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REGLAS COMPLETAS

The Cylons were created by Man.


They Rebelled.
They Evolved.
They Look and Feel Human.
Some are programmed to think they are Human.
There are many copies.
And they have a Plan.

Forty years after the Cylon Wars, humanity’s deadliest enemies have
reemerged with a vengeance. In a sudden, devastating nuclear attack,
the Cylon robots—who have now taken human form—wipe out billions
of people. Only a ragtag fleet of Colonial forces is left to shepherd
humanity’s few survivors to safety.

a
TABLA DE CONTENIDOS INTRODUCCIÓN
Introducción...........................................................................................................1 Lideras un grupo de personas poderosas que intentan hacerse con
el control de la flota colonial. Operando desde su base, convence a
personas importantes para que se unan a tu causa. A continuación,
Conceptos importantes utiliza este personal clave para desafiar las agendas de las
Condiciónes de victoria......................................................................1 facciones opuestas. La victoria se mide por la influencia.
Zonas de juego...........................................................................................2 Dos o más jugadores pueden jugar al juego de cartas
Reglas generales........................................................................................3 coleccionables Battlestar GalacticaTM. Cada jugador debe traer
Tipos de carta............................................................................................3 una baraja de 60 cartas, una carta base y un método para llevar un
Jugando cartas ..........................................................................................6 registro de su influencia (como un dado de 20 caras o papel y
Efectos............................................................................................................8 lápiz). Si aún no has jugado el juego de inicio rápido, debes
hacerlo primero antes de leer estas reglas completas.
Moviendo cartas en el aréa de juego.......................................8
Glosario. Mientras lee estas reglas, si ve un término desconocido
Nivel de defensa de flota...................................................................9 o uno que no entiende, consulte el glosario en la página 20.
Primer jugador..........................................................................................9
Revelando un valor místico...........................................................10 Componentes de los mazos básicos
•Reglas de inicio rápido
Jugando al juego •2 mazos fijos de 31 cartas, incluyendo 5 cartas foil.
Organización.............................................................................................11 •Reglas completas
Fase de preparación.............................................................................11
Fase de ejecución...................................................................................12
Fase cylon...................................................................................................15 CONCEPTOS IMPORTANTES
Otras reglas importantes
CONDICIONES DE VICTORIA
Agotando tu mazo................................................................................17
Hay dos formas de ganar el juego y una forma de perder el juego.
Construcción de mazos....................................................................17
Palabras clave...........................................................................................18 Los empates son posibles. El juego termina inmediatamente
cuando cualquier jugador gana.
Glosario....................................................................................................................20 •Ganas cuando tu influencia llega a 20 o más.
•Ganas cuando todos los demás jugadores han perdido.
Créditos.....................................................................................................................21 •Pierdes cuando tu influencia se reduce a 0.

1
ZONAS DE JUEGO REGLAS GENERALES
Hay 5 zonas de juego donde se pueden jugar cartas.
• Eres el dueño de todas las cartas que traes al juego. Otros
1. Flota: aquí es donde se juegan las cartas de base, misión, jugadores pueden obtener el control de las cartas que poseas,
personal y naves. Su flota tiene tres áreas: pero estas cartas se te devuelven cuando finaliza el juego.
A. Alerta (tus misiones y unidades que están alerta)
•Siempre que las cartas contradigan las reglas, las cartas tienen
B. Reserva (tus misiones y unidades que están prioridad.
comprometidas pero no están alerta) • Cuando una carta dice que puedes hacer algo y otra carta dice
C. Recursos (tu base, activos y cartas de suministros boca que no puedes, la que dice que no puedes tiene prioridad.
abajo)
• Cada vez que se le permite buscar una carta en su mazo, no
2. Mazo: Esta es una sola pila de cartas boca abajo. Las cartas hay penalización si no encuentra la carta o no quiere cogerla.
en el mazo de un jugador no se pueden ver y su orden no se Siempre baraja tu mazo después de buscarlo y luego ofrécelo
puede modificiar. Cualquier jugador puede contar el número al oponente a tu derecha para que corte.
de cartas en el mazo de un jugador en cualquier momento.
3. Pila de descartes: Las cartas descartadas, derrotadas y
sacrificadas van aquí. Las cartas en las pilas de descarte se TIPOS DE CARTA
pueden ver, pero no se puede modificar su orden.
CARTA BASE
4. Mano: El tamaño de tu mano inicial está determinado por tu Tu base no forma parte de tu mazo. Se revela y se coloca en su área de
carta base. No hay un tamaño máximo de mano. recursos antes de que comience el juego. Tu base es tu primera pila de
5. Eliminado del juego: las cartas eliminadas, el personal recursos. Además de su poder, recursos, rasgos y habilidades, tu base
muerto y los activos destruidos van aquí. Esta zona no se determina el tamaño de su mano inicial y tu influencia.
utiliza en el primer set.

