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?