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A few people have observed that there seem
to be some problems with the Pegasus
expansion for Battlestar Galactica: The
Board Game. Some of these problems are
related to unthematic elements introduced
into the gameplay if using the expansion.
Some are due to over- or under-powered
stategies that have appeared. Others are
the result of a reduced sense of tension and
paranoia by some of the rules the expansion
introduces. I have created the variants
below in order to try and rectify some of
these issues. Issues such as:
Why does the New Caprica phase make
population loss through the destruction of
civilian ships such a non-issue?
Why do the treachery cards have such
little impact on the game?
Why is Pegasus so overpowered, almost
entirely removing the need for pilots?
Why is the loyalty of an executed humans
new character automatically known?
And finally:
Why are the Cylon Leader agendas so
unbalanced and why do they involve almost
no trickery or subterfuge?
The variants can be used modularly, but
for best effect and balance should be
used together. They also include ten new
agendas for Cylon leaders to use that
replace those from the expansion, as well
as a new Court Martial card for use as a
replacement for the Sleeper Agent phase.
One important thing to note is that these
variants make the game harder for the
humans, even compared to the base game.
This is a deliberate design choice, as the
base game can become quite easy for the
humans after a few plays. These variantsare intended to take the human game to
the next level and should be considered a
sort of BSG Advanced Game.
Some variants indicate that you should
adjust starting resources at the beginning
of the game. However, regardless of the
number or combination of variants that
you are using, do not adjust starting
resources by more than +2 each. Onceyou have played with these variants a few
times, you may find the game becoming
easier for the humans again, at which point
you can begin dialling down the starting
resources at your groups discretion.
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A MEASUREOF SALVATIONA variant for treachery
This variant is to make the drawing of
treachery by the human players more
of a threat and increase the penalty of
drawing treachery from crisis cards.
If using this variant, adjust starting
rescources by +1 Morale.
Whenever strength is totalled in a skill
check and the result is less than zero (i.e, a
negative figure), the check is automatically
considered Reckless.
Whenever one or more players discard
any number of treachery cards, the card
with the highest strength value must be
shuffled into the Destiny Deck. If two or more
cards tie for the highest strength value, the
current player decides which card is shuffled
in.
THE CAPTAINS HANDA variant for Pegasus
This variant is to counter-balance the
added firepower and damage absorbtion
of Pegasus.
If using this variant, adjust starting
resources by +1 Population. Additionally,there is no Cylon or human ship setup at
the beginning of the game.
If the Fleet Marker advances during the
Jump Prep step of a players turn, draw
an additional card from the crisis deck and
resolve the Cylon ship activation icon only
if it is different from the icon found on the
main crisis card for the turn. Obviously, you
do not need to do this if there are no Cylonships on the board. Once the New Caprica
phase starts, revert to only one crisis card
per turn, as in the standard rules.
All text on components (such as crisis
cards, loyalty cards, etc) that states
damage Galactica may only target
Galactica, not Pegasus. Pegasus can (in
most cases) only be damaged due to ship
combat.
Whenever basestars activate, roll twice
for each basestar. The first roll is to
determine if Galactica is hit, the second rollto determine if Pegasus is hit.
Rules for Cylon raider activations remain
the same as in the Pegasus rulebook.
Players may discard a Maximum
Firepower skill card to re-roll the die when
activating the Armory location.
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KOBOLS LAST GLEAMINGA variant for the crisis deck
This variant is to increase the frequency
of Pegasus-related mechanics appearing
in the crisis deck.
To prepare the crisis deck at the start of
the game perform the following:
Separate the crisis cards into four piles:
1) All cards with the Pegasus expansion
icon.
2) All other Cylon Attack crisis cards.
3) All other cards with a jump prep icon.
4) All remaining cards.
Shuffle decks 2, 3 & 4. Then take the
following number of cards from each deck
and add them to deck 1.
2) 3 cards.
3) 12 cards
4) 5 cards
Shuffle deck 1. Use this deck as your
crisis deck for the game.
