Battlestar Epica

Battlestar Epica

combined epic gameplay variant for Battlestar Galactica board game 

including Exodus, Pegasus and Daybreak expansion content



Overview

This is a combined rules reference, not a rulebook. The additional detail for the majority of the rules is in the original base game and expansion rulebooks, but a lot of changes here are a variant: if a rule in this document differs from the rule in base game and expansion rulebooks, use the rule here as written. Battlestar Epica is recommended to be played with Mutineer, so with 4 or 6 players (or 5 or 7, with Cylon Leader).

There are no changes to game components using this variant, though some Titles get more options than are written on the Title reference cards.

How to use this

If you know how Battlestar Galactica plays - you have played it before or you have read the base game rulebook and expansion rulebooks - then you should be able to play the game entirely by only referring to this document here. Text that only relates to Human players is written like this. Text that only relates to Cylon players is written like this. Cylon Leader related player text is written like this. Players may ignore playing with the New Caprica phase by ignoring text written like this. Non-colored text is related to more than one type of player. Color distinction is not used for the whole chapter, such as “Revealed Cylon player turn”.

Setup

  1. Shuffle all face down card decks: Skill cards, Quorum cards, Ally cards, Destination cards, Super Crisis cards, Mutiny cards (if Mutineer is used), Crossroads cards and Character sheets. Shuffle Cylon Leader sheets and Motive cards, if Cylon Leader is used.

  2. Remove Cylon Attack Cards from Crisis cards and shuffle all Crisis cards thoroughly. Take 60 cards from the shuffled deck to form a Crisis deck, then add Cylon Attack Cards Scar and Thirty Three to the deck and shuffle the new pile to set up the final Crisis card deck.

  3. Shuffle the pile of Civilian Ship tokens, Galactica Damage tokens and Basestar Damage tokens and keep them in separate face down piles. 

  4. Use the overlay tiles for Cylon Locations and Colonial One locations (from Daybreak). Pegasus and Demetrius boards are not used at the beginning of the game.

  5. Set Food and Fuel dials to 10, then Morale dial to 12 and Population dial to 14. Set Jump Preparation Track and Pursuit Track markers to the beginning of equivalent tracks.

  6. Place 8 Vipers and 4 Raptors to Viper and Raptor Reserves. Set Viper Mark VII-s, Assault Raptors, Raiders, Basestars and Heavy Raiders aside for now. 

  7. If the Cylon Leader is used, the assigned player draws a random Cylon Leader Character sheet. Every other player gets a randomly drawn Character sheet, starting from the randomly chosen first player with First Player token. If a character is drawn that is of the most or tied for the most plentiful class (political, military, pilot, support) of already drawn characters, draw a replacement character. Players also get a Pilot token of their character, if available. Players place their stands on their starting location. 

  8. Each player gets 1 Miracle token to represent their once per game ability. If a Cylon Leader is used, they also get 1 Miracle token.

  9. Shuffle the face-down pile of Trauma tokens and place 2 Trauma tokens face down to Brig and Sickbay locations. Give 3 Trauma tokens to each player. Player Trauma tokens are secretly looked at and kept hidden. If any token that player is given includes a Disaster icon, it is replaced and the Disaster token is shuffled back into the pool of Trauma tokens.

  10. Draw 3 Ally cards - redraw, if character matches player character in the game - and set their tokens on locations defined by Ally cards. Randomly assign 1 Trauma token from the pool to each Ally card.

  11. Shuffle all Not a Cylon loyalty cards together with Conflicted Loyalty cards and Final Five loyalty cards. Create a deck of Loyalty cards based on one of the rows and player counts (note that Sympathizer cards are not used):

Player count

Cylon cards

Combined Not a Cylon cards

Mutineer

If Cylon Leader

3

1

6

4

1

8

X

4

1

6

X

5

2

9

5

1

8

X

X

6

2

11

X

6

2

9

X

7

2

11

X

X

+1 for Gaius Baltar

+1 for Sharon “Boomer” Valerii

  1. Each player draws 1 Loyalty card (2, if Gaius Baltar) at the start of the game, looks at it in secret and keeps it hidden. If a player draws the Mutineer loyalty card, they reveal it immediately, draw 1 Mutiny card and then draw another Loyalty card.

  2. Assign Admiral, President and CAG title reference cards based on Lines of Succession, ignoring Mutineer. Give Admiral 2 Nuke tokens and give the President 1 Quorum card. 

  3. If Cylon Leader is used, they draw 2 Motive cards, look at them secretly and keep them hidden.

  4. Each player - except the start player - draws 3 Skill cards, limited by the card types and card counts that their character can draw. If Cylon Leader is used, they draw 2 Skill cards.

  5. Create a Destiny deck by shuffling 2 Skill cards of each type (Tactics, Politics, Piloting, Leadership, Engineering and Treachery) into a face down pile on Destiny space. If this deck ever runs out, create a new deck the same way.

  6. Place 1 Basestar and 3 Raiders in front of Galactica. On one side of Galactica, place 1 Viper each on both Viper Launch areas. Place 2 Civilian Ship tokens without looking at them face down behind Galactica.

  7. The player with the First Player token starts the game by drawing their starting hand of Skill cards based on their Character sheet.

Victory Conditions

Human players

Players with no Cylon Loyalty cards revealed or hidden - win the game if they have gotten Galactica to at least the 10 Distance and have successfully made an additional jump (no Destination card is resolved for that final jump)

After the final jump all human players (with no Cylon Loyalty cards) reveal their unrevealed Loyalty cards and this may result in loss of resources due to unrevealed Personal Goals. Human players lose if any of the resource dials is at 0 at the end of any players’ turn or after the resolution of Personal Goals. Human players also lose, if Galactica has at least 6 damaged locations at the same time. 

Cylon players

Cylons - revealed or hidden - win the game if Human players are unable to win

Cylon players also win immediately if Cylon Centurions reach the end of Centurion Boarding Party track.

Cylon Leader

Cylon Leader winning condition is checked when the game is over. Cylon Leader wins, if they have no more than 1 Motive card still hidden and they have revealed at least 2 Motive cards of the winning team - either Human or Cylon. If they have revealed 2 Human and 2 Cylon Motive cards, they win with either team.


Human Game Turn (including non-revealed Cylons)

  1. Trauma - If you start your turn in a location with a Trauma token, take the Trauma token and look at it in secret and keep it. If it has a Disaster icon and it was drawn from a hazardous location, your character dies. Otherwise discard it back to the token pool with no effect.

  2. Receive Skills - draw the number and types of Skill cards listed on your Character sheet. You draw only 1 Skill card, if you start your turn on Sickbay location.

  3. Movement when not piloting - you may move to a different non-hazardous location in the human fleet. If you change a ship, discard 1 Skill card. Alternatively, you may use a Movement effect on your Character sheet or you may play a non-Treachery Skill card that says Movement instead of moving.
    Movement when piloting - you may move your ship from one space area to an adjacent area - or 2 areas, when using Viper Mark VII. Alternatively, you may return to any human fleet location by discarding 1 Skill card and placing your ship back in the reserves. Alternatively, you may use a Movement effect on your Character sheet or play a non-Treachery Skill card that says Movement instead of moving.

