model a system
In the group Simulation.
The board works like a real system, such as how water moves between a village's wells and fields, so a move has the effect it would have in real life.
In the group Simulation.
The board works like a real system, such as how water moves between a village's wells and fields, so a move has the effect it would have in real life.
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You roll to move through a board that copies a real system, so where you land shows how that system behaves.
You pick from cards that stand for parts of a real system, and what you take changes the system for everyone.
Players bid for parts of a real system, and prices show how scarce each part has become.
You keep pushing a real system for more, and the board shows when it starts to break.
Players hold parts of a map that works like a real system, so taking one area changes others.
Each action space is a real job or process, and placing workers runs the system.
Players build patterns that stand for how parts of a real system connect.
Cards in your hand are actions in a real system, and when you play them matters.
Each trick stands for a contest inside a real system, such as buyers and sellers.
Players make deals inside a model of a real system, and the board shows what each deal changes.
Players collect sets that stand for parts of a real system working together.
Players place tiles to build a map of a real system, such as fields, wells and roads.
Players race to reach a goal inside a model of a real system.
Points measure how well each player does inside a model of a real system.
Players drop out as a model of a real system squeezes them, until one is left.
The team tries to keep a model of a real system from collapsing.
The group works together to reach a target inside a model of a real system.
Each player secretly wants something different from the same real system.
A model of a real system unfolds as a story until it reaches its end.
Each player runs their own copy of a real system side by side.
Players clash inside a model of a real system, and the system shows the cost of each fight.
Players share a model of a real system, so one player's choices change what others can do.
The whole team runs a model of a real system together.
Players share a model of a real system, helping it but also wanting their own gains.
Two teams work inside the same model of a real system, competing for it.
The team runs a model of a real system while one player secretly harms it.
Random events drive a model of a real system, like weather or prices.
Random events hit a model of a real system, but players can prepare for them.
Careful choices drive a model of a real system, with some random events.
A model of a real system responds only to players' choices.
Everyone can see the whole model of the real system at once.
Players hold secret information about a model of a real system.
Players act inside a model of a real system while secretly on hidden sides.
Players work out how a hidden system works from what they see it do.
Players can mislead each other about the state of a shared system.
Each player plays a real group inside a model of the system those groups share.
The model shows one shared resource and how everyone's use changes it.
The model shows how choices now change the system later.
Players change a rule of the model and watch how the system responds.
After playing in the model, players compare it with the real system.
Each player's move answers the last change in a model of a real system.
Players act in a model of a real system without speaking, as people often do in real life.
Players change the rules of a model of a real system, such as a tax rule, and watch the effects.
Players run a model of a real system with no winner, watching what happens.
Players run a model of a real system, and each decides what outcome they care about, such as fairness or growth.
Players act in a model of a real system, and the one left with the least loses, as can happen in real systems.
Players act in a model of a real system by post, as decisions are made slowly in real life.
A model of a real system includes someone who cannot speak for themselves, such as a future generation.
Random events in a model of a real system, such as a drought, are read for what they say about the system.
Players act in a model of a real system and try to keep in step, as people do in a crowd.
Players act in a model of a real system whose rules they do not know at first, as newcomers to a real system often do.
One player knows how a real system works and can only hint, as experts sometimes can.
Players change a model of a real system permanently, as real choices cannot be undone.
A model of a real system runs over weeks, as real systems change slowly.
Characters live inside a model of a real system, such as a town's water supply.
A balancing structure stands for a real system, such as a fragile supply chain.
Players draw a real place, such as their neighbourhood, and mark how things flow through it.
Players keep a model of a real system running, such as a forest that has to last.
A model of a real system shows a problem no single player can solve.
The game master runs a model of a real system, such as a city's water, and players act within it.
A public game models a real system of the place, such as how a market's stalls share space.
Rolls stand for the chance events of a real system, such as a monsoon's strength.
Players explore a real system bit by bit, such as the hidden costs of a product.
A model of a real system makes its point through how its parts behave.
A model of a real system the players are part of, such as their own college.
A model of a real system scores things the way a real institution does, such as marks or ratings.
Players try a new version of a real system, such as a different way of sharing water.
model a system neither supports nor works against the feeling excited.
model a system supports the feeling clever.
model a system neither supports nor works against the feeling silly.
model a system neither supports nor works against the feeling tense.
model a system neither supports nor works against the feeling together.
model a system neither supports nor works against the feeling sneaky.
model a system neither supports nor works against the feeling lucky.
model a system supports the feeling in charge.
model a system neither supports nor works against the feeling surprised.
model a system supports the feeling thoughtful.
model a system works against the feeling fast.
model a system neither supports nor works against the feeling unfair in a fun way.
model a system neither supports nor works against the feeling careful.
model a system neither supports nor works against the feeling daring.
model a system neither supports nor works against the feeling friendly.