bgg compiled q&A - v1.0December 28, 2007
This document is a compilation of nearly all rules questions asked in the BGG forums through December 28, 2007.
The questions have been grouped into general categories, and keywords have been highlighted in red to make topics easier to locate.
Whenever possible, I used answers provided by Thomas Lehmann, but I cannot vouch for the validity of all answers to all questions.
I merely copied the basic content of each question thread, performed minor edits and cleanup where necessary, and eliminated duplicates.
Please let me know if you find any inaccuracies..
Hopefully, this document can help with learning and playing the game.
Enjoy!
-Eddy Bee
card icons
Q.
There are 4 preset hands with a number 1-4 in the corners of that card.
Old Earth has a 0 in it's corners.
What does this zero mean?
A.
There are 5 start worlds, number 0, 1, 2, 3 and 4.
In the "first game" rules you use start worlds 1, 2, 3 and 4 (depending on the number of players; 2 = 1 and 2, 3 = 1, 2 and 3, 4 = 1, 2, 3 and 4) and the correspondingly numbered "starting hand" cards create initial hands.
In the "regular game" you shuffle all 5 start cards and deal one, randomly, to each player. You don't start with the "starting hand" cards, but instead shuffle all remaining cards (including unused start worlds and the "first game" starting cards) together and are dealt a random hand of six cards (of which you discard two).
Q.
What is the significance of the grey and white circles on the worlds?
A.
Grey are non-producing worlds.
White are Windfall worlds, and produce the good matching their "halo" color when settled, and later when certain powers are chosen..
Q.
On certain worlds I noticed there were small circles between the Settle Cost and VP designations. What is this?
A.
You mean the small red filled circle?
It marks the Planet as being Rebel, just like the Rebel keyword. It's mentioned in the rules briefly - but without a picture - where the different planet types are described.
All Rebel worlds have that symbol.
There's a card which gives +4 military for Rebel worlds and it's iconography had the +4 in a red circle which I think helps to indicate it only applies to those Rebel worlds with the symbol.
Q.
I was looking at the rules online and the example under "specific reduce cost" (page 9, under settle) seems to have an error in its icons.
The cost is supposed to apply to a non-military rare elements world, but the icons make it seem as though it can be used with military as well (half black circle, half red).
Is this how it appears on the card itself?
A.
Yes, this is how the [Rare Worlds] inline text icons appear in the final rules.
This discount power does apply to Rare military worlds when it is used in conjunction with the Contact Specialist power.
Yes, there was a long debate about how to represent kinds of worlds [Novelty, Rare, Genes, Alien] in the inline text icons (and you may not agree with our final decision). This issue shows up in several other places.
We decided to go with consistent generic icons (along the military / non-military axis) when we refer to the worlds of each kind [Novelty, Rare, Genes, Alien] inline in the power text, rather than try to special case them to make them just military or just non-military to match the power being described.
general rules
Q.
Some of the homeworlds have VPs. If you settle these you obviously would get the points, but do you get them as your start?
A.
At the end of the game you count the VPs printed on all of the cards in your tableau, yes. The homeworld is the first card in your tableau.
Per Tom Lehmann it gives you a rough idea of how hard the different worlds are to play, with Old Earth being hardest.
Q.
When does reshuffling occur during the middle of a phase?
A.
Immediately whenever the supply becomes exhausted.
All discards present at that point in time are reshuffled.
Q.
Are cards traded/consumed shuffled in before drawing, or do you only shuffle the discards from prior phases?
A.
The trade must occur first.
The card being traded (if any) would definitely end up in the discard pile and therefore be shuffled.
Then the player would draw the appropriate number of cards based upon the type of good.
Then the player would then choose which order to execute any trade powers.
Technically each power is executed one at a time though that would only matter if there were ever trade powers that resulted in discarding additional cards.
After that, the player would choose which order to execute any consume powers. Again each power is executed one at a time.
You would only perform the discards associated with the power being executed at each moment.
Similar comments apply to the Develop and Settle phases.
Each player in turn would make their payment and then exercise their associated powers in the order of their choosing.
