Expansion Petition

By abraxus_smith, in Battlestar Galactica

I don't think you can logically conclude that at all. It could be just as easily a way of saying they are not. Kinda like when somebody makes something,( ie a movie or video game) that doesn't do well but the people who made it say, "they are still proud of it". I mean look at this string, over 1700 views but only about 50 people actually signed the petition. Hardly an overwhelming response. Maybe it wasn't successful at all and they are just trying to PR over why there won't be another expansion.

No, that statement does not logically lead to any conclusion. However, I hope your supposition is correct, I really do.

Saying "we are very happy with the success..." means it sold well. If it sold well, there will be expansions. There will continue to be expansions until it stops selling well.

I would take an educated guess and say that BSG is one of FFG's biggest-selling games (considering it is their highest or second-highest ranked game on BGG, depending how you look at things), so they will continue to make expansions for it for as long as they can make money out of it.

EDIT: Unless he's lying, but I doubt it.

Not knowing if a game is coming out is usually better than knowing that one is coming out and then they run into problems that delay it months and months. While most people release game/movie one after the other until they become failures some don't do that. Most people who make expansions don't care if another one is comeing out or not they will work out their own rules anyways.

As time has passed and with the show off the air, I started to doubt whether a second expansion was coming.

And then I read that reply from Mr. Stromberg.

gran_risa.gif

MORE EXPANSIONS!

SO SAY WE ALL!

To me, the encouraging thing about the response is that Mr. Stromburg only bothered to explain why, if you have an expansion in the works, you wouldn't want to announce it too early. It's analagous to, "I can't tell you whether or not Mom's bringing home ice cream, because sometimes there's traffic on the drive home from the ice cream parlor, and I don't want you getting impatient."

Admittedly the second paragraph about FFG's happiness with the game and gratefulness to the fans didn't discourage me much either, but it was that first bit that I seized on as most telling. Anyway, kudos to FFG, it's an amazing game. Really can't wait for an expansion.

I would love to see an expansion, even if it is just a Card/Character Expansion.

  • More Characters (the usual suspects listed in previous posts)
  • More Crisis
  • More Super Crisis
  • More Destinations
  • New Destination Objective
  • New Skill Cards

That would be a great place to start.

Is it true that a deluxe edition is in the works? I think I read this somewhere in BGG. If this were true, it would be like a pseudo-expansion.

Sekreth said:

Is it true that a deluxe edition is in the works? I think I read this somewhere in BGG. If this were true, it would be like a pseudo-expansion.

Not that I've heard, and I hear pretty much everything about this game.

Some interesting ideas here, so I will put some other here too:

I think, that getting too close to the plot-line of the series is nice for fans, but hard for game designers. so i think, you should not press the whole game into the plott-line. better see the plot-line like a base for the game. but the most interesting part of the game is, from my point of view, that every game we played ended up in another situation. this effect would be minimized when getting too close to the plot line......my opinion.

so what would I add:

of course, there are some characters, crisis cards, quorum cards, super crisis cards, skill cards or destination cards which could be added. but what about some new mechanics. like I postet before, the only problem, when playing a revealed cylon, is, sometimes it is a bit ......boring. You can act only once per round, so it makes 4-6 at maximum actions for you, hmmm. sabotage skill checks is also an option, but also limited, you don't have a lot of skill cards and you can't play a lot of them at once. the treachery skill cards (with the reckless ability) was a nice idea, but also limited useful. Bringing new treachery cards would solve that problem, because this doesn't mean that you have or can play more of them. so we need another type of cards. let's call them CYLON FLEET and HUMAN FLEET cards. they work similar to the human quorum cards. maybe every cylon can draw one card at the beginning of his turn for free. so, e.g., the cylon fleet cards contains possibilities of affecting the space fight or to push the cylons, which means, that you can (in a limited way) move CERTAIN raiders or heavy raiders or launch some or attack with a basestar.... or can draw one or two additional skill cards. maybe some of these cards can be played as a reaction to the human actions or in the cylon movement phase, so that the cylons have several ways of acting and can INFLUENCE the game. Means that they can concentrate on certain win situations like destroing galactica or occupy it. The human fleet cards offers, eg., possibilities of sabotating the human fleet, like conquer civil ships, destroy locations, infiltration, sabotage jump prep track or in certain ways skill checks (make it impossible to play investigative committee or more difficult). of course you also have to pay attention not to loose the balance of the game, but i think, it's possible.

