Cylon Super Crisis cards

By Laoghan, in Battlestar Galactica

Hi

We are playing Battlestar Galactica with Pegasus Expansion so we have revised Cylon Locations on main board. On Ressurection Ship Cylon as an action can draw Super Crisis Cards. And that is where my problem appears - how many Crisis Cards a revealed cylon can draw on his had when he is using this action turn by turn? Or revealed Cylon can have only one Super Crisis Card on his hand?

regards

They can draw as many as they want, but every turn they spend drawing another super crisis is a turn they're not playing one on you, picking a normal crisis through caprica, or activating cylon ships to blow humans up.

Also, they can't move to the resurrection ship on purpose, so once they've left, it'll take them two turns to get back: one to infiltrate and one to execute themselves. Assuming they're a leader or sympathizer and can infiltrate.

So there is no limit to Super Crisis Cards in Cylon player hand?

And if they turn Cylon they appear at Ressurection Ship so they won't waste more time travelling there. So after turning they can prepare by waiting few turns drawing Super Crisis Cards (of course they will waste some time).

Anyway thanks for answer. I simply wasn't sure if they can take multiple Crisis Cards by waiting at Ressurection Ship location.

They can wait, but two turns of picking normal crisis cards or blowing up humans is usually going to be worth the two turns it takes to get and play one random super crisis. Though at least it's better than the original resurrection ship, which I think saw use once out of 10+ games for us.

Laoghan said:

So there is no limit to Super Crisis Cards in Cylon player hand?

And if they turn Cylon they appear at Ressurection Ship so they won't waste more time travelling there. So after turning they can prepare by waiting few turns drawing Super Crisis Cards (of course they will waste some time).

Nope, no limit, but unless you reveal as a cylon very early, I find that the loading up on Super Crises is generally a bad idea. OK, if you go in the first couple of turns and have time available to play about then go for it as it can be useful to hold 3 or 4 for the ability to hit weak areas in the end game. However, once you get beyond the sleeper phase I generally find that its usually more important to get the Cylon out and active as fast as possible. Remember that you are drawing only one skill card as a Cylon in the ressurection ship using that Pegasus expansion board so your ability to affect the humans tests is more limited as well.