Battlestar Galactica: The Board Game
Humanity’s fleet faces crises and Cylon attacks while secret loyalties turn cooperation into sabotage in a race to reach Kobol or end the human journey.
Battlestar Galactica: The Board Game supports 3–6 players; community best: 5 players; playing time: 120–180 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Battlestar Galactica supports three to six players as characters with distinct skills, advantages and drawbacks. Humans want the fleet to survive the voyage to Kobol. Hidden Cylons use the same offices, actions and Skill cards to undermine that effort.
A normal turn draws skills, allows movement and an action, then resolves a Crisis, Cylon ship activation and jump preparation. Skill checks combine secret player contributions with random Destiny cards, so an unhelpful color may reflect sabotage or uncertainty.
The President controls Quorum cards and the Admiral selects destinations. Vipers defend civilian ships while the crew repairs damage and investigates suspects. New Loyalty cards arrive after four distance, potentially changing a trusted ally’s team; revealed Cylons remain active opponents.
Core rules & scoring
Setup: begin with 8 food, 8 fuel, 10 morale and 12 population, with jump preparation at Start. Build Loyalty according to player count and characters; deal one card each, then add the Sympathizer in four- or six-player games. Choose a random first player, select characters under the type restrictions, assign titles and place starting ships.
Turn: draw the character’s skills, optionally move and take one legal location, Skill card, character, title or other action. Moving between Galactica and Colonial One costs a Skill card. Resolve a Crisis, activate Cylon ships and advance jump preparation as its icons direct. At every player’s turn end, everyone discards Skill cards down to ten.
Checks: add two Destiny cards, then players secretly contribute any number of Skill cards clockwise from the current player’s left, current player last. Shuffle; add matching colors and subtract other colors. Meet the difficulty to pass, otherwise apply a qualifying partial pass or failure. Ignore contributed card text; exact hand strengths and identification of your contributions are secret.
Offices and confinement: the President controls the secret Quorum hand; the Admiral controls nukes and destination selection. The Brig restricts suspects without proving loyalty. A prisoner normally contributes at most one Skill card per check and cannot leave by ordinary movement; the location check or a specific effect is needed.
Jumps: reaching Auto Jump triggers a jump. On a blue preparation space, FTL Control can force a jump, losing the indicated population on a roll of 6 or less. Normally remove space ships, let the Admiral choose one of two destinations and resolve it immediately, check Kobol distance and reset preparation. Boarding Centurions remain.
Loyalty: any You Are a Cylon card makes its holder a Cylon. First reaching at least four distance deals another Loyalty card to everyone, including revealed Cylons. Reveal the Sympathizer immediately: red-zone resources determine confinement or a restricted revealed-Cylon role. Revealing Cylon loyalty takes an action; revealing in the Brig does not use the card’s attack effect.
Revelation and combat: a revealing Cylon discards to three Skill cards, loses titles, moves to the Resurrection Ship, gains a Super Crisis and ends that turn. Later turns draw two Skill cards of any types, move and activate a Cylon location; there is no normal Crisis draw, ship activation or jump preparation, and each check allows at most one contribution. Humans launch or pilot vipers to protect civilians; heavy raiders can deliver Centurions.
Victory: after at least eight distance, humans must jump once more with every resource above zero; the final jump draws no destination. Cylons win if a resource is zero or lower at turn end, six Galactica locations are simultaneously damaged, or a Centurion reaches the boarding track’s end. A final FTL Control jump still risks population first.
Rules & gameplay questions
Can I become a Cylon after starting human?
Yes. The Sleeper Agent phase first occurs at four distance and deals more Loyalty cards. Any You Are a Cylon card overrides You Are Not a Cylon cards. Loyalty is normally secret, so past assistance does not establish a player’s present team.
Can I announce the exact strength I contributed?
No. Exact strengths in your hand and identifying your contributions afterward are forbidden. Discuss help in vague terms. Two Destiny cards enter every check, so negative cards alone do not prove deliberate sabotage.
Can Executive Orders be chained?
The 2015 official errata limits Executive Order to one card per turn. Revealed Cylons cannot be targeted. If an unrevealed Cylon reveals using the first granted action, that player cannot take the second action.
Can the fleet Auto Jump with damaged FTL Control?
Yes. The official FAQ confirms that preparation still advances and Auto Jump still works; damage prevents using the location action. Jumps remove space ships but do not remove Centurions from the boarding track.
Does zero immediately lose, and does eight distance immediately win?
Resource loss is normally checked at turn end, allowing recovery within the turn. Eight distance requires one more jump, with every resource above zero when winning. Resolve population risk from a final FTL Control jump first.
Rules & introduction sources
- Edition
- Battlestar Galactica: The Board Game, 2008 base game for 3–6 players with the Kobol objective. Uses FFG English rules and base-game corrections in FAQ 2.1 dated March 5, 2015. Excludes Pegasus, Exodus, Daybreak, expansion objectives and optional solo rules.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #126 |
| Complexity Weight | 3.25 / 5 |
| Best player count (community) | 5 |
| Player range | 3–6 |
| Playing time (minutes) | 120–180 |
| Core mechanisms | Area Movement · Cooperative Game · Dice Rolling · Hand Management · Hidden Roles · Once-Per-Game Abilities · Role Playing · Semi-Cooperative Game · Team-Based Game · Traitor Game · Variable Player Powers · Variable Set-up · Voting |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2008 |
| Suggested age | 14+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Battlestar Galactica: The Board Game, and can I play online?
Battlestar Galactica: The Board Game supports 3–6 players; community best: 5 players; playing time: 120–180 minutes. A WANGO browser trial has not been confirmed. Recorded mechanism tags: Team-Based Game.
How complex is Battlestar Galactica: The Board Game, and which mechanisms does it use?
Weight: 3.25 / 5. Mechanisms: Area Movement · Cooperative Game · Dice Rolling · Hand Management · Hidden Roles · Once-Per-Game Abilities · Role Playing · Semi-Cooperative Game · Team-Based Game · Traitor Game · Variable Player Powers · Variable Set-up · Voting. Chinese publication: Unconfirmed.
Where can I learn Battlestar Galactica: The Board Game?
No rule guide, strategy article or WANGO trial has been confirmed for this record.