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Reply: Battlestar Galactica:: Rules:: Re: The Numbers on the Destination Cards

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by TheFlatline

If memory serves it's like 55/45% of jump to no jump ratios.

In fact, if you look at the play by forum games, most games don't last more than 8-9 "turns" (where everyone gets to act and it comes back around again). The longer a game goes, the less likely the humans will win in fact.

Which should be a moment of revelation when it comes to this game. You only get maybe 5-9 card refreshes, and 5-9 "actions" in the entire game. That's not a lot. You have to maximize your use of XO's as a human and not be overly generous with your cards. Blowing by a skill check by 10+ points is painful, because you will miss those cards later.

Edit: It gets worse with Pegasus. Say you're playing with five or six players. Turn 1.1 Admiral Cain: Blind jump. Pull a distance 2 or 3. Turns 1.2-1.4 are jump prep crisis cards. Turn 1.5 you go to FTL control and activate FTL and the admiral plays a distance 2 card. You've hit sleeper phase before the game is even one full turn in.

Now, this might not be an ideal course of action (you're posed to lose a LOT of resources by jumping at Blue -3 *and* blind jumping back to back), but I've seen it happen before.

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