Decided to throw some ideas how this great game could be tweaked to work with 2 players. Pls note that I haven’t yet got the chance to test the game in real-life (hopefully get a copy after the weekend), but have familiarized myself with the rulebook, however. Thus please note that these changes haven’t been tested, and might be out-of-balance.
I sincerely hope to get some feedback from BSG board game hardcorers, if this could be a way to make it work with 2 players and still maintaining the core idea of the game to certain extent.
So: Both players start the game as humans so the initial phase is purely co-op. After distance 4, however, there will be a loyalty check as follows:
· 4 loyalty cards (3human+1cylon) are shuffled and one card dealt per player (thus 2 cards remaining unknown to both players)
Cards are viewed in secrecy from the other player. In case either gets the cylon card in the sleeper agent phase, that player from there on has a secret agenda to annihilate the human race. In case neither gets the card, the game will be co-op to the end. But at that time neither can be sure and the game commences rule-wise as before. If either player gets suspicious of the other’s motives, that player can accuse the other player of being a cylon and send him to the brig (following normal “brigging” rules). Note: This is the only case where a player can be sent to the brig by the other player (crisis events can do this, however).
Here comes the catch.
The accusation triggers its resolution and players must reveal their loyalty cards. Outcomes are the following:
1) The accusation is correct: cylon has been revealed, but effect of the revelation (loyalty card action) is limited since he is sent to the brig. Cylon continues as a cylon to the end. Human player can take at this time a role of a second character to support the fight against cylons (following normal turn phases). So he plays 2 characters having their own turns accordingly. When choosing the second character the same criteria exists as in the game setup phase when choosing characters. The cylon player plays as 1 cylon and moves to cylon location after revealing himself.
2) The accusation is incorrect: human companion ended up in the brig, morale will take a hit -1 (as a sanction), a virtual third player (cylon) emerges with a super crisis card event (see separate virtual cylon rules below). Play continues normally with the virtual cylon. Naturally the co-op will be more difficult from now on due to the reasons mentioned above so the accusation should not be thrown too hastily.
If the other player got the cylon card, he can of course reveal himself before being accused, or try to remain hidden as long as possible – this depends on the strategic situation and the nerves of the cylon player.
Note: only the non-cylon player can make the accusation of the other player being a cylon, naturally. No bluffing there. Sympathizer card is also not used.
(Note2: To boost the sensation of being on one’s toes, the loyalty deck can also be operated so that you mix 10 cards, both pick 1 card already in the beginning of the game, and again both pick 3 cards in the sleeper-agent phase (and 2 cards remain unknown). This way the other player can be a cylon right from the start still emphasizing from probability point-of-view the sleeper-agent phase.)
And next below the concept of a virtual cylon player mentioned earlier (emerging if accusation is incorrect): Rules for the virtual cylon are copied from Hellequin’s message in another thread of the FGG forum. I found them such that could be used here. Action is decided by a roll of a 8sided dice.
- On a 1-2, the virtual cylon plays the Caprica action; if he has a Super Crisis, he plays it, otherwise he draws two. He prefers cylon assault cards to crises; he prefers assaults worth more total points (see below) to ones worth less; he prefers crises (or choices on crisis cards if offered a choice) with no test possible, to those with a test; he prefers higher-target-number crises; he chooses randomly otherwise.
- On a 3-4, he plays the Cylon Fleet. To decide which type of ship to activate, count points in play: Each Raider is worth one point toward Activate Raiders. Each Heavy Raider and Centurion is worth two points toward Activate Heavy Raiders. Each Basestar is worth three, and each damage token on Galactica worth one, toward Basestars Fire. The option to launch two raiders and a heavy raider is worth a fixed score of five points (with one Basestar) or eight points (with two). Decide ties randomly.
- On a 5-6, he plays the Human Fleet action. He gets to target both players, and removes one of each player's highest-value skill cards, at random. The die roll is unchanged.
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On a 7-8, he plays the Resurrection Ship action, rather modified. First, if the NPC cylon does not currently have a Super Crisis, whether or not he has ever played one previously, he draws one for later use. Second, if the distance is less than 7, select a player at random; that player rolls the die. On a 1, he draws a random card from a deck made up of the three You Are a Cylon cards not in use, plus one Not a Cylon card.
Anytime a crisis comes up, the NPC cylon pitches in one card from the deck of the first colour (top-to-bottom as on the crisis cards) which will hinder the players. Draw it without looking at it, and mix it in along with the Destiny draw.