Pegasus Resurrection Ship- Infinite Super Crisis?

By SJE, in Battlestar Galactica

For the changes to the Resurrection ship location in the new overlay from the Pegasus expansion

So, Cylons cant choose to move to the Resurrection ship as a movement action, but if you turn up there due to revealing or being executed, can you remain their in subsequent turns and keep Drawing Super-Crisis cards? Stock up on say 5 or 6 and then move to Caprica to launch your reign of Super crisis terror?

Also, if you reveal in the pre-Crisis stage, how do you transfer your Sleeper Stage Loyalty card now?

SJE

That's a very quick way to let the humans win. While it can certainly give you some flexibility when choose your battles, I don't believe it's worth while in the long run.

Assumming you manage to reveal early in the game and draw a relevant Super Crisis you might get away with it. However spending too many of your following turns on the resurrection ship risks leaving the humans entirely unhassled, they'll probably average two+ jump preparations between each turn the Cylon player fishes another super crisis and remember that while you're there you can only draw one card to sabotage their checks.

Cylon Leaders have a rougher time of it, one action to infiltrate, one action to return to resurrection, one action to draw their first Super Crisis. It's also might be important to note that during the new caprica phase Cylons can't play Super Crisis cards until Galactica returns. They are fun flavourful cards, but they're just not that scary.

Inrelation to excess loyalty cards in the Pegasus expansion - Cylon players look at them and pass them to any human player. Whether this is from the sleeper phase, if a cylon is executed or the extra one when they reveal.

Kama said:

It's also might be important to note that during the new caprica phase Cylons can't play Super Crisis cards until Galactica returns.

Can anyone nail the above claim down with a quote and page reference from the rules? Thanks

Nope, the rules say nothing on the subject directly.

However, resolving a Super Crisis card can only be done by Cylons taking the action on the Caprica location. At the start of the New Caprica phase all Cylons are moved to Occupation HQ and they may not move themselves to any location other than those on New Caprica until Galactica returns. Once Galactica is back in play they may freely move between the Cylon and New Caprica boards, although that's cutting it a little close to the wire in hoping a super crisis will finish them off.

Kama is very correct on all accounts

I've played two games now and understand how it works pretty well. Drawling two super crisis might be worth it, but 6? that means you ned 6 turns to play them all. And they don't always hit the players where it hurts. Think if you just activated cylon ships 12 times in a row instead? that also puts the pressure on so they have to deal with problems instead of drawling lots of cards or scouting a lot.

Definitely agree. Doesn't seem worth it.

It might be worth an extra turn or two for a Cylon leader trying to destroy the humans as they could still use their movement power. However the other effect of being at the resurrection ship (only draw one card) would also hurt. I think that the only reason I would consider staying and drawing more than one super crisis card is if the first one was a real stinker.

As I said in another thread I think that the action listed on the Resurrection Ship is a misprint, the rulebook is absolutely adamant that Cylons should receive only one Super Crisis card so I think my group will house rule that there's no action there. If you'd rather keep it then as has been explored there are fair advantages and drawbacks to using the location.

Sacred Voice said:

As I said in another thread I think that the action listed on the Resurrection Ship is a misprint, the rulebook is absolutely adamant that Cylons should receive only one Super Crisis card so I think my group will house rule that there's no action there. If you'd rather keep it then as has been explored there are fair advantages and drawbacks to using the location.

Corey Koneiczka himself has talked about (on boardgamegeek.com) how the new ressurection ship allowing you to draw multiples is balanced so it seems the designer thinks it works that way.

DCAnderson said:

Corey Koneiczka himself has talked about (on boardgamegeek.com) how the new ressurection ship allowing you to draw multiples is balanced so it seems the designer thinks it works that way.

Hmm wish it was given at least a one-line mention in the rulebook, looking back through the book now though I can't find the emphasis on Cylons getting ONLY one Super Crisis Card, maybe I imagined it.

On a not entirely separate issue I was wondering when Cylon Leaders receive a Super Crisis Card? It's not listed in their setup but at the same time they're revealed from the beginning so they don't go through the reveal process, I assume they're given one from the start though I wish it was mentioned in the rulebook.

Also, how does a Cylon Leader infiltrate once on New Caprica but before Galactica returns to orbit? I know that if they're infiltrating before the jump that reaches NC but if they decide to de-infiltrate then re-infiltrate for whatever reason then how would they do it? The infiltrate capacity is only do-able at the Human Fleet location, I've just assumed they can do it from any location on NC.

Sacred Voice said:

DCAnderson said:

Corey Koneiczka himself has talked about (on boardgamegeek.com) how the new ressurection ship allowing you to draw multiples is balanced so it seems the designer thinks it works that way.

