mostly chance
In the group Chance or skill.
Dice and random draws decide most of what happens. Skill barely matters. Snakes and Ladders is mostly chance.
In the group Chance or skill.
Dice and random draws decide most of what happens. Skill barely matters. Snakes and Ladders is mostly chance.
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You risk more draws or rolls for rewards, feeling like a dare where luck decides if you win big or bust.
Roll dice to dash to the end, but random paths and events make it a wild luck fest with little control.
The dice decide almost everything: how far you go and what happens when you land.
Cards come out at random and you pick quickly, so luck shapes most of what you get.
Prizes are revealed at random and bids are quick, so luck shapes the result.
Dice or cards decide who wins fights over areas.
Which action spaces open each round is decided by chance.
The pieces you get are random, so luck shapes your pattern.
You draw cards at random and play what you can.
The cards you are dealt decide most of the tricks you win.
Random events decide what everyone has to trade.
Cards come at random, so luck decides who finishes sets.
You draw tiles at random and place them where you can.
Dice or cards decide how far you go in a race to the end.
Points come mostly from lucky draws or rolls.
Luck decides who gets knocked out.
Luck decides whether the team survives.
Luck decides whether the shared goal is met.
Luck decides whether you reach your secret goal.
Random events shape how the story ends.
Everyone plays their own luck side by side.
Fights are decided mostly by dice or cards.
Luck decides where you can go and what you block.
The team plays together against luck.
Players help each other, but luck decides who comes out ahead.
Two teams play, but luck decides most of the result.
Luck shapes the game, which gives the traitor cover.
Luck decides most things, and everyone can see what happens.
Luck decides most things, and players hold secret cards.
Luck shapes the game while players hold secret roles.
Random clues come out, and players try to work out a hidden answer.
Luck decides results, and players bluff about what they got.
Random events drive a model of a real system, like weather or prices.
Players play real groups, and luck decides what happens to them.
Random events decide how much of the shared resource comes back each round.
Random events arrive later from causes players cannot see.
Players test a rule, but luck makes its effect hard to see.
After play, players talk about how much was luck.
These two pull against each other — can a game really be both?
mostly chance supports the feeling excited.
mostly chance works against the feeling clever.
mostly chance supports the feeling silly.
mostly chance supports the feeling tense.
mostly chance neither supports nor works against the feeling together.
mostly chance neither supports nor works against the feeling sneaky.
mostly chance supports the feeling lucky.
mostly chance works against the feeling in charge.
mostly chance supports the feeling surprised.
mostly chance works against the feeling thoughtful.
mostly chance supports the feeling fast.
mostly chance supports the feeling unfair in a fun way.
mostly chance works against the feeling careful.
mostly chance supports the feeling daring.
mostly chance neither supports nor works against the feeling friendly.