Places where the tutorial failed. Power Tokens If someone sees an item they want that requires power tokens, the only way to find out more is from looking out-of-game. Maybe they were shown on the "rental" heroes at the beginning, though it is easy to assume falsely they are items to be purchased if you missed that detail. It doesn't matter if you cover what they are eventually, if there is a moment where a player wants to know what something is, and the only way to do so is to go out-of-game, that is a failure. A tooltip would work, or just a glossary. Or both. Multiplayer For those like myself hopping in early to multiplayer, it is a quick awakening that players have many fancy cards/equipment at there disposal that you don't. A custom mode "no items" would be great for "noobs". which temporarily removes all and or chosen gear types. Gameplay Can't cancel all cards, just some. For example a movement card cannot be cancelled for no reason. Like if you clicked the wrong one, clicked on one in your turn when you though it was the dispose phase, or just thought you would be able to move farther, albeit there is a preview and if you wanted to dispose of it you probable don't care about wasting it. Either way it should still be able to be canceled like is already implemented for attack cards. Glitches removing boots would force me to boot only items. bug did not trigger when removing other item types from my heroes. Sometimes the bouncing figure gets in the way. Such as clicking the square under them, or the unit behind them. Misc Says "Try Again" if you choose modify party in a mission. Try again? I didn't fail or run away... Do I have to redo the level because I am switching items? (No) ESC can't be used to get out of pop-ups. Desires Drag and drop and re-order character huds along the bottom in mission, instead of having a character leave and rejoin a party to reorder characters which must be done out of mission.
Move cards can't be canceled because there are some other cards that trigger off moves. However, that's a bit of a weak excuse - if the devs wanted, they could fix those cards to trigger when you click the target square instead of the card. The main culprit is Slowed, which could use a rewrite anyway to make it a trait... I hope move cancels will be fixed at some point. It's one of the major annoyances in an otherwise great game. "Noob" MP is something that has been discussed here, either as "peasant" (common / uncommon items only), low-level, or sealed booster format. All I know is that new MP modes have been hinted at, it would be great to have some alternatives to the "standard meta" in the future. I'd prefer low-level (see sig) but the others would work too. Power tokens - those are explained in the campaign at some point. But if someone wants to know about them earlier, there is always Google. Is this really a problem in an *online* game?
Slowed is not an excuse really. Look at different encumber or Rushing Aura cards - they do not show anyway on movement prediction, so you are mislead to think you would move somewhere and you still cannot. So it could work just like these effects - on movement confirmation. You could even correct for Slowness if one desires, and color possible but not granted squares by a different color.
Moar glitches and annoyances Still hear the multiplayer chat drum when creating a map, even though there is no way to interact with it. (see, or type) Pressing SPACE BAR to zoom in on attached cards can't be done in multiplayer. It will always type a "space" in the chat bar no matter what chat tab you're on or where you click in the game window. One thing that surprised me and seemed like a no brainer, but was missed, was the ability to take your stored campaign party and retrieve their data in multiplayer. This would be a great time saver and am surprised it wasn't implemented when it was a breath away from being implied. (unacceptable items removed when loaded) Longer or no time-limits would be nice when playing with a friend as an option. Last time I played him I lost when I killed one of his, I had no loses, and I had collected all but one victory star from the capture point. Edit: Perhaps a "number of turns" (until game is over) would be a nice alternative to a 20 min time limit especially on complicated maps, though both turn # limit, time limit, and round limit options would be best, though I have not played competitively in Card Hunter yet. Instead of "Try Again" say "Back", when modifying items during a mission.