Shadows over Camelot


Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game


Shadows over Camelot is a cooperative game where players are Knights of the Round Table. They must go on different quests to retrieve valuable artifacts, and bring white swords to the round table. On every turn, evil will also progress, possibly adding black swords to the table. There is also potential for a traitor hidden among the knights.

The game is won when 12 swords have been placed on the table, and there are more white swords than black swords. The game is lost if any of the following happens

  • Camelot is surrounded by 12 siege engines
  • 7 or more black swords are on the table
  • All loyal knights are dead

Set Up

Board set up

  1. Place all game boards on table
  2. Lancelot board placed with his side up
  3. Siege engines, picts, saxons, and swords near board
  4. Figures for Excalibur, Holy grail, and Lancelot’s Armor on respective quests
  5. Remove Merlin cards from white deck equal to number of players
  6. Shuffle the white cards and deal 5 per player
  7. Shuffle the black cards and place the deck in indicated area
  8. Shuffle the loyalty cards and deal one per player

Player set up

  1. Take a knight figure and character sheet, place figure on corresponding round table spot
  2. Take a Merlin and a Loyalty card
  3. Place same colored dice on character sheet set to 4
  4. All players now select a white card from hand and play it face up on table
  5. Determine how to share those cards, if no concensus reached, the cards are shuffled and randomly distributed again


King Arthur will begin the game if present, otherwise the youngest player. Play goes around in clockwise order with each player taking one turn. Each turn consists of two phases

  1. Progression of Evil
  2. Heroic Action

See Quests for more information on individual quests.

Progression of Evil

Perform one of three actions

Drawing a black card

Draw the top black card in the deck and apply the effects. Whenever the deck runs out, reshuffle all the discards into a new deck, and shuffle the white card discard and draw pile together as well.

Special black cards

Some of these card have persistent effects. Apply the effect immediately when the card is drawn. They may be countered by playing the group playing 3 Merlin cards as a group.

Standard black cards

Place these cards on its corresponding quests. They cannot be countered by 3 Merlin cards.

  • Mercenaries, Picts, and Saxons
  • Lancelot and the Dragon
  • Excalibur
  • Black Knight
  • Despair

Heroic Action

You must take one of 5 Heroic actions

  • Move to a new quest
  • Perform quest action – see Quests
  • Play special white card
  • Heal yourself
  • Make accusation

You can also sacrifice one life point to perform a second action. The second action must be different than the first.

Special Powers

You may use your special power during your Heroic action phase


All quests outside of Camelot share these common traits. During quests, ties always go to evil side. At the end of each quest, return the knight(s) to the round table. For all solo quests, all white cards must be removed if the knight is to depart from the quest.

  • Knight positions
  • Card spots
  • Victory and defeat effects

End Game

The game ends immediately when the 12th sword is laid on the round table. If the traitor is still hidden, they may reveal their loyalty card to turn 2 white swords into black swords. It is possible to end the game with more than 12 total swords. If there are more white swords than black swords, the game is won in favor of loyal knights.

The game may end prematurely when

  • Camelot is surrounded by 12 siege engines
  • There are 7 or more black swords in Camelot
  • All loyal knights are dead

Captain Sonar

Captain sonar header

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


Captain Sonar puts two submarine crews together in a battle to the death. Each player has a unique role. Everyone must work together to find the location of the enemy sub, charge up your weapons, and hit the target. The surviving submarine wins! This reference would be for real time gameplay only, requiring a minimum of 4 players.

Set Up

Split your group into 2 teams and determine the roles the players will take. If playing with less than 8 players, the Captain will also take the role of First Mate.

  • Place the screen in the center of the table
  • Each player takes their corresponding role sheets, with captain and radio operator on both sides using the same map
  • Use the darker side of the sheets for real time
  • Radio operator takes a transparent sheet
  • Each player receives erasable marker
  • The captains will pick a starting dot and mark it with an X


Start the game with both captains announcing “DIVE!”. The game is played simultaneously with no turns. You are free to move around as fast or as slow as you like. Overall, each “turn” or movement will consists of these steps, which must be performed before moving again

While all this is happening, the Radio operator is listening in to the enemy captain to figure out where the enemy submarine is. You are free to converse and strategize with your team.


