Anyone got new Victory conditions?

By SloppyMike, in Battlestar Galactica

Does anyone play with a different victory condition for ending the game? racing to 8 is fun but Im wondering if anyone has come up with other ideas. I am hoping that any expansion of the game will include this, but forum readers tend to come up with stange ideas.

I haven't come up with one, but I'm hoping whatever expansions they might have planned include more combat. To me, having only 10 of the crisis cards as Cylon attacks seems way to low, and I'd like to see more utility out of the Pilot characters. Not to mention that the game just gets so much more intense with attacks and activations going on in addition to the other crisises and toaster accusations. Yes, it does make it harder on the humans (which is what I attribute their rarity to), but I'm sure the people that have given us such a game could find a balance for it.


I basically just hate to see some games where there is little to no point to having characters (and some good bonuses) like Starbuck and Apollo, as the need for them cn be very rare.

Cylon attack cards seem too low??!

Lol, even with only 11 in the deck, there still seems to be TONS of combat in our games. As in more than enough to keep up the intensity and keep the pilots very, very busy.

It's almost a relief when you get one of those quiet times, because you can fix all the damages and prepare for the inevitable next attack.

Mattr0polis said:

Cylon attack cards seem too low??!

Lol, even with only 11 in the deck, there still seems to be TONS of combat in our games. As in more than enough to keep up the intensity and keep the pilots very, very busy.

It's almost a relief when you get one of those quiet times, because you can fix all the damages and prepare for the inevitable next attack.

I'm with you. I've played quite a few times and those cylon-free jumps seem few and far between.

Sure, on a quiet jump the pilots might not be so special, but they're so incredibly critical during a major attack that I really don't think you can ignore them.

With a well-shuffled Crisis deck, I've found that Cylon attacks are just nicely-spaced enough. I love a good early attack or two to get us on our toes, then some quiet turns for us to come down from red alert and for the suspicion and paranoia to set in. Not to mention the fear of wondering what damage the hidden Cylon(s) have already done while we were all concerned with defending the fleet.