#24937: ""In Good Company" module (expansion)"
О чём этот отчёт?
Что произошло? Пожалуйста, выберите из нижеследующего
Что произошло? Пожалуйста, выберите из нижеследующего
Пожалуйста, проверьте, существует ли уже отчёт на ту же тему
Если это так, ПРОГОЛОСУЙТЕ за этот отчёт. Отчёты с наибольшим количеством голосов будут рассматриваться В ПЕРВУЮ ОЧЕРЕДЬ!
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Подробное описание
• Пожалуйста, скопируйте текст ошибки, которую вы видите на экране (если она есть).
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
• Пожалуйста, объясните, что вы хотели сделать, что вы сделали и что случилось
• Какой обозреватель вы используете?
Google Chrome v85
• Пожалуйста, скопируйте/вставьте текст, который отображается на английском языке, вместо вашего. Если у вас есть снимок экрана с этой ошибкой (хорошая привычка), вы можете воспользоваться Imgur.com, чтобы загрузить его и вставить сюда ссылку.
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
• Доступен ли этот текст в системе перевода? Если да, был ли он переведён более 24 часов назад?
• Какой обозреватель вы используете?
Google Chrome v85
• Пожалуйста, точно и кратко опишите своё предложение, чтобы сделать его наиболее доступным для понимания.
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
• Какой обозреватель вы используете?
Google Chrome v85
• Что было изображено на экране, когда вас заблокировало? (Пустой экран? Часть игрового стола? Сообщение об ошибке?)
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
• Какой обозреватель вы используете?
Google Chrome v85
• Какая часть правил не соблюдена в версии БГА
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
• Видно ли нарушение правил в повторе игры? Если да, то на каком ходу?
• Какой обозреватель вы используете?
Google Chrome v85
• Какое игровое действие вы хотели совершить?
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
• Что вы пытались сделать, чтобы выполнить это игровое действие?
• Что произошло, когда вы попробовали сделать это (сообщение об ошибке, сообщение в строке состояния игры...)?
• Какой обозреватель вы используете?
Google Chrome v85
• На каком шаге игры произошла проблема (какой была текущая игровая инструкция)?
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
• Что произошло, когда вы попробовали совершить игровое действие (сообщение об ошибке, сообщение в строке состояния игры...)?
• Какой обозреватель вы используете?
Google Chrome v85
• Пожалуйста, опишите ошибку отображения. Если у вас есть снимок экрана с этой ошибкой (хорошая привычка), вы можете воспользоваться Imgur.com, чтобы загрузить его и вставить сюда ссылку.
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
• Какой обозреватель вы используете?
Google Chrome v85
• Пожалуйста, скопируйте/вставьте текст, который отображается на английском языке, вместо вашего. Если у вас есть снимок экрана с этой ошибкой (хорошая привычка), вы можете воспользоваться Imgur.com, чтобы загрузить его и вставить сюда ссылку.
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
• Доступен ли этот текст в системе перевода? Если да, был ли он переведён более 24 часов назад?
• Какой обозреватель вы используете?
Google Chrome v85
• Пожалуйста, точно и кратко опишите своё предложение, чтобы сделать его наиболее доступным для понимания.
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
• Какой обозреватель вы используете?
Google Chrome v85
История отчёта
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.
Добавить что-нибудь к этому отчёту
- Другой ID игрового стола / ID хода
- Помогло ли решить проблему нажатие F5?
- Случилась ли проблема несколько раз? Постоянно? От случая к случаю?
- Если у вас есть снимок экрана с этой ошибкой (хорошая привычка), вы можете воспользоваться Imgur.com, чтобы загрузить его и вставить сюда ссылку.