Game design can give you an overactive sense of balance. It often comes out when you preemptively restrict actions without testing them, like "You must a tile place adjacent..." Why, though? Often it's enlightening to just test "What happens if you can place anywhere?"
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Replying to @DanielSolis
I just faced a situation where I wanted the players to place the tiles in more creative ways. The solution was to increase the slots where they go so they don't fit perfectly every time.
1:58 PM - 22 May 2019
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