We’re All Friends In Space
August 10th, 2009 Zen
The TUCS LAN just past was choc full of inane sleep deprived rambling, shouting, board games and bricks being thrown through windows. The latter was not us, eff why eye.
We played a good many games of the Battlestar Galactica board game. I played in two, but hid in my jumper and slept through the third. While the game isn’t exactly fair, and mostly consists of the human team desperately trying to hold on to their bar of soap in a prison shower, while keeping their backs to the wall and eying everyone else in the room - wondering who might jostle them and make them drop it.
I have briefly mentioned this game before in a previous post, but to recap it’s a semi-cooperative game where there is guaranteed to be one or two people who aren’t really on your side. These people will work to destroy the fleet while you’re not looking. There are a few things about the mechanics of this game that I find intriguing.
Player-Enforced Social Rule: The game features a skill check system in which the humans stave off disaster, but which player play cards into secretly; Some cards help, some hinder. In this way, an unrevealed Cylon can disrupt the fleet without giving themselves away. In comes the player-enforced secrecy rule. Nobody at the table is allowed to state with certainty anything they know, except when such a statement could be a fabrication. For example, anyone can say that they can “help out on this skill check a bit” but nobody may say “I can play 5 piloting to help out”. However, if a player gets the ability to look at another player’s Loyalty card(s) - which indicate his human or Cylon status - he can say whatever he wants, be that “he’s a Cylon” or “he’s cool, guys”. I’m constantly surprised how well this player-enforced system works, given that player-reliant rules are usually flimsy and most games rely on a player’s lack of knowledge to determine limitation of information.
Bluffing: One thing I love about the game is it brings the fun of social interaction to its potential limit. A Cylon player has many different bluffing strategies up his sleeve, and humans need to work out the true intentions behind everyone’s actions. Some of the Cylon bluffing strategies I’ve seen used to great effect (there are many others):
- Be “honest”. Stating the logical reason to the table why you could be a Cylon is a good way to decrease suspicion, usually. “Well the Cylon obviously played politics cards against us, so it could either be player x, player y or me.”
- In contrast to the above, try to acquire cards outside of your skill set. If you’re a politician, get some tactics or engineering cards to play against the humans. This has the added benefit of shifting suspicion on the other players. “Well I don’t even draw tactics cards, but you do.”
- Gain their trust. While this is easy to do by simply blowing up some Cylons or helping everyone in some crucial skill check, I’ve seen it best used in an unlikely situation. A Cylon player who investigated another player and found him to be a Cylon declared it - leading to the capture of a Cylon. But this earned him enough trust to stay out of suspicion for the rest of the game while he ruined the human team. “Yep, he’s a Cylon guys.”
- Endure the blame. If you’ve been accused of being a Cylon and locked away when you are one, you can wait it out instead of going guns blazing. The person who pulled this trick sat in the brig until I wasn’t sure why I accused him in the first place, and we let him out. “Bloody hell, I’m not a Cylon!“
Grudges: Most games suffer when grudges get involved. The constant tit for tat in any other board game just detracts from the experience. However, in the Battlestar Galactica board game, grudges for a part of a justifiable accusation. If that other guy threw you in the brig because he thought you were a Cylon, you can exact your revenge by accusing him of being one (which makes sense, because if you aren’t one then he could have been deliberately disrupting the fleet). The constant banter when pointing out inconsistencies and past actions is what makes the paranoia in the game so great.
One Player Can Ruin It For Everyone: While it’s true that every player has his own style of play, there is rarely any advantage in keeping vital Cylon location information to yourself. Occasionally a player will withhold information about the Loyalty cards he just spied on. Even for Cylons, there is no reason to hold on to this - you can lie, or tell the truth ala the above bluffing strategy. While I usually despise game rules that limit the play style to one avenue (handing the information out), the game mechanic more than makes up for it. In other similar ways, the game can be “ruined” by one player not rooting for his team, or being a mehhfort Cylon.
President Admiral Winton Adama
Posted in Board Games, Game Concepts | 2 Comments »
