So a common theme in our first two games of 6 players was for the president to sit on the Colonial One in the President's Office and continually pick up and play Quorum Cards. On the turns of players with a high Leadership, they basically sat around giving the president executive orders. When this happened the president would get two actions and draw upwards of 4 Quorum cards and playing up to 2 of them a turn. Once the entire deck has been drawn, the discards are then shuffled to make a new deck. However, with the entire deck drawn, each time he plays a card, the next time he would draw one he would know what it was going to be allowing for an endless cycling of non "remove from the game" cards.
Example: We take good care of our population during crisis situations, whenever attacked we'd play Authorization of Brutal Force then boosting the roll. 0% chance of loosing a population but killing any three fighters that threaten the fleet. Any survivors were rarely a problem, usually the fighter that were deployed at the beginning of combat were enough. When resources got low we'd bust out Food Rationing and Inspirational Speeching giving a total of +2 Food and +4 Moral. We'd always have Mission Specialists so we'd have a good pick at our destinations.
Here is my problem. The president it too powerful. For players to win they have to constantly cater to their needs. It's obvious to figure if someone is a Cylon if they refuse to make the obvious choice to help, or if the president is a Cylon it's obvious if they aren't playing the right cards because they have them all. So, I hate the Executive Order card. I just sit around playing them whenever I have them, it's suspicious if I'm throwing them away because I draw 2-3 Leadership cards a turn. On the flip side all of our games have come down to the very last Crisis card before Kobol to determine who wins. So far Humans 1, Cylones 1. The game is very balanced but can be boring for some of the players. I was wondering if anyone else had similar situations?