<p>The new version clarified a lot of the rules, and fixed a lot of problems with the game including removing "play anytime" from cards.</p>

<p>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.</p>

<p>The new version of the rules can be found here:
<a href="http://boardgamegeek.com/filepage/84529/redshirts-deluxe-edition-rules" rel="nofollow">http://boardgamegeek.com/filepage/84529/redshirts-deluxe-edition-rules</a></p>

CC BY-SA 3.0
2014-11-21T14:55:47.763Z
This answer demonstrates neither an understanding of what was causing the stalemates nor an understanding of how the deluxe edition addressed those issues.
Rainbolt
CC BY-SA 3.0
2014-11-21T23:22:26.243Z
@Rainbolt the question demonstrates no explanation of what was causing stalemates for the OP, so how is anyone short of a mind reader supposed to answer those details?
atk
CC BY-SA 3.0
2014-11-22T13:37:35.667Z
Pretty much. Can't be more specific unless the question is more specific.
Michael Campbell
CC BY-SA 3.0
2014-11-24T17:10:55.507Z
@atk If Michael needed more information to answer the question, he should have requested that in the comments and either downvoted or voted to close the question as unclear. It looks like someone else has done that, and I will follow suit.
Rainbolt
CC BY-SA 3.0
2014-11-25T17:31:06.413Z
The stalemate was caused in a six player game, by out of turn card play mechanic (causing mission success) and by continuously giving crew members back and forth around the table.  The one play we had lasted 2 hours before everyone rage quit.
Adam Green
CC BY-SA 3.0
2014-09-21T04:28:34.460Z
2014-11-26T09:14:29.500Z
2014-11-26T09:14:29.500Z
Michael Campbell
<p>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 <a href="http://boardgamegeek.com/boardgame/120426/redshirts" rel="nofollow">Redshirts</a>, 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?</p>

CC BY-SA 3.0
2014-11-24T17:16:27.990Z
Michael Campbell raised a good question in his "answer": What was causing your stalemates? If you described that, then the community may have an easier time determining whether your specific case was addressed by the expansion.
Rainbolt
<untagged>
Does Redshirts Deluxe fix the stalemate issues of the original game?
Adam Green
# Does Redshirts Deluxe fix the stalemate issues of the original game?

(Asked by: username_0 on 2013-10-29)

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](http://boardgamegeek.com/boardgame/120426/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?

**Tags:** untagged

> **Comments:**
> **username_1**: username_2 raised a good question in his "answer": What was causing your stalemates? If you described that, then the community may have an easier time determining whether your specific case was addressed by the expansion.  

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## 1 answers

### Answer by username_2 on 2014-09-21. Score: 0

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>

> **Comments:**
> **username_1**: This answer demonstrates neither an understanding of what was causing the stalemates nor an understanding of how the deluxe edition addressed those issues.  
> **username_3**: @username_1 the question demonstrates no explanation of what was causing stalemates for the OP, so how is anyone short of a mind reader supposed to answer those details?  
> **username_2**: Pretty much. Can't be more specific unless the question is more specific.  
> **username_1**: @username_3 If username_2 needed more information to answer the question, he should have requested that in the comments and either downvoted or voted to close the question as unclear. It looks like someone else has done that, and I will follow suit.  
> **username_0**: The stalemate was caused in a six player game, by out of turn card play mechanic (causing mission success) and by continuously giving crew members back and forth around the table.  The one play we had lasted 2 hours before everyone rage quit.  

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