Hello,
I don't understand the power of yssaril to skip a turn, can you explain me please?
Thank you
Hello,
I don't understand the power of yssaril to skip a turn, can you explain me please?
Thank you
Basically, when it's a player's turn, they have to do SOMEthing - they can activate a system for a Tactical Action (or Transfer Action), they can activate their Strategy Card (if they haven't already), they can play an Action Card that says "as an action", or they can use a race ability that says to use as an action. However, they can't just "do nothing". The closest you could do to "do nothing" is to use a Tactical Action (by spending a CC) and then not doing anything with it, but this "wastes" a CC. The only alternative to "do nothing" is to use a Pass action - but if you do that, it means you can't act for the rest of the round.
The Yssaril, however, can use their ability to "skip" their turn, so they don't HAVE to do anything, not even "waste" a CC. They can't do this twice in a row (IE, if they skip, the next time it's their turn they have to do something like anyone else). But by using a Skip, they can do nothing, but still be able to act later.
This can be a very powerful ability because it allows them to stall - and stalling is often beneficial as it can allow you to act after other players have passed and thus can't retaliate.
I hope this helps. Maybe someone has a better explanation than me though
I think you said that well, sigmazero13.
Just to expand on the benefits of stalling, here are a few common ones:
Enjoy being Yssaril - until other players gang up on you!
Other uses for Yssaril skipping:
1. Like SO, claim artifacts in the later rounds when no one can stop you.
2. When you know you will be picking SC before someone you can attack them and then pick the first available SC to attack them again, before they can react.
3. Unlike Sol,Winnu(before the nerf), yssaril can always skip because it is free. If Sol starts placing 2GF everywhere for no obvious reason then you can rest assure he is planning to attack or grab his SO. Yssaril always skips(or they should) so there are no "signs"
Bill
one of my favourite things to do with yassaril's skip ability is there is a SO and a public objectives that require you to control a bunch of systems or planets (I dont remember which one atm) outside your home system. A great thing to do is skip or waste CC and then take a bunch of planets when none can stop you
I find as soon as someone sees that you are about to fufill your SO or a public objectve worth 2 points and are close to winning everyone gangs up on you and there is nothing they can do to stop you once they have all passed
Like other people mentioned .. it's great for stalling to use production or other Stratagy Cards when everyone has passed and they are useless for that turn. You can even use the skip to wait to see if someone will attack you so you dont need to go attack them ...
Skip FTW
I can attest to the power of this. I won a game as Yssaril where I was ganged by the Naalu, Muaat and Mentak as soon as I hit 6 VP, but the skip ability allowed me to win that game.
i still dont get this rule!
can someone explain it in real easy english ( i am not a native speaker) or in german pls
i still dont get this rule!
can someone explain it in real easy english ( i am not a native speaker) or in german pls
Maybe an example would help.
It's Yssaril's turn. They choose to "skip". Basically, they don't have to do anything this turn.
The next time it's Yssaril's turn, they cannot skip again; they have to do something, even if it's just activating a system.
The next time it's Yssaril's turn, they can again choose to "skip".
Basically, they cannot skip twice in a row.
that means
they can skip the tactical action( the do nothing even when the last of oponents finished his turn) next =transfer action, no they cant skip! startegic action they can skip again...right?
hmmm... i dont see the advantage?
mikster1984 said:
that means
they can skip the tactical action( the do nothing even when the last of oponents finished his turn) next =transfer action, no they cant skip! startegic action they can skip again...right?
hmmm... i dont see the advantage?
their ability ( You are allowed to skip your Action turn ....)
they cant skip in status phase?
mikster1984 said:
mikster1984 said:
that means
they can skip the tactical action( the do nothing even when the last of oponents finished his turn) next =transfer action, no they cant skip! startegic action they can skip again...right?
hmmm... i dont see the advantage?
their ability ( You are allowed to skip your Action turn ....)
they cant skip in status phase?
I'll see if I can explain this a litlle simpler for you:
On a players turn in the
Action Phase
he can do one of these things:
Do a Tactical Action
Do a Transfer Action
Do a Strategic Action
Play an Action Card
For the Yssaril, every second time it is there turn they are allowed a bonus action:
Do Nothing
Keep in mind that everytime it is a players turn they can choose from those types of actions.
You cannot skip in the Status or Strategy Phase as you do not take Actions in those phases.
thx for your patience! i am often obtuse
FunkyBunch said:
I'll see if I can explain this a litlle simpler for you:
On a players turn in the
Action Phase
he can do one of these things:
Do a Tactical Action
Do a Transfer Action
Do a Strategic Action
Play an Action Card
For the Yssaril, every second time it is there turn they are allowed a bonus action:
Do Nothing
Keep in mind that everytime it is a players turn they can choose from those types of actions.
