Exodus rule questions

By player1500752, in Battlestar Galactica

Thought it would be good to get a thread for all rule questions for Exodus, one stop.

Okay, how about "Does Basestar Damage Tokens carry over to the Cylon Fleet board when the ship jumps?" So far, we've been playing this as yes.

JerusalemJones said:

Okay, how about "Does Basestar Damage Tokens carry over to the Cylon Fleet board when the ship jumps?" So far, we've been playing this as yes.

The answer is yes. I submitted this question to FFG and was told that damage tokens do stay with basestars when they move to the Cylon Fleet board.

ERRATA
Unwelcome Faces (Crisis): The text is misprinted. The "may discard" should be a "must discard." (Source: InfoCynic)

Helena Cain "Uncompromising" (Ally card): Should read "choose another human player" (Source: InfoCynic)

Answered Questions
State of Emergency (Skill card): If player B (who plays after player A) in turn order is executed by player A's action, then if player B is revealed to be human, s/he still gets his/her move or action from Iron Will. (Source: InfoCynic)

State of Emergency (Skill card): Cylons DO get a move/action from this. (Source: InfoCynic)

Damage tokens on basestars going to the Cylon fleet (Cylon Fleet): They stay. (Source: ...)

CAG vs Crisis cards or Broadcast location When a game effect specifically says "place a civilian ship in X location", the CAG does NOT choose where to place it. (Source: InfoCynic)

Targetting Cylons with Ally cards (Ally cards): You can target a Cylon with any ally card which says "player" as opposed to human player, but revealed Cylons can never be chosen to be brigged. (Source: InfoCynic)

State of Emergency and XO or Critical Situation: You may combine one XO or CritSit and State of Emergency in the same turn. (Source: InfoCynic)

Cavil vs CFM: "Primacy" may not be used to add or remove basestars from the Cylon Fleet game board. If he is placing a basestar on the main game board and all remaining basestars are on the CFB, Cavil will have to remove the basestar from the lowest numbered Cylon space area on the Cylon Fleet game board and then place it on the main game board (as per page 14 of the Exodus rules).

CFL vs CFM: If you use the CFL to launch 2 raiders and 1 heavy raider with no basestars on the board, absolutely nothing happens (the pursuit marker does not advance).

Red Tape vs Establish Network: Red Tape cares about the printed value of skill cards, not their doubled value.

Iron Will vs Partial Pass: Iron Will does not affect partial successes. This does lead to certain cases where a lower result with an Iron Will card is better for human players than achieving a partial success with a higher result.

About Helo and Gaeta together, can there be 2 rerolls?

Yes, on Helo's turn, if Helo chooses to reroll an FTL roll, Gaeta may choose to reroll his new result immediately afterwards (even if he didn't say he was going to reroll the die right after the first FTL roll). The reverse is also true, On Helo's turn, if Gaeta rerolls an FTL roll, Helo may choose to reroll his new result. Hope that helps!

Tim Uren

Answer on whether there is a Cylon board consequence for when a Cylon ships is crippled and its corresponding Activation appears:

If a basestar is on the main game board with a damage token that prevents resolving either a Launch Raiders or Activate Cylon Basestar icon, do not place a basestar on the Cylon Fleet game board and do not advance the Pursuit Marker.

Hope that helps!

Also from Tim regarding damage to basestars:

When using the Cylon Fleet option, basestar damage tokens are removed only when the basestar is destroyed or when it is removed from the Cylon Fleet game board as a result of being instructed to place a basestar on the main game board and there are no basestars that are neither on the main game board nor on the Cylon Fleet game board.

So, if a damaged basestar moves to the main gameboard via an effect such as Primacy or Broadcast Location, if the damaged basestar is the one that is moved, the damage tokens go away.

JerusalemJones, can you please quote your response from Tim verbatim, using quote tags if possible? It's a little confusing when you read that paragraph so I'm wondering if Tim missed something or what happened there.

Thanks!

JerusalemJones said:

Also from Tim regarding damage to basestars:

When using the Cylon Fleet option, basestar damage tokens are removed only when the basestar is destroyed or when it is removed from the Cylon Fleet game board as a result of being instructed to place a basestar on the main game board and there are no basestars that are neither on the main game board nor on the Cylon Fleet game board.

So, if a damaged basestar moves to the main gameboard via an effect such as Primacy or Broadcast Location, if the damaged basestar is the one that is moved, the damage tokens go away.

