Rules Question: Multiple Activations and Cylon Fleet

By kargie, in Battlestar Galactica

In the base game, and in pegasus, whenever multiple cylon ship acivations appened (like on the super-crisis where all four icons can appear), it didn't really matter what order or whether the icons occurred sequentially or simultaneously.

In Exodus, however, multiple icons are more common, and the whether they occur sequentially (as the appear on the card from left to right) or simultaneously can greatly affect the game. (note I am NOT talking about a icon in the card text and the lower left corner as those are clearly sequential. I mean multiple icons in the card text).

Example: both basestars are on the fleet board, card with both basestar icons appears. Do they trigger at the same time resulting in one basestar moving from cylon fleet to main board (or both of them moving, if it is truly simulataneous)? Do the trigger sequentially resulting in the one basestar that moves getting activated by the second icon? There are countless other situations where the answer to this question can greatly affect the disposition of the cylon forces.

We've been playing sequential for the sake of having a rule to go by. What have others done?

current player chooses?

If multiple space areas contain ships that need to be
activated, the ships are activated one entire space area at
a time in the order of the current player’s choice. Each Cylon
ship can only be activated once on a given player’s turn.

bsg rulebook page 22

Well, not quite. That would be if there was a raider icon and multiple spaces with raiders, you get to choose the order of activation.

This is with multiple different icons--there's no choice about which ships activate when the basestar icon shows--exodus clearly says that the basestar in the highest numbered space moves. The question is do the icons (launch raiders and fire on galactica) trigger in order, or at the same time? And if in order, in order on the card, or a choice?

I will say, however, that the quote does give a good suggestion of how to handle that--let he current player choose the order of activations (and therefore, of course, the icons trigger sequentially, not simultaneously). I think we'll switch to that for now until we get an official FAQ.

Thanks turric4n!

It's current player chooses as mentioned by Turric4n.

And boy, does it make a difference with the fleet board!

not quite what you expected maybe, but the rule can be fully applied and lets no room for discussion though :P

condition: multiple areas with ships that needs to be activated =)

have fun fiddling out the best/worst result xD

Turric4n said:

not quite what you expected maybe, but the rule can be fully applied and lets no room for discussion though :P

condition: multiple areas with ships that needs to be activated =)

have fun fiddling out the best/worst result xD

Yeah, I think this is a clear FAQ needed. The rule you quoted at least gives a suggestion. Unforunately, my situation can trigger with zero ships on the main game board, a situation that the rule you quoted obviously can't apply to. Whee house rules!

arent the cylon fleet locations not space areas too? so when there are zero units on either main board or cylon board, nothing happens to those types of unit i assume.

am i missinerpreting something?

Turric4n said:

arent the cylon fleet locations not space areas too? so when there are zero units on either main board or cylon board, nothing happens to those types of unit i assume.

am i missinerpreting something?

Wehn there are zero units onthe main game board and something activates, (we'll use lights for this example), the current player rolls a dice and you place lights into the corresponding space on the cylon fleet board and the pursuit track is advanced.

This is the same for basestars and heavies too. With the exception that if there are already two basetars on the fleetboard, one comes onto the main gameboard. The basestar in the lowest numbered space on the fleet board is the one that has to come out. There isn't a choice.

nope. this only results from activation icons found in the lower left corner of a skill card. at first i thought its every time you activate ships, this however would lead to the option that a cylon can manually jump basestars one at a time to galactica with the basestar bridge option.

now my quotation stands under this point in the corebook, but i think its safe to assume that its the proper way to interpret the whole issue.

Brenzie said:

Turric4n said:

When there are zero units on the main game board and something activates, (we'll use lights for this example), the current player rolls a dice and you place lights into the corresponding space on the cylon fleet board and the pursuit track is advanced.

This is the same for basestars and heavies too. With the exception that if there are already two basetars on the fleetboard, one comes onto the main gameboard. The basestar in the lowest numbered space on the fleet board is the one that has to come out. There isn't a choice.

Wouldn't that be, per page 14 first paragraph, the HIGHEST number, and ALL ships in that zone move to the main board?

Or do you mean that, when the icon appears in text, you believe it is the same as "placing" a ship, not activating (farther down page 14)?

Or am I totally confused <grin>

Ok, so the main rulebook does address multiple activation icons in the Cylon Attack Card section. While there are no more attack cards in exodus, it is the only addressing of multiple icons I could find, so I think it would apply till we get an FAQ

pg 22:Activate existing cylon ships: multiple icons are activated in the order that they appear on the card from left to right.

Mephisto666 said:

Brenzie said:

Turric4n said:

When there are zero units on the main game board and something activates, (we'll use lights for this example), the current player rolls a dice and you place lights into the corresponding space on the cylon fleet board and the pursuit track is advanced.

This is the same for basestars and heavies too. With the exception that if there are already two basetars on the fleetboard, one comes onto the main gameboard. The basestar in the lowest numbered space on the fleet board is the one that has to come out. There isn't a choice.

Wouldn't that be, per page 14 first paragraph, the HIGHEST number, and ALL ships in that zone move to the main board?

Or do you mean that, when the icon appears in text, you believe it is the same as "placing" a ship, not activating (farther down page 14)?

Or am I totally confused <grin>

Haha you're right. I had it backwards. It's the highest ( and yes EVERY ship in that space is moved if one of the basestars must come out). Sorry about that. Thanks for correcting me. However, the rest of what I said was correct.

If there are no cylon ships on the main game board:

1.Roll the die to determine the placement of the ship on the fleet board.

2. Advance the pursuit track

And yes, I think page 22 of the core rulebook applies. Good show! I think we've found the answer. Also, the exodus expansion mentions "Cylon" basestars as opposed to human ones? This made me giggle.

I asked FFG also.

Yes, you resolve the Icons in order, one at a time completely.

So, if the Pursuit track is at 0, no ships on either board, and you fail cylon genocide, you will have two base stars, a heavy, and a raider, and three placed civ ships, by the end of the turn. Oh yea! I mean, Frak that is bad me no cylon whir-click-who-smells-toast?