If also using the Captains Hand variant,
shuffle all leftover crisis cards to form
a second crisis deck. The second crisis
card of each turn (the one you draw to
determine the second Cylon ship activation
of each turn) should come from this deck
rather than the main crisis deck.
FRAGGEDA variant for the Sleeper Agent phase
This variant is primarily to offer a season
2 alternative to the sleeper agent phase
and is completely optional if used on its
own. However, for the Blood on the Scales
execution variant to work correctly, it is
recommended that this variant be used
as well (though again, it is not essential).
This variant also introduces the concept
of blockades.
If using this variant, Sharon Boomer
Valerii is replaced by Sharon Athena
Agathon as found in the Hero variant.
During game setup, create the loyalty deck
as normal but deal the loyalty cards out
as if the Sleeper Agent phase had already
passed (i.e, most players receive two loyalty
cards, Gaius Baltar receives three). These
are the only loyalty cards the players will
receive throughout the whole game.
If playing with the Sympathetic Cylon
card, the player who receives this card
immediately reveals it and takes a random
Sympathetic agenda. They follow all rulesfor a Sympathetic Cylon as stated in the
rulebook, except that they start at their
normal setup location infiltrating.
Once distance 4 is reached, the Sleeper
Agent phase is replaced by the Court
Martial phase. For the Court Martial phase,
follow these steps:
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First, the human players must determine
who is the most treacherous among their
group. This player will be known as the
accuser. To do this, each human playermust choose one skill card from their hand
and place it face down on the table. All such
cards are then revealed simultaneously.
The player who played the treachery card
with the highest strength is the accuser. All
other skill types have no effect.
If two or more players tie for having the
highest valued treachery card, then those
players repeat this process until only
one is the clear winner. If at any point all
remaining players reveal non-treachery
cards, then the admiral chooses between
the tieing players who is the accuser.
All skill cards played in this way are then
placed in their discard piles.
The accuser then chooses another player
to be court martialled. This player is known
as the accused.
A skill check is then made to determine
the fate of the accused. Before the skill
check, however, the admiral must decide
which skill colours will count positive for
the check. Treachery is always positive for
this check; the admiral must choose two
other colours (and two only) to also count
positive.
Then carry out the following skill check, as
normal:
Commander, why are you launching vipers? - Cain
Please arrange for Chief Tyrol and Lieutenant
Agathon to be handed over to my marines as soon as
they arrive. - Adama
I dont take orders from you! - Cain
The accused is executed.
The accused is sent to the Brig.
Pegasus is blockaded until the next time
a Cylon Attack crisis is drawn or the
fleet jumps.
Damage Galactica twice and Pegasus
once. Pegasus is blockaded until the
next time the fleet jumps.
Blockades
Pegasus: Razor Cut introduces the concept
of locales and blockades.
There are currently six possible locales in
the game:
Galactica
Pegasus
Colonial One
New Caprica
The Cylon locations
Off the board (as in Helos negative ability)
A locale can become blockaded by various
game effects.
Players can not move to or from a
blockaded locale by normal movement
(i.e, by discarding a card as part of their
movement step). They can, however, still
move to or from blockaded locales due to
any other game effects (location abilities,
crisis cards, character abilities, etc).
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Whenever a skill check is performed and
the current player is in a blockaded locale,
any other players not present in that locale
are restricted to playing no more than 1skill card towards that skill check. Other
players in the same blockaded locale,
including the current player, may contribute
as many cards as they like as normal.
Likewise, whenever a skill check is
performed and the current player is not
in a blockaded locale, any other players in
blockaded locales are restricted to playingno more than 1 skill card towards that skill
check.
BLOOD ON THE SCALESA variant for executions
This variant is to introduce a steeper
penalty for human executions and toretain more paranoia in the game. If using
this variant, it is recommended you also
use the Fragged variant, though it is not
essential.
If using this variant, adjust starting
resources by +1 Morale and +1
Population.