A very important answer, but I don't understand what the first paragraph is supposed to mean."there are no basestars neither..." The second is much clearer. Is the first paragraph a direct quote from Tim? Is the whole thing a quote? Thanks

The quote from Tim is saying that damage tokens are only removed in the case of a basestar being destroyed or when component limitations regarding number of basestars in play kick in if both basestars are already in play.

Example: One basestar on the main game board, one damaged basestar on the Cylon Fleet board. An effect adds a basestar to the main board (NOT moves a basestar from the CF board to the main board), such as Cavil using his Primacy ability. Since the basestar being added to the new board is a "new" basestar, the damage tokens on the model on the CF board aren't moved with it - technically, the basestar on the CF board is first removed from the game (thereby discarding its damage tokens exactly as if it had been removed from the game as a result of being destroyed) and an entirely different basestar is placed on the main board by Cavil's ability.

That's how I read it anyway, though I might be biased since that's how I would have ruled that it works.

Here is the text of an email I got from him today, which is clearer than what I posted yesterday:

Hi Joe,

My grammar failed me in my attempt to answer your question regarding basestar damage tokens. This is better:

When the fleet jumps and basestars are moved to the Cylon Fleet game board, they retain their damage tokens. When a game effect instructs you to place a basestar on the main game board and all basestars are on either the main game board or the Cylon Fleet game board (and at least one of the basestars is on the Cylon Fleet game board), the basestar in the lowest-numbered space area on the Cylon Fleet game board is removed and placed in the indicated space location on the main game board. All damage tokens on that basestar are removed before placing it.

Sorry about that.


Tim Uren
Associate Producer
[email protected]

Kushiel said:

The quote from Tim is saying that damage tokens are only removed in the case of a basestar being destroyed or when component limitations regarding number of basestars in play kick in if both basestars are already in play.

Example: One basestar on the main game board, one damaged basestar on the Cylon Fleet board. An effect adds a basestar to the main board (NOT moves a basestar from the CF board to the main board), such as Cavil using his Primacy ability. Since the basestar being added to the new board is a "new" basestar, the damage tokens on the model on the CF board aren't moved with it - technically, the basestar on the CF board is first removed from the game (thereby discarding its damage tokens exactly as if it had been removed from the game as a result of being destroyed) and an entirely different basestar is placed on the main board by Cavil's ability.

That's how I read it anyway, though I might be biased since that's how I would have ruled that it works.

Thank you. Good explanation

I'm still waiting to get my Exodus expasnion, so perhaps this question might not be necessary, but:

The way I read it, if you are playing without Treachery cards (Broadcast location) or Cavil, the Human players will try to only cripple the Basestars, as the cylon players don't have any way to "repair" them, am I correct?

Considering the damage tokens ... if you draw a damage token for a basestar (e.g. may not launch any raiders or heavy raiders), is it then places next to the basestar, so a second basestar couldn't have the same damage?

Venlesh said:

The way I read it, if you are playing without Treachery cards (Broadcast location) or Cavil, the Human players will try to only cripple the Basestars, as the cylon players don't have any way to "repair" them, am I correct?

They can certainly try to do so, sure. It's not as though the humans can target specific areas on the basestars any more than they used to be able to, though, so this tactic doesn't seem to be one that'll be especially successful.

Venlesh said:

Considering the damage tokens ... if you draw a damage token for a basestar (e.g. may not launch any raiders or heavy raiders), is it then places next to the basestar, so a second basestar couldn't have the same damage?

Yes, they replace the damage tokens in the base game but otherwise are used in the same way.

Finally played my first game of Exodus yesterday and boy am I disappointed with the Cylon Fleet Board...

It was a 5-player game, and we made two 3-distance jumps, so the Cylons never had a chance to reveal early. As such, there was not a revealed Cylon in Basestar bridge until near the end of the game. For the entire game, the Cylon fleet activations and pursuit board were pretty weak, because we deliberately left one basestar on the main board whenever possible, and we didn't even damage it. The Pursuit board was NEARLY FULL of ships, but with the one basestar on main board, the pursuit jump track very rarely moved, so all those ships were pretty much useless. The late-to-reveal Cylons tried to move it to autojump using Basestar bridge, but....hilariously, they both got eliminated by Crossroads phase (3 benevolent tokens each).

Takeaway lessons:

1. As humans, leave one basestar, preferably damaged, on main board when possible to prevent pursuit track from advancing

2. As Cylon, if pursuit board is used, reveal sooner than in core BSG so that pursuit board doesn't just become a traffic jam.

Also, Cylons, beware benevolent tokens.