Hmm wish it was given at least a one-line mention in the rulebook, looking back through the book now though I can't find the emphasis on Cylons getting ONLY one Super Crisis Card, maybe I imagined it.

On a not entirely separate issue I was wondering when Cylon Leaders receive a Super Crisis Card? It's not listed in their setup but at the same time they're revealed from the beginning so they don't go through the reveal process, I assume they're given one from the start though I wish it was mentioned in the rulebook.

Also, how does a Cylon Leader infiltrate once on New Caprica but before Galactica returns to orbit? I know that if they're infiltrating before the jump that reaches NC but if they decide to de-infiltrate then re-infiltrate for whatever reason then how would they do it? The infiltrate capacity is only do-able at the Human Fleet location, I've just assumed they can do it from any location on NC.

You seem to assume an awful lot.

Yes - you imagined reading in the rulebook that Cylons should only receive one super crisis. I would highly recommend you try out the strategy of drawing multiple super crisis cards and see what happens.

Cylon leaders do not receive a super crisis unless they spend an action at the Res Ship location (this is why nothing is mentioned in the rulebook).

Cylon leaders may only infiltrate from the Human Fleet location. If Galactica is not in orbit of New Caprica, then it is not possible for a leader to infiltrate (as they cannot move to that location). A Cylon who de-infiltrates while Galactica is away (either voluntarily or through execution) is moved to the Medical Centre (instead of the Res Ship).

Bleached Lizard said:

You seem to assume an awful lot.

Yes - you imagined reading in the rulebook that Cylons should only receive one super crisis. I would highly recommend you try out the strategy of drawing multiple super crisis cards and see what happens.

Cylon leaders do not receive a super crisis unless they spend an action at the Res Ship location (this is why nothing is mentioned in the rulebook).

Cylon leaders may only infiltrate from the Human Fleet location. If Galactica is not in orbit of New Caprica, then it is not possible for a leader to infiltrate (as they cannot move to that location). A Cylon who de-infiltrates while Galactica is away (either voluntarily or through execution) is moved to the Medical Centre (instead of the Res Ship).

Normally Fantasy Flight rulebooks cover almost every eventuality very thoroughly, and for that I'm greatful cos I LOVE rules no matter how complicated they get, but there seem to be a lot of holes in the rulebook so I'm filling them in as I thought they would fit in best with the theme and the game principles. What I'm really aiming to do is draw the designer's attention to what I feel are bits of the rulebook that've been printed wrong or missed out, if the reality is it was intended then I would just shut up but until I get the answer I'm just checking.

I admit I was wrong mis-remembering the expansion rulebook's position on Super Crisis Cards and indeed will be playing the multi-card principle in future games, however it is a principle that Cylon Leaders are able to infiltrate at almost all times in the game. Indeed *AGENDA SPOILER* one of the agenda cards requires that they be infiltrated in order to win, if a Cylon leader is not infiltrated when you reach NC then he has to hope that when Galactica re-launches that his turn will come round in the sequence before the Admiral's in case the humans manage to use enough XO's to get lots of ships evacuated then jump on the Admirals turn. It's highly unlikely this would happen but I don't think the Cylon Leader should be put in this situation just because NC doesn't have a location that says he can infiltrate, so I assume that in the bustle and business of the evacuation then he is capable of infiltrating at any location representing just appearing out of the crowds to help the humans out - it fits thematically and seems fair as it fulfils the principle that Cylon Leaders can infiltrate the humans as in the rest of the stages of the game.

Moving on to Cylon Leaders and Super Crisis Cards, it is a principle that all Cylons get a Super Crisis Card upon revealing, in fact it's part of the process of revealing if you look at the reveal process on page 20 of the Pegasus rulebook. However Cylon Leaders never get a reveal process as they are revealed from the beginning, so unless you deal them one at the beginning they're forced to spend a turn infiltrating then another de-infiltrating then another waiting at the Resurrection Ship and then one final one just to play their Super Crisis Card. A normal Cylon just has to reveal and he has one ready to use on his next turn, should he want to. I think it's more in keeping with the game's principles that every Cylon player wields a Super Crisis Card when he becomes revealed so I asked to check that it really was the intention of the designers to miss out that Cylon Leaders get given a Super Crisis Card in their set up. When you think about it giving a Cylon Leader a Super Crisis Card on the first turn is not unbalanced in any way because playing one early in the game is usually not the best time to use a Super Crisis Card and it gives a bit more diplomatic leverage for the leader while infiltrating cos he can claim to be helping the humans but they will have more reason to be suspicious of anything he does because he could always play that Super Crisis Card lurking in his hand.

