It is a semi-cooperative game where the humans are up against who else? The Cylons. For players, ages 10 to adult. It is about a 3 hour game to play. You will be playing one of ten characters, each with their own abilities and weaknesses. You have to work together to save humanity from the Cylons.
The bad news is that at least one of your friends is secretly a Cylon and they want your destruction. Do you have what it takes to save Galactica and find the cylon? You have to out the cylons without losing the fleet. Your email address is optional. If provided it will not be published or shared. It is cast in resin and chrome plated for a beautiful shine. Not counting the pentagonal base or the upraised rifle, this Cylon Centurion stands […].
I love the ships from Battlestar Galactica. How can you fight robots that have such cute and cuddly ships? These Cylon ships are made to be held and squeezed. Buy this with the Colonial Viper plush and you have yourself a soft Battlestar Galactica […]. Has it been 10 years already?
Time flies when you are watching some amazing Sci-Fi. One of you is a Cylon infiltrator. Each turn a Crisis is generated — each one effectively an episode pitch, like a bomb being found in the armoury or the research team coming up with a way to test people for being Cylons. The humans contribute resources into a pool to overcome the crisis, but the Cylon can sabotage the effort by contributing the wrong kind of resources. Cue the accusations, the paranoia, and the locking of people in the brig for their crimes.
Eventually the Cylon may go mask-off, return to the Cylon Fleet, and start deploying Super Crises in order to finish the job their infiltration and sabotage started.
This is a really effective core gameplay loop, one that does magnificently at putting the players into the headspace of the Galactica show. The constant beat of the crisis system causes a slow drip away of resources, with the occasional unambiguously nice thing coming out of the deck that feels like such a relief. Then at the end of their turn they draw a Crisis, revealed to everyone — this is a group challenge.
The crisis will have a number of colours on it, usually two — cards of this colour entered will add their value to the check, cards of different colours will subtract from the result. Two cards from the Destiny Deck an assortment of random skill cards from every colour, designed to help create plausible deniability for Cylon sabotage are added to a pile, and then each player in turn adds cards face-down into the pile.
The deck is shuffled, the cards are revealed, and the number is totaled up. Does it beat the Crisis difficulty? If not, then some bad outcome will occur. In addition to your hand of skill cards, players will have a Loyalty card. Players draw one, and when they are through a Cylon Sympathizer card is shuffled into the deck. Halfway through the game players will draw a second loyalty card to represent sleeper agents activating.
Notably, if the humans are doing very well, then the player who draws the Sympathizer card also becomes a Cylon, turning a game from what might have been a 4 vs 0 to a 2vs2 in a stroke.
In the expansions, there are added options for playing a revealed Cylon from the beginning. This is further complicated by the brilliant addition of Motive cards for the Cylons — you get two at the beginning, and another two halfway through the game much like human loyalties. The catch there, though, is that Human aligned Cylons tend to want the humans to win but barely — Win while having less than 3 food, for example. Cylon aligned Cylons want to defeat the humans in Honourable Battle — Humans lose while having more than 4 population.
Galactica is constantly being hounded by the Cylon fleet, and enemy ships will constantly jump in. To stop this, the humans need to launch defensive fighters of their own — and here is where the Pilot characters come in. Using their powerful cards, a Pilot can be a one-woman army, single handedly tearing through clouds of Raiders and even engaging enemy base stars directly.
It is also important to be able to determine when to use the "FTL Control" location. For example, it is often not a good idea to use "FTL Control" when population is running low.
The biggest threat to the human players is posed by the Cylons who have infiltrated the fleet. Human players should try to keep an eye on the negative Skill Cards that come up during skill checks and should question each decision made on Crisis Cards. The sooner the humans can get the Cylon players into the "Brig" location, the better. A Cylon player in the "Brig" has limited impact on the game, and is less harmful if he decides to reveal himself.
It is important for human players to keep in mind that even if they do not start as a Cylon, that may change during the Sleeper Agent phase. At the start of the game, it may be a good strategy for the humans to avoid doing too well, because one of them may become a Cylon player during the Sleeper Agent phase. Performing exceptionally well as a human may make winning the game more difficult for a player who switches over to the Cylon side.
The ultimate goal of the Cylon players is to make sure the humans lose the game, usually by focusing on a single resource type and running it down to nothing.
During skill checks, Cylon players should find any and all reasons to avoid helping out.
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