To be clear: I see Donald's ruling and reasoning and accept it so far (after all he is the author and as such master), play it IRL so and explain it so to other players. But still i find it counter-intuitive because it does things not written.
Normally, if you play Outpost, you get an extra turn. If the game ends, you don't get that extra turn. Outpost doesn't stop the game from ending; it only gives you an extra turn if the game is still going.
Fleet actually stops the game from ending. So Outpost turns get to happen. Same with Possession and Mission.
I have no problem with them to happen.
I have a problem they happen for
every player.
I have a problem they happen
not for last player (if it is not the same triggering Fleet).
I have a problem that i can't find any hint why Fleet should get executed the way ruled here.
I try it this way:
- Gain a card. Simple order. I want to grab Followers. But wait, there is written in the rulebook "If no pile is specified, gaining is restricted to supply." (probably not that wording, but that meaning) So a order is confined by a rule.
- (instead of to your discard pile) No doubt, the gained card does not visit.
- (+1 Action has no effect if it's not your turn.) That should be self-evident, but let us make it clear for the ignorants also.
So there are (at least) three ways to accomplish things otherwise not in scope.
Back to Fleet:
After the game ends, there's an extra round of turns just for players with this. Nothing else. No bracketed text. No italicized text. Nothing additional about it in the rules of rulebook. From FAQ we get to know only that other extra turns happen and the last player with Fleet does not get other extra turns. No explicit statement about non-Fleet-players.
So as average player i am stuck with generale rule "do exactly as written, nothing more, nothing less". I would deduct from FAQ i can generate extra turns by Outpost and Mission (if i am not the last Fleet-player) during my Fleet turn and if the player to my left hand has also Fleet i can posses him/her/them (if i am not the last Fleet-player).
Nothing at all indicates that players without Fleet do extra turns. How should the average player (or a translator) guess that?
... just for players with this. seems simple and straightforward. I don't know of a rule which could enlarge that specified group. Without knowledge of this thread tasked to write a FAQ i would have written
- players without Fleet get no turns during Fleet round. Especially can't such player get possessed.
- players with Fleet execute other extra turns pending from before Fleet round or initiated in Fleet round as usual.
Hey, Donald wrote something sounding just so:
Fleet doesn't create extra turns; it creates an extra round of turns, and then only some people participate in it. That's how I read it.
bold by meSo how comes it to the ruling non-Fleet-players extra turns get executed? (Rhetoric. I see the way.) To be more precise:
how can it get reasoned other than by "Donald said so here"? I mean it is not that somebody presented his interpretation of a whacky text and Donald explained wether it is correct or why not. If there would be some italicized text on Fleet like
(player without this execute extra turns until last player-with-this's turn) i would happily bow to it and Donalds ruling about it. Again to be clear: I see Donald's ruling and reasoning and accept it so far, now play it IRL so and explain it so to other players. But still i find it counter-intuitive because it does things not written.
Now last player: the ruling he/she/they get no extra turns seems reasonable. At first. Fleet extends the game by a round so the player triggering Fleet get a chance to play extra turns otherwise forfeited. (Of course in my interpretation he/she/they get that chance only if he/she/they is also Fleet buyer.) So that would not change last turn condition. But what about if the Fleet triggerer has not bought Fleet? Then the last Fleet player get hit by the rule which is written at least in FAQ. Personally i find it unfair compared with other non-Fleet-triggering players – i would prefer a ruling saying "if last Fleet player did not trigger Fleet he get extra turns generated in that Fleet turn also." (Possession can't get executed since my interpretation forbid extra turns by non Fleet players.) But still it is a reasonable ruling. I am not happy with it, but i comply to it. Bad luck for last player.