delayed effects
In the group Simulation.
What you do now shows its effect only a few rounds later, the way a choice made this year shows up years later in real life.
In the group Simulation.
What you do now shows its effect only a few rounds later, the way a choice made this year shows up years later in real life.
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You roll to move, and some spaces you land on now cause events several turns later.
Cards you pick now only take effect a few rounds later.
What you win in an auction pays off, or costs you, only later.
Pushing your luck now builds up risk that arrives later.
Taking an area now changes what that area produces several rounds later.
Workers placed now finish their jobs in later rounds.
The pattern you build only shows its full effect a few rounds later.
Cards you play now set off effects in later rounds.
Tricks you win now bring rewards or costs in later hands.
Deals made now only come due later.
Sets you collect now pay out only after a few rounds.
Tiles you place now change the board later, as things grow or wear out.
Choices made early in the race speed you up or slow you down near the end.
Points from many choices only arrive at the end.
Choices made early decide who drops out later.
The team's early choices decide whether it survives later.
The group's shared goal depends on choices whose effects come later.
Your secret goal depends on effects that only show later.
The story shows the late results of choices made early.
Each player sees the late effects of their own choices side by side.
Attacks made now do their damage later.
One player's choices change the board for others several rounds later.
The team plans together for effects that arrive later.
Selfish choices now harm the group later.
Each team's early choices decide how it does later.
The traitor's choices only cause trouble later, so they are hard to spot.
Random events arrive later from causes players cannot see.
Later events are partly random, but players can prepare now.
Careful choices now shape later rounds, with a little chance.
Later rounds follow from earlier choices with no luck.
Everyone can see what effects are on their way.
Players hold secret cards whose effects arrive later.
Hidden roles show themselves through effects that arrive later.
Players work out what caused an effect from clues left earlier.
Players can pretend a later effect is coming when it is not.
The model shows how choices now change the system later.
Each group's choices affect other groups later.
Taking from the shared resource now shows its effect later.
Players test a rule whose effect only shows later.
After play, players trace late effects back to earlier choices.
Each answer shows its effect only some turns later, so players answer what they cannot yet see.
Players act in silence, and the effects come later, so nobody can explain what they planned.
Rule changes take effect a few rounds later, so players vote on what they cannot yet see.
Players act and watch effects arrive later, with no winner.
Players set aims whose results show only later.
Players act, and effects arrive later, so the loser is decided by earlier choices.
Players post choices whose effects arrive in later letters.
Effects of present choices fall on an absent player, such as one who plays the next game.
A sign thrown now is read as a warning about something that arrives later.
Players act in step, and the results show only later.
A secret rule shows its effects only later, so players learn it slowly.
The one who knows can see effects coming but can only hint at them.
Choices have permanent effects that show only in later games.
Effects of choices arrive days or weeks later.
What characters do now comes back later in the story.
A feat done now weakens the structure for later turns.
What players draw now changes the land later, such as a dam that floods the valley.
Choices made now decide whether the game can keep going later.
Effects arrive later that always undo what players built.
The game master brings back players' earlier choices later in the story.
What earlier passers-by did changes the game for later ones.
Rolls now decide events that arrive later.
What players reveal now changes what can be found later.
Effects that arrive late make a point about consequences we do not see.
Choices in the game have real effects later.
Points earned now cost something later, and players notice the trade.
A future change shows its effects only later in the game.
delayed effects neither supports nor works against the feeling excited.
delayed effects supports the feeling clever.
delayed effects neither supports nor works against the feeling silly.
delayed effects supports the feeling tense.
delayed effects neither supports nor works against the feeling together.
delayed effects neither supports nor works against the feeling sneaky.
delayed effects neither supports nor works against the feeling lucky.
delayed effects neither supports nor works against the feeling in charge.
delayed effects supports the feeling surprised.
delayed effects supports the feeling thoughtful.
delayed effects neither supports nor works against the feeling fast.
delayed effects neither supports nor works against the feeling unfair in a fun way.
delayed effects supports the feeling careful.
delayed effects neither supports nor works against the feeling daring.
delayed effects neither supports nor works against the feeling friendly.