There are only a few reaction cards in the game, and I understand the need to give the opponent a chance to react even if they don’t have them, so it doesn’t reveal that they currently lack those cards.
However, I’ve seen many situations where Nixon tries to move the evidence and the Editor is still given a chance to react, even though “Follow the Money” is clearly in the discard pile or removed from the game. I’m almost 100% sure the same thing happens with other reactions as well. It’s especially frustrating in turn-based play, where this ends up being a significant waste of time.
Would it be too difficult, from a technical point of view, for the game to check whether all possible reaction cards are already discarded or removed before prompting?
Or am I missing something — maybe some deeper design idea, like the assumption that players don’t consistently track discarded/removed cards, so this adds an element of uncertainty?
I’d really love to see better handling of reaction skips. I only play turn-based and usually have about a minute per login, then come back much later, so these extra prompts effectively double the number of turns.
However, I’ve seen many situations where Nixon tries to move the evidence and the Editor is still given a chance to react, even though “Follow the Money” is clearly in the discard pile or removed from the game. I’m almost 100% sure the same thing happens with other reactions as well. It’s especially frustrating in turn-based play, where this ends up being a significant waste of time.
Would it be too difficult, from a technical point of view, for the game to check whether all possible reaction cards are already discarded or removed before prompting?
Or am I missing something — maybe some deeper design idea, like the assumption that players don’t consistently track discarded/removed cards, so this adds an element of uncertainty?
I’d really love to see better handling of reaction skips. I only play turn-based and usually have about a minute per login, then come back much later, so these extra prompts effectively double the number of turns.