|The Relentless Pursuit
A preview of the Exodus expansion for Battlestar Galactica: The Board Game
|Battlestar Galactica | Published 08 November 2010|
The Cylons will not give up the chase. While the last survivors of humanity hurl themselves through space in search of a fabled planet, their aggressors are never far behind. There must be an operative on board the Galactica, because no matter how far you jump or how fast you fly...you cannot outrun them.
Since its release, Battlestar Galactica: The Board Game has been recreating the gripping drama and tension of the hit TV show on tabletops around the world. Whether you’re playing as a human or Cylon, BSG gives you the chance to challenge your opponents in a game of hidden agendas and frantic survival.
With Exodus, the second expansion recently announced for Battlestar Galactica: The Board Game, players can crank up the intensity of their game by adding their choice of three new challenging options. Today we’ll take a look at one of these new options introduced by Exodus: the Cylon Fleet.
The Cylon Fleet option adds several new components to the game. The first, and most notable addition is the Cylon Fleet game board. This board is similar to the main game board, containing six divided space areas. Unlike the main game board, however, the Cylon Fleet board contains a Cylon basestar in the middle, with an all new Cylon location. This location can only be used by revealed Cylons, and it contains several powerful abilities.
(Revealed Cylons can choose abilities at this new location,
but cannot choose the same ability twice)
Also on the Cylon Fleet game board is the Pursuit Track, which represents the Cylon fleet actively pursuing Galactica. A Pursuit Marker is placed on this track and usually advances as a result of Cylon ship activations. Rather than nothing happening during Cylon ship activation when there are no ships to activate on the main game board, ships are placed on the Cylon Fleet board, and the Pursuit marker advances one space. Once the Pursuit Marker reaches the end of the Pursuit Track, the Cylon fleet has caught up to Galactica and all the Cylon ships are moved from the Cylon Fleet game board to the main game board. The space areas on the Cylon Fleet game board correspond to the spaces on the main game board so Cylon ships can easily be transferred in this fashion.
(Once the Pursuit marker reaches spaces 2 and 4, the CAG places the appropriate number of civilian ships on the main game board)
And don’t think jumping away will shake those Cylons! Rather than completely discarding Cylon ships after jumping, those ships are placed on the corresponding spaces on the Cylon Fleet board, while civilian ships are left where they are.
The Cylon Fleet option cranks up the tension outside Galactica, giving both human and Cylon players more challenges and more choices. When using this option, don’t expect any more respites from Crisis cards. Whenever a Crisis card calls for Cylon ship activation and there is no activity on the main game board, focus then changes to the Cylon Fleet game board. Eventually, the ships on the Cylon Fleet board will find their way to the main game board. This ensures there will be no lack of dogfights for pilot characters. It should also be noted that the Cylon Attack cards are removed from the Crisis Deck when using this option.
So, as you can see, humans now have their work cut out for them. What kind of assistance can they expect in light of these overwhelming odds?
First off, human players will be given a new title: the CAG. Much like the President and Admiral title cards, the CAG will have special abilities and a line of succession. One of the primary responsibilities of the CAG is to choose where to place civilian ships when instructed to by card or ability effects. This gives the CAG a bit of control over the board (which can be devastating for the humans if the CAG happens to be an unrevealed Cylon). In addition, the CAG has the ability of quickly commanding unmanned Vipers.
Speaking of Vipers...
Humans also have access to the advanced Viper Mark VIIs. These superior Vipers function similarly to regular Vipers, only better. These ships begin the game in the “Damaged Vipers” box of the game board and may not be used until they are repaired. Once repaired, these new Vipers can be a great boon for the human players. Due to technological advances, the Viper Mark VIIs are much more agile than their older models, moving two spaces instead of one when activated. This also makes them harder for enemies to hit, since these Vipers can only be damaged on a roll of 6-7 (as opposed to 5-7 for normal Vipers).
Vipers also now have an option of escorting a civilian ship in their space as an action. This is vital, since it is the only way human players can safely remove civilian ships from the board.
These new vipers will need capable pilots, and many eager nuggets are lining up for a chance to bring down some toasters. One such rookie pilot is Samuel T. Anders. While he’s still a pilot in training, Anders was once a star pyramid player, giving him a head for leadership and quick instincts.
Check back next when we delve further into Exodus!
Based on the hit Syfy series, Battlestar Galactica: The Board Game is an exciting game of mistrust, intrigue, and the struggle for survival in which three to six take the roles of their favorite characters from the show. Each playable character has their own abilities and weaknesses, and all must work together in order for humanity to have any hope of survival. However, one or more players in every game is secretly a Cylon, and wants the humans to perish.
That's still 6 unmanned viper activations.
