Decoupling Board Game Mechanics, Replayability, and Cost -

Game Design
We had a board game design problem for Cult of the Deep and after attending a Protospiel, we spent hours and hours going over the issues. We came up with a simple but great solution using what we call "decoupling." It's where you break a rule, mechanic, or component into smaller parts.
When designing your games, how have you found ways to fix issues or handle problems?

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