Since recently reviewing Nemesis,  I thought of some other games that fall into that semi-cooperative mode. One that comes to mind is the fantastic Battlestar Galactica board game from Fantasy Flight. The game is based on the rebooted take on the series; a darker and more grim view than the original.  The reboot focused on the trials and struggles of a true life on the run; critical resources are dwindling, morale has decreased and very little real hope remains; in addition to the threat of the Cylon Armada. Even worse, are the sleeper agents who live among the fleet. The game throws players right into that experience with all the tension and despair right out of the series.

Credit to Fantasy Flight Games

In Battlestar, players take on roles of the iconic characters (Apollo, Starbuck, Adama, Colonel Tigh, Boomer, and Baltar to name a few). In addition, each player may or may not be a Cylon.  Once players have selected their character, Loyalty cards are dealt based on the player count; these determine whether the player is human or Cylon. As victory conditions differ, players will then differ in their strategy. humans need to make a series of 8 jumps to reach Kobol and then survive one additional jump. The Cylon objective is much simpler, destroy the Galactica by direct attack, with a boarding party of Centurions, or reduce one of the four critical resources to zero. If a player is a Cylon on their first check, how should they best proceed?  Do they come right out as a Cylon and wreak havoc, or like in the series, are they more discreet in their nefarious attempt to destroy the Galactica?

Once Loyalty cards are dealt, the board is set up according to the rule book. Then take the various skill decks separating them by type and placing them directly under the assigned slots. Set all the critical resources to their starting levels. Take two of every skill card and shuffle them to form the destiny deck. Shuffle the location cards into a face-down pile. Shuffle the crisis, and super crisis decks as well. Based on what characters are in play, the rulebook will determine who is the Admiral and who is the President. Give the Admiral the nuke tokens and have the president draw a quorum card.

Credit to Fantasy Flight Games

The game is played in turns and each turn has six steps, starting with the draw step. The player will draw skill cards corresponding to the skill set of their character. A skill card can be used to aid in succeeding a crisis challenge or for the action it permits. Next is the move step, where the active player can move to a location on the Galactica, Colonial one, or a viper (if the character is a pilot)

After moving, the player can perform one action. An action can be from a location, a card, or their character sheet. Each location on the Galactica, Colonial one of the Cylon fleet have an action.  Skill cards, Quorum cards also offer actions. Finally, each character has an action unique to them they can choose to perform.  After they complete their action, they draw the top Crisis card and attempt to resolve it. There are several different crises that may occur. A Fleet crisis puts the Galactica directly into a combat. Each one will have a specific set-up of Cylon ships to place as well as any specific instructions and/or special instructions. There are choice crises where either the President or Admiral choose and there are skill crises. A skill crisis has a target number that must be met with skill cards. To solve a skill crisis each player may contribute any number of cards to sway the crisis as a pass or fail. In addition, two cards from the destiny deck are added. Once all cards are submitted, the card values are calculated to determine if the crisis was passed or failed. Follow the steps based on the pass or fail indicated on the card.

Some crisis cards will also activate Cylon ships. The rulebook indicates what ships based on the icons. Finally, some crisis cards indicate the jump symbol. This moves the jump indicator along the jump track. Check the rulebook for specific actions regarding when and how to jump the fleet.

The game continues with the next player until either the human fleet has made the final jump and have not had any resources go down to zero.

As I said earlier, the traitor element of this game is very embedded in the gameplay. Just like in the series once the sleeper phase is reached, a human player may end up being a Cylon. The game recommends that the players do not give the humans a huge lead as some who are human, only think they are until the sleeper phase and new Loyalty cards are added.

Battlestar Galactica creates some of the most amazing memories for players, especially fans of this series. Sadly the game is no longer in print, but I have seen copies both new and used in some stores as well as on eBay. Prepare to pay a lot if on eBay though. If you ever see it used, I highly recommend adding it to your collection. I found mine in a local game shop that had two brand new copies at retail cost.

If you like the reboot and are looking for a game that captures the feel and theme of the series, then I can’t recommend Battlestar Galactica the board game enough. This is a fantastic game and is one of the best games made from any IP. As Starbuck would say, good hunting, now go take out those frakking toasters!!

Written by Ed Carter

His name is Ed and he is your guy for all things tabletop. He looks forward to sharing with you the amazing world of board gaming. Drop him a note if you have any specific games that you want to know about. Until then. Happy gaming!

 

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