If this results in the card supply being exhausted then simply reshuffling everything sitting in the discard pile at that point.
Q.
Some effects give a discount on particular type/color world.
Does this apply to both producers and windfall planets of the right color?
A.
Yes.
Q.
There are some 6 development cards that say 1vp/Other World and 1vp/Other Military.
Does that mean every other players (not yourself) world/military world give +1 vp?
A.
6 cost Developments only apply to the cards you have played.
When it says "other world" that means worlds that do not meet any of the other conditions for vps on that 6 cost Development.
See the back page of rules above the listing of the 6-developments: "For these developments, score end of the game VPs for every card in its owner’s tableau that satisfies one of the conditions listed on that development (and for every 3 VPs in chips its owner has in the case of Galactic Renaissance)."
Q.
If one of the grey planet/location cards allows you to, say, exchange a resource of any color for a VP, you can use any goods produced by any of your planets/locations, right?
You aren't limited to using/consuming the goods only on the planet that generated them, right?
A.
Correct.
Q.
When playing a rebel world, will all military bonuses count, or only the special rebel military bonuses?
A.
Rebel worlds are conquered just like any other miliitary world, with the exception that there are some specific bonuses (Galactic Imperium) that apply only to conquering Rebel Military worlds (just as there are some bonuses that apply only to conquering Rare or Alien military worlds).
Q.
I don't see anything in the rules about replacing cards that are in the tableau with others you'd rather have there (higher VP, eg) to draw out building up to 12 cards.
Thus, I'm assuming that once a card is in the tableau, it stays there till the end of the game (unless its special power allows players to discard it for some effect)- it can't be discarded or overlaid.
Correct?
A.
Correct, except (as you you state) for those cards that have a power that allows it to be discarded.
The second expansion is reported to include means to manipulate your neighbor's tableau.
consume/trade
Q.
Consume/Trade: Can I sell more than one good for cards?
A.
No.
Q.
I have Old Earth and only one other Consume card (1 good == 1 VP), and 3 goods.
I play the Consume/Trade action.
I trade in my 1 resource for whatever it's worth, +1 for Old Earth. I now have 2 goods left.
One of them I consume with the nameless consume card referenced above for 1 VP.
Can I consume the second good with Old Earth, even though I used the Trade power on it already?
A.
Yes. Trade powers and Consume powers are independent in that regard.
Q.
During a Consume/Trade, do all trades happen before all consumes?
A.
No, there is no separate Trade phase; thus, trades occur on the players' Consume phases. For each player, any Trade is done first, before any consume powers are invoked. See page 6 of the rules, where both of these points are made.
If you feel that player order matters and invoke the Timing rules then you will do each player's turn for that phase completely before moving on to the next player.
The trade bonus is executed as part of a player's consume phase.
Q.
Consume/Trade:
By choosing "Consume/Trade" I can only trade one of my goods at the standard price (as shown on the Consumer/Trade card) OR trade one of my goods using a trade power (as shown on a played card in front of me).
When "consume" is chosen, I have to consume all my goods if possible using the consume powers (as shown on the played cards in front of me).
Goods which I can't consume aren't discarded.
Is this correct?
A.
You're not quite right on the trade phase: you must trade one good for the standard price plus ALL applicable trade powers. So if I sell a rare element, and have Old Earth (+1 to all trade) and Space Port (+2 when trading rare elements), I would get 3+1+2 cards. The only time you can trade goods using powers is through specific consume powers on Trade League and Black Market Trading World.
You're correct on the consume phase: you must use all your consume powers (but not necessarily in the most efficient order), and get to keep any goods left. This means if you are getting goods solely for trade, having consume powers on your cards is actually a bad thing, as you will lose goods you could otherwise keep.
Note that in a Consume:Trade that you call, after performing your trade, you then apply your consume powers, in any desired order (typically turning any remaining goods into VPs and/or cards, depending on what exact Consume powers, if any, that you have).
Q.
I haven't been able to decipher a clear rule on Trade/Consume.