At the beginning of the game prepare anexecution deckcomposed of one of the
left over You Are A Cylon loyalty cards and
two You Are Not A Cylon loyalty cards. Also
prepare an agenda deckcomprised of four
sympathetic agendas. Shuffle both decks
and place them facedown near the game
board. Place two You Are Not A Cylon loyalty
cards faceup near the execution deck.
Players may never voluntarily execute
themselves (either by way of a location or
a choice on a crisis card) unless explicitly
allowed (i.e, Kats Sacrifice ability in the Hero
variant, or the Execution List crisis card).
Executed Cylons follow all of the same rules
as in the Pegasus rulebook for executions,
with the following exception: an executed
Cylon must also discard any Super Crisis
cards he holds when he is executed and
may not activate the Resurrection Shiplocation as his first action after he is
executed. Place the character token
laying on its side when it first moves to the
Ressurrection Ship as a reminder of this.
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Executed humans now follow these steps
(note that steps 4 & 5 are skipped if New
Caprica has been reached):
1. The player reveals and discards their
loyalty card(s), discards their hand of skill
cards and returns their character sheet to
the box.
2. The remaining human character sheets
are shuffled and the player draws one
randomly to become their new character.
The player may not use the once-per-game
ability of the new character, even if they had
not used the once-per-game ability of their
original character.
3. The player places their character token
on the game board. During the New
Caprica phase, if using the Lay Down
Your Burdens variant, the character may
be placed either on Resistance HQ or the
characters normal starting location at the
players discretion (characters may not beplaced on Colonial One).
4. The player draws the top card of the
agenda deck, reads it and places it facedown
near their character sheet. Any agenda card
the player already held (due to a previous
execution) is returned to the box facedown.
5. The player then draws the top card of the
execution deck, reads it and also places it
facedown near his character sheet. This is
his new loyalty card.
It is important that the player draw
the agenda card first, followed by the
loyalty card. Other players may be able to
determine the new loyalty of the player by
the amount of time he spends reading the
text on the card, so this should be done
before the player knows his new loyalty
himself!
The players new loyalty card now
determines whether he is human or Cylon.
If he is human, then his agenda card is
ignored. If the player is Cylon, then he must
also fulfil the conditions of his agenda card in
order to share a win at the end of the game.
Such a Cylon may reveal as normal, though
he is not obliged to use the reveal ability on
his loyalty card if he does not wish to. Oncerevealed, a Cylon player with an agenda
card is treated as a Sympathetic Cylon in
every way, as per the rules in the Pegasus
rulebook.
When the first resource enters the red,
add one of the faceup You Are Not A Cylon
cards to the execution deck. When all four
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resources enter the red, add the second
You Are Not A Cylon card to the execution
deck.
If at any point the execution deck is
exhausted (i.e, the final card is taken) then
the humans immediately lose.
Once New Caprica is reached, the execution
and agenda decks are no longer used (all
Cylon models are now presumed to be
known). Instead, the players new character
is automatically human and the humans
lose -1 Morale.
The Quorum card Eulogyis erratad when
using this variant. It now reads:
Action: If at least one human has been
executed, gain 1 morale. Then discard this
card.
LAY DOWNYOUR BURDENSA variant for New CapricaThis variant is to make the New Caprica
endgame more tense, and eliminate the
mathematical aspect of evacuating ships.
It also eliminates the possibility of a Cylon
admiral jumping the fleet away immediately
upon Galacticas arrival, destroying
everyone and everything on New Caprica.
If using this variant, adjust starting resources
by +1 Morale and +1 Population. It is also
recommended that you use the Captains
Hand variant in conjunction with this one.
Before the New Caprica Phase:
Throughout the game prior to the New
Caprica phase, any destroyed civilian ships
that show a single resource (i.e, 1 population
only) are returned to the supply of civilian
ships instead of the box (the resource loss is,of course, still suffered).
At the beginning of the New Caprica phase,
all Cylon players (except those in the Brig)
and all players on Colonial One are moved to
Occupation Authority.
