#24937: ""In Good Company" module (expansion)"
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• Por favor, copia e pega a mensaxe de erro que ves na túa pantalla, se houbera algún.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Por favor, explica o que querÃas facer, o que fixeche e o que pasou
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Google Chrome v85
• Por favor, copia/pega o texto amosado en inglés no canto do teu idioma. Se tes un pantallazo deste erro (boa práctica), podes usar Imgur.com para subilo e copiar/pegar a ligazón aquÃ.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• É este o texto dispoñible no sistema de tradución? Se é asÃ, foi traducido fai máis de 24 horas?
• Cal é o teu navegador?
Google Chrome v85
• Por favor explica a túa suxestión de maneira precisa e concisa para que sexa o máis sinxelo posible entender o que queres dicir.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Cal é o teu navegador?
Google Chrome v85
• Qué habÃa na pantalla cando se quedou bloqueado? (mensaxe de erro?, pantalla en blanco?, unha parte da interface do xogo?)
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Cal é o teu navegador?
Google Chrome v85
• Qué parte das regras non se cumpriron na adaptación da BGA?
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• é visible a violación das regras na repetición? Se o é, en que número de movemento?
• Cal é o teu navegador?
Google Chrome v85
• Qué acción de xogo querÃas realizar?
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Qué é o que tratache de facer para activar esta acción do xogo?
• Qué sucedeu cando o fixeche (a mensaxe de erro, mensaxe na barra de estado do xogo, ...)?
• Cal é o teu navegador?
Google Chrome v85
• En que paso do xogo ocorreu o problema (cal foi a instrucción actual do xogo)?
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Qué sucedeu cando tratache de facer unha acción de xogo (mensaxe de erro, mensaxe na barra de estado do xogo, ...)?
• Cal é o teu navegador?
Google Chrome v85
• Por favor, describe o problema de visualización. Se tes un pantallazo deste erro (boa práctica), podes usar Imgur.com para subilo e copiar/pegar a ligazón aquÃ.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Cal é o teu navegador?
Google Chrome v85
• Por favor, copia/pega o texto amosado en inglés no canto do teu idioma. Se tes un pantallazo deste erro (boa práctica), podes usar Imgur.com para subilo e copiar/pegar a ligazón aquÃ.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• É este o texto dispoñible no sistema de tradución? Se é asÃ, foi traducido fai máis de 24 horas?
• Cal é o teu navegador?
Google Chrome v85
• Por favor explica a túa suxestión de maneira precisa e concisa para que sexa o máis sinxelo posible entender o que queres dicir.
The second edition comes with a "market" version and 6 different modules, but one of these is far easier to implement than the others: Module 2, "In Good Company". It simply adds 12 extra cards to the game, and only a few new mechanics:
* Trading House is just like Pub, but you buy 2 points for 3 money and can only do that once per blue scoring round.
* Guild Hall, when it is scored, lets the owner choose any combination of rules and VPs adding up to 4. (This can also work similarly to the Pub if necessary, by giving the owner 4 rubles and then allowing the owner to buy up to
4 VPs for 1 ruble each.)
* Textile Factory scores 2 VP per "carpet" symbol on your workers.
* Sycophant scores *negative* one ruble. If you somehow have zero money after scoring the other red cards, then it must be discarded. Technically, you are allowed to discard it voluntarily during any red scoring phase to avoid losing the ruble.
* Debtor's Prison is the most involved: it's like Observatory, but you freely choose any card from the discard pile instead of drawing from a stack.
RULES (see Module 2): drive.google.com/file/d/1QaRei7Sx8Bgz1zH0qFlfIXHUx-WpPixp/view
• Cal é o teu navegador?
Google Chrome v85
Historial de informes
There is a separate expansion called "The New Society" which *includes* all of this expansion, plus many more cards, 7 replacements for base cards, 9 extra copies of base cards, extended aristocrat scoring, and rules to accommodate a 5th player. Originally (first edition), there was just a single expansion called "The New Society" that included everything, but these have been split apart into separate IGC and TNS expansions in the second edition.
If you ever decide to implement The New Society expansion on BGA, then all the above will have to be part of it, but it would be up to you whether you want to provide users the *option* of using only the "In Good Company" portion without the rest. I would personally very much love to have that option, particularly because 2-player games with the full NS expansion get *insane* and score like 250 points, and also because I think the fear of over-maxing your aristocrats is actually an interesting game mechanic which TNS blows away.
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- Se tes un pantallazo deste erro (boa práctica), podes usar Imgur.com para subilo e copiar/pegar a ligazón aquÃ.