TIPO DE CARTA
ALERTA

RESERVA
HABILIDAD

NÚMERO
DE CARTA PODER
RECURSOS
NOMBRE RECURSO

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EVENTO PERSONAL
Una carta que genera un efecto inmediato en el juego. Una carta que representa un personaje del universo de Battlestar
Galactica.
TIPO DE CARTA
TIPO DE CARTA TÍTULO DE
CARTA

COSTE COSTE

RAREZA RAREZA

NÚMERO VALOR MÍSTICO NÚMERO VALOR MÍSTICO

SUBTÍTULO SUBTÍTULO RASGOS

HABILIDAD HABILIDAD
TEXTO ROJO DE
AMENAZA CYLON
TEXTO DE
TEXTO DE
AMBIENTACIÓN
AMBIENTACIÓN
AMENAZA CYLON RECURSO AMENAZA CYLON

NAVE
MISIÓN Una carta que representa una astronave del universo de Battlestar
Una carta que representa una tarea que tu flota puede intentar. . Galactica.
TIPO DE CARTA TIPO DE CARTA

RAREZA

COSTE

RAREZA
VALOR MÍSTICO NÚMERO VALOR MÍSTICO
NÚMERO
SUBTÍTULO RASGOS
SUBTÍTULO
PODER
HABILIDAD

TEXTO DE TEXTO DE
AMBIENTACIÓN AMBIENTACIÓN

AMENAZA CYLON AMENAZA CYLON


RECURSO

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JUGANDO CARTAS Pagando costes
Recursos Cuando juegas una carta, pagas su coste gastando una o más de tus
pilas de recursos. Para pagar el costo de una carta que está jugando,
Hay 3 tipos de recursos diferentes: persuasión , logística y
anote su coste impreso en el borde izquierdo de la carta. Gasta una pila
seguridad . Cada turno durante tu fase de preparación, puedes
de recursos que genere uno o más recursos del tipo adecuado.
jugar una carta sin costo alguno en tu área de recursos como una
carta de activo o suministro. Si esa pila paga el coste total de esa carta, no puedes gastar otra
Activo. Juega una carta que tenga un recurso impreso en pila de recursos. Si la pila que gastas genera un exceso de recursos,
su borde inferior boca arriba desde tu mano a tu área de recursos esos recursos se pierden. Si la primera pila no genera suficientes
como activo (creando una nueva pila de recursos). recursos para pagar la tarjeta, gaste otra pila de recursos y continúe de
Cuando juegas un personal o una nave como activo, esa carta esta manera hasta que se pague el costo total.
pierde su tipo de tarjeta y gana el tipo de tarjeta de "activo". Se ignoran
otras propiedades de ese activo, excepto el tipo de recurso que produce.
Tarjeta de suministro. Juega cualquier carta de tu mano boca Cumpliendo requisitos
abajo debajo de tu base o un bien como carta de suministros. Una Cuando juegas una carta, debes cumplir con todos los requisitos para
tarjeta de suministro agrega 1 recurso adicional del tipo de recurso jugar esa carta. Estos pueden encontrarse en la habilidad de la carta que
generado por el activo cada vez que gastas esa pila de recursos. estás jugando o en otra carta en juego.
Cuando juegas una carta como carta de suministro, esa carta
pierde su tipo de carta y gana el tipo de carta de "carta de suministro". Cuando juegas una carta, haces todas las elecciones indicadas
Se ignoran otras propiedades de esa carta de suministros. Las cartas de por la habilidad de esa carta a menos que se especifique lo contrario.
suministro no se restauran. Objetivo. Una frase que usa la palabra "objetivo" significa que
el jugador que jugó la carta o la habilidad hace una elección. Tales
Generando recursos elecciones se hacen cuando se juega la carta o la habilidad.
Tu base y cada activo en tu área de recursos pueden generar un recurso
del tipo impreso en la parte inferior de esa tarjeta. Cada carta de Una habilidad que requiere que tu oponente tome una decisión
suministro proporciona un recurso adicional del tipo proporcionado por está escrita así: “El oponente objetivo elige—<Hacer X>; o <hacer
la base o el activo debajo del cual se encuentra. Para gastar una pila de Y>.” Todavía eliges qué oponente se ve afectado en un juego