Then, starting with the current player and
going clockwise around the table, every
other player (except those in the Brig)
decides whether to move to any New
Caprica location or remain at their current
location on Galactica/Pegasus.
As in the normal rules, Galactica is away
from the beginning of the New Caprica
phase. Only after the fleet marker has
reached the auto-jump space on the jump-
prep track does Galactica return.
During the New Caprica Phase:
The FTL Control location may not be
activated.
Players may not move to Colonial One by
any means - it is off limits for the rest of thegame.
New Caprica is blockaded for human
players only.
Cylon players may move from New
Caprica to any of the Cylon locations (or
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vice versa) by discarding a skill card (even
while Galactica is away).
Occupation forces that are activatedwhile on the Shipyard location will first
destroy the top ship in the pile on the
Prepared Civilian Ships space. Only if this
space is empty will the occupation force
instead destroy the top ship in the pile on
the Locked Civilian Ships space (this is
the reverse of the original rule from the
Pegasus rulebook).
Civilian ships that are destroyed are
not revealed immediately. Instead, place
destroyed civilian ships facedown in the
sky area on the New Caprica board.
When the fleet jumps away at the end of
the game, reveal all of these ships and
deduct their resources before determining
the winners.
Before Galactica Returns:
At the beginning of the New Caprica Phase
place a centurion token in the space areain front of Galactica. This token moves one
space area clockwise around Galactica at
the end of each players turn and is removed
once Galactica returns.
Players may not move from or to New
Caprica for anyreason. Players may still
move between Galactica and Pegasus
however by discarding a card as normal.
Cylon ship activation icons on crisis
cards instead place ships on the board
(though Activate Heavy Raiders icons will
still move centurions one space along the
boarding party track. Activate Occupation
Forces icons also work as normal). With
the exception of the Launch Raiders icon,
all new ships placed in this way are placed
in the space area currently containing the
centurion token:
Activate Basestars - place 1 basestar
Activate Heavy Raiders - place 1 heavy
raider
Activate Raiders - place 2 raiders
Launch Raiders - each basestar launches 3
raiders
Cylon ships cannot activate for any reason
while Galactica is away. Thematically,
Galactica and the human resistance aresimply building up intelligence information
regarding the size and position of the Cylon
fleet around New Caprica.
Vipers may be activated while Galactica
is away, but the Cylon ships may not be
attacked in any way (by Vipers, nukes,
Weapons Control, etc) until Galactica
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Returns. Again thematically, the Cylon ships
are not actually there to be attacked!
Each jump-prep/evacuation icon on acrisis card will advance the fleet marker by
once space as well as move the top ship
from the Locked Civilian Ship stack to the
bottom of the Prepared Civilian Ship stack.
After Galactica Returns:
Do not remove any ships from the board
when Galactica returns. All Cylon ships and
Vipers remain where they are. However,
ignore the Cylon ship setup in the rulebook
for Galacticas return.
Each jump-prep/evacuation icon on a
crisis card will advance the fleet marker by
once space as well as launch the top civilian
ship of the Prepared Civilian Ships stack.
Launched civilian ships may be placed into
anyspace area. The current player decides
which space area to place the civilian ship
in.
Note that even after Galactica returns,
New Caprica is still under blockade. The
only way players will normally be able to
move from New Caprica to Galactica is by
activating the Shipyard location. Players
will not normally be able to return to New
Caprica after this.
When the fleet marker reaches the auto-
jump space on the jump-prep track the
fleet does not automatically jump. The fleet
marker remains where it is and further
jump-prep icons are ignored - the marker
cannot advance any more. However, it is
only once the auto-jump space has been
reached that the admiral may use his
action to jump the fleet and signal the end
of the game
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GUESS WHATS COMING TO DINNER?A variant for Cylon leader agendas
This variant is to provide replacements
for the Cylon leader agendas included in
the Pegasus expansion. The replacement
agendas are designed to highten the
sense of tension and paranoia as
compared to the base game, rather than
reduce it as the original agendas tend to
do. They are also designed to be more
interesting and balanced compared to
the original agendas, with conditions
for fulfilment that should be more easily
controllable by players playing as Cylon
leaders. Finally, they are designed to
truly promote trickery and subterfuge
on the part of the Cylon leader, with
it becoming critically important for all
players to deduce what the Cylon leaders
real motives and intentions are before
the game ends; the Cylon leader may be
manipulating events for his own ends (and
his alone), or your own victory may depend
on coming to trust the rogue Cylon and
allowing him to guide you to your destiny!