We were playing a game with 6 players this weekend using a Cylon Leader from Pegasus and the Cylon Fleet option from Exodus. Reading through the Exodus rules, it said to create a Loyalty Deck consisting of 2 Skinjob and 9 Human Loyalty cards. However, once we reached the Sleeper Phase, we had 1 extra loyalty card leftover. Is this correct? Or does the Cylon Leader get a Loyalty card (this would be weird)? Or is this a misprint, and there should actually be 2 Toaster/8 People in the Loyalty Deck?

AUCodeMonkey said:

We were playing a game with 6 players this weekend using a Cylon Leader from Pegasus and the Cylon Fleet option from Exodus. Reading through the Exodus rules, it said to create a Loyalty Deck consisting of 2 Skinjob and 9 Human Loyalty cards. However, once we reached the Sleeper Phase, we had 1 extra loyalty card leftover. Is this correct? Or does the Cylon Leader get a Loyalty card (this would be weird)? Or is this a misprint, and there should actually be 2 Toaster/8 People in the Loyalty Deck?

No misprint. Your group did everything correctly. With Exodus, there's no way to fully deplete the Loyalty deck. Presumably, the designers wanted to offset the hit humans took with the new Final Five and Personal Goals cards and to add a bit of intrigue, so now there's at least a little doubt as to the number of cylons in play at all times, at least until both are revealed.

Played the first Exodus game on Saturday, and we chose the "Cylon Fleet" option. I will admit to some befuddlement with the way the rules are written, and I hope that I (as the one who at least READ the rules) was teaching my fellow players correctly.

Situation: one Basestar located at the top-front of the Galactica. Two Raiders located in front of Galactica. One Heavy Raider located to the rear-bottom of the Galactica (next activation, we have a Centurion on board.) The Galactica jumps for the first time; the Cylon ships are moved to the Cylon Fleet Game Board in the appropriate locations, Civilian ships remain on the board, Vipers are returned to the reserves, and pilots placed in the Hangar.

Next Crisis card reveals "Activate Raiders". We follow the rules on page 13, placing one Raider on the Cylon Fleet game board (Rolling a 1, the locale which corresponds to "Behind the Galactica")- making three in total, in two separate areas) and advancing the Cylon Pursuit Marker one space on the Pursuit Track.

My confusion came in with the first paragraph of page 14, to wit:

{ If all ships of the appropriate type are already on either the main game board or the Cylon Fleet game board, the current player finds the highest-numbered Cylon space area on the Cylon Fleet game board that contains at least one of that type of ship. He then moves all the ships in that Cylon space area to the corresponding space area on the main game board. }

If you follow the rules on page 13 and 14, would that mean that at there was a single Raider on the Cylon Fleet Game Board (location 1), and also two Raiders that 'jumped' on to the main game board?

Or- if the main game board is clear of all Cylon ships, and you have three consecutive "Activate Raiders" (as an example), does the Cylon Game Board fill up with Raiders (and the Pursuit Track be at the third locale), until the Pursuit Track disgorges the Cylon Fleet on to the Galactica game board?

S.

Under the Exodus rules you should always end a game (post-Sleeper) with one Loyalty card remaining in the Loyalty deck. This was introduced to add a little more intrigue to the game, whereas in the base game you knew exactly how many Cylons there should be. Under Exodus, maybe there's another Cylon, maybe not, maybe there's a Final Five, maybe not...

SMulhern said:

If you follow the rules on page 13 and 14, would that mean that at there was a single Raider on the Cylon Fleet Game Board (location 1), and also two Raiders that 'jumped' on to the main game board?

If I am reading your question correctly, the answer is they are separate (unrelated) sections.

The first section is about how to resolve things using the Cylon fleet board. If you end up using this section, the pursuit track moves.

The second section is about how to place ships on the main board when you run out of that type in reserves. It's called "Placing" ships, compared to "activating", but this can be confusing... i.e. when you "activate" a base start to launch, you "place" ship in its space. The pursuit track does not move.

So...

If you need to place cylon ships on the main game board, and the reserves (off board) run out, you pull the individual ship "fresh" off the cylon fleet board starting in the lowest numbered area.

If you need to activate the cylon fleet board, and their are no types of that ship in the reserves, then you find the highest numbered area that contains that ship type, and then ALL of the ships in that area move to the main game board. It seems this most commonly happens with Basestar Icons on Crisis cards, but we just had one with Heavy Raiders (all 4 were on cylon fleet board, yea, humans having a bad day, and I was the only pilot!)

That making sense? And/or, did I get it right? haha