1. Extra turns never count towards the tiebraker. They have no influence on who wins on a tied score.
Right.
2. When "there are extra turns" they always take precedence over regular turns, and when at some point we run out of extra turns the regular turns continue where they left off.
Right.
3. Extra turns are in a collection. Playing an outpost, playing a possession, buying a mission adds an outpost-turn, mission-turn or possessed-turn to the collection.
Kinda hand-wavey, but sure. What's going on is that when the turn ends, all these extra turns are trying to take place at the same time, thus...
4. At the end of your cleanup you (or whoever controls your turn at that point) gets to decide what extra turn to take next. However, turns executed by the current player always take precedence over turns executed by the next player.
...you have to pick which one you want to have happen. For decisions
between turns, the player who took the last turn makes the decision. If there were some card, say a Reaction, that gave you an extra turn after your opponent took a turn, your opponent would decide whether your or his extra turn took place first. Remember - Possession turns are the turns of the Possessed, not the Possessor. The Possessor is just making decisions. So my interpretation would be that if you play Possession and Outpost, you decide whether the Possession turn or your Outpost turn takes place first, since they are both trying to happen at the same time, and you took the last turn. And if you chose the Possession turn to happen first, it would not prevent the Outpost turn from happening, since the extra turn wouldn't be yours! And then you could make the Outpost turn better by telling your opponent to play Council Rooms or whatever. [I just realized telling an opponent to gain Lost City on a Possession turn gives you the Lost City and makes them draw the card! To use immediately!]
Now the neat thing about this is if you've played two Possessions, and you make them play an Outpost on the first P-turn, you decide whether they take the P-turn or the O-turn (both of which will start with 3 cards). If you choose P-turn, the O-turn never happens, and you're in control, before they take a 5 card normal turn. If you choose O-turn, they take back control, and now they get to make decisions about which extra turns to do next at the end of that turn. Then the second P-turn happens (5 cards this time), before finally they get their normal turn. The better play is to play 2 Possessions, then play Outpost on the
second P-turn, so that your opponent starts their normal turn with only 3 cards (since no O-turn can happen). Also, once Possessed, any Outposts played during the normal turn can't generate any extra turns.
5. Outpost is a duration. During cleanup of the turn it is played it never gets cleaned up. The outpost card is linked to the 'get your outpost turn' event in the collection of extra turns. In the first cleanup after you've selected to take that extra turn (regardless of whether that succeeds or fails) it actually gets cleaned up.
Yep! If Throned or you play more than one, extras get cleaned up during the next player's clean-up. If you played 2, you only discard one during your O-turn.
5b. If I King's Court an Outpost, both the King's Court and the Outpost will be tied to all three of the extra turns (of which at least two will fail to happen). Only when all three of them are out of the collection and another cleanup phase happens they will get cleaned up.
Yep! You get one O-turn, and they get discarded during next player's next clean-up.
6. The wording on Mission and Outpost on the condition preventing multiple turns is slightly different. For mission, if the previous turn was yours at the moment you buy it, simply nothing happens. There is no mission turn in the collection of extra turns that fails to happen. Outpost does always create the extra-turn but it might fail on execution.
If you play Outpost and buy a Mission, you generally want to choose the O-turn first; the M-turn's "if" clause was fulfilled during your normal turn (there wasn't one before it) so it's going to happen regardless of how many other extra turns have happened in the meantime. If you choose M-turn first, the O-turn fails, and Outpost awkwardly hangs out in your play area until next player's next clean-up.
7. As a result of this all, the collection of extra turns will only ever contain entries concerning the player currently playing extra turns and/or the next player. Note that in 3+player games this can be unrelated to the active player
Unless Donald makes that Reaction that lets you take extra turns.
I think KC and TR are not supposed to stay out after playing them on Outpost.
They are, actually. There's no "if" statement in Outpost's text, just the awkward "can't" clause, so a Throned Outpost is still going to try to throw you an extra turn. So it stays out (until the next player's clean-up phase, oddly enough, due to how Durations work), and does nothing. It's mainly because the check on whether Outpost does anything happens after you would have been able to discard it that turn.