Thanks for your answers!
Use 3 wild GG and then give each team 6 GG. The players in each team share the GG.
Don't you mean only 1 wild GG if it almost works like a 2 player game? Or why do you use 3 wild GG's for 2 vs 2 player game?
Which gives almost twice as many kamas in a game...if you can turn in tension rolls for 3 twice a turn...prepare to buy a ton of DRs if you try to use the rules as written
Yes, that much be a lot of tension rolling. Do you use these rules in another way than written? I guess it can also be a quick game, where only a few doubles can mean that the first player who buys a wild GG wins the game.
I've had MUCH better luck just setting up a two player game and then dividing the teams in half with each person controlling part of a team and playing when it's one of their character's turns.
Sounds like a good way of explaining it! Do you then finish all 4 character turns for one team or do each player play 2 character turns before handing the turn to a player of the other team?