#152261: "More potent potions"
A che riguardo è la segnalazione?
Cos'è successo? Prego, seleziona tra le seguenti
Cos'è successo? Prego, seleziona tra le seguenti
Si prega di verificare se esiste già una segnalazione sullo stesso argomento
Se sì, per favore VOTA solo questa segnalazione. Segnalazioni con più voti hanno priorità di presa in carico!
| # | Status | Votes | Game | Type | Title | Last update |
|---|
Descrizione dettagliata
-
• Per favore copia/incolla il messaggio di errore visualizzato sullo schermo, se possibile.
This game is great, and feels like a game of skill despite the dice. However, the potions involve more luck than I would like.
The potions are situational and often not useful, so I rarely use them. Maybe I'm still a beginner. In any case, I would like to propose some new documentation and optional rules to improve the usefulness and skill factor of potions:
1. Document all the potions and how many there are of each, so we can know the odds of drawing a useful potion.
2. Allow us to look into the potion discard pile.
3. Implement a "potion market" which shows 3 potions face up. When a player is allowed to draw a potion, instead of drawing from the potion deck, they can take it from the market. They have to pay 1 health for the left-most card, 2 health for the middle card, and 3 health for the right-most card. Drawing from the face-down deck would cost 0 health as usual. If the player takes from the market, the remaining potions shift left and the top of the potion deck is drawn and placed face up in the right-most slot.
-
• Per favore spiega cosa avresti voluto fare, cosa hai fatto e cosa è successo
• Qual è il tuo browser?
Safari v17.6
-
• Per favore copia/incolla il testo visualizzato in inglese invece che nella tua lingua. Se hai uno screenshot di questo bug (è sempre buona norma farlo), usa un servizio di caricamento immagini a tua scelta (come snipboard.io) per caricarlo e copiare/incollare il link qui. Questo testo è disponibile nel sistema di traduzione? Se sì, è stato tradotto nell'arco di più di 24 ore?
This game is great, and feels like a game of skill despite the dice. However, the potions involve more luck than I would like.
The potions are situational and often not useful, so I rarely use them. Maybe I'm still a beginner. In any case, I would like to propose some new documentation and optional rules to improve the usefulness and skill factor of potions:
1. Document all the potions and how many there are of each, so we can know the odds of drawing a useful potion.
2. Allow us to look into the potion discard pile.
3. Implement a "potion market" which shows 3 potions face up. When a player is allowed to draw a potion, instead of drawing from the potion deck, they can take it from the market. They have to pay 1 health for the left-most card, 2 health for the middle card, and 3 health for the right-most card. Drawing from the face-down deck would cost 0 health as usual. If the player takes from the market, the remaining potions shift left and the top of the potion deck is drawn and placed face up in the right-most slot.
• Qual è il tuo browser?
Safari v17.6
-
• Spiega il tuo suggerimento in modo preciso e conciso in modo che sia il più semplice possibile per capire cosa intendi.
This game is great, and feels like a game of skill despite the dice. However, the potions involve more luck than I would like.
The potions are situational and often not useful, so I rarely use them. Maybe I'm still a beginner. In any case, I would like to propose some new documentation and optional rules to improve the usefulness and skill factor of potions:
1. Document all the potions and how many there are of each, so we can know the odds of drawing a useful potion.
2. Allow us to look into the potion discard pile.
3. Implement a "potion market" which shows 3 potions face up. When a player is allowed to draw a potion, instead of drawing from the potion deck, they can take it from the market. They have to pay 1 health for the left-most card, 2 health for the middle card, and 3 health for the right-most card. Drawing from the face-down deck would cost 0 health as usual. If the player takes from the market, the remaining potions shift left and the top of the potion deck is drawn and placed face up in the right-most slot.
• Qual è il tuo browser?
Safari v17.6
-
• Cosa era mostrato sullo schermo quando sei rimasto bloccato (schermo bianco? interfaccia di gioco parziale? messaggio di errore?)
This game is great, and feels like a game of skill despite the dice. However, the potions involve more luck than I would like.
The potions are situational and often not useful, so I rarely use them. Maybe I'm still a beginner. In any case, I would like to propose some new documentation and optional rules to improve the usefulness and skill factor of potions:
1. Document all the potions and how many there are of each, so we can know the odds of drawing a useful potion.
2. Allow us to look into the potion discard pile.
3. Implement a "potion market" which shows 3 potions face up. When a player is allowed to draw a potion, instead of drawing from the potion deck, they can take it from the market. They have to pay 1 health for the left-most card, 2 health for the middle card, and 3 health for the right-most card. Drawing from the face-down deck would cost 0 health as usual. If the player takes from the market, the remaining potions shift left and the top of the potion deck is drawn and placed face up in the right-most slot.
