Showing posts with label house rules. Show all posts
Showing posts with label house rules. Show all posts

Wednesday, December 29, 2010

Battlestar Galactica Character Selection variant.

Crossposted and updated from my BoardGameGeek post:

With the release of Exodus, there are now 18 non-Cylon-Leader characters available (5 Military, 5 Political, 5 Pilots, and 3 Support).
And without Cylon Leaders, the game goes up to 6 players.

This got me thinking about a simple variant for choosing characters, and spicing up this phase of the game a bit:

At the beginning of the game, set aside the 3 Cylon Leader characters.
Shuffle the rest of the character sheets.

In turn, each player goes through the following process:

A) If a Cylon Leader hasn't been chosen yet, the player may opt to choose any one of the Cylon Leaders. Otherwise:

B) Deal 3 character sheets, face down, to the player; he chooses one. If he doesn't like any of his choices, he may draw another character sheet to choose from, at a cost of starting with one fewer skillcard at the beginning of the game. You can do this up to 3 times, reducing your starting cards by 1 each time. (If you somehow would start the game with fewer than 3 skill cards anyway, for example being Samuel Anders and going first, then you have to "pay off" this debt with the next 3 cards you would otherwise draw).
You may not tell other players which characters you did not choose, by name or special ability. You may only discuss their category (Political, Military, Pilot, Support). For example, "I choose Saul Tigh, the other 2 were Pilots". You may, of course, lie about this, but it's a little too early to be deceptive.
Put all of your unchosen character sheets on the bottom of the pile, in any order you choose.

Remember that this may throw off the rulebook "balanced character selection" rule, so this variant is not recommended for beginner players.

Tuesday, December 7, 2010

I promise to stop with the Disabling Cain series

After this one, I think I'm going to put up a poll for the actual pre-Exodus game we're going to play.

Here is another idea to balance Blind Jump; instead of "The admiral draws only one Destination card":

Roll a die. On a 4 or less, draw and destroy an additional Civilian Ship and the Fleet jumps a distance of 0. Otherwise, the Admiral draws one Destination card and resolves it.

Simple as that, sort of like a (modifiable) 50% chance of drawing a worse version of Misjump.

Is this too strong for a Cylon Cain, though?

Monday, December 6, 2010

Disabling Cain, one more suggestion based on incomplete info

Based on the spoiler information from the latest preview of Exodus, and specifically based on the Revised Execution Rules (and incidentally on the Revised Loyalty Deck), here is a brand new idea for balancing Cain:

Leave Cain's text alone.
But, at the beginning of the game, put her aside. She cannot be chosen.
When a human is Executed, you may choose Cain as normal, amongst all of your other choices of replacement character.

Simple as that; of course, it might lead to a whole category of "set aside at the beginning of the game" characters. But since the replacement for an executed character now gets a Loyalty Card, it's plausible.

Like I said, this might be moot because of other rules in Exodus that we haven't seen yet, or (less likely) this might actually be the rule.

(And of course, it wouldn't easily apply to our actual pre-Exodus-release game, but it is an idea set aside for the future)

What do you think about these particular apples?

Friday, December 3, 2010

Disabling Cain, part deux

Here is another simple Cain Balancing Suggestion, combining some ideas from the boardgamegeek thread (although I'm sure this one will also get stabbed in the face by BGG Trolls):

Blind Jump - Action: Once per game, if at 6 or less distance, draw 2 civilian ships and destroy them to immediately jump the fleet (even if the fleet marker is on a red space).
The Admiral puts the top card of the Destination Deck aside (without looking at it), and draws the next card from the Destination Deck. After resolving the jump, put the set-aside card onto the bottom of the Destination Deck (without looking).

How about that?

Thursday, December 2, 2010

Disabling Cain

It makes me really sad when the consensus on a beloved game is that a certain house rule is absolutely necessary to maintain balance and/or fun.

The latest victim here is Battlestar Galactica and our dear Admiral Helena Cain.

I was trying to get a group of people together to play a game, with the Pegasus expansion, in an as-unmodified-as-possible state, but was met with resistance on the issue of Cain.

Her Once-per-Game ability is the "Blind Jump": Blow up 2 random Civilian Ships to jump the ship as an action, to whatever the top card of the destination deck is.
All other things being equal, it counterbalances her penalty, which is that she can't push the FTL button or use the Engine Room.

