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Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder. These sheets are intended only for the personal use of existing owners of the game for additional reference. A player with more than 10 Skill cards in hand at the end of any player's turn must discard cards of his choice over 10.

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100% found this document useful (1 vote)
179 views7 pages

Another Boardgame Player Aid By: Game: Pub: For Best Results, Print On Card, Laminate and Trim To Size

Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder. These sheets are intended only for the personal use of existing owners of the game for additional reference. A player with more than 10 Skill cards in hand at the end of any player's turn must discard cards of his choice over 10.

Uploaded by

Elliot Bowes
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Another boardgame player aid by

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reference sheets and player aids at www.headlesshollow.com

Universal Head • Design That Works • www.universalhead.com


These sheets are intended only for the personal use of existing owners of the game for
additional reference. Universal Head makes no claim whatsoever to the rights of the publisher
and copyright holder, and does not benefit financially from these player aids. Artwork from the
original game is copyrighted by the publisher and used without permission. This PDF may not
be re-posted online, sold or used in any way except for personal use.

Game: BATTLESTAR GALACTICA


Pub: Fantasy Flight Games (2008)

Page 1: Rules summary front


v2
Jun 2010
Page 2: Rules summary back
Page 3: Play reference x2 front
Page 4: Play reference x2 back
Page 5: Pegasus rules summary front
Page 6: Pegasus rules summary back

For best results, print on card, laminate and trim to size.


Game Turn Title Cards Some allow a player to repair vipers and Galactica locations.