On the other hand, the humans can also have a new card deck as a counterpart to the new cylon decks: the MILITARY DECK. like the civilian version - the quorum deck - the admiral (maybe also the xo - second in line of command) has access to this deck. this deck will have cards like, e.g., start vipers as a reaction to cylon fleet activity, try to free occupied civilian ships, attack occupation forces and so on...

another new mechanism could be the mentioned conquering of civilian ships with heavy raiders. works the same like with galactica. so you, as a cylon, can now choose, where the heavy raiders go to, hangar bay or next civilian ship. when it is activated an in the same space area like a civilian ship, you can capture it immediatley. the next time, the galactica jumps, every occupied civ ship will get lost. but this also means, that you should can choose, as the admiral, to jump or wait, as soon as you reached auto jump. like it works on new caprica, when galactica came back. also humans should be able to free these ships. on one hand with the military cards on the other hand with....eg raptors. from now on, raptors can also participate in star fights. they can try to free civ ships and, eg, can attack basestars in the same space areas with their missiles.

what do you think.....

and sorry for my bad english

That makes me think of an idea. Cylons piloting heavy raiders. They can choose to take piloting, except for cylon leaders. Add a treachery card for a piloted heavy raider to take over a civilian ship in the same area on a 4+ or something.

another idea:

what about a CAG-card- like admiral or präsident card, in addition to the other ideas i mentioned.

could work like...when cag is piloting a viper/raptor and moves up to 2 unmanned vipers/raptors can follow him.

the cag would be - of course- the highest rank with a piloting skill (helo, apollo, starbuck, boomer, kat)

in addition to the previos reply:

pilots who fly in a raptor maybe cannot attack raiders/heavy raiders, but hey can attack basestars and they (because they coordinate the attack/fight) influence the fight between vipers and raiders/heavy raiders in the same space area. for example the difficulty of the test for fighting against raiders/heavy raiders could be easier (or 2 raiders at a time) and the test for fightiing against vipers could be harder....

klarlack said:

another idea:

what about a CAG-card- like admiral or präsident card, in addition to the other ideas i mentioned.

could work like...when cag is piloting a viper/raptor and moves up to 2 unmanned vipers/raptors can follow him.

the cag would be - of course- the highest rank with a piloting skill (helo, apollo, starbuck, boomer, kat)

Your wish has already been granted:

http://www.boardgamegeek.com/filepage/48385/cag-title-variant

Bleached Lizard's CAG Title reads:

  • When unmanned Vipers are activated,
    you decide how they move and attack.
  • During your Receive Skills Step, you
    may draw one piloting card instead of
    one other card from your skill set.
  • Movement: Activate one unmanned
    Viper.

This CAG title is pretty neat, and I can see it being very useful, especailly being able to trade off your Movement to activate an unmanned viper. The ability to activate the unmanned vipers when they are activated by another player though can seem somewhat disruptive. In many games I've used Command to move vipers where I feel they should go, and essentailly I'm giving this action to the CAG player. This shouldn't be a big deal (until the time when the CAG player prepares to reveal as a cylon, which is fine as that's the point of the game to use their unvealed status to the best of their ability) but for someone like Apollo, his OPG should be immune to the CAG ability, otherwise it severely weakens his ability. First, if he is human and the CAG is cylon, the vipers will all move away from the civies and raiders. And is Apollo is a cylon, he can't move all the vipers away himself before revealing. Anyway, if/when we start playing around with this, I'm going to rule that Apollo OPG is immune to the CAG.

JerusalemJones said:

Bleached Lizard's CAG Title reads:

  • When unmanned Vipers are activated,
    you decide how they move and attack.
  • During your Receive Skills Step, you
    may draw one piloting card instead of
    one other card from your skill set.
  • Movement: Activate one unmanned
    Viper.

