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.

  1. 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.
  2. 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.
  3. Reset Jump Preparation track (return Fleet Token to "Start").
  4. The Admiral draws 2 Destination Cards, places one at the bottom of the deck and reveals and resolves the other.
  5. If the resulting total distance travelled is now 4 or higher for the first time, begin Sleeper Agent Phase.

Receiving the Sympathizer Card

Resolving Skill Checks

  1. Move 2 facedown cards from the Destiny Deck to the Skill Check.
  2. 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.
  3. Shuffle Skill Check pile. Reveal all Skill Cards from the Skill Check pile, seperating helpful and hindering cards.
  4. 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.