by andreww
There's a not-dryness that comes from a dynamic that's not evident from the rules. Placing some of the tiles gives you extra actions, so you end up with chaining. I place a castle with my first die, that let's me take any action I want, I place a building that lets me ship good, that gives me a silverling so I can buy a tile from the central depot, then I place that with my second die. Sometimes you'll have several possible paths through your turn, and you get to play with the pieces to see if you can complete a region or two. This seems to happen more later in the game, and it's quite fun even if it slows your turn down.