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Rulebook

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Table of Contents

 Introduction
 Summary of game play
 How to win
 Components of the game
o Game board
o Battlestar/basestar cards
o Unit tokens
 Large unit tokens
 Small unit tokens
 Group unit tokens
o Playing cards
o Dice
 Setup
 Sequence of play
o Player turns
o Playing cards from your hand
 Unit placement
 Moving units
o Movement actions
 Move forward
 Change facing
 Slip
o Movement restrictions
o Large ship movement
o Boarding party movement
o Missile movement
o Fighter movement
 Unit actions
o Battlestar/basestar actions
 Launch fighters
 Land fighters
 Conduct Combat
o Fighter actions
 Conduct combat
 180 Degree Turn
o Raptor/Heavy Raider actions
 Conduct combat
 Electronic warfare
 Land a boarding party
o Boarding Party actions
o Civilian Ship actions
 Combat
o Line of sight
o Firing arcs
o Battlestar / Basestar combat
 Resolving damage against a battlestar or basestar
 Resolving damage from a nuclear missile
o Fighter combat

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o Civilian ships in combat
o Missile units in combat
 Planets
o The Planet Token
o Placement
o Movement Restrictions
o Combat Restrictions
 Appendix 1: Human Cards
 Appendix 2: Cylon Cards
 Appendix 3: Revision changes

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Introduction
Cylons were created by man. They were originally designed as expendable, robotic military
troops. Additional models were later introduced as laborers and servants that would never tire,
become ill or have to be paid to perform tedious, dangerous or undesirable tasks.

They evolved. Not long after their creation the Cylons became sentient and learned to resent
their enslavement.

They rebelled. Seeking retribution for their unjust treatment the Cylons waged a long and
brutal war against their human creators. After years of fighting and countless casualties on
both sides the conflict ended with an armistice between Cylons and humans.

Following the armistice the Cylons entered self-imposed exile by withdrawing to an unexplored
region of space where they established colonies of their own. For more than forty years no
one saw or heard anything from the Cylons. During that time, the humans rebuilt and slowly
recovered from the war’s aftermath while, unbeknownst to the humans, the Cylons steadily
perfected their mechanical form, multiplied their numbers and developed advanced, organic
models that look and feel human. Some Cylons were even programmed to think they are
human. Capable of imitating human form with near perfection, the humanoid Cylons infiltrated
and established themselves in key positions throughout human society. There are many
copies and they have a plan.

Intent upon the annihilation of human existence, the Cylons launched a devastating surprise
attack against their former masters. Cylon infiltrators easily compromised defense systems
rendering human ships and fighters helpless against the Cylon assault. With their opening
attack, the Cylons swept aside the human defenses and rained down nuclear warheads on the
human colonies. In a matter of hours, the Cylons achieved near-total victory.

Fewer than 50,000 survivors, all that remains of the human race, managed to escape the
Cylon assault in a ragtag fleet of civilian ships protected by the Galactica, a lone, antiquated
battleship that was about to be decommissioned. This last remnant of human civilization
blindly fled into uncharted space in search of a new home – a mythical lost colony called Earth.

Summary of Game Play


Battlestars vs. Basestars is a fast paced game of space combat depicting epic battles between
a ragtag fleet of human survivors desperately fleeing into uncharted space in search of Earth
and the Cylons who are in relentless pursuit. The game can be played by up to five players.
Each player controls one or more battleships and its complement of fighters on one of two
sides in the conflict between the Cylons and humans.

In a two player game one player controls all of the ships, fighters and other units on one side of
the conflict (Cylon or human) while the other player controls all of the ships, fighters and other
units on the opposing side. If there are more than two players then each player controls one or
more ships on one side of the conflict (Cylon or human). All of the players controlling Cylon
ships are on one team and all of the players controlling human ships are on one team. Players
on your team are called friendly players. Players that are not on your team are called enemy
players.

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Battlestars vs. Basestars is played in rounds. During a game round, each player takes a turn.
Cylon players take their turns first followed by the human players. During their turn players
draw cards, decide whether or not to play cards in their hand, move their units on the game
board and conduct combats by rolling dice. After the current player finishes moving units and
resolving combats that player discards any cards in hand in excess of the player's maximum
hand size. Play then progresses to the next player.

How to Win
The game ends when one team completes their scenario objectives and wins the game.
Additionally, if a human player is unable to draw a card because there are no cards remaining
in the human card deck, or if all of the battlestars on the human team are destroyed, the game
ends and the Cylon team wins the game.

Components of the Game

A .zip file containing the game components in .pdf format can be downloaded here:
http://1drv.ms/1dPfRWS

Game Board

Battlestars vs. Basestars is played on a large game board representing a region of space in
which the game scenario takes place. The game board is divided into large hexagonal spaces
(also referred to as large hexes or large spaces) and small hexagonal spaces (also referred to
as small hexes or small spaces).

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Battlestar/Basestar Cards

Each player in the game controls one or more battleships and a corresponding complement of
fighters. Human battleships are called battlestars. Cylon battleships are called basestars.
Battlestars and basestars are large military vessels that serve as the futuristic spaceship
equivalent of a cross between a modern day battleship and an aircraft carrier.

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Each player receives a battlestar or basestar card representing each of the ships under that
player’s control. This card lists the type, combat characteristics and number of fighters
available to the ship as well as the launch points for placing new fighters on the board and the
critical systems and combat characteristics of the ship itself. Players use these cards to keep
track of damage dealt to the ship and its fighters during the game.

Unit Tokens

Cardboard tokens are used to represent the various unit types available to the players in
Battlestars vs. Basestars. The number of units available to each player during the game is
limited to the number of tokens provided in the game. There are two categories of unit tokens:
Large unit tokens and small unit tokens.

