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Posts posted by KAGE13
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jasonspace said:
I would like to see an adjustment made that would allow for 5-6 players to play instead of just the current maximum of 4.

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cool, thanx for the answers.
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When A player plays Coercion and takes another hero, does that hero go with all his items?
Or is this considered disertion, and that heroes items are discarded like normal Desertion?
basically this made or breaked our game. if they take the items a player wins if they don't another player wins.
Crazy, I can't believe this hasn't come up. If it does say the player deserts his owner, does that mean he isn't actualy deserting?
or if a hero leaves his owner in ANY way is that a desertion
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This may seem like a silly question, but I play so many board games, and i've seen this wording go both ways, so you may understand why this gets confusing for me.
When it says INT 2 or higher, are we talking higher on the initiative list being INT 1 & 2?
Or higher in Number being INT 2, 3, 4, 5?
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Does the sorcerer's special ability stack?
One of my Hero's had to duel a sorcerer, and the first 3 cards activated the sorcerers' ability.
the way its worded I would say no, but in the rule book it says they do stack.
most of the other special abilities are mostly damage. so its easy.
So with 3 special abilities, would that give the sorcerer 4 health or stay at 2?
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would be the same as the base game.
each card has a 2, 3, 4, or 5 on it. Use for how many hero's your group is using.
The other set should have a bronze, silver, gold, and 'diamond' color emblem in the corner.
These are only used in the Road to Legend Expansion. -
Anyone else's Wizardry cards from SoB a totally different color then the other cards in the game?
ALL my wizardy cards are blueish to dark purple on the back.
the ones that came with SoB are totally purple.its so easy to tell when a new card is next.
It seems all the skill cards a printed a bit lighter the all the earlier cards.
Subterfuge I can tell a little, and fighting ones I can barley tell, but the wizardy cards are REALLY bad.
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Yes, with the Satchel Charges Operations card.
And it Doesn't say you can't throw it up 2 levels of elevation.
But what I need to know is if you can throw them in Bunkers. It only says Pillbox.
and it says you can throw inside or outside. And it says you still roll armour/cover dice. But that seems silly to roll 6 dice of armour for a charge that is set of inside the building...some times a building amplified the charge that was set off in side.
so do you also still roll armour dice dice if the charge is place inside a pillbox and/or bunker, if you can infact place them in a bunker.
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Trump said:
2) All Cylons are revealed when you land on New Caprica.
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Here's another idea that's also thematic (a big plus in my book). Once the humans have reached a distance of 7+, the President decides whether to use the New Caprica end game or the Kobol end game. If you still lost because of a Cylon admiral then, the President would be the hated one.... much like in the show.
seems very anti-climactic compared to having a timer where the humans have to save as many ships as they can, and not needing to metagame and execute the admiral.
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Rasiel said:
i think in 1) he is asking if cylon leader can somehow choose to stop being human on new caprica as he can only "go to ressurection ship as an action" sice ressurection **** is not accessible on new caprica phase until galactica returns, he cannot go there ... that is the main point, he can only be executed to stop infiltration....
I'm thinking a Cylon Leader CAN infiltrate and go to the Ressurrection ship while on New Caprica.
this would let him return as a cylon player or Infiltrate again.The reason is, it says in the rules under Infiltrating...
A cylon Leader may always return to the "Ressurrection Ship" as an action. When using this action in the "Brig" or in "Detention", he must then discard all but three Skill Cards from his hand.
If you couldn't why would it mention the Detention area, or not say in brackets some where that he is sent to the medical center instead, like it does for a cylon revleaing himself or being executed?
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Rules are a bit different then a cosmetic question about a book.
Rules they might not have an answer, and maybe need to think about or play test how to best handling something before they make it "official".
they may even have to wait for the developer if he is on another project or something...who knows. -
Zack said:
KAGE13 said:
KAGE13 said:
#1 - the Humans must hurry to move as many ships to orbit before the next jump.
once the FTL reaches auto jump, any ships left on the ground are toast.Thinking about it this might not work if there are no crisis cards with only evacuation icons.
I haven't looked through the NC crisis deck yet.that would mean you would only ever get 3-5 civillion ships into orbit.
