Having played Exodus twice now and not quite remembering when last Cylons actually won in our gaming group before that (and including the expansion) I've thought of the following (untested) House Rules that I'd like to implement in our next game:
Cylon Fleet
It's a great add-on, but we really miss the surprise/tension factor of ships jumping in unannounced, and sometimes it just feels like too much of a slow build, so how about these changes as options:
- Leave the Cylon attack cards in the deck. When they are drawn they move the Cylon Fleet preparation attack up twice and the jump track once. If this causes the Cylon Fleet to jump onto the main board, trigger the special rule,but not the fleet placements. If the special rule cannot be implemented without the exact fleet placement, then ignore the special rule. OPTIONAL: If there are no Cylon ships on the Fleet board, use the card as normal.
- When the Cylon Fleet jumps in, roll the dice again and place them on the main board according to the new dice roll.
- Once a Cylon player is revealed, conceal the Cylon Fleet Board behind a screen, though the Cylon player still needs to declare his actions on the board, but not where ships are placed. (If you can't trust your player to be honest why are you playing with him/her anyway?) This rule would replace the 2nd House Rule above once a Cylon is revealed.
Trauma Cards
We've found that they feel tacked-on and they haven't been a challenge so far, so how about you start with 4 trauma tokens each and 4 characters? That way you're forced to make it a bigger issue and have to engage the NPCs more.
Let me know what you think!