I think any game which has a memory component needs to do away with that, for asynchronous play.
If information was available to you, it should REMAIN available, in the display, for the rest of the game.
Asynchronous games can take a long time to play. I've had one go two months!
If information is given at some point, and you're expected to remember it, the notepad is available. However, that requires significant bookkeeping of the game log every time you come back. (e.g., Player had card Foo, did they play it yet?) Quite burdensome.
It would be better to remove the memory component entirely, from games played async. It would improve the experience a lot.
This is a bit tricky, because the software library needs to be able to e.g.: display some cards face up, some face down - and potentially altering display layout. Or allow them to be looked at somehow (which requires a click target, etc).
If information was available to you, it should REMAIN available, in the display, for the rest of the game.
Asynchronous games can take a long time to play. I've had one go two months!
If information is given at some point, and you're expected to remember it, the notepad is available. However, that requires significant bookkeeping of the game log every time you come back. (e.g., Player had card Foo, did they play it yet?) Quite burdensome.
It would be better to remove the memory component entirely, from games played async. It would improve the experience a lot.
This is a bit tricky, because the software library needs to be able to e.g.: display some cards face up, some face down - and potentially altering display layout. Or allow them to be looked at somehow (which requires a click target, etc).