Lots of Questions

By Gravnos2, in Battlestar Galactica

Hello all,

A buddy and I just ran a 'demo game' just to see how your basic turns went- all and all it was awesome, but we had a few questions....

1) When a crisis card has only, (for example) the politics and leadership colors, colored in on the left of the card- does these mean that only thoise types can be discarded to help reach the tally? If not why are they there?

2) If you jump and active raptors are outside the ship, what happens to the raptor?

3) When do the cyclon ships attack each round? Is it right after every single crisis card? Right after a FULL round of each character getting a turn?

4) When a crisis card says to set out X amount of Y ships- how do you determine where on the grid you set them?

5) You can move anywhere on Galactica in one movement. When your out on your raptor, can you move anywhere on the board in one move, or do you have to move one block at a time?

6) How do you activate and send out pilots that don't have to be controlled by your current character- The book made mention of it but I've looked all around and couldn't figure it out.

I'm sorry for all the questions, I'm in charge of learning the game by Friday then teaching it to 5 people, so I want to make sure I have everything down as much as possible!

Thanks a ton all!

-Gravnos

1. Yes, people can still add any cards to the skill check, but only those colors will add positively, the other colors will add negatively, so nasty cylon players can secretly sabotage the check by throwing the wrong colors in there. :(

2. I think you mean vipers as raptors can't go out there, yeah? If so, when you jump they return to the reserve area, and any pilots that were inside vipers go to the hanger deck.

3. The cylon ships only attack when the crisis card has one of the symbols in the lower left corner, which you look for after the crisis card phase.

4. They go in the matching quadrant on the board compared to the card. You can tell which way is which because of the facing of the Galactica.

5. Outside the ship you can only move one space area per move yes.

6. Think of them as having a built in pilot already. You just launch some vipers out there, and activate them using the one location.

Hope that helps and have fun! Should be a blast!

Thanks a ton for your response Mattr0polis!

Yup I did mean Vipers instead of Raptors, thank you for correcting me!

In response to question 6, can anybody choose to launch those raptors and where they go? Or only Pilots, or the Admiral?

Question 7) If Lee Adam (or any pilot) is currently inside a raptor, and that raptor is destroyed while in flight, what happens to that character? Magically appear int he sick bay?

Thanks a ton once again, I look forward to playing a real game soon!

Oh and another question!

8) I originally split up the destiny deck into each skill set, and placed them on their respective spots on the board, this way when people needed to draw their skill cards at the start of their turn, they knew which ones to get.

However when we had a crisis come up, we needed to pull 2 cards from the vanity deck- if each of the cards are divided on the board how do we create the vanity deck??

You're welcome, it's no prob!

6B. Anyone can activate that command location and whoever activates that location gets to move the vipers as their action.

7. Yes, they go to sickbay

8. At the start of the game you divide up the skill cards by color, shuffle them and place them in their area. Then you make the destiny deck, which yes is 2 cards from each skill color shuffled together. Then, whenever the destiny deck runs out during the game you just make a new one by shuffling 2 more cards from each skill color into a new one. You keep the normal skill card decks on their spots. Just grab two cards from the top of each deck, shuffle them together and place the new shuffled destiny deck back on the destiny deck space.

Also, make sure to carefully differntiate between "Vipers" and "Raptors" - those two ship classes are very different and serve extremely different purposes.

Thanks alot once again guys, and I'll be sure to correct myself with the viper/raptor thing from now on! =D

And a super thanks for the info on the destiny deck!

More questions time!

9) To escape the brig/use Admiral's Quarters they each have a skill difficulty, like a crisis card- I just want to confirm these are handled just like a crisis, where you take 2 cards from the destiny deck and everybody has the chance to help/hurt.

9b) Can only the admiral activate the Admiral's Quarters ability?

10) For whatever reason, could the president/Admiral choose to step down and assign their crown to another person? If so could they choose or would it fall to the next in line according to the chart?

11) When do we place the fleet on the board? Will certain cards tell us to place 3 human passenger ships on the table to protect or should they come out at another time?

