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Sign in to add a houseruleThe leader must include themselves on every team they propose. The printed rules let the leader assign team tokens to any players at all, themselves included or not, and proposing a team you are not on is a real move — it is how a spy avoids having to choose a card, and how a loyal servant tries to look selfless. Requiring the leader to ride removes it: every proposal is a claim the leader is willing to back with their own quest card, and the table can stop spending discussion on whether a leader is hiding behind their own team.
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Agree a fixed length for the discussion before each team vote — two minutes is a workable start — and when it runs out the leader must hand out the team tokens and call the vote with whatever has been said. The tabletop rules set no time limit at all, so a table that likes to talk can spend twenty minutes on a single proposal and a quiet player can simply be talked over until the argument moves on. A clock does two things at once: it caps the game's length, and it makes silence expensive, because a player who has said nothing when the timer goes is conspicuous.
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