Our group has been playing the game assuming that if we draw 2 "Cylons jump in and attack Galactica" cards in a row, them's the breaks and we have to deal with it. But the last game we played, we drew 3 such cards before we were able to jump. Now the "Oh ****!" factor was high (which added to the fun slightly), but there weren't enough base stars and raiders to go around. Also, while it was fun to go down in flames during a massive battle, it seems odd that a few bad draws could end the game so quickly. Is there a rule that helps pace the game better?
Consecutive Cylon Attacks
stethnorun said:
Our group has been playing the game assuming that if we draw 2 "Cylons jump in and attack Galactica" cards in a row, them's the breaks and we have to deal with it. But the last game we played, we drew 3 such cards before we were able to jump. Now the "Oh ****!" factor was high (which added to the fun slightly), but there weren't enough base stars and raiders to go around. Also, while it was fun to go down in flames during a massive battle, it seems odd that a few bad draws could end the game so quickly. Is there a rule that helps pace the game better?
One of the ways around such bad situations is to use Nukes, with Strategic planning. You stand good odds of destroying raiders in the same location as the Base Star that you nuke, as well as destroying a potential launch point for raiders and heavy raiders.
You did get extremely unlucky to have all three attack cards and not be close to jumping though...
Yeah we were out of nukes at that point. But really the bigger annoyance was the lack of pieces. I'm thinking that if consecutive cylon attacks are to be expected, they would have provided more basestars and raiders.
stethnorun said:
Yeah we were out of nukes at that point. But really the bigger annoyance was the lack of pieces. I'm thinking that if consecutive cylon attacks are to be expected, they would have provided more basestars and raiders.
Actually we included exactly that many ships to prevent 3 Cylon attacks in a row from being a game breaker. With a maximum of 2 basestars and 16 raiders out at a time, the damage they can do can be significant, but is limited.
Oh I see! So you just put as much out as you possibly can and go from there. Should the third battle card be dismissed entirely or should it be enacted as best as possible (ie putting more civie ships out and more vipers)?
Thanks for the response Corey!
stethnorun said:
Oh I see! So you just put as much out as you possibly can and go from there. Should the third battle card be dismissed entirely or should it be enacted as best as possible (ie putting more civie ships out and more vipers)?
Thanks for the response Corey!
No problem. Here is the exact wording:
"Tokens and plastic ships are limited to the quantity provided,
and can run out during the game. The current player always
decides the order in which a component type is placed, and if
there are not enough, he decides which ones are not placed."
Ok great. So I guess that means that you do place more civie ships down even if you don't place more cylon ships.
Again thanks for the help and great job in designing the best board game I've ever played. Really just blown away by it.