Yssaril

By jb2909, in Twilight Imperium 3rd Edition

sigmazero13 said:

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.

???

first you said -player A must give the ok-

then suddenly player A can say no!

???

Example:

Naalu has the Trade Strategy card, and executes it. Yin wants to trade with L1z1x. If L1z1x wants that too, then Naalu can either allow or not allow them to trade with each other. If he does not allow, then Yin and L1z1x may not trade with each other that time. Next time the Trade Strategy is activated they may try again.

mikster1984 said:

sigmazero13 said:

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.

???

first you said -player A must give the ok-

then suddenly player A can say no!

???

By "must give the OK", I meant "The trade must have A's approval to proceed". I didn't mean it to sound like A was forced to give approval, but rather that his approval is required if the trade is to become valid.

So, to rephrase what I said, "Thus, if Player A played Trade, and Players B and C want to trade, the trade cannot be made unless Player A gives the OK."

1 must a pds be destroyed if the pds is alone on the planet (groundforce left the planet)?

2 with what are you trading, bribing? we used tradegoods and action cards, today one suggest to trade with technology cards but we didnt find a agreement!

mikster1984 said:

1 must a pds be destroyed if the pds is alone on the planet (groundforce left the planet)?

2 with what are you trading, bribing? we used tradegoods and action cards, today one suggest to trade with technology cards but we didnt find a agreement!

3 is it possible to spend for every secondary abillity of any SC more than one command counter? for example technology SC

1. PDS's can stay on a planet without GF's. (Unless the last GF was removed from a Local Unrest Action Card)

2.You can only trade Trade Goods freely. The only way to trade Action Cards is with the Hacan in the Status Phase. You cannot trade Technology. Technology can be acquired from Trade Partners with a Specific Political Agenda

3.You can only spend 1 CC to use a secondary ability. You can only use each Secondary ability once per Action Phase.

when i turn a planet to neutral with the local unrest card what happens to spacedock on this planet?

mikster1984 said:

when i turn a planet to neutral with the local unrest card what happens to spacedock on this planet?

pls explain action card plague! if 3 GF are on the planet what i have to roll?

mikster1984 said:

mikster1984 said:

when i turn a planet to neutral with the local unrest card what happens to spacedock on this planet?

pls explain action card plague! if 3 GF are on the planet what i have to roll?

situation : i have several pds around a wormhole, if a enemy ship comes through but ends its remaining movement in a adjacent system to the wormhole, when can i open pds fire at this ship? when it comes out of the wormhole already? or when its movement is finished?

mikster1984 said:

mikster1984 said:

mikster1984 said:

when i turn a planet to neutral with the local unrest card what happens to spacedock on this planet?

pls explain action card plague! if 3 GF are on the planet what i have to roll?

situation : i have several pds around a wormhole, if a enemy ship comes through but ends its remaining movement in a adjacent system to the wormhole, when can i open pds fire at this ship? when it comes out of the wormhole already? or when its movement is finished?

situation: a player uses the warfare SC! every opponent is allowed to move cruiser / destroyers!

can a opponent move 2 ships in a system where is already a enemy ship located? if yes, when the space battle tooks place?

mikster1984 said:

mikster1984 said:

mikster1984 said:

mikster1984 said:

when i turn a planet to neutral with the local unrest card what happens to spacedock on this planet?

pls explain action card plague! if 3 GF are on the planet what i have to roll?

situation : i have several pds around a wormhole, if a enemy ship comes through but ends its remaining movement in a adjacent system to the wormhole, when can i open pds fire at this ship? when it comes out of the wormhole already? or when its movement is finished?

situation: a player uses the warfare SC! every opponent is allowed to move cruiser / destroyers!

can a opponent move 2 ships in a system where is already a enemy ship located? if yes, when the space battle tooks place?

can everyone resolve a objective card? or can just a single player get victorypoints for one objective card?

mikster1984 said:

when i turn a planet to neutral with the local unrest card what happens to spacedock on this planet?


mikster1984 said:

mikster1984 said:

when i turn a planet to neutral with the local unrest card what happens to spacedock on this planet?

pls explain action card plague! if 3 GF are on the planet what i have to roll?



mikster1984 said:

situation : i have several pds around a wormhole, if a enemy ship comes through but ends its remaining movement in a adjacent system to the wormhole, when can i open pds fire at this ship? when it comes out of the wormhole already? or when its movement is finished?

The only time a PDS can fire is in the activated system. It does not matter if the ship passes through a wormhole or any other system for that matter. It only matters if the PDS is in range in the destination system.

mikster1984 said:

situation: a player uses the warfare SC! every opponent is allowed to move cruiser / destroyers!

can a opponent move 2 ships in a system where is already a enemy ship located? if yes, when the space battle tooks place?

No you can never move ships into a space zone with an enemy ship without first doing a Tactical Action. You cannot cause a Space Battle by moving with the Warfare Secondary.

alpha wormholes are both in play, how to handle it if the third alpha wormhole shows up?

All that would mean is that all 3 systems are connected. It doesn't matter how many of each wormholes you have. It just matters what type they are.

how do you tarde? we playe a few rounds today: player contracts player A 1/1 B 2/2 C 3/1

no agreement have had a constancy during the whole game!

what would you do in this case?

It doesn't matter what the Contract values are. You can trade a 3 for a 1 or 2 or whatever.

Someone with a 3 can trade it for a 1 and vice versa.

This is how Trade works:

Player A with Trade Strategy activates the Primary.

Players A B and C can now trade.

Player A will trade one of his agreements with Player B (both B and A must agree)

Player A will trade one of his agreements with Player C (both C and A must agree)

Player B will trade one of his agreements with Player C (both C and B AND A must agree since A has the Trade Card)

After the next Strategy Phase, the next time the Trade Card is activated the players have the option of spending a Strategy counter
to collect the same number of Trade Goods as the value they have in other players Trade Contracts.

It probably wouldn't hurt if you read the rules a few more times and try and find out what the rule regarding each situation is the next time you play.

!!missundersrtanding!! we now how trade works! the problem was that everybody was unsatisfied with any deal that was suggested! and i asked for help, how to change such a situation!

FunkyBunch, you have the patience of a saint.

mikster1984 said:

!!missundersrtanding!! we now how trade works! the problem was that everybody was unsatisfied with any deal that was suggested! and i asked for help, how to change such a situation!

The key to trade is that you can't just take it for numeric value. Trading has more implications than that.

Races with low Trade Agreements are often more military-based. Often, players will have to "trade down" to make a trade. However, the savvy L1Z1X player, for instance, may trade with a neighbor in a peace-agreement of sorts, especially if he is getting a 2 or 3 in return. If the player refuses, he can then begin to invade that player's territory, showing he means business. Because TA's are broken if war happens, giving the warlike race a good TA can often be enough incentive to keep his actions focused elsewhere.

Also, the Trade Master often uses his power to insist upon making his trade agreements before approving any others. He can use this power to get some decent agreements, as the others will want to get trade income as well, and if they don't trade with him, the whole process could be stalled. This doesn't mean the Trade Master always gets the BEST agreements, but usually it's a good way to get more than his fair share.

Of course, if players are always looking to simply maximize their trade income, things may stall - compromise has to be made, and the players do need to realize that trading down is better than not trading at all. The Hacan will rarely be trading straight-across, for example, because only a few races have 3's, and they will often be used to bribe more warlike races. But the key is using Trade Agreements to forge pseudo-alliances that, while not unbreakable, can often be strengthened just by the fact they provide income to both sides.