Skill Cards

Politics

1-2
Consolidate Power
Politics
Action:
Draw 2 Skill Cards of any type(s). They may come from outside your skill set.
3-5
Investigative Committee
Politics
Play before cards are added to a skill check. All Skill Cards are played face up during this skill check.
3-5
Preventative Policy
Politics
Movement:
Choose 1 resource type (fuel, food, morale, or population). The next loss of this resource type during this turn is reduced by 1.
1-2
Support the People
Politics
Reckless:
 Play before cards are added to a Skill check. Each human player with 4 or less Skill Cards in hand may draw 2 Skill Cards.
6
Political Prowess
Politics
Play before making a skill check triggered by a location. Do not make the skill check; instead, it automatically passes or fails (your choice).
0
Red Tape
Politics
Skill Check:
Discard all 5 and 6 strength cards from this skill check (before totaling strength).

Leadership

3-5
Declare Emergency
Leadership
Play after strength is totaled in a skill check to reduce its difficulty by 2. A limit of 1 "Declare Emergency" card may be used per skill check.
1-2
Executive Order
Leadership
Action:
Choose any other player. He may move his character and then take 1 action OR not move and take 2 actions. (Movement abilities may not be used.) A limit of 1 "Executive Order" card may be used per turn.
3-5
At Any Cost
Leadership
Reckless:
 Play before cards are added to a Skill check. All Treachery Cards in the Skill check count as positive strength.
1-2
Major Victory
Leadership
Play after you destroy a Basestar or a Centurion on the Boarding Party track. Roll a die. If 5 or higher, gain 1 morale. Limit of 1 Major Victory card used per turn.
0
Iron Will
Leadership
Skill Check:
If total strength in this skill check is within 4 of the difficulty, do not trigger the fail effect. If total strength in this skill check is 0 or less, lose 1 morale.
6
State of Emergency
Leadership
Action:
Lose 1 food. Each player may then move or take 1 Action (starting with the player who played this card and proceeding clockwise).

Tactics

1-2
Launch Scout
Tactics
Action:
Risk 1 Raptor to roll a die. If 3 or higher, look at the top card of the Crisis or Destination Deck and place it on the top or the bottom. Otherwise, destroy 1 Raptor.
3-5
Strategic Planning
Tactics
Play before any die roll to add 2 to the result. Limit of 1 "Strategic Planning" card used per die roll.
3-5
Critical Situation
Tactics
Movement:
Take 1 Action. Only 1 Critical situation or Executive order may be used per turn.
1-2
Guts and Initiative
Tactics
Reckless:
 Play before cards are added to a Skill Check. Do not add cards from the Destiny Deck into this Skill Check.
6
Scout for Fuel
Tactics
Action:
Risk 1 raptor to roll 1 die. If you roll 4+, gain 1 fuel. Otherwise, destroy the raptor.
0
Trust Instincts
Tactics
Skill Check:
Add the top 2 cards from the Destiny deck faceup into this skill check (before totaling strength). Resolve Skill Check Abilities on these cards.

Piloting

1-2
Evasive Maneuvers
Piloting
Play after any Viper is attacked to reroll the die. If the Viper is piloted, subtract 2 from the new roll.
3-5
Maximum Firepower
Piloting
Action:
Play while piloting a Viper to attack up to 4 times.
1-2
Full Throttle
Piloting
Movement or Action:
If piloting a Viper, you may move to any space area. You may then attack one Cylon ship in your area (even if you didn’t move).
3-5
Run Interference
Piloting
Play before Raiders are activated. The first 4 Raiders activating in your space area automatically miss (do not roll for them).
6
Best of the Best
Piloting
Play before a piloted viper makes an attack. Instead of rolling the attack, roll a die and destroy that many raiders in the viper's space area.
0
Protect the Fleet
Piloting
Skill Check:
If at least 3 strength in piloting Skill Cards are in this skill check, the current player may activate one unmanned viper.

Engineering

1-2
Repair
Engineering
Action:
Repair your current location, or if you are in the "Hangar Deck" location, you may repair up to 2 damaged Vipers.
3-5
Scientific Research
Engineering
Play before cards are added to a skill check. All engineering cards in the skill check count as positive strength.
3-5
Calculations
Engineering
Play after a die is rolled to add or subtract 1 from the result. Only 1 Calculations card may be used per die roll.
1-2
Jury Rigged
Engineering
Reckless:
 Play before cards are added to a Skill Check to reduce its difficulty by 4.
6
Build Nuke
Engineering
Action:
The Admiral gains 1 nuke token.
0
Establish Network
Engineering
Skill Check:
Each Engineering Skill Card in this skill check counts as double strength (before totaling strength).

Treachery

1
Broadcast Location
Treachery
Reckless Skill Check:
Place 1 basestar in front of Galactica and 1 civilian ship behind Galactica. Only 1 of this ability may be resolved in each Skill Check.
1
By Your Command
Treachery
Reckless Skill Check:
Activate all Raiders, Heavy Raiders, and Occupation Forces (but not Centurions). Only 1 of this ability may be resolved in each Skill Check.
2
God’s Plan
Treachery
Movement:
Exchange this card with the top card of the Destiny Deck.
3
Human Weakness
Treachery
Action:
If at least one human player is in the Brig or Detention Center, reduce the highest resource by 1.
3
Sabotage
Treachery
Play when a human player discards a Treachery Skill Card. Damage Galactica once. Only 1 Sabotage card may be used per turn.
2
Special Destiny
Treachery
Reckless Skill Check:
Each player draws 1 Treachery Skill Card. Only 1 of this ability may be resolved in each Skill Check.
3,432,857 unique visits