  4. Ally - if you end your movement on a location with an Ally token, you encounter an Ally. The Trauma token on Ally card is revealed and the related effect is triggered. If the Trauma token is with a Disaster icon, nothing happens. A new Ally card is drawn - and redrawn, if it matches any player character - and you place one of your own Trauma tokens in secret onto the new Ally card. If you have no Trauma tokens, one is placed randomly from the pool without looking at it.

  5. Action when not piloting - you may use an Action in your current location, Character sheet or Title card. Alternatively you may play one non-Treachery Skill Card, Quorum card or Mutiny card with an Action, if possible.
    Action when piloting - you may use your Action to move your ship one more time, or use it to attack a Cylon ship in your current space area. Alternatively you may escort a civilian ship in your current space area by removing it without looking at it and shuffling it back into reserve. Alternatively you may use an Action on your Character sheet or play one non-Treachery Skill Card, Quorum card or Mutiny card with an Action, if possible.
    Alternative Action for the hidden Cylon player - if you have a Cylon Loyalty card, you may reveal it to do the listed Action on the card. If you are not in the Brig, draw a Super Crisis Card and move to the Resurrection Ship Cylon location. You lose all Titles, Mutiny cards, Quorum cards and Miracle tokens and you discard down to 3 Skill cards. If the current distance is 7 or less and you have any other hidden Loyalty cards at the time, you give all of them to another human player, which may turn the other player into hidden Cylon. Your Character sheet Actions and powers have no effect anymore.
    Alternative Action for Personal Goal - you may reveal a Personal Goal Loyalty Card that includes an Action to do the listed Action on the card as long as the conditions are met. If the current distance is 7 or less, add one "You are Not a Cylon" card to the loyalty deck, shuffle it and draw a new Loyalty card.

  6. Crisis - a Crisis card is drawn and resolved, unless you are in the Brig or unless you revealed a Cylon loyalty card.

  7. Activate Cylon Ships - if the Crisis card shows Cylon ship icons, then these icons are resolved.

  8. Prepare for Jump - if the Crisis card shows Prepare for Jump icon, then Jump Preparation track is advanced by 1. If this moves the marker to Auto Jump, then Galactica jumps immediately.


Revealed Cylon Player Turn

  1. Receive Skills - draw 2 Skill cards of any type, but both must be different types. You draw only 1 Skill card, if you start your turn on Resurrection Ship location and no cards, if you start your turn on Destroyed Hub location.

  2. Movement - you may move to a different non-hazardous location in the Cylon Fleet. Alternatively, you may play a Treachery Skill card that says Movement instead of moving.

  3. Action - you may use an Action in your current location. Alternatively, you may play one Treachery Skill Card with an Action. You cannot use Actions of other types of Skill cards.
    Infiltrating Human Fleet - if you are on a Human Fleet Cylon location, you can begin to Infiltrate and move to any human fleet location. When Infiltrating, card effects that affect human players also affect infiltrating Cylons.

  4. Crisis - There is no Crisis by default on non-infiltrating Cylon player turns!

  5. Activate Cylon Ships - Activate Cylon Ships step is always ignored on non-infiltrating Cylon turns.

  6. Prepare for Jump - if there is Crisis and the card shows Prepare for Jump icon, then Jump Preparation track is advanced by 1. If this moves the marker to Auto Jump, then Galactica jumps immediately.


Infiltrating Revealed Cylon Player Turn

  1. Trauma - If you start your turn in a location with a Trauma token, take the Trauma token and look at it in secret and keep it. If it has a Disaster icon and it was drawn from a hazardous location, your character dies. Otherwise discard it back to the token pool with no effect.

  2. Receive Skills - draw 3 Skill cards of any type, but all must be different types. You draw only 1 Skill card, if you start your turn on Sickbay location.

  3. Movement when not piloting - you may move to a different non-hazardous location in the human fleet. If you change a ship, discard 1 Skill card. Alternatively, you may play a non-Treachery Skill card that says Movement instead of moving.
    Movement when piloting - you may move your ship from one space area to an adjacent area - or 2 areas, when using Viper Mark VII. Alternatively, you may return to any human fleet location by discarding 1 Skill card and placing your ship back in the reserves. Alternatively, you may play a non-Treachery Skill card that says Movement instead of moving.

  4. Ally - if you end your movement on a location with an Ally token, you encounter an Ally. The Trauma token on Ally card is revealed and the related effect is triggered. If the Trauma token is with a Disaster icon, nothing happens. A new Ally card is drawn - and redrawn, if it matches any player character - and you place one of your own Trauma tokens in secret onto the new Ally card. If you have no Trauma tokens, one is placed randomly from the pool without looking at it.

  5. Action when not piloting - you may use an Action in your current location. Alternatively you may play one non-Treachery Skill Card with an Action. Note that infiltrating Cylon players cannot draw nor play Mutiny cards.
    Action when piloting - you may use your Action to move your ship one more time, or use it to attack a Cylon ship in your current space area. Alternatively you may escort a civilian ship in your current space area by removing it without looking at it and shuffling it back into reserve. Alternatively you may play one non-Treachery Skill Card with an Action.
    Alternative Action for Cylon player - you may move back to Cylon location Resurrection Ship or Hub Destroyed. If the player moves from Brig location, they discard Skill cards down to 3 cards and remove any attached Quorum cards, if any.

  6. Crisis - a Crisis card is drawn and resolved, unless you are in the Brig.

  7. Activate Cylon Ships - if the Crisis card shows Cylon ship icons, then these icons are resolved.

  8. Prepare for Jump - if the Crisis card shows Prepare for Jump icon, then Jump Preparation track is advanced by 1. If this moves the marker to Auto Jump, then Galactica jumps immediately.

Cylon Leader Player Turn

  1. Cylon Leader may reveal a Motive card at any time, even during another player turn, as long as its requirements are met.

  2. Receive Skills - draw the number and types of Skill cards listed on your Character sheet. You draw only 1 Skill card, if you start your turn on Resurrection Ship location and no cards, if you start your turn on Destroyed Hub location.

  3. Movement - you may move to a different non-hazardous location in the Cylon Fleet. Alternatively, you may use the Movement effect on your Character sheet or you may play a Treachery Skill card that says Movement instead of moving.

  4. Action - you may use an Action in your current location. Alternatively, you can use an Action on your Character sheet or play one Treachery Skill Card with an Action. You cannot use Actions of other types of Skill cards.
    Infiltrating Human Fleet - if you are on a Human Fleet Cylon location, you can begin to Infiltrate and move to any human fleet location. When Infiltrating, card effects that affect human players also affect infiltrating Cylons.

