Bruceswar wrote:Holy shit me and Ljex agree! This has to be one of the worst ideas ever. Making it easier to get a card is totally insane. Here are a few examples...
1) Player A takes his turn and half way into he he gets called away to work. He does not finish his turn and when he returns he find the time has ran out. He should not get a card in this situation
Why shouldn't he get a card? He completed all the requirements you need to fulfill in order to earn a card, at least according to the rulebook of the game we all know and love.
2) In a speed game a player is racing to see how quick he can cash and get a card. With this suggestion he can cash and attack in 2 seconds max. Who cares about ending now? He still gets a card when he should have missed his card. Part of the strategy is to be able to get a card while cashing and not missing.
I don't understand this one - this would just change
gameplay, not make it worse. It's not a reason not to do it.
3) Player A attacks and wishes not to end and get a card. This could save his life in a game. Seems perfectly fine to me. If you cannot take the fact he just out foxed you, then you have issues. In general most all times it is a good idea to get a card.
Same as above. This just removes this piece of "strategy;" there's no reason it's inherently better to have that option available to people.
4) Any player who is careless enough not to end their turn in time, or simply cannot do it in time, should not be awarded a card.
Again, why not?
And to quote foxglove:
Foxglove wrote:Seems like a very poor idea to me. How can you plan a turn in a team game (or standard game!) if you don't know what your cards are?
This flaw was already corrected - I said that this suggestion only makes sense if you get the card at the end of your turn, not at the beginning of your next turn, and that if OP doesn't change this part of it (which no one likes), then I'll create my own suggestion.