recursos, gira la base o el activo en la parte superior boca abajo. Para multijugador.
restaurar una pila de recursos, gira la base o el activo en la parte
Ejemplo: un evento dice: "Confirmar unidad de destino".
superior de la pila boca arriba.
Cuando juegas esta carta, eliges qué unidad de alerta se
Ejemplo: cuando se gasta comprometerá. (Puede ser una unidad controlada por cualquier
esta pila de recursos de jugador).
Galactica, se generan 3 :
1 de la base de Galactica (el Ejemplo: un evento dice: “El oponente objetivo elige—Él o ella
activo) y 1 de cada una de pierde 1 influencia; o robas una carta. Tú eliges qué oponente,
las dos cartas de suministro pero luego ese jugador toma la otra decisión.
debajo de ella.
SEGURIDAD

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EFECTOS NIVEL DE DEFENSA DE LA FLOTA
Cuando juegas una carta de evento, resuelves una misión o juegas una Antes de que comience el juego, los jugadores suman los poderes de
habilidad, el resultado es un efecto. Algunas cartas tienen efectos todas las cartas base en juego para obtener el nivel de defensa de la
continuos que se aplican mientras están en juego. Algunas cartas tienen flota que se usará a lo largo del juego. Siempre que el total de todas las
efectos disparados que suceden solo cuando una determinada condición amenazas Cylon de las cartas de alerta o de reserva boca arriba sea
los dispara. mayor que el nivel de defensa de la flota, se producirán ataques Cylon
Un efecto dura hasta el final de la fase actual a menos que se (ver Fase Cylon, página 15). En un juego multijugador, cuando un
especifique lo contrario. jugador abandona el juego, resta el poder de la base de ese jugador del
Cuando tienes que elegir un efecto, debes elegir algo que puedas nivel de defensa de la flota.
hacer, si puedes. Cuando un efecto requiera que hagas algo que no
puedes, haz todo lo que puedas e ignora el resto. Ejemplo: tu base tiene una potencia de 5 y la de tu oponente
tiene 7. El nivel de defensa de la flota es 12 y los ataques Cylon
ocurren cuando el total de amenazas Cylon de todas las cartas de
alerta y reserva boca arriba es mayor que 12.
MOVIENDO CARTAS EN TU
AREA DE JUEGO
Alerta vs. Comprometido PODER
Preparar una carta que controlas es moverla de tu área de reserva a tu
área de alerta. No puedes preparar una tarjeta que no esté en tu área de
reserva.
Lo contrario es comprometer una carta: moverla de su área de
alerta a su área de reserva. No puede cometer una tarjeta que no esté en
su área de alerta. PRIMER JUGADOR
Agotar vs. Restaurar A lo largo del juego, los jugadores deben saber quién actúa primero.
Agotar una carta que controlas es girar esa carta de boca arriba a boca •al principio del juego.
abajo. No puedes agotar una carta que no está boca arriba. (Agotar una •durante la fase de preparación,
pila de recursos también se denomina gasto). Excepto durante un
desafío, una carta agotada conserva su tipo de carta y título, pero pierde •al principio de la fase de ejecución
su subtítulo, rasgos, habilidad y otras estadísticas. •al principio de la fase Cylon.
Lo contrario es restaurar una carta: darle la vuelta de boca abajo
a boca arriba. No puedes restaurar una carta que no esté boca abajo. El primer jugador es siempre el jugador que tiene la menor
influencia. En caso de empate, el primer jugador anterior sigue siendo
el primer jugador. Al comienzo del juego, si dos o más jugadores
empatan en la influencia inicial más baja, determine el primer jugador
al azar. Una vez que el primer jugador ha actuado, el orden del turno
continúa con el siguiente jugador a su izquierda y así sucesivamente
alrededor de la mesa.

