chance with mitigation
In the group Chance or skill.
There IS dice and randomness, but you have ways to soften bad luck — re-rolls, cards, choices. You're not helpless.
In the group Chance or skill.
There IS dice and randomness, but you have ways to soften bad luck — re-rolls, cards, choices. You're not helpless.
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You play cards from hand amid draws but discard to fix bad luck, feeling like steering fate with your choices.
You roll to move, but you have ways to change or reroll a poor result.
Cards come out at random, but you can swap or discard to fix a weak pick.
Prizes come out at random, but you can save money or pass to wait for a later prize.
You take risks, but you have ways to protect yourself if things go wrong.
Fights over areas use dice, but you can add bonuses or reroll.
Random events change the actions, but you can plan around them.
Pieces come out at random, but you can store or swap them.
The deal is random, but you can pass or swap cards to improve your hand.
Random events shape the game, but clever deals can make up for unlucky events.
Cards come at random, but you can trade or swap to finish sets.
Tiles come at random, but you can choose from a few or save one.
Luck moves you along, but you have ways to speed up or fix a poor roll.
Luck brings points, but you can plan to soften it.
Luck can knock you out, but you have ways to protect yourself.
Random dangers arrive, but the team can plan to soften them.
Luck shapes progress, but the team can plan around it.
Luck shapes your progress, but you can plan towards your secret goal.
Random events shape the story, but players can steer it.
Everyone faces their own luck but can plan to soften it.
Fights use luck, but you can plan to improve your odds.
Luck shapes your moves, but you can plan around it.
The team faces random events but can plan to soften them.
Luck shapes the game, but players can plan their help and their own gains.
Teams face luck but can plan to soften it.
Luck gives the traitor some cover, but careful play can reveal them.
Luck plays a part, but everything is visible so players can plan around it.
Luck plays a part, and secret cards help you soften it.
Luck plays a part while players hold secret roles.
Random clues appear, but players can choose which to look at.
Luck plays a part, and players bluff about what they got.
Random events hit a model of a real system, but players can prepare for them.
Real groups face random events but can prepare in their own ways.
The resource changes at random, but players can save for poor rounds.
Later events are partly random, but players can prepare now.
Players test a rule meant to soften unlucky events.
After play, players talk about how they handled luck.
A draw gives you something to answer with, but you can swap or change it to fit.
Players soften unlucky draws in silence, choosing alone how to fix a poor draw.
A draw suggests a rule change, but players can adjust or reject it.
Luck sets up each turn, players make small choices, and nobody wins.
Luck sets up each turn and players steer towards aims they chose.
Luck brings danger, but players can dodge it with choices.
Players post their luck and how they softened it.
The absent player's moves come from dice, but present players can adjust them.
Luck brings each move, and players use what they learn about the rule to soften it.
The one who knows draws hint cards at random but chooses which to give.
Luck brings permanent changes, but players can soften or redirect them.
Luck brings something each day and players choose how to respond.
Dice decide, but characters can use what they know to soften a roll.
Luck sets the feat and skill decides whether you manage it.
Dice suggest what to draw, and players choose where it goes.
Luck threatens to end the game, and players use choices to keep it alive.
Players soften unlucky draws, but the game is made so it always wins.
Dice decide, and the game master lets players soften outcomes with choices.
Passers-by draw a chance card and choose how to use it.
What is revealed is luck, but players choose where to look.
Who can soften an unlucky draw makes a point about safety nets.
Luck brings a real consequence, but players can soften it.
Luck gives points, and players choose which values to protect.
Luck brings future events, and players choose how to respond.
chance with mitigation supports the feeling excited.
chance with mitigation neither supports nor works against the feeling clever.
chance with mitigation neither supports nor works against the feeling silly.
chance with mitigation neither supports nor works against the feeling tense.
chance with mitigation neither supports nor works against the feeling together.
chance with mitigation neither supports nor works against the feeling sneaky.
chance with mitigation supports the feeling lucky.
chance with mitigation neither supports nor works against the feeling in charge.
chance with mitigation neither supports nor works against the feeling surprised.
chance with mitigation neither supports nor works against the feeling thoughtful.
chance with mitigation neither supports nor works against the feeling fast.
chance with mitigation neither supports nor works against the feeling unfair in a fun way.
chance with mitigation neither supports nor works against the feeling careful.
chance with mitigation neither supports nor works against the feeling daring.
chance with mitigation neither supports nor works against the feeling friendly.