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How to play

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Subject: How to play   PostPosted: Sat Mar 24, 2007 2:57 pm Reply with quote

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Throughout these
quick-start rules, we’ll
have sidebar text in boxes
like this that quote the rules of
the game. For a full description of
how to play, consult the complete rules.
Don’t shuffle the cards. You choose
the deck with Galactica on top. Your
opponent gets the deck with Colonial
One on top.
Victory in the game is measured in
influence. There is one way to win the
game, and one way to lose it. You win
the game when your influence total
reaches 20. You lose the game when
your influence total reaches 0.
Players play their cards in three
areas, which are
“rows” in front of
them. These three areas
are called alert, reserve, and
resource. Alert is the area closest
to your opponent, and resource is the
area closest to you.
During normal game setup,
players shuffle their decks and place
them face down on the table. To play
this scripted quick-start game, DON’T
SHUFFLE THE CARDS. If you get them
out of order, there’s a list at the
end of these rules that will help you
reorder them.
Players simultaneously reveal
their respective base cards. You
reveal Galactica, and your opponent
reveals Colonial
One. You each put
these cards into your
respective resource areas.
Then you each put the rest of your
cards face down to the right of your
resource areas.
Each base card has power
number in a shield icon. Players add
the power of both bases together
to get the fleet defense level, which
determines if Cylons attack. Your
base has a power of 6 and your
opponent’s base has a power of 5, so
the fleet defense level for this game
is 11.
Each player needs a way to keep
track of his or her total influence. A
20-sided die or paper and pencil are
recommended. A player’s starting
influence is printed on his or her base
card. You start with 9 influence, and
your opponent has 10.
Each player then draws his or
her starting hand from the top of his
or her deck; a player’s starting hand
size is indicated on his or her base
card. In this game, each player begins
by drawing four cards. Now the first
turn can begin.
Each turn has three phases:
ready phase, execution phase,
and Cylon phase. During each phase,
all players participate.
In the ready phase, players ready
cards by moving them from their
reserve areas to their alert areas,
and restore their assets and bases by
flipping those cards face up. For the
first turn, there are no face-down
assets or bases and no cards in
reserve areas, so none of this needs
to be done.
All players simultaneously
draw two cards from the tops of their
decks. Then, once each ready phase,
starting with the first player, each
player can play a card from hand
to his or her resource area to help
create resources to play more cards.
You go first because you have the
lowest influence (9 vs. 10).
You play Starbuck,
Sharpshooter from your hand
face up to your resource
area as an asset, right
next to your base.
This creates a second
resource stack (your base
is the first). There is no cost
for playing a card to your resource
area during your ready phase.
Although it would be great to
get this card into play, right now
you need cheaper cards to start
building your fleet. Any ship or
personnel in your hand can become
an asset and provide a foundation
for playing more cards on future
turns. Once you play a ship or
personnel as an asset, that card
loses all its other characteristics,
like card type and card name.
An asset is a ship card or personnel
card played in your resource area
so that you can use it to produce the
resource that is shown on its bottom
edge. There are three different
resource types: Persuasion,
Logistics, and Security.
Your opponent now plays a card to her
resource area. But she does so in a
different way. Besides playing
an asset as a new resource
stack, she can play
any card from her
hand face down as
a supply card in her
reserve area beneath her
base or one of her assets.
She chooses Condition One, an
event card she has no plans to play
right now, and puts that card face
down beneath her base. She doesn’t
have to show that card to you. Now
that resource stack will produce 2
persuasion instead of 1 because there
are two cards in that stack.
To play a supply card, take any card
from your hand and put it face down
beneath the base or an asset in your
resource area. Leave the bottom edge
sticking out so that all players can
see how many supply cards are there.
A supply card increases the output
of the resource stack by producing 1
more of the resource provided by the
asset on top of the stack. The supply
card is just a marker. Its card type,
name, game text, and other statistics
are ignored. When you exhaust a
resource stack that has a supply card,
just flip over the top card and leave
the supply cards face down.
Each player can play
only one card to his or
her resource area in this
way each turn, so the ready
phase is complete.
You go first. You play Raptor 227 to
your reserve area—the row just in
front of your resource area. This ship
card has a cost of 2 security.
You exhaust (flip
face down) your base
to generate 1 security and
exhaust Starbuck to generate
another 1 security to pay for
Raptor 227.
To exhaust a card, flip that card from
face up to face down. Most of the time,
this happens when you’re paying costs
with your resource stacks.
Your opponent plays the
personnel card Billy Keikeya, Press
Secretary to her reserve area,
exhausting Colonial One to produce
the 2 persuasion of his cost. She just
flips the top card—the base—leaving
the bottom card face down. Supply
cards always remain face down
beneath the asset or base they’re
played under.
You pass, because you have no
resources left to play cards. Your
opponent passes for the same reason.
