I'd say you put the ones on the board back into the reserves and then draw randomly. And if you don't have two ships to draw you've probably already lost. But I'd say you could still use it.
Official Pegasus expansion rules questions
Dan said:
Cain's one time ability
She draws two civilian ships from reserves, or the board, and if from reserves and there are not two ships, can she use her ability?
My gut says from reserves, and if two ships unavailiable, then no use of ability. Opinions?
Agreed. Her ability says "draw 2 ships TO jump the fleet". Ships would be "drawn" from the reserves, not the board.
Question about how the Secret Agenda works
a) If we're playing 4 players, and the Agenda is Show mercy, than everyone can win, or lose. Unless the division is Cylon Leader, normal Cylon, 2 humans
"Also wins" , as described in update #3 doesn't seem to mean that the Cylon leader's Agenda trumps other victories. I don't know if 'everyone wins" is satisfying
b)If the Cylon leader has a "humans lose" Agenda, then there is little conflict amongst the Cylons. The leader wants to kill the humans, and so does the normal Cylon
Isn't it better for the Cylon leader to trump other victories, or else there are the problems in a) and b) Opinions?
Looking at the "Labour union strike" card as an example for icons, it says that if Galactica is around, the advance jump icon is ignored and the evacuation icon takes precedence. But we are going to need to advance the jump track when Galactica is around. Will there be cards with only a jump track icon, or will we have to use "Breeder's Canyon" then?
Dan said:
Question about how the Secret Agenda works
a) If we're playing 4 players, and the Agenda is Show mercy, than everyone can win, or lose. Unless the division is Cylon Leader, normal Cylon, 2 humans
"Also wins" , as described in update #3 doesn't seem to mean that the Cylon leader's Agenda trumps other victories. I don't know if 'everyone wins" is satisfying
b)If the Cylon leader has a "humans lose" Agenda, then there is little conflict amongst the Cylons. The leader wants to kill the humans, and so does the normal Cylon
Isn't it better for the Cylon leader to trump other victories, or else there are the problems in a) and b) Opinions?
The trick to the Cylon leader is that he will have goals which go beyond simply "have the humans win" or "have the Cylons win".
If you look at the one card that is previewed, it will be very difficult for other players to figure out what his agenda is. You're going to have a player who is likely to spend most of the game kicking the crap out of the humans to ensure a dial at 2, but paradoxically wants the humans to win.
So you could never really be sure he's trying to achieve the "Grant Mercy" goal or is just trying to make you lose.
DCAnderson said:
The trick to the Cylon leader is that he will have goals which go beyond simply "have the humans win" or "have the Cylons win".
If you look at the one card that is previewed, it will be very difficult for other players to figure out what his agenda is. You're going to have a player who is likely to spend most of the game kicking the crap out of the humans to ensure a dial at 2, but paradoxically wants the humans to win.
So you could never really be sure he's trying to achieve the "Grant Mercy" goal or is just trying to make you lose.
But is it possible for everyone to win or everyone to lose, or will there be three sides, Cylon Leader, Cylon and Humna, In the above example, 3 Humans, one Cylon leader and Grant Mercy then it is possible for everyone winning or losing. Opinions?
Dan said:
DCAnderson said:
The trick to the Cylon leader is that he will have goals which go beyond simply "have the humans win" or "have the Cylons win".
If you look at the one card that is previewed, it will be very difficult for other players to figure out what his agenda is. You're going to have a player who is likely to spend most of the game kicking the crap out of the humans to ensure a dial at 2, but paradoxically wants the humans to win.
So you could never really be sure he's trying to achieve the "Grant Mercy" goal or is just trying to make you lose.
But is it possible for everyone to win or everyone to lose, or will there be three sides, Cylon Leader, Cylon and Humna, In the above example, 3 Humans, one Cylon leader and Grant Mercy then it is possible for everyone winning or losing. Opinions?
Technically you can allready have a game where everyone loses with just the base game. (If the humans get wiped out before the Sleeper Agent Phase and no "You are a Cylon" card has been dealt out yet.) But that rarely happens.
My guess is that you will still always have at least one player who loses and at least one player who wins. You'll still have the Hidden Cylon mechanic so there will be the Cylon players win (the old hidden kind, not the leader) or the human players win or vice versa. There will always be the two teams. The Cylon Leader will just be a seperate Wild Card who if he achieves his goal will be on the winning team (Human or Cylon) or else will be on the losing team.
I hope there is only ONE way for the LEader to win, namely with the Agenda. Otherwise, he might not give a **** and just play like a normal Cylon if he also can win that way. Opnions
a)What do you think happens with humans, Cylons and Cylon leaders executed on New Caprica. Will it change on whether Galctica is back? How will it all work? Thoughts?
b) How does one move the jump track when Galcitca is back? The Labour Strike explanation says that the evacaution icon cancels the Jump track icon when Galactica is back. Do the humans have to use New Caprica's Breeder's Canyon?
Dan said:
a)What do you think happens with humans, Cylons and Cylon leaders executed on New Caprica. Will it change on whether Galctica is back? How will it all work? Thoughts?
