Admiral Mission Cards

By deviljam, in Battlestar Galactica

A module is being considered for the board game, Battlestar Galactica™ by Fantasy Flight Publishing, Inc. This module will include "Mission Cards", Crisis cards that an Admiral can draw into his hand during his action phase, and play instead of drawing a regular crisis card.

A mission card will always represent a calculated risk, an Admiral may play one to advance the fleet, to gain more skill cards, or simply to have a predictable crisis. Only the Admiral can see his hand of mission cards, so there is the potential for cylons to use them to endanger the fleet.

We are asking you, the player to come up with new crisis cards and vote on the cards you like. Be creative and fair, there may even be something in it for the best crises.

Check it out at: http://mission.birdynest.com/

If I was a cylon Admiral, I'd play Mission cards every chance I had. It's like getting a Super Crisis card each turn, especially if you can pick the card that has the least chance of passing.

Most definitely, but everyone would see the admiral play his mission card, and if it was an impassable crisis, then everyone would suspect him. I think the admiral cards would represent a really good honey trap for the cylon, it would make people fear the power of the admiral and question every move.
One of my favourite aspects of Battlestar Galactica is human players competing for power; they are forced to form allegiances, and betray others. The in-fighting is exciting as a human player, and as a cylon player there's nothing as rewarding as sowing discontent. I believe giving the admiral more power further destabilise human players who cannot afford to trust their admiral, while also giving an admiral a potential to really assist the fleet.

A module is being considered for the board game, Battlestar Galactica™ by Fantasy Flight Publishing, Inc.

Does FFG consider the module or did they make the board game?

As for the cards... many of them seem rather poorly balanced, essentially handing a Cylon Admiral an I-win-button. Consider, for example, the ressurrection ship - an unsolvable skill check that spells doom for humanity if it isn't passed, with only two colours adding into the test. If I was a cylon admiral, I'd just help the humans as well as I can... right until Galactica gets damaged once, which is when I play this card (preferably right after a jump). After that, Galactica has three damage markers, a huge fleet on its arse, no way to jump and a cylon in command who will continue to wreak havoc if he isn't removed from office (which may prove difficult since one or several players may have just been moved to sickbay by the damage). Check mate, thanks for playing.

The idea is cool and give the admiralty a bit more influence. Balancing the cards (which right now they are not in the least) is the key.