Unfortunately, due to the nature of how
the agendas work, this variant has had
the least sufficient playtesting compared
to the others. Please look over the
replacement agenda cards supplied at
the end of this document and decide
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for yourself whether you would like to
try them in one of your games. Proper
playtesting for these can only occur on a
large scale, and so if you do decide to trythem out it would be greatly appreciated
if you could report back on how your
game went so that changes can be
incorporated into future versions. Please
contact me either through GeekMail on
BGG, or by e-mail at bleachedlizard@gmail.
com.
Finally, a very special mention to my
collaborative partner in developing these
agendas whose help was invaluable and
who provided many of the key aspects
of their mechanics without which they
wouldnt function. So many, many thanks
to Cameron McKenzie (MasterDinadan
on BGG) for your help - may the Lords of
Kobol bless you!
As these agendas have been designed
specifically with the Razor Cut rules in mind,
it is recommend that if you are playing with
this variant then you should use all other
Razor Cut variants as well.
Game Setup
In games using the variant agendas the
configuration of the players and loyalty deck
is altered, and it is possible - in fact, required
- to have two Cylon leaders with certain
numbers of players. Use the following
setups for players and the loyalty deck:
4-players - 1 Cylon, 5 Not A Cylon, 1 Cylon
leader
5-players - 1 Cylon, 5 Not A Cylon, 2 Cylon
leaders
6-players - 2 Cylon, 8 Not A Cylon, 1 Cylon
leader
7-players - 2 Cylon, 8 Not A Cylon, 2 Cylon
leaders
Remember to include one extra Not A
Cylon card for each Gaius Baltar or Sharon
Boomer Valerii in play.
Each Cylon leader is dealt one randomagenda at the beginning of the game.
Prevailing
All agendas list as one of their requirements
that the humans either prevail or do not
prevail. Prevailing is distinct from winning;
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it is possible for the humans to prevail
yet still not win the game. Likewise, it is
possible for the humans to not prevail, and
yet the Cylon team does not win.
If all conditions are met that would normally
allow the humans to win as defined by the
Pegasus expansion rules, then the humans
have prevailed. Essentially, the humans
manage to escape from New Caprica
without any resources dropping to zero.
If any conditions are met that would
normally allow the Cylons to win as defined
by the base game rules - that is, if anyresources are at zero at the end of any
players turn, if there are six damage
tokens on Galactica, if a centurion reaches
the end of the boarding party track, or if too
many humans have been executed - then
the humans have not prevailed.
What this means in terms of which players
win and which players lose is determined
by the Cylon leaders agenda (or agendas, ifthere are two Cylon leaders in play).
Agenda Types
There are three possible types of agenda a
Cylon leader could hold:
Shared win
Team win
Exclusive win
Shared Win
A Cylon leader with a shared win agenda
is not particularly concerned about which
side wins or loses, or even whether the
humans prevail or not. He is on his own
independant mission, and will share a win
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with anyone providing the conditions on his
agenda are fulfilled.
Each shared win agenda features one
independant condition that must be
fulfilled whether the humans prevail or not,
along with two other conditions; one which
must be satisfied if the humans prevail,
and the other which must be satisfied if
the humans do not prevail. In this way,
the Cylon leader may have to change his
tactics depending on which side appears to
be performing better.
Regardless of the Cylon leaders victory,the humans win if they prevail, and the
Cylons win if they do not prevail.
