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(and in case a warning should be raised before committing)
There's been discussion over just how many warnings to give people. I don't think the potential suicide cards need to be among the warnings, you'll learn to watch out for them.
There was a fair bit of discussion in the beta about how much hand-holding someone should be given for this kind of siutation. The developers added warnings for most obvious scenarios about defcon suicide or holding scroing cards - some would argue they've already gone too far to aid players with the rules.
Warning about this kind of thing seems to be going too far to me - it is an ill-advised card play but is not a guaranteed "suicide" move since the oppoent doesn't have to force the defcon to lower.
The boycotter actually wins. The mistake was calling Olympic games when there is so much tension.
If anything, I think the "winner" should have the the choice of continuing the game or forcing the win to stand - that way if a game is fun the winner can choose to continue it. That seems more like the kind of thing that happens with the boadgame version.
The danger is that there are so many safeguards against losing that it makes some winning strategies impossible because the opponent is forewarned of every trap laid by the opponent.
There's already big warnings about impending defcon changes and unplayed scoring cards - I don't feel yet more hand holding from the game is required otherwise there's little pooint in playing at all if the computer will basically warn of losing moves every phase.
I think that offering warnings when the suicide is granted by those specific actions or because you make a great mistake (i.e. couping a battleground with defcon 2 because for one moment you forgot or misunderstood the Defcon situation) would be something to consider at least as an option selected by the players.
The other cards and situation for me are out of this. There are several circumstantial suicide cards and it is not practical to warn every hipotetical defcon drop or suicide possibility.
Remember that apart from the common noob mistake with CIA created and Lone Gunman, most of defcon suicide cases are forced by a daring play of circumstancial suicide cards or by your opponent's maneuver discarding cards from your hand and therefore forcing you to play a suicide card at last. Thats part of the game.