Players take complete turns, starting with the first player and The President can draw Quorum cards using the President Title A player with more than 10 Skill cards in hand (not including
proceeding clockwise. card or the President’s Office location. The President player cards such as Quorum or Super Crisis cards) at the end of any
secretly controls his hand of Quorum cards (no hand limit). player’s turn must discard cards of his choice over 10. They
1. Receive Skills are placed in a discard pile faceup next to the appropriate
Setup The Admiral controls the nuke tokens and decides which Skill deck. When a deck runs out, shuffle the discard pile to
Draw the number and types of Skill cards listed on your destination the fleet travels to when jumping. create a new deck.
Set the Food and Fuel dials on the game board to 8, the character sheet (no hand limit). If you have a multi-colored
Morale dial to 10 and the Population dial to 12. multi-skill you receive the number of cards listed, after Human Objective Destiny Deck
Place the 8 vipers and 4 raptors in the Viper and Raptor deciding how many cards you will draw from each type. 2 random cards from the Destiny deck are placed into each
The human players must successfully jump the fleet enough skill check. After the last card from this deck is played, the
Reserves space. Place the Fleet token on the start space of
the Jump Preparation track. Place all other tokens facedown
2. Movement times to reach Kobol to win the game. The fleet jumps when current player creates a new deck by drawing 2 cards of each
the fleet token is moved to the Auto Jump space of the Jump skill type and shuffling them.
next to the board. You may move to a different location. When moving from
Preparation track, or when a player activates the FTL Control
Galactica to Colonial One or vice versa, discard 1 Skill card.
A randomly chosen first player takes the Current Player token. location (some population may be lost). Skill Checks
Starting with this player and proceeding clockwise, each Human characters may not move to Cylon locations, and Skill checks have a difficulty number followed by the
When jumping, the Admiral does the following:
player chooses a character of the type(s) that is most plentiful revealed Cylons may only move to Cylon locations. necessary skill types (colored boxes). Resolve as follows:
(political leader, military leader or pilot). Support characters 1. Remove all ships from the board.
If piloting a viper, you may move to an adjacent space area, 1. Read Card The current player reads out the card or
may be chosen at any time. Take the corresponding character or discard a Skill card to move to a location on Galactica or 2. Draw 2 cards from the Destination deck, choose one, and location and players discuss without revealing the exact
sheet and stand-up character token, and piloting token Colonial One and return your viper to the Reserves. place the other on the bottom of the deck. strength of their cards. If the card requires the current
if applicable. Place the character token on the location
3. Follow any instructions on the chosen card and place it player, the President, or the Admiral to make a choice, he
specified on his character sheet. 3. Action faceup next to the Kobol Objective card. must now make it. Any choice that does not have a pass/
Give the President title card to the first available player in Choose one action out of the options listed on your location, fail effect requires players to carry out specific instructions
this list: Laura Roslin, Gaius Baltar, and Tom Zarek. The character sheet or Skill cards (identified by the word Action:). 4. If the total distance on Destination cards adjacent to the instead of a making a skill check.
Admiral title card is given to the first available player in this Kobol Objective card equals or exceeds 4 or 8 for the first
Activate Location Perform the action on your current location. time, follow the instructions on the Kobol Objective card. 2. Play from Destiny Deck 2 cards from the Destiny deck are
list: William Adama, Saul Tigh, and Helo Agathon.
dealt facedown, starting a common pile.
The Admiral is given the 2 nuke tokens, and the President Skill Card Action Play a Skill card from your hand to perform 5. Move the fleet marker to the start space of the Jump
the action on the card (if there is one on it). Preparation track. 3. Play Skills Starting with the player to the left of the current
shuffles the Quorum deck and draws one Quorum card.
player (and ending with the current player), each player
Remove the You Are a Sympathizer card from the Loyalty Character Action Perform an action listed on your character FTL Control Jump has one opportunity to play any number of Skill cards from
deck. Separate the deck into 2 piles (You Are Not a Cylon and sheet (if there is one on it). his hand facedown to the pile. Text on the cards is ignored.
If the fleet marker is on one of the blue spaces of the Jump
You are a Cylon). Shuffle the You Are a Cylon pile. Activate Viper If piloting a viper, you may move, or attack a Preparation track, players may force the fleet to jump using 4. Shuffle and Divide Cards The current player takes the pile,
Deal the appropriate number of You Are a Cylon and You are Cylon ship. the FTL Control location. The current player rolls D8, and if shuffles them and deals them faceup into 2 new piles:
not a Cylon cards into the Loyalty deck: a 6 or lower is rolled, a number of population is lost equal cards that match a skill type (color) listed on the Crisis
Title and Quorum Cards Perform an action on a Title or
to the number listed on the current space of the track. Then card are placed in one pile, and all non-matching cards are
3 players: 6 card deck: 1 You Are a Cylon card and 5 You Quorum card you have.
follow all steps for jumping the fleet. placed in another.
Are Not a Cylon cards. Loyalty Card Reveal one of your You are a Cylon Loyalty
cards and perform the action on it. Then follow the rules for Destination Cards 5. Total Strength Total the strength of each card pile. The
4 players: 7 card deck: 1 You Are a Cylon card and 6 You
revealed Cylon players. The Destination card lists the effects that are carried out total strength of the non-matching pile is subtracted from
Are Not a Cylon cards.
when the fleet travels to that destination. The number at the that of the matching pile, giving a final strength.
5 players: 10 card deck: 2 You Are a Cylon cards and 8 Do Nothing Do nothing during this step. bottom shows, along with the other cards next to the Kobol
6. Determine Result If the final strength is equal to or greater
You Are Not a Cylon cards. Objective card, the total distance the fleet has traveled.
4. Crisis than the skill check’s difficulty, carry out the pass result.
6 players: 11 card deck: 2 You Are a Cylon cards and 9 Kobol Objective Card Otherwise, follow the fail result. All cards contributed are
Draw and resolve the top card of the Crisis deck. There are 3
You Are Not a Cylon cards. When the fleet equals or exceeds a 4 or 8 distance total for then discarded into the appropriate discard piles.
types: Cylon attacks, skill checks, and events.
the first time, perform the following instructions: Some skill checks have a partial pass number listed between
Add 1 extra You Are Not a Cylon card for each Gauis Baltar or Cylon Attack Follow the steps on the card, then discard it
Sharon Valerii character playing. Sleeper Agents (distance 4+): remaining Loyalty Cards are dealt. the pass and fail results. If the skill check is not passed, but
unless instructed to keep it in play.
this number is equaled or exceeded, follow this result instead.
Shuffle the deck and deal 1 Loyalty Card facedown to Skill Check Resolved according to the rules for skill checks. Reach Kobol (distance 8+): The next time the humans jump,
