A newbie question

By Jazzist, in Twilight Imperium 3rd Edition

I'm sure this can be found somewhere in the manual, but I haven't found it so that's why I'm asking here:

What does it mean to control a system (containing at least one planet) for purposes of the diplomacy card (in SE) or some of the action cards? Do you have to control all the planets and ships in the system, or is it enough if you are the only one who have any ships there? What if you have a fleet there and you control one planet but an opponent controls another planet in the same system?

From the FAQ2-2, pg 8:

"Controlling a System - A player controls a system if he controls every planet in the system and has at least one (non-Fighter) ship in the system."

I didn't realize that myself until looking it up :)

Thank you for answering so quickly and precisely.

That is the way we've been playing, good to know that I interpreted the rules correctly. :)

One thing to note, too: You *CAN* control a system with no planets, also; you simply control all 0 planets (which, by default, is already done), and have ships there!

Most of the time, this won't matter, but for things like Diplomacy II, that can sometimes be important.

My group has found that for some objectives its very important to take advantage of the ability to control zero planet systems as a way of helping to satisfy these objectives.

I also once used a destroyer from my fleet to control a zero planet system and then take a planet adjacent. This is one way to take mecatol first turn (assuming defenders of Mechatol is out), the other being with Warfare II

ive been eyein' this game for sometime. is this game very hard to get into? looks like a very complex game.

Yo. Not very complex. It is complex. Not supra hard to get into. It's actually quite... systematic, dunno if that word works in english, I mean it really happens like a smooth process ; you sure might encounter some hard times and doubts, but it is very well structured and built on a logical procedure. It's nothing like Android, which seems less complex first, but happens to be more messy, so more complex (but not in the good sense, see what I mean ?).

Anyway. Buy it !!!

The Fist of Ferrum said:

My group has found that for some objectives its very important to take advantage of the ability to control zero planet systems as a way of helping to satisfy these objectives.

I also once used a destroyer from my fleet to control a zero planet system and then take a planet adjacent. This is one way to take mecatol first turn (assuming defenders of Mechatol is out), the other being with Warfare II

If you're talking about the annexation ability of diplomacy, you can't annex Mecatol Rex using that.

Span Argoman said:

The Fist of Ferrum said:

My group has found that for some objectives its very important to take advantage of the ability to control zero planet systems as a way of helping to satisfy these objectives.

I also once used a destroyer from my fleet to control a zero planet system and then take a planet adjacent. This is one way to take mecatol first turn (assuming defenders of Mechatol is out), the other being with Warfare II

If you're talking about the annexation ability of diplomacy, you can't annex Mecatol Rex using that.

It's easy to miss this, though, because the Diplomacy II card doesn't say it on the card itself - but the rulebook description of Diplomacy II explicitely DOES say you cannot take Mecatol Rex. (Also note you cannot take a planet that another player took during the same activation of Dip II, either).