semi-cooperative
In the group Player interaction.
Mostly working together, but each player has a small private reason to win more than the others.
In the group Player interaction.
Mostly working together, but each player has a small private reason to win more than the others.
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Players mostly cooperate but chase personal goals, with a traitor undermining all.
Friends secretly include a betrayer who sabotages while pretending to help, blending teamwork with hidden backstabbing.
Players roll to move as a loose team, but only one of them can win at the end.
Players pick cards that help the group, but each also wants to come out ahead.
Players bid to help a group goal, but each wants to spend less than others.
The group takes risks together, but each player also wants their own reward.
Players hold areas together against a threat, but each wants the most land.
Players place workers to help a group goal but also to get ahead.
Players build a shared pattern, but each wants their own part to score most.
Players play cards to help the group but keep some for themselves.
Players sometimes help each other win tricks but each wants the top score.
Players have to agree on helping the group while each tries to come out ahead.
Players collect sets for the group but also want the biggest set for themselves.
Players build a shared map but each wants their own part to score most.
Players help each other along but only the first to finish wins.
Players help a group goal but the one with the most points wins.
Players help each other survive until the end, when only one can remain.
Players survive together, but one may come out ahead at the end.
Players share a goal, but one player also earns the most along the way.
Players help a group goal while each secretly pursues their own.
Players build a shared story but each wants their character to come out on top.
Players help each other, but luck decides who comes out ahead.
Luck shapes the game, but players can plan their help and their own gains.
Careful choices about helping and winning matter most.
Everything depends on choosing when to help and when to win.
Everyone sees what others have, so helping and competing are open.
Players help the group while keeping their own cards secret.
Players help the group while secretly on hidden sides.
Players work out hidden facts that help the group and themselves.
Players bluff about how much they are helping.
Players share a model of a real system, helping it but also wanting their own gains.
Real groups help each other but each also wants to come out ahead.
Players share a resource but each also wants the most for themselves.
Selfish choices now harm the group later.
Players agree a rule that helps the group but may cost each player.
After play, players talk about when they helped and when they did not.
Players keep a shared chain going, but each answer also helps the one who gives it.
Players cooperate in silence while each keeps a private aim.
Players change rules for the group but slip in changes that help themselves.
Players work together with small private aims, but nobody wins.
Players cooperate while each keeps an aim they set themselves.
Players cooperate to avoid danger, but each quietly hopes someone else ends up with it.
Players read signs for the group but each leans the reading towards their own aim.
Players keep in step for the group while each tests how far to drift for themselves.
Players share what they learn about a secret rule, but may keep some of it to themselves.
The group reads hints together, but each player wants to be the one who guesses.
Players make permanent changes that help the group but also themselves.
Players cooperate over weeks while each keeps a private aim.
Characters work together but each has a private reason that can pull them apart.
Players build together but each gains from where pieces land.
Players draw a shared world while each tries to get more for themselves.
Players keep the game going together while each gains a little more for themselves.
Players work together and apart toward a goal nobody can reach.
Rolls bring events the group faces, with each player gaining differently.
Players explore together while keeping some finds for themselves.
The rules make a point about self-interest inside a group.
Players cooperate on something real while each keeps their own interest.
Players share a score but each keeps a private one too.
Players build a future together while each keeps a private interest.
semi-cooperative neither supports nor works against the feeling excited.
semi-cooperative neither supports nor works against the feeling clever.
semi-cooperative neither supports nor works against the feeling silly.
semi-cooperative neither supports nor works against the feeling tense.
semi-cooperative neither supports nor works against the feeling together.
semi-cooperative supports the feeling sneaky.
semi-cooperative neither supports nor works against the feeling lucky.
semi-cooperative neither supports nor works against the feeling in charge.
semi-cooperative neither supports nor works against the feeling surprised.
semi-cooperative neither supports nor works against the feeling thoughtful.
semi-cooperative neither supports nor works against the feeling fast.
semi-cooperative neither supports nor works against the feeling unfair in a fun way.
semi-cooperative neither supports nor works against the feeling careful.
semi-cooperative neither supports nor works against the feeling daring.
semi-cooperative neither supports nor works against the feeling friendly.