First play of the game’s Actually Quite Challenging scenarios, as well as the no-talking rules. Five minute timer between loops for open discussion, then back in to the next run.
What is really intriguing to me about this design is that the no-talking version isn’t (just) there to make the game more difficult or to shut down Field Commander players. Instead, it changes the game into something else: not only are the players trying to solve the loop, they’re trying to read each other at the same time. Amazing, very interesting to watch.
I am absolutely astonished they were able to solve scenario 3 (masterminds, go look it up!) in three loops and no talking. I don’t think I made any major play errors; the game is just very smart about how it doles out clues and structures its logic.
Also interesting: one of the players sussed out the storyline just from the characters and their behaviors. I can’t talk about that because spoilers, but I thought it was pretty neat.