Hey all,
My group received the Pegasus expansion this week and have been playing it muchly. I greatly enjoy the additions it makes, but I must admit many of our players are still on the fence as to whether we'll stick with it. While it captures the spirit of the show quite a lot, and New Caprica is a very exciting end-game, we've identified many specific things that require clarification or errata, or at the very least some house ruling.
There are a few things that we've discussed that I haven't mentioned, as we want a bit more time to try them out, for example: we also share a bit of the common concern about execution, as we've successfully executed the cylon player in all of our games with very few downsides. But I think we need to experience it more before coming to a definite conclusion on whether it adds to or subtracts from the game.
It's a bit of a wall-of-text and I apologise for the length, but I've tried to cover lots of things and I've tried to explain our group's thoughts in as much detail as possible. Here's what the post touches on in brief:
Suggested FAQ additions:
- Training Snafu crisis card
- Negative effects of Crisis on Cylon playres
- Dee's character ability
- Laura Roslin's Negative on New Caprica
Suggested Errata:
- Cain's once-per-game
- Kat's character ability
- The Sympathetic Cylon mechanic
- Cylon Agenda Cards
Things we're unsure about and may require FAQ rulings:
1) In Training Snafu , it says "damage 3 vipers in space areas or in the reserves". Do you chose a location? (ie, can you pick space areas if you only have 1 or two vipers flying) or do you just lose three vipers and have to choose where they come from?
2) The expansion rulebook "reminds" players that Cylons ignore only the negative abilities of Crisis cards , but never explicitly says it other than the example given on Page 7. If this example is correct, who decides what is negative or positive? Does the cylon player do it on a case-to-case basis, picking and choosing which crisis cards effects affect him?
3) Dee's ability stats "when you activate the communications location, you may look at every civilian ship on the game board and may move any number of them". In our game, a player argued this let him look at the back of every civilian ship on New Caprica, (very useful to determine if you can afford to leave them behind) even though he can't move them. The wording does seem to allow this and nothing in the rules forbids it. We've assumed that this isn't supposed to be possible, but the rules never state it so this is in need of official clarification.
4) When Laura Roslin attacks occupation forces on New Caprica, does this count as activating the location she's currently in? We don't believe this to be the case, but are quite uncertain and the rules do not clarify.
Things that we've found unbalanced:
These are the things that our group, after playing the game several times, think may actually be broken, and detrimental to the game:
1) Cain's ability . It knocks 5 crisis cards out of the park instantly if used intelligently. That shortens the game significantly. In a game where you only have to go 7 distance and the likliest scenario is that you draw a 2 distance when blind jumping, this is just far too strong. If you can use this while the jump track is still at the bottom (which isn't hard with an XO), you remove any chance the cylons have of reducing resources quickly enough before the game ends.
In a game where humans win by advancing the jump track, a complete free jump is too powerful, and 2 civvy ships lost just aren't a significant deterrent.
Some variants have been suggested by our group: The ability could be worded to only wipe the board clean from cylon ships. You don't gain any actual distance, but you leave the cylon fleets behind, so still a very powerful ability in a crunch (compare with say, Apollo's ability, or Kat's, and you begin to see just how amazingly powerful Cain's ability is, even ignoring jump distance). Or two, it's changed so that Cain keeps drawing destinations until she comes across a one distance card, which is then resolved, potentially limiting the amount of gametime this ability otherwise removes.
2) Kat's ability to discard cards for dice rolls. In our first game we had a player choose Kat, and he quickly realised that there is no reason for her to ever get into a Viper. He spent the space battles about pegasus, hopping between Main Guns and CIC, scouting or XOing if he was required to move to an unneccsary location. It seems that she saves many cards and gets more definite results by spending her cards on Pegasus, to the point she didn't get into a Viper the whole game and the humans sailed through.
Some possible fixes: Not sure on this one, as card numbers are generally variable enough for you to get the exact result you want with the Pegasus guns. (Rarely will you need to spend a 5 strength card, or even a 4. As a specific example, discarding an evasive maneuvers card can insta-kill two raiders, and discarding your 5 strength max firepower will take out a guarenteed 4, no rolls required.) Possibilities include limiting the ability to while she's in a Viper, or removing the +2, making it more suitable for shooting raiders than aiming Pegasus's guns or jumping. I don't like either suggestion there to be honest, but Kat needs more incentive to get in a Viper, and this hasn't seemed neccessary at all in our games.
2) The Cylon sympathiser . The sympathiser gets amazingly penalised, and is not an enjoyable position to be in. As a common example: the four player game. If you don't have a cylon leader, you will have a cylon sympathiser. Let's compare the two. They both get sympathetic objectives. However, the sympathiser only gets theirs when the game is more than half over, so has much less chance of actually finishing it. The sympathiser loses all access to character abilities and once-per-games. The only advantage they get is that they can draw from any colours. If you draw an agenda card at half distance, whether you complete it or not is almost blind luck based on how the game has already gone. Both are forbidden from getting a super crisis at game start. The sympathiser card basically punishes that player for not choosing a cylon leader in the first place.
Some possible variants to fix this: The sympathiser maintains access to their character abilities and skill set (though still only draws 2 cards as a cylon player would). Or, the sympathiser could be given a supercrisis when revealed to try and balance the two, or the sympathiser could only be required to fulfill the "humans must win" or "cylons must win" part of the agenda, ignoring other requirements (it effectively becomes a loyalty card, and the difficulty in getting specific conditions is removed, since the game is already half over)
3) The Agenda Cards: We also found the agenda cards themselves to be ridiculously balanced in regards to each other. A cylon leader's objective would markedly alter the difficulty of the game, both for himself and all other players. Specifically, compare "Join the Colonials" in a four player game, to "Illusion of Hope" and "Convert the Infidels". In the former, the cylon leader will pander to the humans all game, and winning just requires that the humans not execute him for his troubles. Meanwhile, Illusion of Hope and convert the Infidels will require the cylon leader to pound the humans constantly all game, and particularly in the case of Convert the Infidels, he's still not guarenteed a win. The second two are both much harder for humanity, and for the cylon leader himself.
I approve of the concept of not knowing what the cylon leader is up to or if you can trust him. I think the concept is awesome, but it's been so awfully implemented, and the rampantly varying difficulty this brings on all players does not make the game enjoyable. As an example, in last night's four player game, our lone cylon player just gave up and I don't think he's going to want to play the game again. It became evident it was him alone versus two humans a cylon leader that was intent on doing everything he could for the humans, the cylon leader never having to do anything that would raise any suspicion or cause to remove him (He had Join the Colonials). The lone cylon player just had no chance of winning.
Unfortunately I have no suggestions for fixing these problems, as they would most likely need a redesign of several of the Agenda cards.
Despite all of these I personally have greatly enjoyed Pegasus. It adds a lot of positive changes to the game and fixes a few balance issues with the first. I love the new characters, particularly Cain and the battlestar she brings with her, as well as the cylon leaders. However, the expansion adds many more balance issues and I am somewhat disappointed though that some components seem to have suffered from very little playtesting.
I'm hoping that the FAQ will address some of these problems, as our game group isn't too keen on house ruling and would probably go back to playing the original rules if needs be.
Thanks for reading all that!