The two shared win agendas are Judge
Them For Their Sins andVoice in the
Fleet.
Team Win
A Cylon leader with a team win agenda isfully on one side or the other, in support
of either the humans or Cylons. However,
the Cylon leaders mission is so critically
important to the future of their teammates
that the entire team wins or loses
based on whether the conditions of the
agenda are fulfilled. The Cylon leader
must successfully gain the trust of his
teammates and persude them to help him
fulfil the conditons of his agenda in order
for all members of that team to win.
It is very important for all other players to
remember that if the Cylon leader holds
a team win agenda then their team will
lose if the conditions on the agenda are
not fulfilled, even if they would normally win
otherwise. It is in this way that it is possible
for the humans to prevail, yet still not win
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(or conversely, for the humans to not
prevail and yet the Cylons do not win).
In games with a single Cylon leader, if ateam loses due to not fulfilling a team
win agenda, then the opposing side
automatically wins. Rules for games with
two Cylon leaders are described later.
The two human team win agendas are
Future of the Human Race and Forge an
Alliance. The two Cylon team win agendas
are Judgement Dayand Peaceful
Coexistence.
Exclusive Win
A Cylon leader with an exclusive win
agenda has a plan of his own. He is in it for
himself and himself only, meddling in the
affairs of both the humans and the Cylons
to bring his own vision of how things should
be to fruition. He may want the humans
to prevail, or he may not. Either way, if he
is successful in manipulating events to hisliking, then neither the humans nor the
Cylons can truly claim victory.
In games with a single Cylon leader, if the
Cylon leader fulfils all conditions on his
agenda card, then he wins alone and all
other players lose. Otherwise, the humans
win if they prevail, and the Cylons win if they
do not prevail. Rules for games with two
Cylon leaders are described later.
The four exclusive win agendas are
Empower the Centurions, One True God,
Hold Them Captive and Turn Them On
Each Other.
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Two Cylon Leaders
In games with two Cylon leaders, the
agendas must be prepared by splittingthem into two piles and dealing one from
each deck to each Cylon leader player
before the game starts.
Divide the agendas into two piles containing
the following cards:
Pile 1
Judge Them For Their Sins
Future of the Human Race
Forge an Alliance
Hold Them Captive
Turn Them On Each Other
Pile 2
Voice in the Fleet
Judgement Day
Peaceful Coexistence
One True God
Empower the Centurions
Note: The two piles are easily distingished
on the agenda reference sheet - all cards
from pile 1 are in the left-hand column and
all cards from pile 2 are in the right-hand
column.
Shuffle and deal out one card facedown
from each pile. Randomise these two cards
then hand one to each Cylon leader player.
Return the leftover agendas to the gamebox without looking at them.
Victory Conditions
Some pairs of agendas may seem to offer
contradictory victory conditions for certain
players. For games with two Cylon leaders
follow these rules for determining victory:
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As mentioned earlier, Cylon leaders with a
shared win agenda may share their win with
anyother player(s). If one (or both) Cylon
leader(s) holds a shared win agenda, thenthey can always win providing the conditions
on their agenda are fulfilled, regardless of
any other considerations (even if the other
Cylon leader holds an exclusive win agenda).
If two Cylon leaders each hold a team
win agenda for the same team (i.e, both
agendas are for the human team, or both
agendas are for the Cylon team), then all
non-Cylon leader members of that team can
win the game by fulfilling the conditions on
either agenda. However, each Cylon leader
only wins if the conditions on the agenda
he holds are fulfilled. A Cylon leader cannot
win as a result of the conditions on another
Cylon leaders agenda being fulfilled if he is
on the same team.
If each Cylon leader holds a team win
agenda for opposing teams (i.e, one agenda
is for the human team and the other is forthe Cylon team), it is possible that neither
agenda is fulfilled at the end of the game. In
this case, all non-Cylon leader players on the
human team win if the humans prevail, or all
non-Cylon leader players on the Cylon team
win if the humans do not prevail. Both Cylon
leaders, however, lose.
