Can anyone give a basic summary of Exodus? This might help me a lot. If I would have known that Exodus introduces a lot more, I probably wouldn't have joined. Oh well.
Sure.
OverviewThe Exodus expansion largely consists of some extra skill cards (the 0's and 6's), some extra characters (we're not using any currently), some extra crises (the green text in Tables' spreadsheet if you ever go look at it), and 3 "modules".
There are a few other minor things that shouldn't really impact your understanding of what's going on: there's 1 extra nuke available for the admiral, Executions can happen (I think only through a super-crisis or "Cally"-not in play, but I might have missed something), Quorum hand limit of 10 cards
We're using 1 module (the Cylon Fleet Board).
If you want to read the relevant rules yourself sometime it's pages: 5-9 and 12-15...so just about 7 pages of FFG rules, which isn't very much).
Relevant General RulesSkill Check Cards: There's some skill cards (the 0's) that are Skill Check cards. These cards have effects when REVEALED in a skill check. (i.e. if a player or destiny deck plays them into the skill check then we execute the effect when turning it over). They also have an icon that activates a "CONSEQUENCE" that may be listed on the crisis.
Cylon Fleet Board(Especially as you're a pilot you should probably read this over it's the pages 12-15 part I'm going to try to summarize not go into specifics).
Important Change: there are no Cylon Attack cards in the Crisis Deck. This mechanic replaces that. It is managed entirely through the Ship Activations.
When Tables posts the game updates you notice there's an image of Galactica, and an image of a BaseStar? The BaseStar part is the Cylon Fleet Board (CFB).
It offers some additional options to revealed cylons (ignoring that part for the moment)
There is a "Pursuit Track" (the right track in Tables' image) which measures how close the Cylon Fleet is to finding us. When it reaches the end of the track, cylon ships are added to the Galactica Board.
When Cylon Ships Activate:
-If they're on the Galactica Board it works as in the base game.
-If they're not on the Galactica board, they're added to the CFB, and the pursuit marker is advanced.
Pursuit Marker causes Civilian Ships to be added to Galactica Board periodically.
When the Pursuit Marker reaches the end, all ships from the CFB are moved to the Galactica Board.
Viper Mk. VII's. We started with 4 damaged Mk. VII's. These are superior vipers that can move 2 spaces, and are harder to damage (6-7/8 instead of 5-7/8).
When we jump (This one is the biggest impact to strategy):
Cylon ships go to the CFB instead of being placed in reserves. So, the Cylon Ships will get worse and worse until we destroy them, jumping doesn't make them go away permanently, only temporarily.
Civilian Ships don't go anywhere when we jump, they're just left outside the ship. The only way to remove Civilian Ships is to escort them.
Viper Actions:
This works as normal with the additional option to "escort" a civilian ship to safety (it's placed back in the reserves).
Nukes:
Targets an area rather than a basestar, might destroy all ships in the area.
Hopefully that makes sense, and is free of errors. I glossed over some details, but it should get across the idea.