Object of the Game
Jumping the Fleet
Advance Fleet Token 1 space on Jump Preperation
track (jump instantly if "Auto Jump" has been reached"). Resolve last Crisis
cards after all else.
- If FTL Control location is activated as an action, roll die. A 6 or lower
depletes population by amount on the Jump Preparation track at the Fleet
Token location.
- A jump clears all Cylon ships from the board, returns Vipers to reserves,
places pilots in the Hangar Deck, and reshuffles civilian ships back into
the pile. Any Centurion boarding party tokens remain.
- Reset Jump Preparation track (return Fleet Token to "Start").
- The Admiral draws 2 Destination Cards, places one at the bottom of the
deck and reveals and resolves the other.
- If the resulting total distance travelled is now 4 or higher for the
first time, begin Sleeper Agent Phase.
Receiving the Sympathizer Card
- If the recipient is a revealed Cylon, they may pass the
Sympathizer card to another player to resolve.
- If the recipient is a human or an unrevealed Cylon,
they reveal the Sympathizer card immediately (all other Loyalty cards
remain hidden). If the character, according to the instructions of the
card, is sent to the brig, this card is treated as a "Not a Cylon" Loyalty
card, otherwise, the player is considered to be a revealed Cylon.
Resolving Skill Checks
- Move 2 facedown cards from the Destiny Deck to the Skill Check.
- Beginning with the player to the left of the current player, each player
contributes Skill Cards to the pile once. Characters in the Brig and
revealed Cylons may only contribute 1 card.
- Shuffle Skill Check pile. Reveal all Skill Cards from the Skill Check
pile, seperating helpful and hindering cards.
- Determine the total of the skill check. If the total is greater than or
equal to the difficulty, resolve the "Pass" effect resolve the "Fail"
effect.
- If a player must be sent to the Brig, a player that is already in the
Brig may not be chosen.
- Revealed Cylon players that are in the Brig do not draw a Crisis
Card.