  5. Crisis - There is no Crisis by default on non-infiltrating Cylon player turns.

  6. Activate Cylon Ships - Activate Cylon Ships step is always ignored on non-infiltrating Cylon turns.

  7. Prepare for Jump - if there is Crisis and the card shows Prepare for Jump icon, then Jump Preparation track is advanced by 1. If this moves the marker to Auto Jump, then Galactica jumps immediately.


Infiltrating Cylon Leader Player Turn

  1. Cylon Leader may reveal a Motive card at any time, even during another player turn, as long as its requirements are met.

  2. Trauma - If you start your turn in a location with a Trauma token, take the Trauma token and look at it in secret and keep it. If it has a Disaster icon and it was drawn from a hazardous location, your character dies. Otherwise discard it back to the token pool with no effect.

  3. Receive Skills - draw the number and types of Skill cards listed on your character sheet. You may draw 1 extra Skill card of your type as a bonus. You draw only 1 Skill card, if you start your turn on Sickbay location.

  4. Movement when not piloting - you may move to a different non-hazardous location in the human fleet. If you change a ship, discard 1 Skill card. Alternatively, you may use a Movement effect on your Character sheet or you may play a non-Treachery Skill card that says Movement instead of moving.
    Movement when piloting - you may move your ship from one space area to an adjacent area - or 2 areas, when using Viper Mark VII. Alternatively, you may return to any human fleet location by discarding 1 Skill card and placing your ship back in the reserves. Alternatively, you may use a Movement effect on your Character sheet or play a non-Treachery Skill card that says Movement instead of moving.

  5. Ally - if you end your movement on a location with an Ally token, you encounter an Ally. The Trauma token on Ally card is revealed and the related effect is triggered. If the Trauma token is with a Disaster icon, nothing happens. A new Ally card is drawn - and redrawn, if it matches any player character - and you place one of your own Trauma tokens in secret onto the new Ally card. If you have no Trauma tokens, one is placed randomly from the pool without looking at it.

  6. Action when not piloting - you may use an Action in your current location or Character sheet. Alternatively you may play one non-Treachery Skill Card with an Action.
    Action when piloting - you may use your Action to move your ship one more time, or use it to attack a Cylon ship in your current space area. Alternatively you may use an Action on your Character sheet or play one non-Treachery Skill Card with an Action.
    Alternative Action for Cylon Leader - you may move back to Cylon location Resurrection Ship or Hub Destroyed. If the player moves from Brig location, they discard Skill cards down to 3 cards and remove any attached Quorum cards, if any. Infiltrating Cylon Leader discards all Mutiny cards they hold at the time.

  7. Crisis - a Crisis card is drawn and resolved, unless you are in the Brig.

  8. Activate Cylon Ships - if the Crisis card shows Cylon ship icons, then these icons are resolved.

  9. Prepare for Jump - if the Crisis card shows Prepare for Jump icon, then Jump Preparation track is advanced by 1. If this moves the marker to Auto Jump, then Galactica jumps immediately.


Locations

Galactica

FTL Control - As an Action, if the fleet marker is on a blue space on Jump Preparation track, you can force the Human Fleet to jump. Roll a die: 1-6 result means population is dropped by the amount shown next to the fleet marker on Jump Preparation track. Admiral then draws 2 Destination cards, looks at them in secret and chooses 1 to resolve and places the other in the bottom of the Destination deck.

Weapons Control - As an Action you can attack 1 Cylon ship with Galactica.

Command - As an Action you can activate up to 2 unmanned human ships.

Communications - As an Action you can secretly look at the back of 2 Civilian ships on the Galactica board. You may then move them to an adjacent space area.

Admiral’s Quarters - As an Action, choose a character in a Human Fleet location. Then pass 7 Leadership/Tactics Skill check to send the chosen character to the Brig.

Research Lab - As an Action, draw 1 Engineering or 1 Tactics Skill card.

Hangar Deck - If you are a character with Piloting token, as an Action you may launch yourself in a Viper, Viper Mark VII or Assault Raptor by placing your piloting token and the undamaged ship from reserves on one of the Viper Launch areas on the side of Galactica. You may then take one more Action. If no ship is available in Reserves, then you may take an unmanned human ship that is already on board and launch that instead.

Armory - As an Action, roll a die: 7-8 you remove 1 Centurion from the Boarding Party track.

Brig - Hazardous location - you may not move here willingly. You may not move from the Brig nor play Movement cards in the Brig. You do not draw a Crisis card while in the Brig and you may not add more than 1 skill card to Skill checks or Missions while in the Brig. You may take an Action to trigger a 7 Politics/Tactics Skill check and if passed, you may move to any human fleet location - discarding 1 Skill card, if changing ship. If you begin your turn here then you secretly look at and take the Trauma token from Brig and replace it with another one randomly from the Trauma token pool. If the drawn Trauma token has a Disaster icon, your character dies.

Sickbay - Hazardous location - you may not move here willingly. If you start your turn here, you only receive 1 Skill card. If you begin your turn here then you secretly look at and take the Trauma token from Brig and replace it with another one randomly from the Trauma token pool. If the drawn Trauma token has a Disaster icon, your character dies.

Colonial One

Quorum Chamber - As an Action, if you are the President, draw 1 Quorum card. You may then either draw 1 additional Quorum card or play 1 Quorum card from your hand.

Press Room - As an Action, choose another human player to draw 1 Mutiny card. They do not move to the Brig and must discard all Mutiny cards from their hand, except one. You may then discard 1 Mutiny card. Cylon Leader can also draw and be targeted for Mutiny cards. Revealed Cylons - including infiltrating ones - cannot draw Mutiny cards.

President’s Office - As an Action, draw 2 Politics Skill cards.

Administration - As an Action, draw 1 Mutiny card. If the President has any Mutiny cards, choose any Human player to gain the Presidents title. If the Accept Prophecy card is in play, the President may discard it to keep their title. Cylon Leader can also draw Mutiny cards. Revealed Cylons - including infiltrating ones - cannot draw Mutiny cards and thus cannot do this action.

Pegasus

Pegasus CIC - As an Action choose a Basestar on Galactica board and roll a die: 1-3 damages Pegasus, 4-6 damages Basestar, 7-8 damages Basestar twice.

Airlock - As an Action, pass a 12 Treachery/Politics/Tactics Skill check to choose a character on any human fleet location to execute them. Reduce difficulty of Skill check by 4, if the chosen character is already in the Brig.

Main Batteries - As an Action choose a space area and roll a die. Rolling 1 will destroy 1 Civilian ship. 2-3 damages 1 Viper, Viper Mark VII or Assault Raptor. 4-6 destroys 2 Raiders. 7-8 destroys 4 Raiders. 

Engine Room - As an Action you can discard 2 Skill cards to treat the next Crisis card drawn this turn as if it has a Prepare for Jump icon.

Demetrius

Bridge - This action can only be done, if there is no Mission card on the Active Mission space. As an Action, activate the top card of the Mission deck by drawing it and placing it face up on Active Mission space - resolve the Mission immediately and do not draw Crisis this turn. Mission is not a Crisis and abilities that affect Crisis cards or Skill checks do not affect Mission cards. Skill check abilities are not resolved for Missions. Only numbers on played cards count. New mission cards cannot be activated until the human fleet has jumped.