• Qual è il tuo browser?
Safari v17.6
-
• Quale parte delle regole non è stata rispettata dall'adattamento BGA
This game is great, and feels like a game of skill despite the dice. However, the potions involve more luck than I would like.
The potions are situational and often not useful, so I rarely use them. Maybe I'm still a beginner. In any case, I would like to propose some new documentation and optional rules to improve the usefulness and skill factor of potions:
1. Document all the potions and how many there are of each, so we can know the odds of drawing a useful potion.
2. Allow us to look into the potion discard pile.
3. Implement a "potion market" which shows 3 potions face up. When a player is allowed to draw a potion, instead of drawing from the potion deck, they can take it from the market. They have to pay 1 health for the left-most card, 2 health for the middle card, and 3 health for the right-most card. Drawing from the face-down deck would cost 0 health as usual. If the player takes from the market, the remaining potions shift left and the top of the potion deck is drawn and placed face up in the right-most slot.
-
• La violazione delle regole è visibile nel replay della partita? Se sì, a che numero di mossa?
• Qual è il tuo browser?
Safari v17.6
-
• Qual era l'azione di gioco che volevi fare?
This game is great, and feels like a game of skill despite the dice. However, the potions involve more luck than I would like.
The potions are situational and often not useful, so I rarely use them. Maybe I'm still a beginner. In any case, I would like to propose some new documentation and optional rules to improve the usefulness and skill factor of potions:
1. Document all the potions and how many there are of each, so we can know the odds of drawing a useful potion.
2. Allow us to look into the potion discard pile.
3. Implement a "potion market" which shows 3 potions face up. When a player is allowed to draw a potion, instead of drawing from the potion deck, they can take it from the market. They have to pay 1 health for the left-most card, 2 health for the middle card, and 3 health for the right-most card. Drawing from the face-down deck would cost 0 health as usual. If the player takes from the market, the remaining potions shift left and the top of the potion deck is drawn and placed face up in the right-most slot.
-
• Cosa stai provando a fare per attivare questa azione di gioco?
-
• Cosa è successo quando hai provato a fare questo (messaggio di errore, messaggio nella barra di stato del gioco...)?
• Qual è il tuo browser?
Safari v17.6
-
• In quale fase del gioco si è verificato il problema (qual era l'istruzione della partita in corso)?
This game is great, and feels like a game of skill despite the dice. However, the potions involve more luck than I would like.
The potions are situational and often not useful, so I rarely use them. Maybe I'm still a beginner. In any case, I would like to propose some new documentation and optional rules to improve the usefulness and skill factor of potions:
1. Document all the potions and how many there are of each, so we can know the odds of drawing a useful potion.
2. Allow us to look into the potion discard pile.
3. Implement a "potion market" which shows 3 potions face up. When a player is allowed to draw a potion, instead of drawing from the potion deck, they can take it from the market. They have to pay 1 health for the left-most card, 2 health for the middle card, and 3 health for the right-most card. Drawing from the face-down deck would cost 0 health as usual. If the player takes from the market, the remaining potions shift left and the top of the potion deck is drawn and placed face up in the right-most slot.
-
• Cosa è successo quando hai provato a fare questa azione di gioco (messaggio di errore, messaggio nella barra di stato del gioco...)?
• Qual è il tuo browser?
Safari v17.6
-
• Per favore descrivi il problema rilevato. Se hai uno screenshot di questo bug (è sempre buona norma farlo), usa un servizio di caricamento immagini a tua scelta (come snipboard.io) per caricarlo e copiare/incollare il link qui.
This game is great, and feels like a game of skill despite the dice. However, the potions involve more luck than I would like.
The potions are situational and often not useful, so I rarely use them. Maybe I'm still a beginner. In any case, I would like to propose some new documentation and optional rules to improve the usefulness and skill factor of potions:
1. Document all the potions and how many there are of each, so we can know the odds of drawing a useful potion.
2. Allow us to look into the potion discard pile.
3. Implement a "potion market" which shows 3 potions face up. When a player is allowed to draw a potion, instead of drawing from the potion deck, they can take it from the market. They have to pay 1 health for the left-most card, 2 health for the middle card, and 3 health for the right-most card. Drawing from the face-down deck would cost 0 health as usual. If the player takes from the market, the remaining potions shift left and the top of the potion deck is drawn and placed face up in the right-most slot.
