Hmm, I don't think I agree with you here. The primary purpose of the engine is to let the players have fun playing a game. And second, I hope that the difference between good players and top players will (continue) to be a better understanding of strategies and tactical moves, not a better understanding of the rules or how to prevent misclicks.
Yes, there is zero intentional "know arcane rules." Ideally there would be no lose-track rule. There is plenty of game in the game.
While I wouldn't mind (the option of enabling) such tooltips, it does require an actual algorithm to determine when to warn the user about what, and so far I don't have an idea that actually works. You certainly don't want a tooltip popping up for every choice you make.
Let's see. The key thing is that two effects can be chosen between, where one effect can move a card (thus it can be messed up via losing track of it), and the other effect can cause a card to be lost track of. You can lose track of a card via moving it another way, or covering it up. Or, if it's on top of your deck, shuffling, which can be caused by drawing cards or looking at them etc.
If both effects move the card, it seems like people should figure out that the card can only go one place. I don't think that needs a warning.
Effects can have other effects feed off of them. Maybe you have "When you gain a card, take a coin token" and "When you get a coin token, +1 Card." You Travelling Fair, then Summon a Nomad Camp. This is just trying to be an example of it being difficult to identify that the order will matter. We are ordering Travelling Fair vs. taking a coin token; what could go wrong? In practice this may not be much of an issue; direct effects will be way more common. Losing track of a normal gained card is also more common than losing track of a card gained to somewhere else.
I guess, if you are choosing between two effects, and one moves a card while the other either involves the discard pile - gain a card, discard a card, take a card from discard pile - then you could note that moving a card can fail if the card is lost track of.
- if a trigger window corresponds to a card, e.g. "when you gain"
- and two+ things can happen
- and one moves the card
- and another interacts with a discard pile, including gaining cards
- then provide the hint: note that if you don't do this (move-effect) first, it may not be possible