Large Unit Tokens

Figure 1 – Large Unit Tokens Figure 2 - Occupied Spaces

Large unit tokens are approximately 3.75” diameter circular tokens used to represent larger
units in the game like battlestars, basestars and civilian ships.

Large unit tokens are placed into large hexagonal spaces on the game board and can be
moved to adjacent large hexagonal spaces during the movement phase of the controlling
player’s turn according to the rules for movement of units.

Large unit tokens occupy all of the small hexagonal spaces entirely contained by the large
hexagonal space the large unit token is located in. Small hexagonal spaces partially contained
by a large hexagonal space with a large unit token in it are not considered occupied. This is
shown in Figure 2 above. The small hexagonal spaces highlighted in red are occupied by the
large unit token while the small hexagonal spaces highlighted in yellow are unoccupied
spaces.

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Small Unit Tokens

Small unit tokens are approximately 1.25” diameter circular tokens used to represent smaller
units in the game like fighters and missiles. Small unit tokens are also used to represent Cylon
centurion and human marine boarding parties and as damage tokens to keep track of damage
dealt to battlestar and basestar ships.

Small unit tokens are placed into small hexagonal spaces on the game board and can be
moved to adjacent small hexagonal spaces during the movement phase of the controlling
player’s turn according to the rules for movement of units.

Small unit tokens only occupy the small hexagonal space they are located in, however if any of
the small hexagonal spaces entirely contained within a large hexagonal space are occupied
then the large hexagonal space is considered occupied for large unit movement purposes.

Group Unit Tokens

Colonial One Group Civilian Group 1 Civilian Group 2 Civilian Group 3

Some large civilian ship tokens depict multiple ships on one token. The ships on these tokens
act together as a single unit.

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Playing Cards

Battlestars vs. Basestars comes with two decks of cards; one deck for the human players and
one deck for the Cylon players. These cards represent resources, tactics and special
circumstances that grant the players a bonus or handicap the enemy team in some way.

Dice

Battlestars vs. Basestars comes with ten standard six sided dice referred to later in this
rulebook and on some of the playing cards as a d6. The rulebook and some of the playing
cards also refer to a d3, which means to roll a six sided die and treat a roll of 1, 2 or 3
normally, a roll of 4 as a result of 1, a roll of 5 as a result of 2 and a roll of 6 as a result of 3.
The game also comes with one eight sided die, which is used when determining the result of
some scenario special rules.

Some cards instruct the player to add or subtract 1 from a die roll result. When doing so the
final result cannot be reduced below a value of 1, but may be increased to a value greater than
the largest number on the die being rolled.

Dice are also used in the game to determine how far some units move. Combat situations
arising during game play are resolved by die rolls as well.

Setup
Place the game board in the center of the table. Next, shuffle the human and Cylon card
decks and place them face down near their respective players. Place half of the dice near
each of the card decks. Players then select a mutually agreed upon scenario or randomly
choose a scenario to play and follow the setup instructions for the chosen scenario.

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Sequence of Play
Battlestars vs. Basestars is played in rounds. Each game round is divided into two turns; the
Cylon team’s turn and the human team’s turn. The Cylon team takes their turn first followed by
the human team.

During a team’s turn each of the players on that team get to take a turn moving and taking
actions with their units.

Players may take their turns in whatever order they wish during their team’s turn. However,
each player’s turn is conducted separately and a player must finish moving and taking actions
with all of their units before the next player takes their turn. If the players on a team cannot
agree what order to take their turns in the opposing team gets to decide. If the opposing team
also cannot agree upon an order then the order is randomly determined.

Player Turns

During their turn, a player completes the following steps in the order listed:

1. Discard as many cards from your hand as you wish then draw cards from the top of your
team’s deck until you have a number of cards in your hand equal to your maximum
hand size according to the scenario rules.

If a Cylon player cannot draw a card because no cards remain in the Cylon deck shuffle
the Cylon discard pile back into the Cylon deck and then continue drawing cards.

If a human player cannot draw a card because no cards remain in the human deck the
human team loses the game.

2. Select one of your units that is in play and complete all of that unit’s actions for the turn:
a. Move the selected unit.
b. Take an action with the selected unit.

3. Repeat step 2 until all of your units that are in play have been selected.

4. If you have more cards in your hand than your maximum hand size choose and discard
cards from your hand until you have a number of cards equal to your maximum hand
size in your hand.

Playing Cards from Your Hand

The cards in your hand should be kept secret from the other players in the game including
friendly players. Players on the same team are free to discuss strategy and tactics, but should
refrain from discussing or giving hints about the cards they have in their hand.

Players may normally play as many cards from their hand as they wish during each player turn
as long as the instructions regarding when the card can be played are followed. However, if
the Command location of every battlestar or basestar controlled by a player is damaged then
that player is limited to playing no more than one card during each TEAM’s turn. Cards that
must be played immediately do not count toward this limit.

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The player who is currently taking their turn plays or declines to play a card first, followed by
any player playing a card that cancels the effect of a card that was just played, then other
players on the same team as the current player get to play or decline to play a card and then
players on the opposing team get to play or decline to play a card.

In most cases, the effects of a card being played must be completely resolved before another
card can be played. However, cards that say to “play this card after any die roll” may be
played during resolution of a card that causes a player to make a die roll as part of the card’s
effect and cards that “cancel the effect of a card that has just been played” may be played
before a player shuffles their discard pile into their deck when resolving the Ragnar Anchorage
card. After playing a card, the same player cannot play another card until all other players
have had an opportunity to play a card.