• Qual è il tuo browser?
Safari v17.6
-
• Per favore copia/incolla il testo visualizzato in inglese invece che nella tua lingua. Se hai uno screenshot di questo bug (è sempre buona norma farlo), usa un servizio di caricamento immagini a tua scelta (come snipboard.io) per caricarlo e copiare/incollare il link qui. Questo testo è disponibile nel sistema di traduzione? Se sì, è stato tradotto nell'arco di più di 24 ore?
This game is great, and feels like a game of skill despite the dice. However, the potions involve more luck than I would like.
The potions are situational and often not useful, so I rarely use them. Maybe I'm still a beginner. In any case, I would like to propose some new documentation and optional rules to improve the usefulness and skill factor of potions:
1. Document all the potions and how many there are of each, so we can know the odds of drawing a useful potion.
2. Allow us to look into the potion discard pile.
3. Implement a "potion market" which shows 3 potions face up. When a player is allowed to draw a potion, instead of drawing from the potion deck, they can take it from the market. They have to pay 1 health for the left-most card, 2 health for the middle card, and 3 health for the right-most card. Drawing from the face-down deck would cost 0 health as usual. If the player takes from the market, the remaining potions shift left and the top of the potion deck is drawn and placed face up in the right-most slot.
• Qual è il tuo browser?
Safari v17.6
-
• Spiega il tuo suggerimento in modo preciso e conciso in modo che sia il più semplice possibile per capire cosa intendi.
This game is great, and feels like a game of skill despite the dice. However, the potions involve more luck than I would like.
The potions are situational and often not useful, so I rarely use them. Maybe I'm still a beginner. In any case, I would like to propose some new documentation and optional rules to improve the usefulness and skill factor of potions:
1. Document all the potions and how many there are of each, so we can know the odds of drawing a useful potion.
2. Allow us to look into the potion discard pile.
3. Implement a "potion market" which shows 3 potions face up. When a player is allowed to draw a potion, instead of drawing from the potion deck, they can take it from the market. They have to pay 1 health for the left-most card, 2 health for the middle card, and 3 health for the right-most card. Drawing from the face-down deck would cost 0 health as usual. If the player takes from the market, the remaining potions shift left and the top of the potion deck is drawn and placed face up in the right-most slot.
• Qual è il tuo browser?
Safari v17.6
Storico dei resoconti
Point 1 and 2 make sense. To show the discard-pile (so far only the alchemist can do that) and a list of all the potions. I only have to find a good place in the game-layout to place that, without getting in the way or beeing distracting. But I am working on this in my head right now.
Point 3 im am less sure of. I find the idea not bad. I will have to check, if that would cause other issues with the game mechanics. But also this would be a rule, that doesn´t exist in the actual game and I am not sure, if I should introduce BGA-inclusive extra rules. Even if it is just a game-option. So jeah - I am thinking about it. :-D
Suggestion 3 could be a bad idea if it makes the IronClad character too powerful. Maybe it would be less bad if health was NOT required to take a potion from the market?
I have a Suggestion 4. :) How about having a "draft" phase at the beginning of the game where players take turns choosing 1 or 2 potions from a random pool of 6?
Even if these rules were only implemented on BGA, they -might- make the game more fun and increase the likelihood that people will buy the physical game. Then if they were exposed to these new rules on BGA, they could simply use these rules with the physical game.
These are just my suggestions. Thanks David, for the great game you have created. :)
In the corner of the potions pile you will now find a discard-pile-icon. There you find a tooltip with all the potions in the discard-pile. And there I gave you a button to show all the cards in the pile (obviously not in the order of the pile ;-) ).
I keep your request for the extra-rule in mind. But I wont implement this right now. But I will test around with variations of that rule onthe gaming-table the next rounds. :-)
Aggiungi qualcosa a questo report
- Un altro ID tavolo / ID mossa
- F5 ha risolto il problema?
- Il problema si verifica spesso? Ogni volta? Casualmente?
- Se hai uno screenshot di questo bug (è sempre buona norma farlo), usa un servizio di caricamento immagini a tua scelta (come snipboard.io) per caricarlo e copiare/incollare il link qui.
