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Subject: BSG V62 - Build your own variant 2.0 rss

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Neil Armstrong
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This is a 6 player daybreak-based game with secret cylon powers instead of a cylon leader, Pegasus, Final Fives but no PGs, the Cylon Fleet and the Ionian Nebula.

Players:

Gridash
Safid
drnlmza
oriecat
cal2cool4u
anatinus

Character Changes


Terminal Illness: Whenever the fleet jumps, you may discard 2 random Skill Cards. If you do not, you are sent to "Sickbay".

Why? Original Terminal Illness was ridiculous. Not only did it make her an extremely ineffective President, it also made her really unfun to play. This drawback is harsh but manageable and thematic. I understand that Roslin needs a harsh weakness to compensate for the best OPT in the game. If you think it's not enough, make it 3 random cards instead.


Unconventional Tactics: On your turn, you may lose 1 population instead of losing the resources stated on the 'Fail' effect of a Crisis card.
Friends in Low Places: Once per game, after skill cards in an "Administration" or "Brig" skill check have been revealed, you may add up to 3 Skill Cards from your hand into the check. They count as double strength.


Adaptable: Whenever a Quorum card is played, you may play a "Consolidate Power" Skill Card.
Influential: Action: Once per game, you may look at the top 5 cards of the Quorum deck. You may put up to 2 of them on the bottom of the deck and put the rest on top in any order.


Adroit: Whenever you end your Movement step in the same location as another player, you pay pass him 1 Skill Card from your hand to draw 2 Skill Cards. They may come from outside your skill set.


Intolerant: If another player would be sent to the "Brig" as a result of a Crisis card or an "Admiral's Quarters" skill check, you may discard 2 Leadership cards or 1 Treachery card to execute that player instead.
Blind Jump: Action: Once per game, draw and destroy a civilian ship to move all Cylon ships on the main game board to the Cylon Fleet Board, then reset the Pursuit track.
Bent on Revenge: If there is an undamaged basestar on the main game board, skip the “Prepare for Jump” step on your turn.


Inspirational Leader: Movement: Discard an "Executive Order" skill card to activate a location occupied by another character. You may not do this if you are in the "Brig" location.
Command Authority: Once per game, after a skill check has been resolved, you may take any or all Skill Cards used for the check into your hand instead of discarding them.
Emotionally Attached: The "Admiral's Quarters" or "Airlock" locations may not be activated on your turn.


Cylon Hatred: Whenever a player activates the "Admiral's Quarters" or "Airlock" locations, you may reduce the difficulty by 3.
Blind Devotion: Once per game, after cards have been added to a Skill Check (but before revealing them), you may choose a skill type. All cards of the chosen type are considered strength 0.


Cylon Sympathiser: If there is a player in the "Brig" location, draw only 3 Skill Cards during your Receive Skills step.


FTL Operator: Whenever you activate the "FTL Control" location, you may reroll the die. You must keep the new result.
Amputee: Whenever you are sent to "Sickbay", discard a card and draw 2 Treachery cards.


Alert Viper Pilot: If a viper would be placed in a space area from the "Reserves", you may immediately pilot it and take one action. You may not do this if you were already piloting a Viper at the start of the turn, are currently piloting a Viper, or are in the "Sickbay", "Brig", or "Colonial One" locations.


Expert Pilot: If you are piloting a viper at the end of your Action step, you may take another Action.
Secret Destiny: Once per game, after a Crisis card has been drawn, you may discard it. Then look at the top two cards of the Crisis deck, put one on the bottom of the deck and resolve the other.
Insubordinate: Whenever you are the target of an "Executive Order" Skill Card, you must discard one random Skill Card.


Hotshot: Once per turn, if you would roll a die during an Action step, you may instead discard a Skill Card. Use that card's strength +2 instead of the die roll. You may not do this when activating the "FTL Control" location.
Sacrifice: Action: Once per game, if piloting a viper, send yourself to "Sickbay" to destroy 5 raiders, 2 heavy raiders, 1 basestar or 2 civilian ships in your space sector.


Star Player: Movement or Action: Once per turn, discard up to 3 Skill Cards. Then draw that number of Skill Cards from any one type within your skill set.
Scanned: Action: Once per game, when piloting a viper, move all Raiders on the main game board to a single space sector of your choice. Skip the "Activate Cylon Ships" step of the turn.
Stranded: Your character is not placed on the game board at the start of the game. While off the game board, you may not move or take actions. At the start of your 2nd turn, move your character to the "Hangar Deck" location.

If picked after an execution, is only "Stranded" until the start of your next turn.


Maintenance Engineer: Once per turn, when a location you do not occupy is damaged, you may move to that location. (Do not pay ship movement costs.)
The Blackbird: Action: Once per game, destroy one Viper in the "Reserves" to either choose 1 space area on the main game board and remove all Cylon ships in that area OR look at the top 3 Crisis cards and then place them on the top or bottom of the Crisis deck in any order.


