Mini-Expansion: Opportunity Cards

By Willow, in Battlestar Galactica

BSG Mini-Expansion: Opportunity Cards

Opportunity Cards are sort of a reverse-Super Crisis, a card for human players to hold onto and play at an opportune time. They all carry with them a level of risk, and can potentially be played by Cylon players to good effect.

At the start of the game, deal each player an Opportunity Card. Playing an Opportunity card is an Action. Additionally, as an Action, a player may put their Opportunity card on the bottom of the Opportunity deck and draw a new one. Once an Opportunity Card is played, the player does not draw a new one. A Cylon player that is revealed places their Opportunity card on the bottom of the deck.

Here are the Cards:

Accept Cylon Outcasts
(Skill Challenge: Politics, Leadership, Target 12)
Success: Gain 1 Population, and look at the top card of either the Crisis or Destination deck, and put it on the top or the bottom of the deck.
9+: Gain 1 Population, lose 1 Morale
Fail: Lose 1 Morale, 1 Population, and draw two Damage Galactica Tokens.

All of This Has Happened Before
Action: Look at the Destiny deck. Add one card of each color, and one card of a color of your choice to the Destiny deck, then reshuffle it.

Diversify Expertise
Action: Discard five cards of a single color. Draw one card of each color.

Intense Personal Reflection
Action: Look at the Loyalty card(s) you would receive during the Sleeper Phase and set those cards aside. The set aside card(s) may not be looked at, or used for an ability. During the Sleeper Phase, you draw those card(s).
(You may not play this card after the Sleeper Phase has begun.)

Scuttle Civilian Ships
Action: Draw up and destroy two Civilian ships from the supply. Lose only the indicated Morale and Population. Gain 1 Fuel and 1 Food.

On the Offensive
(Cylon Attack Card)
(12:00 is directly in front of Galactica, 6:00 is directly behind it.)
12:00: Basestar
10:00 Basestar, 2 Vipers
8:00 2 Vipers
6:00 2 Civilian Ships

1: Setup: 2 Basestars, 4 Vipers, 2 Civilian Ships
2: Special Rule: Keep this Card in Play until the Fleet Jumps. Each time a Basestar is destroyed, gain 1 Morale.

Settle “New Caprica”
Action: Play this card only if there are no Cylon Basestars, Ships, or Centurions in play. Reset Galactica's Jump Track. For every space moved back on the Jump Track, gain one of the following: Fuel, Food, Morale, or Population. You may not choose the same resource twice.

I Believe In You
Choose another player. That player draws 2 Politics cards, and keeps this card in front of them. When the Administration Location is activated, they may discard this card to increase or lower the difficulty by 2.

Rise to the Occasion
Choose another player. That player draws 2 Leadership cards, and then may immediately move and take an action.
(Rise to the Occasion counts against the once-per-turn Executive Order limit.)

Technological Breakthrough
Choose another player. That player draws 2 Engineering cards, and then chooses one of the following:
Advance the Jump track by one space
Look at a revealed Cylon player's hand and unplayed Supercrisis card.
Look at a random loyalty card belonging to any player.
Repair a destroyed Raptor and two destroyed Vipers.

Train New Pilots
Choose another player without a Viper Pilot Icon. That player draws 2 Piloting cards, and keeps this card in front of them. For the rest of the game, they can pilot a Viper.

Unconventional Tactics
Choose another player. That player draws 2 Tactics cards and looks at the top three cards of the Crisis deck, and puts one on the top, and the other two on the bottom of the deck.

Feedback is very welcome. Do you feel these would unbalance the game? Any of them seem stronger or weaker than others? Any unintentional combos with crisises or abilities? Any better phrasing?

I think that most of these look really interesting - I might actually try these out when I play tonight! I have a question though:

1. Intense Personal Reflection doesn't make any sense to me - you look at the Sleeper card(s) you would receive, set them aside, and then get them during the Sleeper Phase. Ok, that's pretty cool, it lets you plan ahead a bit, but then you add the disclaimer "You may not play this card until after the Sleeper Phase has begun." That doesn't make any sense to me. So, you can't play this card until the Sleeper Cards are already being delt out? Please clarify or just remove the disclaimer.

Well, I think I'll stare at them for a bit, try them out in a game or two, and let you know!

alterego2012

PS - I've been watching BSG, and I think that the card titles you used were really great and reminded me of several great moments from the show!

The card says:

"You may not play this card after the Sleeper Phase has begun."

I don't see the word "until" in there, so it should be fine. :)

Alterego, that sounds great! Let me know how it goes.

(I don't see the word Until in there either. You gotta play that card during the first half of the game.)

I'm not sure I like the idea of another set of cards people have to keep track of, especially since nearly every game we've played has been so very close at the end that any extra help gaining resources may make it a bit unbalanced, though I do really like a few of the ideas that you have. For example, I LOVE the 'Train New Pilots' card.

Wow, so I'm seeing the word "until"...sorry about that! I'll get my head checked while I try the cards!

alterego2012

I included a comments section after each card description. Hope it helps!