each player. In a 4 or 6 player game, add the You Are a Some give the current player, the President, or the Admiral they win the game if all of their resources are above 0. No Game Board Skill Checks
Sympathizer card to the deck and then shuffle it. the choice to either resolve the skill check or carry out an destination card is drawn. The board locations Administration, Admiral’s Quarters, and
Place the remaining Loyalty deck next to the board. All alternate instruction. the Brig instruct the player using the location to carry out a
Loyalty Cards not added to the deck are returned to the game Skill Cards skill check as follows:
Event Any Crisis card that is not a Cylon attack or skill check
box unseen. is an event. Follow the instructions. Some provide a decision Skill cards are used to overcome skill checks or for special Administration: The current player chooses any player to
Shuffle the Quorum deck, Crisis deck, Super Crisis deck, and for the current player, the President, or the Admiral. actions and abilities: nominate for the presidency. Resolve a 5 difficulty politics/
Destination deck and place them next to the board. Separate Politics (yellow) Controlling morale and help to overcome fleet leadership skill check:
the Skill cards into 5 decks by type. Shuffle each deck and 5. Activate Cylon Ships crises. Some allow a player to draw Skill cards from outside Pass: The nominated player claims the President title.
place them facedown below the matching colored regions If any are in play, Cylon ships are activated according to the his skill set. Fail: No effect.
at the bottom of the board. Place the Kobol Objective card icon on the bottom left of the Crisis card drawn. Leadership (green) Taking charge of situations and command. Admiral’s Quarters: The current player chooses any character
faceup next to the Destination deck.
Some allow a player to move other characters and grant them to accuse. Resolve a 7 difficulty leadership/tactics skill check:
Each player, except the starting player, draws 3 Skill cards 6. Prepare for Jump a bonus action. Note that only one Executive Order card may
from among any of the cards he can draw during his Receive If the Crisis card has the prepare for jump icon, be used per turn. Pass: The accused character is moved to the Brig.
Skills step. The starting player will draw Skill Cards at the the fleet token advances one space up the Jump Tactics (purple) Planning missions and physically overcoming Fail: No effect.
start of his turn. Preparation track. If it reaches the end the fleet jumps. obstacles. Allow a player to gain bonuses to die rolls as well Brig: The current player attempts to escape the Brig location.
Deal 2 Skill cards of each skill type facedown onto the Revealed Cylons do not play these last 3 steps. as scout for new destinations. Resolve a 7 difficulty politics/tactics skill check is resolved:
Destiny deck space on the board and shuffle them. Piloting (red) Fly vipers, reroll enemy attack rolls, and gain Pass: The current player may move his character to any
Place 1 Basestar and 3 Raiders in front of Galactica, 2 vipers 7. End of Turn additional attacks. space on Galactica.
below Galactica and 2 civilian ships behind it. Pass the Current Player token to the player on your left. Engineering (blue) Strength in the mechanical/scientific fields. Fail: No effect.
Cylon Objective Combat Damage Tokens Viper Destruction
When a basestar or Galactica is damaged, the current player If a character is piloting a viper when it is damaged or
The Cylons win the game by completing one of the following: If there is at least one Cylon ship on the board the fleet is destroyed, his character token is placed in Sickbay and the
draws a random damage token of the appropriate ship type:
considered to be in combat. viper is placed in the appropriate space (the Damaged Vipers
Run Out a Resource If at least one resource is depleted to 0
Damage Location Place on the matching location on
or less at the end of a player’s turn, the Cylons win. When a Cylon attack Crisis card is drawn, perform these steps area or back in the game box).
Galactica. All characters there are moved to Sickbay.
Centurion Invasion If at least one centurion marker reaches and then discard the card (unless specified otherwise):
Characters may move into a damaged location, but may not Moving from a Viper
the end of the Boarding Party track, the Cylons win. 1. Activate Existing Cylon Ships Any existing Cylon ships are use the action there until repaired by an engineering card. When the fleet jumps, all characters who were piloting vipers
Galactica Destroyed If 6 or more Galactica locations have activated based upon the icon(s), from left to right. When a location is repaired, return the damage token to the are placed in the Hangar Deck and their vipers are returned
damage tokens at the same time, the Cylons win. 2. Setup Place new ships on the board as listed. Vipers are pile of unused damage tokens and shuffle them. to the Reserves.
placed from the Reserves and civilian ships are drawn Lost Resource The fleet loses the listed resources, then the
Loyalty Cards A player may also choose to move to Galactica or Colonial
randomly and are placed facedown. token is removed from the game. One from a viper during his Movement step. He must discard
Loyalty cards are kept facedown and secret from other 3. Special Rules Any special rule is followed. one Skill card, and then place his viper in the Reserves and
The following tokens are placed on a damaged basestar:
players. A player allowed to look at a single Loyalty card If multiple areas contain ships to be activated, activate them his character token on the location of his choice. He may do
belonging to a player with more than one selects it randomly. Critical Hit Counts as 2 damage tokens. this from any space area.
one area at a time in the order of the current player’s choice.
Each Loyalty Card specifies whether the controlling player is Each Cylon ship can only be activated once on a player’s turn. Disabled Hanger The basestar may not launch raiders or If a player is sent to Sickbay or the Brig while piloting a viper,
a Cylon, is not a Cylon, or is a Sympathizer. If a player has heavy raiders. he is moved to the appropriate location, and his viper is
Activate Raiders Each raider carries out only the
at least one You are a Cylon card, he is a Cylon player and first action that it is able to perform: Disabled Weapons The basestar may not attack Galactica. returned to the Reserves.
ignores all You are not a Cylon cards that he may have.
1. Attack a Viper The raider attacks an unmanned viper if Structural Damage All attacks against the basestar gain +2 Whenever a character moves from piloting a viper to a
When the remaining Loyalty cards are dealt, if a player receives able; otherwise it attacks a piloted viper. to their die rolls. location, his piloting token is removed from the board.
a You are a Sympathizer card, he must immediately reveal
2. Destroy Civilian Ship If there are no vipers in its area, the If a basestar receives 3 or more damage tokens, it is
and resolve it. If he is a revealed Cylon, he may first give the Raptors and Risking
raider destroys one civilian ship chosen by the current player. destroyed and removed from the board. All damage tokens on
card to another player to immediately reveal and resolve.
3. Move If there are no civilian ships in the area, the raider it shuffled back into the pile of unused damage tokens. Raptors are not used during combat and are usually ‘risked’
If at least 1 resource is half full or lower (red zone), the moves 1 space area towards the nearest civilian ship. If according to the instructions on Skill and Destination cards to
player is moved to the Brig location and the card is then several are equidistant, it moves clockwise around Galactica. If 6 or more areas on Galactica have damage tokens at the
