This is a Battlestar Galactica (reimagined) inspired game. I am going to take queues from the fantasy flight board game in terms of how the game progresses. Your overal goal is to protect your ship and a small civilian fleet from a cylon onslaught, which is made all the more difficult by political strife and the fact that cylons might be present amongst the crew.
While the board game features a traitor mechanic, where some players are secretively working for the other side, I am not sure if that would work in this game, but we can experiment. To keep it simple, all players will be on the human side for at least the first few scenes, but expect many experimental houserules.
Houserule 1: Location Assets:
Each player gains a stack of 5 location cards. This stack is replenished up to 5 (by me) everytime your character refreshes (when you spend all your cards). Location cards represents where you are on the Valkyrie, in space or on other ships in the fleet.
Whenever you want to change your location, you can do so simply by editing the stack, at the cost of one of the location cost. You can also play location cards, whenever you do an action that is benefitially effected by your location. For example, a science experiment can be more succesfull, if you have science lab location cards.
Vipers and Raptors are also location cards. To launch or land, simply edit your stack. When you run out of cards, it represents that you have run out of fuel.
Depending on the condition of the ship, you are allowed to move to other locations or not, without spending location cards. When the Valkyrie is not in combat, the location cards represent your station, but you can freely visit other places. However, you can only spend location cards, at your station. During action stations, you cannot move without discarding location cards, as this represents you franticly running through the ship. Launching and landing always costs location cards.
Houserule 2: Job Goal cards
Everyone has a job aboard the valkyrie. This is represented by Job Goal cards. When doing your job, you can spend these. The wild cards you earn represent you getting better at your job.
Houserule 3:
Treacherous Goal/subplot cards
Some goal cards represent your characters destiny. You may experience hallucinations or blackouts. Exploring your destiny further can get you wild cards, but also earn you treachery cards. At certain parts of the game, I might appoint people as cylon sleeper agents, suspects or people with an important destiny. You can see the treachery cards as lottery tickets. The more tickets you have, the more chance you have to “win”.
Houserule 4: Peril, Injury and Death:
Combat and conflict should involve risk. Failing certain challenges (weak result) may cause the leading player of that challende peril or injury.
Peril is treated as a second challenge where players can assist another player who is in peril. Failure will result in injury or possibly even death!!!
Injury is treated as an asset. It can represent wounds, ship damage or even losing political face. These cards can only be discarded under certain conditions, such as getting medical attention or repairs. While you have such an asset, you can only play 1 card per scene. If you have two, you can play no cards. (read below)
If you gain more than one injury card, it puts you in great peril of dying. Your ship might explode, forcing you to eject, or you may be shot down and go unconcious due to your wounds. This is handled by a peril event in which you can play 0 cards.
Hosted and narrated by:
Frederik Kuethe (FrederikK)
Started 05/05/14.
Scenes played: 2
License: Community License