#152261: "More potent potions"
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| # | Status | Votes | Game | Type | Title | Last update |
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Detailed description
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• Please copy/paste the error message you see on your screen, if applicable.
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.
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• Please explain what you wanted to do, what you did and what happened
• Which browser are you using?
Safari v17.6
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• Please copy/paste the text displayed in English instead of your language. If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here. Is this text available in the translation system? If yes, has it been translated for more than 24 hours?
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.
• Which browser are you using?
Safari v17.6
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• Please explain your suggestion precisely and concisely so that it's as easy as possible to understand what you mean.
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.
• Which browser are you using?
Safari v17.6
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• What was displayed on the screen when you were blocked (Blank screen? Part of the game interface? Error message?)
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.
• Which browser are you using?
Safari v17.6
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• Which part of the rules was not followed by the BGA adaptation?
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.
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• Is the rules violation visible on game replay? If yes, at which move number?
• Which browser are you using?
Safari v17.6
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• What was the game action you wanted to do?
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.
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• What did you try to do to trigger this game action?
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• What happened when you tried to do this (error message, game status bar message, ...)?
• Which browser are you using?
Safari v17.6
-
• At which step of the game did the problem occur? What was the current game instruction?
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.
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• What happened when you tried to do this game action (error message, game status bar message, ...)?
• Which browser are you using?
Safari v17.6
-
• Please describe the display issue. If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here.
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.
• Which browser are you using?
Safari v17.6
-
• Please copy/paste the text displayed in English instead of your language. If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here. Is this text available in the translation system? If yes, has it been translated for more than 24 hours?
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.
• Which browser are you using?
Safari v17.6
-
• Please explain your suggestion precisely and concisely so that it's as easy as possible to understand what you mean.
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.
• Which browser are you using?
Safari v17.6
Report history
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. :-)
Add to this report
- Another table ID / move ID
- Did F5 solve the problem?
- Did the problem appear several times? Every time? Randomly?
- If you have a screenshot of this bug (good practice), you can use a picture hosting service of your choice (snipboard.io for example) to upload it and copy/paste the link here.