receive particular rewards. In order to risk a ship, there must
treated as a You Are Not a Cylon card. If every resource is not same time, the Cylon players win the game.
4. Attack Galactica If there are no civilian ships on the board, be at least one of the required type of ship in the Reserves.
in the red zone, the player becomes a revealed Cylon player These cards usually instruct the player to roll a die and
the raider attacks Galactica. Jumping During Combat
for the remainder of the game and follows steps 1 to 3 of the receive a reward if he reaches a specified number.
Revealed Cylon Players sequence. He may never activate the If there are no raiders on the board when raiders are activated, When the fleet jumps during combat, all ships are removed
Cylon Fleet location or play Super Crisis cards. 2 raiders are launched from each basestar. If there are no from the space areas of the game board. Vipers are returned If the die roll is less than the number, then the risked ships
basestars in play, nothing happens. to the Reserves, and any civilian ships are shuffled back listed on the card are destroyed, and no reward is gained.
into the pile of unused civilian ships. Any character who was
Revealed Cylon Players Launch Raiders Each basestar launches 3 raiders. piloting a viper is moved to the Hangar Deck location. Any
If there are none in play, nothing happens.
Line of Succession
A player who has a You Are a Cylon Loyalty card may reveal it centurion tokens on the Boarding Party track remain in play.
as an action and then does the following: Should the President or Admiral be revealed as a Cylon, the
Whenever a raider/heavy raider is launched, the current player
Activating Vipers highest player in the line of succession for that title claims it.
1. Discard Discard down to 3 Skill cards. takes a ship from those not currently on the board and places
Vipers are usually activated by using the Command location. If the Admiral (but not the President) is placed in the Brig,
it in the launching basestar’s area. If all of the raiders are on
2. Lose Titles Give any Title cards to the next player in the When a player activates a viper, choose one of the following: then the next player in line claims the Admiral title. If an
the board, no more may be launched.
Line of Succession. Admiral stripped of his title later moves out of the Brig, he
Launch a Viper Take a viper from the Reserves and place it in
3. Resurrect Moves your character to the Resurrection Ship. Activate Heavy Raiders and Centurions Heavy does not automatically reclaim the title.
one of the 2 space areas marked with the viper launch icon.
4. Receive Super Crisis Receive one random Super Crisis raiders always move towards the nearest area
The orders of succession are:
card, which may be played by activating the Caprica Cylon containing a viper launch icon. If it starts its Move a Viper Choose a viper already in a space area and move
move in a space with this icon, the heavy raider is removed it to an adjacent area. Vipers may not fly ‘over’ Galactica; only Admiral President
location. These cards are like normal Crisis cards, but are
immune to all character abilities that affect Crisis cards. from the board and a centurion token placed on the start ‘around’ it, between directly adjacent areas. 1. William Adama 1. Laura Roslin
space of the Boarding Party track. Whenever there are any 2. Saul Tigh 2. Gaius Baltar
5. End Turn Your turn then and the current player token is Attack with a Viper Choose a viper and a Cylon ship that in
centurion tokens on the track and heavy raiders are activated 3. Karl “Helo” Agathon 3. Tom Zarek
passed to the player on your left. You do not draw a Crisis the same area and roll a D8 to resolve an attack.
(even by a revealed Cylon player), each centurion token
card at the end of this or any future turn. 4. Lee “Apollo” Adama 4. Lee “Apollo” Adama
moves one space towards the Humans Lose space. The Each viper piloted by their character may be activated
A revealed Cylon player he does not receive Skill cards or human players can attempt to destroy them by activating the any number of times during a player’s turn. Vipers without 5. Kara “Starbuck” Thrace 5. William Adama
draw Crisis cards on his turn, but instead does the following Armory location on the game board. piloting tokens under them are unmanned vipers. 6. Sharon “Boomer” Valerii 6. Karl “Helo” Agathon
(he has no Activate Cylon Ship and Prepare for Jump steps): 7. “Chief” Galen Tyrol 7. Galen Tyrol
If there are no heavy raiders on the game board when heavy
1. Receive Skills You may draw 2 Skill cards of any type(s). raiders are activated, 1 heavy raider is launched from each Piloting Vipers 8. Tom Zarek 8. Sharon “Boomer” Valerii
2. Movement You may move to any other Cylon location. basestar. If there are no basestars in play, nothing happens. All characters who have piloting in their skill set may pilot 9. Gaius Baltar 9. Saul Tigh
3. Action You may perform the action listed on your location, Activate Basestars The basestar attacks a viper. A piloted viper may not be activated using the 10. Laura Roslin 10. Kara “Starbuck” Thrace
but may not perform other actions, such as those found on Galactica. The current player rolls D8 for each Command location.
Skill or Quorum cards or on your character sheet. If the President is in the Brig, he keeps the President title
basestar on the board to find out if Galactica is damaged. A player who wants his character to pilot a viper moves to the and all associated abilities.
Revealed Cylons: Crises and Skill Cards Hangar Deck, uses the action there, and then launches a viper
Attacking as normal, placing his piloting token beneath it and moving
Revealed Cylon players may draw and play a Crisis card by Component Limitations
When a ship attacks, the current player rolls an D8 on the his character token from the board to his character sheet.
using the Caprica Cylon location. When drawing a Crisis card
Attack table. The target can be damaged or destroyed. Whenever a deck of cards runs out, the current player shuffles
that poses a choice for the current player, make the decision. Moving and Actions when Piloting
Players may never attack human ships with vipers or with the the appropriate discard pile to form a new deck.
Revealed Cylon players are unaffected by abilities on Crisis Weapon’s Control location. While a character is piloting a viper, his player still takes his
Tokens and plastic ships are limited to the quantity provided,
cards and skill checks, cannot be sent to the Brig or Sickbay turn as normal. During his Movement step, he may move the
A destroyed Cylon ship is removed from the board but may and can run out during the game. The current player always
locations, and cannot be forced to discard Skill cards. viper to an adjacent space area or move his character back
return. A damaged viper is placed in the Damaged Vipers box, decides the order in which a component type is placed, and if
to a location.
A revealed Cylon player may play one Skill card into each skill and may not be used until it has been repaired. A destroyed there are not enough, he decides which ones are not placed.
check. He may not use actions or abilities listed on Skill cards viper or raptor is removed from the game. A destroyed civilian In addition to the normal things that a player may do during If all vipers are already in play and a player wishes to activate
and must continue to obey the hand limit rules. The Destiny ship is turned faceup, the fleet loses the resources listed, and his Action step, he may also choose to activate his viper (to the Hangar Deck location, he may choose to move a viper
deck is still used after a Cylon player has been revealed. the token is removed from the game. move again or attack). from any space area to the Reserves so that he may pilot it.

