This may be of interest to some people here. I have now received a copy of the Battlestar Galactica Daybreak expansion. It includes the following:
- Awesomeness.
Seriously, I think there are some very nice elements in this expansion. There's only one optional module, and that part leaves me sceptical, but the rest of it looks pretty sweet. They include:
- New characters, twelve of them. There are four totally new characters, which we introduced in the last game (Romo Lampkin, Cottle, Hoshi and Hot Dog). There are also four revamped characters. You can play Apollo the politician, Baltar the cult leader, Helo the pilot or Zarek the mutineer. There are also four new Cylon leaders: Aaron Doral, D'Anna Biers, Simon O'Neill and Sharon "Athena" Agathon. (You can have both Athena and Boomer in the same game.)
- New skill cards. Each deck gets five new cards in three different flavours.
- The Treachery deck gets a full rebuild. The old cards are out, the new cards are in. All the new ones have skill check effects. The point value now varies from 0 to 5. Making checks Reckless is still risky, but function differently (there's a risk that Treachery will get added from the deck).
- New crisis cards, including six new Cylon attack cards.
- A new overlay for Colonial One, which now has four locations.
- New ships! The game comes with four assault raptors. Despite the name, they function like vipers, with a number of bells and/or whistles.
- First new mechanism: players' OPGs are now governed by miracle tokens. Cult leader Baltar's stock in trade is miracle tokens.
- Second new mechanism: Cylon leaders no longer get an agenda. Instead they get a total of four motive cards with different (simpler) conditions and a favoured team. In order to win, the leader must fulfil three of the motives, two of which are earmarked for the winning team. (I think this is a big improvement on the agendas, which varied widely in their degree of difficulty and value as a balancing mechanism.)
- Third new mechanism: Mutiny. This is a big one. There are now mutiny cards, that players can receive in various ways. They can be played as an action, and tend to cut both ways (for instance, one card lets the mutineer launch a nuke, but at the cost of all remaining nukes. However, if a player pulls two mutiny cards at the same time, they get brigged. This also replaces the Sympathiser as a balancing item. Instead, if the game has an even number of (non-Cylon leader) players, at Sleeper phase, one player becomes the Mutineer (hilarity ensues).
The optional part, The Search for Home, I'll save for another time.