Recap:
The game cycles through the 4 phases of each turn. By the end of the turn, if no one has won, a new turn begins.
The phases:
- Strategy Phase
- Action Phase
- Status Phase
- Agenda Phase (once unlocked)
Last week we delved into the Strategy Phase, and what the 8 strategy cards do.
However, most of this game takes place in the Action Phase, so buckle up!
Turn Order
The turn order for the Action Phase is dictated by the number value on your chosen strategy card.
During the Action Phase, you can perform one of the following actions:
- Strategic Action
- Component Action
- Tactical Action
- Pass
Players take turns in order performing one action at a time. Once all players take one action, the cycle repeats until all players have passed.
The Tactical Action is by far the most involved, so I'm going to tackle that last.
Strategic Action
As described in the prior blog posting, to play a Strategic Action:
- Execute the primary ability of your chosen strategy card.
- Then, clockwise from you, players take turns deciding whether to activate the secondary ability of your played strategy card. This typically involves spending a command token from your strategy pool of your command sheet, so you want to be judicious when budgeting for which activations you will participate in.
Example:
On Yoshi's turn, he performs a strategic action, and plays the Technology strategy card that he chose during the strategy phase.
First, he executes the primary ability: Research 1 technology. BAM! He simply picks up any 1 tech that he has the pre-req for (more detail on this later).
Then, he can spend 6 resources to research a second technology.
Secondary ability:
Alex is sitting clockwise from Yoshi. He can then decide to spend 1 token from his strategy pool along with four resources to research a technology. The choice then passes onward around the table until all players have made their choice.
Once concluded, you turn over your strategy card to signify that it has been spent, and then the action phase progresses to the next player in numerical order (in this case, player "8" value of the strategy card (Imperial), assuming anyone has chosen it).
Component Action
Certain components of the game contain abilities that can be activated as a Component Action of the action phase. These are primarily:
- Special abilities from your race sheet
- Special abilities from your technologies
- Special abilities from your units
- Action Cards
Action Cards are simply cards that each player gets over the course of the game that allow them to perform special one-time effects. The card will explain when it can be used, and if the card contains the word "Action:" on it, you use it during a Component Action of the action phase.
Pass
Once you pass, you're done with the action phase until all other players have passed.
Note:
- You can still execute secondary abilities of other players' strategic actions.
- You cannot pass until you've performed your strategic action for the turn (you have to use the card you chose).
Tactical Action
Tactical Actions are the meat and potatoes of Twilight Imperium.
The tactical action is all about activating systems, moving ships around, space and ground combat, and producing units.
The steps are so key to the game that I'm going to actually break them down over the course of the next several blog postings. So for now, I'll end things with a brief overview of the steps of the Tactical Action, and then we'll go over things in greater detail later.
Overview of the Tactical Action
1. ACTIVATION: The active player must activate a system by
taking a command token from his tactic pool and placing it in
that system.
2. MOVEMENT: The active player may move ships into a
system from any number of other systems. Ships can also
transport ground forces from one system to another.
3. SPACE COMBAT: If multiple players have ships in the active
system, they resolve a space combat.
4. INVASION: The active player may commit ground forces
to land on planets in the active system. If another player
has units on those planets, the players resolve a ground
combat.
5. PRODUCTION: If the active player has a space dock in the
active system, he can produce units by spending resources.