Here's the confusion: discard a good to draw cards equal to (blue=2, brown=3 etc), then look for any card (development/world (in tableau (that has a matching (color) $ icon for a bonus and draw the allowed amount (+1, +2+3, etc) - but that is it, you're allowed only one discard (good) during a Trade/Consume?
If I have other worlds with goods on them, I can not use those goods to use other cards with '$' trade powers to receive those cards bonuses?
I can only use them to gain VP's due to the rule that you have to use all goods during a consume phase? Correct?
A.
Pretty much correct: Think of Consume:Trade as a different Phase IV power that (a) triggers Phase IV phase but (b) happens before the rest of Phase IV and (c) activates a distinct set of related special powers.
The player(s) who chooses Consume:Trade must sell one good (if they have any) for cards (at the rates indicated). In doing so, all Trade ($) powers in the choosing players' tableaux are (must be) activated (i.e, they happen as part of the sale). Players that did not choose Consume:Trade do nothing.
Consume:Trade then also triggers regular consumption. So if Consume:Trade is chosen by any player, all players must use all of their Consume (IV) powers. (If any of those players chose "regular" Consume, they get the 2x bonus for their consume powers that generate VP.)
When you select Consume:Trade, your ability to trade does not depend on any Trade power. Unlike Consume, which requires a Consume power, the ability to Trade stems solely from your selection of Consume:Trade (of course, you must have a good to Trade.)
When teaching the game I refer to the consume power icons as ships. If you have no ships then you cannot consume.
Trade powers aren't needed to permit you to trade; rather, Trade powers enhance the Trade you are already permitted to do.
One clarification.
Although you must use all of your Consume powers if you can, there is a loophole here that is very important. You can choose the order in which you consume and so it may be that you will not be able to consume some cards or that some consume powers will not be used. For example if you have two cards - novelty and gene and you have two consume powers you could get very different results based on how you decide to consume.
Let's say your opponent chooses Consuem/Trade and you have one consume power that gives you a VP and a second consume power that requires you to consume a novelty to produce a victory point and a card. Let's further assume you don't want to give up you potentially 4 card gene for 1 VP.
Easy-Peasy. You choose to use the first consume power to consume the novelty for one VP. The second consume power now cannot be used as it requires a novelty card and you only have a gene card left. Now next turn you can chose Consume/Trade and trade that gene card for 4 cards and since you get in a nice development as well you get an extra 2 cards for the gene card when you trade it!
Q.
Assume I have in my tableau:
·
Spice World (Novelty) with a Good on it
(special rule -> $trade: one good, +2 cards to my hand)
·
New Sparta, Military World
(special rule->settle phase +2 military).
If I choose IV-Consume 2x VP as my role this turn, I keep my good because I have no IV Consume Powers, basically wasting my turn?
A.
Correct.
Q.
If I chose IV-Consume Trade as my role this turn, I get 2 (from Trade $) +2 (from Spice World power) ->4 Cards for the Novelty?
A.
Correct.
Q.
If another player chose this role, but not me, I must trade my card for 2 cards (Spice World Power).
A.
No.
The only time you can trade a good for cards is when you choose the action. If another player selects it, you can only perform the consume if you can, the trade does not apply to you.
Q.
Let's say I have:
·
New Vinland, with a good
(Power: IV, 1 Good->2 Cards)
·
Galactic Resort, NO Good
(Power: IV, 1 Any Good-> VP + 1 card)
If someone else picked EITHER of the Consume Roles, I would be able to consume only, EITHER converting my New Vinland Good for 2 cards OR using the Galactic Resort to convert it into 1VP+1Card?
A.
Correct.
Q.
If I pick 2XVP Consume as my role, I get either 2 cards, or 2VP+1 card?
A.
Correct.
Q.
Consume/Trade:
Say I have 2 cards that give +1 card when trading.
When I play "Trade", do I get to use both of them?
A.
Yes, page 6 of the rules says you use all of them.
Q.
If one of them is "Old Earth" and I use the "$" phase power to get +1 card when trading, can I still use the "IV" phase power to convert goods to VPs?
If not, do I get to choose which to use ("$" vs. "IV")?
A.
