Actually, that's correct. Where we printed that an election happens every 4 turns, that was a mistake. In order to facilitate the primary (and in my opinion most fun) victory condition, we wanted elections to happen a little more frequently; our playtests had maybe two elections before someone was approaching 10 Sectors, and we wanted to make sweeping the Senate more viable.
A Twist of Fate has ‘Time: General’ marked on it, and so is playable only during the Senate and Intrigue Phases. In fact, no special abilities or cards can be used during the Galactic Phase.
This rule requires a lot of common sense. We were purposefully vague about this rule because there's no way to make an extremely general rule that will cover all the specific possibilities for singling out a Party. Does it look like a Party is being singled out? Then it probably is.
Also, the basic premise behind the rule is that you can single a Party out, but only if you're clever enough. If you can do it without all the other players noticing and calling you on it, then do. What the rule enforces is that you may have to make a law that hurts you a little in order to hurt your opponents a lot, and that you have to be very indirect and sneaky about how you screw people over. No action without consequence, and to the clever go the spoils.
On one of your Sectors, usually. The placement of Fleets makes no practical difference in the game until Fleet movements and Invasions. If you have no Sectors, put them on a neutral Sector.
Yes.
No one can trade Corruption or Shadow tokens. They cannot be moved from the Senator they are on except by certain abilities and Action cards. Though players are welcome to trade the Senators who have them.
It's both. You can declare Rebellion at any time during the Galactic or Senate Phases, but if you want to do it during the Intrigue Phase, you have to wait your turn. (There's nothing preventing you from threatening Rebellion on someone else's initiative, though.)
Yes. We meant 'Sector defence ratings'.
Many of our playtesters tried to pass laws that forbid Invasions. This would theoretically give an Invading Party 4 Corruption. That's what we're forbidding.
I'd like to note here that you can get 4 Corruption tokens for an Invasion, if the Invasion breaks an agreement that you made. So if the BIP promises the POP that they will not Invade Sector 30 and does it anyways, they do get the extra 2 Corruption for a broken deal.
The issue is that butchering millions or billions of sentient creatures is always wrong, and no Senate law is going to make it more wrong; however, if you break another moral rule by going back on your word, you pay the penalty for each of the two evil acts. What we want to prevent is attempts to make someone get penalized multiple times for the same act. However, we are definitely leaving the door open for players to get penalized for doing several evil things all at once.
We mentioned it to remind players that they should be prosecuting psychotic warlords, and also to remind psychotic warlords that they can still avoid prosecution if they are smart.
For multiple sides all battling each other, see the Errata. When Party Fleets fight alongside the Republic Fleets, the Republic Fleets are always destroyed last. If multiple Parties are fighting on the same side, they must decide amongst themselves.
No. In all cases in Galactic Destiny, everything must be spent or played before the roll. Cards and powers that grant re-rolls are the only ways to affect a roll after it's happened.
That sentence is only explaining what tools a Party can use to augment its Sectors' normal defence. Initiative always applies.
We consider going last to be best. We think you'll agree after a few games.
So the Rebellion (if there is one) has the best initiative, then the Prime Minister, then the Minister of the Interior, and so on.
We meant worst.
Worst to best. As p. VII of the rulebook states, Campaigns are resolved in initiative order, which is provided on that same page and on the Party cards.
A variant rule is to flip initiative in resolution, so that you declare worst to best, then resolve best to worst. In that case you would resolve any Campaigns involving multiple Parties on the best initiative.
You resolve Action cards before resolving anything else – like a Campaign or something – hence 'immediately'. However, you must resolve them in the order their card initiative indicates. Hence us saying both.
Precisely.
Your original plan was fine. You can use the card to allow a Senator to do any action twice, like Campaign or Admiral Fleets. As the card says, you have to play it during your Fleet movement (or Campaign declaration) and declare both Invasions (or Campaigns) at once. You'll also have to exercise some common sense if, for example, the Senator dies in the first Invasion, though. Multi-task is a really versatile and valuable card.
