fully cooperative
In the group Player interaction.
Everyone is on the same team, against the game itself. You all win together, or you all lose together.
In the group Player interaction.
Everyone is on the same team, against the game itself. You all win together, or you all lose together.
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The group decides together when to push for bigger team wins against a shared challenge, like betting on a group dare.
Everyone passes choices around to build a team plan against the game, like sharing puzzle pieces for a group picture.
The team follows suit rules to hit shared trick goals against the deck, like passing secret signals in a group quest.
Players work as a team but can't freely talk about their secret cards, so they give hints to share info without saying it straight.
Everyone sees all cards and plans openly, focusing on smart group choices against the game.
The team fights to stay alive together against tough threats like zombies or disasters.
Players unite on one big goal, like curing diseases or building a wonder.
Players talk a lot to share plans and help everyone win together against the game.
Everyone places workers together to beat a shared challenge like a disaster.
Players pass and play cards from hands to chain combos against the game.
Teammates hide cards while working together to survive threats, creating doubt about who can be trusted even without traitors.
Team risks collective pushes against disasters, banking shared rewards or busting together.
The whole team rolls to move together towards a shared finish.
The team decides together how to spend shared resources.
The team works together to hold areas against the game itself.
The team builds one pattern together.
The team collects sets together.
The team builds one map together towards a shared goal.
The whole team races together to reach the finish before time runs out.
The team scores points together and tries to beat a target.
The team tries to keep everyone in, but there can be no single last one standing.
The team shares one goal, but each player also has a secret aim.
The team tells a story together until it reaches its ending.
The team plays together against luck.
The team faces random events but can plan to soften them.
The team plans together, with some random surprises.
The team solves the game together by planning alone.
The team plays together, but a hidden role means someone is not what they seem.
The team works out a hidden answer together.
Teammates can bluff, which makes trust harder inside the team.
The whole team runs a model of a real system together.
Players play different real groups who all win or lose together.
The whole team manages one shared resource together.
The team plans together for effects that arrive later.
The team agrees and tests rules together.
After play, the team talks about how it worked together.
All players answer each other to keep one chain going against the game.
The whole group works against the game without speaking.
The group changes rules together to beat the game.
Players work together on something with no win or loss, such as drawing pictures and praising each other's.
The group works together, and each player decides what success would mean for them.
The group plays together against the game, and if anyone fails, that one player loses.
The whole group reads each sign together and acts on the shared reading.
The whole group plays against the game by sensing each other's timing, without speaking.
The whole group works out a secret rule held by the game itself.
The whole group, including the one who knows, works together against time or the game.
The group changes the game permanently together, sharing every win and loss.
The group plays against the game over weeks, a little each day.
All characters are on one side against the world.
The whole group does a feat together against the game.
The whole group draws one map against a threat from the game.
The whole group works to keep the game going against what would end it.
The group works together against a game that cannot be beaten.
The group faces whatever the dice bring together.
The whole group explores a hidden map against the game.
The rules make a point about what people can do together.
The group works together on something that matters in real life.
The group scores together and talks about whether the score shows what they did.
The whole group practises a future way of living together.
If everyone wins or loses together, there is no last one standing. Can a game really be both?
Only semi-cooperative or traitor games really combine these two. Which one is your game?
fully cooperative neither supports nor works against the feeling excited.
fully cooperative neither supports nor works against the feeling clever.
fully cooperative neither supports nor works against the feeling silly.
fully cooperative works against the feeling tense.
fully cooperative supports the feeling together.
fully cooperative works against the feeling sneaky.
fully cooperative neither supports nor works against the feeling lucky.
fully cooperative works against the feeling in charge.
fully cooperative neither supports nor works against the feeling surprised.
fully cooperative neither supports nor works against the feeling thoughtful.
fully cooperative neither supports nor works against the feeling fast.
fully cooperative works against the feeling unfair in a fun way.
fully cooperative neither supports nor works against the feeling careful.
fully cooperative neither supports nor works against the feeling daring.
fully cooperative supports the feeling friendly.