Thursday, June 4, 2009

Skill Card Strategy

During the game, its imporatant to balance the amount of skill cards used for their ability and the amount used in skill checks. Below will help guide the best way to handle each skill card type.

Politics (YELLOW)

Investigative Committee
Playing this card before the group adds cards to the skill check will cause all cards to be played face up. Even if you don't suspect anyone, this card will prevent the group from over playing a skill check.
Skill card value: 3-5
Using on Skill Checks: Since many skill checks with YELLOW as positive also include GREEN, it might be better to save these cards for the ability and use your GREEN cards (all but one character draws GREEN cards).

Consolidate Power
A greatly underestimated skill card. Since there is a location that lets you draw 2 YELLOW cards, this gives you the ability to stock up on a skill you really need.
Skill card value: 1-2
Using on Skill Checks: You will have many of these throughout the game, probably at least one in your hand at all times, especially if you are a Political Leader. Don't be afraid to use the 2 value cards in skill checks often.

Leadership (GREEN)

Declare Emergency
If the skill check fails by up to 2 points, use this card to lower the strength requirement.
Skill card value: 3-5
Using on Skill Checks: If a Cylon is sabotaging skill checks, it is unlikely you will fail by 1 or 2 points. It's nice to have one in your hand just in case, but since 26 out of 41 Crisis skill checks need GREEN as positive, its better to play these and keep your Executive Orders in hand.

Executive Order
Play this card to give another player 2 actions at his current location OR one move and one action. Extra useful during massive Cylon attacks.
Skill card value: 1-2
Using on Skill Checks: Absolutely one of the best skill card abilities in the game. Do not waste these on skill checks unless completely necessary.

Tactics (PURPLE)

Strategic Planning
Before rolling the dice, play this card to raise the player's dice roll by 2.
Skill card value: 3-5
Using on Skill Checks: Very good to keep on hand for important dice rolls. Also found as positive on 29 of 41 Crisis skill checks. If possible, keep one in hand just in case and use the remaining for skill checks.

Launch Scout
Like Consolidate Power, this skill is very much overlooked. Use this skill to look at the top of either deck.
Skill card value: 1-2
Using on Skill Checks: The key to humans winning is to try and control the amount of luck that goes into the destination and crisis decks. However, since many characters pull PURPLE cards, don't be afraid to part with these on skill checks.

Piloting (RED)

Massive Firepower
Play to attack with a Viper 4 times instead of 1.
Skill card value: 3-5
Using on Skill Checks: Nice card to have, but most of the time when RED is positive in a check, political leaders will not have any cards to help, so these are better kept for skill checks.

Evasive Manuevers
Play to have raider attack roll again, if viper is manned, reduce second roll by 2.
Skill card value: 1-2
Using on Skill Checks: Same as above, especially when there is no Cylon attack.

Engineering (BLUE)

Scientific Research
Play before cards are put into skill check, but before revealed. Make all cards of one color equal zero.
Skill card value: 3-5
Using on Skill Checks: Like RED cards, BLUE are not held by most players, therefore these should be saved for skill checks.

Repair
Play to repair a location or two vipers in the hanger deck.
Skill card value: 1-2
Using on Skill Checks: These are best to conserve just in case. Because only one character draws two per turn (other two characters draw only one), there aren't many players that have easy access to these cards.

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