It took two hours to end the game originally, and by that point everyone was just glad to have finished. Does Redshirts Deluxe, the new version of Redshirts, fix any of the stalemate issues experienced in the base game or is it still stuck in an endless loop of attempting to end the game? Is the new expansion worth getting to make the base game playable?
closed as unclear what you're asking by bengoesboom, Rainbolt, doppelgreener, Nick, Joe W Nov 27 '14 at 18:23
Please clarify your specific problem or add additional details to highlight exactly what you need. As it's currently written, it’s hard to tell exactly what you're asking. See the How to Ask page for help clarifying this question. If this question can be reworded to fit the rules in the help center, please edit the question.
The new version clarified a lot of the rules, and fixed a lot of problems with the game including removing "play anytime" from cards.
If you were unable to end the game because people were playing too many cards out of turn, then the removal of the "play anytime" rule from all the cards should reduce this type of stalemate. It is still possible to play cards in response to a mission attempt, but the sequence is more clearly defined, as is when cards can be played.
The new version of the rules can be found here: http://boardgamegeek.com/filepage/84529/redshirts-deluxe-edition-rules