Tactical Plot - Secretly look at the top card of the Mission deck and place it on the top or bottom of the deck.

Captain’s Cabin - Choose a skill type. Each player, including Cylon players, draws 1 Skill card of that type even if they cannot draw that type normally.

Rebel Basestar

A Human player may use Rebel Basestar only, if their allegiance is towards Humans. A Cylon player may use Rebel Basestar locations only if their allegiance is towards Cylons. A Cylon Leader can use the Rebel Basestar regardless of allegiance, but only the actions of current allegiance.

Hybrid Tank - Human player, as an Action, may discard 1 Miracle token to secretly look at the top 5 cards of Crisis deck. Cylon player, as an Action, may discard 1 Super Crisis card to secretly look at the top 5 cards of Crisis deck. Then, place them on top of the Crisis deck in the order of your choosing.

Datastream - Human player, as an Action, may discard 1 Miracle token to search 1 Skill deck and its discard pile for any 3 cards and add them to their hand. Cylon player, as an Action, may discard 1 Super Crisis card to search 1 Skill deck and its discard pile for any 3 cards and add them to their hand. Shuffle the equivalent Skill cards deck.

Raider Bay - Human player, as an Action, may discard 1 Miracle token to choose a space area and place 4 unmanned Viper, Viper Mark VII or Assault Raptors from Reserves in this area. Cylon player, as an Action, may discard 1 Super Crisis card to choose a space area and place 2 Raiders there. You may immediately activate these ships.

Cylon Locations

Human players may not activate Cylon locations.

Caprica - As an Action, play 1 Super Crisis card. Alternatively you may draw 2 regular Crisis cards, look at them in secret, pick one to resolve and place the other in the bottom of the deck - Cylon ships will not be activated when choosing a Crisis card this way.

Cylon Fleet - As an Action, you can activate all Cylon ships of one type - Raiders, Heavy Raiders or Basestars. Alternatively you can launch 2 Raiders and 1 Heavy Raider from each Basestar that is on the Galactica board.

Human Fleet - As an Action, you can look at the top Crisis card and place it back on top or bottom of the deck. Then you can draw 2 skill cards of different types. Alternatively, as an Action you can Infiltrate by moving yourself onto any human fleet location.

Resurrection Ship - Hazardous location - you may not move here willingly. As an Action you can draw 1 Super Crisis card. If you start your turn here, you draw only 1 Skill Card. This location may be destroyed by some game effects.

Hub Destroyed - Hazardous location - you may not move here willingly. If you start your turn here, discard all of your Super Crisis cards and do not draw any Skill cards. As an Action you can discard 3 Skill cards to draw 1 Super Crisis card and move to Cylon Fleet location.

Basestar Bridge - As an Action choose two different of the following and then resolve them in any preferred order:

  • The CAG player must place 1 Civilian ship to an empty space area, if possible.

  • Place 1 Basestar or 3 Raiders in any one space area on the Cylon Fleet board.

  • Roll a die: 1-3 decreases Jump Preparation track by 1 and 4-8 increases Pursuit Track by 1.

  • Roll a die: if the result is less than the number of Raiders on the Galactica board, draw 2 Galactica damage tokens and choose one to resolve.

New Caprica locations

New Caprica locations are only used, if the New Caprica variant is used in the game.

New Caprica - As an Action, as a Human player you may roll a die: 5-8 you may remove an Occupation Force from its track. “Maximum Firepower” piloting card may be used to affect the roll. As an Action, a Cylon player at the same location as a Human player and Occupation Force may roll a die: 1-3 move the Human player into Detention and 4-7 move the Human player into Medical Center.

Medical Center - Hazardous location - you may not move here willingly. If you start your turn here, you only receive 1 Skill card. If you are moved here for any reason, you secretly look at and take the Trauma token from Brig and replace it with another one from the Trauma token pool. If your Trauma token has a Disaster icon, your character dies.

Detention - Hazardous location - you may not move here willingly. You may not move from the Detention nor play Movement cards in the Detention. You may not add more than 2 Skill cards to Skill checks while in the Detention. You may take an Action to trigger 9 Politics/Tactics Skill check and if passed, you may move to any legal location - discarding 1 Skill card, if changing ship. If you are moved here for any reason, you secretly look at and take the Trauma token from Detention and replace it with another one from Trauma token pool. If your Trauma token has a Disaster icon, your character dies.

Resistance HQ - This location may only be used by Human (and non-revealed Cylon) players. You may choose any character on any New Caprica location and pass a 7 Treachery/Leadership/Tactics Skill check. If passed, the chosen player is executed.

Occupation Authority - The President player may, as an Action, draw 1 Quorum card and then play 1 Quorum card - then roll a die: 1-3 moves you to Detention. A Cylon player may, as an Action, move 1 Centurion on Occupation Force track and then place 1 more Centurion on current location to the start of Occupation Force track. When Centurion is activated while it is on Shipyard location, resolve damage from the top Civilian Ship token in Locked Civilian Ships area and then remove the involved Centurion. If the damage showed blank, then remove this token from the game entirely - otherwise return it to Civilian Ship reserves.

Breeder’s Canyon - A human player may, as an Action, reduce their highest Resource by 1 to advance Jump Preparation track by 1. A cylon player may, as an Action, resolve the top card of New Caprica Crisis deck without resolving jump preparation that turn.

Shipyard - A human player may, as an Action, move 1 ship token from Locked Civilian Ships area to Prepared Civilian Ships or if Galactica is in orbit, move 1 Civilian Ship token from Prepared Civilian Ships area to Civilian Ship reserves off New Caprica. As a bonus, if Galactica is in orbit, you may move to any Galactica location as a free movement (except to Colonial One locations). A Cylon player may, as an Action, look at the top Civilian Ship token in secret and either place it back on top or to the bottom of the pile.


Resolving Crisis

  1. Draw - Draw a Crisis card.

  2. If Crisis is a Cylon Attack Card (relevant Super Crisis card or Thirty Three or Scar), then any added ships are taken first from the Cylon Fleet Board and then from reserve. If there are not enough ships in the reserve, then additional ships are ignored.

  3. Resolve Crisis - if Crisis includes a Skill Check, resolve the Skill Check:

    1. Modify Crisis - Play cards that modify Crisis before cards are added to resolve Crisis. This includes cards that say Reckless, which will mean that hidden Reckless Skill Check cards will trigger, if revealed during Crisis resolution. Only one Reckless card may be played per Crisis resolution.

    2. Destiny - Add 2 Destiny cards to the Crisis resolve pile. Cards are kept hidden, unless affected by the previous step.

    3. Contribute - Players - starting from the left of the current player and ending with the current player - may play hidden cards to Crisis resolve pile from their hand. Only 1 card may be added at most by the player who is in the Brig. Only 1 card may be added by a revealed Cylon player who is on Cylon locations and 2 cards can be added, if they are Infiltrating on Galactica - same applies to Cylon Leader.

