roll and move
In the group Core mechanic.
You roll a dice, then move your piece that many spaces along a path. Like Snakes and Ladders or Monopoly.
In the group Core mechanic.
You roll a dice, then move your piece that many spaces along a path. Like Snakes and Ladders or Monopoly.
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You roll dice to move your piece along a path, and it feels like a fun dash where luck decides who dashes ahead first.
Roll dice to dash to the end, but random paths and events make it a wild luck fest with little control.
You roll to move around the board, and the spaces you land on let you pick from a shared row of cards.
You roll to move, and some spaces start an auction where everyone offers to pay for a prize.
You keep rolling to move further, but one unlucky roll can send you back.
You roll to move pieces around a board and try to hold spaces before others reach them.
Dice decide how far you move or how many workers you get, then you place them on actions.
You roll to move, and where you land gives you pieces to build a shape or pattern.
You roll to move, and cards in your hand let you change the roll or do something extra.
Players win card tricks, and each trick won lets them move forward on a track.
You roll to move, and you can make deals with others to swap spaces, money or favours.
You roll around the board, and each space gives you a card towards a matching set.
You roll to see which tile you take or how far you go, then place tiles to grow the board.
You roll to move around the board and collect points from the spaces you land on.
You roll to move, and landing on some spaces knocks players out until one is left.
Everyone rolls to move together, trying to reach safety before the danger catches up.
Players roll to move as a team towards one shared goal on the board.
You roll to move, each player secretly trying to reach their own places on the board.
You roll to move along a story path, and the game ends when the story is told.
Everyone rolls and moves along their own track, side by side, without getting in each other's way.
Players roll to move and can land on each other to attack or send someone back.
Players roll to move, and where they stop can block a path or take a space others wanted.
The whole team rolls to move together towards a shared finish.
Players roll to move as a loose team, but only one of them can win at the end.
Two teams roll to move their pieces, racing or blocking the other team.
Players roll to move as a team, but one secretly wants the team to fail.
The dice decide almost everything: how far you go and what happens when you land.
You roll to move, but you have ways to change or reroll a poor result.
You choose where to go, and a dice roll only nudges the result a little.
You choose how far to move from a fixed set of options, with little luck involved.
Everyone can see the whole board and every piece as players roll and move.
You roll to move and also hold secret cards that change what happens.
Players roll to move, each secretly playing a role others do not know.
As you move around the board you collect clues to work out a hidden answer.
Players roll to move and can claim to have rolled something they did not.
You roll to move through a board that copies a real system, so where you land shows how that system behaves.
Each player plays a real group, and rolls decide what happens to that group on its journey.
Players move around a board, taking from one shared resource as they go.
You roll to move, and some spaces you land on now cause events several turns later.
Players agree a new rule, then roll and move to see what it changes.
After a simple race of rolls, players talk about what the game was like and what it means.
You roll to move, and the space you land on asks you to answer the last player's word or move.
Players roll and move without speaking, so nobody can plan out loud.
You roll to move, and some spaces let you change a rule, such as how far a roll takes you.
Players roll and move around the board, with no finish line and no winner.
Players roll and move, and each decides what a satisfying journey would be, such as visiting every corner.
Players roll and move, and the first to land on a dreaded space loses, while everyone else is safe.
Players post their rolls and moves to each other, so one trip round the board takes weeks.
An absent player's piece moves by dice rolled on their behalf, as if they were still playing.
You roll to move, and the space you land on is read as a message about your journey.
Players roll and move, but bonus moves come when they act at the same moment without planning.
Players roll and move, and one player knows a secret rule about which spaces are safe.
Players roll and move, and one player who knows where the safe path is can only hint.
Where you land can change the board permanently, such as a space you mark that stays marked in every later game.
Players roll and move once a day, so a trip around the board takes weeks.
Players move around the board as characters, and each space asks them to act out what their character does there.
You roll to move, and some spaces ask you to flick, stack or balance something.
You roll to move, and when you reach the edge of the map you draw the next stretch of land.
Players roll and move around a loop with no finish, keeping the journey going together.
Players roll and move toward a finish they can never reach, as the track keeps sending them back.
One player runs the world while the others roll and move, describing what they find on each space.
A large board is drawn in a public place, and anyone passing can roll and take a turn.
You roll to move, and a second roll on a table says what happens where you land.
You roll to move, and each new space you reach is turned over to show what is there.
The spaces on the track say something, such as some players starting further back.
Players roll and move, and some spaces carry a real-life consequence, such as doing a chore.
Spaces give points for things like kindness or rest, and players notice which spaces they aim for.
Players move through a future world, and each space shows a part of life there.
roll and move supports the feeling excited.
roll and move works against the feeling clever.
roll and move supports the feeling silly.
roll and move neither supports nor works against the feeling tense.
roll and move neither supports nor works against the feeling together.
roll and move neither supports nor works against the feeling sneaky.
roll and move supports the feeling lucky.
roll and move works against the feeling in charge.
roll and move supports the feeling surprised.
roll and move works against the feeling thoughtful.
roll and move supports the feeling fast.
roll and move supports the feeling unfair in a fun way.
roll and move works against the feeling careful.
roll and move neither supports nor works against the feeling daring.
roll and move neither supports nor works against the feeling friendly.