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neither does the factory mod
i am triggered
1) Variety. The original game doesn't have enough modules to hold interest over large groups or extended time.
2) Inclusiveness. The bombs are random to a point. They always include a module from everyone's manual, so no one is sitting out during a defusal.
3) Ease. Time limits are increased and include learning missions to get everyone acquainted with the modules.
I created these for my weekly board game group. They can be completed in 2 to 3 evening sessions. The learning missions only include 3 players, so the others have a break for food and drinks. The manuals are split with the intention of Player 1 having the easiest modules ending with Player 6 having the hardest modules. Players can choose the manuals that fit their comfort and skill level.
This mod plays well with 3 experts too. One expert uses Players 1&6, another uses Players 2&5, the last uses Players 3&4. That way no one sits out, even during learning missions.