    4. Reveal - Crisis resolve pile is shuffled and revealed. Players are not allowed to discuss which cards they played.

    5. Resolve - Resolve cards that trigger from the revealed cards - the ones with the Target icon - in the order of current players choosing. This includes all cards that say Skill Check, as well as all cards that say Reckless Skill Check - the latter only if Reckless card was played prior to playing hidden cards. Cards can be removed from Skill check before their abilities have triggered, but if a card is removed from Skill check that has already been triggered in effect, then the effect isn’t retroactively negated.

    6. Result - Cards with positive Skill check colors count as positive points, other colors count as negative points. A Treachery skill card is considered negative, unless specifically shown as positive in the Skill check. Compare the total score against Crisis cards results and resolve the Crisis card. If the Target icon was on the Crisis card and on one of the cards in the Crisis resolve pile, then the Target effect also happens in the Crisis.

  4. Activate Cylons, if a related icon is displayed in the bottom of the Crisis card. This step is ignored, if the current player is a non-infiltrating Cylon. This step is ignored, if the current player is a non-infiltrating Cylon Leader.

  5. Advance Jump Preparation Track, if a related icon is displayed in the bottom of the Crisis card.


Titles

Cylon players may not hold any titles, even if infiltrating. Cylon Leaders may not hold any titles, even if infiltrating.

Admiral

  • When the human fleet jumps, Admiral draws 2 Destination cards, looks at them in secret and picks 1 to resolve and places the other in the bottom of the Destination deck. They may not reveal details of the latter card.

  • As an Action, the Admiral may launch a Nuke to attack a space area.

  • When Admiral is placed in the Brig, Admiral title is given to another human player, who is not in the Brig, according to Lines of Succession.

  • Only if New Caprica is used: During the New Caprica phase, if Galactica has returned to the orbit, Admiral may, as an Action, jump the fleet and end the New Caprica phase.

President

  • As an Action, the President may draw 1 Quorum card into their hand.

  • The President does not lose the President title while in the Brig.

  • Only if New Caprica is used: When the President plays a Quorum card while on New Caprica location, they roll a die: 1-3 moves them into Detention location.

  • Only if New Caprica is used: First time the fleet has jumped to distance 6+ the President may decide that the fleet gets 3 resources to its lowest resource - or 2 to each tied lowest resource. This may start the New Caprica phase, if a hidden Cylon reveals themselves at that time.

CAG

  • As an Action, CAG can activate 1 unmanned Viper, Viper Mark VII or Assault Raptor and give the CAG title to any other human player.

  • Once per turn, when you are piloting a ship, as an Action you may activate an unmanned human Viper, Viper Mark VII or Assault Raptor and then take another Action.

  • When CAG is placed in the Brig, CAG title is given to another human player, who is not in the Brig, according to Lines of Succession.

  • CAG is responsible for placing Civilian Ships when forced to do so. Ships must be placed in areas that don’t include a Civilian Ship, if possible - unless specified otherwise.

Mutineer

  • If the Mutineer card is gained, you lose all Titles. After this you can gain Titles normally.

  • The Mutineer must draw 1 Mutiny card whenever they reveal a Crisis card with a Jump Preparation icon.

Mutiny

  • If a player draws a second Mutiny card, they are immediately moved to the Brig and have to discard down to 1 Mutiny card. Exception is Mutineer player, who moves to the Brig when they gain a third Mutiny card and then have to discard down to 2 cards.

  • If the Mutineer reveals itself as a Cylon, they give the Mutineer card to another human player and ask them to also draw 1 Mutiny card. Targeted player also lose their current Titles.

  • Cylon players cannot draw Mutiny cards. 

  • Cylon Leaders can draw Mutiny cards, but only while infiltrating - and they have to discard Mutiny cards the moment they stop infiltrating.


Jumping

Jumping is only possible, if FTL Control location is not damaged. Multiple things may happen when the fleet jumps. During a regular jump, do the following:

  1. All Vipers and Viper Mark VII-s are returned to the Reserves area. Pilots are returned to Hangar Bay. Note that Assault Raptors and Civilian Ships are not returned to reserves.

  2. All Cylon ships are moved to their equivalent location on the Cylon Fleet board.

  3. The Admiral draws 2 Destination cards, looks at them secretly and chooses one to resolve and places the other under the Destination draw pile. Chosen Destination card distance number is added to current distance for Human winning condition.

  4. Jump Preparation track marker is moved back to Start.

  5. If the Demetrius board is in play and there is a face up card on Active Mission space, said card is discarded, unless it has a distance number, in which case it is added to Destination distance number. Face down cards - such as failed missions - on Active Mission space are shuffled back into the Mission deck.

  6. Additional steps, if necessary, based on total distance traveled are defined below. These steps trigger only once per game.

Distance 4+ (Kobol)

  1. Deal 1 Loyalty card (2, if Sharon “Boomer” Valerii) to each player, including revealed Cylon players. Players may look at their cards, if a human player is dealt a Cylon card, they become a hidden Cylon. Revealed Cylon players with hidden loyalty cards may look at their new Loyalty card and give them to another player. If the player draws a Mutineer loyalty card, they reveal it, draw 1 Mutiny card and draw 1 more Loyalty card.

  2. When no Mutineer card has been revealed, the current player targets 1 player to draw 1 additional Loyalty card, but no additional Loyalty card after that.

  3. If Cylon Leader is in play, they draw 2 additional Motive cards, which may affect their end game goal.

  4. Add the Pegasus board to the game. It can now be used by players.

  5. Shuffle Pegasus damage tokens and keep them in a face down pile.

  6. Add 4 Viper Mark VII ships to the Damaged Vipers area. When these Vipers are repaired, remove 1 regular Viper from the game. Viper VII cannot be repaired, if there are no regular Vipers left.

Distance 6+ (Demetrius and New Caprica)

  1. Only if New Caprica is used: If the President wishes, the human fleet may gain 3 of the current lowest resource (if tied, 2 to each lowest resource). Any hidden Cylon may, at this point, reveal themselves to start the New Caprica phase. Proceed to the next section only after the New Caprica phase is over or no hidden Cylon was revealed.

  2. Shuffle Mission cards and keep them in a face down pile.

  3. Place the Demetrius board on the table. Do not place Rebel Basestar, until instructed by Mission card in the future.

Distance 8+ (Ionian Nebula)

  1. Shuffle Crossroads cards and keep them in a face down pile.

  2. The next Draw Crisis step is ignored, as the Crossroads phase is considered a Crisis. This means that if the players jumped the Fleet intentionally using FTL Control location, no Crisis is drawn in the turn when players reach Ionian Nebula.

  3. Place 1 Basestar and 4 Raiders on both areas on the right side of Galactica, opposite of Viper Launch areas.

  4. Launch 2 Vipers or Viper Mark VII-s to both Viper Launch space areas. Pilots may launch onto said Vipers automatically, if they wish.

