This may have been brought up many times before. If so, I apologize.
I have played a couple of games with the expansion. Once with six players and another time with seven. Both games ended the same way. The admiral happened to be a cylon and jumped Galactica as soon as it arrived at New Caprica... causing an instant win for the cylons. Many of the people in my group have voiced that they think that is a bit overpowered... and I agree. If you're a cylon, and you happen to be the admiral, you can play it straight all the way through the game. Why do you need to slowly sabotage the humans whenever you see a chance? There's no point in risking it. You can play on the side of the humans all the way through the game and then play your "I win" card as soon as Galactica arrives at New Caprica. For anyone else playing a cylon, they would have to do what they can to sabotage the humans and risk being caught... that's the way the game is meant to be played. The humans are always supposed to be on the lookout for such behavior. But now the admiral doesn't have to take such risks. So long as he keeps the title through the New Caprica phase, he wins the game. Does anyone else have a problem with this scenario?
One thing I thought might be a good way to counter this is to create a skill check at the time the admiral wants to jump the fleet in the New Caprica phase. The difficulty of the check would depend on the number of civilian ships and human players left behind. I was thinking the difficulty would be 2 for each civilian ship and human. So leaving 5 civilian ships and 2 humans behind would create a 14 difficulty skill check. If the check passes, the jump is carried out. If it fails, there is a mutiny and the admiral is executed.
I want to know what you guys think. Any comments?