23 minutes ago, IndyBart said:Do you have a specific example that came up in game play that you're trying to figure out?
Most action cards will tell you when they can be used. Some of the action cards that have the text ACTION: on them and tell you what you can do with them. The card 'Ghost Ship' for example says, " ACTION: Place 1 destroyer from your reinforcements in a non-home system that contains a wormhole and does not contain other players's ships." If everyone at the table had action cards they wanted to resolve with this trigger, they would resolve in initiative order starting with the current active player. In your above example, player 5. The only interrupt to this would be if somebody else had an action card (or a technology, racial ability, etc. ) such as a Sabotage card, but the card (or ability) tells you, " When another player plays an action card other than "Sabotage": Cancel that action card. There are a couple of races and technologies that have similar abilities to cancel out a card.
Space turtles, for example, can use their racial ability to force new agenda's into play, or to even cancel out action cards under certain conditions.
The other time you may want to play action cards is at the start of the agenda phase. If more than one person has an action card like 'Ancient Burial Sites' that states, " At the start of the agenda phase:" , or if more than one player has a card like 'Diplomacy Rider' that states, " After an agenda is revealed:" . In that case, those action cards would all be played in turn order 1, 2, 3, 5, 6, 7.
I think I just want to point out that I don't see any reason why it's separated into action cards abilities and non-action cards abilities. And I haven't played the game yet, maybe they work well and don't conflict each other? If in the future we meet some problems about this, let's see. After all,thanks for your respond.