  5. Deal 1 Crossroads card to each player who has at least 3 Trauma tokens. Every player assigns 1 of their hidden Trauma tokens to the card. After all involved players have done so, cards are revealed and resolved based on the assigned token, starting from the current player. If the player is Executed before their Crossroads card can be resolved, it is still resolved.

  6. Human (and hidden Cylon) players remove all blue Trauma tokens they have. Revealed Cylon players remove all Red Trauma tokens they have. Cylon Leaders act as Humans in this phase, if they are Infiltrating in the human fleet - and as Cylons, if in a Cylon Fleet location.

  7. If any player has 2 or less Trauma tokens left, they discard any remaining Trauma tokens.

  8. Player with the most remaining Trauma tokens is killed/boxed and is out of the game. If there is a tie among Cylon players, all tied Cylons are eliminated. If there is a tie among Human players, the President chooses who is eliminated among the tied players. If there is a tie among Human and Cylon players, both conditions apply.

  9. Trauma tokens are not collected after Distance 8 and are onwards only used to check for Disaster in Sickbay or Brig (and replenished, if empty). No further Ally cards are placed, remaining Ally cards and tokens remain, until resolved.

Distance 10+ (Earth)

  1. After reaching destination 10 or more, next time Galactica jumps, human players win the game as long as every Resource is more than 0 after the jump and after the Personal Goal cards are resolved. No Destination card is drawn for the final jump, thus no resource loss from Destination cards.


Execution/Death

Players can die due to card effects, Skill Checks or due to drawing a Trauma token with Disaster icon. Execution is the result of player direct action. Death is the result of drawing a Trauma token with the Disaster icon. 

Do the following:

  1. Discard all Skill Cards from your hand or attached Mutiny and Quorum Cards.

  2. Lose all Titles. Reassign Titles to other characters based on Lines of Succession.

  3. If you have a Cylon Loyalty card or you are a Cylon Leader:

    1. Reveal one Cylon Loyalty card, if any;

    2. Give other Loyalty cards that you may have to another player without revealing them;

    3. You discard all Miracle tokens, if any;

    4. If the current destination is 8 or more, you are eliminated and out of the game - do not resolve further steps;

    5. If the current destination is 7 or less, draw 2 Trauma tokens and keep them. If any of the drawn Trauma tokens is with a Disaster icon, draw 2 more Trauma tokens and keep them and discard any further Disaster trauma tokens drawn. Shuffle any drawn Disaster Trauma tokens back into the pool.

    6. You move to Resurrection Ship and do not draw a Super Crisis Card;

    7. Your character sheet actions and powers have no effect anymore, unless you are a Cylon Leader;

  4. If you have no Cylon loyalty card to reveal:

    1. Human players lose 1 Morale; Human players lose 2 Morale instead, if the human player was executed - not dying by Disaster token - and held any titles;

    2. You discard your Character sheet;

    3. If the current destination is 8 or more, you are eliminated and out of the game - do not resolve further steps;

    4. You get a new Character sheet and place them in their starting location. Redraw, if the named Character is already in the game, either as a character or an Ally. Redraw if the drawn character class (Military, Politics, Engineering, Pilot) is already in the game for non-Cylon players, except when all four classes are already in the game.

    5. You keep your Miracle tokens, if still unused - you do not draw a new miracle token;

    6. Discard all Trauma tokens and draw 3 new Trauma tokens if the current destination is 7 or less. If any of them is with a Disaster icon, draw a replacement and shuffle Disaster Trauma token back into the pool;

    7. One new Not a Cylon Loyalty card is added to the Loyalty deck, shuffled and then given to the player.

Activating Vipers

Activating Viper means to activate a Viper, Viper Mark VII or an Assault Raptor. Same ship may be activated multiple times on the same turn.

  • When ship is activated, you can use each activation to do one of the following: 

    • launch a new ship from one of the red entry-exit areas;

    • move a Viper or Assault Raptor 1 area (or 2 areas, if Viper Mark VII) to an adjacent area;

    • attack a Cylon ship in the current area;

    • escort and return Civilian Ship in current area to supply without looking at it - then shuffling the supply;

  • You cannot attack another human ship by activating a ship.


Activating Cylons

Type

If a Basestar or given type is on Galactica board

If no Basestar and no ships of given type are on the Galactica board

Raiders

  • Each Raider activates once;

  • Raider attacks a Viper in their area, if available - unmanned Vipers are attacked first;

  • If no Viper, Raider destroys Civilian ship in their area and lose its resources;

  • If no Civilian ship, move Raider one area closer to the nearest Civilian ship. If tied for nearest, move clockwise;

  • If no Civilian ship on Galactica board, Raider attacks Galactica;

  • If there is no Raider, launch two Raiders from each Basestar on Galactica board;

  • If nothing happened, advance Cylon Pursuit track by 1.

  • Roll a die and place 1 Raider on the Cylon Fleet board on the rolled numbered area. If a Raider was placed, advance Cylon Pursuit track by 1;

  • If no more Raiders are in the supply to place, take all ships from the highest numbered Cylon Fleet board area with a Raider and move them to the equivalent on Galactica board.

Heavy Raiders

  • Each Centurion on Boarding Party track and each Heavy Raider activates once;

  • If Centurion is on Boarding Party track, move Centurion forward 1 space. If last space is reached, human players lose;

  • If Heavy Raider is on Viper Launch area space, remove Heavy Raider and place 1 Centurion to the start of Boarding Party track on Galactica;

  • If neither is true, move Heavy Raider one area towards the closest Viper Launch area on Galactica;

  • If there is no Heavy Raider, launch once Heavy Raider from each Basestar on Galactica board;

  • If nothing happened, advance Cylon Pursuit track by 1.

  • Roll a die and place 1 Heavy Raider on the Cylon Fleet board on the rolled numbered area. If Heavy Raider was placed, advance the Cylon Pursuit track by 1;

  • If no more Heavy Raiders are in supply to place, take all ships from the highest numbered Cylon Fleet board area with a Heavy Raider and move them to the equivalent on Galactica board.

Basestar with Raiders

  • Each Basestar on Galactica board launches 3 Raiders;

  • If nothing happened, advance Cylon Pursuit track by 1.

  • Roll a die and place 1 Basestar on the Cylon Fleet board on the rolled numbered area. If Basestar was placed, advance Cylon Pursuit track by 1;

  • If no more Basestars are in the supply to place, take all ships from the highest numbered Cylon Fleet board area with Basestar and move them to the equivalent on Galactica board.

Basestar with missiles

  • Each Basestar attacks Galactica;

  • If nothing happened, advance Cylon Pursuit track by 1.

  • Roll a die and place 1 Basestar on the Cylon Fleet board on the rolled numbered area. If Basestar was placed, advance Cylon Pursuit track by 1;

  • If no more Basestars are in the supply to place, take all ships from the highest numbered Cylon Fleet board area with Basestar and move them to the equivalent on Galactica board.

If Cylon Fleet Pursuit track reaches auto jump, 

move all ships from Cylon Fleet board to 

their equivalents on the Galactica board.

