delayed effects
In the group Simulation.
What you do now shows its effect only a few rounds later, the way a choice made this year shows up years later in real life.
In the group Simulation.
What you do now shows its effect only a few rounds later, the way a choice made this year shows up years later in real life.
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You roll to move, and some spaces you land on now cause events several turns later.
Cards you pick now only take effect a few rounds later.
What you win in an auction pays off, or costs you, only later.
Pushing your luck now builds up risk that arrives later.
Taking an area now changes what that area produces several rounds later.
Workers placed now finish their jobs in later rounds.
The pattern you build only shows its full effect a few rounds later.
Cards you play now set off effects in later rounds.
Tricks you win now bring rewards or costs in later hands.
Deals made now only come due later.
Sets you collect now pay out only after a few rounds.
Tiles you place now change the board later, as things grow or wear out.
Choices made early in the race speed you up or slow you down near the end.
Points from many choices only arrive at the end.
Choices made early decide who drops out later.
The team's early choices decide whether it survives later.
The group's shared goal depends on choices whose effects come later.
Your secret goal depends on effects that only show later.
The story shows the late results of choices made early.
Each player sees the late effects of their own choices side by side.
Attacks made now do their damage later.
One player's choices change the board for others several rounds later.
The team plans together for effects that arrive later.
Selfish choices now harm the group later.
Each team's early choices decide how it does later.
The traitor's choices only cause trouble later, so they are hard to spot.
Random events arrive later from causes players cannot see.
Later events are partly random, but players can prepare now.
Careful choices now shape later rounds, with a little chance.
Later rounds follow from earlier choices with no luck.
Everyone can see what effects are on their way.
Players hold secret cards whose effects arrive later.
Hidden roles show themselves through effects that arrive later.
Players work out what caused an effect from clues left earlier.
Players can pretend a later effect is coming when it is not.
The model shows how choices now change the system later.
Each group's choices affect other groups later.
Taking from the shared resource now shows its effect later.
Players test a rule whose effect only shows later.
After play, players trace late effects back to earlier choices.
delayed effects neither supports nor works against the feeling excited.
delayed effects supports the feeling clever.
delayed effects neither supports nor works against the feeling silly.
delayed effects supports the feeling tense.
delayed effects neither supports nor works against the feeling together.
delayed effects neither supports nor works against the feeling sneaky.
delayed effects neither supports nor works against the feeling lucky.
delayed effects neither supports nor works against the feeling in charge.
delayed effects supports the feeling surprised.
delayed effects supports the feeling thoughtful.
delayed effects neither supports nor works against the feeling fast.
delayed effects neither supports nor works against the feeling unfair in a fun way.
delayed effects supports the feeling careful.
delayed effects neither supports nor works against the feeling daring.
delayed effects neither supports nor works against the feeling friendly.