As the captain, you are responsible for

Moving the submarine

The captain will announce a compass direction, and indicate the movement on the map. Each movement will move the sub one space. Follow these rules when moving

  • You cannot backtrack or run into your previous path
  • You cannot move across an island
  • You cannot move into your own mine
  • You must wait for OK’s from first mate and engineer before announcing the next course


Whenever you cannot move, you must surface. You can also choose to surface whenever you want to do repairs and erase previous paths. When you do, follow these steps

  1. Announce “Surfacing!”, and your current sector
  2. The engineer begins repairs by drawing line around one of the 4 sections on the top of his sheet, and initial
  3. Pass the sheet to a teammate and continue tracing the lines around other sections
  4. Show it to the enemy engineer to confirm all lines are within the outline
  5. Once confirmed, erase all lines, initials, and breakdowns
  6. Announce “ready to dive”
  7. While this is happening, the captain erases all previous paths, keeping only the current location
  8. Captain may now announce dive and continue moving

Activating systems

Whenever a gauge is full for a system, that system is ready to be activated. The first mate will erase the gauge for the system after it is activated. Follow these steps

  1. Confirm that there are no breakdowns effecting the system
  2. Raise a fist and announce “STOP”. Everyone stops what they’re doing
  3. Announce a system to activate, and resolve it
  4. Continue play

First Mate

The first mate is in charge of charging the different systems on the ship. Fill out a segment of a gauge whenever the captain moves the ship. Indicate to the captain when a system is charged so they may use it. You may also activate the drone and sonar without the captain’s direction. You are also in charge of tracking the ship damage on the top right. The sub is lost if it takes 4 damage.


You are in charge of breaking down the sub. Everytime the captain announces a direction, you must cross out one of the symbols corresponding to the direction.

Radiation breakdowns

The radiation symbols can be crossed out, and has no effect on the systems. When all radiation symbols are crossed out, the sub takes 1 damage, and erase ALL breakdowns from the submarine.

Complete area breakdowns

When all symbols on a compass direction are crossed out, the sub takes 1 damage, and erase ALL breakdowns from the submarine.

Self repair

Whenever all symbols connected by a line are crossed out, you may erase the marks from only those 4 connected symbols.

Radio Operator

Whenever the enemy captain announces a direction, the radio operator draws it on the transparent sheet. You may also track locations of mine, surfacing actions, and silence system. Move the transparent sheet around the map to deduce where the enemy ship can be, with the help of drone and sonars. Regularly update the captain with useful information.

End Game

The game is over whenever a sub takes 4 damages. The surviving submarine team wins.

Forbidden Desert


Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay


Forbidden Desert is a cooperative exploration game where players are adventurers lost in a desert. Each player has unique special abilities and they must work together to find the 4 parts required to build a magical ship and fly away. At the end of each player’s turn your quest gets a little more difficult as the wind shifts the sand around and the group starts dying of thirst…

Win condition – Find the location of the 4 missing parts, pick them up, and meet up with the whole team at the launch pad

Lose condition – Any one player loses all water, the storm meter goes to the top space, or the supply runs out of sand.

Set Up

  • Lay the tiles randomly desert side up and compass on top left into a 5×5 grid with a hole in the middle
  • Place sand markers light side up on the tiles in a diamond shape
  • Place the 4 machine parts beside the board
  • Set the difficulty level on the Sand Storm meter
  • Shuffle the storm and equipment deck
  • Deal an adventurer card randomly to each player. Set the water meter to full
  • Place pawns corresponding to player colors onto the crash site


Each player take turn performing 4 actions, then resolving the storm.

Perform up to 4 actions

Take up to 4 of the actions from the following list. You may also share water and equipment cards with other players on the same tile for free at anytime during your actions.

Draw storm cards and resolve

Draw a number of storm cards equal to the current storm meter level. Reveal the cards one at a time and resolve. There are 3 types of storm cards


Specter Ops

Specter Ops

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


Specter Ops is a hidden movement game where one player as the Agent attempts to move secretly around the board completing objectives along the way. The rest of the players play Hunters to try and find where the agent is and either eliminate or prevent them from completing the objectives. Each character has unique abilities, and the agent also has many equipments at their disposal to complete the objectives. The goal of the Agent is to complete any 3 of the 4 objectives. The goal of the hunter is to reduce the agent’s hit points to 0 or prevent escape by end of round 40. The following reference is for 2 to 3 players.