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Durante un desafío, el jugador desafiante actúa primero y luego
el juego continúa en orden de turno. Cada vez que haya múltiples JUGANDO EL JUEGO
efectos que respondan a un solo disparador, resuélvalos comenzando
con el primer jugador (o el primer jugador aplicable a la izquierda del
primer jugador en orden de turno) y luego continúe en orden de turno. ORGANIZACION (TODOS LOS JUGADORES SIMULTANEAMENTE)
1.Baraja tu mazo y preséntaselo al oponente a tu derecha para que
Ejemplo: en un juego de tres jugadores, dos jugadores (ninguno corte.
de los cuales es el primer jugador) tienen una misión persistente
que dice robar una carta cuando comience la fase de
2. Players simultaneously reveal their base cards. Put your base card face
preparación. El jugador a la izquierda del primer jugador roba, y up into your resource area.
después el otro jugador. 3. Players determine the fleet defense level for the game by adding
together the powers of all bases.
REVELANDO UN VALOR MÍSTICO 4. Players simultaneously draw starting hands equal to their
Durante los desafíos (y en otros momentos cuando sea necesario), los
hand sizes.
jugadores revelan valores místicos. Para hacerlo, revela la carta 5. Beginning with the first player, each player can decide whether to
superior de tu mazo y muestra su valor místico a todos los jugadores. shuffle his or her hand back into his or her deck, present it to the
Luego coloca la carta en tu pila de descarte. Revelar un valor místico es opponent on the right to cut, and then draw a new hand. Each player can
obligatorio cuando se requiere.
redraw his or her hand only once each game in this way.

TURN STRUCTURE
Battlestar Galactica is played in a series of turns. Each turn is divided into
phases. All players take actions during each phase.
VALOR MÍSTICO
1. Ready phase
2. Execution phase
3. Cylon phase

Ready Phase (in order)


1. All players ready face-up units and face-up missions in their reserve
areas.
2. All players restore any exhausted cards.
3. All players draw two cards from their decks.
4. Beginning with the first player, each player can play one card from hand
to his or her resource area, or pass. Each player can play only one card
in this way each turn.

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5. Beginning with the first player, each player can reorder any unit stacks In the ready phase, you can change the order of any stack you control and
he or she controls. choose which one to use for the rest of that turn. If a singular card is defeated, all
of the cards in its stack are put into their owners’ discard piles.
Execution Phase
In the execution phase, starting with the first player and continuing in turn Example: You have Apollo, Commander Air Group in play, and Apollo,
order, each player performs an action. Repeat this procedure until all players Political Liaison in your hand. You can’t play the Liaison card as a separate
consecutively pass. personnel, but you can overlay it on top of the CAG card. The game text on
When you may act in the execution phase, choose one of the following the Liaison card will be used until the next ready phase (because it is the
actions. You can choose the same action more than once in the same execution newest card on the stack), when you may choose to change the order of the
phase. (Exception: “Resolve a Mission,” p. 13.) unit stack.
• Play a card
• Play an ability Play an Ability
• Resolve a mission Some cards have abilities prefaced with a word and a colon—such as “Commit:”
• Challenge and “Exhaust:”—that can be played as an action in the execution phase. When you
• Pass use such an ability, you must meet its costs or requirements just like when playing
a card.
Play a Card When you have a unit stack, whenever you can play an ability (such as
When you play a card from your hand, reveal it to all players and announce its during the execution phase or during a challenge), you can sacrifice one of the
name. Then show that you meet all requirements needed to play the card. Then cards in that stack (except the top one) to give the top unit +1 power until the end
spend one or more of your resource stacks to pay for the cost of the card. of the phase.
• If it’s a unit or mission, put it into play face up into your reserve area. Red Cylon threat text. Many units that have the Cylon trait have an ability
• If it’s an event, its game text takes effect, and then it is put into your printed in red. This red Cylon threat text comes into effect only when that card is
discard pile. revealed as a Cylon threat.