If you chose the Consume/Trade action card, you must do these two things in sequence:
1) Trade one of your goods, applying your powers (eg, Old Earth)
2) Use all of your consume abilities, in an order of your choosing, to
consume resources, if possible.
If you didn't choose Consume/Trade as your action card but someone chose Consume/Trade or Consume/x2, then you only do step 2. So, if you use your trade ability (+1 card) to trade a resource away and you still have a resource after that, you must use your phase IV (consume) ability to get VPs. If you don't have any more resources though, you can't use the same resource for trading and for consuming.
Q.
The rules are very explicit about how to handle "Discard Up To" when it is goods-related, e.g. Free Trade Association.
Once you invoke the consume power you must use it to the fullest extent possible.
Is this also true when using "Discard Cards Up To" powers?
If I have 11 cards in my hand and I decide to use Deficit Spending am I forced to discard two cards (down to nine), or can I choose to discard only one to go down to 10?
A.
No; optional trumps "up to" in this case.
Q.
What if I have two cards in play that have a consume power, one gives me 2 VP's and the other one gives me 1 VP and 1 card.
Can I choose to, for example. consume 2 goods for 2 VP's each and then use the second consume power for my remaining goods, giving me VP's and cards?
Or do I have to use the first power to it's full capacity (which is unlimited in this example)?
A.
The "basic" consume powers each consume only 1 good and can only be invoked once during a given consume phase. From the rules (page 6): "Each consume power can be used only once in a consume phase." Also see page 10, where the basic consume powers are listed under the subheading "Any One Good" and their description includes "discard 1 good".
If you did have a power which had "unlimited capacity" (there are none in the game unless you count the consume all goods for N-1 VPs) then you would have to use it, but you could use it after other consume abilities. Most consume powers are single use (per consume round).
Q.
Trading in goods in the consume phase:
if the icon shows one card (any color), an arrow, and a 1 in a hex, this means I can trade in one card of the appropriate color for one VP.
Once I do that, is that card 'used up' for that phase, meaning I can't trade a second card for a VP?
I know there are some that have a x2 or x3 on the arrow part of the icon, and that means I can convert goods using that card up to twice or three times as indicated, right?
A.
Correct.
A consume power without a multiplier in the arrow can only be used once per consume phase. Those with multipliers can be used a number of times equal to the multiplier.
Don't forget that consume powers with the x multiplier have to be used to the fullest extent possible. So, if when you invoke this power you have x goods of the shown type you must consume (discard) them all. Consume powers can be executed in any order, but once a power is invoked it must be done to the maximum possible.
Q.
Is it possible to choose not to use the trade power from Trade League during consume, or is it mandatory like all other consume powers?
A.
"It can be mandatory." I always explain consume as thus:
"(You trade if you picked consume/trade, then) you must use all of your consume powers, but in the order of your choosing." [And the few powers that are explicitly "May" be used].
So if you have a good left and you can't find another power to consume it, then yes you must trade.
"May" always indicates optional, with the one exception that if the only way you can place a world you have indicated that you are going to settle is by invoking an optional power in your tableau, you must do so. This is covered in the powers section of the rules.
Q.
The German rules explicitly state that players may apply all special Trade powers to the card sale during Consume/Trade, but the English rules imply that all powers must be applied.
Which is it?
A.
All relevant trade powers must be applied to a given sale.
In general, powers are not optional unless they explicitly say "may" in their text, as described in the powers section of the rules.
Trade powers apply to all trade actions, so it is a must.
Q.
So if you build the Pilgrimage world, and only have one world to sell off then you will lose -1VP.
You MUST do it if it hurts you?
A.
1) If you play a CONSUME:TRADE card, you must first sell a good and you must apply all relevant trade ($) powers. Trade powers are all good (they just give you extra cards) so there is no worries about being "forced" to use your trade power.
2) When anyone plays a CONSUME card (either trade or double VPs), all players must apply their consume (IV) powers in whatever order they choose. This "forced" use of consume (IV) powers can hurt if you weren't the one playing the consume card and thus weren't able to take advantage of the trade bonus or double VPs bonus on your precious goods.
produce
Q.