An alternate trick, starting from the same setup:
Starbuck uses Action 2 to launch a viper, gains an action
Apollo hops in that viper and gains an instant action
Apollo plays Executive Order on Starbuck
... Starbuck now has *4* actions to use, which is amazing if she's been hoarding Maximum Firepower cards.
She can use one of those actions to use Action 1 and pass CAG to Apollo, so he can make use its Action 2 on his turn.
The CAG action 2 is once per turn. In your scenario, Apollo wouldn't be able to use it because Starbuck had already used it the same turn.
When it's the release date for this expansion?can't wait!
Sorry, the last bit Apollo is only supposed to have 1 action
If I'm correct this is possible:
*Starbuck, CAG, in space*
*Apollo, in command*
Starbuck (2 actions)
-Starbuck uses Action 2-
=1st unmanned viper=
Starbuck (2 actions)
-Starbuck uses Action 1-
=2nd unmanned viper=
-Starbuck chooses Apollo-
Starbuck (1 action)
-Starbuck plays Executive Order, choosing Apollo-
Apollo (2 actions)
-Apollo uses Command-
=3rd and 4th unmanned viper=
Apollo (1 action)
-Apollo uses Command-
=5th unmanned viper, Apollo jumps in other=
Apollo (1 action)
-Apollo uses Action 2-
=6th unmanned viper=
Apollo (2 actions)
-Apollo uses Action 1-
=7th unmanned viper=
With the ideal setup you can activate 7 unmanned vipers and launch Apollo with 1 XO.
@JJ & C: Wow. Y'all are totally correct. And I feel like a frakin' idiot. Back to the rule books. I hope I correct about the missle Raptors.
[ADMIN: Thanks for your comments, everyone. To clear a few things up:
The articles has been updated to make these points more clear. Thanks again!]
As an addendum to the last comment by Jeruselum, remember, the news says 'Damaged' not "Destroyed'. All vipers are destroyed on an 8, so it means 6-7 = Damaged, 8 = Destroyed. I believe the person who wrote it didn't think that needed to be clarified.
@bioball, I don't think it's a typo, because it would make EMs an auto-miss for the cylons in a dogfight. The best use of the Mark VIIs would be as piloted vipers, and using the original vipers for unmanned fighters.
I can see players handing the CAG title around the table so that all the humans can help in a dogfight, when they wouldn't normally be able to. While It's not super amazing, I wouldn't be surprised what some intelligent players can to with that card.
Well, as the series did move forward it became less about hiding from the humans and more about killing them outright. Plus the new Vipers (2 movements and only hit on a 7-8**) in the hands of Starbuck or some of the other pilots are going to make them Cylon killers, esp when both Battlestars have the gun batteries blazing.
Hopefully (1) some more human firepower might come along in the form of Raptor Missle boats and (2) hidden Cylons will have more skill card tricks while unrevealed.
**the News says "6-7" but I am assuming this is a typo.
I agree. When I first heard about the CAG option I thought this could be awesome, but the title card seems unimpressive and the new Cylon abilities totally overshadow the CAG's. Hardly feels balanced. Sounds more like the humans are going to have an even harder time given the new Cylon actions. Makes me kinda wonder why anyone would want to stay unrevealed with all this potential firepower....
Please let me be wrong about this! I really want this expansion to be great....
The first question is what do the civilian ship markers on the Pursuit track represent? Do civie ships gets placed on the main board when they are reached (1 civie at the first position, 2 on the third)?
The second question is whether the CAG changes civilian ship placement on a cylon attack card? Followed by which vipers are placed in space (do the players get to choose if they want the new Mark VII's in space or do they have to launch the basic models first).
Assuming that civies are placed as the Pursuit track advances, then the ability to place civie ships becomes strategically important. To both human and unrevealed cylons. This gives the CAG power over resources. Also, a CAG pilot can help move the unmanned pilots into position (or attack, or launch) before performing their own action. This makes a CAG pilot very useful to the humans, and put them at an equal footing with Pegasus's Main Batteries location.
Anders is an interesting choice of skill set, but does represent his being a rookie pilot. His daily ability can come in really handy, being able to ditch cards to draw what is most needed, which I suspect will often be Piloting but could be any type if his hand is short in a category. Also, his being able to use it during an EO is a plus! Ditch all those Launch Scouts to draw Piloting and hope for Max Firepower and EM cards for the fight with the cylon raiders. And his once per game is pretty decent, though it would have been better if it could have been on any player's turn. It can be used for an auto-pass on an early jump, or an auto-fail on Tylium Planet. Which brings up the question if Strategic Planning was played, does Longshot's "cannot be modified" rule kick in? At the moment, I would say yes.
Can't wait to see what else we get!