I would guess that no matter what, an executed human character would work the same as on Pegasus. If Galactica is back, I would guess a Cylon would still move to the Resurrection Ship. Not sure about when Galactica isn't around, since that board is basically ignored until Galactica returns. In the show, Cylons that were killed returned to New Caprica soon after - maybe in the game they have to skip a turn or something?
Dan said:
b) How does one move the jump track when Galcitca is back? The Labour Strike explanation says that the evacaution icon cancels the Jump track icon when Galactica is back. Do the humans have to use New Caprica's Breeder's Canyon?
From the preview: "the humans will need to coordinate as many evacuations as it takes to feel secure in the final, game-ending FTL jump." To me this suggests that the human players decide when they want to jump, possibly by activating the FTL location. It seems like they can do so whenever they want, but have to balance the desire to leave quickly with the need to evacuate enough ships to "feel secure" they will survive the jump. Not sure if this is right, because I can see a couple of problems with this: an unrevealed Cylon could potentially jump Galactica immediately, before any ships are evacuated, almost guaranteeing a cylon win and thus giving way too much power to that character (kudos if you can last that long with being revealed though!). Also, it goes against the thematic concept that it takes time to prepare for a jump, represented at other times in the game by the "prepare for jump" mechanic.
Dan said:
a)What do you think happens with humans, Cylons and Cylon leaders executed on New Caprica. Will it change on whether Galctica is back? How will it all work? Thoughts?
b) How does one move the jump track when Galcitca is back? The Labour Strike explanation says that the evacaution icon cancels the Jump track icon when Galactica is back. Do the humans have to use New Caprica's Breeder's Canyon?
1: I'm guessing that although the preview says that the Galactica board is out-of-bounds at first, that this really only applies to Galactica itself as well as Colonial One. I should imagine the Cylon locations are still accessible by Cylons (or at least, the Resurrection Ship location). If a human is executed on NC, then maybe a new character is drawn and they start at Resistance HQ...?
2: I guess so. I imagine that the humans will still need to advance the jump track to prepare for the final jump, basically due to the insta-lose situation the above poster describes (Cylon admiral jumps the ship immediately, leaving everyone stranded). The only difference there might be is that the fleet doesn't auto-jump once it reaches the end of the track - either someone must activate the FTL location, or the admiral must decide to jump the fleet at the end of any player's turn (or something like that).
Questions due to typos or lack or info.
a) This has been mentioned on Board game geek, with no answer. If Galactica is "Infiltrated", and then the New Caprica phase comes, does that "Infiltrating" Cylon go to the Cylon New Caprica space and act like a Cylon, or do the go to Resistance HQ like a Human and act like a human? And when Infiltrating is Pegasus available? What is causing trouble is the rule "trated like a human player" and "can move to any location available to human players"
My gut says that when NC is occupied the Cylon Infiltrator comes out, acts like a Cylon. Also the Infiltration deals with Galactica, not NC, so I would think the Infiltration stops on NC. I would guess Pegasus is avaiable but one must enter by means Galactica first Also thinking it would be good for game balance if the Infiltration stops on NC.opinions?
b) Also from Boardgamegeek.The Cylons on NC can, if a centurion and a Cylon are on the same space as a human, rol a die and either put the human in Detention or in Medical. But the highest number is "7". If 8 is a miss, it should be lcear, like all the possibilities for attacking Cylons, for example. If "8" is a miss, and then you can play Strategic Planning on a die roll, it gives a 3/8 chance, about 37%, of failing. is that the intention, and is that fair to the Cylons?
My gut says it's a typo, makes life easier, it should be 4-8, not 4-7.
a) I think the infiltration continues on NC, and the Cylon leader is treated as a human player as he normally should. From this paragraph, found page 11:
- A Cylon Leader may always return to the “Resurrection
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 (of his choice). If a Cylon
Leader returns to the “Resurrection Ship” for any reason
(including being executed), he is no longer Infiltrating.
So it seems from that paragraph that the Cylon leader is an exception to the NC phase because he can always go back to the resurrection ship, while the other Cylons always stay on NC.
b) As every other occurence, when there is nothing written, it is treated as a "no effect". And I guess playing a strategic planning will give more chance to the human player to avoid getting caught or hurt.
And it doesn't look like a typo as the "4-7" is shown both on the NC board and in the manual, page 14: "If the result is a 4-7, the human is
moved to “Medical Center.”"
NC infiltration or not
a) Argument against NC infiltration is that on p. 13 it says #4 "Cylons move their characters to Occupation Authority" I know the other part of the rules says "treat as normal humans". And we still don't know if Pegasus can be Infiltrated
b) The **** die roll for Cylon fighting humans on NC! IS it 4-7 with nothing for 8, or is it intended really as 4-8. Usualllly all results of a die roll are shown, look at Jumps, attacking Cylon ships and boarders, using nukes. We have had typos before, like with the Admiral card from the main game. If 8 is no effect, thean it is open for Strategic Planning, and then we weaken considerably this action for Cylons. Is that the intention?
