Patrol Action Card Question

By player1569386, in Twilight Imperium 3rd Edition

Hi! I have returned to this forum since leaving it for three years. The reason, many things happened, I got married and I have a little girl. The reason I have returned is how could someone stop playing TI3 for such a long time. Last saturday me and some friends gathered and play a TI3 game. At the end it was only between me (Winnu) and a Haccan player to my right. I was at 7 victory points and my friend was at 8 VP. Fortunately for me I had Leadership and my Haccan friend had Diplomacy, all I needed to do was to achieve my secret objective (Keeper of the Gates). To reach one of the wormholes I had a flank speed card, but another played sabotaged my card because he thought I was threating him, so in my next turn I moved to the hex next to the wormhole hex and in the next turn I used the patrol AC to reach the wormhole. This generated a discussion because the system was already activated by the flank speed card and the patrol AC text said to add a CC to the tile, but since it does not prohibit the movement either I said it could be possible. For some us the reason why a CC is added to the hex is to hinder the movement of the units affected by the patrol AC. Also the system is only actived once (by the flank speed), the next time is not actived.

So, what do you think? Did I win the game or did my Haccan friend?

Thanks for your answer!

I think you were OK; I think the purpose of adding the CC was to keep the ships that moved from being "freed up", since they are coming from an activated system. The card doesn't say you can't move into an activated system with it; it just has to be adjacent and empty. Thus, moving into the system should be OK (though you won't put a second CC there).

sigmazero13 said:

I think you were OK; I think the purpose of adding the CC was to keep the ships that moved from being "freed up", since they are coming from an activated system. The card doesn't say you can't move into an activated system with it; it just has to be adjacent and empty. Thus, moving into the system should be OK (though you won't put a second CC there).

Agree, the Patrol action card doesn't instruct you to active the system, just to put a command counter - a way to block the system from using it (well.... we all know how to bypass that :) )