Fast Learner: If added into the check, cards are not revealed with IC.


Through the Walls: Action: Once per game, look at one random Loyalty card of up to two players in the same location. You may then send one of these players to "Sickbay".

New Characters (rather untested)
(Political Leader)
3 Politics
1 Leadership
1 Quorum
Setup: President's Office

Presidential Aide: If you are not the President, you have a maximum Quorum hand size of 2. At the end of your turn, you may give a Quorum card in your hand to the President.
Reveal Secrets: Action: Once per game, look at the hand of Quorum cards. Play one of them or add 2 of them to your hand. Then, you may force the President to choose 3 Quorum cards to discard.
No Combat Experience: Die rolls you make may not be rerolled or modified.

(Military Leader)
2 Leadership
3 Tactics
Setup: Weapons Control/Main Batteries

Razor: Whenever the President or the Admiral targets you with an "Executive Order" skill card, you may discard a skill card to move and then take two Actions.
At Any Cost: Once per game, before making a Skill check on a Crisis card, send yourself to "Sickbay". If the result is a pass, increase the Jump Preparation track by 1. If the result is a fail, the current player is executed. (in addition to any other effects)
Take the Edge Off: If you have two or less skill cards in hand, you may not activate any locations.

(Pilot)
1 Leadership
2 Tactics
2 Piloting
Setup: Hangar Deck

Expert Raptor Pilot: Whenever you risk a Raptor, you may reroll the die. You must keep the new result.
Critical Discovery: 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.
Mutineer: If the President or Admiral reveals a "You are a Cylon" card as an Action, you are sent to the "Brig".

(Yes, this is the Opera House Racetrack, just slightly nerfed. All credit goes to the original creator.)

(Support)
2 Tactics
1 Politics/Engineering
2 Piloting/Engineering
Setup: Hangar Deck

Avionics Specialist: If you start your turn in the "Hangar Deck" location, you may take an Action during your Movement step.
Union Empowerment: Action: Once per game, discard 4 Engineering cards to gain 1 Morale. Then, increase the Jump Preparation Track by 1 or damage Galactica twice.
Knuckle Dragger: If Distance is 5 or less or you have not used your once-per-game ability, you must draw at least 2 Engineering cards with your variable draw.

Quorum Cards Changes
Assign VP: Draw 2 politics Skill Cards and pass this card to any other player. Keep this card in play.
This player is now next highest in the Presidential Line of Succession. In addition, no other player may be targeted with the "Administration" location. If this player becomes President, discard this card.

Assign Arbitrator: Draw 2 politics Skill Cards and pass this card to any other player. Keep this card in play.
Whenever a player activates the "Admiral's Quarters" or the "Airlock" location, this player may discard this card to reduce or increase the difficulty by 3.

Accept Prophecy: Draw 1 Skill Card of your choice (it may be from outside your skill set). Keep this card in play.
Whenever a player activates "Administration" or targets you with an "Admiral's Quarters" or "Airlock" skill check, increase the difficulty by 2. Then discard this card.

Presidential Order: Choose any other player and give him either the Admiral or the CAG title. Then discard this card.

Probation: Replaced by another copy of "Release Cylon Mugshots". (Choose another player and look at one of his loyalty cards at random. Then roll a die, if 3 or less -1 morale.)

Destinations Changes
3-Cylon Ambush: -2 fuel. Place 1 basestar and 3 raiders in front of Galactica and 1 basestar behind Galactica.

2-Derelict Basestar: -1 fuel. Place a basestar in front of Galactica and two civilian ships behind Galactica. Damage the basestar once. Remove the damage token and increase the pursuit track by 1 at the start of the Admiral's next turn.

Skill Card Changes
Piloting Skill Cards
Protect the Fleet: The current player may activate one unmanned viper for every 3 strength worth of Piloting skill cards in the check, up to a maximum of 3 activations.

Full Throttle: Replaced with "Roll the Hard Six".
Roll the Hard Six: Reckless. Play before making a Skill Check. Roll a die. If 6 or higher, damage a basestar or destroy a Centurion. If the Skill Check is passed, you may roll again. These die rolls cannot be modified.

6-strength Skill Cards
Political Prowess: Play before making a skill check triggered by a location. Choose any number of players. They may not play into the skill check.

Scout for Fuel: Action: Risk a raptor and roll a die:
1-2: Destroy the raptor.
3-5: No effect. Put Scout for Fuel back into your hand.
6-8: Gain 1 fuel.

Best of the Best: Action: All characters with Piloting in their skill set (that are not in the "Brig" or on Colonial One) may immediately launch themselves in a viper. Then, all characters piloting a Viper may activate their viper 4 times.

