Adding to this, I forgot to mention that the presence of quite a lot of agressive cards (remove resources or steal production from opponent etc), makes it so that delaying your important actions as much as possible is always beneficial. If your opponent has to pass the era first, you get a big advantage in being able to play your projects without fear of your resources being stolen in that same era.Magicnerd wrote: ↑08 September 2025, 06:45 Here is the problem: In 2 player, there is no advantage to ever doing 2 actions except for when you want to place a tile combo or grab 2 milestones at the same time that are contested.
There is a clear advantage to only doing 1 action that is constantly in effect. Namely that you can see what the other does and respond accordingly.
If in 2 player you are ever playing 2 actions while not having a good reason to, you are playing suboptimally. This makes 1v1 matchups devolve into some weird game of chicken, where both players are not doing anything substantial until the other is forced to make their good moves or pass, as not to give away information unncessarily.
This behavior / tactic is often not deciding in who wins of course, but it severely slows down the game to a crawl and for me personally it ruins the experience.
I think a good variant option would be: maximum 1x action passing per era. Then you still keep the option to use it strategically without hindering the game pace unnecessarily.
All in all, I think this whole issue is a big rule oversight in TM, as it is quite obvious that there is often a huge advantage in taking less actions, artificially and unnecessarily stretching out the game time.