Only if the humans neglect to launch any ships on their own. Most ships tend to get launched by the humans themselves.
oh ya, I just looked at the shipyard location and you can prep or evacuate ships.
This probably would for sure work then having to wait for the next FTL jump instead.
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pinkymadigan said:
KAGE13 said:
ok, now I know its a printing error, becuase all my Titles are crooked.
You can tell it's not an error because your borders aren't crooked.
Ya but why are my titles crooked? and some are more crooked then others...a few I can barley tell, others are way out of wack.
FFG as always were quick to answer. This WAS an artistic choice, and will probably not change with a reprint.
I think it was a very bad choice, because it looks like crap, but hats off to them for answering me quickly.
I guess we can't always agree 100% of the time with our favorite gaming company.
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KAGE13 said:
#1 - the Humans must hurry to move as many ships to orbit before the next jump.
once the FTL reaches auto jump, any ships left on the ground are toast.Thinking about it this might not work if there are no crisis cards with only evacuation icons.
I haven't looked through the NC crisis deck yet.that would mean you would only ever get 3-5 civillion ships into orbit.
Would defiantly make it challenging.
If there are NC crisis cards with only Evacuation icons, this might work great.
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Ok i've now read the rules a few times.
I may have a solution, but should dramatically make the game harder for the Humans, and a Sympathic Cylon Leader.
maybe to hard. but anyway.How about do not leave the jump up to the admiral?
we can do this in a few ways.
#1 - the Humans must hurry to move as many ships to orbit before the next jump.
once the FTL reaches auto jump, any ships left on the ground are toast.or
#2 - the humans can't jump until all civi's are off the ground.
This will make both sides have to play on both caprica and the galactica as ground forces can still attack civi ships on the ground, and cylon fleet can attack them in orbit also.
Will also mean they will have to play more crisis cards.
I thinking having to wait until the FTL is prepped would probably be the most likely solution.
They could even jump early risking more population, and may also resolve the other problem i've read about with to much population using certain cards to build up the population.
There would also be no metagame to need to kill the admiral. AND..you could still have a hidden cylon trying to sabatage crisis checks.
You could even have to make the admiral have to pull a destination card, as I believe there are now 0 destinations, and if you dull pull a 1 or higher, you have to survive the risks involved...if they do, then the humans win. if they don't...
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ok, now I know its a printing error, becuase all my Titles are crooked.
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I'm sure this has probably been brought up by now, but I don't see anything recent...
Are the maps in the Quest Compendium suppose to ALL be crooked for "artistic" effect or something?
Or is this a mass printing error?I hope its an error because I think it looks dumb. Not that it matters I suppose.

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So, I haven't played yet, I just bought the expansion today.
But glancing over the rules, does this happen becuase the admiral would jump the ship with no civilians in orbit and thus the cylons would win?
So if you excecute the Admiral, and then you are guaranteed that he isn't a cylon?
I believe you start new caprica when you get to 7 Jumps?
By the sounds of it the Humans automatically win if it gets to new caprica.
Why not have a greater penalty for executing a leader (Admiral or President) and/or have the Galactica have to continue on to earth by still getting to 8 jumps or even 10 after they leave NC. (I bet that is the next expansion)
and add a variation of what one guy said all cylons must reveal when you get to the NC phase. Instead once the Galatica can jump, all cylons must reveal.
Basically just talking out my butt based on what everyone has said here...i'll know more when I get my first few games in.
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what does it mean to pay upkeep for an Ally?
it says pay 1 focus. Does that mean as log as you have that Ally your focus is 1 less?
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LikeTheWhirlwind said:
Hey all,
Looking for a bit of advice. My group has played about 20-30 games, and aside from our first few games, the Cylons NEVER win. It's been close a few times, but for the most part the humans sail to victory.
My only theory is that the humans play too well. We metagame every aspect of the game. We almost never overshoot a crisis card. We root out the Cylons fairly early. Even if the Admiral or President is a Cylon, we usually get them brigged fairly quickly. Even if a Cylon manages to stay unrevealed for a while, we usually root him out by counting negative destiny cards. Even with both Cylons revealed, dumping crisis after crisis on us, the humans still manage to win. When we have a human president, the quorum cards usually get used quite frequentely to check loyalty cards, brig cylons and raise morale up to ridiculous amounts.