Windfall worlds aren't considered to "produce" on the turn they are played (providing their windfall), correct?
Thus, they cannot fulfill requirements that invoke an "X world produced X good..." until they are made to produce by choosing produce as an action or some other effect?
A.
The Produce effects only occur during the Produce phase.
Worlds are placed during Settle, so any Produce effects can't fire.
Q.
I am confused by the produce power that shows a specific card color under the section V power.
As a specific example, take Rebel Miners a 2 cost military rare production world with a rare symbol under produce power V.
What is this trying to tell me?
If anyone selects produce, I will produce on all of my production worlds based on its specific color. In the case of the rebel miner it is a rare world and would produce a rare good on this card. Where is the specific rare card shown under its produce power going to go?
Can it go on a windfall world if I didn't choose the production phase?
Since I am already producing a rare good on this card simply through the effects of the produce action, what am I gaining here?
A.
All worlds with a solid color (except gray) inside the circle will produce a good of their color on ANY produce phase, if that world doesn't already have a good.
This is a reminder to do so.
Windfall worlds, you'll note, don't have this. This is because windfall worlds only produce a goods on YOUR produce phases (for exactly one windfall world that doesn't have a good) OR via a produce power that allows placement on a windfall world (indicated by a circle with a multicolored OR solid halo around it).
I had to look through each production world to see that they all contained the power "instruction" to put an appropriate good on the planet during production.
This is a redundancy since you are required to do so by the "rules". Why use a power to reiterate a rule. Its only purpose seems to be to remind you to place the good during production.
From the designer:
Having the two graphics is redundant, but helpful IMO, just as having the upside down production reminders is helpful.
Graphically, it's useful to have something on the top bar that tells a person dealing out production goods that a good goes on a given planet (unless that world already has a good on it). Similarly, it's useful to have a graphic attached to Phase V to help the player scanning across the cards in his or her tableau to make sure that the player has exercised all applicable powers during a production phase.
settle
Q.
The Settle power for New Military Tactics reads may discard this card from tableau for +3 Military this phase.
Am I correct in assuming that you may choose to discard this card at the start of any Settle phase regardless of whether you actually settle a world?
A.
Yes.
Q.
The Settle power for Colony Ship reads may discard this card from tableau to place a O at 0 cost.
Am I correct in assuming that you may only choose to discard this card if you also place the world?
A.
Yes, even if the cost of the world is already 0 due to other powers.
Q.
Does exchanging a colony ship for a planet happen instead of or in addition to the normal build opportunity during the settle phase?
If you choose the settle action and use a colony ship, do you get a card?
A.
It's a Settle power. It reduces the cost of placing a non-military non-alien world to zero.
So it's just modifying the cost of the Settle action for you.
If you picked Settle yourself, you'd get a card after you placed the world.
specific cards
Q.
Does Alpha Centauri begin the game with a rare minerals resource on it?
A.
Yes, it starts with a good.
Though, even with the good, a lot of vets find Alpha Centauri one of the tougher starting worlds to play, though there is a nice consume+trade action on turn 1 if you want it.
Q.
Does the Alpha Centauri Military power count as Specialized Military because it only applies to Rare Planets?
I am asking in the context of New Galactic Order scoring at the end of the game. The icon on New Galactic Order shows a white filled Military icon (as opposed to the brown-filled icon on Alpha Centauri).
The rules for New Galactic Order state: "Specialized Military includes not only bonuses against Rebel and Alien military worlds, etc. but also temporary Military, such as provided by New Military Tactics."
I am not 100% sure what the "etc" above should apply to, as Rebel and Alien are terms that are highlighted, but this could also be extended to indicate the other good types (novelty, rare, gene) along with Alien.
In the Card Powers section the term Specific Military is used (to represent rather than Specialized. Are these terms synonymous?
A.
Specific and specialized are the same. Alpha Centauri's military does not apply to New Galactic Order.
Q. Say a game ends and a player has Aquatic Uplift Race and Pan-Galactic League in their tableau.
Does the player score both 2 points for the latter being a genes world AND 1 point for it being an other military world?
