Player's turn have very much redundant elements

Forum rules
Please DO NOT POST BUGS on this forum. Please report (and vote) bugs on : https://boardgamearena.com/bugs
Post Reply
User avatar
Arvid
Posts: 5
Joined: 03 February 2016, 11:48

Player's turn have very much redundant elements

Post by Arvid »

Player's turn have redundant elements, their absence will make game's time much faster:

1) confirmation of take resourses and bonuses.
Why is this necessary?
What's the point of not taking resources and bonuses?

2) confirmation of camp or garden If there is only one camp or garden where can I go.
What's the point of confirmation if there are no other options?
User avatar
jordijansen
Posts: 247
Joined: 09 March 2023, 19:32

Re: Player's turn have very much redundant elements

Post by jordijansen »

While all effects are optional in TWC, there is indeed not much reason to not take resources so I agree with point 1. You can already automate these take resources actions through the prefernces menu "Automation: Auto Resolve Actions". (This will become the default later this year see below)

While I believe automation is beneficial, it can be confusing for new players or those transitioning from the physical game. Automating too much will result in not-a-bug reports by players, so walking them through the steps has my preference as a developer.

I have a few other improvements scribbled down for a big update coming later this year.
Post Reply

Return to “The White Castle”