most points
In the group Victory condition.
Whoever has the highest score at the end wins. Points come from many sources — sets, places, cards.
In the group Victory condition.
Whoever has the highest score at the end wins. Points come from many sources — sets, places, cards.
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You pick cards from a shared pool to build your score, feeling like a clever trade where choices shape your total.
You place workers on spots to grab resources and build points, feeling like careful planning to grow your score biggest.
You gather matching items like colors or types for points, feeling like hunting treasures to complete fun groups.
You lay tiles to build areas and score, feeling like growing a pretty map where connections boost your points.
Everyone sees the scores and plans, turning it into a fair race to build the biggest total.
Everyone sees the board and plans worker spots to grab the best spots for victory points, leading to careful blocking and optimization.
Players pick cards in turns to build matching sets that score big points, denying rivals key combos.
Place tiles to connect features for points while everyone sees and blocks your best layouts.
Secret bids from hands compete for point-rich assets, bluffing value to outmaneuver rivals.
Pure strategy shines as perfect info lets players outplan rivals for max points.
You roll to move around the board and collect points from the spaces you land on.
Players bid on prizes worth points, and the most points at the end wins.
You keep taking risks to grab more points, but going too far loses them.
Holding areas scores points, and the most points at the end wins.
Patterns you complete score points, and the most points wins.
Players choose when to play cards for points, and the most points wins.
Tricks you win score points, and the most points at the end wins.
Players trade and make deals to earn points, and the most points wins.
Everyone scores on their own, and the highest score wins.
Players attack each other to take points while scoring their own.
Players score points from a shared board, taking spots others wanted.
The team scores points together and tries to beat a target.
Players help a group goal but the one with the most points wins.
Teams add up their points, and the higher team wins.
The team scores points, but a traitor tries to keep the score low.
Points come mostly from lucky draws or rolls.
Luck brings points, but you can plan to soften it.
Careful planning earns most points, with a little luck.
Points come from planning alone.
Players score from cards others cannot see, so the winner is a surprise.
Players score points while secretly on hidden sides that score differently.
Working out hidden facts earns you points.
Players can hide or fake how many points they have.
Points measure how well each player does inside a model of a real system.
Each player plays a real group, and points measure how well it does.
Players score points by taking from a shared resource.
Points from many choices only arrive at the end.
Players agree a rule that changes scoring, then compare results.
After play, players talk about how points were earned.
Answers earn points, and whoever scores the most wins.
Players score points without talking, so each choice is made alone.
Players score points and can change how points are scored,.
Players score points across many letters, and totals are compared at the end.
Players try to beat a score left by an absent player from an earlier game.
Signs are read and players score points for readings the others accept.
Players score points for acting in step with each other.
Players score points for moves that follow a secret rule they are still learning.
Players score points for correctly reading the hints of the one who knows.
Points scored unlock permanent changes, such as new rules or cards, for later games.
Players score points over weeks, and totals are compared at the end.
Characters earn points for actions in their story.
Players score points for feats, such as how high they stack.
Players score points for what they draw, such as each village or road.
The game master awards points for what players do.
A public game where each player's score is chalked up for others to try to beat.
Rolls on tables bring events that give or take points.
Players score for what they reveal, such as treasure or new land.
What earns points makes a point about what a society rewards.
Points decide something real, such as a small prize.
The most points wins, and players see what they gave up to get them.
Players score for what they build in the future world.
most points neither supports nor works against the feeling excited.
most points neither supports nor works against the feeling clever.
most points neither supports nor works against the feeling silly.
most points neither supports nor works against the feeling tense.
most points neither supports nor works against the feeling together.
most points neither supports nor works against the feeling sneaky.
most points neither supports nor works against the feeling lucky.
most points neither supports nor works against the feeling in charge.
most points neither supports nor works against the feeling surprised.
most points neither supports nor works against the feeling thoughtful.
most points neither supports nor works against the feeling fast.
most points neither supports nor works against the feeling unfair in a fun way.
most points neither supports nor works against the feeling careful.
most points neither supports nor works against the feeling daring.
most points neither supports nor works against the feeling friendly.