If both Cylon leaders hold exclusive win
agendas, and both Cylon leaders aresuccessful in fulfilling all of the conditions on
their agenda, then the Cylon leaders share
a victory with each other.
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Other Rules
There are a few more miscellaneous
rule changes for when using the variantagendas:
Infiltrating Cylons may, as their normal
movement, discard a skill card to move
from their current location to the Human
Fleet Cylon location. This ends their
infiltration.
Human characters may use the text
abilities on treachery cards, just like anyother skill cards.
When an infiltrating Cylon receives a
bonus third card during his Receive Skills
step, this bonus card may come from
anyskill deck, not just those listed on his
character sheet (though it may still be
from a deck he has already drawn from).
A Cylon leader may freely announce which
team he is supporting (though of course he
may also freely lie about this) but may not
state which specific agenda he holds nor
any of the other conditions listed on it. A
Cylon leader may recommend courses of
action as they arise, but may not actively
promote courses of action out of context
that give away the conditions of his agenda.
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HEROVariants for the characters
These variants are for some of the
characters who may feel a little under/
over-powered or unthematic, or just to
incorporate new rules from Razor Cut.
Simply replace the characters usual
abilities with the ones below.
MILITARY LEADERS
Helena Cain
Blind Jump - Action: Once per game, if
at 6 or less distance, the fleet marker is
on a red space and you are the Admiral,
draw 3 civilian ships and destroy them
to immediately jump the fleet; shuffle
the destination deck and draw only 1
destination card.
Bent on Revenge - While you are the
Admiral, the FTL Control location may notbe activated by any player.
William Adama
Personal Attachment - The Admirals
Quarters and Airlock locations may not
be activated during your turn or by your
character.
Karl Helo AgathonStranded - Your character is not placed
on the game board at the start of the
game. While not on the game board you
are considered blockaded and may not
be moved or take actions. At the start of
your 2nd turn, place your character on the
Hangar Deck location.
PILOTS
Louanne Kat Katraine
Hotshot - When making an attack while
piloting a viper, you may discard a skill card
instead of rolling the die. Use the cards
strength +3 instead of the die roll.
Sacrifice - Once per game, when a viper
you are piloting is damaged or destroyed,you may execute yourself to destroy all
ships of a single type in your space area.
Sharon Athena Agathon
Replace Boomers Sleeper Agent ability
with:
Reformed Cylon - You start the game in
the Brig location.
Setup: Brig
SUPPORT
Anastasia Dee Dualla
Emotionally Fragile - When morale is
reduced to 2 or less, you are executed. If
you are human, do not draw a new loyalty
card or agenda card (you keep your originalloyalty card) and do not lose 1 morale.
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EMPOWER THE CENTURIONS JUDGE THEM FOR THEIR SINS ONE TRUE GOD
HOLD THEM CAPTIVE PEACEFUL COEXISTENCE FUTURE OF THE HUMAN RACE
FORGE AN ALLIANCE TURN THEM ON EACH OTHER
YOU WIN EXCLUSIVELY IF: The humans do not prevail.
The number of Cylons that are in the
Brig, have revealed in the Brig or have
been executed is equal to or greater than the
number of basestars on the board..
There is a centurion on Galactica or at
least 2 occupation forces on New Caprica.
YOU WIN EXCLUSIVELY IF: The humans prevail.
There are more vipers in the Reserves
than damage tokens on Galactica and
Pegasus combined.
At least one human has been executed.
YOU ARE ON THE HUMAN TEAM
YOUR TEAM WINS IF: The humans prevail.
There are more vipers in the Reserves
than damage tokens on Galactica andPegasus combined.
At least one title is held by a player who is
not highest in the line of succession.
YOU ARE ON THE HUMAN TEAMYOUR TEAM WINS IF:
The humans prevail.
Population is higher than the number of
raptors in the Reserves.
You have been executed at least once.
YOU ARE ON THE CYLON TEAMYOUR TEAM WINS IF:
The humans do not prevail.