v1.2
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Game Turn Skill Checks Game Turn Skill Checks


1. Read card 1. Read card
1. Receive Skills 1. Receive Skills
2. Play 2 cards from Destiny deck 2. Play 2 cards from Destiny deck
Draw Skill cards according to the skill Draw Skill cards according to the skill
set on your character sheet. 3. Play Skills starting with the player set on your character sheet. 3. Play Skills starting with the player
to the left of the current player. to the left of the current player.
Revealed Cylons draw 2 Skill cards of Revealed Cylons draw 2 Skill cards of
any type(s). 4. Shuffle and divide cards into any type(s). 4. Shuffle and divide cards into
matching and non-matching cards. matching and non-matching cards.
2. MOVEMENT 5. Total Strength Matching pile 2. MOVEMENT 5. Total Strength Matching pile
Move to a different location. When strength minus non-matching pile Move to a different location. When strength minus non-matching pile
moving to another ship, discard one strength. moving to another ship, discard one strength.
Skill card. Skill card.
6. Determine result Final strength 6. Determine result Final strength
must be equal to or greater than must be equal to or greater than
3. ACTION 3. ACTION
the skill check’s difficulty to pass. the skill check’s difficulty to pass.
Choose one action out of the options Choose one action out of the options
listed on your location, character Jumping the Fleet listed on your location, character Jumping the Fleet
sheet or Skill, Title or Quorum cards. sheet or Skill, Title or Quorum cards.
If piloting a viper, you may move, or 1. Remove all ships. If piloting a viper, you may move, or 1. Remove all ships.
attack a Cylon ship. 2. Draw 2 cards from the Destination attack a Cylon ship. 2. Draw 2 cards from the Destination
If desired, reveal one of your You are deck and choose one. If desired, reveal one of your You are deck and choose one.
a Cylon cards and perform the action, 3. Follow instructions on the card. a Cylon cards and perform the action, 3. Follow instructions on the card.
then follow the rules for revealed then follow the rules for revealed
4. If the total distance on Destination 4. If the total distance on Destination
Cylon players. Cylon players.
cards equals or exceeds 4 or 8, cards equals or exceeds 4 or 8,
4. CRISIS follow the Kobol Objective card. 4. CRISIS follow the Kobol Objective card.
Resolve the top card of the Crisis 5. Reset the Jump Preparation track. Resolve the top card of the Crisis 5. Reset the Jump Preparation track.
deck: Cylon Attack, Skill Check or FTL Control Jump deck: Cylon Attack, Skill Check or FTL Control Jump
Event. Event.
If the marker is on one of the blue If the marker is on one of the blue
spaces, players may force jump spaces, players may force jump
5. ACTIVATE CYLON SHIPS 5. ACTIVATE CYLON SHIPS
from FTL Control. Roll D8: if 6 or from FTL Control. Roll D8: if 6 or
If any are in play, Cylon ships are lower, population is lost equal to the If any are in play, Cylon ships are lower, population is lost equal to the
activated according to the icon on number listed on the current space. activated according to the icon on number listed on the current space.
the Crisis card drawn. Then follow all steps for jumping. the Crisis card drawn. Then follow all steps for jumping.