Once again sorry for all the questions, I just want to verify and be super sure of all of this!

9 = Yes

9b = No

10 = No

11 = Those cards are in the Crisis deck.

9. Yes, they are handled exactly the same, including drawing two cards from the destiny deck.

9b. No, any character can activate the location.

10. No, you can't choose to step down.

11. There are certain cards in the crisis deck that show you exactly what to set up and where, including the civilian ships and whatnot.

Hope that helps!

As always thank you, just one more day until game time!

More questions after another demo.

12) Which icon's mean set a Raider/Basestar on the board, and which means for them to attack? I read the combat section 3 times and all i see is the word 'activate' without a real definition.

13) When do unmanned vipers attack?

Gravnos said:

12) Which icon's mean set a Raider/Basestar on the board, and which means for them to attack? I read the combat section 3 times and all i see is the word 'activate' without a real definition.

13) When do unmanned vipers attack?

12. There are 4 different activate icons for the 'activate cylon ships' phase: activate raiders, launch raiders, activate heavy raiders/centurions, and activate basestars. The only time you will put basestars on the board will be from one of the Cylon Attack crisis cards. Raiders get put on the board when you get the launch raiders icon, but only if there is a basestar already out to launch them from. Basestars will attack when you get the activate basestar icon, and raiders *might attack when you get the activate raiders icon. You can refer to the pg 32 of the rulebook (the back cover) for the actions the raiders will take when they activate. There is 4 different actions they could possibly take, but you go through the options one by one to see which one they fulfill first. 'Attack vipers' is the first action they will take if vipers are present.

13. Unmanned vipers attack when you activate them using the Command location and choose to attack as your activation. Each time you activate a viper you choose to launch one, move one, or attack with one viper.

So a Basestar has to be on the board before any raiders can appear- there aren't a ton of those cards- how often does combat take place for you guys if you have to wait to draw one of those cards?

It depends. There aren't that many Crisis Cards that put down Basestars, shuffling is very important. I also suggest that if you end up with a couple of them right next to each other after a game (they tend to stay in play until you jump, so if you draw more than one before you jump they can accumulate) that you purposefully spread them out. You can't shuffle the Crisis Deck like normal cards because some these cards are so rare. If you don't explicitly put these cards somewhat evenly through the deck when you first buy the game expect to get no ships for a long time, and then a lot all at once.

The first game I played they were very evenly space through the deck from my putting them there (and shuffling of course). By the second game they had clumped and have produced more of a no ships for a while, then three before a jump. It may be more predictable, but I think a modest amount of stacking the deck to put these more evenly makes for a better experience. However, the Cylons are then less likely to overwhelm you militarily.

That kind of makes me sad, several times on a show a single raider would alert a baseship, or other raiders to come to this spot- it seems like you have to get a crisis card for anything to happen combat wise.

Trust me, it's still cool. Sometimes you'll be sitting there thinking "man, nothing has happened battle wise for a while." And then a Cylon attack card will hit. Then another one. And two turns after you were floating safely in space you are now completely engulfed in a huge mass of cylon ships thinking "uh oh, we need to get the FRAK out of here now!"

And at least for me, we've never seemed to ever have too long of a stretch of safety, though I do make sure to shuffle decks extensively every time they need reshuffled.

You won't have a raider show up before a Basestar, but once a Basestar is on the board then the activation icons on every Crisis Cards will interact with the Cylon fleet, either causing something to attack or be launched. And I feel like getting through more than one jump without the Cylon fleet showing up is pretty rare.

There is atleast one destination card (Cylon ambush) that puts a basestar in play and, IIRC, atleast one crisis card that is not a cylon attack card that can result in a basestar being placed (can't remeber if it was a chooise, one bad thing or a basestar and som radiers apear, or a failed skillcheck). So there are a few other possibilities to get a cylon fleet going than the mentioned attack crisis cards.

And I agrea with timonkey, it's rare (though not unheard of) to go through a compleat jumpcyckle with no cylon ships apearing.