narrative completion
In the group Victory condition.
You play through a story. The game ends when the story does — happy ending, tragic ending, your choice.
In the group Victory condition.
You play through a story. The game ends when the story does — happy ending, tragic ending, your choice.
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You roll to move along a story path, and the game ends when the story is told.
Players pick cards that add scenes to a story, and the game ends when the story is complete.
Players bid on story parts, and the story finishes when all parts are taken.
Players push their luck to move the story forward, risking setbacks.
Holding areas moves a story forward, and the game ends when the story is done.
Workers carry out actions that move a story forward to its ending.
Completing patterns unlocks parts of a story.
Cards in your hand add to a story, and the game ends when the story is complete.
Winning tricks reveals parts of a story until it is finished.
Players agree on what happens next in a story until it ends.
Completing sets unlocks parts of a story.
Placing tiles reveals a story, and the game ends when the map is complete.
Each player completes their own story.
Players fight while a story unfolds, and the game ends when the story does.
Players move on a shared board that tells a story as it fills.
The team tells a story together until it reaches its ending.
Players build a shared story but each wants their character to come out on top.
Each team pushes the story towards its own ending.
The team builds a story while a traitor tries to give it a different ending.
Random events shape how the story ends.
Random events shape the story, but players can steer it.
Players steer the story with careful choices and a little luck.
The story follows players' choices alone.
The whole story so far is visible to everyone.
Players add to a story using secret cards.
Players tell a story while secretly playing hidden characters.
The story ends when players work out a hidden answer.
Players can bluff about what happens in the story.
A model of a real system unfolds as a story until it reaches its end.
Different real groups add their side to a shared story.
The story follows a shared resource from plenty to its end or its recovery.
The story shows the late results of choices made early.
The story changes after players agree a new rule.
After play, players retell the story and compare it with real life.
Players answer each other line by line until the story reaches an ending.
A story is told only through moves and pieces, with no spoken words.
Changing a rule changes the story, such as a rule that lets the dead return.
Players write a story together through letters, as in epistolary games, until it ends.
Players finish a story begun by someone who is no longer there.
Each throw is read as the next turn in a story until the story ends.
Players tell a story by sensing where the others want it to go.
A story unfolds as players discover the rules of its world.
One player knows how the story ends and can only hint, while others tell it.
The story is written into the game as it happens, so each session continues the last.
The story unfolds day by day until it ends.
The game ends when the characters' story reaches its end.
Each feat moves a story on, such as building a bridge the characters cross.
The map tells a story, and the game ends when the story's journey is drawn.
The game master guides the story until it reaches an ending, as in tabletop role-playing games.
Passers-by add to a story told in a public place until it ends.
Rolls on tables build a story until it reaches its end.
The story unfolds as the map is revealed, ending when the last area is found.
The way the story can end makes a point about what endings are possible.
The story told in the game is about the players' real lives.
The story ends with a score, and players talk about what the score missed.
The game tells the story of a future until it reaches a chosen ending.
narrative completion neither supports nor works against the feeling excited.
narrative completion neither supports nor works against the feeling clever.
narrative completion neither supports nor works against the feeling silly.
narrative completion neither supports nor works against the feeling tense.
narrative completion neither supports nor works against the feeling together.
narrative completion neither supports nor works against the feeling sneaky.
narrative completion neither supports nor works against the feeling lucky.
narrative completion neither supports nor works against the feeling in charge.
narrative completion neither supports nor works against the feeling surprised.
narrative completion neither supports nor works against the feeling thoughtful.
narrative completion neither supports nor works against the feeling fast.
narrative completion neither supports nor works against the feeling unfair in a fun way.
narrative completion neither supports nor works against the feeling careful.
narrative completion neither supports nor works against the feeling daring.
narrative completion neither supports nor works against the feeling friendly.