Darth_Ninja wrote:Sometimes, you want to see if you can do something, like how much it costs in feet, shells, and/or fruit in Hawaii, and only after you move there do you realize you can't both move there and buy it. Ouch!
While I agree that it is frustrating to mis-click, and therefore make a non-optimal move, this example shows why I would request that an undo system *not* be implemented. Strategy games require planning, and managing resources. In a game such as Hawaii, the costs are easy enough to calculate. In games where the calculation is more difficult (Troyes, using another player's dice, for example), there is a running calculator before one makes their move.
I may be sensitive to this right now, as a couple of days ago I played Iron Dragon with someone who claimed to have played it (and similar railroad games) before. While setting up the game, I constantly reminded all players that this game in particular is very harsh on poor planning, and in general to never spend money until they absolutely needed to (or had built up a large reserve). In order to have the game progress, we had to twice allow them to sell back unused track. And by had to I mean that 3 players were taking 2-3 minutes to plan difficult moves, and this player was taking 15 minutes to try to find any legal option a turn after spending money to buy track that they would "use sometime later in the game, just not now." While this isn't quite the same as an immediate undo, it does have similarities -- Doing a move, then calculating the cost afterwards. The time to calculate the cost is before the action is taken, not after.
If an undo button is implemented in all games, I would like to see how much my opponent uses it when I join a table, just as I see their thumb's -ups and -downs, as well as their timeouts and disconnects. It just seems like it could be abused and disrupt game flow too easily. "Oh, wait, if I choose mayor in Puerto Rico, you get 3 colonists? Well, forget that, I undo my action..."