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1) I like simultaneous action selection as opposed to having to wait for each other player in sequence to decide if they should spend a card. Though, now that I write this, planning everything in one go is likely more inducing of analysis paralysis and thus time-consuming than having players doing it in turn order. So maybe the *time* argument is bad. Regardless, I like simultaneous action selection because of...
2) ...the mind games of trying to predict what or how far the other players are moving phase markers so that I can plan what I should move. This adds strategy to an otherwise quite chaotic game.
But as long as you're having fun with the game I'm happy and you should house rule any way works best for you. Thanks for the comment! It made me at least stop and consider if the Stop cards are still carrying their weight.
Of course, if you house rule to change it there are ways to remove the Stop cards while still having the rules be robust (though different). Either by spending one card at a time (or pass) until everyone around the table have passed (or maybe everyone have passed in a row). Or by giving the last player (as decided by the first player marker) anadvantage by having each player in order spend all the cards they want *after* seeing what the players before them have moved.
While I'm always a fan of getting rid of components, since it makes games cheaper to print, ie easier to get published, the Stop cards are likely to stay for now, for two reasons.
(1/2)
I also took the time to add in some comments in yellow about what's different when playing on Tabletop Simulator as opposed to playing the game with my real life prototype.