I know that if I choose to gain a treasure from the trash that nothing will happen and that's why the button says "do nothing" -- but this is more confusing to me than just a button that says to gain from the trash and then allowing nothing to happen.
I agree that a good way to indicate choices that lead to some kind of failure would be welcome to me.
A middle ground is needed, something that makes sich a choice stand out (as it does now), but also presenting essentially the same interface as without failure.
Also, it seems like the game log is missing an option for me (either take a treasure from the trash or do nothing, whichever you end up deciding is what you're going to keep)
In this case, the log is not giving you clickable options, it's just mentioning them. So you don't have to decide anything here, the log is just additional info.
The Treasurer choice is 3-fold, you *have* to choose one and then follow the instructions. I'm glad that the game presents them in such a way that all 3 options are available at once, and you don't have to chose the mode first. In case that one option is impossible to do, it presentes the "do nothing" button, that could (see above) use a better description, but I think that is still better than presenting an "empty trash" (at least a trash that contains no Treasures) and let the user guess how he should select nothing from that.