Overlaying cards. When you play a singular card, if you already have Resolve a Mission
a card that has the same title in play, you must overlay that card and make a If you have a face-up mission in your alert area, during the execution phase you
unit stack. can use an action to resolve that mission. You can resolve only one mission during
To play such a singular card, pay all its costs and put it on top of the stack each execution phase.
of cards with which it shares a title. The ability, traits, and other statistics of only In order for a mission’s ability to take effect, you must meet all the
this top card of the stack can be used. When a card is overlaid, if its stack is alert, requirements listed after its “Resolve:” text. These requirements usually consist
it remains alert; if any of the cards in the stack are exhausted, restore them. of traits or card types, although other kinds of requirements are possible. You
must control the correct number and type of face-up alert units meeting all

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required card types and traits to resolve the mission. No unit can be counted more You can commit or exhaust a challenging or defending unit you control
than once to fulfill a mission’s requirements. in order to generate an effect, such as using its ability, during that challenge.
Challenging or defending units that become exhausted during a challenge retain
Example: A mission requiring “1 Officer and 1 Politician” needs two personnel, all their card properties until the end of the challenge.
even if one personnel you control is both an Officer and a Politician. If the challenger leaves play before the challenge is resolved, the challenge
ends. Don’t commit the defender. If the defender leaves play before the challenge
Unless the mission specifies otherwise, it is put into its owner’s discard pile is resolved, the challenge is still defended and the defending player does not lose
after it resolves. A mission with the Persistent keyword (see p. 18) is put into your influence equal to the power of the challenger. Commit the challenger, and the
resource area when it resolves instead of being put into its owner’s discard pile. challenge ends.

Challenge Pass
By challenging your opponent, you can make him or her lose influence. Your When you can’t or don’t want to do anything else this phase, you must pass. Unless all
opponent may choose to defend with one of his or her units. A challenge is resolved players pass consecutively, you can perform a nonpass action later in this phase.
based on the power of units involved in that challenge.
Cylon Phase
Challenge Procedure Players first total the Cylon threats of all face-up alert and reserve cards in order
1. Choose a face-up alert unit you control to be the challenger, and then to get the overall Cylon threat level. If the Cylon threat level is greater than the
choose one of your opponents. That player may choose a face-up alert fleet defense level, Cylon threats occur; otherwise, there are no Cylon threats,
unit he or she controls of the same type (a ship if your challenger is a and the Cylon phase ends.
ship, or a personnel if your challenger is a personnel) to be the defender
of the challenge.
2. Starting with the challenging player and proceeding in turn order, each
player can play an event or ability, or pass. Repeat this procedure until
all players consecutively pass.
3. If there is no defender, the defending player loses influence equal to
the power of the challenger. Commit the challenger, and the challenge
ends.
4. Otherwise, each player reveals a mystic value and adds it to the
respective power of his or her challenger or defender. ���������������������
5. Resolve the challenge by determining the total power of each player’s
challenger or defender. The player with the highest power wins (the ������������
challenger wins ties). Commit the winning unit, defeat the losing unit,
and the challenge ends. ������������

