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Subject: Team Game: Who controls command phase options? rss

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Jeremy Schultz
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I was in a game as the admiral and my general not only had final say in selecting missions but also would decide what missions to oppose and what systems to activate in the command phase. I don't know if a specific person has final say on those command phase decisions like they do for missions.

Jeremy
 
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Pete Hooper
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I'm not sure if this exactly answers your question, but from the Rules Ref, page 6:

Team Game: Players take turns following the initiative number
shown in their leader pool (starting with #1, then #2, etc.).

Team Game: During a player’s turn, he can activate a system
using one of his leaders, reveal a mission that one of his
leaders is assigned to, or pass.

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Jeremy Schultz
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Yeah, I think that helps somewhat in that it explains who can choose to activate a system. It doesn't explain who gets to oppose a mission and when, but my guess is each player has the option to oppose from their own leader pool. The general rule being each player has control over their own leaders and can make those decisions when the time comes.
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David Umstattd
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jeremyschultz wrote:
Yeah, I think that helps somewhat in that it explains who can choose to activate a system. It doesn't explain who gets to oppose a mission and when, but my guess is each player has the option to oppose from their own leader pool. The general rule being each player has control over their own leaders and can make those decisions when the time comes.


how much would it break the game if you added a rule that only the admiral could oppose admiral missions and only generals could oppose general missions?

That variant just occurred to me.
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Jeremy Schultz
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I'd be interested in that variant. It would put more of an "admiral vs admiral, general vs general" spin to opposing missions. It might be confusing in three-player games.
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Jorgen Peddersen
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Note that they do answer the original question in the rules:

RRG - Missions Cards wrote:
• Team Game: Only one player from the opposing team can send a leader to the system.


There is only one way to really interpret this. Either Imperial player can send a leader, and they'll probably discuss between them.

It would change the game significantly to add the proposed variant, it would suck if you had leaders left in one pool that could oppose, but none in the one you needed and thus couldn't oppose.
 
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David Umstattd
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In regards to the OP I would say you go in turn order and each player has the option of sending a leader if no leader has been sent so far.

This way no player has control over another player's leader unless they send a leader first, thus keeping their partner from sending a leader.
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Jorgen Peddersen
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Why not just let the players communicate to discuss which they send?
 
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Jeremy Schultz
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That would make a lot of sense, but some players don't communicate so well. In my game, we'd make our plans in the assignment phase and reserve some leaders to activate nearby systems, but then in the command phase my partner would oppose missions and use up those leaders. He probably used my leaders to do this at one point, which is against the team rules.

I suppose the problem isn't a lack of communication but a lack of sticking to the game plan.

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David Umstattd
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Clipper wrote:
Why not just let the players communicate to discuss which they send?


This is assumed. But at the end of the day, when there is a dissagreement you need a system in place to determine who actually gets to decide what to do when.
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Jorgen Peddersen
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David Umstattd wrote:
Clipper wrote:
Why not just let the players communicate to discuss which they send?


This is assumed. But at the end of the day, when there is a dissagreement you need a system in place to determine who actually gets to decide what to do when.

Ah, it didn't sound that way to me. I guess I didn't assume it.

Preface your idea with: "Players on the team discuss which leader they will send to oppose, if any. If they cannot decide then..." and you have a fine point that i would not argue with.
 
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David Umstattd
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Clipper wrote:
David Umstattd wrote:
Clipper wrote:
Why not just let the players communicate to discuss which they send?


This is assumed. But at the end of the day, when there is a dissagreement you need a system in place to determine who actually gets to decide what to do when.

Ah, it didn't sound that way to me. I guess I didn't assume it.

Preface your idea with: "Players on the team discuss which leader they will send to oppose, if any. If they cannot decide then..." and you have a fine point that i would not argue with.


Obviously if the players agree then there's no question on who decides what to do. It's if there's an argument and both players want to send different leaders to oppose that the OP problem would arise.
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