Consolidate Power
|
Action: Draw 2 Skill Cards of any type(s). They may come from outside your skill set. |
Investigative Committee |
Play before cards are added to a skill check. All Skill Cards are played face up during this skill check (including Destiny). |
Support the People |
Reckless: Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill Cards. |
Preventative Policy |
Movement: Choose 1 resource type. The next loss of this resource type during this turn is reduced by 1. |
Red Tape |
Skill Check: Discard all 5 and 6 strength cards from this skill check (before totaling strength). |
Political Prowess |
Play before making a skill check triggered by a location. Do not make a skill check; instead, it automatically passes or fails (your choice) |
Force Their Hand |
Skill Check: If the Current Player is a Human, he may play 1 Skill Card face up into this Check. If he does not, he must draw 1 Mutiny Card. |
Popular Influence |
Action: Draw 2 Quorum Cards and choose 1 to give to the President. Then, either play or discard the other card. |
Negotiation |
Action: Place a Basestar in front of Galactica and draw a Politics card. Do not launch or Activate any Cylon ships for the rest of this turn. |
Executive Order
|
Action: Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. [Limit 1 "XO" per turn.] |
Declare Emergency |
Play after strength is totaled in a skill check to reduce its difficulty by 2. Limit of 1 "Declare Emergency" card used per skill check. |
Major Victory |
Play after you destroy a Basestar or a Centurion on the Boarding Party track. Roll a die. If 5 or higher, gain 1 morale Limit of 1 "Major Victory" card used per turn. |
At Any Cost |
Reckless: Play before cards are added to a Skill check. All Treachery Cards in the Skill check count as positive strength. |
Iron Will |
Skill Check: If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale. |
State of Emergency |
Action: Lose 1 Food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise). |
All Hands On Deck |
Skill Check: For Each Skill Card in this Skill Check with a strength of 0, add 1 to the Skill Check's total Strength. |
Restore Order |
Play before cards are added to a Skill Check. Do not resolve Skill Check abilities while resolving this Skill Check. |
Change of Plans |
Play this card after a Skill Check is Passed. Instead of resolving the 'Pass' result, each Human draws two Skill Cards. |
Launch Scout
|
Action: Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor. |
Strategic Planning |
Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll. |
Guts and Initiative |
Reckless: Play before cards are added to a Skill check. Do not add cards from the Destiny deck into this Skill check. |
Critical Situation |
Movement: Take 1 Action. Only 1 "Critical Situation" or "Executive Order" card may be used per turn. |
Trust Instincts |
Skill Check: Add the top 2 cards from the top of the Destiny Deck (before totaling strength). Resolve Skill Check Abilities on these cards. |
Scout for Fuel |
Action: Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 Fuel. Otherwise, destroy the raptor. |
Quick Thinking |
The Current Player may choose 1 card with a strength of 3 or less (not a “Quick Thinking” card) to remove from this check and add to his hand. |
Unorthodox Plan |
Action: Activate one of the following Locations, even if it is damaged: “Command”, “Armory”, “Weapons Control”, or “Communications.” |
A Second Chance |
Play before cards are added to a Skill Check. If the check passes the printed Difficulty by 4 or more, the Current Player gains a Miracle token. |
Evasive Maneuvers
|
Play after any viper is attacked to reroll the die. If the viper is piloted, subtract 2 from the new roll. |
Maximum Firepower |
Action: Play while piloting a viper to attack up to 4 times. |
Full Throttle |
Movement or Action: If piloting a viper, you may move to any space area. You may then attack 1 Cylon ship in your area (even if you didn't move). |
Run Interference |
Play before raiders are activated. The first 4 raiders activating in your space area automatically miss (do not roll for them). |
Protect the Fleet |
Skill Check: If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper. |
Best of the Best |
Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area. |
Dogfight |
Skill Check: The Current Player may damage 1 Viper in a Space Area or the Reserves to remove 1 other Skill Card from this Skill Check. |
Combat Veteran |
Action: Choose an Unmanned Viper in the Reserves or a Space Area and Activate it up to 3 times. |
Launch Reserves |
Action: Place up to 2 Unmanned Vipers from the Reserves into a Space Area containing a piloted Viper. Then, Activate those Unmanned Vipers. |
Repair
|
Action: Repair your current location, or if you are in the "Hanger Deck" location, you may repair up to 2 damaged vipers. |
Scientific Research |
Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength. |
Jury Rigged |
Reckless: Play before cards are added to a Skill check to reduce its difficulty by 4. |
Calculations |
Play after a die is rolled to add or subtract 1 from the result. Only 1 "Calculations" card may be used per die roll. |
Establish Network |
Skill Check: Each engineering Skill Card in this skill check counts as double strength (before totaling strength) |
Build Nuke |
Action: The Admiral gains one Nuke token |
Install Upgrades |
Skill Check: If the Skill Check passes, the Current Player draws two Engineering Skill Cards. If the Skill Check Fails, he draws one Engineering Skill Card. |
Raptor Specialist |
Action: Either destroy a Raptor to gain an Assault Raptor, or return a destroyed Raptor to the Reserves. |
Test the Limits |
Action: If the Fleet Marker is not on a blue space of the Jump Prep track, increase the track by 1 and roll a die. If 5 or lower, Damage Galactica. |
Bait
|
Skill Check: Place 1 Civilian Ship behind Galactica. Whenever a player chooses to discard this card, he draws 1 Mutiny Card. |
Dradis Contact |
Skill Check: Place 2 Raiders in front of Galactica. Whenever a Player chooses to discard this card, he draws 1 Mutiny Card. |
Personal Vices |
Skill Check: Each Human player draws 1 Treachery Card. If the Current Player is Human, he also draws 1 Mutiny Card. |
A Better Machine |
Skill Check: The Current Player shuffles 2 Treachery Skill Cards into the Destiny Deck. |
Violent Outbursts |
Skill Check: The Current Player is sent to Sickbay. |
Exploit Weakness |
Skill Check: The Current Player must choose a Human Player to draw a Mutiny Card. |