NC infiltration or not
a) Argument against NC infiltration is that on p. 13 it says #4 "Cylons move their characters to Occupation Authority" I know the other part of the rules says "treat as normal humans". And we still don't know if Pegasus can be Infiltrated
b) The **** die roll for Cylon fighting humans on NC! IS it 4-7 with nothing for 8, or is it intended really as 4-8. Usualllly all results of a die roll are shown, look at Jumps, attacking Cylon ships and boarders, using nukes. We have had typos before, like with the Admiral card from the main game. If 8 is no effect, thean it is open for Strategic Planning, and then we weaken considerably this action for Cylons. Is that the intention?
As the Cylon leader will be treated like a human player, why couldn't he go on Colonial One or Pegasus?
About the 8 thing, there are a good number of examples where they just assume the players will understand that any other result is a "no effect". For instance, when you look at the chart for the attacks: 3-8 for destroying a raider and you just assume that the other results mean "no effect".
It could be a typo, but I wouldn't be surprised if it wasn't, makes sense to me.
a) I think Cylons can still infiltrate on NC. Look at the following text from the rulebook, p. 11: "A Cylon Leader may always return to the 'Resurrection 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..."
To me this makes it clear that a Cylon Leader can be placed in Detention. However, look at this from p. 14: "Cylon players cannot be placed in detention." So, the only way a Cylon Leader could end up in detention is if he is being treated as a human player, i.e. he is Infiltrating. So infiltration is allowed on New Caprica, apparently.
Thematically, this makes sense because a known Cylon could theoretically help the human resistance on NC just as easily as they could help fight the other Cylons on Galactica - think Athena. Of course, they could also only be pretending to help, depending on their agenda.
b) The same "4-7" text appears on both the game board and the rulebook, which suggests to me it's not a typo. I think this represents the human's chance of escaping from the occupation forces without being either captured or injured.
Corey answered
a) 4-7 for a Cylon attack on NC is not a typo. Nothing happens on 8
b) Galactica cannot be damaged if away from NC,if a Cylon reveals with the "Damage Galactica" Loyalty card. or for any other reason. That Loyalty card would have no effect on NC when Galactica away
c) The above card can damage Pegasus, choice of current player. Of course not if Galactica and Pegasus are away from NC
d) Infiltrating characters start on Galactica, can move to Pegasus or Colonial One, and if Infiltrating when NC comes up, they go to NC as a HUMAN
Question: Does Ellen Tigh's Politically Adroit ability allow her to draw cards outside of her skillset? I sorta assume so, but that seems crazy good to me.
Guess the reason for the 4-7 (as opposed to 4-8), is that, even with strategic planning, the percentage of success/failure stays the same.
The MAN has been kind enough to answer all questions I have put to him. I would like to share the answers, and hope some readaers will post on Board gamegeek or other threads on this forum
Scar is immune from all abilities and cards that destroy Raiders except that which rolls a 7+, like shooting at a raider with a Viper, or a Battlestar (as long as a 7+ is roll)
Evasive maneuvers CANNOT be used on a viper that is hit with the main batteries.
Pegasus CIC DOES receive +2 when attacking a basestar with structural damage.
Caprica 6 can "take" no cards from an empty hand and then give a card. Nice thing for her to do, could be trying to impress!
Yes, you do draw a crisis card while in detention. You may play up to 2 skill cards into skill checks while in detention (as printed on its location).
Yes. Cylon leaders may always use their abilities (whether infiltrating or not).
If the "Farm" crisis fails, then human characters (including infiltrating cylons), may not use once per game abilities.
Civilian Convoy- The second condition is in ADDITION to the first condition. They always lose 3 fuel and gain 1 population.
Cavil's Action-If you use this ability before Galactica returns to New Caprica, then it does nothing.
If you use this after galactica has returned to Orbit, it will let you place a basestar (assuming both aren't still in play) and not place any civilians. I'll add this to the next FAQ.
Can you use more than one Maximum Firepower to reroll the same attack againsy cylon troops?
Dan said:
Scar is immune from all abilities and cards that destroy Raiders except that which rolls a 7+, like shooting at a raider with a Viper, or a Battlestar (as long as a 7+ is roll)
Somewhat vague, and begs a question about Brutal Force - if the roll to avoid Morale loss is 7+, does it count? 
Hey all,
This is about the effects of crisis cards on cylon players.
The original rulebook states quite plainly that "Revealed Cylon players are unaffected by abilities on Crisis Cards and skill checks".
The expansion rulebook then states "Remember that a “Cylon player” may always ignore the negative effects of Crisis Cards, such as discarding cards or being sent to the “Brig” or “Sickbay” on page 7 and then gives an example of cylon players ignoring the negatives of a crisis but drawing treachery cards.
As far as I can tell this was never introduced in the errata but the expansion rulebook makes it sound like this has always been the case, and that cylon players have always benefited from the positive effects of crisis cards. I can see no evidence for this in the original rulebook or the FAQ though.
So my question is: do cylons actually benefit from the positive effects of crisis cards while ignoring the negatives? And is this meant to be errata for the original rulebook?
It's in the rules changes and clarifications section, so I assume it replaces the original rules.