Set Up

Agent set up

  • Roll die and mark locations of the 4 objective on pad
  • Place objective tokens on board
  • Secretly choose agent and 3 Equipment cards
  • Circle N1 on pad

Hunter set up

  • Pick 2 hunter characters
  • Place vehicle card beside board
  • Place vehicle token on space K17
  • Place hunter minis on vehicle card


On each turn, the agent will move first, followed by the hunters in any order

Agent movement

The agent moves secretly on the movement pad circling and writing the space where each movement ends. Use the follwing rules for movement

  1. If beginning turn within line of sight of hunter, place last seen token at current location, remove mini
  2. Move up to 4 spaces orthogonal or diagonal
  3. May use Equipment card
  4. If starting turn adjacent to objective, flip over objective to complete it before continuing
  5. If passing through line of sight, must place last seen token at the last seen location
  6. If ending turn on line of sight, place mini on location

Once 3 objectives are completed the agent can escape through A3, N1, or W3.

Hunter movement

  • Each hunter can move up to 4 spaces orthogonally or diagonally
  • A hunter must fully complete their turn before another hunter begins
  • A hunter may use the Vehicle
  • At end of movement, check with agent for visibility
  • If visible, attack agent

If hunter is stunned by agent ability, movement is limited to 2, remove market at end of round. Cannot be stunned in vehicle

Attacking the Agent

  • Roll dice
  • If dice roll is equal to greater than distance to agent, agent lose 1 HP
  • If agent and hunter in same spot, automatic hit
  • Dice roll of 1 is miss, dice roll of 6 allows hunter to roll again and add dice values together
  • Cannot attack from vehicle

Using the vehicle

  • Hunters start the game in the vehicle
  • The vehicle can be moved up to 10 spaces on road or use motion sensor when it is occupied
  • Use the vehicle token to indicate location, and the vehicle card for occupancy
  • Entering or exiting a vehicle ends that hunter’s turn
  • Exit vehicle to space adjacent to vehicle token
  • Vehicle does not block line of sight

End Game

The hunters win when the agent has lost all HP, or has not escaped by turn 40

The agent wins when they’ve completed 3 of 4 objectives and escaped by turn 40



Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. End Game
  5. PDF Manual


In Mysterium, players are psychics investigating a murder. This is a asymmetrical cooperative game where the players work together to find what happened during a recent murder at a mansion. A player playing the ghost gives clues in the form of vision cards to aid the player’s quest. Each player will investigate a separate path, and in the end of the game the ghost will reveal the correct path that was taken. Sharing information is welcomed.

Set Up

Board set up

  • Place psychic cards on table grouped by category for desired player number and difficulty
  • Place progress board under each group
  • Place Epilogue and clairvoyance track at end of object group
  • Place clock on table, set to 1

Ghost set up

  • Find matching ghost cards for the psychic cards on table
  • Place cards from each category randomly onto slots in the game screen
  • Discard unused cards
  • Receive culprit tokens, crows, ghost tokens
  • Draw 7 cards from vision deck

Psychic set up

  • Intuition token on character progress board
  • Clairvoyancy marker on 0 of clairvoyance board
  • Sleeves, clairvoyance tokens


The game consists of 2 phases. The First Phase involves each investigator attempting to find their own set of murder suspect and conditions. Through the vision cards given by the ghost, each psychic attempt to interpret the visions and make guesses on the conditions and suspect. This round is played in 7 hours (rounds). The Second Phase involves the ghost remembering who the suspect actually is, and will give clue to the table attempting to reveal the real culprit. The players will take a vote and decide who the real murderer is.

Phase 1 – Reconstruction of events

  1. Ghost to give each psychic at least 1 vision card
  2. Ghost draws up to 7 before giving cards to each psychic
  3. Psychics place their intuition tokens on the psychic cards to indicate their guess
  4. Play Clairvoyance tokens if desired
  5. Ghost will indicate correct guesses by moving those to the next progress board
  6. Psychics with correct guess will take the corresponding card and place in sleeve
  7. Incorrect guesses places the token back at the previous progress board
  8. Move round tracker to the next hour before giving new cards

If a psychic made 3 correct guesses before the 7th hour, move clairvoyance tracker up as many spaces as there are hours left in the game

Phase 2 – Revealing the culprit

This phase takes place after all psychics has identified their combination before hour 7.