6. PREPARE FOR JUMP Revealed CylonS 6. PREPARE FOR JUMP Revealed CylonS
If the Crisis card has the prepare If the Crisis card has the prepare
1. Discard down to 3 Skill cards 1. Discard down to 3 Skill cards
for jump icon, advance the fleet one for jump icon, advance the fleet one
space up the Jump Preparation track. 2. Lose Titles space up the Jump Preparation track. 2. Lose Titles
If it reaches the end the fleet jumps. 3. Resurrect character If it reaches the end the fleet jumps. 3. Resurrect character
Revealed Cylons do not play these 4. Receive Super Crisis card Revealed Cylons do not play these 4. Receive Super Crisis card
last 3 steps. last 3 steps.
5. End Turn. You do not draw a Crisis 5. End Turn. You do not draw a Crisis
Discard down to 10 Skill cards at the card at the end of this or any Discard down to 10 Skill cards at the card at the end of this or any
end of any player’s turn. future turn. end of any player’s turn. future turn.
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Activating A Viper Attack Table (D8) Activating A Viper Attack Table (D8)
When a player activates a viper, When a player activates a viper,
choose one of the following: 3-8 = Destroyed choose one of the following: 3-8 = Destroyed
Launch a Viper Launch a Viper
Move a Viper Move a Viper
7-8 = Destroyed 7-8 = Destroyed
Attack with a Viper Attack with a Viper

Cylon Ships 5-7 = Damaged Cylon Ships 5-7 = Damaged


8 = Destroyed 8 = Destroyed
Activate Raiders Each Activate Raiders Each
raider carries out only the raider carries out only the
first action it is able to: Automatically first action it is able to: Automatically
destroyed (no roll) destroyed (no roll)
1. Attack a Viper Unmanned if able; 1. Attack a Viper Unmanned if able;
otherwise a piloted viper. otherwise a piloted viper.
With Raider: With Raider:
2. Destroy Civilian Ship chosen by the 8 = Damaged 2. Destroy Civilian Ship chosen by the 8 = Damaged
current player. current player.
With Basestar: With Basestar:
3. Move 1 area towards the nearest 4-8 = Damaged 3. Move 1 area towards the nearest 4-8 = Damaged
civilian ship. If several are tied, civilian ship. If several are tied,
move clockwise around Galactica. With Viper: move clockwise around Galactica. With Viper:
4. Attack Galactica 8 = Damaged 4. Attack Galactica 8 = Damaged
If there are no raiders in play, 2 raiders With Galactica: If there are no raiders in play, 2 raiders With Galactica:
are launched from each basestar. 5-8 = Damaged are launched from each basestar. 5-8 = Damaged
With Nuke: With Nuke:
Launch Raiders Each 1-2 = Damagedx2; 3-6 = Destroyed Launch Raiders Each 1-2 = Damagedx2; 3-6 = Destroyed
launches 3 raiders. 7-8 = Destroyed + 3 raiders in area launches 3 raiders. 7-8 = Destroyed + 3 raiders in area
Activate Heavy Raiders Activate Heavy Raiders
and Centurions Heavy
Damage Tokens and Centurions Heavy
Damage Tokens
raiders move towards the Galactica: raiders move towards the Galactica:
nearest area containing a viper Damage Location (6 to nearest area containing a viper Damage Location (6 to
launch icon. If it starts its move in a destroy) Characters to Sickbay. launch icon. If it starts its move in a destroy) Characters to Sickbay.
space with this icon, remove it from space with this icon, remove it from
Lost Resource Lose the Lost Resource Lose the
the board and place a centurion the board and place a centurion
listed resources. Remove listed resources. Remove
token on the start space of the token on the start space of the
token from the game. token from the game.
Boarding Party track. Whenever heavy Boarding Party track. Whenever heavy
raiders are activated subsequently, Basestar: raiders are activated subsequently, Basestar:
each token moves one space towards Critical Hit Counts as 2 each token moves one space towards Critical Hit Counts as 2
the Humans Lose space. damage tokens (3 to destroy). the Humans Lose space. damage tokens (3 to destroy).
If there are no heavy raiders in play, Disabled Hanger May not If there are no heavy raiders in play, Disabled Hanger May not
one is launched from each basestar. launch raiders/heavy raiders. one is launched from each basestar. launch raiders/heavy raiders.

