try a rule
In the group Simulation.
Players agree a new rule for everyone, then play on to see what it changes. It is a safe way to test a rule before trying it for real.
In the group Simulation.
Players agree a new rule for everyone, then play on to see what it changes. It is a safe way to test a rule before trying it for real.
No one has recorded a check on this entry yet.
To add a record or propose a change, sign in with GitHub or sign in with Google.
Players agree a new rule, then roll and move to see what it changes.
Players agree a rule about picking, then see who it helps.
Players agree a rule for the auction, such as a price limit, and see what it changes.
Players agree a rule limiting how far anyone can push.
Players agree a rule about how land is shared, then play on.
Players agree a rule about who can use which action spaces.
Players agree a rule about which pieces can be used, then see what changes.
Players agree a rule about when cards can be played.
Players agree a new rule for tricks and see how play changes.
Players negotiate a new rule, then live with it.
Players agree a rule about sharing cards, then see who benefits.
Players agree a rule about where tiles can go, then build.
Players agree a rule that changes the race, then see who it helps.
Players agree a rule that changes scoring, then compare results.
Players agree a rule meant to keep more people in, then see if it works.
The team agrees a rule to help everyone survive, then tests it.
The group agrees a rule to reach its goal and tests it.
Players agree a rule while each has a secret reason to want it.
The story changes after players agree a new rule.
Each player tests a different rule side by side.
Players agree a rule to limit fighting, then see if it holds.
Players agree a rule that changes how moves affect each other.
The team agrees and tests rules together.
Players agree a rule that helps the group but may cost each player.
Each team proposes a rule, and both are tested.
Players agree a rule while a traitor tries to make it fail.
Players test a rule, but luck makes its effect hard to see.
Players test a rule meant to soften unlucky events.
Players test a rule where choices matter most.
Players test a rule with no luck, so its effect is easy to see.
Everyone sees exactly what the new rule changes.
Players test a rule while keeping their own position secret.
Players test a rule while secretly on hidden sides.
Players work out a hidden rule from what happens when they play.
Players can pretend to follow a rule while breaking it.
Players change a rule of the model and watch how the system responds.
Groups propose and test a rule from their own point of view.
Players agree a rule for sharing the resource and see if it holds.
Players test a rule whose effect only shows later.
After play, players talk about whether the rule they tried did what they hoped.
Players answer a new rule with moves that test it, and the next player answers the result.
A new rule is tried in silence, and players work out its effect only by watching.
Any player can change a rule as a move, and the group plays on to see what it does.
Players try a new rule with no winner, only to see what it changes.
Players try a new rule and each decides what they want to learn from it.
Players try a new rule and see who it leaves as the loser.
A new rule is tried by post, and players report what it changed.
Players try a rule and ask how it would affect someone who is not there.
Players throw a sign and read it to choose which new rule to try.
Players try a new rule and sense together whether it changes the rhythm of play.
One player tries a rule in secret, and others work out what it is from its effects.
One player knows the effect of a new rule and can only hint while others test it.
A rule tried is written in permanently if the group keeps it.
A new rule is tried over weeks to see its slow effects.
Characters live under a new rule, and players act out how it changes their lives.
Players try a new rule for feats, such as using only one hand, to see what changes.
Players try a new rule for drawing, such as no borders, and see what world appears.
Players try a rule to see whether it helps the game keep going.
Players try new rules to make the game winnable, and see which come closest.
The game master introduces a new rule mid-story and players see what it changes.
A new rule is tried in a public game to see how strangers respond.
Players try a new table to see what kind of stories it makes.
Players try a new rule for exploring, such as revealing two areas at once.
Players try changing the rule that makes the argument, to see whether the point still holds.
Players try a rule in the game before using it in real life.
Players change what earns points and see how play changes.
Players try one future rule and play on to see what it changes.
try a rule neither supports nor works against the feeling excited.
try a rule supports the feeling clever.
try a rule neither supports nor works against the feeling silly.
try a rule neither supports nor works against the feeling tense.
try a rule neither supports nor works against the feeling together.
try a rule neither supports nor works against the feeling sneaky.
try a rule neither supports nor works against the feeling lucky.
try a rule supports the feeling in charge.
try a rule neither supports nor works against the feeling surprised.
try a rule supports the feeling thoughtful.
try a rule neither supports nor works against the feeling fast.
try a rule neither supports nor works against the feeling unfair in a fun way.
try a rule neither supports nor works against the feeling careful.
try a rule neither supports nor works against the feeling daring.
try a rule neither supports nor works against the feeling friendly.