Is it within the rules to trade Strategy Cards?

By Kobalt2, in Twilight Imperium 3rd Edition

Came across a situation in a game we played last weekend and am looking for an official/ informed opinion-

One of our players got the idea into his head that one could trade Strategy Cards and argued (fairly convincingly) that since deals and intrigue are all part of the game, why couldn't one use this as part one's strategy (if one can find another to make the deal). I wasn't crazy about the idea since the player was really looking for a way out of having changed his mind about which card he wanted and had already drawn but the group took a vote and we went with it. Turns out it was only acted upon the one time and did bring the game to a halt while the wheeling & dealing went on. Already told them I was establishing a house rule against this activity in future games but told the group I would check with the pros to see if it is allowed.

Is it? Thanks-

It is definitely not allowed. Nothing in any of the three rulebooks states you can. And a general rule for all games is that rulebooks state what you CAN do, not what you CAN'T. If it isn't mentioned, you can't.

Your strategy card isn't an actual thing, like trade goods. It is a strategy, a tactic you will implement that turn. You use strategy to pick your strategy, so choose wisely. You were correct; your playgroup should have listened to you.

No house rules needed on this one.

Trading SCs is definitely not allowed in TI3. In fact, it's an important part of the game's strategy, deciding which one you need the primary for and which you can make do with the secondary for. There is an element of trading in TI3, but TI3 is not primarily a trading game. Trading things is not a central focus of the game, it is merely an option with some of the game elements. SCs are not among them.

In addition to not being allowed by the rules, it's also potentially game breaking. Races like the Yssaril have shown us how powerful the ability to manipulate your turn in the action sequence can be (specifically by outlasting everyone else.) Allowing players to trade SCs could allow a particularly shrewd or charismatic player to gain extra actions by strategically swapping his SC for one later in the initiative order (or to lose actions by swapping backwards - and sometimes not acting at a given moment can be beneficial.)

Rest assured that your "house rule" is not actually a house rule. You are merely enforcing the rules as (not) written. If your friends insist on making a house rule to allow this behaviour, I would strongly recommend at least limiting the ability to trade them to a specific, and singular, moment during the Action Phase. Say, whenever the Trade SC is activated. Even the ability to trade once per initiative cycle is likely too much.

To add onto what was already said there are a couple of action cards that manipulate strategy choice. Being allowed to trade cards later in the turn make these cards less effective and impact the game also. On top of all this it also makes that one merc that's in the new expansion not as special. You can trade the mercenary to trade a strategy card with another player (giving that player the said mercenary.) If the game did indeed expect you to be able to trade strategy cards, the mercenary special ability wouldn't be of much use or incentive.

The new Hacan Race-Specific Technology also allows for trading of a Strategy card which, if it was allowed normally, would be completely useless.

The only physical things you can actually give another player of your own free will are:

- Trade Goods (at any time, for any reason)

- Trade Agreements (only during Trade, and only if the Trade Master approves; Hacan doesn't need approval though)

- Promissory Notes (only during Political II/Assembly II during negotations).

- Leader Tokens (during the Status Phase)

Nothing else may be given to other players physically. You can make promises and concessions (I'll move out of this system and you can take it), but you can't just give things. This includes the following things that you CANNOT just voluntarily "give":

- Planets (the other player must actually invade the planet, or use Diplomacy II)

- Strategy Cards

- Action Cards (the Hacan ability is an exception to this)

- Political Cards (if using Assembly; even though they can be "spent" like TGs, they aren't actually TGs and thus cannot be given)

- Ships/Units (you can't say "I'll revert this ship to your control")

- Technologies (you can't share a technology, except with a certain law or other specific game effect)

Politics and Intrigue is definitely part of the game, but it's really focused on promises of doing stuff, bribes, and maneuvering.