Accept Cylon Outcasts

(Skill Challenge: Politics, Leadership, Target 12)
Success: Gain 1 Population, and look at the top card of either the Crisis or Destination deck, and put it on the top or the bottom of the deck.
9+: Gain 1 Population, lose 1 Morale
Fail: Lose 1 Morale, 1 Population, and draw two Damage Galactica Tokens.

Comments: I really like this idea in theory, but I don’t think it works in context because it pulls the game away from the current scenario (the journey to Kobol). But since this is an ‘alternate reality’ BSG universe, I guess it doesn’t matter. I think instead of losing population as a punishment for failing, I suggest lose 2 morale instead of 1 morale and 1 population.

All of This Has Happened Before
Action: Look at the Destiny deck. Add one card of each color, and one card of a color of your choice to the Destiny deck, then reshuffle it.

Comments: This card isn’t all that useful and if I drew it I would try to get a new one. There is no reason to look at the destiny deck, add cards and reshuffle it (since that happens anyway) unless you were counting cards and trying to figure out if a skill check was sabotaged.

Diversify Expertise
Action: Discard five cards of a single color. Draw one card of each color.

Comments: I like this card, but there needs to be more of a bonus for using it than a 1 for 1 exchange. Plus, if you play it, it basically screams “I’m a cylon!”

Intense Personal Reflection
Action: Look at the Loyalty card(s) you would receive during the Sleeper Phase and set those cards aside. The set aside card(s) may not be looked at, or used for an ability. During the Sleeper Phase, you draw those card(s).
(You may not play this card after the Sleeper Phase has begun.)

Comments: I’m a bit confused by the wording. Is the purpose just to know if you’re going to become a cylon halfway through the game? If so, I don’t like it. For me, half the fun is hoping that the most hardcore human player will become a cylon halfway through (one of my friends has a big ego when he plays as a human and I can’t wait for that to happen to him :D )

Scuttle Civilian Ships
Action: Draw up and destroy two Civilian ships from the supply. Lose only the indicated Morale and Population. Gain 1 Fuel and 1 Food.

Comments: Good for a cylon to play, bad for humans. Food and fuel are relatively easy to get back.

On the Offensive
(Cylon Attack Card)
(12:00 is directly in front of Galactica, 6:00 is directly behind it.)
12:00: Basestar
10:00 Basestar, 2 Vipers
8:00 2 Vipers
6:00 2 Civilian Ships

1: Setup: 2 Basestars, 4 Vipers, 2 Civilian Ships
2: Special Rule: Keep this Card in Play until the Fleet Jumps. Each time a Basestar is destroyed, gain 1 Morale.

Comments: From a board game’s perspective this is a great card, but from a storyline perspective I don’t like it because the humans never turn and fight the basestars, they always run. Anything that encourages combat should be avoided.

Settle “New Caprica”
Action: Play this card only if there are no Cylon Basestars, Ships, or Centurions in play. Reset Galactica's Jump Track. For every space moved back on the Jump Track, gain one of the following: Fuel, Food, Morale, or Population. You may not choose the same resource twice.

Comments: I like this card, but the resource gain is a bit too much. Maybe for every two spaces moved back?

I Believe In You
Choose another player. That player draws 2 Politics cards, and keeps this card in front of them. When the Administration Location is activated, they may discard this card to increase or lower the difficulty by 2.

Comments: I like this card, it works.

Rise to the Occasion
Choose another player. That player draws 2 Leadership cards, and then may immediately move and take an action.
(Rise to the Occasion counts against the once-per-turn Executive Order limit.)

Comments: I find that some of these cards are slightly better versions of skill cards while others are incredibly powerful game-changers. There needs to be more of a common theme between them (I don’t mean story-wise, I mean game-wise). You should figure out how relevant you want these cards to be. If there are really good ones and really weak ones, people with the weak ones will ALWAYS trade them in hoping for the better ones.

Technological Breakthrough
Choose another player. That player draws 2 Engineering cards, and then chooses one of the following:
Advance the Jump track by one space
Look at a revealed Cylon player's hand and unplayed Supercrisis card.
Look at a random loyalty card belonging to any player.
Repair a destroyed Raptor and two destroyed Vipers.

Comments: Great card for humans, but I don’t see how it can be used to the Cylons’ advantage. There should be something bad here that a Cylon can do. Maybe instead of automatically moving the jump track, roll a die on 1-4 move back one space, on 5-8 advance 1 space. That would make it more balanced.

Train New Pilots
Choose another player without a Viper Pilot Icon. That player draws 2 Piloting cards, and keeps this card in front of them. For the rest of the game, they can pilot a Viper.

Comments: I would include a clause: The CURRENT President and Admiral may NOT pilot a viper; they may only do so when they lose their title.

Unconventional Tactics
Choose another player. That player draws 2 Tactics cards and looks at the top three cards of the Crisis deck, and puts one on the top, and the other two on the bottom of the deck.

Comments: Maybe put two of the cards on top and one on the bottom? Or take two of three, choose one randomly to put on top and place the remaining two on the bottom. It needs something to separate itself from Boomer’s power or Launch Scout more than just the option of seeing 3 cards.