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Subject: Is both players agreeing to do nothing in a negotiation a successful deal? rss

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Ben Collins
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If in a negotiation both players can't make a deal and then just both agree to nothing, is that considered a successful deal?

We're basically never having any deals fail in our games, since this is what players resort to if they can't agree on anything..
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Moshe Callen
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No, it's not.
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K
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For the deal to be considered successful, at least one card or one colony must trade hands between players. It's OK if the deal is lopsided (only one person gives something) or two-way but somethings gotta actually happen or both players lose three ships to the warp
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Ben Collins
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Awesome, thanks - I didn't think it was right that players could just agree to not agree...
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Pasi Ojala
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BenDTU wrote:
Awesome, thanks - I didn't think it was right that players could just agree to not agree...

Well, there would still be a semantical difference between agreeing to do nothing and not agreeing to do something, even if from a rule point-of-view they are the same.

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Ben Collins
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What I'm finding is that most times players will just agree to walk away if they're not able to agree on anything else - so in our games, negotiations just NEVER fail.
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Andy Leber
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From the rulebook, under "If both players reveal a negotiate card":

Quote:
The players cannot agree to do nothing as a deal – either a card or a base must change hands for a deal to be successful.
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Matt Becker
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BenDTU wrote:
If in a negotiation both players can't make a deal and then just both agree to nothing, is that considered a successful deal?

We're basically never having any deals fail in our games, since this is what players resort to if they can't agree on anything..

Fantasy Flight Rules, Page 10
Quote:
The players cannot agree to do nothing as a deal – either a card
or a base must change hands for a deal to be successful.
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Page 10. Last sentence in the second paragraph under "If Both Players Reveal Negotiate Cards".
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Double ninja'd!
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Ben Collins
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Ah, brilliant. People are going to complain so much about that in my group but I'm totally in favour of it!
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Jefferson Krogh
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Yep, if you want an encounter card that just lets you basically just walk away without losing anything, you're out of luck...

For a few more weeks. whistle
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Ben Collins
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Retreat?
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Nathan
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Kobold Curry Chef wrote:
Yep, if you want an encounter card that just lets you basically just walk away without losing anything, you're out of luck...

For a few more weeks. whistle


Tease.
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david landes
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While in theory you can't agree to do nothing.. it is practically easy to come to an agreement which, in essence, means nothing. Like exchanging a junk card for a junk card.. or similar relatively meaningless deals. Occasionally, one or the other player can't but mostly it is possible.
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Just a Bill
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dklx3 wrote:
it is practically easy to come to an agreement which, in essence, means nothing. Like exchanging a junk card for a junk card.. or similar relatively meaningless deals. Occasionally, one or the other player can't but mostly it is possible.

Only one player has to gain something, so it could also be a mediocre card that isn't great but doesn't hurt; or one of the players could gain a home colony if his system already contains one of his opponent's foreign colonies and he doesn't currently coexist there.

Kobold Curry Chef wrote:
whistle

Jefferson lies. Never believe him. Oh wait, that's Bosco.
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Jordan S.
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dklx3 wrote:
While in theory you can't agree to do nothing.. it is practically easy to come to an agreement which, in essence, means nothing. Like exchanging a junk card for a junk card.. or similar relatively meaningless deals. Occasionally, one or the other player can't but mostly it is possible.

Whenever I find myself in a floundering deal (which isn't often...either because the deal was already implied before the cards were ever laid down or because the opposing player has already decided that they want to force a failure), I will often try to weasel out of it by just making a one-sided offer. If I'm trying to purge my hand for a redraw, I'll offer "one card for nothing" and toss away some junk. If I'm looking for ammunition to stall a perceived upcoming encounter, I'll offer to "take one card for nothing".

Sometimes players won't go for it but sometimes they will. Even better, if you've got an unspoken alliance with another player (through the wonders of eye contact, body language and devious grins), this can serve as a good dupe on the other players, if used properly.

Red Player: "I'll just give you this junk card and we call it good, okay?"

Blue Player: "Alright. I'd rather not lose my ships."

(Players exchange an Attack 23)

Blue Player: "My turn...destiny says Green. I think I'm gonna need help. Red, would you like to join me?"
 
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