#24937: ""In Good Company" module (expansion)"
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Om detta stämmer, RÖSTA på denna rapport. Rapporterna med flest röster har PRIORITET!
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Detaljerad beskrivning
• Var vänlig klipp och klistra in felmeddelandet du ser på skärmen, om något.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Varsågod och förklara vad du ville göra, vad du gjorde och vad som hände
• Vad har du för webbläsare?
Google Chrome v85
• Var vänlig kopiera/klistra in texten på engelska istället för ditt eget språk. Om du har en skärmdump av denna buggen (vilket är bra), så kan du använda Imgur.com för att ladda upp den och kopiera/klistra in länken här.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Är denna text tillgänglig i översättningssystemet? Om den är det, var det mer än 24 timmar sedan den översattes?
• Vad har du för webbläsare?
Google Chrome v85
• Vänligen förklara ditt förslag exakt och koncist så att det är så enkelt som möjligt att förstå vad du menar.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Vad har du för webbläsare?
Google Chrome v85
• Vad visades på skärmen när du blockerades (Blank skärm? Del av spelets användargränssnitt? Felmeddelande?)?
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Vad har du för webbläsare?
Google Chrome v85
• Vilken del av reglerna respekterades inte av BGA-adaptionen?
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Är regelbrottet synligt i återuppspelning? Om ja, vilket nummer är det på draget?
• Vad har du för webbläsare?
Google Chrome v85
• Vilken spelhandling ville du göra?
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Vad försöker du göra för att sätta igång denna spelmekaniken?
• Vad hände när du försökte göra det här (felmeddelande, meddelande i spelstatusrad, ...)?
• Vad har du för webbläsare?
Google Chrome v85
• På vilket steg i spelet kom felet (vad var den aktuella instruktionen från spelet)?
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Vad hände när du försökte utföra en spelhandling (felmeddelande, meddelande i spelstatusrad, ...)?
• Vad har du för webbläsare?
Google Chrome v85
• Vänligen beskriv visningsproblemet. Om du har en skärmdump av denna buggen (vilket är bra), så kan du använda Imgur.com för att ladda upp den och kopiera/klistra in länken här.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Vad har du för webbläsare?
Google Chrome v85
• Var vänlig kopiera/klistra in texten på engelska istället för ditt eget språk. Om du har en skärmdump av denna buggen (vilket är bra), så kan du använda Imgur.com för att ladda upp den och kopiera/klistra in länken här.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Är denna text tillgänglig i översättningssystemet? Om den är det, var det mer än 24 timmar sedan den översattes?
• Vad har du för webbläsare?
Google Chrome v85
• Vänligen förklara ditt förslag exakt och koncist så att det är så enkelt som möjligt att förstå vad du menar.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Vad har du för webbläsare?
Google Chrome v85
Rapporthistorik
There is a separate expansion called "The New Society" which *includes* all of this expansion, plus many more cards, 7 replacements for base cards, 9 extra copies of base cards, extended aristocrat scoring, and rules to accommodate a 5th player. Originally (first edition), there was just a single expansion called "The New Society" that included everything, but these have been split apart into separate IGC and TNS expansions in the second edition.
If you ever decide to implement The New Society expansion on BGA, then all the above will have to be part of it, but it would be up to you whether you want to provide users the *option* of using only the "In Good Company" portion without the rest. I would personally very much love to have that option, particularly because 2-player games with the full NS expansion get *insane* and score like 250 points, and also because I think the fear of over-maxing your aristocrats is actually an interesting game mechanic which TNS blows away.
Lägg till något till denna rapport
- Ett annat spelbords-ID / drag-ID
- Löste F5 problemet?
- Uppträdde problemet flera gånger? Varje gång? Slumpmässigt?
- Om du har en skärmdump av denna buggen (vilket är bra), så kan du använda Imgur.com för att ladda upp den och kopiera/klistra in länken här.