  1. Psychics lay our their combinations on table, with matching ghost tokens
  2. Ghost selects one culprit token from available numbers on table and place facedown on epilogue
  3. Ghost picks 3 cards corresponding to character, location, and object of culprit
  4. Shuffle the 3 cards and place face down on table
  5. Players take turns looking at the cards
  6. Psychics may not communicate during this phase
  7. Vote secretly with numbered side of clairvoyance tokens

End Game

Win Condition

Players correctly voted for the correct suspect, location, and object.

Lose conditions

Any players who do not finish identifying their combination by hour 7, or not voting for the right combination in phase 2.

The Grizzled

the grizzled

 Table of Contents

  1. Introduction
  2. Objective
  3. Set Up
  4. Gameplay
  5. PDF Manual


The Grizzled is a cooperative game where you and your friends play a group of tired World War I soldiers. They have to survive the troubles and difficulties that come their way while waiting for the peace treaty to be signed and the war to end. This game is a push your luck game where you try to play as many cards as you can without “busting”.


Win Condition

Players win the game when the Peace Card is visible and there are no cards left in hand

Lose Condition

Players lose the game if the Monument card becomes visible, or a single player receives 4 Hardknocks symbols

 Set Up

  • Each player receives a Grizzled card, charm side up
  • Left support tile, right support tile, and one random tile from left over
  • 25 trials cards into the Trials deck
  • Other cards go on top of monument to form Morals deck
  • A No Man’s Land area
  • Number of speech tokens
  • One player is given mission leader token


The game plays over as many missions as necessary to complete the objective. Rule changes due to Hard Knocks cards will take precedence. Each mission consists of four steps


The mission leader decides how many cards to deal to each player. Cards are dealt starting with mission leader. The first mission is always 3 cards each.

The Mission

This step is where most of the game is played. The goal is to get rid of cards from the hand.

The mission is considered success when all players has withdrawn. The cards in no man’s land are discarded. Proceed to the next step.

The mission fails when 3 identical threats are present, including threats from phobias and trauma hard knocks cards. The cards in no man’s land are shuffled back into the trial deck. Player’s may not play more support cards.

Player perform one of 4 actions on their turn, starting with the mission leader.


Players reveal their support token and give it to the player the arrow is indicating. Player who has received the Majority of support tokens can get rid of 2 Hardknocks cards or recover Good luck charm. Player’s keep their majority. If the mission failed the supported player can only get rid of 1 Hardknocks card.

Morale Drops

Deal from the Morale reserve onto the trials deck number of cards equal to the cards left in hand. Minimum 3 cards. Mission leader moves to the next player, former leader gets a Speech token.

Pandemic: The Cure


Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. PDF Manual


Pandemic: The Cure is a cooperative game where players move around the continents trying to save the world of disease outbreaks. Throughout the game, players will treat disease, collect samples and find cures.

The game is won when all 4 diseases are cured. The game is lost when

  • Infection rate syringe reaches end of infection track
  • 8 or more outbreaks occur
  • Not enough dice in infection bag to draw

Set Up

  • Treatment center in middle of table
  • Region tiles from 1 to 6 pips in clockwise order
  • Infection rate syringe to desired difficulty level
  • Outbreak syringe at 0
  • All dice in bag
  • CDC tile and Cured disease card on table
  • Shuffle event card, draw 3 face up
  • Give one role card and corresponding dice to players
  • Place pawns corresponding roles used on region 1

Populating the starting regions

  1. Draw and roll 12 dice from bag
  2. Place dice into matching regions


Pick a starting player, going clockwise each player goes through the following 4 steps until winning or one of the losing condition is reached

  1. Roll dice and do action
  2. Give samples
  3. Try to find a cure
  4. Infect region

Roll dice and do action

Roll all dice. All dice besides biohazard symbls can be rerolled. A dice can be rerolled any number of times until it is spent. Not all dice needs to be used

Die face Action
Fly Move own pawn to any region
Sail Move own pawn to adjacent region
Treat Place one infection die from region to treatment center
or one infection die from treatment center to bag
Bottle Take one die from treatment center and place it on role card
Place bottle on top of infection die
action/action Faces separated by slash are one or the other, not both
Biohazard Advance infection syringe one space
If it reaches epidemic symbol, an epidemic occurs


When epidemic occurs, take all dice from treatment center plus number of new dice as indicated by the new infection rate and roll them. Place in regions accordingly. Place crosses onto CDC. If there more than 3 dice of the same color in the same region, an Outbreak occurs.

Give samples

After all dice actions are taken, you can give samples to another player in your region. All diseases of the same type must be given.