When you play a card from your hand place it face up on the table so that the other players
can see it. Read the text of the card aloud and follow the instructions on the card. Most cards
allow you to do something special like re-roll a die or put a unit into play. After you follow the
instructions on the card, create a discard pile by placing the card face up somewhere off the
board near your team's deck of cards. For the duration of the game, whenever you or another
player on your team finishes following the instructions on a card that has been played that card
is then moved to the top of your team's discard pile. Any player may examine any team's
discard pile at any time during the game.

Some cards have instructions that say "This card remains in play." These cards are not
placed on top of your team's discard pile after you play them. Instead, they are left face up on
the board and have a continuous effect on game play until they are moved to your team's
discard pile by the effect of another card that cancels a card that remains in play. When a card
that remains in play is cancelled by another card the "remains in play" card is removed from
play and placed on top of the appropriate team's discard pile and the effect of the "remains in
play" card ceases immediately.

Some cards say to "Cancel the effect of a card that has just been played". These cards
undo the effect of the last previously played card just as if that card had not been played at all.
However, the cancelled card is still placed on top of the appropriate team's discard pile. Cards
that "cancel the effect of a card that has just been played" cannot be used on cards that
remain in play.

Every card includes instructions about when that card can be played:

Cards with instructions that say “Play this card immediately” must be played as soon as you
have finished drawing cards. However, if you draw a card that says to “Play this card
immediately” and a copy of the card is already in play then discard the drawn card and draw
another card. If you draw multiple copies of the same card that says to “Play this card
immediately” put one of those cards into play and then discard any copies of that card in your
hand and draw another card for each card discarded in this way. All other cards may be
played at the appropriate time during the turn they are drawn or may be held in your hand to
be played at an appropriate time later in the game.

Some cards have instructions that say “Play this card at the beginning of your turn”. These
cards may be played during your turn any time after you finish drawing cards and before you
select and move your first unit.

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Cards that say “Play this card after any die roll” may be played after any die roll made during
your turn or another player’s turn. During combat the attacker and defender die rolls are
considered to be separate but simultaneous die rolls. A card that says to "Play this card after
any die roll" may therefore affect either the attacker's die roll or the defender's die roll, but not
both.

Example: A Cylon Raider attacks a Raptor. The Cylon Raider previously used one of its
action dice for movement. The Cylon player rolls the Raider's three remaining action dice and
rolls a one and two threes. The human player rolls one die for defense and rolls a two.

Realizing the Cylon Raider would win the combat and score a point of damage against the
Raptor, the human player decides to play "Break! Break!" from his hand, which reads "Play this
card after any die roll. Re-roll one die. You may draw a card." The human player may
choose for the Cylon player to re-roll one of the Raider's die rolls or for the Raptor to re-roll its
die roll. The human player decides to re-roll the Raptor's die and rolls a three. Since
defending units win on ties, the Raptor wins the combat.

If the human player instead chooses to play "Hot Shot Viper Jock", which reads "Play this card
after any die roll. Re-roll any number of dice", the human player could choose to have the
Raider re-roll one or more of its dice or for the Raptor to re-roll its die since the Raider and
Raptor die rolls are simultaneous. However, the human player could not cause both the
Raider and Raptor to re-roll since the Raider and Raptor die rolls are separate die rolls.

Cards that say “Play this card at any time” may be played any time during your turn or
another player’s turn, except while the effect of another card is being resolved.

Cards that say "Play this card at the end of your turn" may be played during your turn after
you have finished moving and taking actions with all of your units and before the next player
discards or draws any cards at the beginning of their turn. You may not go back and move or
take actions with any of your units once you have played a card at the end of your turn even if
the unit did not move or take actions during your turn.

Some scenarios instruct you to take actions at the beginning of the Cylon or human TEAM's
turn. Such actions are taken before any player on the team discards or draws cards at the
beginning of their player turn. Cards that say "Play this card at the beginning of your turn"
may not be played at this time, however, cards that say "Play this card at any time" may be
played.

Cards that specifically refer to your units have no effect on units controlled by other players
including players on your team.

Unit Placement

Units cannot occupy the same space as another unit.

Units must always be placed entirely within a single hexagonal space of the appropriate size
with the front of the unit facing one of the six sides of the hexagonal space.

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Large units are placed in large hexagonal spaces and small units are placed in small
hexagonal spaces.

Large units must be placed in a large hex that is completely depicted on the game board.
Large units cannot be placed in the partial large hexes that appear along the edges of the
game board. Large units ignore small hexagonal spaces for the purposes of placement and
facing, however if any of the small hexagonal spaces entirely contained within a large
hexagonal space are occupied then the large hexagonal space is considered occupied for
large unit movement purposes.

Small units cannot be placed in the partial small hexes that appear along the edges of the
game board. Small units ignore large hexagonal spaces for purposes of placement, facing and
movement. If it is necessary to determine which large hex a small unit is located in and the
small unit occupies a hex that falls directly on the boundary line between multiple large hexes
then the unit is considered to be in the large hex located in the direction the unit is facing. If
this would cause the unit to be in an occupied space then the player who is currently taking
their turn decides which large hex the unit is considered to be in.

Unit Placement Illustrations

Figure 3: Correct Facing and Figure 4: Incorrect Facing Figure 5: Incorrect Placement
Placement

Figure 6: Correct Facing and Figure 7: Incorrect Facing Figure 8: Incorrect Placement
Placement

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Moving Units

Movement Actions

There are three types of movement actions that units may take in the game:

Move Forward – As a single movement action any unit may always move from the hex it
currently occupies to the adjacent hex of the same size located in the direction the unit is
currently facing. Units capable of taking more than one movement action in a single turn may
move forward during as many consecutive movement actions as they wish.

Change Facing – As a single movement action any unit may change facing by sixty degrees to
the right or left of the direction it is currently facing. The unit remains in the hex where it is
currently located when it changes facing.
Units capable of taking more than one movement action in a single turn may not change facing
on consecutive movement actions.