If multiple space areas include ship types to be activated, then the current player chooses the order of space area ship activations.

Die rolls may be modified by cards.


Attacking

Attacker

Target

Die roll

any

Raider

3-8 remove from board

any

Heavy Raider

7-8 remove from board

Viper

Basestar

8 draw a Basestar damage token

Assault Raptor

Basestar

7-8 draw a Basestar damage token

Galactica

Basestar

5-8 draw a Basestar damage token

Nuke

Basestar or area

1-2 draw two Basestar damage tokens

3-6 remove Basestar

7 remove Basestar and up to 3 other ships in the same area

8 remove every ship in the area

any

Viper

5-7 place ship in damaged reserves

8 remove ship

any

Viper Mark VII

6-7 place ship in damaged reserves

8 remove ship

any

Assault Raptor

7-8 remove ship

any

Civilian Ship

automatically destroyed, if it shows a resource loss, resolve it and shuffle it back into reserve pile of civilian ships

Raider or Basestar

Galactica/Pegasus/Demetrius
based on current player location

8 to damage with a Raider
4-8 to damage with a Basestar
Resolve:

  • Draw 1 Galactica damage token, if current player on Galactica, Colonial One, Demetrius or Rebel Basestar. If this is the sixth damage token, human players lose the game.

  • Draw 1 Pegasus damage token, if current player on Pegasus. Remove Pegasus board, if Pegasus has 3 damage tokens and move players on the board to Sickbay.

  • If an Ally token is on the damaged location, the token is removed together with the card and Trauma. New Ally card is drawn and a new Trauma token is placed on the Ally card by a revealed cylon player with the most Trauma tokens or randomly from the pool.

Heavy Raiders and Civilian Ships cannot attack

Basestar takes 3 damage points to remove.

Basestar damage tokens all count for at least 1 damage. “2” counts as 2 damage points. “Raider” counts as it cannot launch any ships. “Missiles” icon counts as the basestar cannot attack. “Basestar” means that attacks against Basestar have +2 to die rolls. “Exploding Raiders” means that up to 3 Raiders are removed from the area with the Basestar. “Trauma tokens” means that each Cylon player draws 2 Trauma tokens.

Removed Vipers, Viper Mark VII-s, Assault Raptors and Civilian Ships are removed from the game - if ships are piloted, then pilots are placed into Sickbay.


Lines of Succession

Admiral

President

CAG

Helena Cain

William Adama

Saul Tigh

Karl “Helo” Agathon (military)

Felix Gaeta

Louis Hoshi

Tom Zarek (military)

Lee “Apollo” Adama (pilot)

Anastasia “Dee” Dualla

Karl “Helo” Agathon (pilot)

Kara “Starbuck” Thrace

Louanne “Kat” Katraine

Sharon “Boomer” Valerii

Brendan “Hot Dog” Costanza

Samuel T. Anders

“Chief” Galen Tyrol

Callandra “Cally” Tyrol

Sherman “Doc” Cottle

Lee Adama (political)

Tom Zarek (political)

Ellen Tigh

Gaius Baltar (support)

Gaius Baltar (political)

Romo Lampkin

Tory Foster

Laura Roslin

Laura Roslin

Gaius Baltar (political)

Lee Adama (political)

Tom Zarek (political)

Romo Lampkin

Tory Foster

Ellen Tigh

Lee “Apollo” Adama (pilot)

Tom Zarek (military)

Felix Gaeta

William Adama

Karl “Helo” Agathon (military)

“Chief” Galen Tyrol

Gaius Baltar (support)

Callandra “Cally” Tyrol

Sherman “Doc” Cottle

Helena Cain

Anastasia “Dee” Dualla

Louis Hoshi

Karl “Helo” Agathon (pilot)

Sharon “Boomer” Valerii

Saul Tigh

Brendan “Hot Dog” Costanza

Samuel T. Anders

Kara “Starbuck” Thrace

Louanne “Kat” Katraine

? Lee “Apollo” Adama (pilot)

? Kara “Starbuck” Thrace

? Louanne “Kat” Katraine

? Karl “Helo” Agathon (pilot)

? Sharon “Boomer” Valerii

? Brendan “Hot Dog” Costanza

? Samuel T. Anders

? Lee Adama (political)

? Karl “Helo” Agathon (military)

William Adama

Helena Cain

Saul Tigh

Felix Gaeta

Anastasia “Dee” Dualla

Louis Hoshi

Tom Zarek (military)

“Chief” Galen Tyrol

Callandra “Cally” Tyrol

Sherman “Doc” Cottle

Tom Zarek (political)

Ellen Tigh

Gaius Baltar (support)

Gaius Baltar (political)

Tory Foster

Romo Lampkin

Laura Roslin

actual ship pilots with ?


The New Caprica phase

The New Caprica phase begins if the President - after the fleet has reached a distance of 6 or more - decides to gain 3 resources to the current lowest resource (or 2 to every tied lowest resource) and any hidden Cylon, as a free action, decides to reveal themselves at that time.

  1. Place the New Caprica game board on the table. Move all humans to the Resistance HQ location - including humans that are in the Brig or Sickbay. Move all revealed Cylon players to the Occupation Authority location - infiltrating Cylons stop infiltrating. Cylon Leader is considered a Human, if they were infiltrating at the start of New Caprica phase - and Cylon, if they were not infiltrating.

  2. Place 1 Trauma token from the Trauma token pool each on both the Medical Center and Detention locations.

  3. Remove any Centurions from Galactica back to the reserve. Centurions are used as Occupation Forces on New Caprica.

  4. Place all civilian ships that are in the reserve (not on space areas) to the Locked Civilian Ships area.

  5. Shuffle and prepare New Caprica Crisis cards into a face down deck.

Return to orbit is a new term, which means that during the New Caprica phase the marker has moved from the start of Jump Preparation Track to the end, to auto-jump area. Auto-jump is not automatically resolved during the New Caprica phase.

New Caprica Crisis

New Caprica crisis use additional iconography from regular Crisis cards:

  • Regular Cylon ship activation icons are entirely ignored until Galactica has returned to orbit. Once Galactica returns to orbit, they are resolved as normal.

  • An Occupation Forces icon means that each Centurion is moved forward 1 step on the Occupation Forces track towards the Locked Civilian Ships area - if there is no Centurion on the track, place 1 at the Occupation Authority location at the beginning of the Occupation Forces track.

  • When the Occupation Force is activated while it is on Shipyard location, resolve damage from the top Civilian Ship token in Locked Civilian Ships area and then remove the involved Centurion. If the damage showed blank, then remove this token from the game entirely - otherwise return it to Civilian Ship reserves.

  • Evacuation icon is ignored until Galactica has returned to orbit. An Evacuation icon means that the top Civilian Ship token from the Prepared Civilian Ships area is moved and shuffled to the Civilian Ship reserve pile face down.

  • Once Galactica has returned to orbit and the Jump Preparation track marker has reached the auto-jump space, any Jump Preparation track icons are ignored until the end of the New Caprica phase.

