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ronsen_04

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  1. The 2nd Edition came out not too long ago. I highly doubt you will find any official information from FFG on possible expansions at this time.
  2. I think the answer you may be looking for a is a different one, though. Every single time I have played this game we always did a preliminary calculation of troop strength. There is nothing in the rules that forbids you from calculating how much combat strength your enemy will likely have, before you march your units into the contested area, including all of his supporting units and those of other players likely to oppose your claim on this area. If you didn't even bother adding that together sometime between revealing your march order token and actually executing it, you deserve to run into a defeat.
  3. You are allowed to z-connect two planets that already have a connection on any of the three dimensions (x,y, or z). You are NOT allowed to z-connect a planet to itself.
  4. Athenor said: Why wouldn't it trigger? They put that symbol onto the Treachery cards for a reason, after all.... In other words, if you see a skill check with a consequence, be REALLY cautious of making it reckless, as you may be screwed 6 ways from Sunday. The idea here is to create more paranoia. If you throw skill cards into the fray despite their possible effect, you either failed to fully grasp the consequence of your doing or you are doing it for a reason. Either way, you'll find yourself at the top of the humans' "Next character to lock up or kill" list. And rightfully so.
  5. Humans and Unrevealed Cylons alike can play Skill Cards for their value as well as their text ability. Both players are considered Human as long as they are not Revealed Cylons. This counts for Cylon Leaders as well, infiltrating or otherwise. Revealed Cylons can play Skill Cards for their numerical value alone, they do not get the benefit of playing Skill Sards for their text ability, ever. Therefore, Revealed Cylons don't get to play Strategic Planning to reroll a die. When Skill Cards are played into a Skill Check, it is assumed that all cards have been played by a Human player and their effect on this Skill Check (if any) is resolved. This includes Skill Cards being played face up into a Skill Check as part of an Investigative Committee.
  6. Like all other noble houses, Stark must look for a good combination of Barrels, Crowns and Fortresses/Strongholds. Unlike most other Houses, it can do so mainly unthreatened...at least for a couple of turns. Also, unlike most other Houses, Stark needs to expand southward in order to quickly secure and fortify Moat Cailin. Expansion in any other direction, other than to secure icons you can't find elsewhere, is a thinning of forces and will come back to haunt you. Don't make the mistake of leaving your home province undefended. Sure, with the garrison troops from the expansions (and the 2nd edition core game) it'll be not nearly as easy to take; however, leaving your backdoor open will take away Stark's number one advantage: having only one front to fight on...the south! So make sure you keep enough troops around while expanding southward and build a ship or two when mustering comes around. Also, don't make too many enemies too early on. Make friends. More importantly, make friends on the nothern part of the continent. Why? I have observed that friends in the south will largely do as they please. And sooner or later they will realize that there is only so much you can do to help them in their fight in the south and there is next to nothing they can gain in the north. At which point they usually decide to switch sides and ally with another neighbor they have more in common with. About halfway through the game is usually when House Stark reaches its peak. It has expanded as far as it can without thinning troops too much, and at the same time it has usually two neighbors. In a 6 player game, that means half of the game goes on without Stark having any influence -- which means alliances are forged without Stark having much to say. You need to position yourself so that only few players see you as a threat, and a mediocre one at that. Have a spearhead (or be ready to form one within one round) that allows you to take part in conflicts elsewhere on the continent. Otherwise you will be isolated -- both from allies and from the constant back and forth that is necessary to take advantage of to win the game. House Stark has one big advantage: its secluded territory in the north. Only Greyjoy could bump into Stark very early on, and they can usually be reasoned with. As long as you have a substancial fleet in place to protect you western shore, you should be fine. Same in the east, however; protect your shores! Near the end of the game is when Stark is usually the one having a hard time pushing into other people's territory. Sure, that counts for every player. But it is the map that makes the difference here. If you didn't think ahead enough, you can pack up and watch the game from the side line. What I usually see happening is this: In the early stages of the game the other players are at each others' throats and way too busy dealing with Stark. Once the borders have been set, however, their eyes start peering northward...especially if Stark has been largely left alone and spent the time to expand further than the other houses would have liked. If you're not careful enough, suddenly you have Baratheon and Greyjoy pounce on you, possibly with some help from House Lannister. And you won't have an ally that can effectively help you...plus your ally has nothing to gain from helping you. If you managed to stay under the radar so far and Houses Greyjoy, Baratheon and Lannister have all peered nothward only to avert their eyes to more immediate troubles concerning their neighbors, strike and alliance with one or two of them. Make sure you don't advance to much.
  7. Great, I don't have the game handy right now... Someone please enlighten me: it was either the Core Game or the Pegasus Expansion where the little icons at the bottom were ignored if the Crisis Card was drawn by means of Cylon location Caprica. The other one, respectively, did the opposite. Did this ignoring include only the Cylon fleet symbols or also the jump track icon? However, and here I wish to get back to the point, the argument was whether drawing that Super Crisis Card when you get executed is worthy enough of being a OPG ability. And I don't see how. Scenario 1: Simon O'Neill is pro-Cylon and gets found out. He is executed and draws a Super Crisis Card despite what the standard rules say. The humans just made a fatal error, they should have let him rot in the brig -- or they meant to, but Helena Cain, also a Cylon, intervened. Once all players know and understand Simon O'Neill's OG ability, they will make sure not to kill him but take him out of commission nonetheless. His OPG ability forces the other players to adopt a certain strategy, and if they do, his ability becomes useless . Scenario 2: Simon O'Neill is pro-human and doesn't get found out. (If here were to get found out, his ability again would become useless.) By means of a Cylon or human or mixed plot he is executed and draws a Super Crisis card. Again, if humans think he is pro-Cylon, why would they even consider executing him?! He is now a pro-human Cylon leader with a Super Crisis Card in his pocket when he wakes up on the Resurrection ship. That Super Crisis Card better be frakking game-changing, otherwise his death was worth next to nothing. See what I mean?
