- Advertencia: No apto para niños menores de 36 meses
Edge EDGBG01- Juego de mesa Battlestar Galactica
|Precio final del producto|
- Si te gusta la intriga política altamente temática, manejar algunas luchas internas de buen carácter y puñaladas por la espalda, usted disfrutará de Battlestar
- Desafío continuo, y la victoria es siempre una llamada muy cercana
- 2-3 horas de tiempo de juego
- 3-6 Jugadores
- Para mayores de 10 +
Advertencias: Utilizar bajo vigilancia de un adulto.
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Los Cylons fueron creador por el hombre. Se revelaron. Evolucionarón. Y tienen un plan. - Número de jugadores: 3 a 6 jugadores; 2- 3 horas de juego
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Players each choose a character from the cast of the television series. Each player, on his or her turn:
1. Draws skill cards (which double as action cards),
2. Optionally moves to location on Galactica (or Colonial One, or, as a pilot, through the space around Galactica),
3. Activates a location or plays an action on a card (or, as a pilot in a Viper, moves again or fires at Cyclon raiders and basestars in order to protect the human fleet),
4. Draws and resolves a Crisis Card.
Most crisis cards depict a distressing event (with art and text from the television series), be it a food shortage or a lost scouting party, and offer a choice and/or a skill check to be made to minimize the damage to Galactica or her resources. Skill checks are resolved by players secretly contributing positive (matching color/type) or negative (incorrect color/type) skill cards. In addition, many of these crisis cards also activate enemy ships or move the Galactica closer to making its next jump.
But all that would just make for a typical cooperative game. Each player also receives a secret loyalty card that indicates whether they are a treacherous Cylon (skinjob) or a human. The humans attempt to survive the journey to Kobol (by making jumps that total at least eight units, plus one additional jump to end the game) whereas the Cylons do their best to sabatoge the human effort, either covertly (which involves a great deal of bluffing and secretly tipping the scales via secretly played cards) or overtly (by revealing themselves as Cylons and just hammering at the Galactica with all the tools a revealed Cylon has). Furthermore, halfway through the game another set of loyalty cards is dealt, such that there are a total of two Cyclon players (in a five player game; the number of Cylons and sympathizers varies based on the number of players). In this way, the game captures the feeling of paranoia that characterizes the source material.
With accusations flying about and choices constantly being made, BSG is a strong interactive game that really shines. Admittedly, it does run a little long (three to four hours for the first game and around half that once everyone knows how to play), but once the first few rounds have passed, the pace of the game really picks up, as do player involvement and suspicion. BSG is, without a doubt, the reviewer's favorite cooperative board game (compared to Shadows Over Camelot, Arkham Horror, Last Night on Earth, Pandemic, and A Touch of Evil, as well as faux-cooperative games such as Cutthroat Caverns) and, moreover, one of his favorite board games, period. BSG should be well received amongst fans of American-style board games as well as fans of Battlestar Galactica television series.
P.S.: Prospective owners need not worry about the game spoiling the series for those who haven't seen the show. The game makes only oblique references to the events of the series (and even those are limited to the first two seasons). In fact, the greatest spoilers may very well be the line of succession for each of the positions of Admiral (that rank being a minor spoiler in and of itself) and President.
Human Objective: to find Earth before (a) the fleet is destroyed by the cylons, and (b) running out of resources (food, fuel, morale, and population). You will achieve this objective through iterations of FTL jumps, passing skill checks, attacking enemy ships, and strategically moving certain characters to and from certain locations. You will lose and/or have to repair military and/or civilian ships along along the way, and your resources will dwindle down with every hit from the cylons.
Cylon Objective: to destroy the Colonial fleet. You will meet this objective by covertly failing skill checks, attacking Colonial ships, and making the humans run out of resources.
