Expansion make the game harder for humans?

By MrBody, in Battlestar Galactica

GrooveChamp said:

Scar was pretty deadly. He took out 3 civilain ships. He did bring up a question though: although vipers or galactica need a 7-8 to destroy him, what about pegasus main batteries that don't roll against individual ships? Do they just treat him as a normal raider when you destroy 2-4 of them? Same for nukes rolling a 7-8.

Yeah, any time you roll a 7 or 8 and can destroy raiders, you can destroy Scar. So if you nuke a basestar next to him and roll a 7 or 8, he can be one of the three raiders. Same with the main batteries.

GrooveChamp said:

But yeah, our group gave a unanimous thumbs down to the cylon leader character. It takes the fun out of trying to root out one of the cylon players. Additionally it's kind of pointless trying to figure out their agenda since they either act like a lukewarm human sabotaging the occasional skill check or a lukewarm cylon occaisionally helping out a skill check, and the human players have to have all the agenda cards memorized to even have a vague guess at what they're trying to do. Regular games revolve around asking "Who's a cylon?" and "What can we do to stop them?". With cylon leaders, the answers to those questions are "There's no real way to tell" and "Nothing much".

Their agenda is so specific and hard enough to influence that they can't really meander around trying to put on an act, not that they have any incentive to try and gain trust because there's not much other players can do to affect them; at most you spend cards to throw them in the brig (not a big deal since they only get 3 cards a round to throw in anway) and delay them a turn. The worst part is there's absolutely no point in airlocking them since brigging is easier to pull off and more inconvenient to them. We were so looking forward to carrying out some hot execution action! My admiral Cain went to waste all game =(

It almost feels like they're off playing a totally seperate game and not really participating with anyone. They're also not very fun to play as since you're mostly isolated from either side. No tension in trying not to get caught, no real possibilities of gaining trust to be put in a sensitive position to wreck havoc (admiral/president). Spend half your turns either moving to the human fleet or commiting suicide. Cavil can use his once a game to bring an instant loss for the humans, but that's it and it's just another thing neither side has any control over.

I guess the point was to throw in a wildcard that no one is totally sure of, but it doesn't work out. It's such a wild card that not even the cylon leader has a great deal of control over their win conditions, and the best option is to just ignore them either way since you can't do much except make the game boring for them.

I think that's our fundamental issue in our playgroup with the Cylon Leaders - you have no way to know what their win condition is, and it doesn't affect your win condition in any way if the Cylon Leader accomplishes their agenda or not, so they're really playing a different game that happens to use the same pieces.

Well, we've decided to ban cylon leaders from 5 and 7 player games. Having a hidden cylon is much more fun than having a hostile cylon leader.

We're going to give cylon leaders one more chance in even number player games. We figure having a sympathetic cylon leader might still be prefereable to a sympathizer.