resurrectionship question

By Franem66, in Battlestar Galactica

Is a cylon player allowed to remain at the (hazourdous) resurrectionship for as long as he/she wants to acquire multiple super crisis cards?

Last time we played it, the cylon player did just that and ruined a so far perfect game (for the human players). The humans never recovered from the damage he did.

the damage he did while he wasted turns doing nothing and drawing 1 skillcard?

what a jerk.......

One of the first games we played with the expansion, one my friends played Cavil and used his OPG to draw three Super Crisis cards at the ressurection ship. He never got a chance to use any of them because the humans got to NC by his next turn and then launched before he had another turn. He basically did nothing the entire game.

Hmmm, astonishing the way you seem to know him... Perhaps he could have done more damage any other way. It was however our second time playing the game and the first time we ran out of morale pretty quick. We ran out of everything pretty fast now I think of it.

Franem66 said:

Is a cylon player allowed to remain at the (hazourdous) resurrectionship for as long as he/she wants to acquire multiple super crisis cards?

Last time we played it, the cylon player did just that and ruined a so far perfect game (for the human players). The humans never recovered from the damage he did.

I'm not sure I understand what you're asking ... a Cylon player only ever gets a single super crisis card? The Ressurection ship merely allows them to exchange it...

The Resurrection Ship in Pegasus allows a cylon there to draw a super crisis with an action. It's also a hazardous location so can't be moved to normally, and it's like Sick Bay in that you only get to draw one card if you're there.

James McMurray said:

The Resurrection Ship in Pegasus allows a cylon there to draw a super crisis with an action. It's also a hazardous location so can't be moved to normally, and it's like Sick Bay in that you only get to draw one card if you're there.

Ah, ok. Basegame mistake.

That sounds incredibly ... hazardous ... for the humans :P

Not especially. It uses your turn to do it. If the jumps come quickly, you may never get a chance to use the super crisis cards you drew. Instead, you could be activating forces that are already on the board, or tossing out your choice of two regular crisis cards to go after their resources.

I have seen it get used in two ways - cylons that get executed tend to spend a turn grabbing a supercrisis card because they lose theirs in execution. Otherwise cylons that reveal early may choose to spend some time gathering - if they feel they cannot usefully do anything. I do think may cylon players are tempted to keep in the Ressurection Ship and grab cards and on occasion it has certainly lost the game for them as they lose a turns activity.

It is not a no-brainer decision to stay there - in fact to stay or not is (in my opinion) a signficant one. If in doubt, I think as a cylon its better to come out - only stay for a good reason.

It is almost never a good decision to stay at the resurrection ship. Firstly, with the pegasus expansion, super crises are not nearly as game-warping on average as they were before (before, you had a 1 in 5 chance of getting Massive Assault, or whatever it was, which was unbelievably strong. Bomb on Colonial One and the Centurion one were also pretty great). Now? The manifesto one that hardly bears remembering? Most of them are pretty tame.

More than anything, the Resurrection ship penalty of only drawing one skill card is what you should be staring at. Not drawing cards hurts your potential to hurt crises, which lets the human players throw in lower, since they have to account less for what you're going to do (you still throw in only one card, but it is far less likely to be a high number). Additionally, you're losing actions to get mediocre crises, when you could be at the caprica location drawing two and picking one.