Slip – Large units cannot slip. As a single movement action missiles and fighter units may
move to an adjacent hex of the same size located sixty degrees to the right or left of the
direction it is currently facing. The unit remains facing in the same direction. Units capable of
taking more than one movement action in a single turn may not slip on consecutive movement
actions or immediately following a change facing movement action. A unit that changes facing
must move forward before it can slip.

Example: In figure 9a below, the Galactica is depicted moving forward one large hex and the
Viper is depicted moving forward one small hex.

In Figure 9b below, the Galactica is shown changing facing 60 degrees to the left. The ship
starts out facing toward the upper right of the diagram and is facing to the top of the diagram
after changing facing. The Viper is shown changing facing 60 degrees to the right. The Viper
starts out facing toward the top of the diagram and is facing toward the upper right of the
diagram after changing facing. Note that the units remain in the same hex when changing
facing.

In Figure 9c below, the Viper's starting position is indicated by the black and white Viper in the
center of the diagram. The two positions with green checkmarks next to them represent hexes
the Viper could legally slip into. The Viper is not allowed to slip into the two positions marked
with red circle/slashes. Note that the Viper maintains its original facing after completing the slip
maneuver.

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Figure 9a: Move Forward Figure 9b: Change Facing Figure 9c: Slip

Movement Restrictions

Units cannot move backwards (in a direction opposite to the direction the unit is currently
facing).

Units other than missiles cannot move on the turn they come into play.

Units cannot move into a space occupied by another unit. (Reminder: Large units occupy
multiple small hexagonal spaces within a large hexagonal space. Also, if any of the small
hexagonal spaces entirely contained within a large hexagonal space are occupied then the
large hexagonal space is considered occupied as well).

Large Ship Movement

Large ship units such as Battlestars, Basestars and civilian ships may take one movement
action during their controlling player’s turn.

Boarding Party Movement

Boarding Party units do not make normal movement actions and instead move from one ship
location to another location on the same ship during a successful boarding party action.

Missile Movement

Some cards in the game allow one of your fighters or ships to launch a missile when the card
is played.

When a fighter unit launches a missile choose either an anti-ship missile or anti-fighter missile
and place the appropriate token in the unoccupied space directly in front of the fighter unit
facing the same direction the launching fighter unit is facing. When a battlestar or basestar
launches a missile choose either an anti-ship missile or anti-fighter missile and place the

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appropriate token in one of the ship’s unoccupied launch points. Missile units can move on the
same turn they are launched.

Missile units are highly maneuverable. They must take three movement actions during their
controlling player’s turn and can change facing by 60 or 120 degrees as a single movement
action.

Missile units must move as directly as possible toward the closest enemy unit of the type (ship
or fighter) targeted by the missile. Whenever a missile is adjacent to a space occupied by an
enemy unit of the type it is targeting and has enough movement points remaining to reach any
hex occupied by the enemy unit then that enemy unit takes one point of damage and the
missile is immediately removed from play. If a missile cannot make a legal move it is
destroyed.

Some cards in the game allow one of your fighters or ships to launch a nuke. Nukes are
special anti-ship missiles that follow all of the same rules as normal missiles for movement.

Fighter Movement

Fighter units receive a number of action dice each turn that are used to determine how many
movement actions the fighter takes and how many dice the fighter gets to roll during combat.
The number of action dice received is determined by fighter type as listed in the table below.
This information is also shown on the battlestar and basestar cards.

Action Dice by Fighter Type


Fighter Type # Action Dice
Viper Mk II 4
Viper Mk VII 5
Raptor 3
Cylon Raider 4
Cylon Heavy Raider 3

When moving a fighter unit, the controlling player may roll one or more of the fighter’s action
dice and choose any die result. The fighter may then take any number of movement actions
less than or equal to the chosen die result. Fighters can move forward, turn or slip as a
movement action.

Any action dice not used for movement remain in the fighter’s pool of action dice and are
available to be used during combat.

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Unit Actions

Units other than missiles cannot take any actions on the turn they enter into play.

Playing a card from your hand does not count as an action nor does resolving the effect of a
card that has been played.

Example: The Alert Vipers card allows a player to launch d3 Vipers from the player's reserves.
Putting these Vipers into play is not the same as using a battlestar's Launch Fighters action
and does not count as taking an action with any of the player's units. After Alert Vipers is
played the launching ship(s) may still take an action during the player's turn to conduct combat
or launch fighters if the ship has unoccupied launch spaces available.

Example: The Maximum Burn card can be played at the beginning of a player's turn to allow
each of a player's fighters to take a movement action. Moving each of the units when resolving
the effect of the Maximum Burn card does not count as the unit's normal movement and any
units moved by the Maximum Burn card may still take movement actions during the player's
turn after Maximum Burn has been played.

Battlestar and basestar actions

Launch Fighters – Roll two dice. If the result of the two dice added together is greater than the
number of fighters you currently have in play you may place additional fighters into play from
your reserves. If the result is less than or equal to the number of fighters you have in play you
may not launch any fighters this turn and the failed attempt counts as the unit’s action this turn.

Galactica only has one serviceable hanger bay and may launch up to d3 fighters as a single
successful launch action. All other battlestars and basestars may launch up to d6 fighters as a
single successful launch action. These fighters may be placed in any of the small hexagonal
spaces on the game board corresponding to the designated launch points on the player’s
battlestar or basestar card. Fighters may not move or take any actions on the same turn they
are launched.

You may choose friendly fighters controlled by another player on board your ship when
selecting which fighters to launch. Friendly fighters launched in this way may not move or take
any actions for the rest of the player's team's turn.

