There was a question of timing on the BGG forums: Does "Sticky Widget" negate a tank's Dash ability? Ignoring the question entirely (yes!), it got me to wonder about when Action! cards are supposed to be played. I had assumed, based on what I'd seen so far, you played them in your turn. That clearly can't be, since "Sticky Widget" would be utterly useless if you could only play it in your own Combat Phase. The card doesn't distinguish whose Combat Phase, just says "Combat Phase". Which is what "Masks! Masks!" says as well. Given that you clearly are intended to play "Sticky Widget" in your opponent's Combat Phase, doesn't that imply you could also drop "Masks! Masks!" on their turn? Or "This. Is. Marta!", which would be weird, but possibly more useful than playing it on your turn? How about "Back in the Fight!" to steal an opponent's unit? That last one seems ridiculous, but then again, the card doesn't state "your unit" just "unit".
Some of them don't work... "Shoot N' Scoot" as an example seems intended to only be played in it's owner's Combat Phase. None of the cards make any distinction, though. The only card that says anything, well, special is "Catch That Pigeon!" which says "Special" for it's timing and that's because it's basically a counter-Action! and can only be played after another Action! card.
This makes the Action! cards considerably stranger, in my opinion. On one hand, it makes it far more interesting... "You've deployed, started your Combat Phase and now I play 'Incoming!' on your bunker". On the other hand, that seems counter to the spirit of the game, which is a dangerously unstable ground to make a firm opinion on. It's really interesting to look at every Action! card and think about using it on your opponents turn, by the way.
In fact, it seems so strange that I'm assuming I've overlooked something simple. The rule book doesn't state whose turn you must play the card in. I couldn't GoogleFu any discussion of it. The updated rule book .pdf doesn't seem to have anything to say. Most of the cards seem clear in their intention, but the idea of dropping a gas attack on your opponent's turn has some definite appeal, frankly!
Anyhoo, has anyone seen anything official-ish or have an opinion?
Some of them don't work... "Shoot N' Scoot" as an example seems intended to only be played in it's owner's Combat Phase. None of the cards make any distinction, though. The only card that says anything, well, special is "Catch That Pigeon!" which says "Special" for it's timing and that's because it's basically a counter-Action! and can only be played after another Action! card.
This makes the Action! cards considerably stranger, in my opinion. On one hand, it makes it far more interesting... "You've deployed, started your Combat Phase and now I play 'Incoming!' on your bunker". On the other hand, that seems counter to the spirit of the game, which is a dangerously unstable ground to make a firm opinion on. It's really interesting to look at every Action! card and think about using it on your opponents turn, by the way.
In fact, it seems so strange that I'm assuming I've overlooked something simple. The rule book doesn't state whose turn you must play the card in. I couldn't GoogleFu any discussion of it. The updated rule book .pdf doesn't seem to have anything to say. Most of the cards seem clear in their intention, but the idea of dropping a gas attack on your opponent's turn has some definite appeal, frankly!
Anyhoo, has anyone seen anything official-ish or have an opinion?