#24937: ""In Good Company" module (expansion)"
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# | Status | Votes | Game | Type | Title | Last update |
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Gedetailleerde beschrijving
• Kopieer en plak alsjeblieft de foutboodschap die je op je scherm ziet, indien van toepassing.
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
• Leg uit wat je wilde doen, wat je deed en wat er gebeurde
• Welke browser gebruik je?
Google Chrome v85
• Kopieer en plak alsjeblieft de tekst die in het Engels wordt getoond in plaats van in jouw taal. Als je een schermafbeelding van deze bug hebt (goede gewoonte), kun je Imgur.com gebruiken om deze te uploaden, de link kopiëren en hier plakken.
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
• Is deze tekst beschikbaar in het vertaalsysteem? Zo ja, is deze meer dan 24 uur geleden vertaald?
• Welke browser gebruik je?
Google Chrome v85
• Gelieve jouw suggestie precies en beknopt uit te leggen zodat het zo makkelijk mogelijk is om te begrijpen wat je bedoelt.
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
• Welke browser gebruik je?
Google Chrome v85
• Wat stond op het scherm toen je geblokkeerd was (Leeg scherm? Een deel van de spelinterface? Foutboodschap?)
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
• Welke browser gebruik je?
Google Chrome v85
• Met welk onderdeel van de regels is geen rekening gehouden bij de BGA-versie?
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
• Is de inbreuk op de spelregels zichtbaar in de spelherhaling? Indien ja, bij welk zetnummer?
• Welke browser gebruik je?
Google Chrome v85
• Welke spelactie wilde je uitvoeren?
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
• Wat probeerde je te doen om deze spelactie te laten optreden?
• Wat gebeurde er toen je dit probeerde te doen (foutboodschap, melding op de statusbalk van het spel, ...)?
• Welke browser gebruik je?
Google Chrome v85
• In welke fase van het spel deed het probleem zich voor (wat was de huidige spelinstructie)?
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
• Wat gebeurde toen je deze spelactie probeerde (foutboodschap, melding op de statusbalk van het spel, ...)?
• Welke browser gebruik je?
Google Chrome v85
• Beschrijf alsjeblieft het probleem met de beeldweergave. Als je een schermafbeelding van deze bug hebt (goede gewoonte), kun je Imgur.com gebruiken om deze te uploaden, de link kopiëren en hier plakken.
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
• Welke browser gebruik je?
Google Chrome v85
• Kopieer en plak alsjeblieft de tekst die in het Engels wordt getoond in plaats van in jouw taal. Als je een schermafbeelding van deze bug hebt (goede gewoonte), kun je Imgur.com gebruiken om deze te uploaden, de link kopiëren en hier plakken.
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
• Is deze tekst beschikbaar in het vertaalsysteem? Zo ja, is deze meer dan 24 uur geleden vertaald?
• Welke browser gebruik je?
Google Chrome v85
• Gelieve jouw suggestie precies en beknopt uit te leggen zodat het zo makkelijk mogelijk is om te begrijpen wat je bedoelt.
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
• Welke browser gebruik je?
Google Chrome v85
Rapportgeschiedenis
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.
Dit rapport aanvullen
- Andere tafel ID / zet ID
- Loste F5 het probleem op?
- Kwam het probleem meerdere keren voor? Altijd? Willekeurig?
- Als je een schermafbeelding van deze bug hebt (goede gewoonte), kun je Imgur.com gebruiken om deze te uploaden, de link kopiëren en hier plakken.