If the Launch Bay location of a player’s battlestar or basestar is damaged the player cannot
launch fighters as an action, however, the player may still play cards that put fighters into play
or call for the player to launch fighters.

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Figure 10: Launch Points Illustration

Land Fighters – Each battlestar or basestar may, once per turn at the beginning of the
controlling player’s turn, land d6 fighters located within any large hex containing one of the
ship's launch points as a free action. Battlestars and basestars can carry up to a maximum of
16 fighters of any type. (The fighter units depicted on the battlestar and basestar cards
represent the ship's starting complement of fighters). A fighter may land on any friendly
battlestar or basestar with an available landing space.

Conduct Combat – Choose one enemy unit within three large hexes of your battlestar or
basestar and conduct a combat against that unit.

If the Weapons location of a player’s battlestar or basestar is damaged that unit cannot
conduct combat as an action. However, the unit still rolls a single die and can damage enemy
units while defending during combat.

Fighter actions

Conduct Combat – A fighter can, as a single action, engage in combat against one enemy unit
within three small hexes extending in a straight line in the direction the fighter is facing.

180 Degree Turn – A Viper or Cylon Raider can, as a single action, remain in the same small
hex it is currently located in and change facing by 180 degrees. Raptors and Heavy Raiders
cannot take a 180 Degree Turn action.

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Raptor and Heavy Raider actions

Conduct Combat – A Raptor or Heavy Raider can, as a single action, engage in combat
against one enemy unit within three small hexes extending in a straight line in the direction the
Raptor or Heavy Raider is facing.

Electronic Warfare – A Raptor or Heavy Raider can conduct electronic warfare as a single
action. If it does so, all friendly fighters in the same large hexagonal space as the Raptor or
Raider add one to their combat die roll results until the beginning of the controlling player’s
TEAM’s next turn. This effect ceases immediately if the Raptor or Heavy Raider is destroyed.
If more than one Raptor or Heavy Raider conducts electronic warfare in the same large
hexagonal space the effects are redundant, but are not cumulative.

Example: Two Raptors are in the same large hexagonal space. Raptor A conducts electronic
warfare allowing all friendly fighters in the same large hexagonal space to add one to their
combat die roll results. Raptor B also conducts electronic warfare, however, all friendly fighters
in the same large hexagonal space still only add one to their combat die roll results since
electronic warfare effects are not cumulative. If Raptor A is destroyed the electronic warfare
effect generated by Raptor A ceases immediately, however, friendly fighters in the same large
hexagonal space would continue to add one to their combat die roll results since the redundant
electronic warfare effect from Raptor B is still in effect.

Land a Boarding Party – If a Raptor or Heavy Raider occupies a small hexagonal space that is
adjacent to a large hexagonal space containing an enemy ship the Raptor or Heavy Raider
can attempt to land a boarding party on that ship. Roll the Raptor or Heavy Raider’s remaining
action dice. If at least two of the die results are the same (i.e. the Raptor or Heavy Raider
rolled “doubles”) before any modifiers are applied then place a boarding party marker on the
landing bay location of the targeted enemy ship. Whether or not the attempt to land a boarding
party is successful it counts as the Raptor or Heavy Raider’s action for the turn.

Boarding Party actions

Boarding parties come into play on the launch bay location of an enemy ship and cannot take
an action on the same turn they are put into play. During each subsequent turn boarding
parties attempt to attack the enemy ship they have boarded in the following manner:

Roll two dice and compare the highest result to the result of a single die roll made by the
player who controls the boarded ship (the defender). The defender wins on a tie.

If the boarding party’s result is less than or equal to the defender’s die roll the boarding party
loses the fight and is removed from play. If the boarding party’s die roll is higher the boarding
party wins the fight and remains in play. If the boarding party wins the fight and at least two of
the boarding party’s die results are the same (i.e. the boarding party rolled “doubles”) before

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any modifiers are applied then the ship location where the fight took place is damaged and the
boarding party moves to an adjacent location on the enemy ship. If the location the boarding
party moves to is already damaged the boarding party still moves to the damaged location and
then ends its turn there.

The diagram below shows the adjacency of the ship locations:

Launch Bay  Weapons  Command

If a boarding party is located in a damaged ship location at the beginning of the controlling
player's turn then it moves to an adjacent ship location just as if it had won a fight and
damaged the location itself.

If a ship location containing a boarding party is damaged in combat or by the effect of a card
the boarding party is unaffected.

Human and Cylon boarding party markers that are removed from play go back into their
controlling team's pool of reserve units and can be used again.

If all of a battlestar or basestar’s ship locations (Launch Bay, Weapons and Command) are
damaged the unit is destroyed and is removed from play along with the boarding party.

Civilian Ship actions

Civilian ships generally cannot take any actions after they have moved. Some scenarios may
include rules that allow civilian ships to take special actions during the scenario.

In scenarios where Civilian ships are jointly controlled by more than one human player each
civilian ship may move and take actions during either human player’s turn, but may not move
and take actions during both human players’ turns.

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Combat

Line of Sight

Attacking units must be able to draw an unobstructed line of sight from the center of the
attacking unit’s hex to the center of the target unit’s hex.

Large units block line of sight. Small units do not.

If the attacker’s line of sight passes through any part of a large hex occupied by a large unit
before reaching the center of the target unit’s hex then the line of sight is blocked.

Firing Arcs

Fighter units have forward mounted weapons and can only attack enemy units within three
small hexes extending in a straight line in the direction the fighter is facing.

