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Good BSG configuration sought
I'm looking for a "good" configuration of BSG with expansions for play at Geekway. There's a group of us that has met up for the past couple of years, and I think (finally) everyone will be experienced in the game. To be clear, after seven plays, I'm not tired of the base game, but I had gotten Pegasus when it came out and have been intrigued if intimidated by the mix-and-match aspect of Pegasus/Exodus/Daybreak. Basically what I'm looking for is a good configuration of additions that adds some freshening without being overwhelming. It's also possible, even likely, that we'll have an even number, so the best of the Sympathizer variants is of interest as well. (I have played no-Sympathizer, and I'm not the biggest Sympathizer hater out there, but I get what the problems are, and the issue has been approached since the initial release in at least three ways that I can think of.) I'm assuming meeting my goals would take at least two expansions.
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fortressat.com/forum/10-ameritrash/10680...tar-galactica#106924
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And... BSG is a game that I need to remember holds up quite well with just the base game, though adding some of the new characters and skill cards and such is always fine.
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Josh Look wrote: Base game + Cylon fleet pursuit board (which you should never play without) is all you need. No Cylon leaders. 4 or 6 players only.
I do like the Cylon Leaders as used from Daybreak as an interesting way to play for one experienced person. Not every game, but once in a while. But yeah, base plus Cylon Fleet is the best simple and awesome way to play. A lot of the extra stuff from the expansions is "play one time and never again."
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- san il defanso
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Of all of the expansion elements I still do like the Pegasus. It adds the most options without burdening the experience with too many rules. The Cylon Fleet board is nice for a change sometimes, but I've returned to the old method of fleet cards, and I think I prefer it. It's just easier and a little more "keep you on your toes," which I think helps the game. The only downside with the Pegasus is the airlock, which as a mechanic always felt kind of bolted on. It works well thematically though, so there's that.
I never did play Daybreak. We'll see if I ever do.
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- southernman
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- Pegasus board
- Cylon Fleet board
- Loyalty cards from Exodus (Personal Goal and Final Five cards)
- CAG title from Exodus
- Mark VII vipers from Exodus
- Ionian Nebulae option (boxing and trial) from Exodus
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- san il defanso
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Msample wrote: The thing that is nice about the Cylon fleet board is that it smoothes out the appearance of the Cylon ships. In the base game, you get huge swings. You might get 2 blue fleet cards in a row. Or I've seen some games where after the first jump, the Cylon fleet never makes an appearance the rest of the game.
This is true, but I do like the tension that this introduces. It's one thing that the player can't predict, and I actually like the effect that has on the game.
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I already knew this, and it's not going to get it, but, man, this game needs either a master rulebook or a streamlined best-of second/collector's edition. The amount of "add this then, remove this then," general rules layering, and the supplanting of even expansion rules (execution, Cylon leaders) by other expansion rules is just virtually unmanageable, even though I think there are at least pieces of good ideas in much of the expansion material. I guess I'm envisioning something like AGoT 2e, which took some of the ideas from 1e expansions and then has only expanded via a couple of small POD sets that are more variants than expansions.
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jpat wrote:
I already knew this, and it's not going to get it, but, man, this game needs either a master rulebook
www.boardgamegeek.com/filepage/68433/bat...a-combined-rule-book
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