Treachery Rules
Destiny Deck is not made with Treachery. All players receive 1 Treachery card at the start of the game; all human players receive 1 as well as after the Sleeper Agent Phase. All Treachery cards discarded from human players' hands are shuffled into the Destiny Deck. (A player revealing as a Cylon is considered to be a Cylon player at time of discarding.)

Treachery Skill Cards
Broadcast Location: Reckless Skill Check: Increase the pursuit track by 1.
Human Weakness: Skill Check: This check is Reckless. Action: If at least 1 human player is in the "Brig", reduce the two highest resources by 1.
Sabotage: Play when a human player discards a Treachery Skill Card. Draw and resolve a damage token of your choice. Only one "Sabotage" card may be used per turn.

Locations
Administration: (8YG) Choose a player and pass this check to give him the President title. That player may then draw or play a Quorum card. If another player was chosen, reduce the difficulty of this check by 3.

Weapons Control: Attack two different types of Cylon ships in the same space area with Galactica. Galactica hits Heavy Raiders on a roll of 6-8.

Research Lab: Discard a card, then draw 1 Tactics and 1 Engineering card.

Human Fleet: Choose two (in order): Look at the top card of the Crisis or Destination deck and place it on the top or bottom of that deck, draw 2 Skill Cards of different types (may come from outside your skill set), or infiltrate Galactica.

Basestar Bridge: If a basestar is destroyed, all players on this location must discard a card and move to the "Resurrection Ship" location. The "tracks roll" has no effect on a roll of 8.

Ionian Nebula Tweaks
Sickbay: Upon a player being sent to Sickbay he immediately receives a Trauma token. He does NOT receive another one at the beginning of his turn.

Brig: A player does not receive a Trauma token in the Brig (or Detention) at the beginning of his turn. Instead, he receives it at the end of his Action Step.

Allies in Hazardous Locations: Only one ally will be permitted per hazardous location.

Ally clones: Allies of player characters are not passed over. There are many copies.

Crossroads: New crossroads cards - thanks to Adria.




Other Important Misc. Stuff
Secret Cylon Powers: Cylons will have secret cylon powers, which will act in a hidden manner while they are unrevealed and differently when they are revealed. The design intent is that the powers are slightly stronger while unrevealed.

Damage assignment: all damage tokens are drawn from a mixed pool.

0-Strength discards: 0-Strength discards go to destiny.

Complex Destiny: Destiny is initially built with two three of each card except Treachery. When it is reduced to five or six cards, it is rebuilt by adding two of each card except Treachery.

Civilian Ships: One -1 population ship is now -1 population, -1 food.

Loyalty Deck and Executions: Any titles the executed character held are transferred to the next character in the Line of Succession before the new character is picked.

After Sleeper Phase, if a human is executed, he draws the final card of the Loyalty deck. On further executions, no new Loyalty cards are drawn, but the new character may not use his once-per-game ability.

At the end of the game, if the last card in the loyalty deck is a "You are A Cylon" card, the other Cylon can reduce all resources by 1 OR damage Galactica twice OR activate Centurions.

Cylon Reveals: The "Damage Galactica" reveal can now only draw four tokens, while the "Draw Treachery" reveal now forces everyone to draw 2 Treachery cards instead of just 1.

Final Fives: Revealed Cylons may NOT ignore the discards on "Final Five" cards.
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Mindy G
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Re: BSG V62 - Build your own variant 2.0 - all welcome
Woo! I've started a trend!
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Mindy G
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Re: BSG V62 - Build your own variant 2.0 - all welcome
Also, I'm in.

And LL6869 was looking for a game in the Instead of a Waiting List thread, though said something I didn't really understand about not being too crazy with the variants so he might not be interested.
 
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Mark L
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Re: BSG V62 - Build your own variant 2.0 - all welcome
I know I usually wait till the closure of all linked Daybreak games for this, but accepting character tweak suggestions at this time so this game can use them if necessary.
 
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Neil Muller
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Re: BSG V62 - Build your own variant 2.0 - all welcome
Since V50 will hopefully wrap up fairly soon, I'll stick in a bid here as well.
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Cal Corum
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Re: BSG V62 - Build your own variant 2.0 - all welcome
Since V53a finished and V49 is in a hiatus I'm not playing in any games, so count me in here.
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Cal Corum
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Re: BSG V62 - Build your own variant 2.0 - all welcome
I'm up for another Daybreak game. I'm still pretty sore from the way it bent the humans over in 53a...but I'd like to give it another shot.
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Neil Armstrong
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Re: BSG V62 - Build your own variant 2.0 - all welcome
markino wrote:
I know I usually wait till the closure of all linked Daybreak games for this, but accepting character tweak suggestions at this time so this game can use them if necessary.


Did anyone have any thoughts on Billy?