To conclude I wouldn't say my assumptions were unfair, the rulebook just missed out parts I didn't think should be missed out, especially with the way some of the agenda cards work. If the designers never made mistakes in the rulebooks we wouldn't have FAQs and Errata releases so I'm just bringing this to the attention of the designers for a definite ruling while applying what I feel would be the correct way to rule. Geez it sounds like I'm working as the appellant in the Court of Appeal.

TL;DR - I'm not debating people's interpretation of the rules or even if I'm misinterpreted them myself I'm questioning whether the rules are plain wrong or missing something, and until there is a ruling I can only make assumptions about what the rules are/should be.

Sacred Voice said:

As I said in another thread I think that the action listed on the Resurrection Ship is a misprint, the rulebook is absolutely adamant that Cylons should receive only one Super Crisis card so I think my group will house rule that there's no action there. If you'd rather keep it then as has been explored there are fair advantages and drawbacks to using the location.

For what it's worth, more than the Resurrection Ship would have to have been misprinted. The space that allows you to play them clearly assumes that a player can have more than one.

Sacred Voice said:

Normally Fantasy Flight rulebooks cover almost every eventuality very thoroughly, and for that I'm greatful cos I LOVE rules no matter how complicated they get, but there seem to be a lot of holes in the rulebook so I'm filling them in as I thought they would fit in best with the theme and the game principles. What I'm really aiming to do is draw the designer's attention to what I feel are bits of the rulebook that've been printed wrong or missed out, if the reality is it was intended then I would just shut up but until I get the answer I'm just checking.

I admit I was wrong mis-remembering the expansion rulebook's position on Super Crisis Cards and indeed will be playing the multi-card principle in future games, however it is a principle that Cylon Leaders are able to infiltrate at almost all times in the game. Indeed *AGENDA SPOILER* one of the agenda cards requires that they be infiltrated in order to win, if a Cylon leader is not infiltrated when you reach NC then he has to hope that when Galactica re-launches that his turn will come round in the sequence before the Admiral's in case the humans manage to use enough XO's to get lots of ships evacuated then jump on the Admirals turn. It's highly unlikely this would happen but I don't think the Cylon Leader should be put in this situation just because NC doesn't have a location that says he can infiltrate, so I assume that in the bustle and business of the evacuation then he is capable of infiltrating at any location representing just appearing out of the crowds to help the humans out - it fits thematically and seems fair as it fulfils the principle that Cylon Leaders can infiltrate the humans as in the rest of the stages of the game.

Moving on to Cylon Leaders and Super Crisis Cards, it is a principle that all Cylons get a Super Crisis Card upon revealing, in fact it's part of the process of revealing if you look at the reveal process on page 20 of the Pegasus rulebook. However Cylon Leaders never get a reveal process as they are revealed from the beginning, so unless you deal them one at the beginning they're forced to spend a turn infiltrating then another de-infiltrating then another waiting at the Resurrection Ship and then one final one just to play their Super Crisis Card. A normal Cylon just has to reveal and he has one ready to use on his next turn, should he want to. I think it's more in keeping with the game's principles that every Cylon player wields a Super Crisis Card when he becomes revealed so I asked to check that it really was the intention of the designers to miss out that Cylon Leaders get given a Super Crisis Card in their set up. When you think about it giving a Cylon Leader a Super Crisis Card on the first turn is not unbalanced in any way because playing one early in the game is usually not the best time to use a Super Crisis Card and it gives a bit more diplomatic leverage for the leader while infiltrating cos he can claim to be helping the humans but they will have more reason to be suspicious of anything he does because he could always play that Super Crisis Card lurking in his hand.

To conclude I wouldn't say my assumptions were unfair, the rulebook just missed out parts I didn't think should be missed out, especially with the way some of the agenda cards work. If the designers never made mistakes in the rulebooks we wouldn't have FAQs and Errata releases so I'm just bringing this to the attention of the designers for a definite ruling while applying what I feel would be the correct way to rule. Geez it sounds like I'm working as the appellant in the Court of Appeal.

TL;DR - I'm not debating people's interpretation of the rules or even if I'm misinterpreted them myself I'm questioning whether the rules are plain wrong or missing something, and until there is a ruling I can only make assumptions about what the rules are/should be.

The rules about Super Crisis cards are very clear. There is no need to make any assumptions. You spell out the rules, and then say "but I assume it shouldn't work that way". There is ONE way to infiltrate, and that is to use the Cylon space. If you can't get to that space, you can't infiltrate. Better plan ahead. And yes, it IS harder for Cylon Leaders to get Super Crisis cards. If you need one, better plan ahead. There is nothing wrong with this balance. Also, Cylon Leaders are not Cylons, they are Cylon Leaders.