This CAG title is pretty neat, and I can see it being very useful, especailly being able to trade off your Movement to activate an unmanned viper. The ability to activate the unmanned vipers when they are activated by another player though can seem somewhat disruptive. In many games I've used Command to move vipers where I feel they should go, and essentailly I'm giving this action to the CAG player. This shouldn't be a big deal (until the time when the CAG player prepares to reveal as a cylon, which is fine as that's the point of the game to use their unvealed status to the best of their ability) but for someone like Apollo, his OPG should be immune to the CAG ability, otherwise it severely weakens his ability. First, if he is human and the CAG is cylon, the vipers will all move away from the civies and raiders. And is Apollo is a cylon, he can't move all the vipers away himself before revealing. Anyway, if/when we start playing around with this, I'm going to rule that Apollo OPG is immune to the CAG.

Well, if Apollo hasn't done anything wrong, then he should *be* the CAG. He's highest in line of succession.

Yes, but a cylon Admiral (or untrusting admiral) can move it away from him to someone else. I would also think that this is a title that should pass hands if the CAG is sent to the Brig, as it's hard to let your pilots know what you want them to do when you're incommunicado.

JerusalemJones said:

Yes, but a cylon Admiral (or untrusting admiral) can move it away from him to someone else. I would also think that this is a title that should pass hands if the CAG is sent to the Brig, as it's hard to let your pilots know what you want them to do when you're incommunicado.

Wow, your game is just full of Cylons, isn't it? ;)

The thematic idea behind the first ability of the CAG title is that the CAG trained the pilots in maneuvers, so their movements are based on his wishes - being in or out of the brig is irrelevant.

There's a whole thread on BGG discussing the creation of that CAG title, if you want to hunt it out. If I remember correctly, it was decided that the CAG should retain his title when sent to the brig simply because that's how it was in the show.

JerusalemJones said:

Yes, but a cylon Admiral (or untrusting admiral) can move it away from him to someone else. I would also think that this is a title that should pass hands if the CAG is sent to the Brig, as it's hard to let your pilots know what you want them to do when you're incommunicado.

First, let me say that I really, really, really like the idea of the CAG, especially for the Movement ability. In my home games, pilots are too much like the ugly stepchildren that fall to the players unlucky enough to pick 3rd or 6th (or whatever spot there's no Political or Military leader available). The CAG seems like a nice consolation prize for the pilot and a path to relevance for him/her. It's strong for humans and cylons and thematically appropriate. Thank you for posting it.

That said, I have to concur with Jerusalem on the stipulations quoted above--both for the mechanics and thematics.

Mechanics:

  • Command is rarely enough used in my games that I'm reticent about any change that might make it even slightly less attractive to the fleet. The increased potential that the CAG won't do what you want (because he or you are a cylon) does this.
  • If the brig can't remove the CAG title, there is no way short of execution to remove the CAG title. This makes it far "stickier" than either President or Admiral, which are each removed by Quorum cards, Crisis cards, and a location (Administration and Brig, respectively).
  • I readily admit this last one is silly and shouldn't matter. BUT, I suspect some players will find the action less fun if the CAG gets to move the little minis and roll the dice, even if trust is not an issue.

Thematics:

I remember when Saul Tigh had martial law going during season 2. Roslin was able to preside from the brig (in limited capacity) by relaying messages to the media and the quorum through her chief-of-staff (Billy at the time) and other loyalists. On the other hand, Apollo was unable to do his job from the brig. He did retain his title, but it was a very strange arrangement by which he was released all day to function as CAG--they showed him running briefings, devising strategy, and--of course--plotting Roslin's escape. Then they sent him back to the brig to sleep. The indication, it seems to me, is that the job of the CAG can't be done from the brig. It's not enough that they remember how you trained them. You need to devise the strategy, run the briefing, and (usually) be out there in a viper yourself marshaling them.

Anyway, those are my two cents as it currently stands. I think I'll definitely give CAG a try in some iteration and I'll be able to speak more intelligently about it once we get a few games under our belt. This discussion is helpful. Thanks!