Try to find a cure

Roll all collected samples of ONE disease on role card. If the number of pips is greater than 13, the disease is cured. If the disease is cured, place one of the dice used to cure on the cured disease card. Place the remaining samples and samples of the same disease from other players back in the bag. Return player dice to other players.

If roll fails, you keep the samples and may give away or try again on your next turn.

Infect region

Draw and roll number of dice equal to infection rate. Place infection die accordingly, placing crosses onto CDC. If any region has more than 3 dice of the same color, an outbreak occurs


When an outbreak occurs, Advance the outbreak marker 1 space. Move the extra dice clockwise. This may cause a second outbreak. Repeat rule as many time as needed for chain reactions.


Events can be triggered by paying the cost associated with the event. They can be triggered anytime during the game except between dice roll and resolution. The used event is placed facedown under the draw deck.


Samurai Spirit

Samurai Spirit

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. Variations
  5. PDF Manual

Introduction and objectives

Samurai Spirit is a cooperative push your luck game. Players try to fight off as many raiders as they can on their turn without going bust. Through fighting, supporting, and a bit of luck, the Samurai fend off the raiders to protect the families and their farms.

Players win if they survive three rounds of raiders of increasing difficulty, and at least one farmstead and one family remains.

Players lose if any one samurai dies, all farmstead is destroyed, or all families are gone.

Set Up

Board Set up

  • Village in center
  • Farmstead on village building side up
  • Place the 3 Family tokens doll side up on village
  • Place number of Barricades around village
  • Create raider deck of Plunderers

Player Set up

  • Choose samurai board, place human side up
  • Place samurai meeple on 0 of battle track
  • Support token near board
  • Choose player to give active player marker


The game takes place over three rounds, each consisting of three phases

  1. Apply Penalty
  2. Do one of three actions
  3. End round clean up and set up next deck

Apply penalty

If there is a raider card on the battle track, you MUST apply the penalties shown on the bottom left of the top most raider card before taking an action

Do one of three actions


Player will draw one card from the top of the raider deck and choose to either confront or defend it


Place the raider on the battle track to the right of the board, adjusting the meeple to match the total value of raiders on the battle track. If the battle track reaches the Kiai number exactly, the Kiai is activated. If the total is greater than the Kiai, the flame symbol instructs you to immediately remove one barricade


Match the symbol on the top right of the raider card to an unmatched symbol on the left. Raiders without a symbol on the top right must be confronted. Any umatched symbols will suffer penalty at End of Round.


Hand your support token to another samurai of your choice. Move the top card of the raiders deck to the intruder deck without looking at it. Samurai that receive your support will gain your Talent for their next turn. The support token is returned to you after their turn is done.


Lay meeple down on battle track and skip the rest of the round. Penalties are no longer applied to you. If the samurai starts the turn past the kiai value, they must pass.

End round

The round ends when the raider deck is exhuasted or all the players have passed. Perform the following in order

  1. Place remaining raider deck on top of intruder deck (if any)
  2. Sustained wound for any unmatched hats on left of board
  3. Destroy farmstead for any unmatched farms
  4. Remove family token from village
  5. Gain bonus from remaining families, shuffle them and place back on board
  6. Reveal cards one by one from intruder deck. Remove one barricade for every flame symbol on right

Set up for next round

  • End of first round – Add Lieutenants
  • End of second round – Add Bosses

All players place their meeples back on the 0 spot of the battle track.


2 player game

The 5 support tokens belonging to absent samurai placed beside the vilage face up. At the beginning of turn you may use one or more of these support. Each token can only be used once per game

Solo game

Play using two player rules with player controlling both samurais.

Battlestar Galactica

Battlestar Galactica

Table of Contents

  1. Introduction
  2. Set Up
  3. Gameplay
  4. Combat
  5. Cylon players
  6. PDF Manual


Battlestar Galactica is a team game with intrigue, betrayal, and drama. Players are on either the Human’s or the Cylon’s team, except they don’t know who is whom.


Human players

The human player must travel 8 units of distance as indicated by the Destination Cards, then make one more jump to win the game.

