So my group playtested this game before it came out. We were intrigued, generally liked some things about the game (the co-op nature .. the secret cylons, the crisis check mechanics, etc., but disliked some things about the game. After the last playtest we weren't 100% sure it was a game for us .. we felt it has some balance issues.
After it was released and hearing generally good reviews about it .. it felt like some of the balance issues were tweaked, so we thought we'd pick it up and give it a try.
So I wanted to give our second impressions of the game and get feedback on if others encounter the same issues we had with the game or if we are just tainted from playtesting the game before it was in its final form.
It also could be our group dynamic and how we play the game as well.
To start it WAS a close game much closer than some we had in playtests. The humans were at 1 moral, 1 fuel and 1 pop at th end of the game after they made that final jump.
The secrecy was awesome .. I was Helo and became a cylon after sleeper agent phase .. it's always more fun to play the unrevealed cylon.
The President (a pretty apparent human) had suspicion of Adama as a cylon and threw him in the brig, Boomer was in the brig via her negative ability after Sleeper agent phase. I revealed myself and with my card able to throw the President in the Brig. I was pretty sure Starbuck was a fellow cylon.
So we had all three humans in the brig .. with Starbuck (now the Admiral) an unrevealed cylon ..
And the problem we had .... is we COULD NOT take advantage of that situation really. On my next turn I revealed the Super Crisis that added two cylons on board the ship (and damaged the ship) With one revealed cylon and three people in the brig only one crisis card was coming up .. so even though they weren't moving up the jump track .. neither were heavy raider activations or cylon attack cards. Eventually they got out of the brig .. and with one out . .they were quickly able to get the others out. Starbuck easily got thrown in the brig and she revealed herself. They simply got enough jump crisis cards to move up the track .. FTL'ed when as soon as they could and got to 8 distance. So it was at a point where they just needed a few jumps to get to the -3 spot and FTL out .. so it came down to luck of the crisis card draw .. if they got jump symbols there was nothing we could do before it was even our turn again. We couldn't really fail most of the crisises because they all had mitt full of cards from being in the brig and we can only draw two and contribute one .. so there was always a crisis or two per turn we couldn't even ATTEMPT to make fail. We watched them draw jump card after jump card and despite them being so close to death we felt there was nothing we could actively do to stop them or slow them down.
So some of the issues we had which I wonder if anyone else encounters:
1 - Boomer and Roslin's abilities to manipulate the crisis deck are good .. too good (no matter if you are cylon or human). If people KNOW this game and want to win .. those two characters should be picked every game .. hands down. They were human and their ability to find the cylon attack cards and ditch them to the bottom of the deck wrecked the Cylon chances. We had TWO cylon attack card come up all game .. (and it came up round 1) .. so after their first jump the board was empty until the last round .. where it was too late to make a difference. After the game the players playing those characters said they took at least three (combined) attack cards and ditched them under (that is signifcant considering there are only 10 in the deck).
2 - The game just gets boring after the cylon's are known. The Cylons have very little to do to effect the game. They can draw crisis cards or activate ships (if there are any) or attempt to damage galactica .. the problem is they really aren't a factor in crisis checks due to their draw limit and only contributing one card. The game got boring for the humans as well as they spent a few rounds in the brig! They had nothing to do but try and break themselves out. During this time no crisis cards were being drawn .. so no action on the board either.
3 - Not enough action on the board ... we still feel (as we did in playtest) that cylon attack cards don't come up enough. 3 or 4 of the actions on Galactica are meant strictly to deal with Cylon ships in space .. if there are no ships ... really not much to do on the board except draw cards or throw someone in brig or play quorum cards. It takes several turns usually for cylon ships to start to threaten the civilian ships ... in those turns .. crisis jump cards are drawn .. then the humans just jump to clear the board . .never really having to "deal" with the cylon ship threats. This game (and most of the playtest games) we didn't really have pilots getting into vipers (unless they were just bored and had nothing else to do), the pilot cards are never.
4 - Helo's negative ability to not start the game until the 2nd turn is just dumb. Who would WANT to sit out the first turn? I only took him because I couldn't join the game right away. I suspect he would never be taken more often than not.
We generally like the game .. especially the initial phases where the cylons are unrevealed .. it just sometimes has periods that we call "crusin' through space" .. where there are no ships on the board .. the cylons are suspected, but maybe not known, and no one wants to take any real big moves that determines their status one way or another. So people are just drawing cards .. voting on crisises ..
But eventually the humans were frustrated for being in the brig and not really doing anything .. the cylons were frustrated because there was nothing we could do to stop them really once they got to 8 distance .. if they drew three jump cards .. they win .. or only hope was to rely on the luck of the crisis deck draw (or the luck of a 50/50 damage chance on Galactica Then a 1-of-8 shot that MAY take out the FTL spot or do a fuel damage) ...
Some possible "fixes" to the problems we encountered:
1 - Just randomize characters. A game without Boomer and Roslin could be more exciting without that control of the crisis deck.
2 - Not sure what to do here .. obviously the point is to stay unrevealed as long as possible .. I just wish there were at least some way for a revealed cylon to have more effect on the game. Maybe give the cylons the ability to manipulate the crisis deck as an option rather than just drawing two and resolving one? Resolving a crisis as a cylon isn't really that great unless you get an attack card since ships don't activate. Maybe it would be better if cylons could draw 3 crisis cards .. resolve none of them, but put one on top, one on bottom and discard the third? That way they could control what crisis comes up next for the humans (depending on sitting order) .. they could make sure they don't get a jump card .. they could make sure they get a fail option that would effect a resource they are already low in.
3 - We feel that if a lone basestar and a few civilian ships showed up every time the jump track hit the third spot (the one before the -3) if one already wasn't on the board .. that would make the game much more exciting. You'd actually have raider activations happen, the humans would have to decide whether to take that early jump or not with the threat of a basestar on them.
4 - I know it's thematically correct, but does helo need to sit out the first turn? His abilities aren't that great to warrant him sitting out for a turn.
Definitely agame we aren't giving up on ... . we may just try and randomize characters (still maintaining a balance of character types) to eliminate the Boomer/Roslin issue and see if people getting a cylon card BEFORE the sleeper phase spices things up too.