The imbalance arises because of the action "Launch Scout". It's a purple card, and she draws as many as 3 purple on her turn, so it's going to happen.
So, she can look at the top Destination Card, leave it there, and significantly lower the risk of the Blindness of the jump. It may still take a few actions to find the perfect destination, but as long as she's proven herself to be human, the rest of the group is probably going to be agreeable to cooperate in scanning for good places to go.

That's the background. Most BSG players are well-familiar with the issue.

In addition to the fact that she's top in the order of succession to be Admiral, it does kind of make her a no-brainer choice, compared to Adama and Tigh's abilities.
To be honest, I don't mind this being the case, but I can see why people demand balance.

It would make me happier to get Official Errata, or some sort of clever in-game fix in the Exodus rules, than to have to resort to choosing one's favorite house rule fix.

The commonly-accepted "fix" to Cain seems to be to shuffle the Destination Deck (possibly except for the bottom card, in order to keep another ability useful) when she uses her ability.
The thing I don't like about this is that the previously-skipped destinations go back into the mix and that's a larger change on the game.

I came up with a very simple fix of my own:
By nature of it being a Blind Jump, you simply don't let Cain Blind Jump while she knows what the top card of the deck is.
That is, when she looks at the top card, she gets a marker. When the top card goes away, she drops the marker. If she has the marker, she can't use this ability.
That seems to me like it would have the least impact on the rest of the game, and wouldn't affect Cylon Cain's decision to never use the ability, for example.

Does anyone have an opinion on this?
There may be a "part 2" to the post with more suggestions...

Tuesday, August 31, 2010

Galactica, you and me need to have a talk

Last night, I was number 6 to arrive at VTES night.
(Yes, I made the evening-gown joke, and yes it was just as bad as you think. So stop.)

After a rousing game of VTES where my cruddy Marconius+Krassimir vote deck managed to win a 6 (ugh) player game (partly thanks to my grandpredator's Anathema giving me 10 yummy pool), we decided to play Galactica.

Now, see, I like Galactica. I think it's a great game.
But the last 2 games have soured it a bit for me.
In the EliCon game, the humans lost before the sleeper phase, due to randomness and unfavorable crisis deck shuffling; mechanically a total flop. The No Sympathizer rule didn't even enter into it, but you've heard my feelings on that.

In last night's game, which used Pegasus (but not New Caprica), another house rule was introduced to me:
If there is a Cylon Leader in an even-number-of-players game, he modifies the Loyalty Deck to ensure that there won't be 3-on-3 cylon-vs-human action.
I was on the Human side, playing Ellen Tigh, and didn't feel like we were ever in danger or challenged at all. I didn't ever even feel the need to use my special abilities, and spent the whole game tossing Treachery cards into the Engine Room boilers.
And, even though Morale got down to 1, it still seemed like an easy win for the Humans.
The Cylon Leader (John "Eno" Cavil) had a Hostile Agenda, and so the house rule dictated that there was only one other Cylon. It was Admiral Cain (played by Chris), who didn't get her Cylon Loyalty until post-sleeper phase after blasting us 6 distance forward.
Had there been another Cylon loyalty card in circulation (as per the standard rules), then there would have been a lot more sense of tension in the room; granted, the Cylons probably would have won in that case, but I think it would have been a more interesting game.
Despite winning, it kind of gave me a "meh" feeling about the game; especially the feeling by most players that House Rules are necessary "to balance things", when in fact they often don't matter or don't actually balance the game in the intended way.

I still don't know if I'm ever going to pick up Pegasus.
But whenever I am in charge of setting the "House Rules" for a game of BSG, I'm always going to be in favor of being minimally invasive.
That is, when playing the Base Game, leave the Sympathizer in a 6p game (unless someone twists my arm real hard) and only use the new rules from Pegasus that apply to the base game, and no other "house rules". I'd even love to play an "as-written" BSG base game sometime, which isn't really that outrageous. The Forum game I played (which barely counts) used completely unmodified base rules and I didn't have too much of a problem with, for example, old Investigative Committee...

When playing Pegasus, I'll encourage playing by the rules as-written, except for the choice between New Caprica (which I'd love to try, incidentally) or not.
You can say I'm overthinking it in the other direction, but as much as I love inventing house rules and variants, I really want to try the game as-is to be able to judge the imbalances for myself. Because, in my observation, none of the Major house rules (especially the respective No Third Cylon rules) have really accomplished what they set out to accomplish in the games I've played with them.

Ideally this game would get another expansion; there's plenty of plot left to work with, and I've even written down a bunch of ideas for a "wish list" for an expansion that covers the rest of the show.
I'm not holding my breath on that, but I'm sure it would address balance issues once again in its own way.