pattern building
In the group Core mechanic.
You match colours or shapes to make patterns — straight lines, mosaics, sets. Like building with bright tiles.
In the group Core mechanic.
You match colours or shapes to make patterns — straight lines, mosaics, sets. Like building with bright tiles.
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You roll to move, and where you land gives you pieces to build a shape or pattern.
You pick tiles or cards from a shared pool and fit them into your own pattern.
Players bid on pieces and then fit the pieces they win into their own pattern.
You keep drawing pieces to finish a pattern, but one wrong piece can spoil it.
Players hold areas on a board that score more when they form a shape or pattern.
Placing workers gets you pieces to fit into your own pattern or shape.
You choose which cards from your hand to use to complete a pattern.
Tricks you win give you cards to fit into a pattern.
Players trade pieces with each other to finish their own patterns.
You collect matching items and arrange them in a pattern for extra points.
You place tiles to form shapes or patterns that score points.
Players race to be the first to complete their pattern.
Patterns you complete score points, and the most points wins.
Players who cannot complete their pattern in time are knocked out, until one is left.
Players build patterns together to keep a danger away.
The whole group builds one big pattern together.
Players add to shared patterns, each secretly hoping for a certain shape.
Completing patterns unlocks parts of a story.
Everyone builds their own pattern at the same time.
Players can spoil each other's patterns while building their own.
Players build patterns on a shared board, and one player's pattern can block another's.
The team builds one pattern together.
Players build a shared pattern, but each wants their own part to score most.
Each team builds its own pattern, racing or competing with the other team.
The team builds a pattern, but a hidden traitor tries to spoil it.
The pieces you get are random, so luck shapes your pattern.
Pieces come out at random, but you can store or swap them.
You plan your pattern carefully, with a little luck in what pieces appear.
All pieces are known, so building the pattern is pure planning.
Everyone sees every piece and pattern on the table.
You build your pattern with pieces others cannot see.
Players build patterns while secretly working for a hidden side.
The pattern on the table holds clues to a hidden answer.
Players can pretend to be building a different pattern than they are.
Players build patterns that stand for how parts of a real system connect.
Each player plays a real group building what it needs.
Players use pieces from a shared supply to build their own patterns.
The pattern you build only shows its full effect a few rounds later.
Players agree a rule about which pieces can be used, then see what changes.
After play, players compare patterns and what they were aiming for.
Each player adds a piece that answers the shape the last player made, and a shared pattern grows.
Players build their patterns in silence, side by side.
Players can change what counts as a scoring pattern while they build.
Players build patterns for their own sake, like a calm landscape.
Each player decides what pattern they want to make and builds towards it.
Players build patterns, and the one whose pattern breaks first loses.
Players build patterns and post them to each other to compare.
Players add to a pattern started by someone who is not there.
Players read each throw as a sign and add it to a growing pattern of meanings.
Players add to a shared pattern by sensing what the others will add next.
A secret rule decides which patterns score, and players learn it by building.
One player knows the target pattern and can only hint while others build it.
Finished patterns are stuck on to the board and stay.
Players add one piece a day to a pattern that grows over weeks.
Characters build something together or apart, and say what each piece means to them.
Players build a shape by stacking or balancing pieces.
Players draw the map to make shapes that score, such as a ring of forests.
Players add to a pattern that never has to be finished.
Players build a pattern that the game always breaks before it is finished.
The game master sets the shape players are building toward and describes progress.
Passers-by add to a shared pattern, such as a chalk mosaic.
Rolls decide what pieces players receive to build their pattern.
Revealed areas form patterns that score when they connect.
The patterns that score make a point, such as neat grids scoring more than winding paths.
The pattern players build becomes something real, such as a seating plan.
Patterns earn points that stand for qualities, such as balance or beauty.
Players build the shape of a future place together.
pattern building works against the feeling excited.
pattern building supports the feeling clever.
pattern building works against the feeling silly.
pattern building neither supports nor works against the feeling tense.
pattern building neither supports nor works against the feeling together.
pattern building neither supports nor works against the feeling sneaky.
pattern building works against the feeling lucky.
pattern building neither supports nor works against the feeling in charge.
pattern building works against the feeling surprised.
pattern building supports the feeling thoughtful.
pattern building neither supports nor works against the feeling fast.
pattern building neither supports nor works against the feeling unfair in a fun way.
pattern building supports the feeling careful.
pattern building works against the feeling daring.
pattern building neither supports nor works against the feeling friendly.