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Starting with the Resurrection DLC, combat controls have improved greatly, allowing players to issue multiple ship commands.
It is highly encouraged that beginning players purchase a combination of the core game with this DLC to reap the benefits of the enhanced combat system.
The "auto-resolve" feature is a mixed blessing; because it uses raw fleet points in the calculation, even clumsy fleets can win battles if their fleet points are substantially high enough.
However, using the auto-resolve bypasses any experience gains reached by actual combat, resulting in no XP gains for ships and officers.
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All rights reserved. This site is a part of Fandom, Inc. During this step, the current player chooses one action to perform. The action types are listed below, and are usually identified by the word "Action:" followed by an ability.
Activate Location: The player may perform the action listed on his character's current location. Skill Card Action: The player may play a Skill Card from his hand to perform the action specified on the card.
Note that not all Skill Cards have actions on them. Character Action: The player may perform an action listed on his character sheet. Note that only some character sheets have actions listed on them.
Activate his Viper: If the player is piloting a viper, he may activate it to move or to attack a Cylon ship.
Title and Quorum Cards: If the player has a Title or Quorum Card that provides him with an action, then he may perform it during this step.
Loyalty Card: The character may reveal one of his "You are a Cylon" Loyalty Cards to perform the specified action on it.
He then follows the rules for revealed Cylon players. Do Nothing: If the player does not wish to perform any actions, he may decide to do nothing during this step and proceed to the Crisis step.
During this step, the current player draws the top card of the Crisis deck, reads it aloud, and then resolves it.
There are three types of Crisis Cards: Cylon attacks, skill checks, and events. These Crisis Cards feature an image of Galactica and some surrounding ships.
When resolving a Cylon attack Crisis Card, simply follow the steps listed on it. Then discard the card unless instructed to keep the card in play.
These Crisis Cards list a difficulty and one or more skill types, listed as colored boxes, in the upper left corner.
These cards are resolved according to the rules for skill checks and have outcomes based on whether the players pass or fail the skill check.
Some of these cards give the current player, the President, or the Admiral the choice to either resolve the skill check or carry out some alternate instruction.
Any Crisis Card that is not a Cylon attack or skill check is an event. These crises have instructions that must be immediately followed.
Some of them provide a decision for the current player, the President, or the Admiral. If there is at least one Cylon ship in play, then the Cylon ships may move or attack based on the icon on the bottom left of the Crisis Card.
If the drawn Crisis Card has the "prepare for jump" icon on its lower right corner, then the fleet token moves one space ahead toward the "Auto Jump" space on the Jump Preparation track.
If this causes the token to move to the "Auto Jump" space, then the fleet jumps to a new destination. After this step, the current player's turn is over.
He discards any Crisis Cards drawn this turn, and hands the current player token to the player on his left, who begins his turn starting with the Receive Skills step.
The four resources fuel, food, morale, and population are all vital to the survival of humanity. These resources are usually lost due to Crisis Cards, civilian ships being destroyed, or Galactica damage tokens.
Crisis cards list resource loss as text, for example "-1 population", while tokens list resource loss as a number of red icons. For example, one red population icon means the same as "-1 population".
The list of resource icons is found below as well as on the game board. Whenever a resource is lost for any reason, the appropriate resource dial is adjusted to represent the new total.
The red color on the resource wheels tells players when a resource is half or less full, and is used by sympathizer Loyalty Cards.
Each player takes on the role of a character from the Battlestar Galactica universe. Each character has different strengths and weaknesses as listed on his character sheet.
Character Type: Each character has a type listed on his character sheet. This type only matters during setup, and exists to help players choose a well-rounded group of characters.
Character Abilities: Each character has two positive abilities and one negative ability. Some of these abilities are passive always affecting the character while others require the player to use them as an action.
Skill Set: Each character sheet lists the skills the character has expertise in. At the start of the player's turn, he gains the number and types of Skill Cards listed in his character's skill set.
When a character is allowed to draw Skill Cards of an unspecified type, they must be from within his skill set unless specified otherwise.
Example: William Adama is in the "Research Lab" and uses the action listed there to draw one tactics or one engineering card.
He may choose to draw engineering even though it is outside his skill set, because the location specifies the card type. Setup: Each character has setup instructions on his card.
This usually lists the location where the character is placed at the beginning of the game. Some characters have special instructions such as "Apollo", whose sheet instructs the player to launch a viper and place him in it as a pilot.
Each character is represented by a stand-up character token, which is used to track his location on the game board.
After the character tokens are punched out, each one is attached to a plastic character stand. Title and Quorum Cards provide powerful abilities to the player who controls them.
Title Cards are assigned at the beginning of the game, but may change hands through the use of certain locations or because of cetain Crisis Cards.
In addition to the abilities listed below, the President and Admiral are given many important decisions to make by Crisis Cards.
These cards provide special actions that only the President can perform and provide him a wide range of powerful abilities.
Whichever player has the President title has control over this hand of Quorum Cards. These cards are kept secret, and there is no limit to the number of cards that may be in the President's hand.
The Admiral has two important abilities. First off, he starts the game with two nuke tokens. These tokens can be devastatingly effective against basestars, but are an extremely limited resource.
Second, the Admiral is the player who decides which destination the fleet travels to when jumping see "Jumping the Fleet" on the following page.
This decision can be extremely beneficial or harmful to the human players. Should the President or Admiral be revealed as a Cylon, the next player in the line of succession for that title claims it.
In addition, if the Admiral but not the President is placed in the "Brig", then the next player in line claims the Admiral title. If an Admiral stripped of his title later moves out of the "Brig", he does not automatically reclaim the title.
Note that if the President is in the "Brig", he keeps the President title and all associated abilities. Whenever a deck of cards runs out, the current player shuffles the appropriate discard pile to form a new deck.