each character once per game.
Three - Taking Charge wrote:
When activating Caprica, roll a die before drawing Crisis Cards. If 6, or less, draw 3 Crisis Cards instead.
Four - Cylon Doctor wrote:
After triggering the Fail effect of any Crisis, discard a random skill card from your hand to send the current player to Sickbay.
Five - Terrorist Bomber wrote:
When you reveal this power choose one Viper launch tube to damage. For the remainder of the game, Vipers cannot launch into that sector. If any effect would place vipers in both sectors, place all the vipers to be placed in the sector with the non-damaged tube. This damage cannot be repaired.
Six - Lies and Accusations wrote:
Action: Choose a character then fail this Skill Chec to send him to the "Brig". This skill check is reckless and no reckless interrupt can be played on it.
Eight - Pilot Training wrote:
Movement: Place a raider in any space sector not containing human ships and put the Model Eight token under it. Your ship is destroyed on a roll of 7-8, which sends you to the Resurrection Ship. If the fleet jumps while you are piloting, you are sent to Cylon Fleet. When you are piloting and raiders are activated, instead of activating your raider, up to twice a turn you take 2 actions. While piloting a raider, you gain the following abilities: Movement or Action: Move to an adjacent space sector. Action: Attack any human ship in your current space area with your raider or destroy a civilian ship or attack Galactica if no human ships are present. Movement: Remove your raider from the board and move to the Human Fleet location.
Battle of Colony
There is a new Cylon Victory condition: if Hand of Fate reaches 13, Cylons win.
Colony Cylon locations
AT1 - The Opera House - Action: Roll a die. If 6 or lower decrease either Food, Morale or Population.
AT2 - Colony Turret - Action: Roll a die. 4-7: Damage Galactica. 8: Damage any one Galactica locations.
AT3 - Communcation Node - Action: Place 3 raiders in any one sector OR remove 2 raiders from any one sector
not containing a viper to draw and destroy a civilian ship.
AT4 - Colony Defenses - Action: Target a human player on the same position as a defender, then roll a die. 1
-3: Target is sent to Sickbay, 4-6: Target must discard a random Skill Card.
AT5 - Cylon Command - Action: Activate all defenders OR if there are no humans on the same position as Hera,
move her one position to the right. If there are less than 3 defenders on the track, place one on position 5.
Battle of Colony - Cylons wrote:
Cylons gain the following actions:
Action: Discard any Skill Card to repair your current Colony location and take another action. You cannot activate the location you just repaired.
Action: Increase Hand of Fate by one.
Battle of Colony - Humans wrote:
All humans gain the following abilities:
Anytime you can take a move (except if you are already on the Assault Track) you may move to position 1 of the Assault Track.
Action: If Hera is on Position 1 or 2 on the Assault Track, resolve the All along the Watchtower card. You must be on Galactica (except Brig) to perform this action.
Humans gain the following abilities while on the Assault Track:
Movement or Action: If there are no defenders on your position, you may move by one position in any direction. When moving to the right, if you discard a skill card (and there is no defender in your new position either), you may move by an additional position. If Hera is ever on the same position as you are, you may move her with you.
Action: If Hera is on the same position as you are, move her by one position in any direction.
Action: Roll a die. 4-6: destroy one defender on your position. 7: destroy up to two defenders on your position. 8: destroy all defenders on your position. Any human may discard a Maximum Firepower to allow you to reroll this roll.
Battle of Colony - Admiral wrote:
The Admiral gains the following action:
Action: Discard a nuke token and increase Hand of Fate by 1 to roll a die: 1-2: Remove up to 3 raiders from one sector and -1 population. 3-4: Damage Colony and destroy up to 3 raiders from one sector. 5-7: Damage Colony and destroy all ships (human and cylon) from one sector). 8: Select a Colony location to damage and destroy all ships (human and cylon) from one sector)
Battle of Colony - All along the Watchtower wrote:
Difficulty: 30 (35 if no sympathizer)
1. President picks a color, then the Revealed Cylon closest in turn order picks a different color. (If there are no Revealed Cylons, the Admiral picks the second color.) Faith and the 2 picked colors are positive for the Wathctower check. No other color can be made positive in any way.
2. Reduce the difficulty by the current value of the Hand of Fate counter (1-12)
3. If the skill check is passed, every human on the Colony is executed (don't draw new loyalties). If no resource falls to or below zero at this time, the humans have won the game.
4. If the skill check is failed damage Galactica, lose 1 population, move Here one step to the right, and execute the player who activated All along the Watchtower.
Colony can be attacked by Galactica (by Weapons Control, roll of 5-8) or a Viper (from any sector, roll of 8).
Cylon activations on Colony Crisis Cards:
Raider Activate all raiders (same as base game)
Defender Activate all defenders (in left to right order)
If there is a human on the same position, roll a die: on 7-8, human is sent to sickbay.
Otherwise if defender is on position 1, roll a die: 1-4 Damage Galactica, 5-8 place a centurion on the Boarding Party track.
Then remove the activated defender.
Otherwise move one position to the left.
Launch Place 2 raiders into a sector containing the least amount of total ships (human and cylon)
Sneak The Revealed Cylon closest in turn order may place a defender on any position. Then activate centurions.
There is a component limit of 5 for defenders.
Colony setup rules:
To be posted
Spoiler (click to reveal)
For now all you need to know, is that Pegasus will be available, at a cost.
Colony crisis list:
To be posted