You cannot skip in the Status or Strategy Phase as you do not take Actions in those phases.
i can only do one of these options? not- do one of this options after everyone finished actionphase starts again and i do the next (transfer) abnd this is going till everyone used all options?
i am sorry for my questions i still didnt play the game and my english is horrible! and TI manual is horribel for me cause there are a lot of words i never herad in scholl days
In the Action Phase is over when no player wants to do another action. They can do as many actions of each type as they want (until they run out of Command Counters or Action Cards).
Every player does one and only one Action from the list I provided in a single turn. After every player has had a turn, the circle starts over again and they can again choose an action from the list. It does not matter if they did that type of action on their last turn. You can go a whole game only using Tactical and Strategic Actions.
For example an Action Phase could look like this:
Player A: Does a Tactical Action
Player B: Does a Tactical Action
Player C: Does a Tactical Action
Player A: Does a Strategic Action
Player B: Does a Tactical Action
Player C: Does a Transfer Action
Player A: Does a Tactical Action
Player B: Does a Tactical Action
Player C: Uses and Action card that says "Play: As an action"
Player A: Passes
Player B: Does a Strategic Action
Player C: Does a Strategic Action
Player B: Does a Tactical Action
Player C: Passes
Player B: Does a Tactical Action
Player B: Passes
As for the ability being "useless", it's far from it. The ability to delay your actions is HUGE - because if you delay long enough, you can take your final actions without the other players being able to respond.
ok thx! I played today the first time with my friends! i got more questions
1how many systems i am allowed to activate at the same time?
2 situation= i activate a system i build a ship there, i remove the counter wit SC6! can i know build the new buzild ship?
3can a player move new build ships with SC6 secondary? SC6 = warfare right? dont have the cards right now
4 situation = ships have capsules (carry gf) i activate a sys 2 systems away and i move 2 cruisers with GF! can i land with the GF in the system which i am passing to reach tehe activated system?
5 to do trade agreements is only possible if a player uses the Trade SC?
In a Tactical Action, you can activate one system at a time.
In a transfer action you can activate one, and put a command counter from reinforcements in an adjacent second system in which you are the only one who has units there.
With the Warfare I strategy card, you can remove a counter so on your next turn you can either activate the system again or move the ships that were in that system.
I think on this one it is yes, he would be able to move newly built ships with the secondary ability of warfare. but I don't have the cards/rules with me right now.
You can only land GF's in the system you activated, you cannot land troops on unactivated systems.
Trade Agreements can be exchanged between all players when the Trade Strategy Card is played. The only stipulation is that the person holding the Trade card must approve the trades. They cannot be exchanced at any other time.
to 5. Can a player decline a agreement (SCTrade) if 2 other players want to trade with each other? i found a point in the rules but the strategy card says -- you have to approve all trade ageements--
to 2. i messed up the question in the end!!
situation = ...! can i now move the new build ship although i build it this last turn?
Yes to 2. If you can remove the counter in the system from the previous action, you can move the ship.
If 2 players both want to trade one of their agreements with each other, the only person who can say no, is the person holding the Trade strategy card.
In any situation the 2 players trading their contracts would have to agree to trade.
mikster1984 said:
to 5. Can a player decline a agreement (SCTrade) if 2 other players want to trade with each other? i found a point in the rules but the strategy card says -- you have to approve all trade ageements--
The person who played the Trade strategy card must approve all trade agreements. Thus, if Player A played Trade, and Players B and C want to trade, Player A must give the OK.
Player A can be heavy-handed and say NO, but that can often earn the ire of the players who were denied, unless he has a good reason. Often, the Trade Master will say he won't approve trades unless he's able to get a good one himself first; this is usually not too bad. Or the Trade Master can be bribed to allow the agreement. But in the end, it's up to him. Just remember that arbitrarily denying other people Trade may result in the Trade Master being targeted in the future by action cards, forced breaks of Trade Agreements, etc.
Note that the Hacan are immune to this, though; if either Player B or Player C in the example above was Hacan, Player A has no say in the matter - Hacan can ALWAYS trade, permission or not.
Hacan is immune to the (SCTrade primary b) = all trade agreements are cancelled! too?
With the original Trade SC, the Hacan agreements can be broken just like everyone else'. With the Trade II SC, the Hacan agreements cannot be broken.