Only if they decide to keep the Sector. From the Republic's perspective, the Rebellion is treated much like an Infestation. So 'liberating' an Infested or Rebellion Sector and making it free and neutral (ie. not possessed by any Party) is perfectly fine. This is one of the main things that the Republic Fleet exists for.
However, if a Party attacks a Sector that the Rebellion controls, and takes it for themselves, then it is a corrupt act and the Invading Party gains the 2 Corruption tokens. Remember to declare that you’re Invading and taking the Sector during your Fleet movements.
So making Sectors neutral gains no Corruption. Taking them for yourself does.
Absolutely. That's why he gains the +2 Command. Of course, the Minister of Defence will then be exhausted and not able to re-direct the Republic Fleets for his own corrupt ends. But if he wants to be a hero, then he's in a great Ministry to do it!
Anyone can Admiral the Republic Fleet. It is voted on as part of the proposition that gives the Fleet its orders. It is usually the case that only one Senator will want to go with the Fleet, but there are lots of reasons that the spot might be contended.
The Minister of Defence is not allowed to assign himself to Admiral the Republic Fleet without the Senate's approval. Again, it's all voted on as part of the first proposition of the Senate Phase. So someone might say, for example: "I propose that the Republic Fleets be sent to combat the Infestation. Let the Republic send 3 Fleets to Sector 23 and two Fleets, with Defence Minister Damid as Admiral, to Sector 45."
This proposition would then be voted on. Or perhaps another Party would counter-propose a different use of the Republic Fleets, with a different Admiral, and the Senate would have to choose between them.
Now, when the Minister of Defence uses his special ability to re-direct the Republic Fleets, he can assign an Admiral, just as if they were Party Fleets. If an Admiral was assigned to the Fleets before they are re-directed, however, the Party controlling that Admiral may elect to have him or her not fight. Then that Senator would remain exhausted, but would not add their Command to the Fleets’ strength. The Minister of Defence’s Party can choose to assign another Admiral instead.
Note that with the Republic Fleets, bonuses for adjacent Sectors never apply unless some Party Fleets are there as well. So if the POP Minister of Defence re-directs the Republic Fleets to Invade Sector 26 – which is adjacent to the POP's starting Sector – then they will only get a bonus if some POP Fleets are involved in the Invasion. Even if a POP Senator is the Admiral of the Republic Fleets, the bonus will only be applied when those yellow Fleets start moving in.
Yes to all the above. As always, you get 2 Corruption per Sector you Invade. You can get a lot of Corruption this way, but it is a popular strategy to take. Be prepared to get ganged up on next turn, though.
No. Sadly, you have to choose whether to use the Minister of Defence as an Admiral or use his special ability. Unless you have a Multi-task card.
The Minister of Justice is the one who gets the Corruption token, as the Party cards say.
Whoever has better initiative gets to deploy last. Note that waiting for someone to play and resolve their Feint card before playing and resolving your own is exactly what this rule is preventing, as it makes it too easy to gain an advantage simply by waiting and not through superior gameplay.
As the Feint card's description says, it only allows you to re-deploy your Party's Fleets. So no. Republic Fleets can only be re-deployed once, at the time that the Minister of Defence uses his special ability.
Yes. The Ghost in the Dark card negates the effects of the card, but not its cost in Money, or the action that it requires one of your Senators to use -- if applicable. What get negated are all the effects that are listed in the description.
So for example, if one Party plays a Sabotage card, they spend their 6 Money and exhaust one Senator. If their target then plays a Ghost in the Dark (paying the 9 Money cost) then the Fleet is not destroyed, but the Money stays spent and the Senator stays exhausted.
In particular, if the Assassination card is negated by a Ghost in the Dark, then the Influence spending cannot take place because it is one of the effects of the card. So holding off playing your Ghost in the Dark until after your opponents have spent all their Influence is not a legitimate tactic since the Influence would be refunded.