Battlestars and basestars have weapons mounted all over their hulls facing in different
directions and can fire at enemy units anywhere within three large hexes of the battlestar or
basestar. Firing arcs are used to determine how effectively battlestar or basestar weapons
can fire against enemy units located in different directions around the ship. These firing arcs
are defined as follows:

The area surrounding the battlestar or basestar is divided into six 60° firing arcs relative to the
battlestar or basestar’s current heading: Firing Arc #1 covers a 60° arc centered along a line
projected in the direction the battlestar or basestar is facing. The direction the battlestar or
basestar is facing is assigned a heading of 0°. Therefore, firing arc #1 covers from 330° to
30°. Firing arc #2 covers from 30° to 90° and each subsequent firing arc continues this pattern
of moving in 60° increments in a clockwise direction around the ship.

Any unit located in a hex falling entirely within one of these 60° increments is considered to be
in the corresponding firing arc.

If a unit is located in a hex that falls directly on the boundary line between firing arcs such that
the hex is partially within two different firing arcs then the unit is considered to be in the firing
arc located in the direction the unit is facing. If this still does not resolve the firing arc then the
player who is currently taking their turn chooses which firing arc the unit is located in.

22
Example: In figure 11 below, a unit located in any of the yellow shaded spaces would be in
Galactica’s #1 firing arc.

Basestar 1 is located in a green shaded hex falling directly along the boundary line between
Galactica’s #1 and #6 firing arcs and is facing to the upper left of the diagram. Therefore,
Basestar 1 is within Galactica’s #1 firing arc and, after consulting Galactica’s card, we see that
Galactica would roll 3 dice in combat against basestar 1.

Basestar 2 is located in a green shaded hex falling directly along the boundary line between
Galactica’s #1 and #2 firing arcs and is facing to the upper right of the diagram. Therefore,
Basestar 2 is within Galactica’s #2 firing arc and, after consulting Galactica’s card, we see that
Galactica would roll 2 dice in combat against basestar 2.

Figure 11: Firing Arcs Illustration

23
Battlestar / Basestar combat

Battlestars and basestars can use an action to conduct combat against one enemy unit within
three large hexes.

Determine the firing arc the target is located in and consult the firing arc diagram on your
battlestar or basestar card to determine the number of dice to be rolled, which is equal to the
number of dice depicted in the firing arc.

Roll the appropriate number of combat dice and compare the highest result against a single
die rolled by the player who controls the target unit (the defender). The defender wins on a tie.

If your die roll is higher you win the fight and the defending unit takes a point of damage.

If your highest result is less than or equal to the defender’s die roll you lose the combat. If you
lose and the combat is against a battlestar or basestar your ship takes one point of damage. If
you lose and the combat is against a fighter unit and the fighter is within three small hexes and
is facing your ship then your ship takes a point of damage.

Resolving Damage against a Battlestar or Basestar

Whenever a battlestar or basestar unit takes damage the unit’s controlling player must choose
and discard a card from their hand for each point of damage taken. If the controlling player
has no cards in their hand to discard a random ship location is damaged instead: Roll a die
and consult the table below to determine the damaged location:

Die Roll Location Damaged


1 or 2 Command
3 or 4 Weapons
5 or 6 Launch Bay

Roll again if the location is already damaged.

If all of a battlestar or basestar’s ship locations (Command, Weapons and Launch Bay) are
damaged the unit is destroyed and is immediately removed from play. Cylon basestars go
back into the Cylon players’ pool of reserve units. Human Battlestars are removed from the
game when they are destroyed.

Resolving Damage to a Battlestar or Basestar from a Nuclear Missile

If a battlestar or basestar unit takes damage from a nuclear missile the unit’s controlling player
must immediately discard all of the cards in their hand and then also damage a random ship
location.

24
If all of a battlestar or basestar’s ship locations (Command, Weapons and Launch Bay) are
damaged the unit is destroyed and is immediately removed from play. Cylon basestars go
back into the Cylon players’ pool of reserve units. Human Battlestars are removed from the
game when they are destroyed.

Fighter Combat

Fighter units can use an action to conduct combat against one enemy unit within three small
hexes extending in a straight line in the direction the fighter is facing. Fighter units can
conduct combat against large enemy units if any small hex occupied by the large unit is within
three small hexes extending in a straight line in the direction the fighter is facing.

Fighter units receive a number of action dice each turn that are used to determine how many
movement actions the fighter takes and how many dice the fighter gets to roll during combat.
The number of action dice received is determined by fighter type as listed in the table below.
This information is also shown on the battlestar and basestar cards.

Action Dice by Fighter Type


Fighter Type # Action Dice
Viper Mk II 4
Viper Mk VII 5
Raptor 3
Cylon Raider 4
Cylon Heavy Raider 3

Any action dice not used for movement remain in the fighter’s pool of action dice and are
available to be used during combat.

The attacking fighter rolls its available action dice and compares the highest result against a
single die rolled by the player who controls the target unit (the defender). The defender wins on
a tie.

If your highest result is less than or equal to the defender’s die roll you lose the combat. If you
lose and the combat is against a battlestar or basestar your fighter takes one point of damage.

If you lose a combat against an enemy fighter and the enemy fighter is within three small
hexes and is facing your fighter then your fighter takes a point of damage.

If your die roll is higher you win the fight and the defending unit takes a point of damage if at
least two of your die results are the same (i.e. you rolled “doubles”) before any modifiers were
applied.

25
If you win the fight and the enemy unit is a fighter or missile and your fighter is directly behind
and within three small hexes of the enemy unit the defending unit takes a point of damage if
your highest die roll was a 6 before any modifiers were applied.

If you win the fight and the enemy unit is a fighter or missile and your fighter is directly behind
and within three hexes of the enemy unit and at least two of your die rolls were 6’s before any
modifiers were applied the defending unit takes two points of damage.

Resolving Damage against a Fighter Unit

The number of hit points a fighter has is determined by fighter type as listed in the table below.
This information is also shown on the battlestar and basestar cards.

