hand management
In the group Core mechanic.
You hold a hand of cards and decide which to play, when, and which to keep for later. Choosing carefully matters most.
In the group Core mechanic.
You hold a hand of cards and decide which to play, when, and which to keep for later. Choosing carefully matters most.
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.
You play cards from hand amid draws but discard to fix bad luck, feeling like steering fate with your choices.
Players feel sneaky excitement guessing what others hold while carefully timing their own card plays.
Everyone sees all cards, so turns feel like a public puzzle where order of play creates clever chains.
Players pass and play cards from hands to chain combos against the game.
Secret hands fuel surprise attacks, forcing players to bluff strength while timing card plays.
You roll to move, and cards in your hand let you change the roll or do something extra.
You pick cards into your hand, then choose when to play them.
Players use cards from their hand as bids, so every bid uses up a card.
You keep drawing cards into your hand, but going over a limit loses them.
Cards in your hand let you move or place pieces to take areas.
Cards in your hand change what your workers can do on action spaces.
You choose which cards from your hand to use to complete a pattern.
You plan which cards to keep and when to play them across a hand of tricks.
Players trade cards from their hands and make deals about what to play.
You hold cards in your hand and choose when to play them into sets.
Cards in your hand show which tiles you can place and where.
Players use cards from their hand to move forward, racing to the end.
Players choose when to play cards for points, and the most points wins.
Players use cards to stay in the game, and those with no useful cards are knocked out.
Players use cards together to fight off a danger.
Players play cards towards one goal they share.
Players hold cards and play them towards their own secret goals.
Cards in your hand add to a story, and the game ends when the story is complete.
Everyone plays cards from their own hand towards their own goal.
Players use cards to attack each other or defend themselves.
Cards you play change the board in ways that get in others' way.
Players play cards to help the group but keep some for themselves.
Team members plan which cards to play against the other team.
Players play cards for the team, but a traitor holds back or plays to hurt.
You draw cards at random and play what you can.
You draw at random but plan carefully what to keep and play.
You know what cards are coming and plan each play carefully.
Players manage hidden cards while secretly on a hidden side.
The cards people play give clues to a hidden answer.
Players can play cards to suggest they hold something they do not.
Cards in your hand are actions in a real system, and when you play them matters.
Each player plays a real group with its own cards for what it can do.
Players decide when to play cards that draw from a shared resource.
Cards you play now set off effects in later rounds.
Players agree a rule about when cards can be played.
After play, players talk about when they played their cards.
hand management neither supports nor works against the feeling excited.
hand management supports the feeling clever.
hand management neither supports nor works against the feeling silly.
hand management neither supports nor works against the feeling tense.
hand management neither supports nor works against the feeling together.
hand management neither supports nor works against the feeling sneaky.
hand management works against the feeling lucky.
hand management supports the feeling in charge.
hand management neither supports nor works against the feeling surprised.
hand management supports the feeling thoughtful.
hand management neither supports nor works against the feeling fast.
hand management neither supports nor works against the feeling unfair in a fun way.
hand management supports the feeling careful.
hand management neither supports nor works against the feeling daring.
hand management neither supports nor works against the feeling friendly.