  8. Your link has been blocked because it contained content by NBC. Is there any way I can still see it?
  9. Eunomaniac, that was an impressive insight. I believe you addressed all the issues I had swirling around in my head. And I liked the format in which you did it; very neat and organized. Bravo! Personally, I was introduced to the board game before the TV series and absolutely loved the game. (I had played other coop-style games like Shadows over Camelot, Fury of Dracula or its ealier counterpart Scotland Yard, and Pandemic, but felt like BSG was the first coop-style game that really did what i expected it to do. The combination of paranoia for betrayal and cooperation to achieve your goal really impressed me. In no time did BSG make it to the top of my "Most Favorite Games Ever" list. When the Pegasus expansion was announced, I followed FFG's press releases and previews religiously. I couldn't wait for the expansion. And once it came out, I got my friends together and we played it. I loved the new aspects of the game but disliked the way the New Caprica board didn't fit in with the rest of the game. It was more like a game within a game, like a part that didn't quite belong. (Very much like the Grail Quest in Shadows over Camelot.) I loved the Pegasus game board and the potential I saw in the Cylon leaders. What I didn't like about the Cylon leaders I now know to be largely because of the group I played with. They had all seen the old and/or new TV series and impersonated their Cylon Leaders as if they were anti-human...regardless of their Cylon Agenda Cards. Over time I enjoyed playing the base game more on its own than with Pegasus. When Exodus was announced, I was again very much looking forward to its release. I can honestly say I felt less enthused about Exodus than I did about Pegasus...mostly because I felt like Pegasus proved to be far less than I had anticipated. I still bought Exodus the moment it came out and I'm very happy I did. I have since managed to incorporate parts of the Pegasus expansion into our usual Core + Exodus set up. Maybe it is because I was not so impressed with Pegasus that I find myself only mediocrely looking forward to yet another expansion. I believe the best would be what Eunomaniac described, although out of the various scenarios I would prefer the "big box" option. However, I still have faith that FFG will wing it again and maybe even find a cool and working alternative to anything we mused about so far.
  10. Correct me if I'm wrong, but Crisis Cards are never good for humans...with the small exception of those cards that actually give you something if you win the skill check (those are way too scarce to warrant an ability depending on them to work). So please explain to me where playing Crisis Cards to help the humans seems like a smart move. Super Crisis Cards are even worse and they are never ever any good for humans. Being a pro-human Cylon and holding on to a specific Super Crisis Card to keep it out of reach for other players seems very volatile to me. Super Crisis Cards are weaker or stronger by the criteria of how the resources lay in any one specific game. I've had games where the bomb on Galactica would turn the tide and others where this card was simply useless. That said, if you can draw a Super Crisis Card and hold on to it...well, may help humans if you are pro-human and you draw the one card they need not played. Nah, that's too volatile to be a usefull ability.
  11. Sometimes rules need to be re-written because there is a typo or they don't seem to take into account a very specific situation. The fact that the standard rule book does not address Helo being Admiral from the start already shows you that even the designers didn't think of this. Therefore, it's not stupid or dumb. You are for saying so. I would have to agree with Outlaw and the crew; I don't see where the rules (or lack thereof) would warrant withholding the Admiral's title from Helo even at the beginning of the game. Sure, one can argue several different ideas based on the TV series -- but at the end of the day this is a board game that may or may not do what you would expect from having seen the TV series. Game mechanics in a board game work very differently from narrative rules in a TV drama. We use a bunch of house rules too, and in most cases I would say they spice up the game and address issues that the designers may not have come across -- not because they didn't playtest enough but because my game group is rather...unique, for lack of a better word.
  12. I very much like this idea of Razor Cut agendas! On the other topic of a third expansion and the release schedule: If I remember correctly, Pegasus had been out for quite some time before Exodus was released. Was it really just one year before? It seems longer to me. Whatever the case may be, you guys seem to be forgetting the same criteria in every discussion on this thought. FFG is a profit oriented company, not a bunch of hobbyists tinkering around with board game design in somebody's garage. They will publish a third expansion only if: Sales numbers warrant another expansion and they predict to sell this one at least as well as Exodus. There seems to be enough of a hype surrounding BSG (as opposed to another, more lucrative project) to make the time, effort and cost of designing yet another expansion worthwhile. I certainly hope they will publish another expansion. But unless they annouce such, I won't hold my breath.
  13. Kouteki said: On the plus side they tweaked the cavalry figures - no longer will I have to cringe my teeth while my men are butchered by cravens who ride the mounts on their foreheads. Yeah, I agree! Also, if you place them "face down" they look like headless pigs.
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