Hit Points by Fighter Type


Fighter Type Hit Points
Viper Mk II 2
Viper Mk VII 2
Raptor 2
Cylon Raider 1
Cylon Heavy Raider 2

If a fighter unit has one hit point it is destroyed and removed from play when it takes damage.

If a fighter unit that takes damage has more than one hit point then flip its token over to the red
side (or place a damage marker on it) the first time it takes damage to indicate that it is
damaged. If the fighter takes another point of damage it is destroyed and is removed from
play.

Destroyed Cylon units go back into the Cylon player’s pool of reserve units. The human
players’ units are removed from the game when they are destroyed.

Civilian Ships in Combat

Civilian ships roll one die in combat for defensive purposes, but can never deal damage. If a
civilian ship wins a combat it simply avoids taking damage.

Civilian ship tokens depicting a single ship have one hit point and are destroyed after taking a
single point of damage. Some large unit tokens depict multiple civilian ships on one token.
These groups of civilian ships act together as a single unit with three hit points. Whenever a
group of civilian ships takes damage, the controlling player places a damage marker on any
undamaged ship in the group. When all three ships in the group have been damaged the
group unit is destroyed and the group unit token is removed from play.

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Resolving Damage against a Civilian Ship Unit

Whenever a civilian ship or group of civilian ships takes damage take one card from the top of
the human team's deck and place it in the discard pile then deal one point of damage to the
civilian ship or group of civilian ships.

Resolving Damage to Civilian Ships from a Nuclear Missile

If a civilian ship or group of civilian ships is struck by a nuclear missile discard three cards from
the top of the human team's deck and then deal one point of damage to the civilian ship or
group of civilian ships.

Missile Units in Combat

Missile units roll one die in combat for defensive purposes, but can never deal damage during
combat. If a missile wins a combat it simply avoids taking damage.

Missile units have one hit point and are destroyed after taking a single point of damage.

Planets

The Planet Token

Some scenarios call for a large, approximately 8" inch diameter token depicting a planet to be
placed on the game board. The blue side of the token represents a hospitable planet and the
yellow side of the token represents a inhospitable planet.

Placement

The planet token is placed on the game board in the center of a group of large hexes
comprised of a single large hex and the six large hexes adjacent to that hex as depicted in the
scenario set up diagram.

Movement Restrictions

The planet token is treated as a single large game space. Large hexes partially containing any
part of the planet token are treated as occupied spaces for purposes of large unit movement
and for resolving the Tactical Jump, Basestar Jump or Danger Close Jump cards.

The planet token occupies all of the small hexagonal spaces located entirely within any large
hexagonal space containing any part of the planet token. Small hexagonal spaces located
partially within a large hexagonal space containing part of the planet token are not occupied by
the planet token.

Large units cannot enter any large hex partially containing any part of the planet token.
Fighters entering any small hex occupied by the planet token are immediately moved onto the
planet token.

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While on a planet, fighters cannot taken any movement actions except for a special movement
action to leave the planet. Any fighters leaving a planet are placed in any unoccupied small
hex adjacent to any large hex partially containing any part of the planet token and cannot take
any other actions for the rest of the turn.

Combat Restrictions

The planet token blocks line of sight. If an attacker’s line of sight passes through any part of a
large hex containing any part of the planet token before reaching the center of the target unit’s
hex then the attacker's line of sight is blocked.

While on a planet, units cannot take any actions except for special actions allowed by the
scenario rules. Units cannot launch missiles while they are on a planet.

Units cannot conduct combat against any units located on a planet. Cards that target units
located in a large hex cannot target the planet game space or units that are on a planet.

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Appendix 1: Human Cards

29
30
2 Action Stations!
3 Alert Vipers
1 Arrow of Apollo
2 Baltar's Muse
2 Blaze of Glory
3 Break! Break!
2 Danger Close Jump
2 Emergency repairs
3 Flak Barrage
2 Fuel Shortage
2 Good Hunting
2 Hidden Reserves
2 High G Maneuver
2 Hot Shot Viper Jock
3 Launch a Nuke
2 Maximum Burn
3 Mission Achieved
1 Ragnar Anchorage
3 Scouting Mission
2 Tactical Jump
10 Target Acquired
54

31
Appendix 2: Cylon Cards

32
33
2 Ammo Shortage
3 Bait and Pounce
2 Basestar Jump
2 Cavil's Influence
2 Conflicted Loyalty
2 Cylon Assassin
2 Cylon Jamming
2 Cylon Saboteur
2 Disoriented
2 Dissension
2 Fuel Shortage
3 Impaired Judgment
2 Instrument of God
2 Launch A Nuke
3 Lost Resources
10 Missiles Away!
2 Relentless Assault
2 Tactical Jump
3 There's Too Many!
2 Thirty Three
2 Total Destruction
54

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Appendix 3: Revision Changes

1.4.4.

The Cylon card Conflicted Loyalty was revised so that one enemy player randomly discards
one card rather than one enemy player randomly discarding two cards and the Cylon player
gets to draw a card.

1.4.3

Added one eight sided die to the list of game components.

Added special rules to Scenario 7: Olympic Carrier allowing the humans to attempt to rescue
the Olympic Carrier.

1.4.2

Clarified that cards that “cancel the effect of a card that has just been played” may be played
before a player shuffles their discard pile into their deck during resolution of the Ragnar
Anchorage card.

Changed the special rules of Scenario 2: Attack on Colonial one so that civilian ships roll a d8
instead of a d6 when attempting to jump to safety.

Corrected a mistake in the special rules of Scenario 10: Battle at New Caprica. Civilian ships
attempting to jump to safety after leaving the planet must roll less than or equal to their
distance from the planet rather than greater than or equal to their distance from the planet.