Or does the player only get the highest bonus?
A.
You score just the 2 points. The 'other' in 'other military worlds' means military worlds other than those which satisfy an earlier condition (in this case, by being a genes world).
Q.
Deficit Spending:
Does Deficit Spending force me to discard two cards from my hand for VPs every consume phase, if possible?
A.
Deficit Spending is optional (as, indeed, is any power that uses the word "may"). Typically, optional powers involve giving up cards from your tableau or hand, for example: Colony Ship or New Military Tactics.
The only time you are required to use an optional power is to fulfill an indicated tableau placement. For example, if you indicate that you are settling a Military 3 world, such as Rebel Underground, by placing it face down and flipping it up when everyone is ready and have no Military except for the optional New Military Tactics, then you must use the New Military Tactics to place this world; you don't have the option, after having seen what everyone else did, to decide to not settle this world.
This is in the rules at the end of the Powers section.
Since Deficit Spending is optional, you are not required to spend two cards when you use it; you may choose to discard only one. Note that this is different from the rule about using all of a mandatory Consume power that consumes "up to" some number of goods, if possible, once that consume power is invoked. Optional trumps "up to" in this case.
Q.
Expanding Colony:
The 1vp/expanding colony, does that mean each normal (not production) world?
A.
Yes, Expanding Colony consumes 1 good for 1 point and produces 1 good on a novelty windfall world.
Q.
Galactic Renaissance:
If a player has Galactic Renaissance plus some other 6-cost developments, does the player choose the scoring order in the final end-of-game scoring phase (in which case she would naturally score Galactic Renaissance last)? Or is the 1VP per 3 VP chips applied only to chips gained during the first two scoring phases?
Also, for the same card, I'm assuming the scoring order follows the same order as the text on the card. Am I right?
A.
Galactic Renaissance scores 3/1 for VP chips. The only time you get VP chips is from Consume actions that give you VP chips during the game. Other end of game scoring is not taken in VP chips. The preferred method is to have a running total or a score sheet to add up the points from Developments, Worlds, VP chips and 6 cost Development bonuses.
The rules care about 3 things: VP chips (for inventory purposes), VPs earned from chips (for Galactic Renaissance) and VPs. San Juan has an equivalent building and they included a gratuitous scoring pad to clarify this issue.
Q.
Gambling World:
Please explain the meaning of the table on the "Gambling World" card (associated with the consume power if memory serves me right).
I get the rule of "choose a number from 1 to 7, draw a card and if the cost/defense is the same as your choice, keep the card"... what I do not understand is what I'm supposed to do with the lookup table on the card itself?
A.
The table is a frequency listing of cards and their costs in the deck. The top line (0-7) is the cost/defense of the cards. The next line is how many developments there are with that cost. The third line is how many normal worlds there are with that cost. The last line is how many military worlds there are with that defense.
There's an updated copy of the Gambling World (replacing earlier copies) slated for each expansion.
Q.
Gambling World:
Do you get to use both powers for this card in a single Consume phase? Thanks!
A.
Yes, you can use both of the Gambling World's consume powers in a single Consume phase (that's why the note on the power in the rules mentions that this card has an "additional" consume power).
Q.
Gambling World:
It takes two goods to activate both consume abilities, correct?
A.
No, the first of the Gambling World's two consume abilities (Draw if Lucky) does not require a good to activate (the standard consume 1 good for 1 VP chip power does).
So, for example, if you settle this world on the first turn and another player consumes, then you can name a number, flip a card, and see if you get lucky even if you have no goods in your tableau.
Q.
Gambling World:
The card that is flipped up goes into your hand, not the tableau, correct?
A.
Correct; if the card flipped over matches the named cost/defense number, it goes into your hand.
Q.
New Galactic Order:
Does it give me plus to my total military power?
It gives
+2 but does it also grant as much more as I already have?
So, if I have +4, I play New Galactic Order, I have +6 and then the NGO's bonus (+4+2=+6+6) I have +12?
Can this be right?
Also, does it give victory points?
If it does, how much?