I notice in the victory count thread that in other groups, the Cylons win the majority of the times. I need some help figuring out what we're doing different.
We've looked over the rules and the FAQ many many times. We're playing the game correctly. We follow the secrecy rules to the 'T'. Cylons honestly try to cast doubt onto other people. But their lie typically gets figured out rather quickly. We've tried 3,4,5 and 6 players games. It never seems to go any better for the humans. Even when both Cylon players get their cards before the sleeper phase, they never seem to win. We keep a very tight eye on cards that go into skill checks and they never seem to get away with playing many negative cards.
Does anyone have any advice? Help! My players are getting frustrated. We love the game, but some games its not even close, and the Cylons waste two hours of their lives drawing crisis cards and activating raiders.
Thanks in advance,
-LTW
ok with out reading the rest of the thread (sorry if its been mentioned) but your problem is painfully obvious....your CYLON PLAYERS SUCK.
cylon players need to be smart. you can't be throwing negative cards at crisis cards.
Cylons almost want to help the humans in the first half of the game.
If any resource is in the blue after the 2nd draw of loyalty cards the sympathizer IS a cylon....in a 5 player game this makes it 3 cylongs against 2 humans.
if any resource is red, then the sympathizer is human...in a 5 player game this makes it 3 hamans against 2 cylons.
SO the cylon needs to manage the game, lie cheat steal, do what ever it takes to (now here's the hard part) get a resource down...but keep it in the blue. If that resource is getting close you better do all you can to make sure you pass that crisis card.
if you dump negative after negative card onti a crisis card...of course they are going to be found out. mix it up too....throw in one negative one, next time throw in a posative, next time throw in a negative and a posative one...what ever you can to throw people off the trail....lie about who you think is a clyon.
One crazy way to fix it would be to have your friends over for a game of BSG is not not put any cylon cards into the loyalty deck. Of course this is silly, but one of my friends "forgot" to put the cylon cards in their first game, and the humans still lost becuase everyone was so paranoid it drove them crazy.
this is very much a social game. if you metagame and don't play the MIND GAME especially as a cylon...of course the humans will always win.
and I find the opposite...good clyons will almost NEVER loose. but its always close in our group....if they humans do with they win with 1 point in some resource left.
I also try not to play this game very much....if you play this game all the time, you will pick up on the "Poker faces" and it won't be fun anymore.
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Ok, so i'm running a new RTL starting friday and we have not played with Feats yet.
What is the concenscous on feats in RTL?
I saw one thread say that the were insanly over powered. Yes the cards look strong, but they only get 3 to start, and can only get 3ish more per dungeon.
I've also see threads where people say they hero's are way out matched with out the feats. maybe feats would even it out?
but then again, i've also seen a thread where someone said they caked walked over the OL (with only like heroes 150 xp vs OL 450xp) during the final battle.
Honestly in that case I think the OL just sucked.
i'd just like to see what most people think, go with our with out the feats?
if they are to strong, maybe they can be reduced to the number of skills you have. if you start with 1 skill you can never hold more then 1 feat at a time.?
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Big Remy said:
That's the one with the 3 leaders right?
That's how I've been playing it. Remember there is that thing that once you kill a Leader all monsters in its section die (or something along those lines). I had an OL one time basically fill the room with the demon, and we still won it pretty handily in Copper level.
well thats good to know, I am running my game on friday night, and I was looking at that level. thats exactly what I would do...the dragon has high enough armor it will take the hero's a while...and then just fill the demon room with monsters and put the demon at the back.
good to hear you guys go through it and its not impossible.
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I know it says "sections" and not area's,
but are you guys playing these sections revealed from the start?
an OL could just spawn all he wants behind the door, while the hero's take forever to kill the dragon, especially if they pull it during their first couple of levels.
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Large Monsters aren't affected by Pits unless their whole figure goes into a pit, so I treat water the same.
as long as one square is out of the water, its not affected by the water square.

Rule Question: Order of play in the start of turn phase
in Sid Meier's Civilization: The Board Game
Posted
I am new to this game, but I believe you could do these actions in any order you wish.
Just by the wording in the start turn that the player may perform "any start of turn actions".
and as Fnoffen pointed out no numbering to point out they have to be done in order.
by RAW I would say that is a benefit of that Government.