So... it's an often stated piece of advice to Rebels to "not open doors as your last activation." And yet reading the RR pg 3: "If all friendly groups are exhausted, that player cannot perform any more activations this round." So if the Imperials have run out of activations it sounds like it's the perfect time to open a door as any new groups won't get their activation! Is there any rule I'm missing that would make this wrong?
Not Able To Activate Deployment Cards
If opening a door causes reserved groups being deployed, then the imperial player has ready deployment cards again, and then can activate them during the alternating activations.
So, after each (group) activation you check if the other side has an activation to perform. If they do, they perform the activation. If they don't, the turn to activate a group returns to you.
So, it can be:
Rebel (hero or ally), Imperial, Rebel, Imperial, Rebel, Rebel, (more units are ready), Imperial, Imperial, Imperial, Imperial.
(So, you have found one of the vague and incomplete wordings of the RRG. Activations alternate as long as either side has ready groups to activate. All ready groups must be activated before the status phase.)
Edited by a1bert
(So, you have found one of the vague and incomplete wordings of the RRG. Activations alternate as long as either side has ready groups to activate. All ready groups must be activated before the status phase.)
It seems neither vague nor incomplete. This seems like the only case the bullet point addresses and it's entire purpose for being there.
What it is trying to say is: If you don't have a ready group to activate, you do not get to activate a group and the other side gets to activate again until there are no ready groups on either side.
Otherwise, events that deploy reserved groups or provide optional deployments would behave differently in different cases, which would be both confusing and game-breaking.
You can submit a rules query if you disagree.
Edited by a1bertThe condition is "If all friendly groups are exhausted". When new groups are added, then they're not all exhausted anymore, allowing the imperial to perform more activations again. The reason the rule is written like that is to ensure the player does not assume they can re-activate their previously activated groups when they run out of ready groups.
The condition is "If all friendly groups are exhausted". When new groups are added, then they're not all exhausted anymore, allowing the imperial to perform more activations again. The reason the rule is written like that is to ensure the player does not assume they can re-activate their previously activated groups when they run out of ready groups.
When all friendly groups become exhausted you can't activate more groups for the rest of the turn. Nowhere that I've been able to find does it say getting more groups allows you to break the rule that you can't activate any more groups for the rest of the turn.
There is no reason for them to write a rule saying if you don't have any groups you can activate you can't activate a group. The only purpose of this is to prevent activations that would otherwise happen.
To me the rule seems there to just make it explicit that you can't re-activate deployment groups once you've activated them all. It does not say anywhere explicitly that you can't activate newly deployed groups if they come in the board ready. When you have more ready groups on the board, then they're not all exhausted anymore.
At least that's how I play it.
Maybe send a rule request to ffg?
The condition is "If all friendly groups are exhausted". When new groups are added, then they're not all exhausted anymore, allowing the imperial to perform more activations again. The reason the rule is written like that is to ensure the player does not assume they can re-activate their previously activated groups when they run out of ready groups.
When all friendly groups become exhausted you can't activate more groups for the rest of the turn. Nowhere that I've been able to find does it say getting more groups allows you to break the rule that you can't activate any more groups for the rest of the turn.
There is no reason for them to write a rule saying if you don't have any groups you can activate you can't activate a group. The only purpose of this is to prevent activations that would otherwise happen.
You're misunderstanding the trigger.
" If all friendly groups are exhausted, that player cannot perform any more activations this round"
What this means is you can't activate anything if all your stuff is exhausted.
However, once a new unit is deployed, it is deployed NOT exhausted.
So "all friendly groups" are no longer exhausted.
The " If " condition is checked just before you would start an activation and it get's checked again any other time you could start an activation.
If the rule said " Once or When all friendly groups are exhausted, that player cannot perform any more activations this round"
Then it would only trigger once (when the last group is exhausted) and would work like you're describing.
For example
I have one officer. And there are 4 heroes.
First hero activates and becomes exhausted.
I activate the officer, then he becomes exhausted.
Second Hero activates and become exhausted.
It's the imperial players turn.
I check to see if I have any ready deployment cards. I don't so I can't activate anything.
Third Hero activates.
Same as above. Again I check if I have any ready deployment cards. I don't so I can't activate anything.
Fourth Hero activates and triggers the deployment of some new stormtroopers.
Now I have a ready deployment card.
Again I check, and this time there is one. So I can activate it.
If I couldn't activate as per you're understanding, then we would finish the round but there would still be a ready group. It doesn't really make sense.
It could also lead to some huge snowballing and a massive advantage for the rebel players if they could completely nullify any surprise events by simply having more activation than the imperial player. It would be pretty much impossible to come back from unless you had a huge amount of threat stockpiled.
Don't forget the second sentence of that rule "The player’s opponent(s) continue to resolve activations until all groups are exhausted"
It's there to explain what happens when I'm out of activations and you're not.
I do agree the wording is a little bit unclear but that's how it works. The words "this round" should probably be removed. It's actually probably a typo and meant to refer to this timing trigger not round.
Also this is in the RRG too "A ready figure is any figure that is eligible to be activated. Any card that is not exhausted is ready and may be exhausted to trigger certain abilities." and "When a player deploys figures, he places the Deployment card
So by your understanding both of these rules directly contradict each other. Which one is more important?
Again your argument comes down to "this rule is to tell you that when you don't have anything to activate, you can't activate anything" which is a pointless rule. You then go on to say "just ignore the part that makes this have some meaning" which is the "this round" part. There is no reason to even mention the round if it wasn't intended and there is no reason to have this rule if it wasn't to prevent the exact thing that people have a problem with... opening a door near the end of a round and getting whacked for it.
Have you asked FFG yet?
I can't even understand how this is actually being discussed as an issue. (sarcasm, of course I know why. Someone thought they found a loophole they want to abuse)
The rule is clearly there for to clarify what happens when one side has no more activations and the other still has some.
When the side with no possible activations gets more readied cards, they're no longer without possible activations, and can participate again.
It would be exactly the same if the Rebels had used all their activations, and the Imperial still had some; then for some reason an event triggered and an ally showed up.
That ally would then also be available immediately for an activation.
It's not rocket surgery people! Jeez
As per RRG under Deployment:
When a player deploys figures, he places the Deployment card faceup and in the READY position on the table.