The cylons win by preventing the humans from completing their objective. It can be done by

  • Run out a resource
  • Centurion Invasion
  • Destroy Galactica

Set Up

Board set up

  • Set dials to 12 o’clock position
  • Place 8 Vipers and 4 Raptors in reserve
  • Fleet token on start space of Jump preparation
  • Shuffle quorum deck, crisis deck, super crisis deck, and destination deck and place near game board
  • Create Destiny Deck by dealing 2 skill card of each type and shuffling them. Place onto board
  • Separate skill cards by color and place into matching regions on bottom of board
  • Place Kobol objective next to Destination deck
  • Place ships as shown

Player setup

  1. Choose a start player, take first player marker
  2. Starting from the first player, choose character of character type that is most plentiful
  3. Take corresponding Character sheet and tokens
  4. Place tokens as indicated on character sheet onto board
  5. President is given to first available player from this list
  6. Admiral given to first available player from this list
  7. President takes quorum deck and draws one
  8. Admiral takes two nukes
  9. Each player draws skill cards according to character sheet


Each player takes a complete turn before moving to the next player. Each turn consists of the following 6 steps

  1. Receive skill
  2. Movement step
  3. Action step
  4. Crisis step
  5. Activate cylon ships
  6. Prepare for jump

Receive skill

Player draw skill cards listed on character sheet. Skill cards are played during skill checks using the strength number or used for the special text abilities.

  • Max hand size of 10 skill cards
  • Each skill card has a type, strength, and ability
  • Some abilities are action to be played during the action phase
  • Other abilities are played according to description

Movement step

Player may move character token to another location. If moving between Colonial One and Galactica, must discard one skill card. Humans may not move into Cylon locations. Revealed Cylons can only move in Cylon locations. Any number of players can move into the same location.

If the player is in a viper, they may move to adjacent region or discard skill card to move back to Colonial One or Galactica. The viper is placed in reserve.

Action step

Players may perform ONE action. All actions are identified by the word “action:” followed by ability

Crisis step

Draw a crisis card. As indicated by the type of card, resolve skill check, event, or place and activate ships. Crisis Cards drive the main story of the game. There are 3 types

Crisis cards have symbols on the bottom. The left symbol indicate which ships are activated. The right symbol indicates if the player needs to move the jump marker up

Activate cylon ships

After the crisis has been resolved, if there is a cylon ship symbol on the bottom left, activate the ship indicated by the symbol. See Combat for more details.

Prepare for jump

If the Crisis card has the “prepare for jump” symbol, move the token ahead on the jump preparation track. If the token is moved to the auto jump space, jump the fleet by performing these steps

  1. Remove all ships from game board, vipers placed in reserve
  2. Admiral draws 2 destination cards and choses 1
  3. Follow instructions on card
  4. If the current distance satisfies one of the Kobol objective, follow instruction on Kobol Card

If the marker is on one of the blue spaces on the track, player may force a jump by activating FTL control as an action. The player rolls a die. If 6 or lower then population is lost as indicated on blue space.


Attacks are performed when ships are activated. Roll a 8 sided dice

Activating and piloting vipers

Vipers can be activated from the Command location. When a viper is activated choose one of the 3 options

  • Launch a new viper in region with launch icon
  • Move a viper that to adjacent space
  • Attack cylon ship in same area

Only characters with the pilot ability can pilot a viper. The player may move the viper during the movement step, and may move again or attack during the action step. When the fleet jumps, the character is placed in the hangar.


When a viper is damaged or destroyed, the character is placed in the sick bay if piloted, viper is placed in damaged viper area or removed from game.

Destroyed cylon ships are removed from the board, but may return later.

When a Raptor is destroyed, it is removed from the game

When Basestar or Galactica is damaged, draw appropriate token

Cylon player

Cylon players work secretly against the humans to run out a resource, destroy Galactica, or cause an centurion invasion.

After distance 4 is jumped, the sleeper agent phase is active. Players receive another loyalty card. Any player with at least one cylon card is a cylon. On some player counts, there is also a sympathizer card.


Sympathizer sides with the losing team. When one gets this card, immediately reveal it. If at least one resource is in red, the sympathizer is on human team and ent to brig. Otherwise, the player becomes a revealed cylon.

Revealed cylon

Revealing yourself as cylon is an action. When that actioin is taken, perform these steps

  1. Discard down to 3 skill cards
  2. Lose title to line of succession if any
  3. Move to resurrection ship
  4. Receive one Super Crisis card
  5. End current turn (do not draw crisis card)

On the revealed cylon’s turn, perform these steps. There are no crisis or activate ship steps.

  1. Draw any 2 skills
  2. Move to any cylon location
  3. Perform location action

The Cylon player can play one skill into each skill check. They cannot use any skill abilities.