He's annoying if you can't execute him, kind of like Boomer, but I don't think he necessarily needs to be fixed.
 
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Atomic Robo
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Re: BSG V62 - Build your own variant 2.0 - all welcome
I'm up for a non-crazy game, and what version of Billy did you want to use? I had a pretty good version a while back.

Edit: I have no idea what a 'Daybreak' game is.
 
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Mindy G
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Re: BSG V62 - Build your own variant 2.0 - all welcome
http://www.boardgamegeek.com/thread/854989/the-daybreak-mini...
 
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Re: BSG V62 - Build your own variant 2.0 - all welcome
Some of that is OK, some of it is meh.
 
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Neil Armstrong
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Re: BSG V62 - Build your own variant 2.0 - all welcome
I'm thinking Daybreak, no CFB to the Nebula, because I feel like playing a non-CFB game. Mark, will anything break horribly without the CFB?
 
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Re: BSG V62 - Build your own variant 2.0 - all welcome
markino wrote:
I know I usually wait till the closure of all linked Daybreak games for this, but accepting character tweak suggestions at this time so this game can use them if necessary.

I don't like the idea of Billy having a separate Quorum hand, it seems... weird. And in the show he never held political sway, he just handled stuff well.

I really do suggest that every time the Pres plays a Q card Billy calls out a card color, the Pres can draw a card of that color if they choose, and if they do, Billy can as well.
 
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Re: BSG V62 - Build your own variant 2.0 - all welcome
Caimion wrote:
I'm thinking Daybreak, no CFB to the Nebula, because I feel like playing a non-CFB game. Mark, will anything break horribly without the CFB?

Use the original Broadcast Location.
Cain's OPG has to be totally redone... you can use the standard Blind Jump, but then she just becomes overpowered again.

Besides that, I don't think there's much of a problem.
 
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Re: BSG V62 - Build your own variant 2.0 - all welcome
cal2cool4u wrote:
I'm up for another Daybreak game. I'm still pretty sore from the way it bent the humans over in 53a...but I'd like to give it another shot.

The mod of 53a says that the way those decks were stacked, no variant rule actually made a difference in that game.

I'm secretly rooting for the humans in 53b though.
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Re: BSG V62 - Build your own variant 2.0 - all welcome
I can join if there is still room.
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Mindy G
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Re: BSG V62 - Build your own variant 2.0 - all welcome
markino wrote:

I'm secretly rooting for the humans in 53b though.


You're not very good at secrets, huh?
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David Turczi
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Re: BSG V62 - Build your own variant 2.0 - all welcome
LL6869 wrote:
I'm up for a non-crazy game, and what version of Billy did you want to use? I had a pretty good version a while back.

Edit: I have no idea what a 'Daybreak' game is.


Was the "non-crazy" a hidden stab at me?

Edit: if not, I'd be happy to see you in the soon-to-open V60 central
 
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Re: BSG V62 - Build your own variant 2.0 - all welcome
TDaver wrote:
LL6869 wrote:
I'm up for a non-crazy game, and what version of Billy did you want to use? I had a pretty good version a while back.

Edit: I have no idea what a 'Daybreak' game is.


Was the "non-crazy" a hidden stab at me?

Edit: if not, I'd be happy to see you in the soon-to-open V60 central

Lol, no, not really.

Btw: I'm in the process of moving, I hope to have my internets stabilized by Wednesday night, but maybe, maybe not. Will try to stay in the loop!
 
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Neil Armstrong
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Re: BSG V62 - Build your own variant 2.0 - all welcome
Did you want in on this game, LL? I'm still not sure from reading your posts, haha.
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Mindy G
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Re: BSG V62 - Build your own variant 2.0 - all welcome
Yeah, the potential for crazy is high.
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Re: BSG V62 - Build your own variant 2.0 - all welcome
Caimion wrote:
Did you want in on this game, LL? I'm still not sure from reading your posts, haha.

Lol, if it's just non CFB Daybreak, sure, why not?
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Richard Dowdy
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Re: BSG V62 - Build your own variant 2.0 - all welcome
You guys are in for a treat, Build Your Own Variant is awesome stuff.

-Boomer from the other BYOV game
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Neil Armstrong
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Re: BSG V62 - Build your own variant 2.0 - all welcome
LL6869 wrote:
Caimion wrote:
Did you want in on this game, LL? I'm still not sure from reading your posts, haha.

Lol, if it's just non CFB Daybreak, sure, why not?


Well, I'm taking requests, but haven't heard much!

I guess it works better if I propose something and then you guys add/take away things from it. I'll work on that and come back with a proposed ruleset.
 
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Mark L
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Re: BSG V62 - Build your own variant 2.0 - all welcome
I'd request Daybreak to Colony (lol), but spreadsheet adjustments abound.
 
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