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Resolving Cylon Threats Players continue to pass or challenge until there are no more Cylon threats
1. All players reveal the top card of their decks and put it face up in the remaining, or all players consecutively pass. Then all remaining Cylon threats are
fleet between all players. Each of these cards represents a single put into their owners’ discard piles, and the Cylon phase ends.
Cylon threat. The power of that threat is equal to the Cylon threat of When the Cylon phase ends, the current turn ends and another turn begins.
that card. All other characteristics of that card are ignored, except Players continue until one or more players win the game.
red Cylon threat text, which triggers at this time in turn order if more
than one is revealed. OTHER IMPORTANT RULES
• If all revealed Cylon threats have the Cylon trait, then the fleet
must jump away. Each player chooses and sacrifices an asset DEPLETING YOUR DECK
or a supply card he or she controls. Then put all Cylon threats
into their respective owners’ discard piles, and the Cylon phase When you are required to draw or reveal a card from your deck and there are no
ends. cards in your deck, shuffle your discard pile and turn it face down; it becomes your
• If the fleet hasn’t jumped away, put any cards that have a Cylon new deck. Continue to draw and reveal cards using this new deck.
threat of 0 into their owners’ discard piles. If no Cylon threats
remain, the Cylon phase ends.
DECKBUILDING
2. If Cylon threats remain, players (beginning with the first player, and Each player needs one base card and a deck of at least 60 cards. The base card does
proceeding in turn order) each choose one of the following options: not count toward the 60-card minimum deck size. No more than four of any one card
• Pass and lose 1 influence. can be included in the deck. For this purpose, a card is identified by its card name,
• Choose any one of the Cylon threats to be the defender and including title and subtitle.
a face-up alert unit he or she controls to be the challenger.
The player to this player’s left becomes the “Cylon player.” Example: A player can have four copies of Apollo, Political Liaison and four
These two players use the “challenge procedure” described copies of Apollo, Commander Air Group in her deck.
earlier to determine who wins the challenge. (Exception: The
challenger and defender don’t have to be units of the same type.) Tip: You’ll probably want to include 30 or more total ships and personnel,
If the challenger wins, the challenging player gains 2 influence. because those are the only cards that you can play as assets to produce
(Exception: In a game with three or more players, gain 1 influence resources.
instead.)

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KEYWORDS Sniper
When a unit with this keyword challenges, if the challenged player chooses to
Expedite
defend, the challenger’s controller may choose the defender (instead of the
A card with this keyword can be paid for using excess resources that you have left
defending player choosing). The defender must be a face-up alert unit and of like
over from paying another card’s cost. Play both cards at the same time, and then
type; for example, when you challenge with a ship that has Sniper, you may choose
resolve them in order.
only a ship to defend.
Example: You spend a resource stack that generates 3 security. You use
Example: You challenge with a ship that has Sniper. Your opponent chooses
2 of that security to pay for a personnel, and you may also play an event in
to defend, and you choose her power 1 ship to defend. She would have
your hand that says, “Expedite (When you pay a cost and have excess
chosen her power 3 ship, but using Sniper you decide which ship defends.
resources, you may play this card.)” Resolve the personnel first, and then
the event.
Scramble
A unit with this keyword can defend as though it were the other type of unit; that
Manipulate
is, a personnel can defend a challenge by a ship, or a ship can defend a challenge
When a card with this keyword challenges and there is no defender, you may gain
by a personnel. Other requirements for defending a challenge, such as being a
influence equal to its power instead of your opponent losing influence.
face-up alert unit, remain the same.
Example: You challenge with a power 2 ship that has the Manipulate ability.
Example: Your opponent challenges you with a ship. You have no ships to
Your opponent chooses not to defend. Normally, your opponent would lose
defend with, but you can choose an alert personnel that has Scramble
2 influence, but you choose to use the Manipulate ability to gain 2 influence
to defend.
instead.
Vision
Persistent
A personnel with this keyword can’t challenge or defend.
A mission with this keyword is put face up into your resource area instead of into
your discard pile as part of its resolution. A persistent mission isn’t an asset and
isn’t a supply card. The effects of persistent missions are cumulative.

Example: You resolve a persistent mission that gives all Fighters +1


power. You already have a copy of that mission in your resource area, so
now all Fighters get +2 power instead.

