by I Eat Tables
Me and a housemate played a co-op game a little. It worked okay, it wasn't really anything to write about, but since you're asking for ideas, well, why not?There are two big changes. In short, firstly people could be Cylons and not even know it, revealing suddenly and doing damage (think Boomer in series 1). Secondly, skill cards are a scarce resource. Players have to put some work into making skill cards available every turn.
Set up the game as usual with the following exceptions:
Remove the three highest skill cards from each deck, put them into the discard pile. Make two loyalty decks: Pre-sleeper of 1xCylon, (n+2)xNot, with n being the number of players (e.g. 5 players, use 7 Not a Cylon, 1 Cyon cards, have 3 cards left over). Post sleeper of 1xCylon, (n-3)xNot. Deal each player a loyalty card as normal, but the player may not look at this card under normal circumstances. Don't deal extra loyalty cards to Baltar/Boomer, they have a special rule.
At the sleeper phase, shuffle the post-sleeper loyalty cards into the loyalty deck and deal everyone one card from it, they put it below any other loyalty card(s) they have. Like in the solo variant, whenever Heavy Raiders would activate, also reveal the top loyalty card of the current player.
If it's a not a Cylon card, it's returned to the current loyalty deck, shuffled in and they are dealt a new loyalty card to the bottom of their pile of loyalty cards. Also Baltar/Boomer. New weaknesses.
Baltar: When another player reveals a Not a Cylon loyalty card as a result of a Heavy Raider activation, roll the die. On a 1-4, you reveal a loyalty card
Boomer: At the sleeper phase, you are sent to the brig. From the sleeper phase onwards, when another player reveals a Not a Cylon loyalty card as a result of a Heavy Raider activation, roll the die. On a 1-4, you reveal a loyalty card
If it's a Cylon card, resolve the reveal effect:
Brig, Sickbay - Next player is chosen.
-1 Morale: As written
Damage: Reveal 5 tokens (all Galactica if you have Pegasus). Choose locations with the most people on first (at least one), then go Fuel>Food>Ftl>Command>Weapons control>Hangar deck>Armory>Admiral's Quarters (resources then from left to right on Galactica, easy enough to remember)
I think all the expansion ones are self-explanatory (obviously any mays e.g. may place Centurions must be done).
Set that player's hand aside, it is now part of the 'Cylon Hand'. The Cylon always dumbly plays the negative card with highest value into every skill check (players could take advantage of this, e.g. knowing it will be playing an Iron Will.
The player who revealed chooses a new character. Jump step is skipped (because cylon reveal happens before it and that ends the turn trololol).
Remember what I said about skill cards? There's a few big changes. Skill cards do not reshuffle! When a deck runs out, cards cannot be drawn from that pile. However, when a player should draw a card (including from an empty pile) they may instead 'refresh' one card. To refresh X cards means to take X cards from the bottom of the discard pile of that deck, and shuffle them into the deck. All players gain the following action for use at any time: discard any skill card. Refresh 5 skill cards of that type. Note that no matter how badly players screw up they'll always be drawing at a 50% rate or better.
When destiny is empty, shuffle the discard piles and take the 2 cards from there (without looking, of course). As always, only the bottom card of the discard pile is ever visible.
These rules do not apply to Treachery. Treachery works like normal. Leadership is a finite skill among humans, but Treachery, that lasts forever.
Whenever the fleet jumps, place a supercrisis on top of the crisis deck. This cannot be removed except by fully resolving it (e.g. no scouting it away, no Boomer recon-ing it etc.). It is treated as a Supercrisis, so no OPGs or character abilities can be used.
Secrecy rules apply as normal.
Humm... I think that's everything. Possibly some other rules would be needed to incorporate expansions (we played Base+Exodus, CFB, no PGs/FF, no Trauma (tried once with Trauma, it wasn't exciting). But the basic big thing is with skill cards. It might sound weird, but it makes things very tense! Especially, you don't get big cards until you refresh the decks at least once, and you want to do that before you first reshuffle destiny (because nobody likes knowing there's a 5 and a 4 piloting in Destiny), and later on, when there's only about 8 cards left between Leadership, Politics and Tactics, with all kinds of problems in space as well, you have a legitimate, fun situation to deal with.