Primer for BSG board game Example of board at game start:
http://www.boardgamegeek.com/image/692558/annab?size=originalExample of Pegasus board:
http://www.boardgamegeek.com/image/524007/battlestar-galactica-pegasus-expansion?size=originalExample of updated cylon locations:
http://www.boardgamegeek.com/image/543555/battlestar-galactica-pegasus-expansion?size=large Basics of a turn:
1. Receive skills step. Player receives skill cards
2. Movement step. Character may move or use a movement power or card. Movement between ships costs one card.
3. Action step. Player may activate a location, play an action card, or use an action based power.
4. Crisis step. Crisis card is drawn and resolved.
Skill Checks: Cards are secretly played into check. Cards of appropriate color are positive. Wrong color, negative. Two cards from destiny are always played.
Cards:
Politics:
Consolidate power: action: discard to draw two cards from any skill deck.
Support the people: Reckless: All players with three or less cards draw two cards.
Investigative committee: All cards are played into check openly.
Preventative policy: Movement: play to reduce next resource loss by one.
Leadership:
Executive order: action: Choose another player. That player may move and take an action or take two actions.
Major victory: Play when you destroy a basestar or centurion to gain 1 morale.
Declare emergency: Play after skill check to reduce difficulty by 2.
At any cost: Reckless: treachery counts positive.
Tactics:
Launch scout: action: Choose destination or crisis deck, roll a die, if 3 or higher look at top card and choose to place on top or bottom.
Guts and initiative: Reckless: No destiny is played into check.
Strategic planning: add 2 to die roll.
Critical situation: Movement: may take extra action that turn.
Piloting:
Evasive maneuvers: play to reroll any attack against any viper. If manned reduce roll by 2.
Full throttle: movement or action: move to any space sector and make one attack.
Maximum firepower: action: may make up to four attacks from a viper.
Run interference: The next four attacks by raiders automatically miss.
Engineering:
Repair: Repair the location you are at or if in hanger deck repair 2 vipers.
Jury-Rigged: Reckless: reduce skill checks difficulty by 4.
Scientific research: Engineering count positive for skill check.
Calculations: add or subtract one from die roll after roll had been done.