In my experience, cloister tiles in Carcassonne are often "too lucky". If you draw a cloister tile in the beginning of the game, it will typically still require an investment of quite a bit of "meeple" time to obtain the full 9 points, which makes it a fair trade-off. However, after about half of the game, it's relatively likely that you can "parachute" a cloister tile in some spot and get 8 or 9 points immediately. This adds a lot of randomness to the game.

What house rules work well to diminish this effect?


Question: How to prevent the "Too awesome to use" syndrome
Answer: Tell the player in advance when they are going to get a refill. Maybe the first or second time they will assume there is a boss battle between now and then, but after that they should get the hint.

Alternatively, make using the weapon so fun that they don't WANT to save it.