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Subject: concurrent movement rss

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Tim Deagan
United States
Austin
Texas
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This may sound stupid, but a rules-lawyer reading of the rulebook leaves a tiny window that suggests that every agent should move on every player's turn.

Here's the pitch:
- The guard and dog move on every player's turn, why would all but one agent stay still during that time?
- Each person takes a 'turn' but that would consist of rolling the dice and playing cards, movement is everyone every turn, the number rolled on the big die.
- You can't roll yourself out of jail unless you're the one rolling the die.

The rules are a bit vague, referring to 'turns' but not stating that you only move on your turn.

Is everyone else already playing this way? We haven't been, but we get beaten badly (we've only played 2 person against the 15 minute clock.) The guys talking about winning in 2 minutes must be doing something different than us.

Maybe we've just been lousy players,
cheers.
--tim
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Marc Kob
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We've played 4 times with four players. Lost twice, won twice. Each time we won we had less than 2 minutes left on a 30 minute clock. We do not play with concurrent movement. Since we are winning sometimes but in nail biting finishes, I have to think that is how the game was designed to be played.

In fact, when we play I always find myself thinking, they really play tested this game to near perfection.
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Tim Deagan
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Thanks,
That's the kind of sanity check I was looking for. I hadn't anticipated the crypto-dexterity aspect of having to roll and move the guard and dog really quickly to get in as many moves as possible.

Now I've just got to control myself and not snatch my kid's agent out of his hand to count tiles quicker blush

--tim
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