Any chance on getting one of the variants to make high player counts run with less downtime? It's a great game, but really drags with four or five players.
Option 1 (easiest):
Communal cards aren't one time use, but all swap out at the start of a new round.
Option 2 (harder to implement):
"2 more [common] cards than the number of players (2p: 4; 5p: 7), but only the left 3 are available for the current player. Using them does not discard them. Instead, after each player's turn, the leftmost card gets discarded, the others shift left, and a new card comes out to fill the gap on the right."
https://boardgamegeek.com/thread/138365 ... d-conveyor
Option 1 (easiest):
Communal cards aren't one time use, but all swap out at the start of a new round.
Option 2 (harder to implement):
"2 more [common] cards than the number of players (2p: 4; 5p: 7), but only the left 3 are available for the current player. Using them does not discard them. Instead, after each player's turn, the leftmost card gets discarded, the others shift left, and a new card comes out to fill the gap on the right."
https://boardgamegeek.com/thread/138365 ... d-conveyor