Me and my buddies have thought of a new way to treat the IC-card and also debated about the purpose of the card itself, the purpose of having a Investigative Committee. We reasoned that the purpose of the card was to know, who in the end of the skill check played which card, to prevent an unrevealed cylon player to ruin the skill check, but WITHOUT taking away the excitement of a possible fail. Still, people act in panic/affect/fear/safety in a crisis situation, but it has to be an Investigative Committees purpose of investigate what the **** went wrong after the **** hit the fan, not making it easier ahead of the crises!
In the standard-way of treating this card it lets the last player just put in so much as needed to pass (or in the case of a cylon, not putting in any card, but that would be stupid, since it´s definately not his turn up next!) And as we figured it still should be up for grabs for everyone to guess to add incentives to everyone playing as they probably would (apart from a un-revealed cylon) without an IC-card in play.
So here is what we did:
1. Put the two Cards from the Destiny Deck on the boardgame first, as of any other skill check
2. Starting with the Current Player and clockwise, as standard, the player announce how many cards and puts them in for the check, BUT instead of putting them together, each player puts them in a small pile in FRONT OF HIM, being distinctively apart from his cards on the hand.
3. Resolve in the order of the Currenct Player first and then clockwise, ending with the Destiny Deck cards to add the extra excitement of the skill check.
This way, the purpose of the idea of an investigation committee is delivered, as you know who did what! But it´s NOT taking away the pressure and excitement of the skill check itself. We find this way a lot more exciting and fun and it doesn' t feel unbalanced in any way. We thought that the standard way just makes the skill check meta-gamish, since playing IC makes some players to save skill cards in the end and we thought that wasn´t the purpose of the card.
What is your opinion on the idea? Flaws, unbalancing, new ways of seeing it? Does it out-rule or unbalance some of the characters OP T/G options? As far as we´ve played, about ten games likes this, it feels natural and doesn´t ruin the game.