When all players pass consecutively,
the execution phase is over.
Players check for a possible
Cylon attack by adding
together the red Cylon
threat values in the
lower right corners
of all face-up cards
in play. (Exception: Don’t
count cards in resource areas.)
If the total is more than the game’s
fleet defense level (11 in this game),
the Cylons attack! This phase, the
Cylon threat value is only 4, so there
is no attack. As players put more
cards into play, it becomes more
likely that the Cylons will attack.
That’s the end of the turn.
All players ready the cards in their
reserve areas, pushing them forward
into their alert areas. They then
restore (flip face up) their resource
stacks (bases and assets). Push your
Raptor 227 forward into your alert
area, and your opponent pushes Billy
Keikeya forward into her alert area.
To ready a card, move that card
forward from the reserve area to
the alert area. Most of the time, this
happens in the ready phase.
All players
simultaneously draw
two cards from their decks.
You still have the lowest
influence, so you continue to
go first, playing Crashdown, Alex
Quartararo face down beneath
Starbuck to your resource area as a
supply card, at no cost.
Your opponent plays Colonial
Shuttle face up as a new asset to her
resource area. Then the ready phase
An alert ship or personnel can be used
to challenge your opponent. This can
result in a loss of influence for her,
getting you closer to victory. You’re
the first player, and you decide to
challenge using Raptor 227.
Your opponent can choose any
alert ship she controls to defend
against this challenge, but she has
only a personnel. The defender of a
challenge must be of the same type,
personnel vs. personnel or ship vs.
ship. So she passes, and no defender
is chosen.
Players get the chance to
play abilities and events at
this time, and you get the
first opportunity
because your
Raptor 227 is the
challenger. You plan to play
another ship card later in this
turn, so you pass. Then your opponent
has an opportunity to do the same kind of
thing, but she passes as well.
Raptor 227 has a final power of
1, so your opponent loses 1 influence,
reducing her total to 9. That ends the
challenge, and you commit Raptor
227 by pulling it back to your reserve
To commit a card, move that card
backward in the play area from
the alert area to the reserve area.
This happens to cards involved in a
challenge when the challenge ends.
Your opponent can use Billy
Keikeya to challenge, and she does
so. You have no personnel to defend
with, so you pass. She has the first
opportunity to play abilities and
events, but she passes. Then you get
an opportunity to play an ability or
event, but you don’t have anything
right now, so you pass, and the
challenge is resolved. Billy’s
total power is 1, so your
influence is reduced to
8. Your opponent
then commits Billy
You play the ship
card Colonial Viper 113 to your
reserve area, exhausting (flipping
face down) your base and asset to pay
its cost of 3 security.
Your opponent plays the mission
card Press Junket face up to her
reserve area. This card has no cost
to play it. In a later turn, it will move
forward into her alert area and if she
has the right units in play, she can
resolve the mission to use its game text.
You pass, having no resources
left to play cards.
Your opponent plays the ship
card Luxury Liner to her resource
area, exhausting her base to pay its
cost of 2 persuasion.
You pass again, and so does she,
so the execution phase ends.
The Cylon threat value is 5—not enough
to produce a Cylon attack. Because the
fleet defense value is 11, a Cylon threat
of 12 or more is required to initiate a
Cylon attack.
Both players ready the cards in their
reserve areas by moving them to their
alert areas, restore the stacks in their
resource areas, and draw two cards.
You play the ship card Raptor
563 face down as a supply card in
your resource area beneath your base.
Your opponent plays the event
card Presidential Candidate face
down as a supply card under Colonial
Shuttle in her resource area.
You’re still the first player, having the
least influence (you have 8 and she
has 9), so you challenge with Colonial
Viper 113. Your opponent declines to
choose a defender. (She wants to save
her alert ship to resolve the Press
Junket mission). As the challenger,
you have the first opportunity to play
abilities and events, but you have
none, so you pass. She passes, and
the challenge is resolved. Your Viper
has power of 2, so your opponent’s
influence is reduced to 7, and
you commit the Viper.
Your opponent
resolves the Press
Junket mission. The
“Resolve:” game text of Press
Junket requires that she have
one ship in her alert area, and she has
Luxury Liner there. The game text of
the mission gains her 2 influence, which
puts her at 9 influence. She then puts
the mission card into her discard pile.
To resolve a mission you control, use
an action in the execution phase when
that mission card is in your alert
area. The mission lists other cards
that must be in your alert area when
it resolves. The other cards are not
committed or moved in any way. The
mission’s game text then takes effect,
and that mission card is put into its
owner’s discard pile.
You challenge with Raptor 227,
and she defends with Luxury Liner.
As before, you have the first chance to
play abilities and events, but you pass.
So does she. Because this challenge
has a defender, both players will reveal
a mystic value to add to the power of
their ships.
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