Cardhunter co-op, and the vast majority of co-op players, are fantastic. My best Cardhunter moments have pretty much all come from co-op shenanigans. Sometimes, people aren't so fantastic. Don't be those people. 1: The 'spammer' If a person hasn't posted a request in co-op chat, then it's polite to message them first (a tiny notification in the chat window), rather than just invite them (a massive pop-up obscuring the screen). Bonus points if you spam me with join requests that I decline until I block you. 2: The 'I just need to build a new character' Quickly modifying an existing character to suit a level is part of co-op, and that's cool. But no-one wants to wait 10 minutes so you can look at every piece of equipment you own before we start, especially on an easy, non-Artifact, non-Citadel map. There is a store party button (which can break down from time to time - see below) and no reason why you can't premake favourite builds that can handle every campaign level. 3: The 'mystery man' You don't tell the party what you're bringing, even when we ask, so we end up with three firestorm wizards burning to death in a corner of the map while the enemy moons us from a distant hedge. I have a good healer on my roster. I'm happy to bring a healer. She works well with firestorm wizzes. Just tell me beforehand, okay? 4: The 'Netflix junkie' You think you can multitask, but you can't. So your teammates are stuck twiddling their thumbs before every one of your moves while you watch cat videos in another tab / message your bestie / play another game at the same time. 5: The 'Mom says I only have 5 minutes' Then you don't have time to play most campaign levels, especially if you waste four of the five minutes selecting a character. Go take the bins out or do your homework, and come back when you have enough time to enjoy playing. If you leave me swinging three levels into a campaign because you didn't have enough time to play in the first place, you're going straight onto the no-fly list. 6: The 'incommunicado' Yeah, the early levels can be co-oped by sleepwalkers, but the later levels, especially Citadel, require some basic teamwork. I'm not a telepath. Tell me what you're going to do, and what you'd like me to do. Don't get salty because I'm not John Edwards. 7: The 'none shall pass' You don't understand that the party gets one move, ONE MOVE TOTAL, before the enemy responds. Or you don't care. Either way, you don't pass to let teammates move out of danger, or face towards danger so they can block, or kill a wounded enemy before it can run away, or move out of range before you unleash a cursed and wellspringed firestorm, because you just have to do your **** first. It's not your turn, it's the party's turn. Dude, pass, you'll get your chance, we promise. 8: The 'embarrassed newbie' If you're totally new to co-op and not sure what you should do, ask. Please. Every experienced player is more than happy to let you know the best thing you can do right now (really, we are, we get a kick out of helping newbies), and you may even learn some tactics at the same time. It's cute that you want to charge a security robot with your dwarf warrior from the other side of the map after deliberating this complicated strategy for three minutes, but there are levels where bad play from one member is likely to get the party killed, more than once. 9: The 'come fire walk with me' You're totes excited because you finally have two Mordecai's, and that's awesome. What's not awesome is the way you unleash volcs at the start of a round, while you can actually see that the mobs still have their move cards. Guess what? They're going to use them. Bonus points if you hold off until the party has no moves left, volc, and then watch every mob step off the lava tiles. 10: The 'Alan Carr, Chatty Man' Yeah, I enjoy banter and I'll always chat with you about how your life and my life is going, but please try to type around your turns. I'll wait while you punch out another mini-novel with two fingers during your turn, but I won't be happy about doing it.