negotiation
In the group Core mechanic.
Players talk to each other and make deals. "I'll give you wood if you give me wheat." Trades and promises shape the game.
In the group Core mechanic.
Players talk to each other and make deals. "I'll give you wood if you give me wheat." Trades and promises shape the game.
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Players talk a lot to share plans and help everyone win together against the game.
Deals happen right before fights, mixing talk with attacks to steal advantages.
Deal-making precedes fights over territories, with alliances shifting mid-power grab.
You roll to move, and you can make deals with others to swap spaces, money or favours.
Players pick cards and can trade or promise them to each other.
Players bid on prizes and can make deals to stop bidding against each other.
Players can make risky deals, promising more than they are sure they can give.
Players make deals about who gets which areas, and can break them.
Players can make deals to let each other use blocked action spaces.
Players trade pieces with each other to finish their own patterns.
Players trade cards from their hands and make deals about what to play.
Players can talk and make deals about which tricks they will try to win.
Players trade cards to finish their own matching sets.
Players make deals about where tiles go on a shared board.
Players make deals to move forward faster, racing to the end.
Players trade and make deals to earn points, and the most points wins.
Players make and break alliances until only one is left.
Players discuss and agree on how to share the work of surviving together.
Players talk and agree on the steps towards one shared goal.
Players make deals while secretly working towards their own goals.
Players agree on what happens next in a story until it ends.
Players make trades now and then but mostly work on their own goals.
Players make deals about the board, agreeing who goes where.
Players have to agree on helping the group while each tries to come out ahead.
Each team agrees plans inside and makes deals with the other team.
Players make deals as a team while one secretly works against them.
Random events decide what everyone has to trade.
Random events shape the game, but clever deals can make up for unlucky events.
Clever deals matter most, with a little luck in what comes up.
Everything depends on the deals players make.
Everyone sees what everyone has, so deals are made in the open.
Players make deals while hiding what they really have.
Players make deals while secretly on hidden sides.
Deals give clues to a hidden answer.
Players can lie in deals and try to spot others' lies.
Players make deals inside a model of a real system, and the board shows what each deal changes.
Each player plays a real group and makes deals with the others.
Players agree how to share a limited resource.
Deals made now only come due later.
Players negotiate a new rule, then live with it.
After play, players talk about the deals they made and broke.
negotiation neither supports nor works against the feeling excited.
negotiation neither supports nor works against the feeling clever.
negotiation supports the feeling silly.
negotiation neither supports nor works against the feeling tense.
negotiation supports the feeling together.
negotiation supports the feeling sneaky.
negotiation works against the feeling lucky.
negotiation supports the feeling in charge.
negotiation neither supports nor works against the feeling surprised.
negotiation neither supports nor works against the feeling thoughtful.
negotiation works against the feeling fast.
negotiation neither supports nor works against the feeling unfair in a fun way.
negotiation neither supports nor works against the feeling careful.
negotiation supports the feeling daring.
negotiation neither supports nor works against the feeling friendly.