direct confrontation
In the group Player interaction.
Players attack, steal, or sabotage each other on purpose. "Take that!" — they target you, you target them.
In the group Player interaction.
Players attack, steal, or sabotage each other on purpose. "Take that!" — they target you, you target them.
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Players keep risking more to grab rewards while trying to knock others back, creating exciting back-and-forth chases.
People place helpers to claim spots but bump others off or fight for key areas, like competing for the best playground swings.
Friends pick from shared options then use them to mess with each other's setups, like choosing cards to prank rivals.
Groups battle to claim and hold map spots by pushing out rivals, like teams claiming neighborhood forts.
Players attack each other face-to-face while lying about their strength or plans to fool foes.
Players clash openly but hide their cards, guessing enemy power during fights.
Players bash each other until only one monster or warrior remains victorious.
Deals happen right before fights, mixing talk with attacks to steal advantages.
Players race ahead by risking big moves but often smash into each other, causing chaotic fights that slow everyone down.
Fighters claim territories through brutal clashes until only one dominates the map as the survivor.
Secret hands fuel surprise attacks, forcing players to bluff strength while timing card plays.
Deal-making precedes fights over territories, with alliances shifting mid-power grab.
Players roll to move and can land on each other to attack or send someone back.
Players bid against each other for power to attack or defend.
Players can spoil each other's patterns while building their own.
Players use cards to attack each other or defend themselves.
Winning tricks lets you attack other players or take their points.
Players can steal cards from each other's sets.
Players place tiles to cut off or attack each other's areas.
Players race to the end while attacking each other to slow them down.
Players attack each other to take points while scoring their own.
The team survives together, but players can also attack each other.
Players share a goal but can still fight each other along the way.
Players fight each other while each has a secret goal.
Players fight while a story unfolds, and the game ends when the story does.
Fights are decided mostly by dice or cards.
Fights use luck, but you can plan to improve your odds.
Fights are mostly decided by planning, with a little luck.
Fights are decided by planning alone.
Players fight in full view, so every attack is planned openly.
Players attack each other without being sure who is on which side.
Players work out hidden facts to choose whom to attack.
Players clash inside a model of a real system, and the system shows the cost of each fight.
Real groups clash openly over what they need.
Players fight each other over a shared resource.
Attacks made now do their damage later.
Players agree a rule to limit fighting, then see if it holds.
After play, players talk about the fights and how they felt.
Each answer is aimed at the last player, trying to top or undo what they did.
Players attack each other without words, so every attack lands without warning.
Players attack each other by changing rules against them.
Players clash without anything to win, so fights are only for their own sake.
Each player chooses their own aim, but others can attack to stop it.
Players push danger at each other, and whoever cannot push it away loses.
Players throw signs against each other and argue whose reading wins.
Players try to sense when an opponent will act, and act first.
Players use what they have learnt about a secret rule against each other.
One player knows the answer and players attack each other to get more hints.
Attacks leave permanent damage that carries into later games.
Players attack each other slowly over days, with time to respond.
Characters clash with each other directly in scenes.
Players flick pieces at each other's pieces to knock them away.
Players draw over or into each other's land.
Players clash, but never so hard that someone leaves the game.
Players fight each other, but nobody can ever come out on top.
Rolls decide the outcome of clashes between players.
Players meet each other as they explore, and clash where their paths cross.
The rules for attacking make a point about violence and its costs.
Clashes in the game can turn into real tension between players.
Players take points from each other, and notice what taking a value means.
Players with different futures clash over which will happen.
These two pull against each other — can a game really be both?
Only semi-cooperative or traitor games really combine these two. Which one is your game?
direct confrontation supports the feeling excited.
direct confrontation neither supports nor works against the feeling clever.
direct confrontation supports the feeling silly.
direct confrontation supports the feeling tense.
direct confrontation works against the feeling together.
direct confrontation neither supports nor works against the feeling sneaky.
direct confrontation neither supports nor works against the feeling lucky.
direct confrontation neither supports nor works against the feeling in charge.
direct confrontation neither supports nor works against the feeling surprised.
direct confrontation works against the feeling thoughtful.
direct confrontation neither supports nor works against the feeling fast.
direct confrontation supports the feeling unfair in a fun way.
direct confrontation neither supports nor works against the feeling careful.
direct confrontation supports the feeling daring.
direct confrontation works against the feeling friendly.