My module has a planning phase when multiple players simultaneously draft cards, build units, and spend resources. The activities need to be kept secret so nothing gets reported in the log. A problem arises when a player wants to undo an action because nothing shows in the log (since the action was never reported in the first place). It is a multi-player game, so clicking undo during this planning phase is basically a chaotic trainwreck. I’ve thought about adding right-click undo options to individual pieces, but many activities involve sending pieces to/from hidden decks and negative x-y coordinates so it’s often not feasible. Furthermore, there was a point in time when my logic was clean and simple, but the game has nearly 400 cards, each with unique effects (think Terraforming Mars or Agricola), so thanks to my uber-aggressive efforts at automation, I’ve now reached the point where the once simple prototypes are a hot mess of GKCs and Restrict Commands to allow for every imaginable card action. I shudder at the thought of adding undo buttons and how they might impact the layers and layers of logic.
Anybody faced a similar issue and have thoughts on how to mitigate this problem? I can’t think of much other than adding a handful of undo buttons and screaming at the players in the help file to think twice before clicking on a purchase that has no right-click undo.