Holy Outlaw said:

JerusalemJones said:

Yes, but a cylon Admiral (or untrusting admiral) can move it away from him to someone else. I would also think that this is a title that should pass hands if the CAG is sent to the Brig, as it's hard to let your pilots know what you want them to do when you're incommunicado.

First, let me say that I really, really, really like the idea of the CAG, especially for the Movement ability. In my home games, pilots are too much like the ugly stepchildren that fall to the players unlucky enough to pick 3rd or 6th (or whatever spot there's no Political or Military leader available). The CAG seems like a nice consolation prize for the pilot and a path to relevance for him/her. It's strong for humans and cylons and thematically appropriate. Thank you for posting it.

That said, I have to concur with Jerusalem on the stipulations quoted aboveboth for the mechanics and thematics.

Mechanics:

  • Command is rarely enough used in my games that I'm reticent about any change that might make it even slightly less attractive to the fleet. The increased potential that the CAG won't do what you want (because he or you are a cylon) does this.
  • If the brig can't remove the CAG title, there is no way short of execution to remove the CAG title. This makes it far "stickier" than either President or Admiral, which are each removed by Quorum cards, Crisis cards, and a location (Administration and Brig, respectively).
  • I readily admit this last one is silly and shouldn't matter. BUT, I suspect some players will find the action less fun if the CAG gets to move the little minis and roll the dice, even if trust is not an issue.

Thematics:

I remember when Saul Tigh had martial law going during season 2. Roslin was able to preside from the brig (in limited capacity) by relaying messages to the media and the quorum through her chief-of-staff (Billy at the time) and other loyalists. On the other hand, Apollo was unable to do his job from the brig. He did retain his title, but it was a very strange arrangement by which he was released all day to function as CAGthey showed him running briefings, devising strategy, andof courseplotting Roslin's escape. Then they sent him back to the brig to sleep. The indication, it seems to me, is that the job of the CAG can't be done from the brig. It's not enough that they remember how you trained them. You need to devise the strategy, run the briefing, and (usually) be out there in a viper yourself marshaling them.

Anyway, those are my two cents as it currently stands. I think I'll definitely give CAG a try in some iteration and I'll be able to speak more intelligently about it once we get a few games under our belt. This discussion is helpful. Thanks!

The only part I'm going to respond to here is point 2; I'm not sure if you noticed, but the new Admiral card has the ability to move the CAG title. If *both* your Admiral and your CAG are Cylons, then it's your Admiral you need to brig, not the CAG.

For the rest, please find the thread on BGG and post there. This thread is derailed enough!

Fair enough. As for the part of the discussion that's pertinent to what we'd like to see in an expansion then, is it safe to say that none of us would be too offended if pilots got a little love in the next set?

Personally, I wouldn't mind seeing a CAG title, a great new red card (I'd argue it's the weakest color), or even a tweak to mechanics to give me some incentive to get into a viper, considering how dramatically Pegasus CIC and Main Batteries outperform vipers in most instances. That's my hope.

Bleached Lizard said:

JerusalemJones said:

Yes, but a cylon Admiral (or untrusting admiral) can move it away from him to someone else. I would also think that this is a title that should pass hands if the CAG is sent to the Brig, as it's hard to let your pilots know what you want them to do when you're incommunicado.

Wow, your game is just full of Cylons, isn't it? ;)

Pretty much always two, with either a Cylon Leader or a Sympathizer. It is extremely rare to play a game with less than 5 players, and 6 or 7 player games are the most common. Last night we had two 6 player games (going on at the same time) and one 7 player game. BSG gets played more often than any other board game at our store.

New expansion for BSG? Would be great!

I'd like to see the rebel cylon faction explored and some special rule for Final Five. Their role in the story is peculiar, they have a unique point of view and that opens many possibilities in game terms.

Also the CAG rule someone suggested would be a great choice.

What about adding a new race? Maybe humans from earth with advanced capabilities?

Yeah, I really do like the idea of a "You are a Final Five" loyalty card. Not sure exactly how it would differ from "You are a Cylon," but it sure sounds right.