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Re:Monopoly was invented to demonstrate the evils of capital... by jbay808 on Wednesday February 26, 2020 @12:40PM (#22425237)
An issue with games like Pandemic is that a more experienced or dominant player can tend to take charge of the whole team, with everyone else following their orders instead of autonomously making their own decisions. Especially if following the experienced player's advice really does maximize the chance of winning, it basically becomes a single-player game with spectators who help move the pieces around.

I think adding in secret information or hidden objectives can help prevent this.

Re:Monopoly was invented to demonstrate the evils of capital... by captn3m0 on Wednesday February 26, 2020 @12:56PM (#22425430)
The fancier term for this is "The Quarterback" problem.

It happens at every Pandemic game, but there are ways around it. Even something as simple as a total-game-timer helps. Another rule that helps is enforcing the "consent" part of the rules (for 2-player interactions, including the one where you're allowed to move other players), and ensuring autonomy is respected in the game, even if its a sub-optimal move.

+1 to secret information/hidden objectives. I guess Pandemic:Legacy uses that?

Re:Monopoly was invented to demonstrate the evils of capital... by Spellman on Wednesday February 26, 2020 @01:26PM (#22425708)
Alternatively, hidden traitor (Shadows over Camelot, Dead of Winter, Battlestar Galactica)! Then you can't trust the "Quarterback" because they could be LYING!!!

Other games solve this via real-time constraints. Thinking Escape from the Cursed Temple and Space Alert. There's not enough time for on person to coordinate everyone, so everyone needs to communicate and take initiative.