In post 2048, ChannelDelibird wrote:In post 2041, Narninian wrote:playing battlestar galactica for the first time in years; I have all the expansions -- I'll be playing with people who have only played the base game a couple times or not at all.
Any recommendations for what to include?
I know for sure I'll be playing with Cylon leaders + Daybreak Agendas as an option
I'm kind of lukewarm on final five+personal agendas - if I include them I'm going to limit how many for sure.
I'll be using treachory from daybreak and mutineer depending on playing counts
I don't really like the idea of player elimination so am ruling out Ionian nebula.
My instinct to to *not* include the cylon fleet board, I like the panics and lulls from Cylon attack cards.
but I've really only played with cylon fleet board once, and pegasus once, daybreak zero times so would welcome advice.
If you're playing with people with limited experience, then you probably want to avoid most of the non-mandatory expansion elements. I'd take Kobol as the destination, leave out the final fives and personal goals, use cylon attack crises rather than the fleet board. Between the Pegasus board, Mutiny, Daybreak Treachery, Cylon Leaders and a mountain of new skill cards and characters, they've got enough to which to acclimatise.
I actually played this yesterday and that is actually exactly what I did. We had 5 players so 1 mutineer and 1 cylon leader (the one guy who had played before wanted to try that option out) and 1 cylon card. I ended up picking cain (although thinking about now I'd rather pick mutiny zarek if I were in that situation again - cain is awesomly pro-human, but zarek sounds more interesting). My loyalty card from the start was 'cylon' which was a little disappointing as I don't feel cain's power is that good for a cylon her passive is sound I did save some high value brig cards. Mutiny cards are really cool WAY better than the sympathizer mechanic. The guy playing the Cylon Leader was playing very human the whole time. I soft revealed (After having scouted the next crisis through an action card that basically lets me play 2 actions) by attempting to brig/execute cally. I had a bunch of purple/green and everyone knew it so they piled on the cards -- I had nowhere close to what I needed but was able to brig cally anyway through a treachory card that gave out mutiny. The crisis gave me presidency so they had to arrest me the hard way. They again piled on the cards to get me arrested so cally could execute me on her turn. It worked - no super crisis/cylon reveal for me - but they wasted 2 actions and basically all of their cards doing it so I think it was a net win.
In the end I won by sapping their population with the jump track 3 away from victory, 3 damage on pegasus, 1 on galactica and all resources 1-3. The cylon player it turned out had 4 cylon agendas but had to help the humans the whole time to prevent the game from ending too early.