Quick answer: Connect trigger signals exactly once with a guard or one-shot flag, and disconnect them when the card leaves play.

When a single "on draw" trigger fires three times, the card has three live signal connections. Connecting once and cleaning up on exit fixes it. Here is how.

How to fix it

1. Connect once

Use is_connected() before connecting, or connect with the CONNECT_ONE_SHOT flag where appropriate, so a card cannot register the same handler twice.

2. Disconnect on leaving play

When a card moves to the discard, exile, or hand, disconnect its trigger from the event bus so it stops listening and cannot fire from the wrong zone.

3. Track active triggers explicitly

Maintain a list of active triggered abilities keyed by card instance, and rebuild it on zone changes so the set of listeners always matches what is actually in play.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Godot error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.