The Cylon card Lost Resources was revised so that the top three cards rather than the top four
cards are discarded from the human deck.

The Cylon card Conflicted Loyalty was revised so that each enemy player randomly discards
one card rather than one enemy player randomly discarding two cards and the Cylon player no
longer gets to draw a card.

1.4.1

The wording of the rules defining the spaces occupied by a planet token was revised to
improve clarity.

The scenario objectives, setup and special rules were adjusted for Scenario 6: Search and
Rescue.

1.4.0

Missile Movement – Improved the wording without making any functional changes.

Land Fighters – Landing fighters must now be in a large hex containing a launch point instead
of in any large hex within one large hex of the ship.

35
Fighter Movement – Fighters may now take any number of movement actions up to the chosen
die result instead of having to make a number of movement actions equal to the chosen die
result.

Scenarios were reformatted to list the objectives before the set up section.

The rules and scenarios were split into separate .pdf documents.

After additional play testing changes were made to the objectives and rules in several
scenarios:

 In scenarios with a Cylon objective to destroy human fighters the number of


fighters the Cylons have to destroy to complete the objective was reduced.

 Scenario rules regarding the interaction of Danger Close Jump and civilian ships
was changed.

 Scenario rules for intercepting fighters on planets were changed in Scenarios 6,


8 and 10.

 The set up for Scenario 6 was changed and some restrictions on when human
ships can jump to safety to end the game were added to the scenario.

 Some restrictions on when human ships can jump to safety to end the game
were added to Scenario 10.

 Scenario 12 was limited to two players. Too many complications were caused by
mixing Cylons and humans on the same team in the three to five player versions
of the scenario.

1.3.9

Added Scenario 11: Fear the Reaper

Added Scenario 12: Mutiny!

1.3.8

Added a scenario special rule to the Search and Rescue and Kobol's Last Gleaming scenarios
to prevent Cylon Saboteur from being used to destroy Starbuck's Viper or Baltar's Raptor for
an all too easy Cylon win.

1.3.7

Clarified that cards that must be played immediately do not count toward the one card per
team turn limit when all of the command locations of all ships controlled by a player are
destroyed.

Moved the rules for landing fighters out of the scenario special rules and into the main rules.
Added rules for landing fighters on friendly ships.

36
Moved the planet rules out of the scenario special rules and into the main rules.

Corrected the Scenario 2, five player Cylon setup.

Corrected the Scenario 5, three player setup.

Corrected the Scenario 6 set up to include missing instructions to place a damage control
marker under Starbuck's Viper in some of the set ups. Added a draw condition to the scenario
objectives.

Improved the wording in Scenario 7, five player set up.

Added a rule to prevent Baltar's Raptor from safely camping on the planet after it is rescued.
Added a draw condition to the scenario objectives.

1.3.6

Updated some of the illustrations and made some minor changes to scenario special rules.

Revision 1.3.5

Corrected some grammatical errors.

Clarified that the effects of electronic warfare are redundant and not cumulative and the effect
ends immediately if the Raptor or Heavy Raider generating the effect is destroyed.

Modified some of the scenario set ups and provided set up diagrams for the scenarios.

Revision 1.3.4

Corrected some typos.

Made some game balance tweaks to some of the scenarios and improved the wording of some
of the scenario special rules based on play test results.

Revision 1.3.3

Added a link to the game components files.

Replaced diagram 9c with a better diagram illustrating slip movement.

Made some game balance tweaks to some of the scenarios and improved the wording of some
of the scenario special rules based on play test results.

Revision 1.3.2

Added Scenario 10 – Battle at New Caprica

Corrected some typos.

37
Revision 1.3.1

Dice – Clarified that die rolls cannot be modified below a result of 1, but can be modified
greater than 6.

Fighter Actions – Removed the restriction on using the 180 Degree Turn action after normal
movement.

Raptor/Heavy Raider Actions – Electronic warfare now adds one to the combat die rolls of
friendly fighters in the same large hex until the start of the controlling team’s next turn. This
change was made because play testers consistently expected EW to work both offensively and
defensively.

Explicitly stated the previously implied draw condition for the Gather The Fleet scenario.

Revision 1.3

Playing cards from your hand – clarified that if you draw multiple copies of the same card that
remains in play you discard one and draw another card. Defined the discard pile, explained
what to do when you play a card from your hand and explained how remains in play cards
work.

Movement restrictions – clarified that units cannot move backwards.

Missile movement – explained that nukes and missile units come into play by playing cards
from your hand. Clarified that nukes are special anti-ship missiles that follow the same
movement rules as normal missiles.

Fighter Actions – added a 180 Degree Turn action for Vipers and Raiders.

Boarding Party Actions – clarified that boarding party markers go back into the owning team's
reserves when removed from play and can be used again.

Revision 1.2

Playing cards from your hand – provided definitions for the end of the turn and the beginning of
team turns.

Movement Actions – provided movement examples and illustrations.

Revision 1.1

Added this appendix.

Missile movement – clarified that missiles are placed in an unoccupied launch point when
launched by a battlestar or basestar.

Boarding Party Actions – boarding parties can move to an adjacent ship location rather than
along a fixed path from Launch Bay to Weapons to Command.

38
Fighter Combat – clarified that fighters can deal damage on a roll of a six when directly behind
their target and within three small hexes. The previous wording led some people to believe the
fighters had to be directly behind the target and adjacent to the target.

Resolving Damage against a Fighter Unit – added a hit point table and improved the wording a
little bit without making any functional changes.

Civilian Ships in Combat – improved the wording a little bit without making any functional
changes.

Some modifications were made to some of the scenario objectives (Attack on Colonial One,
Escape From Ragnar Anchorage, Gather the Fleet). Scenarios are still being play tested for
balance.

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