The rule book says that politics is the most common skill on crisis cards with leadership second. After counting through regular crisis cards, i found 23 with politics, 26 with leadership, and 29 with tactics. Then, going through super crisis cards, there are 4 with tactics, 3 with leadership, and none with politics. So, was this just a mistake in the rulebook, or did i get a messed up deck of crisis cards?
Crisis cards in the base game
Tactics is the most common color in skill checks, the book is wrong about that. You have a correct deck.
There is a pretty comprehensive breakdown of most of the components in the base game here, once you fill out the captcha.
Thanks. Was a worried there for a bit.
Maybe this is true, but have you check what OTHER skills can be used on those crisis ? For what i remember, there are a lot of cards where is only politics/leadership skill check. When there is tactics, it usually have piloting which is rare on skill check so it is good for players with piloting cards to play them here. In other cases politics are there as well. My question is "Can be politics easily replaced on those 26 cards with other skills ?" And the same vice versa.
Dont forget that tactics cards have the best(and mostly used) ability on 3+ cards (strategic planning), politics cards are rarely used for its card effect... Even leadership (which I believe is mostly with politics on crisis cards) are often used for decare emergency and executive order rather than for skill check.
Maybe there is more cards with tactics skill on them, but i think for skill check, the politics is more crucial.
Edit: I looked at the link above, and it seems i am right about it ... tactics is often mixed with piloting/engeneering skill cards so it can be easily replaced by those because this two colors are rarely on checks and it is an opportunity for players to get rid of cards in hand on those checks and save tactics for special effect.
Rasiel said:
That's probably because, as you mentioned in the thread about tips for humans, your group effectively announces how much they're putting into each skill check. In groups that don't do that, Investigative Committee obviously has a lot more value.
Kushiel:
It depends how good is the cylon player. Investigative Committee has too high value and it is better to play it in a skill check rather than for its effect (especially with expansion because of its reduced power). Rarely we play it if we have to pass a critical skill check(with expansion with card that destiny isnt added). But mostly it is played into a skillcheck for high value. You dont have too much high value skill cards to waste them for nothing.... But you are right, usually we fail a check only by a few points, or win with very little reserve, sometimes more, which depends on destiny/cylon.
Because it is played before cards are added to SC, you cant even identify a cylon player with this.
Rasiel said: It depends how good is the cylon player. Investigative Committee has too high value and it is better to play it in a skill check rather than for its effect (especially with expansion because of its reduced power).
Most ICs are threes or fours, and playing one should get you at least that many points worth of saved cards and avoided spikes, even with the revised IC wording from Pegasus. You're right that the fives are more situational.
Rasiel said: Because it is played before cards are added to SC, you cant even identify a cylon player with this.
Well, playing IC on a critical check either forces a hidden cylon to identify as a cylon before they're ready (either by refusing to play cards or openly spiking the check) or forces them to help pass a check they'd rather see fail (if they play cards to help it pass to maintain their cover). Either way, that's a very strong effect.
I'll second that use of the Investigative Committee - we use it mostly as a 'put up or shut up' routine to protect a skill check by forcing a Cylon to reveal or stay silent.
The effect of seeing Destiny in the base game is, for us, a minimal part of using the card so the loss of that in Pegasus is not significant.
I dont know ... we rather play it in skill check. Usually it doesnt save anything because you still dont know what is in destiny deck and playing orher card that destiny is not added are two cards, so we played it only on very nasty crisis cards, but i agree that we play it more often before expansion.
Quite often it gets used on skill checks that yellow is negative for - we find that these are often crucial ones where we can be short of cards and also most interested in who might be a Cylon amplifying both the use of the card and the 'put up or shut up' testing of players Cylonocity - anything requiring red or blue cards draws away from our ability to fight outside Galactica or fix damage from basestars - so we really want them to pass and with the minimum of card use. A 5 yellow Investigative Committee can be worth it then, although the 3 value ones are most often used for this with the 4s being a backup choice. Most 5s do indeed get dropped as 5 points for yellow.