Activate Basestars The Disabled Weapons May not Activate Basestars The Disabled Weapons May not
current player rolls D8 attack Galactica. current player rolls D8 attack Galactica.
for each basestar on the board to Structural Damage Attacks for each basestar on the board to Structural Damage Attacks
find out if Galactica is damaged. vs. basestar +2. find out if Galactica is damaged. vs. basestar +2.
Rules Changes Admiral President Cylon Leaders
1. Helena Cain 1. Laura Roslin
Cylon and Human Players Cylon Leaders follow all the normal rules for revealed Cylons
2. William Adama 2. Gaius Baltar (unless infiltrating).
Cylon players refers to revealed Cylons, but not to players
with a hidden You Are a Cylon Loyalty card. 3. Saul Tigh 3. Tom Zarek At the start of the game, up to 1 player may choose to play as
PEGASUS EXPANSION A Cylon Leader is considered a human player when infiltrating 4. Karl “Helo” Agathon 4. Ellen Tigh a Cylon Leader (they may not be used in a 3 player game).
and a Cylon player otherwise. 5. Lee “Apollo” Adama 5. Lee “Apollo” Adama The player receives an Agenda card instead of a Loyalty card;
Add the 7 new character sheets to the mix of characters.
A Cylon player may always ignore the negative effects of 6. Anastasia “Dee” Dualla 6. William Adama drawn from either the Hostile Agenda deck (5 players) or the
Place the Pegasus board to the right of the main board, lining
Crisis cards, or a Crisis card effect that would execute them Sympathetic Agenda deck (4 or 6 players). The card details
up at the bottom of the boards. Place the Cylon overlay over 7. Kara “Starbuck” Thrace 7. Karl “Helo” Agathon
(unless it specifically states to execute a Cylon player). unique victory conditions which must be fully met for the
the Cylon locations on the main board.
8. Louanne “Kat” Katraine 8. “Chief” Galen Tyrol Cylon Leader to win.
Add the new cards to their respective decks. Remove the Civilian Ships 9. Sharon “Boomer” Valerii 9. Helena Cain A Cylon Leader may never reveal or discuss his Agenda card.
core game’s Investigative Committee cards and return them When a player must draw a civilian ship to destroy, draw a
to the box. Shuffle the Treachery Skill cards and place them 10. “Chief” Galen Tyrol 10. Anastasia “Dee” Dualla Cylon Leaders have a Skill set from which they must draw
random civilian ship token from those not currently on the
near the marked area on the Pegasus board. When creating a board and destroy it. If all are on the board, the current 11. Tom Zarek 11. Sharon “Boomer” Valerii their Skill cards. At the start of the game, Cylon Leaders draw
Destiny deck, include 2 Treachery cards (total of 12 cards). player must choose one on the board. 12. Ellen Tigh 12. Saul Tigh only 2 Skill cards.
Shuffle the New Caprica Crisis cards and set them aside with When a civilian ship on New Caprica is destroyed, destroy the 13. Gaius Baltar 13. Kara “Starbuck” Thrace The abilities on their character sheet are always in effect.
the New Caprica board to be used in the New Caprica phase, ship on top of the Locked Civilian Ships stack. If the stack They may use action abilities printed on their character sheet
14. Laura Roslin 14. Louanne “Kat” Katraine
and place the New Caprica Objective card by the Destination is empty, destroy the one on the top of the Prepared Civilian instead of using the action listed on their current location (or
deck, returning the Kobol Objective card to the box. Ships stack. If both stacks are empty, no ship is destroyed. an Action on a Treachery card).
Quorum Hand
Separate the Agenda cards into the Sympathetic and Hostile The President has a maximum hand size of 10 Quorum cards. Infiltrating
Agenda decks. If you are playing a 3 player game, do not use Excess Loyalty Cards
At the end of any turn, if she has more than 10 in hand, she A Cylon Leader may Infiltrate the humans by moving to the
Cylon Leaders or the Agenda decks. When a Cylon player reveals himself, he looks at all of his
must discard until she has 10. revised Human Fleet location. He may then move from there
facedown Loyalty cards and gives them to one human player
Keep the Pegasus damage tokens separate from the Galactica of his choice (before the End Turn step of the revealing to any Galactica location.
Hazardous Locations
damage tokens. process). While infiltrating, a Cylon Leader is treated as a human
Locations with a yellow-striped border are hazardous. Players
Clarifications When a Cylon player receives Loyalty cards during the Sleeper may not move to a hazardous location as part of their normal player, may move to any location available to human players,
Agent phase, he looks at all of his facedown Loyalty cards movement, only when a card or effect sends them to it. and may not move to Cylon locations. He draws a Crisis
Resistance Bombing New Caprica Crisis card Revealed Cylons
and gives them to one human player of his choice. Card at the end of his turn, cannot use the text abilities of
may not ignore the execution effect.
Pegasus Game Board Treachery cards, and can use the text abilities of other Skill
Gas Cloud Destination card If drawing this brings the game If the Cylon player receives a You Are a Sympathizer or cards.
to the New Caprica phase, the Admiral examines the New a You Are a Sympathetic Cylon card, he does not reveal it. Characters move to the Pegasus as they do any separate ship:
Caprica Crisis deck instead of the normal deck. The human player he passes it to must immediately reveal by discarding 1 Skill Card or, if piloting a viper, by discarding An infiltrator may never become President or Admiral.