In the example above, 6 or 12?
A.
The New Galactic Order gives you two things:
1) During the game, it gives you +2 Military Strength.
\2) At the end of the game, it gives you one VP for every point of Military Strength you have got. The points on the New Galatic Order count for this bonus. Specialized Military does not count for the bonus.
If you had +4 Military in your tableau and played NGO, you would now have +6 Military. If the game then ended, NGO would be worth 6 VPs.
Q.
Pilgrimage World:
We disagreed as to exactly what the consume power caused. According to the card the player "discard(s) all remaining goods to gain that number of -1 VPs." Now, does this mean the player must discard all goods and gain that number of VP chips, subtract one, or does it mean the player must take away that number of VP chips (gain "-1 VP chips" per good)?
In other words, if I consumed three goods, would I earn two VP chips (3 - 1) or would I be forced to lose 3 VP chips, if I have three available?
A.
This is explained pretty clearly on page 10:
All Goods
Discard all goods (possibly after using other consume powers) to gain VP chips equal to one less than the number of goods discarded.
Example: if the player has 3 goods when this power is invoked, he discards all of them for 2 VPs.
Q.
This World's Good:
At the end of the description (p.10) it says that the "any other applicable Trade powers" are also applied, but it does not say this in the descriptions of the other Trade powers. Why?
Don't all Trade powers always apply to the sale? As the rules state:
"Players choosing Consume:Trade also apply all relevant Trade special powers..."
A.
Just trying to be explicit.
Some playtesters had interpreted the "this world" trade power to imply that other trade powers (relevant to the good kind being traded) would not apply in addition to the "this world" trade power, which was incorrect.
Q.
Trade League:
Its Consume power looks like it gives you the same bonus that you would get if you chose the Trade bonus.
Is that the correct interpretation?
Does it give you that power, without having to select it as your action for the round?
Or let you do it twice if you do select it?
A.
If someone else selects consume (and you pick a non-consume role), then you may consume one card to get as many cards as you would earn from trading (including +1 for the trade leagues bonus). You must use this power (unless you have other consume powers that exhaust all of your goods).
If you pick Consume/Trade, then you trade twice (effectively), you take your trade privilege (first) then all your consume powers. Again, if you run out of goods you may not have to take the second 'trade,' but otherwise it's mandatory.
If nobody selects consume, then it doesn't happen. (I don't think you were asking that, but just wanted to be clear).
The real power (IMO) is that you can select "Consume -- x2 VP" and get double VPs for all of your other consume actions, but still get the trade privilege (effectively) to draw 3-6 (or more) cards.
2-player game
Q.
2-player game:
I understand how my own actions affect me whether they're 2 different ones or 2 of the same.
I want to know how player's actions affect each other.
If I play 2 Explore (+5, +1+1) and my opponent plays a Develop and an Explore +5 (for example) will she get an additional draw 2 keep 1 basic explore action?
Do both my action plays always give the same basic action to my opponent in both phases?
A.
The relevant rules are on page 8. Basically, all the phases except Develop and Settle can only happen once. So if you pull both explore bonuses, they stack (you draw 8=2+5+1 cards and keep 2=1+1 cards). Your opponent gets any bonuses she plays - in your example, she will draw 7 keep 1. And then (in your example) both of you get to develop - you get no bonus, she gets a -1.
The only difference is if one person pulls two Develop or two Settle actions. If, for example, you pull two Develop and the other player pulls Develop and Settle, There will be two develop phases (back to back) for both players and then a Settle phase (for both players). In the first Develop phase, both players get to Develop with the -1 bonus. During the second develop phase, only you get to develop with the -1, but the other player can develop at normal cost. And then you Settle.
Q.
In a 2-player game, a player who chooses both Explore actions "draws eight cards and keeps two of them," thus getting one Explore phase with both bonuses instead of two separate phases.
If the other player didn't choose Explore at all, would she get two separate Explore phases (draw two keep one, draw two keep one) or only one Explore phase (draw four keep two)?
A.
One Explore phase.
The only phases that can be duplicated in the 2-player game are Develop and Settle.