Playable Characters: Commander Adama, Col. Tigh, Helo, Laura Roslin, Gaius Baltar, Tom Zarek, Starbuck, Lee Adama, Sharon Valeri, and Chief Tyrol. Characters are divided into 4 categories: Political leaders, military leaders, pilots, and support. Since Tyrol is the only support character in this game, it is recommended that one player be Tyrol, as his skills are vital when dealing with damaged vipers/raptors. Every character has a unique skill set. These skill sets include Politics, Leadership, Tactics, Piloting, and Engineering. So Laura Roslin draw cards from the Leadership and Politics decks, while Starbuck draws from the Piloting and Engineering decks. Explanation of these decks is spelled out later....
Game Pieces: Colonial ships (vipers, raptors, various civilian ships); Cylon ships (raiders, heavy raiders, and base stars); character tokens (one for each playable character); pilot tokens (Apollo, Starbuck, Helo, Boomer); damage tokens for Cylon ships; damage tokens for Colonial ships; Cylon boarding party tokens; fleet FTL jump prep marker; 2 nuke tokens (held by Admiral for use when he sees fit); current player token; 8-sided die.
Skill card decks (divided into Politics, Leadership, Tactics, Piloting, and Engineering) -- players draw from these decks at the beginning of each turn, and the Destiny deck (not to be confused with the Destination deck) is built from these skill decks. These skill cards are used either as Actions, or in skill checks to resolve crises.
Loyalty Deck (divided into "You are NOT a cylon", "You ARE a cylon", and "You are a sympathizer"). The structure of this deck depends on the number of players. At least one player will be assigned cylon loyalty. Note that this player may or may not be a character who was actually a cylon in the tv series.
Destiny Deck: built from 2 cards from each of the 5 skill decks. Each time a skill check is done, two cards are drawn from this deck and are totaled in with the skill check.
Quorum Deck: I think this deck is held by the player who represents the President of the Colonies.
Crisis Deck: There are 3 types of crises (character crises, event crises, and cylon attacks). The instructions on the card must be followed. Sometimes the player is given a choice between a skill check and a dice roll. Sometimes the player is given the option to defer to another character to perform the action.
Super Crisis Deck: When a cylon is revealed, he now draws from this deck instead of the normal Crisis deck. Super crisis cards are very grave scenarios to the Colonial fleet.
Destination Deck: Each time the fleet jumps, a card is drawn from the Destination deck. The instructions on the card must be carried out, and the card tells you how many units of distance the jump covered en route to Earth.
Kobol objective card: This is the end result you are trying to achieve for humanity to find its final destination.
Title cards: The President and the Admiral each hold a respective card that specifies actions they may take as President or Admiral.
Character sheet: This lies face-up so that all other players can see what your skill set consists of, what specific actions your character is capable of, and what unique restrictions you have as that character.
Game play: At each player's turn, he receives 5 skill cards, determined from his character sheet. He can then move his character to a different location if he chooses. Then he can perform an action. Then he draws a card from the crisis deck, which must be resolved. Upon resolution of this crisis, cylon ships may need to be activated (detailed in the rule book), and the FTL jump prep token may need to be progressed to the next step.
First of all, probably the best implementation of theme I've ever seen for a board game, and all done without sacrificing gameplay. I love the show and love how the character cards and their bonuses/penalties reflect the characters from the show. Even their starting positions, the crisis cards, and that you can't deploy Vipers from one side of Galactica all pull from the show while still working really well for gameplay.
It is an intense and fun coop experience with constant tension since your resources are constantly diminishing as you get closer to your goal and gives you that feeling of treading water with shore just in sight on the horizon. I love that you can switch sides half-way through the game, some people think this is a crappy mechanic but I think it is original and a lot of fun to all of a sudden have to start trying to sabotage these people you spent an hour trying to get home and, again, it really fits the show's theme.
Finally, the whole game is really well balanced for a game that has so much going on. And of course the one thing nobody can ever fault FFG on is their production values. The game is gorgeous and the bits are all solid.