Louanne ‘Kat’ Katraine’s Stim Junkie ability does not move this Loyalty card as if it had been dealt to him. 1 Skill Card and moving their viper to the reserves. An infiltrator may draw 1 extra Skill card (from within his
her to Sickbay if she is in the Brig. Each time Galactica would be damaged, the current player Skill set) during his Receive Skills step (for a total of 3
Revealed Cylon Players cards), even of a type that he has already drawn.
These changes apply to a revealed Cylon player’s turn (Cylon may choose to draw a Pegasus damage token instead of a
Game VARIANTS Leaders follow slightly different rules): Galactica token. An infiltrator may play a maximum of 2 Skill cards into each
If any elements of the expansion are used, all the new Crisis, If all 4 Pegasus locations have a damage token on them, Skill check (in the Brig he may only play 1 Skill card).
Draw Skills Step: A Cylon player may draw 2 Skill Cards of
Skill, Destination, and Treachery cards, new Cylon locations, any type, but each must come from a different type. Pegasus is destroyed. Move all characters there to Sickbay; He still wins or loses as determined by his Agenda card and
and the Pegasus board should be used. characters may not move to Pegasus for the rest of the game. does not necessarily win or lose with the human team.
Movement Step: Instead of moving, a Cylon player may use
No New Caprica Play with the Kobol Objective card as a movement action, such as those found on Treachery Skill A Cylon Leader may always return to the Resurrection Ship as
normal. Leave the New Caprica board, New Caprica Crisis
Skill Cards an action. When using this action in the Brig or in Detention,
Cards or his Cylon Leader character sheet.
cards, and occupation forces in the box. Movement abilities can be used during the Movement step of he must then choose and discard all but 3 Skill cards from
Prepare for Jump Step (if necessary): This step is no longer a turn instead of moving. his hand. If he returns to the Resurrection Ship for any
No Cylon Leaders If no one chooses a Cylon Leader, or if you skipped on Cylon turns. reason (including being executed), he is no longer infiltrating.
wish not to play with Cylon Leaders, return these character A player may not use a Movement ability when he may move
sheets and the Agenda decks to the box. The Loyalty deck is Timing during someone else’s turn.
built according to the core rules. If 2 or more players wish to play a card at the same time, the
Execution
Reckless Skill cards are played before any cards are added to
current player decides which player may play his card first. If When a character is executed, that player performs the
Sympathetic Cylon Variant a Skill check. Only 1 may be played for each Skill check, and
a card cannot be played as a result, it is returned to the hand following steps:
when played, the current Skill check is considered Reckless.
When constructing a Loyalty deck that would include the of the player who tried to play it.
You Are a Sympathizer card, instead add the You Are a Reckless Skill Check abilities on Treachery cards are triggered 1. Discard Cards: Discard your hand of Skill cards (Quorum
Sympathetic Cylon card. A player who receives this card Revised Line of Succession when revealed as part of a Skill check that has been made Cards in your hand are unaffected). Discard any Quorum
during the Sleeper phase must immediately reveal it. If the President or Admiral is revealed as a Cylon, the highest Reckless. Reckless Skill check card text is not ignored during cards played on your character.
player in that title’s line of succession claims the title. If the a Skill check. The effects are triggered regardless of whether
This player becomes a revealed Cylon and draws an Agenda Admiral (not the President) is placed in the Brig, the highest 2. Prove Loyalty: If 1 or more of your Loyalty cards is a You
they were played by a human or Cylon player, or were added Are a Cylon card, you reveal one You Are a Cylon card and
from the Sympathetic Agenda deck (all the conditions on the player in line claims the Admiral title. If the ex-Admiral later from the Destiny deck. give all your remaining facedown Loyalty cards to a human
card must be met for him to win). moves out of the Brig, he does not automatically reclaim the
title (in Detention he retains his title). Any card with a Skill Check Ability icon has an ability player of your choice. (You do not take the Action on your
The Sympathetic Cylon does not receive a Super Crisis card,
that is only resolved when it is included in a Skill check You Are a Cylon Loyalty card.) Go to step 4.
but may infiltrate from the Human Fleet location as if he were Should the President or Admiral be executed, the highest
a Cylon Leader. When Infiltrating, he does not have a Skill (in addition to its strength counting in the Skill check). If all your Loyalty Cards are You Are Not a Cylon cards,
player in that title’s line of succession (including any new
set; during his Receive Skills step he instead draws 3 Skill character replacing the executed character) claims it. reveal them all and go to step 3. (If you are a Cylon Leader,
cards of any type, each from a different type. Treachery instead go to step 4. Do not reveal your Agenda card.)
A new character chosen after an execution that is higher Treachery is a new skill type. Text abilities on Treachery cards
Seven Player Variant in line than the current President or Admiral does not may not be used by human players. 3. Human:
automatically gain that title. A. Lose 1 morale.
Construct a 12 card Loyalty deck from 12 You Are a Cylon Unless otherwise specified, Treachery is counted as a negative
and 10 You Are Not a Cylon cards. One player must play a A President in the Brig keeps the title and all associated in all Skill checks. They do count as positive strength when B. Return your character sheet and token to the box.
Cylon Leader; deal him 1 random Hostile Agenda card. abilities. activating either the Airlock or Resistance HQ locations. This character may no longer be used during the game.
C. If Sharon “Boomer” Valerii is executed before the Shuffle the New Caprica Crisis deck and place it by the If an occupation forces token on the Shipyard location is
Sleeper phase, immediately deal a new card from the board. Return the normal Crisis deck to the box. activated, remove it from the board and destroy the civilian
Loyalty deck to her player. ship on the top of the Locked Civilian Ships box. If this stack is
Place the fleet marker on the Start space of the Jump
empty, destroy the civilian ship on top of the Prepared Civilian
D. Choose a any new character except a Cylon Leader, Preparation track.
Ships stack. If both stacks are empty, no ship is destroyed.
and place in his starting location. Note that you only
get to use one once-per-game ability, regardless of the New Caprica If there are no occupation forces tokens on the game board
number of characters you play. Until Galactica returns to orbit, no player may move to any when occupation forces are activated, place one on the
location other than the New Caprica locations. Occupation Authority location. If there are not enough tokens
4. Cylon:
During the New Caprica phase characters may no longer move to place more occupation forces, no new tokens are placed.
A. Move to the Resurrection Ship location.
to Colonial One, even after Galactica is in orbit.
Prepared Civilian Ships and Locked Civilian Ships
B. Follow the normal procedure for a revealed Cylon,
Until Galactica returns to orbit, a character who would be When a player prepares a civilian ship, he moves the ship on
but do not draw a Super Crisis Card.
sent to the Resurrection Ship is instead sent to the Medical the top of the Locked Civilian Ship stack to the bottom of the
If a human is executed and there are no characters left, Center. After Galactica returns to orbit, characters are sent to Prepared Civilian Ships stack.
the humans immediately lose the game. If the Admiral or the Resurrection Ship as normal.
President is executed, the title changes hands after the new Before Galactica Returns to Orbit
Any effect that would send a character on a New Caprica
character is selected. location to the Brig sends them to Detention instead. During the New Caprica phase, ignore any effect that would
place, destroy, or move ships in any space area around
The following characters have unique rules complicating their Any character ability that applies to the Brig applies instead Galactica or centurions on the Boarding Party track, until the
selection as new characters after an execution: to Detention while the character is on a New Caprica location. Galactica returns to orbit.
Sharon “Boomer” Valerii If selected before the Sleeper phase, While the President is on a New Caprica location, any Locations on Galactica and Pegasus may not be damaged or
shuffle 1 You are Not a Cylon card into the Loyalty deck. Quorum Card effects that apply to the Brig apply to Detention repaired until Galactica returns to orbit. Raptors may still be
If selected after the Sleeper phase, she is immediately placed instead. risked as normal throughout the New Caprica phase.
in the Brig. (If the character she is replacing was executed on As is the case with the Brig, players may not use the reveal If a new character is introduced after an execution before
a New Caprica location, send her to Detention instead.) actions on Loyalty Cards while in Detention. Galactica returns to orbit, use the Resistance HQ location
Karl “Helo” Agathon If selected, he will count as stranded When the Admiral is sent to Detention, he retains his Admiral instead of the character’s normal starting location.
during his player’s next turn, even if it’s not the first turn of title card. Until Galactica returns to orbit, disregard the evacuation icon
the game.
Cylon players cannot be sent to Detention. on New Caprica Crisis cards, but use the prepare for jump
Lee “Apollo” Adama If selected, immediately launch a viper icon as normal.
and place him in it as a pilot. If there are no vipers in the Only a human player may use a Human Action ability on a
New Caprica location, and only a Cylon player may use a Until the Galactica returns to orbit, all Cylon ship activation
reserves, he is instead placed on the Hangar Deck.
Cylon Action ability. icons are ignored.
Gaius Baltar If selected before the Sleeper phase, shuffle 1
You Are Not a Cylon card into the Loyalty deck and deal 1 Attacking Occupation Forces After Galactica Returns to Orbit
Loyalty Card to his player. A human player on New Caprica may always use an action to Once the fleet marker has reached the Auto Jump space of
If selected after the Sleeper phase, he may not use his Cylon attack occupation forces in his location. the Jump Preparation track, Galactica returns into orbit and
Detector ability. the final evacuation of New Caprica begins.
To do so, he rolls a die: if the result is a 5 or higher, the
attack is a success and 1 occupation forces token in that 1. Place a basestar and 4 raiders in each of the 2 space
The New Caprica Phase location is removed from the board. areas above Galactica (adjacent to its starboard side).
When playing with the New Caprica Objective card, the game The human player may also discard a Maximum Firepower 2. Launch 2 vipers into each space area containing a viper
enters the New Caprica phase after the humans travel 7 or Skill card to reroll the die. (If a Strategic Planning Tactics launch icon.
more units of distance. card has been played on this roll, the reroll also receives +2
to its result.) Cylon ship activation icons are no longer ignored. The Jump
During this phase, Crisis cards are drawn from the New Preparation track is no longer used and prepare for jump
Caprica Crisis deck. Humans and Cylons may both move Detaining a Human icons on New Caprica Crisis cards are ignored.
about the New Caprica board. If a Cylon player’s character is in the same location as a From now on, when an evacuation icon is revealed on a New
Once the fleet marker has reached the Auto Jump space of human character and an occupation forces token, he may use Caprica Crisis card, the current player moves 1 civilian ship
the Jump Preparation track, Galactica reappears in orbit. an action to attempt to detain that human. from the top of the Prepared Civilian Ships stack to any space
To do so, the Cylon player rolls a die: if the result is a 1-3, area with a viper launch icon. If the stack is empty, do nothing.
For the humans to win the game, the Admiral must order a
final jump with Galactica and leave New Caprica. Any human the human is moved to the Detention; if the result is a 4-7, Humans may now move between New Caprica and Galactica
players left behind are executed and any civilian ships left the human is moved to Medical Center. (or Pegasus, if not destroyed) by discarding 1 Skill card.
behind are destroyed. New Caprica Crisis Cards Cylons may move between New Caprica and the Cylon
locations by discarding 1 Skill card.
New Caprica Setup During a player’s Crisis step in the New Caprica phase, he
At the beginning of the New Caprica phase, place the New draws from the New Caprica Crisis deck instead of the normal At any point after Galactica’s return, the Admiral may, as an
Caprica board to the right of the main board, aligned with the Crisis deck. New Caprica crises are resolved as normal. action, order Galactica to leave. This ends the game.
top edge of the Pegasus board. Any game effect that targets the Crisis deck also affect the Winning the Game
On the main board, leave any centurion tokens on the New Caprica Crisis deck. When the game ends, destroy all civilian ships still on New
Boarding Party track in their current position, as well as any Activating Occupation Forces Caprica, and execute any human players still on a New
Cylon ships placed in a space area by the Destination card. Caprica location. If subsequently no resource has been
During the Activate Cylon Ships step, if occupation forces
These are unaffected by any game mechanic until Galactica reduced to 0 or lower, the humans win.
are activated by the occupation forces icon on New Caprica
returns to orbit.
Crisis cards or by the Occupation Authority location, each If any resource has been reduced to 0 or lower, or at least 6
Human players move their characters to Resistance HQ. occupation forces token is moved 1 space to the right on the locations on Galactica (not including locations on Pegasus)
Cylon players move their characters to Occupation Authority. track along the bottom of the board. have been damaged, or a centurion has reached the end of
the Boarding Party track, the Cylons win.
Place all (non-destroyed) civilian ships, including any in The activate heavy raiders and centurions icons do not
space areas by the Destination card, in a stack on the Locked activate occupation forces, and occupation forces icons do After this has been resolved, the Cylon Leader reveals his
Civilian Ships box next to the Shipyard location. not activate centurions on the Boarding Party track. Agenda card to see if he can claim victory as well.

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