Ending The New Caprica phase

The New Caprica phase will continue with its restrictions until Galactica returns to orbit. Galactica returns to orbit once its Jump Preparation track reaches the very end, to the auto-jump space (it is not possible to return sooner).

Galactica does not automatically jump once it reaches the New Caprica orbit. Instead, an Admiral must use their Action to execute the final jump away from New Caprica as written on their Title card.

After the Admiral has used their Action to execute jump away from New Caprica, prior to following regular jumping rules, do the following:

  1. Human fleet loses 1 of any resource for each remaining Civilian Ship token on the New Caprica. Shuffle the Civilian Ship tokens back into the reserve pile.

  2. All human players still on New Caprica are executed. Resolve executions.

  3. Proceed to adding Demetrius to the game as instructed in the Jumping section for Distance 6+.

Interaction changes

  • Until Galactica returns to orbit by the Jump Preparation track marker reaching the auto-jump space, no player may move anywhere except to the New Caprica locations. Colonial One locations may not be used at all until the New Caprica phase ends. Once Galactica has returned to orbit, a Human player may discard 1 Skill card from their hand to move to Galactica or Pegasus location (but not Colonial One). A Cylon player may discard 1 Skill card to move to a Cylon location.

  • Until Galactica returns to orbit, when a character is Executed, all new Human players start at Resistance HQ and executed Cylon players start at the Medical Center.

  • When any effect mentions Brig, if it affects a character on a New Caprica location then the effect means Detention instead.

  • When any effect mentions Sickbay, if it affects a character on a New Caprica location then the effect means Medical Center instead.

  • Differently from the Brig location, Admiral retains their Title while in Detention.

  • Cylon players cannot be sent to Detention location.

  • Cards that affect Crisis cards also affect New Caprica Crisis cards. Regular Crisis cards are not used until the New Caprica phase ends.

  • Galactica and Pegasus locations may not be damaged until Galactica has returned to orbit.


Important to keep in mind

  • 10 Skill cards hand limit. If a player has more by the end of any turn, they have to discard (by their choice) the excess. Same with Quorum cards.

  • You can never discuss colors of cards in your hand and numbers on said cards. You can also not discuss details of your Loyalty Cards / but you may bluff being in any role. (human, cylon, final five, having a personal goal etc.). You may also not discuss what is behind Trauma tokens, but you may say if some ally is favorable for game state or not.

  • Revealed Cylons cannot be forced to discard Skill cards and are not affected by Crisis cards or Skill checks, unless specifically mentioned.

  • Damaged locations cannot be activated.

  • Super Crisis Cards are immune to any effect that targets Crisis cards.

  • Human player is a player who is a human - with no Cylon loyalty card - or who has a Cylon card, but has not been revealed yet. Cylon players are also considered human players when they are Infiltrating.

  • Human players - unless specifically instructed - cannot activate Cylon locations by card effects. Cylon players cannot activate Human locations while on Cylon locations and vice versa while Infiltrating.

  • If Colonial One is destroyed, all characters are sent to Sickbay. If the Cylon Location Resurrection Ship is destroyed and the location tile is flipped, Cylon characters remain in equivalent locations.

  • If a player discards multiple Treachery Skill cards on their turn that make them draw more than 1 Mutiny card, they at most draw 1 Mutiny card that turn.

  • If multiple players wish to play a card at the same time, the current player decides the order of played cards.

  • You may not play Movement cards when you are allowed to move during someone else’s turn, such as with Executive Order. You also don’t encounter an Ally on another players’ turn.

  • Nukes are not removed from the game after use, they are discarded to supply.

  • Final Five cards, when viewed, are hidden and shuffled back to the existing loyalty cards in that players’ hand.

  • If Sharon “Boomer” Valerii is selected as a new character after execution before Distance 4, one new You are Not a Cylon card is shuffled into the Loyalty deck. If they are selected after Distance 4, they are immediately placed into Brig or Detention.

  • If original Gaius Baltar is selected before Distance 4, add 1 Not a Cylon card and have that player draw an extra Loyalty card. If after, they cannot use Cylon Detector ability and will not get a miracle token.

  • If Cylon ships are to be placed on Galactica board with a card or other related effect, they are taken from the supply and not from the Cylon Fleet Board. If there are not enough ships in the supply, then additional ships can be taken from the lowest numbered area on the Cylon Fleet board that contains such a ship.

  • If Helo gets too many Mutiny cards before arriving on Galactica, they are not automatically sent to Brig and they discard down to 1 Mutiny card.


Not used

  • You are a Sympathizer and You are a Sympathetic Cylon loyalty cards are not used.

  • Cylon Attack cards are not used (except Scar and Thirty Three)

  • Cylon Leader Agenda cards are not used. Cylon Leader Motive cards are used instead.

Strategic considerations

Crisis cards

  • 141 (non-cylon-attack) crisis cards

  • 92 are skill check cards, 36 of them optional

  • Skill check skills: 61 tactics, 60 leadership, 57 political, 28 engineering, 21 piloting

  • Gain cards: 5 morale, 4 food, 2 population, 1 fuel

  • Risk cards: 71 morale, 32 food, 24 population, 17 fuel

New Caprica Crisis cards

  • 30 crisis cards

  • 22 are skill check cards, 9 of them optional

  • Skill check skills: 15 tactics, 13 leadership, 13 political, 6 engineering, 3 piloting

  • Gain cards: 2 morale, X food, X population, X fuel

  • Risk cards: 17 morale, 3 food, 7 population, 2 fuel

Super crisis cards

  • 13 cards

  • Risk cards: 2 food, 2 population, 3 morale, 1 fuel

Skill cards

  • Leadership risk cards: 2 morale, 1 food

  • Leadership gain cards: 2 morale

Quorum cards

  • 29 cards

  • Gain cards: 5 morale, 4 good, 1 fuel, 1 population

  • Risk cards: 4 morale, 2 population

Civilian ships

  • 12 tokens

  • 6x population 1, 2x population 2, 2x empty, 1x population 1 & morale 1, 1x population 1 & fuel 1

Mutiny cards

  • 22 cards

  • Gain cards: 2 food, 1 morale

Destination cards

  • 34 cards

  • Distances: 1x0 (with redraw), 10x1, 16x2, 7x3

  • Resource gains: 1 population, 12 fuel, 3 food

  • Resource losses: 44 fuel, 1 population, 3 morale

Ally cards

  • 35 cards

  • Gain cards: 1 any, 2 morale, 2 fuel, 2 food 

  • Risk cards: 1 population, 3 morale

Demetrius mission cards

  • 8 cards

  • Gain cards: 1 food

  • Risk cards: 1 food, 1 morale, 1 population, 1 fuel

Character cards

  • Gaius Baltar (support) can increase any resource by 2 when discarding 3 Miracle tokens.

  • Tom Zarek (political) can lose 1 population to gain 1 of any other resource type - once per game.

  • Karl “Helo” Agathon can lose 1 fuel to gain 2 population - once per game.

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