UI improvment for not spoiling Sabotage

Forum rules
Please DO NOT POST BUGS on this forum. Please report (and vote) bugs on : https://boardgamearena.com/bugs
Post Reply
lonnsjo-tommy
Posts: 3
Joined: 11 August 2026, 15:25

UI improvment for not spoiling Sabotage

Post by lonnsjo-tommy »

The acenario for this is when you play an action card and another player have Sabotage, the timer will start spinning on that player. Spoiling the suprise that you have it.

My suggestion is that everybodys timer should start spinning and the log should only say that "Player passed". It should be a few simple When and If statment to fix it but I dont know how its setup so...
This could be done for other card as well like Experimental Battle station and such.

Whats your take on it?
User avatar
GTSchemer
Posts: 1191
Joined: 09 August 2013, 03:26

Re: UI improvment for not spoiling Sabotage

Post by GTSchemer »

lonnsjo-tommy wrote: 11 August 2026, 15:32 The acenario for this is when you play an action card and another player have Sabotage, the timer will start spinning on that player. Spoiling the suprise that you have it.

My suggestion is that everybodys timer should start spinning and the log should only say that "Player passed". It should be a few simple When and If statment to fix it but I dont know how its setup so...
This could be done for other card as well like Experimental Battle station and such.

Whats your take on it?
I understand the frustration, but the BGA framework does not support this without burning timers for all players which could lead to abuse.

The FAQ talks about the complexity of this issue and why the current approach is used: https://boardgamearena.com/bug?id=144240


"Q. Why does only one player wake up for Sabotage? It gives away that they have it.
A. This is a compromise to keep turn-based games moving. Advanced players can enable bluffing, but if all players always woke up, it could add a huge amount of time to each game.

If you are curious about this topic, please review the details here: https://boardgamearena.com/bug?id=177437

And also here: https://boardgamearena.com/bug?id=175847"
User avatar
GTSchemer
Posts: 1191
Joined: 09 August 2013, 03:26

Re: UI improvment for not spoiling Sabotage

Post by GTSchemer »

By the way, in one of my current games I just had a space combat take several days, maybe a week, because we needed to play 3+ action cards and 2 other players woke up for every single card.

Advanced players can even simulate this situation by using the Alerts tab to creates a custom alert when any player plays a card, effectively bluffing that they have Sabotage. However, if all players do this it will cause a LARGE increase in game time with international players.
User avatar
SushiMaster5000
Posts: 1
Joined: 07 October 2025, 16:25

Re: UI improvment for not spoiling Sabotage

Post by SushiMaster5000 »

An option to temporarily silent your sabotage card for the current activating would be nice if it’s involving other factions. Space battles are brutally slow with that card.
User avatar
GTSchemer
Posts: 1191
Joined: 09 August 2013, 03:26

Re: UI improvment for not spoiling Sabotage

Post by GTSchemer »

SushiMaster5000 wrote: 11 August 2026, 23:31 An option to temporarily silent your sabotage card for the current activating would be nice if it’s involving other factions. Space battles are brutally slow with that card.
There's a way to do that for advanced alerts but maybe it should be easier.
lonnsjo-tommy
Posts: 3
Joined: 11 August 2026, 15:25

Re: UI improvment for not spoiling Sabotage

Post by lonnsjo-tommy »

GTSchemer wrote: 11 August 2026, 16:12
lonnsjo-tommy wrote: 11 August 2026, 15:32 The acenario for this is when you play an action card and another player have Sabotage, the timer will start spinning on that player. Spoiling the suprise that you have it.

My suggestion is that everybodys timer should start spinning and the log should only say that "Player passed". It should be a few simple When and If statment to fix it but I dont know how its setup so...
This could be done for other card as well like Experimental Battle station and such.

Whats your take on it?
I understand the frustration, but the BGA framework does not support this without burning timers for all players which could lead to abuse.

The FAQ talks about the complexity of this issue and why the current approach is used: https://boardgamearena.com/bug?id=144240


"Q. Why does only one player wake up for Sabotage? It gives away that they have it.
A. This is a compromise to keep turn-based games moving. Advanced players can enable bluffing, but if all players always woke up, it could add a huge amount of time to each game.

If you are curious about this topic, please review the details here: https://boardgamearena.com/bug?id=177437

And also here: https://boardgamearena.com/bug?id=175847"
Thank you for an awesome reply. I will lookk into the links a bit more :)
isoka42
Posts: 1
Joined: 20 July 2024, 01:43

Re: UI improvment for not spoiling Sabotage

Post by isoka42 »

GTSchemer wrote: 11 August 2026, 23:48
SushiMaster5000 wrote: 11 August 2026, 23:31 An option to temporarily silent your sabotage card for the current activating would be nice if it’s involving other factions. Space battles are brutally slow with that card.
There's a way to do that for advanced alerts but maybe it should be easier.
Could you explain how to silence a sabotage card when it does not imply our faction, with the advanced alerts?
The game is really slow down due to players having sabotage cards in hand and having to pass every time an action card is played, even if it is completely unrelated to them.
User avatar
GTSchemer
Posts: 1191
Joined: 09 August 2013, 03:26

Re: UI improvment for not spoiling Sabotage

Post by GTSchemer »

isoka42 wrote: 03 September 2026, 14:57
GTSchemer wrote: 11 August 2026, 23:48
SushiMaster5000 wrote: 11 August 2026, 23:31 An option to temporarily silent your sabotage card for the current activating would be nice if it’s involving other factions. Space battles are brutally slow with that card.
There's a way to do that for advanced alerts but maybe it should be easier.
Could you explain how to silence a sabotage card when it does not imply our faction, with the advanced alerts?
The game is really slow down due to players having sabotage cards in hand and having to pass every time an action card is played, even if it is completely unrelated to them.
Yes, it would look like this if someone is playing Creuss and only wants wakeups for action cards involving them: https://snipboard.io/kMVh1m.jpg

After saving that alert, you can click the bell icon on your Sabotage card (or manually delete the other alert in the Alerts tab). The custom alert should keep working throughout the game.

By the way, in the agenda phase, action cards may be treated as "involving" all players, because the outcome of those action cards may affect agenda vote planning.
Post Reply

Return to “Twilight Imperium: Fourth Edition”