Morale is higher than each other
resource.
At least two resources are each lower
than the number of damage tokens on
Pegasus and Galactica combined.
YOU SHARE A WIN IF: There are more damage tokens onPegasus than Galactica.
If the humans prevail: at least onehuman has been executed.
If the humans do not prevail: at least
one Cylon is in the Brig, has revealed while
in the Brig or has been executed.
The humans do not prevail.
You have been executed at least once.
There is a centurion on Galactica or atleast 2 occupation forces on New Caprica.
JUDGEMENT DAY
YOU WIN EXCLUSIVELY IF: The humans prevail.
Population is higher than the number of
raptors in the Reserves.
At least one human is in the Brig or
Detention.
YOU ARE ON THE CYLON TEAM
YOUR TEAM WINS IF: The humans do not prevail.
There are more damage tokens on
Pegasus than Galactica. At least two resources are each lower
than the number of damage tokens on
Pegasus and Galactica combined.
YOU WIN EXCLUSIVELY IF:
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VOICEIN THE FLEET
At least one title is held by a player who is
not highest in the line of succession.
If the humans prevail: At least one human
is in the Brig or Detention.
If the humans do not prevail: Morale is
higher than each other resource.
JUDGE THEM FOR THEIR SINS
You share a win if:
There are more damage tokens on
Pegasus than Galactica.
If the humans prevail: at least one
human has been executed.
If the humans do not prevail: at least
one Cylon is in the Brig, has revealed
while in the Brig or has been executed.
VOICE IN THE FLEET
You share a win if:
At least one title is held by a player who
is not highest in the line of succession.
If the humans prevail: at least one
human is in the Brig or Detention.
If the humans do not prevail: Morale is
higher than each other resource.
FUTURE OF THE HUMAN RACE
You are on the human team
Your team wins if:
The humans prevail.
Population is higher than the
number of raptors in the Reserves.
You have been executed at least
once.
JUDGEMENT DAY
You are on the Cylon team
Your team wins if:
The humans do not prevail.
There are more damage tokens on
Pegasus than Galactica.
At least two resources are each lower
than the number of damage tokens on
Galactica and Pegasus combined.
PEACEFUL COEXISTENCE
You are on the Cylon team
Your team wins if:
The humans do not prevail.
You have been executed at least once.
There is a centurion on Galactica or
at least 2 occupation forces on New
Caprica.
FORGE AN ALLIANCE
You are on the human team
Your team wins if:
The humans prevail.
There are more vipers in the Reserves
than damage tokens on Galactica and
Pegasus combined.
At least one title is held by a player who
is not highest in the line of succession.
HOLD THEM CAPTIVE
You win exclusively if:
The humans prevail.
Population is higher than the number ofraptors in the Reserves.
At least one human is in the Brig or
Detention.
TURN THEM ON EACH OTHER
You win exclusively if:
The humans prevail.
There are more vipers in the Reserves
than damage tokens on Galactica and
Pegasus combined.
At least one human has been executed.
ONE TRUE GOD
You win exclusively if:
The humans do not prevail.
Morale is higher than each other
resource. At least two resources are each lower
than the number of damage tokens on
Galactica and Pegasus combined.
EMPOWERTHE CENTURIONS
You win exclusively if:
The humans do not prevail.
The number of Cylons that are in the
Brig, have revealed in the Brig or have
been executed is equal to or greater than
the number of basestars on the board.
There is a centurion on Galactica or
at least 2 occupation forces on New
Caprica.
YOU SHARE A WIN IF:
Commander, why are you launching vipers? - Cain
Please arrange for Chief Tyrol and Lieutenant
Agathon to be handed over to my marines as soon as
they arrive. - Adama
I dont take orders from you! - Cain
The accused is executed.
The accused is sent to the Brig.
Pegasus is blockaded until the next time
a Cylon Attack crisis is drawn or the
fleet jumps.
Damage Galactica twice and Pegasus
once. Pegasus is blockaded until the
next time the fleet jumps.
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