18 19
GLOSSARY CREDITS
ability: Game text of a card that explains what that card does, what its requirements may
be, or what it can do and when it can do it.
Original Concept: Jim Long
alert: A card in your alert area is an alert card.
asset: A personnel or ship card in your resource area on the top of a resource stack that
Game Design: Matt Robinson, Chuck Kallenbach, and Tyler Bielman
you can spend to generate resources. Lead Developer: Chuck Kallenbach
commit: Move a card from your alert area to your reserve area.
Cylon threat: Indicates the degree to which a unit provokes Cylon attacks. Additional Design and Development: Matt Robinson, Jon Leitheusser,
defeat: Put a card from the play area into its owner’s discard pile.
Mike Mulvihill, Scott Hungerford, and Ethan Pasternack
discard: Put a card from your hand into your discard pile.
exhaust: Flip a face-up card face down. Editing: Sheelin Arnaud
fleet defense level: Indicates the degree to which the entire fleet prevents Cylon attacks.
mystic value: Indicates the impact of the scriptures on game events. Art Direction: Shane Hartley
name: A label that includes the card’s title (if it has one) and subtitle.
overlay: Play a singular unit card on top of another that has the same name. Graphic Design: Dustin Tucker, Ethan Pasternack, Shane Hartley,
power: The conflict value of a card. The power of your base card helps to determine the
and Steve Walker
fleet defense level.
ready: Move a card from your reserve area to your alert area. Brand Manager: Kevin Goddard
red Cylon threat text: A specific card ability (printed in red) that triggers only when
the card is revealed as a Cylon threat. Production Manager: Tanya Zambrowsky
reserve: A card in your reserve area is a reserve card.
resource stack: A base or an asset and all its stacked supply cards. Playtest Coordinator: Julie Haehn
restore: Flip a face-down card face up.
sacrifice: Put a card you control into its owner’s discard pile. Sacrificing a card doesn’t Playtesters: Gregory Austin, Michael Bishop, Kelly Bonilla, James Chott, Kerry
defeat it. DeWitt, Nicholas DeWitt, William Eckman, Tee Ellis, Tim Guzman, Frank Haithcock, Kelly
singular: A card that has both a title and subtitle is a singular card.
Haithcock, Chris Hines, Patrick Hines, Michael Hoefer, Shelly Hoefer, Steven Hoefer,
spend: To generate resources from a resource stack by exhausting the stack’s base or asset.
subtitle: A label found in the middle of some cards under the image; it is part of a card’s name. Cheryl Kallenbach, Isaac King, Scott Lewis, Scott Magner, Walter Mecham, Melinda
supply card: A face-down card attached to one of your assets in your resource area. Prettyman, Brian Ross, Gus Schultz, James Topa, Mark Tuttle, Rollie Watson, Jeremy
target: The object of an ability or a card’s effect. The player of the ability or card chooses Weyand, Brook Willeford, Ken Wilson, and Jamie Witt
the target.
title: A label found at the top of some cards above the image; it is part of a card’s name. Community Manager: Dawn Roscoe
trait: A word on a card that is referenced by the game text of other cards.
unit: A personnel or ship. These two card types are collectively referred to as “units.” ©2006 WizKids, Inc. All rights reserved. WizKids is a trademark of WizKids, Inc. Battlestar Galactica © USA
unit stack: An ordered pile of two or more unit cards that have the same title. Cable Entertainment LLC. Licensed by Universal Studios Licensing LLLP. All Rights Reserved.

20 21
SEQUENCE OF PLAY

Ready Phase
1. All players ready face-up units and missions in their reserve areas.
2. All players restore exhausted cards.
3. All players draw two cards.
4. Each player plays an asset, plays a supply card, or passes.
5. Each player reorders any unit stacks he or she controls, or passes.

Execution Phase
1. Each player plays a card, plays an ability, resolves a mission,
challenges, or passes.
2. Repeat step 1 until all players consecutively pass.

Cylon Phase
1. Determine the total Cylon threat level of all face-up alert and reserve
cards.
2. If the total Cylon threat level is greater than the fleet defense level,
each player reveals a Cylon threat.
3. Each player challenges a Cylon threat, or passes and loses 1
influence.
4. Repeat step 3 until no Cylon threats remain, or all players
consecutively pass.

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