Yssaril Racial Ability

By iceberg84, in Twilight Imperium 3rd Edition

So I was wondering. The Yssaril special ability to pass without losing his turn for the round. Can he only do that once per round? or can he skip a phase, act, skip a phase, act continuously and basically wait out the other players for as long as possible to react to what they do?

He can use the ability as often as he wants each round, with the one exception that he cannot do it for two consecutive actions in the round.

IE, he can "skip", then do an action, then "skip", do something else, "skip", etc. But he cannot "skip", "skip", action, "skip", "skip".

It is a very powerful ability.

It seems like a very powerful ability.

Thanks!

I guess a little too powerful since one of the guys I play with wont allow the race in the game.

As a related question, what are good nerfs for the Yssari, maybe only allowed 10 action cards max, and skip only once per turn.

I don't know if there's a common consensus for what is the "best" way to reduce the Yssaril's power, but I think the main one that people tend to do is limiting their skip ability in some way, such as just allowing it once per round.

Someone posted an extreme variant (that I admit I wasn't too fond of) that said they were FORCED to skip until all other players had passed, and then they could take all their actions. It's a double-edged sword - they can't "react" to other actions during the round, but then at the end, nobody can react to them.

May as well post the Shattered Ascension Yssaril:

Yssaril starts with 1 Carrier less, and Light/Wave Deflector as only Technology. Racial tech Shuttle Logistics: Activating a system, You may move in up to 2 Ground Forces from adjacent unactivated systems. This movement happens in the Planetary Landings phase. For 1 CC from Strategy Allocation you may shuttle two additional Ground Forces.

So the racial tech allows them to invade planets without ships. These mods make Yssaril a challenging race to play, but very thematic (sneaky spies) and completely unique.

You can also try playing them with this:

Racial Abilities:

Unlimited hand of ACs.

As an Action, you may spend one CC from Strategy Allocation to look at another player's hand of ACs.

You gain an extra AC and CC each Status phase.

Starting Techs:

Enviro Compensator

Stasis Capsules (optionally replace with Antimass)

Starting Forces:

remove 1 CV (Carrier) from starting forces

They can skip every other action round and wait out everyone.

I do not feel they are overpowered. Sure they are one of the stronger races, that also tends to make them a target. I would argure they are not any worse than a well played L1z1x or hacan, and before they were nerfed the Winnu.

Malloc said:

I do not feel they are overpowered. Sure they are one of the stronger races, that also tends to make them a target. I would argure they are not any worse than a well played L1z1x or hacan, and before they were nerfed the Winnu.

Sigh... Here we go again...

We usually nerf the yssaril by simply limiting their hand size to 14 instead of unlimited.

Malloc said:

I would argure they are not any worse than a well played L1z1x or hacan, and before they were nerfed the Winnu.

Perhaps you meant something else, but I don't think many would dispute that they are "not any worse" than ANY race. I personally haven't found need to nerf the Yssaril, but I can see how some play groups have found them to be overwhelmingly powerful.

Unless, of course, by "worse" you meant "better" (in the "worse" = "broken or overpowered" way).